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Learn more about: CEvent Class |
CEvent Class |
11/04/2016 |
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Represents an event, which is a synchronization object that enables one thread to notify another that an event has occurred.
class CEvent : public CSyncObject
Name | Description |
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CEvent::CEvent |
Constructs a CEvent object. |
Name | Description |
---|---|
CEvent::PulseEvent |
Sets the event to available (signaled), releases waiting threads, and sets the event to unavailable (nonsignaled). |
CEvent::ResetEvent |
Sets the event to unavailable (nonsignaled). |
CEvent::SetEvent |
Sets the event to available (signaled) and releases any waiting threads. |
CEvent::Unlock |
Releases the event object. |
Events are useful when a thread must know when to perform its task. For example, a thread that copies data to a data archive must be notified when new data is available. By using a CEvent
object to notify the copy thread when new data is available, the thread can perform its task as soon as possible.
CEvent
objects have two types: manual and automatic.
An automatic CEvent
object automatically returns to a non-signaled (unavailable) state after at least one thread is released. By default, a CEvent
object is automatic unless you pass TRUE
for the bManualReset
parameter during construction.
A manual CEvent
object stays in the state set by SetEvent
or ResetEvent
until the other function is called. To create a manual CEvent
object, pass TRUE
for the bManualReset
parameter during construction.
To use a CEvent
object, construct the CEvent
object when it's required. Specify the name of the event you want to wait on, and also specify that your application should initially own it. You can then access the event when the constructor returns. Call SetEvent
to signal (make available) the event object and then call Unlock
when you're done accessing the controlled resource.
An alternative method for using CEvent
objects is to add a variable of type CEvent
as a data member to the class you want to control. During construction of the controlled object, call the constructor of the CEvent
data member and specify whether the event is initially signaled, and also specify the type of event object you want, the name of the event (if it will be used across process boundaries), and any security attributes you want.
To access a resource controlled by a CEvent
object in this manner, first create a variable of either type CSingleLock
or type CMultiLock
in the access method of your resource. Then call the Lock
method of the lock
object (for example, CMultiLock::Lock
). At this point, your thread will either gain access to the resource, wait for the resource to be released and gain access, or wait for the resource to be released, time out, and fail to gain access to the resource. In any case, your resource has been accessed in a thread-safe manner. To release the resource, call SetEvent
to signal the event object, and then use the Unlock
method of the lock
object (for example, CMultiLock::Unlock
), or let the lock
object fall out of scope.
For more information about how to use CEvent
objects, see Multithreading: How to Use the Synchronization Classes.
[!code-cppNVC_MFC_Utilities#45] [!code-cppNVC_MFC_Utilities#46]
CEvent
Header: afxmt.h
Constructs a named or unnamed CEvent
object.
CEvent(
BOOL bInitiallyOwn = FALSE,
BOOL bManualReset = FALSE,
LPCTSTR lpszName = NULL,
LPSECURITY_ATTRIBUTES lpsaAttribute = NULL);
bInitiallyOwn
If TRUE
, the thread for the CMultilock
or CSingleLock
object is enabled. Otherwise, all threads wanting to access the resource must wait.
bManualReset
If TRUE
, specifies that the event object is a manual event, otherwise the event object is an automatic event.
lpszName
Name of the CEvent
object. Must be supplied if the object will be used across process boundaries. If the name matches an existing event, the constructor builds a new CEvent
object that references the event of that name. If the name matches an existing synchronization object that isn't an event, the construction will fail. If NULL
, the name will be null.
lpsaAttribute
Security attributes for the event object. For a full description of this structure, see SECURITY_ATTRIBUTES
in the Windows SDK.
To access or release a CEvent
object, create a CMultiLock
or CSingleLock
object and call its Lock
and Unlock
member functions.
To change the state of a CEvent
object to signaled (threads don't have to wait), call SetEvent
or PulseEvent
. To set the state of a CEvent
object to nonsignaled (threads must wait), call ResetEvent
.
Important
After creating the CEvent
object, use GetLastError
to ensure that the mutex didn't already exist. If the mutex did exist unexpectedly, it may indicate a rogue process is squatting and may be intending to use the mutex maliciously. In this case, the recommended security-conscious procedure is to close the handle and continue as if there was a failure in creating the object.
Sets the state of the event to signaled (available), releases any waiting threads, and resets it to nonsignaled (unavailable) automatically.
BOOL PulseEvent();
Nonzero if the function was successful; otherwise 0.
If the event is manual, all waiting threads are released, the event is set to nonsignaled, and PulseEvent
returns. If the event is automatic, a single thread is released, the event is set to nonsignaled, and PulseEvent
returns.
If no threads are waiting, or no threads can be released immediately, PulseEvent
sets the state of the event to nonsignaled and returns.
PulseEvent
uses the underlying Win32 PulseEvent
function, which can be momentarily removed from the wait state by a kernel-mode asynchronous procedure call. Therefore, PulseEvent
is unreliable and shouldn't be used by new applications. For more information, see the PulseEvent
function.
Sets the state of the event to nonsignaled until explicitly set to signaled by the SetEvent
member function.
BOOL ResetEvent();
Nonzero if the function was successful; otherwise 0.
This causes all threads wishing to access this event to wait.
This member function isn't used by automatic events.
Sets the state of the event to signaled, releasing any waiting threads.
BOOL SetEvent();
Nonzero if the function was successful, otherwise 0.
If the event is manual, the event will remain signaled until ResetEvent
is called. More than one thread can be released in this case. If the event is automatic, the event will remain signaled until a single thread is released. The system will then set the state of the event to nonsignaled. If no threads are waiting, the state remains signaled until one thread is released.
Releases the event object.
BOOL Unlock();
Nonzero if the thread owned the event object and the event is an automatic event; otherwise 0.
This member function is called by threads that currently own an automatic event to release it after they're done, if their lock
object is to be reused. If the lock
object isn't to be reused, this function will be called by the lock
object's destructor.