
- •The ministry of education and science of ukraine kharkiv national university of radio electronics
- •1. The Basics of Microsoft Foundation Classes
- •Mfc general information
- •A Framework of mfc-program
- •Creating the Application Class
- •Creating the Frame-Window Class
- •Declaring a Message Map and instantiation of application object global instance
- •Defining a Message Map
- •Messages and their processing in mfc-programs
- •Writing Message Map Functions
- •Message boxes and menus in mfc-programs
- •2. Dialog windows
- •2.1 Modal and modeless dialog windows
- •2.2 The control elements of dialog window
- •CListBox::AddString (lpctstr lpszItem ); // Call this member function to add a string (lpszItem) to a list box;
- •3. Additional control elements in mfc-programs. Working with icons, cursors, raster images
- •3.1 Additional control elements
- •Radio buttons
- •Afx_msg void cWnd::OnVScroll( uint nSbCode, uint nPos, cScrollBar* pScrollBar ); afx_msg void cWnd::OnHScroll( uint nSbCode, uint nPos, cScrollBar* pScrollBar );
- •Afx_msg void OnVScroll( uint nSbCode, uint nPos, cScrollBar* pScrollBar );
- •Working with icons, cursors, raster images
- •The icons and cursor registration
- •Icon and cursor loading
- •4. The elements of text processing in mfc
- •The redrawing problem decision
- •5. The Elements of working with graphics
- •5.1 The graphics functions.
- •Working with brushes
- •5.2 The mapping modes and output regions
- •6. Common control elements
- •Windows Common Controls
- •6.2 The toolbar using
- •On resizing, the message wm_size is sent and the standard handler OnSize() is called.
- •The working with Spins
- •The working with slider
- •To set the range (minimum and maximum positions) for the slider in a slider control use the following function:
- •The working with progress bar
- •The tree control using in mfc programs
- •Adding elements to the tree
- •The status bars usage
- •Bool cStatusBarCtrl::SetParts( int nParts, int* pWidths );
- •Tab controls using in mfc-programs
- •Int cTabCtrl::GetCurSel(); To Selects a tab in a tab control use SetCurSel() function:
- •Int cTabCtrl::SetCurSel( int nItem );
- •The property sheets and wizards
- •7. Thread multitasking and it’s implementation in mfc
- •7.1 The basic features of multitasking
- •7.2 The Synchronization
- •7.3 The working with semaphore
- •7. 4 The working with event object
- •8. The concept of Document view
- •8.1 Introduction to document conception
- •The control of documents storing
- •8.2 The dynamic creation of objects
- •The application framework creation
- •The main window and application classes creation
- •Listing 8.1 The example of main window class in Document / View concept
- •Listing 8.2 The example of document class in Document / View concept
- •8.3 The document framework creation
- •8.4 The initiation of application
- •8.5 The standard id’s, used in Document / View concept
- •9. The special types of menu and their implementation in mfc
- •9.1 The description of special menu styles
- •The mechanism to make changes in menus
- •9.2 The dynamic and floating menus implementation
- •CMenu::CreatePopupMenu
- •The example programs to work with dynamic menus
- •10. The system of help
- •10.1 The basic information on help structures
- •The call of help
- •The file of help
- •The Help file creating
- •The example of rtf file
- •10.2 The Help system including to the mfc-program
- •Parameters:
- •Return Values: If the function succeeds, the return value is nonzero. If the function fails, the return value is zero.
