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            春暖花開
            雪化了,花開了,春天來了
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            深入淺出Win32多線程設計之MFC的多線程(作者:宋寶華)

            1、創建和終止線程

              在MFC程序中創建一個線程,宜調用AfxBeginThread函數。該函數因參數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
             LPVOID pParam, //傳遞給控制函數的參數
             int nPriority = THREAD_PRIORITY_NORMAL, //線程的優先級
             UINT nStackSize = 0, //線程的堆棧大小
             DWORD dwCreateFlags = 0, //線程的創建標志
             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和啟動線程即可。下面的代碼給出了定義一個控制函數和啟動它的過程:

            //線程控制函數
            UINT MfcThreadProc(LPVOID lpParam)
            {
             CExampleClass *lpObject = (CExampleClass*)lpParam;
             if (lpObject == NULL || !lpObject->IsKindof(RUNTIME_CLASS(CExampleClass)))
              return - 1; //輸入參數非法
             //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,包含消息泵,一般不重寫
              virtual int Run();

              //消息調度到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 創建線程,而是分如下兩步完成:

              (1)調用線程類的構造函數創建一個線程對象;

              (2)調用CWinThread::CreateThread函數來啟動該線程。

              在線程自身內調用AfxEndThread函數可以終止該線程:

            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WIN32 API所提供的臨界區、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的接口函數就可以方便、統一的操作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

              ~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; //創建一個CMutex類的對象

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

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

             //互斥區域
             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個數賦值給數組array1[],線程CopyThread將數組array1[]拷貝給數組array2[]。由于數組的拷貝和賦值都是整體行為,如果不以互斥形式執行代碼段:

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

              和

            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函數在線程間發送消息:

            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生數個窗口,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"被記住:

              "定理" 一

              所有產生給某個窗口的消息,都先由創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。

              消息的發送通常有兩種方式,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
            );

              兩個函數原型中的四個參數的意義相同,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掉,導致SendMessage永遠不能返回,我們可以調用SendMessageTimeout函數:

            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
            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 所完成的工作現在由CWinApp 的三個函數完成:

            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application object,每一個MFC 應用程序都有一個。當我們執行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_pMainWndn");
               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WIN32 SDK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))
             
             return TRUE;
            }

              因此,忽略IDLE狀態,整個RUN的執行提取主干就是:

            do 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
            END_MESSAGE_MAP()

              由這些宏,MFC建立了一個消息映射表(消息流動網),按照消息流動網匹配對應的消息處理函數,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(OS)啟動的,在CWinApp的構造函數里,MFC將theApp"對應"向了這個線程,具體的實現是這樣的:

            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,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!

            posted on 2008-11-02 22:36 Sandy 閱讀(461) 評論(0)  編輯 收藏 引用 所屬分類: C++
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