/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ // Copyright (c) 2006-2009 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.
// A simple thread abstraction that establishes a MessageLoop on a new thread. // The consumer uses the MessageLoop of the thread to cause code to execute on // the thread. When this object is destroyed the thread is terminated. All // pending tasks queued on the thread's message loop will run to completion // before the thread is terminated. class Thread : PlatformThread::Delegate { public: struct Options { // Specifies the type of message loop that will be allocated on the thread.
MessageLoop::Type message_loop_type;
// Specifies the maximum stack size that the thread is allowed to use. // This does not necessarily correspond to the thread's initial stack size. // A value of 0 indicates that the default maximum should be used.
size_t stack_size;
// Specifies the transient and permanent hang timeouts for background hang // monitoring. A value of 0 indicates there is no timeout.
uint32_t transient_hang_timeout;
uint32_t permanent_hang_timeout;
// Constructor. // name is a display string to identify the thread. explicit Thread(constchar* name);
// Destroys the thread, stopping it if necessary. // // NOTE: If you are subclassing from Thread, and you wish for your CleanUp // method to be called, then you need to call Stop() from your destructor. // virtual ~Thread();
// Starts the thread. Returns true if the thread was successfully started; // otherwise, returns false. Upon successful return, the message_loop() // getter will return non-null. // // Note: This function can't be called on Windows with the loader lock held; // i.e. during a DllMain, global object construction or destruction, atexit() // callback. bool Start();
// Starts the thread. Behaves exactly like Start in addition to allow to // override the default options. // // Note: This function can't be called on Windows with the loader lock held; // i.e. during a DllMain, global object construction or destruction, atexit() // callback. bool StartWithOptions(const Options& options);
// Signals the thread to exit and returns once the thread has exited. After // this method returns, the Thread object is completely reset and may be used // as if it were newly constructed (i.e., Start may be called again). // // Stop may be called multiple times and is simply ignored if the thread is // already stopped. // // NOTE: This method is optional. It is not strictly necessary to call this // method as the Thread's destructor will take care of stopping the thread if // necessary. // void Stop();
// Signals the thread to exit in the near future. // // WARNING: This function is not meant to be commonly used. Use at your own // risk. Calling this function will cause message_loop() to become invalid in // the near future. This function was created to workaround a specific // deadlock on Windows with printer worker thread. In any other case, Stop() // should be used. // // StopSoon should not be called multiple times as it is risky to do so. It // could cause a timing issue in message_loop() access. Call Stop() to reset // the thread object once it is known that the thread has quit. void StopSoon();
// Returns the message loop for this thread. Use the MessageLoop's // PostTask methods to execute code on the thread. This only returns // non-null after a successful call to Start. After Stop has been called, // this will return NULL. // // NOTE: You must not call this MessageLoop's Quit method directly. Use // the Thread's Stop method instead. //
MessageLoop* message_loop() const { return message_loop_; }
// Set the name of this thread (for display in debugger too). const std::string& thread_name() { return name_; }
// Reset thread ID as current thread.
PlatformThreadId reset_thread_id() {
thread_id_ = PlatformThread::CurrentId(); return thread_id_;
}
// Returns true if the thread has been started, and not yet stopped. // When a thread is running, the thread_id_ is non-zero. bool IsRunning() const { return thread_id_ != 0; }
protected: // Called just prior to starting the message loop virtualvoid Init() {}
// Called just after the message loop ends virtualvoid CleanUp() {}
// We piggy-back on the startup_data_ member to know if we successfully // started the thread. This way we know that we need to call Join. bool thread_was_started() const { return startup_data_ != NULL; }
// Used to pass data to ThreadMain. struct StartupData;
StartupData* startup_data_;
// The thread's handle.
PlatformThreadHandle thread_;
// The thread's message loop. Valid only while the thread is alive. Set // by the created thread.
MessageLoop* message_loop_;
// Our thread's ID.
PlatformThreadId thread_id_;
// The name of the thread. Used for debugging purposes.
std::string name_;
friendclass ThreadQuitTask;
DISALLOW_COPY_AND_ASSIGN(Thread);
};
} // namespace base
#endif// BASE_THREAD_H_
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