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这个类说白了就是对windows event的封装,没有什么特别的,常规做法,等侍另一线程无非就是等侍事件置信waitsingleobject,通知事件无非就是setevent,一看就明白,不就详解,写在这里只是为了这个系更的完整性
下边的示例代码注意下:
// WaitableEvent *e = new WaitableEvent; // SendToOtherThread(e); // e->Wait(); // delete e;
SendToOtherThread(e); 这个应当就是开启另外一个线程什么的,然后将事件传递过去,然后等侍事情做完以后再继续,这是这样写的话还不如将要写的代码写在当前线程,看来还没明白它的深意,具体用在什么样的场景比较好
// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ #define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ #include "base/base_export.h" #include "base/basictypes.h" #if defined(OS_WIN) #include <windows.h> #endif #if defined(OS_POSIX) #include <list> #include <utility> #include "base/memory/ref_counted.h" #include "base/synchronization/lock.h" #endif namespace base { // This replaces INFINITE from Win32 static const int kNoTimeout = -1; class TimeDelta; // A WaitableEvent can be a useful thread synchronization tool when you want to // allow one thread to wait for another thread to finish some work. For // non-Windows systems, this can only be used from within a single address // space. // // Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to // protect a simple boolean value. However, if you find yourself using a // WaitableEvent in conjunction with a Lock to wait for a more complex state // change (e.g., for an item to be added to a queue), then you should probably // be using a ConditionVariable instead of a WaitableEvent. // // NOTE: On Windows, this class provides a subset of the functionality afforded // by a Windows event object. This is intentional. If you are writing Windows // specific code and you need other features of a Windows event, then you might // be better off just using an Windows event directly. class BASE_EXPORT WaitableEvent { public: // If manual_reset is true, then to set the event state to non-signaled, a // consumer must call the Reset method. If this parameter is false, then the // system automatically resets the event state to non-signaled after a single // waiting thread has been released. WaitableEvent(bool manual_reset, bool initially_signaled); #if defined(OS_WIN) // Create a WaitableEvent from an Event HANDLE which has already been // created. This objects takes ownership of the HANDLE and will close it when // deleted. explicit WaitableEvent(HANDLE event_handle); // Releases ownership of the handle from this object. HANDLE Release(); #endif ~WaitableEvent(); // Put the event in the un-signaled state. void Reset(); // Put the event in the signaled state. Causing any thread blocked on Wait // to be woken up. void Signal(); // Returns true if the event is in the signaled state, else false. If this // is not a manual reset event, then this test will cause a reset. bool IsSignaled(); // Wait indefinitely for the event to be signaled. Wait‘s return "happens // after" |Signal| has completed. This means that it‘s safe for a // WaitableEvent to synchronise its own destruction, like this: // // WaitableEvent *e = new WaitableEvent; // SendToOtherThread(e); // e->Wait(); // delete e; void Wait(); // Wait up until max_time has passed for the event to be signaled. Returns // true if the event was signaled. If this method returns false, then it // does not necessarily mean that max_time was exceeded. // // TimedWait can synchronise its own destruction like |Wait|. bool TimedWait(const TimeDelta& max_time); #if defined(OS_WIN) HANDLE handle() const { return handle_; } #endif // Wait, synchronously, on multiple events. // waitables: an array of WaitableEvent pointers // count: the number of elements in @waitables // // returns: the index of a WaitableEvent which has been signaled. // // You MUST NOT delete any of the WaitableEvent objects while this wait is // happening, however WaitMany‘s return "happens after" the |Signal| call // that caused it has completed, like |Wait|. static size_t WaitMany(WaitableEvent** waitables, size_t count); // For asynchronous waiting, see WaitableEventWatcher // This is a private helper class. It‘s here because it‘s used by friends of // this class (such as WaitableEventWatcher) to be able to enqueue elements // of the wait-list class Waiter { public: // Signal the waiter to wake up. // // Consider the case of a Waiter which is in multiple WaitableEvent‘s // wait-lists. Each WaitableEvent is automatic-reset and two of them are // signaled at the same time. Now, each will wake only the first waiter in // the wake-list before resetting. However, if those two waiters happen to // be the same object (as can happen if another thread didn‘t have a chance // to dequeue the waiter from the other wait-list in time), two auto-resets // will have happened, but only one waiter has been signaled! // // Because of this, a Waiter may "reject" a wake by returning false. In // this case, the auto-reset WaitableEvent shouldn‘t act as if anything has // been notified. virtual bool Fire(WaitableEvent* signaling_event) = 0; // Waiters may implement this in order to provide an extra condition for // two Waiters to be considered equal. In WaitableEvent::Dequeue, if the // pointers match then this function is called as a final check. See the // comments in ~Handle for why. virtual bool Compare(void* tag) = 0; protected: virtual ~Waiter() {} }; private: friend class WaitableEventWatcher; #if defined(OS_WIN) HANDLE handle_; #else // On Windows, one can close a HANDLE which is currently being waited on. The // MSDN documentation says that the resulting behaviour is ‘undefined‘, but // it doesn‘t crash. However, if we were to include the following members // directly then, on POSIX, one couldn‘t use WaitableEventWatcher to watch an // event which gets deleted. This mismatch has bitten us several times now, // so we have a kernel of the WaitableEvent, which is reference counted. // WaitableEventWatchers may then take a reference and thus match the Windows // behaviour. struct WaitableEventKernel : public RefCountedThreadSafe<WaitableEventKernel> { public: WaitableEventKernel(bool manual_reset, bool initially_signaled); bool Dequeue(Waiter* waiter, void* tag); base::Lock lock_; const bool manual_reset_; bool signaled_; std::list<Waiter*> waiters_; private: friend class RefCountedThreadSafe<WaitableEventKernel>; ~WaitableEventKernel(); }; typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex; // When dealing with arrays of WaitableEvent*, we want to sort by the address // of the WaitableEvent in order to have a globally consistent locking order. // In that case we keep them, in sorted order, in an array of pairs where the // second element is the index of the WaitableEvent in the original, // unsorted, array. static size_t EnqueueMany(WaiterAndIndex* waitables, size_t count, Waiter* waiter); bool SignalAll(); bool SignalOne(); void Enqueue(Waiter* waiter); scoped_refptr<WaitableEventKernel> kernel_; #endif DISALLOW_COPY_AND_ASSIGN(WaitableEvent); }; } // namespace base #endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
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原文地址:http://www.cnblogs.com/csxy/p/5453247.html