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深入淺出Win32多線程設計之MFC的多線程

1、創(chuàng)建和終止線程

在MFC程序中創(chuàng)建一個線程,宜調(diào)用AfxBeginThread函數(shù)。該函數(shù)因參數(shù)不同而具有兩種重載版本,分別對應工作者線程和用戶接口(UI)線程。

工作者線程

CWinThread *AfxBeginThread(
AFX_THREADPROC pfnThreadProc, //控制函數(shù)
LPVOID pParam, //傳遞給控制函數(shù)的參數(shù)
int nPriority = THREAD_PRIORITY_NORMAL, //線程的優(yōu)先級
UINT nStackSize = 0, //線程的堆棧大小
DWORD dwCreateFlags = 0, //線程的創(chuàng)建標志
LPSECURITY_ATTRIBUTES lpSecurityAttrs = NULL //線程的安全屬性
);

工作者線程編程較為簡單,只需編寫線程控制函數(shù)和啟動線程即可。下面的代碼給出了定義一個控制函數(shù)和啟動它的過程:

//線程控制函數(shù)
UINT MfcThreadProc(LPVOID lpParam)
{
CExampleClass *lpObject = (CExampleClass*)lpParam;
if (lpObject == NULL || !lpObject->IsKindof(RUNTIME_CLASS(CExampleClass)))
return - 1; //輸入?yún)?shù)非法
//線程成功啟動
while (1)
{
...//
}
return 0;
}

//在MFC程序中啟動線程
AfxBeginThread(MfcThreadProc, lpObject);

UI線程

創(chuàng)建用戶界面線程時,必須首先從CWinThread 派生類,并使用 DECLARE_DYNCREATE 和 IMPLEMENT_DYNCREATE 宏聲明此類。

下面給出了CWinThread類的原型(添加了關于其重要函數(shù)功能和是否需要被繼承類重載的注釋):

class CWinThread : public CCmdTarget
{
DECLARE_DYNAMIC(CWinThread)

public:
// Constructors
CWinThread();
BOOL CreateThread(DWORD dwCreateFlags = 0, UINT nStackSize = 0,
LPSECURITY_ATTRIBUTES lpSecurityAttrs = NULL);

// Attributes
CWnd* m_pMainWnd; // main window (usually same AfxGetApp()->m_pMainWnd)
CWnd* m_pActiveWnd; // active main window (may not be m_pMainWnd)
BOOL m_bAutoDelete; // enables 'delete this' after thread termination

// only valid while running
HANDLE m_hThread; // this thread's HANDLE
operator HANDLE() const;
DWORD m_nThreadID; // this thread's ID

int GetThreadPriority();
BOOL SetThreadPriority(int nPriority);

// Operations
DWORD SuspendThread();
DWORD ResumeThread();
BOOL PostThreadMessage(UINT message, WPARAM wParam, LPARAM lParam);

// Overridables
//執(zhí)行線程實例初始化,必須重寫
virtual BOOL InitInstance();

// running and idle processing
//控制線程的函數(shù),包含消息泵,一般不重寫
virtual int Run();

//消息調(diào)度到TranslateMessage和DispatchMessage之前對其進行篩選,
//通常不重寫
virtual BOOL PreTranslateMessage(MSG* pMsg);

virtual BOOL PumpMessage(); // low level message pump

//執(zhí)行線程特定的閑置時間處理,通常不重寫
virtual BOOL OnIdle(LONG lCount); // return TRUE if more idle processing
virtual BOOL IsIdleMessage(MSG* pMsg); // checks for special messages

//線程終止時執(zhí)行清除,通常需要重寫
virtual int ExitInstance(); // default will 'delete this'

//截獲由線程的消息和命令處理程序引發(fā)的未處理異常,通常不重寫
virtual LRESULT ProcessWndProcException(CException* e, const MSG* pMsg);

// Advanced: handling messages sent to message filter hook
virtual BOOL ProcessMessageFilter(int code, LPMSG lpMsg);

// Advanced: virtual access to m_pMainWnd
virtual CWnd* GetMainWnd();

// Implementation
public:
virtual ~CWinThread();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
int m_nDisablePumpCount; // Diagnostic trap to detect illegal re-entrancy
#endif
void CommonConstruct();
virtual void Delete();
// 'delete this' only if m_bAutoDelete == TRUE

