这个类说白了就是对windows event的封装,没有什么特别的,常规做法,等侍另一线程无非就是等侍事件置信waitsingleobject,通知事件无非就是setevent,一看就明白,不就详解,写在这里只是为了这个系更的完整性

下边的示例代码注意下:

  //   WaitableEvent *e = new WaitableEvent;
// SendToOtherThread(e);
// e->Wait();
// delete e;

   SendToOtherThread(e); 这个应当就是开启另外一个线程什么的,然后将事件传递过去,然后等侍事情做完以后再继续,这是这样写的话还不如将要写的代码写在当前线程,看来还没明白它的深意,具体用在什么样的场景比较好

// Copyright (c) 2012 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. #ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
#define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ #include "base/base_export.h"
#include "base/basictypes.h" #if defined(OS_WIN)
#include <windows.h>
#endif #if defined(OS_POSIX)
#include <list>
#include <utility>
#include "base/memory/ref_counted.h"
#include "base/synchronization/lock.h"
#endif namespace base { // This replaces INFINITE from Win32
static const int kNoTimeout = -1; class TimeDelta; // A WaitableEvent can be a useful thread synchronization tool when you want to
// allow one thread to wait for another thread to finish some work. For
// non-Windows systems, this can only be used from within a single address
// space.
//
// Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to
// protect a simple boolean value. However, if you find yourself using a
// WaitableEvent in conjunction with a Lock to wait for a more complex state
// change (e.g., for an item to be added to a queue), then you should probably
// be using a ConditionVariable instead of a WaitableEvent.
//
// NOTE: On Windows, this class provides a subset of the functionality afforded
// by a Windows event object. This is intentional. If you are writing Windows
// specific code and you need other features of a Windows event, then you might
// be better off just using an Windows event directly.
class BASE_EXPORT WaitableEvent {
public:
// If manual_reset is true, then to set the event state to non-signaled, a
// consumer must call the Reset method. If this parameter is false, then the
// system automatically resets the event state to non-signaled after a single
// waiting thread has been released.
WaitableEvent(bool manual_reset, bool initially_signaled); #if defined(OS_WIN)
// Create a WaitableEvent from an Event HANDLE which has already been
// created. This objects takes ownership of the HANDLE and will close it when
// deleted.
explicit WaitableEvent(HANDLE event_handle); // Releases ownership of the handle from this object.
HANDLE Release();
#endif ~WaitableEvent(); // Put the event in the un-signaled state.
void Reset(); // Put the event in the signaled state. Causing any thread blocked on Wait
// to be woken up.
void Signal(); // Returns true if the event is in the signaled state, else false. If this
// is not a manual reset event, then this test will cause a reset.
bool IsSignaled(); // Wait indefinitely for the event to be signaled. Wait's return "happens
// after" |Signal| has completed. This means that it's safe for a
// WaitableEvent to synchronise its own destruction, like this:
//
// WaitableEvent *e = new WaitableEvent;
// SendToOtherThread(e);
// e->Wait();
// delete e;
void Wait(); // Wait up until max_time has passed for the event to be signaled. Returns
// true if the event was signaled. If this method returns false, then it
// does not necessarily mean that max_time was exceeded.
//
// TimedWait can synchronise its own destruction like |Wait|.
bool TimedWait(const TimeDelta& max_time); #if defined(OS_WIN)
HANDLE handle() const { return handle_; }
#endif // Wait, synchronously, on multiple events.
// waitables: an array of WaitableEvent pointers
// count: the number of elements in @waitables
//
// returns: the index of a WaitableEvent which has been signaled.
//
// You MUST NOT delete any of the WaitableEvent objects while this wait is
// happening, however WaitMany's return "happens after" the |Signal| call
// that caused it has completed, like |Wait|.
static size_t WaitMany(WaitableEvent** waitables, size_t count); // For asynchronous waiting, see WaitableEventWatcher // This is a private helper class. It's here because it's used by friends of
// this class (such as WaitableEventWatcher) to be able to enqueue elements
// of the wait-list
class Waiter {
public:
// Signal the waiter to wake up.
//
// Consider the case of a Waiter which is in multiple WaitableEvent's
// wait-lists. Each WaitableEvent is automatic-reset and two of them are
// signaled at the same time. Now, each will wake only the first waiter in
// the wake-list before resetting. However, if those two waiters happen to
// be the same object (as can happen if another thread didn't have a chance
// to dequeue the waiter from the other wait-list in time), two auto-resets
// will have happened, but only one waiter has been signaled!
//
// Because of this, a Waiter may "reject" a wake by returning false. In
// this case, the auto-reset WaitableEvent shouldn't act as if anything has
// been notified.
virtual bool Fire(WaitableEvent* signaling_event) = 0; // Waiters may implement this in order to provide an extra condition for
// two Waiters to be considered equal. In WaitableEvent::Dequeue, if the
// pointers match then this function is called as a final check. See the
// comments in ~Handle for why.
virtual bool Compare(void* tag) = 0; protected:
virtual ~Waiter() {}
}; private:
friend class WaitableEventWatcher; #if defined(OS_WIN)
HANDLE handle_;
#else
// On Windows, one can close a HANDLE which is currently being waited on. The
// MSDN documentation says that the resulting behaviour is 'undefined', but
// it doesn't crash. However, if we were to include the following members
// directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an
// event which gets deleted. This mismatch has bitten us several times now,
// so we have a kernel of the WaitableEvent, which is reference counted.
// WaitableEventWatchers may then take a reference and thus match the Windows
// behaviour.
struct WaitableEventKernel :
public RefCountedThreadSafe<WaitableEventKernel> {
public:
WaitableEventKernel(bool manual_reset, bool initially_signaled); bool Dequeue(Waiter* waiter, void* tag); base::Lock lock_;
const bool manual_reset_;
bool signaled_;
std::list<Waiter*> waiters_; private:
friend class RefCountedThreadSafe<WaitableEventKernel>;
~WaitableEventKernel();
}; typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex; // When dealing with arrays of WaitableEvent*, we want to sort by the address
// of the WaitableEvent in order to have a globally consistent locking order.
// In that case we keep them, in sorted order, in an array of pairs where the
// second element is the index of the WaitableEvent in the original,
// unsorted, array.
static size_t EnqueueMany(WaiterAndIndex* waitables,
size_t count, Waiter* waiter); bool SignalAll();
bool SignalOne();
void Enqueue(Waiter* waiter); scoped_refptr<WaitableEventKernel> kernel_;
#endif DISALLOW_COPY_AND_ASSIGN(WaitableEvent);
}; } // namespace base #endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_

  

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