My usual setup for a thread is a while loop and inside the while loop do two things:
procedure TMIDI_Container_Publisher.Execute;
begin
Suspend;
while not Terminated do
begin
FContainer.Publish;
if not Terminated then Suspend;
end; // if
end; // Execute //
This works fine. To terminate the code I use:
destructor TMIDI_Container_Publisher.Destroy;
begin
Terminate;
if Suspended then Resume;
Application.ProcessMessages;
Self.WaitFor;
inherited Destroy;
end; // Destroy //
This Destroy works fine in Windows 7 but hangs in XP. The problem seems to be the WaitFor but when I remove this the code hangs in the inherited Destroy
.
Anybody ideas what is wrong?
Update 2011/11/02 Thanks to you all for your help. Remy Labeau came with a code example to avoid Resume/Suspend at all. I'll implement his suggestion in my programs from now on. For this specific case I was inspired by the suggestion of CodeInChaos. Just create a thread, let it do the publish in the Execute and forget about it. I used Remy's example to rewrite one of my timers. I post this implementation below.
unit Timer_Threaded;
interface
uses Windows, MMSystem, Messages, SysUtils, Classes, Graphics, Controls, Forms,
Dialogs, SyncObjs,
Timer_Base;
Type
TTask = class (TThread)
private
FTimeEvent: TEvent;
FStopEvent: TEvent;
FOnTimer: TNotifyEvent;
public
constructor Create;
destructor Destroy; override;
procedure Execute; override;
procedure Stop;
procedure ProcessTimedEvent;
property OnTimer: TNotifyEvent read FOnTimer write FOnTimer;
end; // Class: TWork //
TThreadedTimer = class (TBaseTimer)
private
nID: cardinal;
FTask: TTask;
protected
procedure SetOnTimer (Task: TNotifyEvent); override;
procedure StartTimer; override;
procedure StopTimer; override;
public
constructor Create; override;
destructor Destroy; override;
end; // Class: TThreadedTimer //
implementation
var SelfRef: TTask; // Reference to the instantiation of this timer
procedure TimerUpdate (uTimerID, uMessage: cardinal; dwUser, dw1, dw2: cardinal); stdcall;
begin
SelfRef.ProcessTimedEvent;
end; // TimerUpdate //
{*******************************************************************
* *
* Class TTask *
* *
********************************************************************}
constructor TTask.Create;
begin
FTimeEvent := TEvent.Create (nil, False, False, '');
FStopEvent := TEvent.Create (nil, True, False, '');
inherited Create (False);
Self.Priority := tpTimeCritical;
end; // Create //
destructor TTask.Destroy;
begin
Stop;
FTimeEvent.Free;
FStopEvent.Free;
inherited Destroy;
end; // Destroy //
procedure TTask.Execute;
var two: TWOHandleArray;
h: PWOHandleArray;
ret: DWORD;
begin
h := @two;
h [0] := FTimeEvent.Handle;
h [1] := FStopEvent.Handle;
while not Terminated do
begin
ret := WaitForMultipleObjects (2, h, FALSE, INFINITE);
if ret = WAIT_FAILED then Break;
case ret of
WAIT_OBJECT_0 + 0: if Assigned (OnTimer) then OnTimer (Self);
WAIT_OBJECT_0 + 1: Terminate;
end; // case
end; // while
end; // Execute //
procedure TTask.ProcessTimedEvent;
begin
FTimeEvent.SetEvent;
end; // ProcessTimedEvent //
procedure TTask.Stop;
begin
Terminate;
FStopEvent.SetEvent;
WaitFor;
end; // Stop //
{*******************************************************************
* *
* Class TThreaded_Timer *
* *
********************************************************************}
constructor TThreadedTimer.Create;
begin
inherited Create;
FTask := TTask.Create;
SelfRef := FTask;
FTimerName := 'Threaded';
Resolution := 2;
end; // Create //
// Stop the timer and exit the Execute loop
Destructor TThreadedTimer.Destroy;
begin
Enabled := False; // stop timer (when running)
FTask.Free;
inherited Destroy;
end; // Destroy //
procedure TThreadedTimer.SetOnTimer (Task: TNotifyEvent);
begin
inherited SetOnTimer (Task);
FTask.OnTimer := Task;
end; // SetOnTimer //
// Start timer, set resolution of timesetevent as high as possible (=0)
// Relocates as many resources to run as precisely as possible
procedure TThreadedTimer.StartTimer;
begin
nID := TimeSetEvent (FInterval, FResolution, TimerUpdate, cardinal (Self), TIME_PERIODIC);
if nID = 0 then
begin
FEnabled := False;
raise ETimer.Create ('Cannot start TThreaded_Timer');
end; // if
end; // StartTimer //
// Kill the system timer
procedure TThreadedTimer.StopTimer;
