• 深入浅出Win32多线程程序设计【4】MFC的多线程


     

      1、创建和终止线程

      在MFC程序中创建一个线程,宜调用AfxBeginThread函数。该函数因参数不同而具有两种重载版本,分别对应工作者线程和用户接口(UI)线程。

      工作者线程

    CWinThread *AfxBeginThread(
     AFX_THREADPROC pfnThreadProc, //控制函数
     LPVOID pParam, //传递给控制函数的参数
     int nPriority = THREAD_PRIORITY_NORMAL, //线程的优先级
     UINT nStackSize = 0, //线程的堆栈大小
     DWORD dwCreateFlags = 0, //线程的创建标志
     LPSECURITY_ATTRIBUTES lpSecurityAttrs = NULL //线程的安全属性
    );


      工作者线程编程较为简单,只需编写线程控制函数和启动线程即可。下面的代码给出了定义一个控制函数和启动它的过程:

    //线程控制函数
    UINT MfcThreadProc(LPVOID lpParam)
    {
     CExampleClass *lpObject = (CExampleClass*)lpParam;
     if (lpObject == NULL || !lpObject->IsKindof(RUNTIME_CLASS(CExampleClass)))
      return - 1; //输入参数非法
     //线程成功启动
     while (1)
     {
      ...//
     }
     return 0;
    }

    //
    MFC程序中启动线程
    AfxBeginThread(MfcThreadProc, lpObject);


      UI线程

      创建用户界面线程时,必须首先从CWinThread 派生类,并使用 DECLARE_DYNCREATE IMPLEMENT_DYNCREATE 宏声明此类。

      下面给出了CWinThread类的原型(添加了关于其重要函数功能和是否需要被继承类重载的注释):

    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
      //执行线程实例初始化,必须重写
      virtual BOOL InitInstance();

      // running and idle processing
      //控制线程的函数,包含消息泵,一般不重写
      virtual int Run();

      //消息调度到TranslateMessageDispatchMessage之前对其进行筛选,
      //通常不重写
      virtual BOOL PreTranslateMessage(MSG* pMsg);

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

      //执行线程特定的闲置时间处理,通常不重写
      virtual BOOL OnIdle(LONG lCount); // return TRUE if more idle processing
      virtual BOOL IsIdleMessage(MSG* pMsg); // checks for special messages

      //线程终止时执行清除,通常需要重写
      virtual int ExitInstance(); // default will 'delete this'

      //截获由线程的消息和命令处理程序引发的未处理异常,通常不重写
      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
    };


      启动UI线程的AfxBeginThread函数的原型为:

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


      我们可以方便地使用VC++ 6.0类向导定义一个继承自CWinThread的用户线程类。下面给出产生我们自定义的CWinThread子类CMyUIThread的方法。

      打开VC++ 6.0类向导,在如下窗口中选择Base Class类为CWinThread,输入子类名为CMyUIThread,点击"OK"按钮后就产生了类CMyUIThread


      其源代码框架为:

    /////////////////////////////////////////////////////////////////////////////
    // 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()


      使用下列代码就可以启动这个UI线程:

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


      另外,我们也可以不用AfxBeginThread 创建线程,而是分如下两步完成:

      (1)调用线程类的构造函数创建一个线程对象;

      (2)调用CWinThread::CreateThread函数来启动该线程。

      在线程自身内调用AfxEndThread函数可以终止该线程:

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


      对于UI线程而言,如果消息队列中放入了WM_QUIT消息,将结束线程。

      关于UI线程和工作者线程的分配,最好的做法是:将所有与UI相关的操作放入主线程,其它的纯粹的运算工作交给独立的数个工作者线程。

      候捷先生早些时间喜欢为MDI程序的每个窗口创建一个线程,他后来澄清了这个错误。因为如果为MDI程序的每个窗口都单独创建一个线程,在窗口进行切换的时候,将进行线程的上下文切换!

    2.线程间通信

      MFC中定义了继承自CSyncObject类的CCriticalSection CCEventCMutexCSemaphore类封装和简化了WIN32 API所提供的临界区、事件、互斥和信号量。使用这些同步机制,必须包含"Afxmt.h"头文件。下图给出了类的继承关系:


      作为CSyncObject类的继承类,我们仅仅使用基类CSyncObject的接口函数就可以方便、统一的操作CCriticalSection CCEventCMutexCSemaphore类,下面是CSyncObject类的原型:

    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类最主要的两个函数是LockUnlock,若我们直接使用CSyncObject类及其派生类,我们需要非常小心地在Lock之后调用Unlock

      MFC提供的另两个类CSingleLock(等待一个对象)和CMultiLock(等待多个对象)为我们编写应用程序提供了更灵活的机制,下面以实际来阐述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TimeoutINFINITE,只有m_Csect被激活,csl.Lock()才能返回
     //true,这里一直等待
     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
     }
    }


      上述实例讲述了用CSingleLockWindows GDI相关对象进行保护的方法,下面再给出一个其他方面的例子:

    int array1[10], array2[10];
    CMutexSection section; //
    创建一个CMutex类的对象

    //
    赋值线程控制函数
    UINT EvaluateThread(LPVOID param)
    {
     CSingleLock singlelock;
     singlelock(&section);

     //互斥区域
     singlelock.Lock();
     for (int i = 0; i < 10; i++)
      array1[i] = i;
     singlelock.Unlock();
    }
    //
    拷贝线程控制函数
    UINT CopyThread(LPVOID param)
    {
     CSingleLock singlelock;
     singlelock(&section);

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

    AfxBeginThread(EvaluateThread, NULL); //
    启动赋值线程
    AfxBeginThread(CopyThread, NULL); //
    启动拷贝线程


      上面的例子中启动了两个线程EvaluateThreadCopyThread,线程EvaluateThread10个数赋值给数组array1[],线程CopyThread将数组array1[]拷贝给数组array2[]。由于数组的拷贝和赋值都是整体行为,如果不以互斥形式执行代码段:

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


      和

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


      其结果是很难预料的!

