关于事件
事件(Event)是WIN32提供的最灵活的线程间同步方式,事件可以处于激发状态(signaled or true)或未激发状态(unsignal or false)。根据状态变迁方式的不同,事件可分为两类:
(1)手动设置:这种对象只可能用程序手动设置,在需要该事件或者事件发生时,采用SetEvent及ResetEvent来进行设置。
(2)自动恢复:一旦事件发生并被处理后,自动恢复到没有事件状态,不需要再次设置。
创建事件的函数原型为:
HANDLE CreateEvent(
LPSECURITY_ATTRIBUTES lpEventAttributes,
// SECURITY_ATTRIBUTES结构指针,可为NULL
BOOL bManualReset,
// 手动/自动
// TRUE:在WaitForSingleObject后必须手动调用ResetEvent清除信号
// FALSE:在WaitForSingleObject后,系统自动清除事件信号
BOOL bInitialState, //初始状态
LPCTSTR lpName //事件的名称
);
LPSECURITY_ATTRIBUTES lpEventAttributes,
// SECURITY_ATTRIBUTES结构指针,可为NULL
BOOL bManualReset,
// 手动/自动
// TRUE:在WaitForSingleObject后必须手动调用ResetEvent清除信号
// FALSE:在WaitForSingleObject后,系统自动清除事件信号
BOOL bInitialState, //初始状态
LPCTSTR lpName //事件的名称
);
使用"事件"机制应注意以下事项:
(1)如果跨进程访问事件,必须对事件命名,在对事件命名的时候,要注意不要与系统命名空间中的其它全局命名对象冲突;
(2)事件是否要自动恢复;
(3)事件的初始状态设置。
看下面代码:
DWORD WINAPI ThreadProc(LPVOID lpParam);
DWORD WINAPI ThreadProc2(LPVOID lpParam);
DWORD g_dwThreadID;
DWORD g_dwThreadID2;
UINT g_nTickets = 300; //int g_nTickets = 300; //备注1
HANDLE g_hEvent = NULL;
HANDLE g_hEvent1 = NULL;
HANDLE g_hEvent2 = NULL;
CRITICAL_SECTION g_cs;
int ThreadCout = 0;
int main()
{
cout << "Main thread is running." << endl;
InitializeCriticalSection(&g_cs);//初始化临界区
HANDLE hHandle = CreateThread(NULL, 0, ThreadProc, NULL, 0, &g_dwThreadID);
ThreadCout++;
HANDLE hHandle2 = CreateThread(NULL, 0, ThreadProc2, NULL, 0, &g_dwThreadID2);
ThreadCout++;
//g_hEvent = CreateEvent(NULL, FALSE, TRUE, NULL);
g_hEvent1 = CreateEvent(NULL, FALSE, TRUE, NULL); //备注5:g_hEvent1 = CreateEvent(NULL, TRUE, TRUE, NULL);
g_hEvent2 = CreateEvent(NULL, FALSE, TRUE, NULL); //备注5:g_hEvent2 = CreateEvent(NULL, TRUE, TRUE, NULL);
ResetEvent(g_hEvent1);
ResetEvent(g_hEvent2);
SetEvent(g_hEvent1);
while (TRUE)
{
EnterCriticalSection(&g_cs);
int nCount = ThreadCout;
LeaveCriticalSection(&g_cs);
if (nCount == 0)
{
cout << "Main thread is break." << endl;
break;
}
}
Sleep(1000); //备注4
CloseHandle(hHandle);
CloseHandle(hHandle2);
DeleteCriticalSection(&g_cs);
cout << "Main thread is end." << endl;
system("pause");
return 0;
}
DWORD WINAPI ThreadProc(LPVOID lpParam)
{
// cout << "No." << g_dwThreadID << " thread is running." << endl;
while (TRUE)
{
WaitForSingleObject(g_hEvent1, INFINITE);
cout << "No.1 " << g_dwThreadID << " thread is running." << endl;
EnterCriticalSection(&g_cs);
int temp= g_nTickets;
LeaveCriticalSection(&g_cs);
cout << "No.1 " << g_dwThreadID << " thread is temp." << endl;
if (temp > 0)
{
Sleep(10); //Sleep(1000) //备注2
cout << "No.1-" << g_dwThreadID << " sell ticket : " << temp << endl;
EnterCriticalSection(&g_cs);
g_nTickets--;
LeaveCriticalSection(&g_cs);
SetEvent(g_hEvent2);
//ResetEvent(g_hEvent1);//备注6
}
else
{
cout << "No.1- break" << endl;
//ResetEvent(g_hEvent1);//备注6
SetEvent(g_hEvent2);//没有这个ThreadProc2不能终止 //备注3
break;
}
}
EnterCriticalSection(&g_cs);
ThreadCout--;
LeaveCriticalSection(&g_cs);
cout << "No.1- end" << endl;
return 0;
}
DWORD WINAPI ThreadProc2(LPVOID lpParam)
{
//
while (TRUE)
{
WaitForSingleObject(g_hEvent2, INFINITE);
cout << "No.2 " << g_dwThreadID2 << " thread is running." << endl;
EnterCriticalSection(&g_cs);
int temp= g_nTickets;
LeaveCriticalSection(&g_cs);
if (temp > 0)
{
Sleep(10); //Sleep(1000) //备注2
cout << "No.2-" << g_dwThreadID2 << " sell ticket : " << temp << endl;
EnterCriticalSection(&g_cs);
g_nTickets--;
LeaveCriticalSection(&g_cs);
SetEvent(g_hEvent1);
//ResetEvent(g_hEvent2);//备注6
}
else
{
cout << "No.2- break" << endl;
//ResetEvent(g_hEvent2);//备注6
SetEvent(g_hEvent1);//同样的问题,没有这个ThreadProc不能终止 //备注3
break;
}
}
EnterCriticalSection(&g_cs);
ThreadCout--;
LeaveCriticalSection(&g_cs);
cout << "No.2- end" << endl;
return 0;
}
这个代码是接上一遍关于UINT类型作为循环变量的不确定性问题继续完善的,加入了临界区控制全局变量的访问。
本文要说明的是SetEvent和ResetEvent的使用,这个要看备注5和备注6。
备注5处:
CreateEvent的第二个参数决定了是否需要手动调用ResetEvent,当为TRUE时,是需要手动调用,如果不调用,会怎么样呢?不调用,事件会处于一直有信号状态,即备注6处。当为FALSE时候,不需要手动调用,调用不调用,效果一样。把ResetEvent放在
WaitForSingleObject前面也是很好的做法。