var return: integer;
begin
if nID <> 0 then
begin
return := TimeKillEvent (nID);
if return <> TIMERR_NOERROR
then raise ETimer.CreateFmt ('Cannot stop TThreaded_Timer: %d', [return]);
end; // if
end; // StopTimer //
end. // Unit: MSC_Threaded_Timer //
unit Timer_Base;
interface
uses
Windows, MMSystem, Messages, SysUtils, Classes, Graphics, Controls, Forms,
Dialogs;
type
TCallBack = procedure (uTimerID, uMessage: UINT; dwUser, dw1, dw2: DWORD);
ETimer = class (Exception);
{$M+}
TBaseTimer = class (TObject)
protected
FTimerName: string; // Name of the timer
FEnabled: boolean; // True= timer is running, False = not
FInterval: Cardinal; // Interval of timer in ms
FResolution: Cardinal; // Resolution of timer in ms
FOnTimer: TNotifyEvent; // What to do when the hour (ms) strikes
procedure SetEnabled (value: boolean); virtual;
procedure SetInterval (value: Cardinal); virtual;
procedure SetResolution (value: Cardinal); virtual;
procedure SetOnTimer (Task: TNotifyEvent); virtual;
protected
procedure StartTimer; virtual; abstract;
procedure StopTimer; virtual; abstract;
public
constructor Create; virtual;
destructor Destroy; override;
published
property TimerName: string read FTimerName;
property Enabled: boolean read FEnabled write SetEnabled;
property Interval: Cardinal read FInterval write SetInterval;
property Resolution: Cardinal read FResolution write SetResolution;
property OnTimer: TNotifyEvent read FOnTimer write SetOnTimer;
end; // Class: HiResTimer //
implementation
constructor TBaseTimer.Create;
begin
inherited Create;
FEnabled := False;
FInterval := 500;
Fresolution := 10;
end; // Create //
destructor TBaseTimer.Destroy;
begin
inherited Destroy;
end; // Destroy //
// SetEnabled calls StartTimer when value = true, else StopTimer
// It only does so when value is not equal to the current value of FEnabled
// Some Timers require a matching StartTimer and StopTimer sequence
procedure TBaseTimer.SetEnabled (value: boolean);
begin
if value <> FEnabled then
begin
FEnabled := value;
if value
then StartTimer
else StopTimer;
end; // if
end; // SetEnabled //
procedure TBaseTimer.SetInterval (value: Cardinal);
begin
FInterval := value;
end; // SetInterval //
procedure TBaseTimer.SetResolution (value: Cardinal);
begin
FResolution := value;
end; // SetResolution //
procedure TBaseTimer.SetOnTimer (Task: TNotifyEvent);
begin
FOnTimer := Task;
end; // SetOnTimer //
end. // Unit: MSC_Timer_Custom //
You really should not use Suspend()
and Resume()
like this. Not only are they dangerous when misused (like you are), but they are also deprecated in D2010+ anyway. A safer alternative is to use the TEvent
class instead, eg:
contructor TMIDI_Container_Publisher.Create;
begin
fPublishEvent := TEvent.Create(nil, False, False, '');
fTerminateEvent := TEvent.Create(nil, True, False, '');
inherited Create(False);
end;
destructor TMIDI_Container_Publisher.Destroy;
begin
Stop
fPublishEvent.Free;
fTerminateEvent.Free;
inherited Destroy;
end;
procedure TMIDI_Container_Publisher.Execute;
var
h: array[0..1] of THandle;
ret: DWORD;
begin
h[0] := fPublishEvent.Handle;
h[1] := fTerminateEvent.Handle;
while not Terminated do
begin
ret := WaitForMultipleObjects(2, h, FALSE, INFINITE);
if ret = WAIT_FAILED then Break;
case ret of
WAIT_OBJECT_0 + 0: FContainer.Publish;
WAIT_OBJECT_0 + 1: Terminate;
end;
end;
end;
procedure TMIDI_Container_Publisher.Publish;
begin
fPublishEvent.SetEvent;
end;
procedure TMIDI_Container_Publisher.Stop;
begin
Terminate;
fTerminateEvent.SetEvent;
WaitFor;
end;
I don't know the answer to your question, but I think your code has at least one other bug:
I guess you have a method like the following:
procedure DoWork()
begin
AddWork();
Resume();
end;
This leads to a race-condition:
procedure TMIDI_Container_Publisher.Execute;
begin
Suspend;
while not Terminated do
begin
FContainer.Publish;
// <= Assume code is here (1)
if not Terminated then { Or even worse: here (2) } Suspend;
end; // if
end; // Execute //
If you call DoWork
and resume the thread while it's somewhere around (1) or (2) it will go back to suspension immediately.
If you call Destroy
while execution is around (2) it will suspend immediately and most likely never terminate.
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