Click around a little bit, and boom, it is frozen. Do you wait? Do you force quit? The watch gives little feedback.
Click around a little bit, and boom, it is frozen. Do you wait? Do you force quit? The watch gives little feedback.
OS 8 started to add preemptive multitasking, but it wasn't mandatory and apps had to buy-in to it (so they didn't break backwards compatibility).
Incidentally, games would squeeze a few more cycles out of the computer by using `getNextEvent` or accessing the input drivers directly, which wouldn't give other processes a chance to do things. This would lead to the hilarious consequence (especially when the networking era came along) that you'd play a game for a couple hours, quit it, and be greeted by several error dialogs as various processes that had been wanting to poll for timed events discovered they'd missed their polling windows because they essentially just came out of suspended animation.
The need for always-available network access finally spelled out the death of the non-preemptive architecture; networking simply couldn't tolerate the client dropping out of the universe for ages at a time.