📄 thread.h
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/* * thread.h * * Executable thread encapsulation class (pre-emptive if OS allows). * * Portable Windows Library * * Copyright (c) 1993-1998 Equivalence Pty. Ltd. * * The contents of this file are subject to the Mozilla Public License * Version 1.0 (the "License"); you may not use this file except in * compliance with the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" * basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See * the License for the specific language governing rights and limitations * under the License. * * The Original Code is Portable Windows Library. * * The Initial Developer of the Original Code is Equivalence Pty. Ltd. * * Portions are Copyright (C) 1993 Free Software Foundation, Inc. * All Rights Reserved. * * Contributor(s): ______________________________________. * * $Log: thread.h,v $ * Revision 1.23 2000/06/26 11:17:19 robertj * Nucleus++ port (incomplete). * * Revision 1.22 2000/02/29 12:26:14 robertj * Added named threads to tracing, thanks to Dave Harvey * * Revision 1.21 1999/06/06 05:07:17 robertj * Fixed documentation error. * * Revision 1.20 1999/03/09 02:59:51 robertj * Changed comments to doc++ compatible documentation. * * Revision 1.19 1999/02/16 08:11:17 robertj * MSVC 6.0 compatibility changes. * * Revision 1.18 1998/11/20 03:18:33 robertj * Added thread WaitForTermination() function. * * Revision 1.17 1998/10/31 12:47:59 robertj * Removed ability to start threads immediately, race condition with vtable (Main() function). * * Revision 1.16 1998/09/23 06:21:41 robertj * Added open source copyright license. * * Revision 1.15 1996/03/02 03:15:51 robertj * Added automatic deletion of thread object instances on thread completion. * * Revision 1.14 1995/12/10 11:44:32 robertj * Fixed bug in non-platform threads and semaphore timeouts. * * Revision 1.13 1995/11/21 11:49:44 robertj * Added timeout on semaphore wait. * * Revision 1.12 1995/07/31 12:10:40 robertj * Added semaphore class. * * Revision 1.11 1995/06/17 11:13:35 robertj * Documentation update. * * Revision 1.10 1995/03/14 12:42:49 robertj * Updated documentation to use HTML codes. * * Revision 1.9 1995/01/16 09:42:13 robertj * Documentation. * * Revision 1.8 1994/09/25 10:45:22 robertj * Virtualised IsNoLongerBlocked for unix platform. * * Revision 1.6 1994/08/22 00:46:48 robertj * Added pragma fro GNU C++ compiler. * * Revision 1.5 1994/08/21 23:43:02 robertj * Added SuspendBlock state to cooperative multi-threading to fix logic fault. * * Revision 1.4 1994/08/04 12:32:22 robertj * Better name of thread block check function. * * Revision 1.3 1994/07/21 12:33:49 robertj * Moved cooperative threads to common. * * Revision 1.2 1994/07/02 03:03:49 robertj * Added restartable threads. * * Revision 1.1 1994/06/25 11:55:15 robertj * Initial revision * */#define _PTHREAD#ifdef __GNUC__#pragma interface#endif#ifdef Priority#undef Priority#endifclass PSemaphore;///////////////////////////////////////////////////////////////////////////////// PThread/** This class defines a thread of execution in the system. A {\it thread} is an independent flow of processor instructions. This differs from a {\it process} which also embodies a program address space and resource allocation. So threads can share memory and resources as they run in the context of a given process. A process always contains at least one thread. This is reflected in this library by the #PProcess# class being descended from the PThread class. The implementation of a thread is platform dependent. Not all platforms support concurrent threads within a process or even concurrent processes! For example, MS-DOS has no form of multi-threading or multi-processing, Microsoft Windows has a cooperative multi-processing but no multi-threading. Unix has full pre-emptive multi-processing but most cannot do multiple threads within that process while some Unix systems and Windows NT have full preemptive proceses and threads. If a platform does not directly support multiple threads, the library will them using a cooperative co-routine technique. This requires that each thread of execution within a process, voluntarily yields control to other threads. This will occur if the thread is blocked inside an I/O function on a #PChannel# or when the #PThread::Yield()# function is explicitly called. Note that this is {\bf cooperative}. An endless