      除了可使用CCriticalSectionCEventCMutexCSemaphore作为线程间同步通信的方式以外,我们还可以利用PostThreadMessage函数在线程间发送消息:

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

     

    3.线程与消息队列

      在WIN32中,每一个线程都对应着一个消息队列。由于一个线程可以产生数个窗口,所以并不是每个窗口都对应着一个消息队列。下列几句话应该作为"定理"被记住:

      "定理"

      所有产生给某个窗口的消息,都先由创建这个窗口的线程处理;

      "定理"

      Windows屏幕上的每一个控件都是一个窗口,有对应的窗口函数。

      消息的发送通常有两种方式,一是SendMessage,一是PostMessage,其原型分别为:

    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
    );


      两个函数原型中的四个参数的意义相同,但是SendMessagePostMessage的行为有差异。SendMessage必须等待消息被处理后才返回,而PostMessage仅仅将消息放入消息队列。SendMessage的目标窗口如果属于另一个线程,则会发生线程上下文切换,等待另一线程处理完成消息。为了防止另一线程当掉,导致SendMessage永远不能返回,我们可以调用SendMessageTimeout函数:

    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线程、消息队列与MFC程序的"生死因果"

      分析MFC程序的主线程启动及消息队列处理的过程将有助于我们进一步理解UI线程与消息队列的关系,为此我们需要简单地叙述一下MFC程序的"生死因果"(侯捷:《深入浅出MFC》)。

      使用VC++ 6.0的向导完成一个最简单的单文档架构MFC应用程序MFCThread

      (1 输入MFC EXE工程名MFCThread

      (2 选择单文档架构,不支持Document/View结构;

      (3 ActiveX3D container等其他选项都选择无。

      我们来分析这个工程。下面是产生的核心源代码:

      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.hMFCThread.cpp定义和实现的类CMFCThreadApp继承自CWinApp类,而CWinApp类又继承自CWinThread类(CWinThread类又继承自CCmdTarget类),所以CMFCThread本质上是一个MFC线程类,下图给出了相关的类层次结构:

     

    我们提取CWinApp类原型的一部分:

    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 所完成的工作现在由CWinApp 的三个函数完成:

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


      "CMFCThreadApp theApp;"语句定义的全局变量theApp是整个程式的application object,每一个MFC 应用程序都有一个。当我们执行MFCThread程序的时候,这个全局变量被构造。theApp 配置完成后,WinMain开始执行。但是程序中并没有WinMain的代码,它在哪里呢?原来MFC早已准备好并由Linker直接加到应用程序代码中的,其原型为(存在于VC++6.0安装目录下提供的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);
    }


      其中调用的AfxWinMain如下(存在于VC++6.0安装目录下提供的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;
    }


      我们提取主干,实际上,这个函数做的事情主要是:

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


      其中,InitApplication 是注册窗口类别的场所;InitInstance是产生窗口并显示窗口的场所;Run是提取并分派消息的场所。这样,MFC就同WIN32 SDK程序对应起来了。CWinThread::Run是程序生命的"活水源头"(侯捷:《深入浅出MFC》,函数存在于VC++ 6.0安装目录下提供的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函数又对应于:

    /////////////////////////////////////////////////////////////////////////////
    // 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状态,整个RUN的执行提取主干就是:

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


      由此,我们建立了MFC消息获取和派生机制与WIN32 SDK程序之间的对应关系。下面继续分析MFC消息的"绕行"过程。

      在MFC中,只要是CWnd 衍生类别,就可以拦下任何Windows消息。与窗口无关的MFC类别(例如CDocument CWinApp)如果也想处理消息,必须衍生自CCmdTarget,并且只可能收到WM_COMMAND消息。所有能进行MESSAGE_MAP的类都继承自CCmdTarget,如:


      MFCMESSAGE_MAP的定义依赖于以下三个宏:

    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()


      我们程序中涉及到的有:MFCThread.hMainFrm.hChildView.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()


      由这些宏,MFC建立了一个消息映射表(消息流动网),按照消息流动网匹配对应的消息处理函数,完成整个消息的"绕行"

      看到这里相信你有这样的疑问:程序定义了CWinApp类的theApp全局变量,可是从来没有调用AfxBeginThreadtheApp.CreateThread启动线程呀,theApp对应的线程是怎么启动的?

      答:MFC在这里用了很高明的一招。实际上,程序开始运行,第一个线程是由操作系统(OS)启动的,在CWinApp的构造函数里,MFCtheApp"对应"向了这个线程,具体的实现是这样的:

    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; //微软懒鬼?或者他认为
     //这样连等含义更明确?
     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
    }


      很显然,theApp成员变量都被赋予OS启动的这个当前线程相关的值,如代码:

    m_hThread = ::GetCurrentThread();//theApp的线程句柄等于当前线程句柄
    m_nThreadID = ::GetCurrentThreadId();//theApp
    的线程ID等于当前线程ID


      所以CWinApp类几乎只是为MFC程序的第一个线程量身定制的,它不需要也不能被AfxBeginThreadtheApp.CreateThread"再次"启动。这就是CWinApp类和theApp全局变量的内涵!如果你要再增加一个UI线程,不要继承类CWinApp,而应继承类CWinThread。而参考第1节,由于我们一般以主线程(在MFC程序里实际上就是OS启动的第一个线程)处理所有窗口的消息,所以我们几乎没有再启动UI线程的需求!

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  • 原文地址:https://www.cnblogs.com/lzhdim/p/1344178.html
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