wxWidgets/interface/thread.h

1058 lines
37 KiB
Objective-C

/////////////////////////////////////////////////////////////////////////////
// Name: thread.h
// Purpose: interface of wxCondition
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
/**
@class wxCondition
@wxheader{thread.h}
wxCondition variables correspond to pthread conditions or to Win32 event
objects. They may be used in a multithreaded application to wait until the
given condition becomes @true which happens when the condition becomes signaled.
For example, if a worker thread is doing some long task and another thread has
to wait until it is finished, the latter thread will wait on the condition
object and the worker thread will signal it on exit (this example is not
perfect because in this particular case it would be much better to just
wxThread::Wait for the worker thread, but if there are several
worker threads it already makes much more sense).
Note that a call to wxCondition::Signal may happen before the
other thread calls wxCondition::Wait and, just as with the
pthread conditions, the signal is then lost and so if you want to be sure that
you don't miss it you must keep the mutex associated with the condition
initially locked and lock it again before calling
wxCondition::Signal. Of course, this means that this call is
going to block until wxCondition::Wait is called by another
thread.
@library{wxbase}
@category{thread}
@see wxThread, wxMutex
*/
class wxCondition
{
public:
/**
Default and only constructor. The @a mutex must be locked by the caller
before calling Wait() function.
Use IsOk() to check if the object was successfully
initialized.
*/
wxCondition(wxMutex& mutex);
/**
Destroys the wxCondition object. The destructor is not virtual so this class
should not be used polymorphically.
*/
~wxCondition();
/**
Broadcasts to all waiting threads, waking all of them up. Note that this method
may be called whether the mutex associated with this condition is locked or
not.
@see Signal()
*/
void Broadcast();
/**
Returns @true if the object had been initialized successfully, @false
if an error occurred.
*/
bool IsOk() const;
/**
Signals the object waking up at most one thread. If several threads are waiting
on the same condition, the exact thread which is woken up is undefined. If no
threads are waiting, the signal is lost and the condition would have to be
signalled again to wake up any thread which may start waiting on it later.
Note that this method may be called whether the mutex associated with this
condition is locked or not.
@see Broadcast()
*/
void Signal();
/**
Waits until the condition is signalled.
This method atomically releases the lock on the mutex associated with this
condition (this is why it must be locked prior to calling Wait) and puts the
thread to sleep until Signal() or
Broadcast() is called. It then locks the mutex
again and returns.
Note that even if Signal() had been called before
Wait without waking up any thread, the thread would still wait for another one
and so it is important to ensure that the condition will be signalled after
Wait or the thread may sleep forever.
@returns Returns wxCOND_NO_ERROR on success, another value if an error
occurred.
@see WaitTimeout()
*/
wxCondError Wait();
/**
Waits until the condition is signalled or the timeout has elapsed.
This method is identical to Wait() except that it
returns, with the return code of @c wxCOND_TIMEOUT as soon as the given
timeout expires.
@param milliseconds
Timeout in milliseconds
*/
wxCondError WaitTimeout(unsigned long milliseconds);
};
/**
@class wxCriticalSectionLocker
@wxheader{thread.h}
This is a small helper class to be used with wxCriticalSection
objects. A wxCriticalSectionLocker enters the critical section in the
constructor and leaves it in the destructor making it much more difficult to
forget to leave a critical section (which, in general, will lead to serious
and difficult to debug problems).
Example of using it:
@code
void Set Foo()
{
// gs_critSect is some (global) critical section guarding access to the
// object "foo"
wxCriticalSectionLocker locker(gs_critSect);
if ( ... )
{
// do something
...
return;
}
// do something else
...
return;
}
@endcode
Without wxCriticalSectionLocker, you would need to remember to manually leave
the critical section before each @c return.
@library{wxbase}
@category{thread}
@see wxCriticalSection, wxMutexLocker
*/
class wxCriticalSectionLocker
{
public:
/**
Constructs a wxCriticalSectionLocker object associated with given
@a criticalsection and enters it.
*/
wxCriticalSectionLocker(wxCriticalSection& criticalsection);
/**
Destructor leaves the critical section.