// message pump for Run
MSG m_msgCur; // current message

public:
// constructor used by implementation of AfxBeginThread
CWinThread(AFX_THREADPROC pfnThreadProc, LPVOID pParam);

// valid after construction
LPVOID m_pThreadParams; // generic parameters passed to starting function
AFX_THREADPROC m_pfnThreadProc;

// set after OLE is initialized
void (AFXAPI* m_lpfnOleTermOrFreeLib)(BOOL, BOOL);
COleMessageFilter* m_pMessageFilter;

protected:
CPoint m_ptCursorLast; // last mouse position
UINT m_nMsgLast; // last mouse message
BOOL DispatchThreadMessageEx(MSG* msg); // helper
void DispatchThreadMessage(MSG* msg); // obsolete
};

啟動UI線程的AfxBeginThread函數(shù)的原型為:

CWinThread *AfxBeginThread(
//從CWinThread派生的類的 RUNTIME_CLASS
CRuntimeClass *pThreadClass,
int nPriority = THREAD_PRIORITY_NORMAL,
UINT nStackSize = 0,
DWORD dwCreateFlags = 0,
LPSECURITY_ATTRIBUTES lpSecurityAttrs = NULL
);

我們可以方便地使用VC++ 6.0類向導定義一個繼承自CWinThread的用戶線程類。下面給出產(chǎn)生我們自定義的CWinThread子類CMyUIThread的方法。

打開VC++ 6.0類向導,在如下窗口中選擇Base Class類為CWinThread,輸入子類名為CMyUIThread,點擊"OK"按鈕后就產(chǎn)生了類CMyUIThread。


其源代碼框架為:

/////////////////////////////////////////////////////////////////////////////
// CMyUIThread thread

class CMyUIThread : public CWinThread
{
DECLARE_DYNCREATE(CMyUIThread)
protected:
CMyUIThread(); // protected constructor used by dynamic creation

// Attributes
public:

// Operations
public:

// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMyUIThread)
public:
virtual BOOL InitInstance();
virtual int ExitInstance();
//}}AFX_VIRTUAL

// Implementation
protected:
virtual ~CMyUIThread();

// Generated message map functions
//{{AFX_MSG(CMyUIThread)
// NOTE - the ClassWizard will add and remove member functions here.
//}}AFX_MSG

DECLARE_MESSAGE_MAP()
};

/////////////////////////////////////////////////////////////////////////////
// CMyUIThread

IMPLEMENT_DYNCREATE(CMyUIThread, CWinThread)

CMyUIThread::CMyUIThread()
{}

CMyUIThread::~CMyUIThread()
{}

BOOL CMyUIThread::InitInstance()
{
// TODO: perform and per-thread initialization here
return TRUE;
}

int CMyUIThread::ExitInstance()
{
// TODO: perform any per-thread cleanup here
return CWinThread::ExitInstance();
}

BEGIN_MESSAGE_MAP(CMyUIThread, CWinThread)
//{{AFX_MSG_MAP(CMyUIThread)
// NOTE - the ClassWizard will add and remove mapping macros here.
//}}AFX_MSG_MAP
END_MESSAGE_MAP()

使用下列代碼就可以啟動這個UI線程:

CMyUIThread *pThread;
pThread = (CMyUIThread*)
AfxBeginThread( RUNTIME_CLASS(CMyUIThread) );

另外,我們也可以不用AfxBeginThread 創(chuàng)建線程,而是分如下兩步完成:

(1)調(diào)用線程類的構造函數(shù)創(chuàng)建一個線程對象;

(2)調(diào)用CWinThread::CreateThread函數(shù)來啟動該線程。

在線程自身內(nèi)調(diào)用AfxEndThread函數(shù)可以終止該線程:

void AfxEndThread(
UINT nExitCode //the exit code of the thread
);

對于UI線程而言,如果消息隊列中放入了WM_QUIT消息,將結束線程。

關于UI線程和工作者線程的分配,最好的做法是:將所有與UI相關的操作放入主線程,其它的純粹的運算工作交給獨立的數(shù)個工作者線程。

候捷先生早些時間喜歡為MDI程序的每個窗口創(chuàng)建一個線程,他后來澄清了這個錯誤。因為如果為MDI程序的每個窗口都單獨創(chuàng)建一個線程,在窗口進行切換的時候,將進行線程的上下文切換!