loop will stop all threads in a process, possibly all processes on some platforms. If a lengthy operation is to take place that does not involve blocking I/O, eg pure computation or disk file I/O, then it is the responsiblity of the programmer to assure enough yielding for background threads to execute. */class PThread : public PObject{ PCLASSINFO(PThread, PObject); public: /**@name Construction */ //@{ /// Codes for thread priorities. enum Priority { /// Will only run if all other threads are blocked. LowestPriority, /// Runs approximately half as often as normal. LowPriority, /// Normal priority for a thread. NormalPriority, /// Runs approximately twice as often as normal. HighPriority, /// Is only thread that will run, unless blocked. HighestPriority, NumPriorities }; /// Codes for thread autodelete flag enum AutoDeleteFlag { /// Automatically delete thread object on termination. AutoDeleteThread, /// Don't delete thread as it may not be on heap. NoAutoDeleteThread }; /** Create a new thread instance. Unless the #startSuspended# parameter is TRUE, the threads #Main()# function is called to execute the code for the thread. Note that the exact timing of the execution of code in threads can never be predicted. Thus you you can get a race condition on intialising a descendent class. To avoid this problem a thread is always started suspended. You must call the Resume() function after your descendent class construction is complete. If synchronisation is required between threads then the use of semaphores is essential. If the #deletion# is set to #AutoDeleteThread# then the PThread is assumed to be allocated with the new operator and may be freed using the delete operator as soon as the thread is terminated or executes to completion (usually the latter). The stack size specified is {\bf not} simply in bytes. It is a value that is multiplied by a factor into bytes depending on the target platform. For example a Unix system with a RISC processor may use significantly more stack than an MS-DOS platform. These sizes are normalised to the "stack factor" provided here. For some platforms, eg Windows NT, the stack size is only an initial size and the stack will automatically be increased as required. */ PThread( PINDEX stackSize, /// Size of stack to use for thread. AutoDeleteFlag deletion = AutoDeleteThread, /// Automatically delete PThread instance on termination of thread. Priority priorityLevel = NormalPriority, /// Initial priority of thread. const PString & ThreadName = "" /// The name of the thread (for Debug/Trace) ); /** Destroy the thread, this simply calls the #Terminate()# function with all its restrictions and penalties. See that function for more information. Note that the correct way for a thread to terminate is to return from the #Main()# function. */ ~PThread(); //@} /**@name Overrides from PObject */ //@{ /**Standard stream print function. The PObject class has a << operator defined that calls this function polymorphically. */ void PrintOn( ostream & strm /// Stream to output text representation ) const; //@} /**@name Control functions */ //@{ /** Restart a terminated thread using the same stack priority etc that was current when the thread terminated. If the thread is still running then this function is ignored. */ virtual void Restart(); /** Terminate the thread. It is highly recommended that this is not used except in abnormal abort situations as not all clean up of resources allocated to the thread will be executed. This is especially true in C++ as the destructors of objects that are automatic variables are not called causing at the very least the possiblity of memory leaks. Note that the correct way for a thread to terminate is to return from the #Main()# function or self terminate by calling #Terminate()# within the context of the thread which can then assure that all resources are cleaned up. */ virtual void Terminate(); /** Determine if the thread has been terminated or ran to completion. @return TRUE if the thread has been terminated. */ virtual BOOL IsTerminated() const; /** Block and wait for the thread to terminate. @return FALSE if the thread has not terminated and the timeout has expired. */ void WaitForTermination() const; BOOL WaitForTermination( const PTimeInterval & maxWait /// Maximum time to wait for termination. ) const; /** Suspend or resume the thread.
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