*/
~wxCriticalSectionLocker();
};
/**
@class wxThreadHelper
@wxheader{thread.h}
The wxThreadHelper class is a mix-in class that manages a single background
thread. By deriving from wxThreadHelper, a class can implement the thread
code in its own wxThreadHelper::Entry method
and easily share data and synchronization objects between the main thread
and the worker thread. Doing this prevents the awkward passing of pointers
that is needed when the original object in the main thread needs to
synchronize with its worker thread in its own wxThread derived object.
For example, wxFrame may need to make some calculations
in a background thread and then display the results of those calculations in
the main window.
Ordinarily, a wxThread derived object would be created
with the calculation code implemented in
wxThread::Entry. To access the inputs to the
calculation, the frame object would often to pass a pointer to itself to the
thread object. Similarly, the frame object would hold a pointer to the
thread object. Shared data and synchronization objects could be stored in
either object though the object without the data would have to access the
data through a pointer.
However, with wxThreadHelper, the frame object and the thread object are
treated as the same object. Shared data and synchronization variables are
stored in the single object, eliminating a layer of indirection and the
associated pointers.
@library{wxbase}
@category{thread}
@see wxThread
*/
class wxThreadHelper
{
public:
/**
This constructor simply initializes a member variable.
*/
wxThreadHelper();
/**
The destructor frees the resources associated with the thread.
*/
~wxThreadHelper();
/**
Creates a new thread. The thread object is created in the suspended state, and
you
should call @ref wxThread::run GetThread()-Run to start running
it. You may optionally specify the stack size to be allocated to it (Ignored on
platforms that don't support setting it explicitly, eg. Unix).
@returns One of:
*/
wxThreadError Create(unsigned int stackSize = 0);
/**
This is the entry point of the thread. This function is pure virtual and must
be implemented by any derived class. The thread execution will start here.
The returned value is the thread exit code which is only useful for
joinable threads and is the value returned by
@ref wxThread::wait GetThread()-Wait.
This function is called by wxWidgets itself and should never be called
directly.
*/
virtual ExitCode Entry();
/**
This is a public function that returns the wxThread object
associated with the thread.
*/
wxThread* GetThread();
/**
wxThread * m_thread
the actual wxThread object.
*/
};
/**
@class wxCriticalSection
@wxheader{thread.h}
A critical section object is used for exactly the same purpose as
mutexes(). The only difference is that under Windows platform
critical sections are only visible inside one process, while mutexes may be
shared between processes, so using critical sections is slightly more
efficient. The terminology is also slightly different: mutex may be locked (or
acquired) and unlocked (or released) while critical section is entered and left
by the program.
Finally, you should try to use
wxCriticalSectionLocker class whenever
possible instead of directly using wxCriticalSection for the same reasons
wxMutexLocker is preferrable to
wxMutex - please see wxMutex for an example.
@library{wxbase}
@category{thread}
@see wxThread, wxCondition, wxCriticalSectionLocker
*/
class wxCriticalSection
{
public:
/**
Default constructor initializes critical section object.
*/
wxCriticalSection();
/**
Destructor frees the resources.
*/
~wxCriticalSection();
/**
Enter the critical section (same as locking a mutex). There is no error return
for this function. After entering the critical section protecting some global
data the thread running in critical section may safely use/modify it.
*/
void Enter();
/**
Leave the critical section allowing other threads use the global data protected
by it. There is no error return for this function.
*/
void Leave();
};
/**
@class wxThread
@wxheader{thread.h}
A thread is basically a path of execution through a program. Threads are
sometimes called @e light-weight processes, but the fundamental difference
between threads and processes is that memory spaces of different processes are
separated while all threads share the same address space.
While it makes it much easier to share common data between several threads, it
also
makes it much easier to shoot oneself in the foot, so careful use of
synchronization
objects such as mutexes() or @ref overview_wxcriticalsection "critical
sections" is recommended. In addition, don't create global thread
objects because they allocate memory in their constructor, which will cause
problems for the memory checking system.
@library{wxbase}
@category{thread}
@see wxMutex, wxCondition, wxCriticalSection
*/
class wxThread
{
public:
/**
This constructor creates a new detached (default) or joinable C++ thread
object. It
does not create or start execution of the real thread -- for this you should
use the Create() and Run() methods.