2.線程間通信

MFC中定義了繼承自CSyncObject類的CCriticalSection、CCEvent、CMutex、CSemaphore類封裝和簡化了WIN32API所提供的臨界區(qū)、事件、互斥和信號量。使用這些同步機制,必須包含"Afxmt.h"頭文件。下圖給出了類的繼承關系:


作為CSyncObject類的繼承類,我們僅僅使用基類CSyncObject的接口函數(shù)就可以方便、統(tǒng)一的操作CCriticalSection、CCEvent、CMutex、CSemaphore類,下面是CSyncObject類的原型:

class CSyncObject : public CObject
{
DECLARE_DYNAMIC(CSyncObject)

// Constructor
public:
CSyncObject(LPCTSTR pstrName);

// Attributes
public:
operator HANDLE() const;
HANDLE m_hObject;

// Operations
virtual BOOL Lock(DWORD dwTimeout = INFINITE);
virtual BOOL Unlock() = 0;
virtual BOOL Unlock(LONG /* lCount */, LPLONG /* lpPrevCount=NULL */)
{ return TRUE; }

// Implementation
public:
virtual ~CSyncObject();
#ifdef _DEBUG
CString m_strName;
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
friend class CSingleLock;
friend class CMultiLock;
};

CSyncObject類最主要的兩個函數(shù)是Lock和Unlock,若我們直接使用CSyncObject類及其派生類,我們需要非常小心地在Lock之后調(diào)用Unlock。

MFC提供的另兩個類CSingleLock(等待一個對象)和CMultiLock(等待多個對象)為我們編寫應用程序提供了更靈活的機制,下面以實際來闡述CSingleLock的用法:

class CThreadSafeWnd
{
public:
CThreadSafeWnd(){}
~CThreadSafeWnd(){}
void SetWindow(CWnd *pwnd)
{
m_pCWnd = pwnd;
}
void PaintBall(COLORREF color, CRect &rc);
private:
CWnd *m_pCWnd;
CCriticalSection m_CSect;
};

void CThreadSafeWnd::PaintBall(COLORREF color, CRect &rc)
{
CSingleLock csl(&m_CSect);
//缺省的Timeout是INFINITE,只有m_Csect被激活,csl.Lock()才能返回
//true,這里一直等待
if (csl.Lock())
;
{
// not necessary
//AFX_MANAGE_STATE(AfxGetStaticModuleState( ));
CDC *pdc = m_pCWnd->GetDC();
CBrush brush(color);
CBrush *oldbrush = pdc->SelectObject(&brush);
pdc->Ellipse(rc);
pdc->SelectObject(oldbrush);
GdiFlush(); // don't wait to update the display
}
}

上述實例講述了用CSingleLock對Windows GDI相關對象進行保護的方法,下面再給出一個其他方面的例子:

int array1[10], array2[10];
CMutexSection section; //創(chuàng)建一個CMutex類的對象

//賦值線程控制函數(shù)
UINT EvaluateThread(LPVOID param)
{
CSingleLock singlelock;
singlelock(&section);

//互斥區(qū)域
singlelock.Lock();
for (int i = 0; i < 10; i++)
array1[i] = i;
singlelock.Unlock();
}
//拷貝線程控制函數(shù)
UINT CopyThread(LPVOID param)
{
CSingleLock singlelock;
singlelock(&section);

//互斥區(qū)域
singlelock.Lock();
for (int i = 0; i < 10; i++)
array2[i] = array1[i];
singlelock.Unlock();
}
}

AfxBeginThread(EvaluateThread, NULL); //啟動賦值線程
AfxBeginThread(CopyThread, NULL); //啟動拷貝線程

上面的例子中啟動了兩個線程EvaluateThread和CopyThread,線程EvaluateThread把10個數(shù)賦值給數(shù)組array1[],線程CopyThread將數(shù)組array1[]拷貝給數(shù)組array2[]。由于數(shù)組的拷貝和賦值都是整體行為,如果不以互斥形式執(zhí)行代碼段:

for (int i = 0; i < 10; i++)
array1[i] = i;



for (int i = 0; i < 10; i++)
array2[i] = array1[i];

其結果是很難預料的!

