this is mostly a repeat of what rog. said.  i'm a
slow thinker, but i'll subject y'all to what i was thinking
anyway....

> the ordering problem is misleading: you need timely response for
> interactive applications; it's a reasonably straightforward application
> of real-time programming.  (by the way, if you're passing low-level
> things like that across lossy wireless networks, you're possibly
> not addressing the most relevant problem first.)  the effects you're trying 
> to synchronise
> are typically changes to data structures inside a program (including effects 
> on the display),
> so that's where the synchronisation and interlocking should be.
> 

that's fine.  but what acme does doesn't work.
i'm sure everyone here has typed something in
one acme window and had it appear in another.

almost always, the keyboard and mouse are connected
to the "same" hardware. and it's people realtime not real
realtime.  so it seems to me that this problem should not
exist.  and it seems to me that the problem is exactly that
the kbd and mouse are on seperate channels.

what i proposed will work when all the input devices are
connected to the "same" hardware.  a combo usb kb/mouse
or a standard pc kb and mouse would qualify. applications like
acme would not need any modification, though libraries would.

what do you propose?

> it's not as though the underlying devices
> weren't separate streams; they are, and it makes sense for the view
> of them to reflect that. it also makes it easier to add new input
> devices. i see already you've got 'k' and 'm', with surprisingly different
> content, but what about that fingerprint thingy to unlock the cheats? or 
> perhaps more to the point the
> 'w' for wheel and 'p' for pedals? you'll never finish.

you have this problem regardless of implementation strategy.
but this is mostly argued in the moot court as most such devices
act like either a keyboard or a mouse.

- erik

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