The possible values for @a kind parameters are:
@b wxTHREAD_DETACHED
Creates a detached thread.
@b wxTHREAD_JOINABLE
Creates a joinable thread.
*/
wxThread(wxThreadKind kind = wxTHREAD_DETACHED);
/**
The destructor frees the resources associated with the thread. Notice that you
should never delete a detached thread -- you may only call
Delete() on it or wait until it terminates (and auto
destructs) itself. Because the detached threads delete themselves, they can
only be allocated on the heap.
Joinable threads should be deleted explicitly. The Delete() and Kill() functions
will not delete the C++ thread object. It is also safe to allocate them on
stack.
*/
~wxThread();
/**
Creates a new thread. The thread object is created in the suspended state, and
you
should call Run() to start running it. You may optionally
specify the stack size to be allocated to it (Ignored on platforms that don't
support setting it explicitly, eg. Unix system without
@c pthread_attr_setstacksize). If you do not specify the stack size,
the system's default value is used.
@b Warning: It is a good idea to explicitly specify a value as systems'
default values vary from just a couple of KB on some systems (BSD and
OS/2 systems) to one or several MB (Windows, Solaris, Linux). So, if you
have a thread that requires more than just a few KB of memory, you will
have mysterious problems on some platforms but not on the common ones. On the
other hand, just indicating a large stack size by default will give you
performance issues on those systems with small default stack since those
typically use fully committed memory for the stack. On the contrary, if
use a lot of threads (say several hundred), virtual adress space can get tight
unless you explicitly specify a smaller amount of thread stack space for each
thread.
@returns One of:
*/
wxThreadError Create(unsigned int stackSize = 0);
/**
Calling Delete() gracefully terminates a
detached thread, either when the thread calls TestDestroy() or finished
processing.
(Note that while this could work on a joinable thread you simply should not
call this routine on one as afterwards you may not be able to call
Wait() to free the memory of that thread).
See @ref overview_deletionwxthread "wxThread deletion" for a broader
explanation of this routine.
*/
wxThreadError Delete();
/**
A common problem users experience with wxThread is that in their main thread
they will check the thread every now and then to see if it has ended through
IsRunning(), only to find that their
application has run into problems because the thread is using the default
behavior and has already deleted itself. Naturally, they instead attempt to
use joinable threads in place of the previous behavior.
However, polling a wxThread for when it has ended is in general a bad idea -
in fact calling a routine on any running wxThread should be avoided if
possible. Instead, find a way to notify yourself when the thread has ended.
Usually you only need to notify the main thread, in which case you can post
an event to it via wxPostEvent() or
wxEvtHandler::AddPendingEvent. In
the case of secondary threads you can call a routine of another class
when the thread is about to complete processing and/or set the value
of a variable, possibly using mutexes() and/or other
synchronization means if necessary.
*/
/**
This is the entry point of the thread. This function is pure virtual and must
be implemented by any derived class. The thread execution will start here.
The returned value is the thread exit code which is only useful for
joinable threads and is the value returned by Wait().
This function is called by wxWidgets itself and should never be called
directly.
*/
virtual ExitCode Entry();
/**
This is a protected function of the wxThread class and thus can only be called
from a derived class. It also can only be called in the context of this
thread, i.e. a thread can only exit from itself, not from another thread.
This function will terminate the OS thread (i.e. stop the associated path of
execution) and also delete the associated C++ object for detached threads.
OnExit() will be called just before exiting.
*/
void Exit(ExitCode exitcode = 0);
/**
Returns the number of system CPUs or -1 if the value is unknown.
@see SetConcurrency()
*/
static int GetCPUCount();
/**
Returns the platform specific thread ID of the current thread as a
long. This can be used to uniquely identify threads, even if they are
not wxThreads.
*/
static unsigned long GetCurrentId();
/**
Gets the thread identifier: this is a platform dependent number that uniquely
identifies the
thread throughout the system during its existence (i.e. the thread identifiers
may be reused).
*/
unsigned long GetId() const;
/**
Gets the priority of the thread, between zero and 100.