除了可使用CCriticalSection、CEvent、CMutex、CSemaphore作為線程間同步通信的方式以外,我們還可以利用PostThreadMessage函數(shù)在線程間發(fā)送消息:

BOOL PostThreadMessage(DWORD idThread, // thread identifier
UINT Msg, // message to post
WPARAM wParam, // first message parameter
LPARAM lParam // second message parameter
);

3.線程與消息隊列

在WIN32中,每一個線程都對應著一個消息隊列。由于一個線程可以產(chǎn)生數(shù)個窗口,所以并不是每個窗口都對應著一個消息隊列。下列幾句話應該作為"定理"被記?。?br>
"定理" 一

所有產(chǎn)生給某個窗口的消息,都先由創(chuàng)建這個窗口的線程處理;

"定理" 二

Windows屏幕上的每一個控件都是一個窗口,有對應的窗口函數(shù)。

消息的發(fā)送通常有兩種方式,一是SendMessage,一是PostMessage,其原型分別為:

LRESULT SendMessage(HWND hWnd, // handle of destination window
UINT Msg, // message to send
WPARAM wParam, // first message parameter
LPARAM lParam // second message parameter
);
BOOL PostMessage(HWND hWnd, // handle of destination window
UINT Msg, // message to post
WPARAM wParam, // first message parameter
LPARAM lParam // second message parameter
);







兩個函數(shù)原型中的四個參數(shù)的意義相同,但是SendMessage和PostMessage的行為有差異。SendMessage必須等待消息被處理后才返回,而PostMessage僅僅將消息放入消息隊列。SendMessage的目標窗口如果屬于另一個線程,則會發(fā)生線程上下文切換,等待另一線程處理完成消息。為了防止另一線程當?shù)?,導致SendMessage永遠不能返回,我們可以調(diào)用SendMessageTimeout函數(shù):

LRESULT SendMessageTimeout(
HWND hWnd, // handle of destination window
UINT Msg, // message to send
WPARAM wParam, // first message parameter
LPARAM lParam, // second message parameter
UINT fuFlags, // how to send the message
UINT uTimeout, // time-out duration
LPDWORD lpdwResult // return value for synchronous call
);







4. MFC線程、消息隊列與MFC程序的"生死因果"

分析MFC程序的主線程啟動及消息隊列處理的過程將有助于我們進一步理解UI線程與消息隊列的關系,為此我們需要簡單地敘述一下MFC程序的"生死因果"(侯捷:《深入淺出MFC》)。

使用VC++ 6.0的向導完成一個最簡單的單文檔架構MFC應用程序MFCThread:

(1) 輸入MFC EXE工程名MFCThread;

(2) 選擇單文檔架構,不支持Document/View結構;

(3) ActiveX、3D container等其他選項都選擇無。

我們來分析這個工程。下面是產(chǎn)生的核心源代碼:

MFCThread.h 文件

class CMFCThreadApp : public CWinApp
{
public:
CMFCThreadApp();

// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMFCThreadApp)
public:
virtual BOOL InitInstance();
//}}AFX_VIRTUAL

// Implementation

public:
//{{AFX_MSG(CMFCThreadApp)
afx_msg void OnAppAbout();
// NOTE - the ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code !
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};


MFCThread.cpp文件

CMFCThreadApp theApp;

/////////////////////////////////////////////////////////////////////////////
// CMFCThreadApp initialization

BOOL CMFCThreadApp::InitInstance()
{

CMainFrame* pFrame = new CMainFrame;
m_pMainWnd = pFrame;

// create and load the frame with its resources
pFrame->LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW | FWS_ADDTOTITLE, NULL,NULL);
// The one and only window has been initialized, so show and update it.
pFrame->ShowWindow(SW_SHOW);
pFrame->UpdateWindow();

return TRUE;
}












MainFrm.h文件

#include "ChildView.h"

class CMainFrame : public CFrameWnd
{
public:
CMainFrame();
protected:
DECLARE_DYNAMIC(CMainFrame)

// Attributes
public:

// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMainFrame)
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
virtual BOOL OnCmdMsg(UINT nID, int nCode, void* pExtra, AFX_CMDHANDLERINFO* pHandlerInfo);
//}}AFX_VIRTUAL

// Implementation
public:
virtual ~CMainFrame();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
CChildView m_wndView;

// Generated message map functions
protected:
//{{AFX_MSG(CMainFrame)
afx_msg void OnSetFocus(CWnd *pOldWnd);
// NOTE - the ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};























MainFrm.cpp文件

IMPLEMENT_DYNAMIC(CMainFrame, CFrameWnd)

BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd)
//{{AFX_MSG_MAP(CMainFrame)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code !
ON_WM_SETFOCUS()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMainFrame construction/destruction

