Q: How can I add message queue asynchronous timer interrupts to my program?
Normal programs, and especially GUI programs, are synchronized by the message queue. When a message is processed by XgrProcessMessages() , all actions caused by processing the message are performed in the expected order before the next message is processed. Programs can therefore assume that program variables will not be unexpectedly modified during message processing. This reduces the complexity of programs enormously.

Most programs with asynchronous aspects simulate asynchronous behavior by setting and starting GraphicsDesigner grid timers which add TimeOut messages to the message queue when they expire. When these TimeOut messages are subsequently processed by XgrProcessMessages() , a grid function receives the TimeOut message and can process the asynchronous timer event in the normal straightforward manner because the asynchronous timer has been synchronized by its passage through the message queue.

Programs with asynchronous aspects that cannot be simulated by timers often employ a similar technique. One line is added to the message processing loop in their Entry() function to call a function that performs asynchronous activity. Again, apparently asynchronous activity is processed in a synchronous manner.

DO
XgrProcessMessages (0)
Asynchronous () ' check/process asynchronous program aspects
LOOP

Though there are many other methods to handle asynchronous activity in a synchronous way, some programs require some true asynchronous processing. Consider a program that needs to respond to certain conditions within a limited period of time, but also contains one or more functions that may take longer to complete than the response interval. The synchronous way to handle this situation is to add a line that calls an asynchronous processing function in as many places as necessary to assure adequate response time. The shorter the response interval gets, however, the more places the asynchronous processing function must be called. Furthermore, the length of time required to execute various parts of a program depends on computer speed, and is therefore not portable unless written for the slowest possible machine.

The standard function library contains two functions that support fully asynchronous processing, namely XstStartTimer() and XstKillTimer() . Timers created by XstStartTimer() are not associated with GraphicsDesigner or the message queue. When they expire, the function associated with the timer is called immediately, potentially between ANY two machine instructions. Program variables can thus be in any state, and its even possible for these timers to interrupt programs between machine instructions that update the two 32-bit parts of GIANT and DOUBLE variables! Therefore the program must be written to anticipate all possible adverse interactions and avoid them. As long as asynchronous processing functions are not themselves interrupted and do not read variables that are altered elsewhere in the program, they can be fairly simple. Otherwise careful and detailed design of handshaking is required to avoid disasterous interaction between the normal and asynchronous parts of programs.