The following priorities are defined:
@b WXTHREAD_MIN_PRIORITY
0
@b WXTHREAD_DEFAULT_PRIORITY
50
@b WXTHREAD_MAX_PRIORITY
100
*/
int GetPriority() const;
/**
Returns @true if the thread is alive (i.e. started and not terminating).
Note that this function can only safely be used with joinable threads, not
detached ones as the latter delete themselves and so when the real thread is
no longer alive, it is not possible to call this function because
the wxThread object no longer exists.
*/
bool IsAlive() const;
/**
Returns @true if the thread is of the detached kind, @false if it is a
joinable
one.
*/
bool IsDetached() const;
/**
Returns @true if the calling thread is the main application thread.
*/
static bool IsMain();
/**
Returns @true if the thread is paused.
*/
bool IsPaused() const;
/**
Returns @true if the thread is running.
This method may only be safely used for joinable threads, see the remark in
IsAlive().
*/
bool IsRunning() const;
/**
Immediately terminates the target thread. @b This function is dangerous and
should
be used with extreme care (and not used at all whenever possible)! The resources
allocated to the thread will not be freed and the state of the C runtime library
may become inconsistent. Use Delete() for detached
threads or Wait() for joinable threads instead.
For detached threads Kill() will also delete the associated C++ object.
However this will not happen for joinable threads and this means that you will
still have to delete the wxThread object yourself to avoid memory leaks.
In neither case OnExit() of the dying thread will be
called, so no thread-specific cleanup will be performed.
This function can only be called from another thread context, i.e. a thread
cannot kill itself.
It is also an error to call this function for a thread which is not running or
paused (in the latter case, the thread will be resumed first) -- if you do it,
a @c wxTHREAD_NOT_RUNNING error will be returned.
*/
wxThreadError Kill();
/**
Called when the thread exits. This function is called in the context of the
thread associated with the wxThread object, not in the context of the main
thread. This function will not be called if the thread was
@ref kill() killed.
This function should never be called directly.
*/
void OnExit();
/**
Suspends the thread. Under some implementations (Win32), the thread is
suspended immediately, under others it will only be suspended when it calls
TestDestroy() for the next time (hence, if the
thread doesn't call it at all, it won't be suspended).
This function can only be called from another thread context.
*/
wxThreadError Pause();
/**
Resumes a thread suspended by the call to Pause().
This function can only be called from another thread context.
*/
wxThreadError Resume();
/**
Starts the thread execution. Should be called after
Create().
This function can only be called from another thread context.
*/
wxThreadError Run();
/**
Sets the thread concurrency level for this process. This is, roughly, the
number of threads that the system tries to schedule to run in parallel.
The value of 0 for @a level may be used to set the default one.
Returns @true on success or @false otherwise (for example, if this function is
not implemented for this platform -- currently everything except Solaris).
*/
static bool SetConcurrency(size_t level);
/**
Sets the priority of the thread, between 0 and 100. It can only be set
after calling Create() but before calling
Run().
The following priorities are already defined:
@b WXTHREAD_MIN_PRIORITY
0
@b WXTHREAD_DEFAULT_PRIORITY
50
@b WXTHREAD_MAX_PRIORITY
100
*/
void SetPriority(int priority);
/**
Pauses the thread execution for the given amount of time.
This function should be used instead of wxSleep() by all worker
threads (i.e. all except the main one).
*/
static void Sleep(unsigned long milliseconds);
/**
This function should be called periodically by the thread to ensure that calls
to Pause() and Delete() will
work. If it returns @true, the thread should exit as soon as possible.
Notice that under some platforms (POSIX), implementation of
Pause() also relies on this function being called, so
not calling it would prevent both stopping and suspending thread from working.
*/
virtual bool TestDestroy();
/**
Return the thread object for the calling thread. @NULL is returned if the
calling thread
is the main (GUI) thread, but IsMain() should be used to test
whether the thread is really the main one because @NULL may also be returned for
the thread
not created with wxThread class. Generally speaking, the return value for such
a thread
is undefined.
*/
static wxThread* This();
/**
There are two types of threads in wxWidgets: @e detached and @e joinable,
modeled after the the POSIX thread API. This is different from the Win32 API
where all threads are joinable.
