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for something similar implemented with very few asm code
one can have a look at the Microthreads section from
Bruce Dawson in the book Game Programming Gems 2.



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> -----Ursprüngliche Nachricht-----
> Von:
> []Im Auftrag von Sean Middleditch
> Gesendet: Samstag, 8. Juni 2002 16:31
> An: Multiple recipients of list
> Betreff: Re: Fiber thing?
> Fibers are fairly simple.  Basically, when a single OS thread is
> running, you have your registers and code stack.  Say you are in the
> middle of some Lua code, which was called from a C function, which was
> invoked from some other Lua code.  If the Lua interpreter decides to
> switch Lua threads, it can't be easily done, because of that C function
> on the call stack.
> With fibers, you'd do something like this.  Each function stack you got
> into (Lua call stack), you'd get to a point where you decide to swap
> fibers.  Basically, this code would copy the stack and registers to a
> buffer (or, depending on implementation and needed stack size, leave it
> where it is), push the intruction pointer, swap the stack pointer, and
> pop the instruction pointer, pull out the new buffer's stack/data, and
> pop the instruction pointer again.  You'll have just popped the
> instruction pointer from the new stack, and thus your new thread will be
> running.
> I'm not too great at explaining these, especially given that I've never
> used them myself and thus don't have any code to use as an example.  You
> need to look at from the CPU's perspective, tho, not the OS - the OS has
> nothing to do with the fibers.