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     81 >Chapter 13. Time</H1
     82 ><DIV
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     84 ><DL
     85 ><DT
     86 ><B
     87 >Table of Contents</B
     88 ></DT
     89 ><DT
     90 ><A
     91 HREF="sdlgetticks.html"
     92 >SDL_GetTicks</A
     93 >&nbsp;--&nbsp;Get the number of milliseconds since the SDL library initialization.</DT
     94 ><DT
     95 ><A
     96 HREF="sdldelay.html"
     97 >SDL_Delay</A
     98 >&nbsp;--&nbsp;Wait a specified number of milliseconds before returning.</DT
     99 ><DT
    100 ><A
    101 HREF="sdladdtimer.html"
    102 >SDL_AddTimer</A
    103 >&nbsp;--&nbsp;Add a timer which will call a callback after the specified number of milliseconds has
    104 elapsed.</DT
    105 ><DT
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    107 HREF="sdlremovetimer.html"
    108 >SDL_RemoveTimer</A
    109 >&nbsp;--&nbsp;Remove a timer which was added with
    110 <A
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    112 >SDL_AddTimer</A
    113 >.</DT
    114 ><DT
    115 ><A
    116 HREF="sdlsettimer.html"
    117 >SDL_SetTimer</A
    118 >&nbsp;--&nbsp;Set a callback to run after the specified number of milliseconds has
    119 elapsed.</DT
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    122 ><P
    123 >SDL provides several cross-platform functions for dealing with time.
    124 It provides a way to get the current time, a way to wait a little while,
    125 and a simple timer mechanism.  These functions give you two ways of moving an
    126 object every x milliseconds:
    127 
    128 <P
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    133 >Use a timer callback function.  This may have the bad effect that it runs in a seperate thread or uses alarm signals, but it's easier to implement.</P
    134 ></LI
    135 ><LI
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    137 >Or you can get the number of milliseconds passed, and move the object if, for example, 30 ms passed.</P
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    140 >&#13;</P
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