By default wxThreads in wxWidgets use the detached behavior. Detached threads
delete themselves once they have completed, either by themselves when they
complete
processing or through a call to Delete(), and thus
must be created on the heap (through the new operator, for example).
Conversely,
joinable threads do not delete themselves when they are done processing and as
such
are safe to create on the stack. Joinable threads also provide the ability
for one to get value it returned from Entry()
through Wait().
You shouldn't hurry to create all the threads joinable, however, because this
has a disadvantage as well: you @b must Wait() for a joinable thread or the
system resources used by it will never be freed, and you also must delete the
corresponding wxThread object yourself if you did not create it on the stack.
In
contrast, detached threads are of the "fire-and-forget" kind: you only have to
start
a detached thread and it will terminate and destroy itself.
*/
/**
Waits for a joinable thread to terminate and returns the value the thread
returned from Entry() or @c (ExitCode)-1 on
error. Notice that, unlike Delete() doesn't cancel the
thread in any way so the caller waits for as long as it takes to the thread to
exit.
You can only Wait() for joinable (not detached) threads.
This function can only be called from another thread context.
See @ref overview_deletionwxthread "wxThread deletion" for a broader
explanation of this routine.
*/
ExitCode Wait() const;
/**
Give the rest of the thread time slice to the system allowing the other threads
to run.
Note that using this function is @b strongly discouraged, since in
many cases it indicates a design weakness of your threading model (as
does using Sleep functions).
Threads should use the CPU in an efficient manner, i.e. they should
do their current work efficiently, then as soon as the work is done block
on a wakeup event (wxCondition, wxMutex, select(), poll(), ...)
which will get signalled e.g. by other threads or a user device once further
thread work is available. Using Yield or Sleep
indicates polling-type behaviour, since we're fuzzily giving up our timeslice
and wait until sometime later we'll get reactivated, at which time we
realize that there isn't really much to do and Yield again...
The most critical characteristic of Yield is that it's operating system
specific: there may be scheduler changes which cause your thread to not
wake up relatively soon again, but instead many seconds later,
causing huge performance issues for your application. @b with a
well-behaving, CPU-efficient thread the operating system is likely to properly
care for its reactivation the moment it needs it, whereas with
non-deterministic, Yield-using threads all bets are off and the system
scheduler is free to penalize drastically, and this effect gets worse
with increasing system load due to less free CPU resources available.
You may refer to various Linux kernel sched_yield discussions for more
information.
See also Sleep().
*/
void Yield();
/**
Regardless of whether it has terminated or not, you should call
Wait() on a joinable thread to release its
memory, as outlined in @ref overview_typeswxthread "Types of wxThreads". If you
created
a joinable thread on the heap, remember to delete it manually with the delete
operator or similar means as only detached threads handle this type of memory
management.
Since detached threads delete themselves when they are finished processing,
you should take care when calling a routine on one. If you are certain the
thread is still running and would like to end it, you may call
Delete() to gracefully end it (which implies
that the thread will be deleted after that call to Delete()). It should be
implied that you should never attempt to delete a detached thread with the
delete operator or similar means.
As mentioned, Wait() or
Delete() attempts to gracefully terminate
a joinable and detached thread, respectively. It does this by waiting until
the thread in question calls TestDestroy()
or ends processing (returns from wxThread::Entry).
Obviously, if the thread does call TestDestroy() and does not end the calling
thread will come to halt. This is why it is important to call TestDestroy() in
the Entry() routine of your threads as often as possible.
As a last resort you can end the thread immediately through
Kill(). It is strongly recommended that you
do not do this, however, as it does not free the resources associated with
the object (although the wxThread object of detached threads will still be
deleted) and could leave the C runtime library in an undefined state.
*/
/**
All threads other then the "main application thread" (the one
wxApp::OnInit or your main function runs in, for
example) are considered "secondary threads". These include all threads created
by Create() or the corresponding constructors.
GUI calls, such as those to a wxWindow or
wxBitmap are explicitly not safe at all in secondary threads
and could end your application prematurely. This is due to several reasons,
including the underlying native API and the fact that wxThread does not run a
GUI event loop similar to other APIs as MFC.