CMainFrame::CMainFrame()
{
// TODO: add member initialization code here
}

CMainFrame::~CMainFrame()
{}

BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)
{
if( !CFrameWnd::PreCreateWindow(cs) )
return FALSE;
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs

cs.dwExStyle &= ~WS_EX_CLIENTEDGE;
cs.lpszClass = AfxRegisterWndClass(0);
return TRUE;
}



















ChildView.h文件

// CChildView window

class CChildView : public CWnd
{
// Construction
public:
CChildView();

// Attributes
public:
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CChildView)
protected:
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
//}}AFX_VIRTUAL

// Implementation
public:
virtual ~CChildView();

// Generated message map functions
protected:
//{{AFX_MSG(CChildView)
afx_msg void OnPaint();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};

ChildView.cpp文件
// CChildView

CChildView::CChildView()
{}

CChildView::~CChildView()
{}

BEGIN_MESSAGE_MAP(CChildView,CWnd )
//{{AFX_MSG_MAP(CChildView)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CChildView message handlers

BOOL CChildView::PreCreateWindow(CREATESTRUCT& cs)
{
if (!CWnd::PreCreateWindow(cs))
return FALSE;

cs.dwExStyle |= WS_EX_CLIENTEDGE;
cs.style &= ~WS_BORDER;
cs.lpszClass = AfxRegisterWndClass(CS_HREDRAW|CS_VREDRAW|CS_DBLCLKS,::LoadCursor(NULL, IDC_ARROW),
HBRUSH(COLOR_WINDOW+1),NULL);

return TRUE;
}

void CChildView::OnPaint()
{
CPaintDC dc(this); // device context for painting

// TODO: Add your message handler code here
// Do not call CWnd::OnPaint() for painting messages
}









































文件MFCThread.h和MFCThread.cpp定義和實現(xiàn)的類CMFCThreadApp繼承自CWinApp類,而CWinApp類又繼承自CWinThread類(CWinThread類又繼承自CCmdTarget類),所以CMFCThread本質(zhì)上是一個MFC線程類,下圖給出了相關的類層次結構:

我們提取CWinApp類原型的一部分:

class CWinApp : public CWinThread
{
DECLARE_DYNAMIC(CWinApp)
public:
// Constructor
CWinApp(LPCTSTR lpszAppName = NULL);// default app name
// Attributes
// Startup args (do not change)
HINSTANCE m_hInstance;
HINSTANCE m_hPrevInstance;
LPTSTR m_lpCmdLine;
int m_nCmdShow;
// Running args (can be changed in InitInstance)
LPCTSTR m_pszAppName; // human readable name
LPCTSTR m_pszExeName; // executable name (no spaces)
LPCTSTR m_pszHelpFilePath; // default based on module path
LPCTSTR m_pszProfileName; // default based on app name

// Overridables
virtual BOOL InitApplication();
virtual BOOL InitInstance();
virtual int ExitInstance(); // return app exit code
virtual int Run();
virtual BOOL OnIdle(LONG lCount); // return TRUE if more idle processing
virtual LRESULT ProcessWndProcException(CException* e,const MSG* pMsg);

public:
virtual ~CWinApp();
protected:
DECLARE_MESSAGE_MAP()
};


SDK程序的WinMain 所完成的工作現(xiàn)在由CWinApp 的三個函數(shù)完成:

virtual BOOL InitApplication();
virtual BOOL InitInstance();
virtual int Run();


"CMFCThreadApp theApp;"語句定義的全局變量theApp是整個程式的applicationobject,每一個MFC 應用程序都有一個。當我們執(zhí)行MFCThread程序的時候,這個全局變量被構造。theApp配置完成后,WinMain開始執(zhí)行。但是程序中并沒有WinMain的代碼,它在哪里呢?原來MFC早已準備好并由Linker直接加到應用程序代碼中的,其原型為(存在于VC++6.0安裝目錄下提供的APPMODUL.CPP文件中):

extern "C" int WINAPI
_tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPTSTR lpCmdLine, int nCmdShow)
{
// call shared/exported WinMain
return AfxWinMain(hInstance, hPrevInstance, lpCmdLine, nCmdShow);
}


