c++中SetEvent和ResetEvent的使用

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
);

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。


转载请注明原创链接:http://blog.csdn.net/wujunokay/article/details/12272581




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