A workaround that works on some wxWidgets ports is calling wxMutexGUIEnter()
before any GUI calls and then calling wxMutexGUILeave() afterwords. However,
the recommended way is to simply process the GUI calls in the main thread
through an event that is posted by either wxPostEvent() or
wxEvtHandler::AddPendingEvent. This does
not imply that calls to these classes are thread-safe, however, as most
wxWidgets classes are not thread-safe, including wxString.
*/
};
/**
@class wxSemaphore
@wxheader{thread.h}
wxSemaphore is a counter limiting the number of threads concurrently accessing
a shared resource. This counter is always between 0 and the maximum value
specified during the semaphore creation. When the counter is strictly greater
than 0, a call to wxSemaphore::Wait returns immediately and
decrements the counter. As soon as it reaches 0, any subsequent calls to
wxSemaphore::Wait block and only return when the semaphore
counter becomes strictly positive again as the result of calling
wxSemaphore::Post which increments the counter.
In general, semaphores are useful to restrict access to a shared resource
which can only be accessed by some fixed number of clients at the same time. For
example, when modeling a hotel reservation system a semaphore with the counter
equal to the total number of available rooms could be created. Each time a room
is reserved, the semaphore should be acquired by calling
wxSemaphore::Wait and each time a room is freed it should be
released by calling wxSemaphore::Post.
@library{wxbase}
@category{thread}
*/
class wxSemaphore
{
public:
/**
Specifying a @a maxcount of 0 actually makes wxSemaphore behave as if
there is no upper limit. If maxcount is 1, the semaphore behaves almost as a
mutex (but unlike a mutex it can be released by a thread different from the one
which acquired it).
@a initialcount is the initial value of the semaphore which must be between
0 and @a maxcount (if it is not set to 0).
*/
wxSemaphore(int initialcount = 0, int maxcount = 0);
/**
Destructor is not virtual, don't use this class polymorphically.
*/
~wxSemaphore();
/**
Increments the semaphore count and signals one of the waiting
threads in an atomic way. Returns wxSEMA_OVERFLOW if the count
would increase the counter past the maximum.
@returns One of:
*/
wxSemaError Post();
/**
Same as Wait(), but returns immediately.
@returns One of:
*/
wxSemaError TryWait();
/**
Wait indefinitely until the semaphore count becomes strictly positive
and then decrement it and return.
@returns One of:
*/
wxSemaError Wait();
};
/**
@class wxMutexLocker
@wxheader{thread.h}
This is a small helper class to be used with wxMutex
objects. A wxMutexLocker acquires a mutex lock in the constructor and releases
(or unlocks) the mutex in the destructor making it much more difficult to
forget to release a mutex (which, in general, will promptly lead to serious
problems). See wxMutex for an example of wxMutexLocker
usage.
@library{wxbase}
@category{thread}
@see wxMutex, wxCriticalSectionLocker
*/
class wxMutexLocker
{
public:
/**
Constructs a wxMutexLocker object associated with mutex and locks it.
Call @ref isok() IsLocked to check if the mutex was
successfully locked.
*/
wxMutexLocker(wxMutex& mutex);
/**
Destructor releases the mutex if it was successfully acquired in the ctor.
*/
~wxMutexLocker();
/**
Returns @true if mutex was acquired in the constructor, @false otherwise.
*/
bool IsOk() const;
};
/**
@class wxMutex
@wxheader{thread.h}
A mutex object is a synchronization object whose state is set to signaled when
it is not owned by any thread, and nonsignaled when it is owned. Its name comes
from its usefulness in coordinating mutually-exclusive access to a shared
resource as only one thread at a time can own a mutex object.
Mutexes may be recursive in the sense that a thread can lock a mutex which it
had already locked before (instead of dead locking the entire process in this
situation by starting to wait on a mutex which will never be released while the
thread is waiting) but using them is not recommended under Unix and they are
@b not recursive there by default. The reason for this is that recursive
mutexes are not supported by all Unix flavours and, worse, they cannot be used
with wxCondition. On the other hand, Win32 mutexes are
always recursive.
For example, when several threads use the data stored in the linked list,
modifications to the list should only be allowed to one thread at a time
because during a new node addition the list integrity is temporarily broken
(this is also called @e program invariant).