其中調(diào)用的AfxWinMain如下(存在于VC++6.0安裝目錄下提供的WINMAIN.CPP文件中):

int AFXAPI AfxWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPTSTR lpCmdLine, int nCmdShow)
{
ASSERT(hPrevInstance == NULL);

int nReturnCode = -1;
CWinThread* pThread = AfxGetThread();
CWinApp* pApp = AfxGetApp();

// AFX internal initialization
if (!AfxWinInit(hInstance, hPrevInstance, lpCmdLine, nCmdShow))
goto InitFailure;

// App global initializations (rare)
if (pApp != NULL && !pApp->InitApplication())
goto InitFailure;

// Perform specific initializations
if (!pThread->InitInstance())
{
if (pThread->m_pMainWnd != NULL)
{
TRACE0("Warning: Destroying non-NULL m_pMainWnd\n");
pThread->m_pMainWnd->DestroyWindow();
}
nReturnCode = pThread->ExitInstance();
goto InitFailure;
}
nReturnCode = pThread->Run();

InitFailure:
#ifdef _DEBUG
// Check for missing AfxLockTempMap calls
if (AfxGetModuleThreadState()->m_nTempMapLock != 0)
{
TRACE1("Warning: Temp map lock count non-zero (%ld).\n",
AfxGetModuleThreadState()->m_nTempMapLock);
}
AfxLockTempMaps();
AfxUnlockTempMaps(-1);
#endif

AfxWinTerm();
return nReturnCode;
}


我們提取主干,實際上,這個函數(shù)做的事情主要是:

CWinThread* pThread = AfxGetThread();
CWinApp* pApp = AfxGetApp();
AfxWinInit(hInstance, hPrevInstance, lpCmdLine, nCmdShow)
pApp->InitApplication()
pThread->InitInstance()
pThread->Run();


其中,InitApplication是注冊窗口類別的場所;InitInstance是產(chǎn)生窗口并顯示窗口的場所;Run是提取并分派消息的場所。這樣,MFC就同WIN32SDK程序對應起來了。CWinThread::Run是程序生命的"活水源頭"(侯捷:《深入淺出MFC》,函數(shù)存在于VC++6.0安裝目錄下提供的THRDCORE.CPP文件中):

// main running routine until thread exits
int CWinThread::Run()
{
ASSERT_VALID(this);

// for tracking the idle time state
BOOL bIdle = TRUE;
LONG lIdleCount = 0;

// acquire and dispatch messages until a WM_QUIT message is received.
for (;;)
{
// phase1: check to see if we can do idle work
while (bIdle && !::PeekMessage(&m_msgCur, NULL, NULL, NULL, PM_NOREMOVE))
{
// call OnIdle while in bIdle state
if (!OnIdle(lIdleCount++))
bIdle = FALSE; // assume "no idle" state
}

// phase2: pump messages while available
do
{
// pump message, but quit on WM_QUIT
if (!PumpMessage())
return ExitInstance();

// reset "no idle" state after pumping "normal" message
if (IsIdleMessage(&m_msgCur))
{
bIdle = TRUE;
lIdleCount = 0;
}

} while (::PeekMessage(&m_msgCur, NULL, NULL, NULL, PM_NOREMOVE));
}
ASSERT(FALSE); // not reachable
}


其中的PumpMessage函數(shù)又對應于:

/////////////////////////////////////////////////////////////////////////////
// CWinThread implementation helpers

BOOL CWinThread::PumpMessage()
{
ASSERT_VALID(this);

if (!::GetMessage(&m_msgCur, NULL, NULL, NULL))
{
return FALSE;
}

// process this message
if(m_msgCur.message != WM_KICKIDLE && !PreTranslateMessage(&m_msgCur))
{
::TranslateMessage(&m_msgCur);
::DispatchMessage(&m_msgCur);
}
return TRUE;
}


因此,忽略IDLE狀態(tài),整個RUN的執(zhí)行提取主干就是:

do {
::GetMessage(&msg,...);
PreTranslateMessage{&msg);
::TranslateMessage(&msg);
::DispatchMessage(&msg);
...
} while (::PeekMessage(...));


由此,我們建立了MFC消息獲取和派生機制與WIN32 SDK程序之間的對應關系。下面繼續(xù)分析MFC消息的"繞行"過程。

在MFC中,只要是CWnd衍生類別,就可以攔下任何Windows消息。與窗口無關的MFC類別(例如CDocument和CWinApp)如果也想處理消息,必須衍生自CCmdTarget,并且只可能收到WM_COMMAND消息。所有能進行MESSAGE_MAP的類都繼承自CCmdTarget,如:


MFC中MESSAGE_MAP的定義依賴于以下三個宏:

DECLARE_MESSAGE_MAP()

BEGIN_MESSAGE_MAP(
theClass, //Specifies the name of the class whose message map this is
baseClass //Specifies the name of the base class of theClass
)

END_MESSAGE_MAP()


我們程序中涉及到的有:MFCThread.h、MainFrm.h、ChildView.h文件

DECLARE_MESSAGE_MAP()
MFCThread.cpp文件
BEGIN_MESSAGE_MAP(CMFCThreadApp, CWinApp)
//{{AFX_MSG_MAP(CMFCThreadApp)
ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
MainFrm.cpp文件
BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd)
//{{AFX_MSG_MAP(CMainFrame)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code !
ON_WM_SETFOCUS()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
ChildView.cpp文件
BEGIN_MESSAGE_MAP(CChildView,CWnd )
//{{AFX_MSG_MAP(CChildView)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()


由這些宏,MFC建立了一個消息映射表(消息流動網(wǎng)),按照消息流動網(wǎng)匹配對應的消息處理函數(shù),完成整個消息的"繞行"。

看到這里相信你有這樣的疑問:程序定義了CWinApp類的theApp全局變量,可是從來沒有調(diào)用AfxBeginThread或theApp.CreateThread啟動線程呀,theApp對應的線程是怎么啟動的?

答:MFC在這里用了很高明的一招。實際上,程序開始運行,第一個線程是由操作系統(tǒng)(OS)啟動的,在CWinApp的構造函數(shù)里,MFC將theApp"對應"向了這個線程,具體的實現(xiàn)是這樣的:

CWinApp::CWinApp(LPCTSTR lpszAppName)
{
if (lpszAppName != NULL)
m_pszAppName = _tcsdup(lpszAppName);
else
m_pszAppName = NULL;

// initialize CWinThread state
AFX_MODULE_STATE *pModuleState = _AFX_CMDTARGET_GETSTATE();
AFX_MODULE_THREAD_STATE *pThreadState = pModuleState->m_thread;
ASSERT(AfxGetThread() == NULL);
pThreadState->m_pCurrentWinThread = this;
ASSERT(AfxGetThread() == this);
m_hThread = ::GetCurrentThread();
m_nThreadID = ::GetCurrentThreadId();

// initialize CWinApp state
ASSERT(afxCurrentWinApp == NULL); // only one CWinApp object please
pModuleState->m_pCurrentWinApp = this;
ASSERT(AfxGetApp() == this);

// in non-running state until WinMain
m_hInstance = NULL;
m_pszHelpFilePath = NULL;
m_pszProfileName = NULL;
m_pszRegistryKey = NULL;
m_pszExeName = NULL;
m_pRecentFileList = NULL;
m_pDocManager = NULL;
m_atomApp = m_atomSystemTopic = NULL; //微軟懶鬼?或者他認為
//這樣連等含義更明確?
m_lpCmdLine = NULL;
m_pCmdInfo = NULL;

// initialize wait cursor state
m_nWaitCursorCount = 0;
m_hcurWaitCursorRestore = NULL;

// initialize current printer state
m_hDevMode = NULL;
m_hDevNames = NULL;
m_nNumPreviewPages = 0; // not specified (defaults to 1)

// initialize DAO state
m_lpfnDaoTerm = NULL; // will be set if AfxDaoInit called

// other initialization
m_bHelpMode = FALSE;
m_nSafetyPoolSize = 512; // default size
}


很顯然,theApp成員變量都被賦予OS啟動的這個當前線程相關的值,如代碼:

m_hThread = ::GetCurrentThread();//theApp的線程句柄等于當前線程句柄
m_nThreadID = ::GetCurrentThreadId();//theApp的線程ID等于當前線程ID


所以CWinApp類幾乎只是為MFC程序的第一個線程量身定制的,它不需要也不能被AfxBeginThread或theApp.CreateThread"再次"啟動。這就是CWinApp類和theApp全局變量的內(nèi)涵!如果你要再增加一個UI線程,不要繼承類CWinApp,而應繼承類CWinThread。而參考第1節(jié),由于我們一般以主線程(在MFC程序里實際上就是OS啟動的第一個線程)處理所有窗口的消息,所以我們幾乎沒有再啟動UI線程的需求!

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