@library{wxbase}
@category{thread}
@see wxThread, wxCondition, wxMutexLocker, wxCriticalSection
*/
class wxMutex
{
public:
/**
Default constructor.
*/
wxMutex(wxMutexType type = wxMUTEX_DEFAULT);
/**
Destroys the wxMutex object.
*/
~wxMutex();
/**
Locks the mutex object. This is equivalent to
LockTimeout() with infinite timeout.
@returns One of:
*/
wxMutexError Lock();
/**
Try to lock the mutex object during the specified time interval.
@returns One of:
*/
wxMutexError LockTimeout(unsigned long msec);
/**
Tries to lock the mutex object. If it can't, returns immediately with an error.
@returns One of:
*/
wxMutexError TryLock();
/**
Unlocks the mutex object.
@returns One of:
*/
wxMutexError Unlock();
};
// ============================================================================
// Global functions/macros
// ============================================================================
/** @ingroup group_funcmacro_thread */
//@{
/**
This macro declares a (static) critical section object named @a cs if
@c wxUSE_THREADS is 1 and does nothing if it is 0.
@header{wx/thread.h}
*/
#define wxCRIT_SECT_DECLARE(cs)
/**
This macro declares a critical section object named @a cs if
@c wxUSE_THREADS is 1 and does nothing if it is 0. As it doesn't include
the @c static keyword (unlike wxCRIT_SECT_DECLARE()), it can be used to
declare a class or struct member which explains its name.
@header{wx/thread.h}
*/
#define wxCRIT_SECT_DECLARE_MEMBER(cs)
/**
This macro creates a wxCriticalSectionLocker named @a name and associated
with the critical section @a cs if @c wxUSE_THREADS is 1 and does nothing
if it is 0.
@header{wx/thread.h}
*/
#define wxCRIT_SECT_LOCKER(name, cs)
/**
This macro combines wxCRIT_SECT_DECLARE() and wxCRIT_SECT_LOCKER(): it
creates a static critical section object and also the lock object
associated with it. Because of this, it can be only used inside a function,
not at global scope. For example:
@code
int IncCount()
{
static int s_counter = 0;
wxCRITICAL_SECTION(counter);
return ++s_counter;
}
@endcode
Note that this example assumes that the function is called the first time
from the main thread so that the critical section object is initialized
correctly by the time other threads start calling it, if this is not the
case this approach can @b not be used and the critical section must be made
a global instead.
@header{wx/thread.h}
*/
#define wxCRITICAL_SECTION(name)
/**
This macro is equivalent to
@ref wxCriticalSection::Leave "critical_section.Leave()" if
@c wxUSE_THREADS is 1 and does nothing if it is 0.
@header{wx/thread.h}
*/
#define wxLEAVE_CRIT_SECT(critical_section)
/**
This macro is equivalent to
@ref wxCriticalSection::Enter "critical_section.Enter()" if
@c wxUSE_THREADS is 1 and does nothing if it is 0.
@header{wx/thread.h}
*/
#define wxENTER_CRIT_SECT(critical_section)
/**
Returns @true if this thread is the main one. Always returns @true if
@c wxUSE_THREADS is 0.
@header{wx/thread.h}
*/
bool wxIsMainThread();
/**
This function must be called when any thread other than the main GUI thread
wants to get access to the GUI library. This function will block the
execution of the calling thread until the main thread (or any other thread
holding the main GUI lock) leaves the GUI library and no other thread will
enter the GUI library until the calling thread calls wxMutexGuiLeave().
Typically, these functions are used like this:
@code
void MyThread::Foo(void)
{
// before doing any GUI calls we must ensure that
// this thread is the only one doing it!
wxMutexGuiEnter();
// Call GUI here:
my_window-DrawSomething();
wxMutexGuiLeave();
}
@endcode
This function is only defined on platforms which support preemptive
threads.
@note Under GTK, no creation of top-level windows is allowed in any thread
but the main one.
@header{wx/thread.h}
*/
void wxMutexGuiEnter();
/**
This function is only defined on platforms which support preemptive
threads.
@see wxMutexGuiEnter()
@header{wx/thread.h}
*/
void wxMutexGuiLeave();
//@}