- •10.3 The handlers of help messages
- •The processing of help calls
- •Wm_commandhelp message processing
- •10.4 Wm_contextmenu message processing
- •11. Manipulating Device-Independent Bitmaps
- •11.1 The types of bitmap
- •11.2 The structures included to bitmap
- •Introducing the cDib Class
- •11.3 Programming the cDib Class
- •Loading a dib into Memory
- •Other cDib Member Functions
- •Creating ShowDib program
- •Modifying ShowDib's Resources
- •Adding Code to ShowDib
- •Examining the OnFileOpen() Function
- •Examining the OnDraw() Function
- •12. The elements of Database Programming
- •12.1 Understanding Database Concepts
- •Accessing a Database
- •12.2 Mfc odbc Classes
- •Registering the Database
- •Creating the Basic Employee Application
- •Creating the Database Display
- •Adding and Deleting Records
- •12.4 Sorting and Filtering
- •12.5 Odbc versus dao
- •13. Remote Automation
- •13.1 The introduction to Remote Automation
- •13.2 The Remote Automation Connection Manager and user components
- •13.3 Automation
- •Automation Clients
- •13.4 ActiveX
- •ActiveX Document Servers
- •ActiveX Document Containers
- •ActiveX Document Views
- •13.5 ActiveX Documents
- •ActiveX Controls
- •Interaction Between Controls with Windows and ActiveX Control Containers
- •13.6 Optimization of ActiveX Controls
- •13.7 Automation Servers
- •13.8 Connection Points
- •14. Microsoft DirectX and the main items of its using
- •14.2 The Component Object Model
- •IUnknown Interface
- •DirectX com Interfaces
- •DirectDraw Architecture
- •Other DirectDraw Features
- •Width and Pitch
- •14.5 Support for 3d Surfaces in DirectX
- •14.6 Direct3d Integration with DirectDraw
- •Direct3d Device Interface
- •Direct3d Texture Interface
- •The Basics of DirectDraw
- •Step 6: Writing to the Surface.The first half of the wm_timer message in ddex1 is devoted to writing to the back buffer, as shown in the following example:
- •Loading Bitmaps on the Back Buffer
- •Step 1: Creating the Palette. The ddex2 sample first loads the palette into a structure by using the following code:
- •Step 4: Flipping the Surfaces. Flipping surfaces in the ddex2 sample is essentially the same process as that in the first example. Blitting from an Off-Screen Surface
- •Step 1: Creating the Off-Screen Surfaces. The following code is added to the doInit function in ddex3 to create the two off-screen buffers:
- •Color Keys and Bitmap Animation
- •Dynamically Modifying Palettes
- •Optimizations and Customizations
- •Blitting with Color Fill
- •Determining the Capabilities of the Display Hardware
- •Storing Bitmaps in Display Memory
- •Triple Buffering
- •15. General information on OpenGl
- •15.1 Common information
- •Primitives and Commands
- •OpenGl Graphic Control
- •Execution Model
- •15.2 Basic OpenGl Operation
- •OpenGl Correctness Tips
- •15.3 OpenGl example program
- •Ph.D. Assosiate prof. Tsimbal Alexander m. System software, summary of lectures.
7.3 The working with semaphore
First of all – create the object of CSemaphore type:
CSemaphore::CSemaphore( LONG lInitialCount = 1, LONG lMaxCount = 1, LPCTSTR pstrName = NULL, LPSECURITY_ATTRIBUTES lpsaAttributes = NULL );
Parameters:
lInitialCount The initial usage count for the semaphore. Must be greater than or equal to 0, and less than or equal to lMaxCount.
lMaxCount The maximum usage count for the semaphore. Must be greater than 0.
pstrName The name of the semaphore. Must be supplied if the semaphore will be accessed across process boundaries. If NULL, the object will be unnamed. If the name matches an existing semaphore, the constructor builds a new CSemaphore object which references the semaphore of that name. If the name matches an existing synchronization object that is not a semaphore, the construction will fail.
lpsaAttributes Security attributes for the semaphore object.
To use a CSemaphore object, construct the CSemaphore object when it is needed. Specify the name of the semaphore you wish to wait on, and that your application should initially own it. You can then access the semaphore when the constructor returns. Call CSyncObject::Unlock when you are done accessing the controlled resource.
An alternative method for using CSemaphore objects is to add a variable of type CSemaphore as a data member to the class you wish to control. During construction of the controlled object, call the constructor of the CSemaphore data member specifying the initial access count, maximum access count, name of the semaphore (if it will be used across process boundaries), and desired security attributes.
To access resources controlled by CSemaphore objects in this manner, first create a variable of either type CSingleLock or type CMultiLock in your resource's access member function. Then call the lock object's Lock member function (for example, CSingleLock::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 and time out, failing to gain access to the resource. In any case, your resource has been accessed in a thread-safe manner. To release the resource, use the lock object's Unlock member function (for example, CSingleLock::Unlock), or allow the lock object to fall out of scope.
Alternatively, you can create a CSemaphore object stand-alone, and access it explicitly before attempting to access the controlled resource. This method, while clearer to someone reading your source code, is more prone to error.
7. 4 The working with event object
CEvent objects have two types: manual and automatic. A manual CEvent object stays in the state set by SetEvent or ResetEvent until the other function is called. An automatic CEvent object automatically returns to a nonsignaled (unavailable) state after at least one thread is released.
CEvent::CEvent( BOOL bInitiallyOwn = FALSE, BOOL bManualReset = FALSE, LPCTSTR lpszName = NULL, LPSECURITY_ATTRIBUTES lpsaAttribute = NULL );
Parameters:
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 which references the event of that name. If the name matches an existing synchronization object that is not an event, the construction will fail. If NULL, the name will be null.
lpsaAttribute Security attributes for the event object.
To use a CEvent object, construct the CEvent object when it is needed. Specify the name of the event you wish to wait on, and 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 are 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 wish to control. During construction of the controlled object, call the constructor of the CEvent data member specifying if the event is initially signaled, the type of event object you want, the name of the event (if it will be used across process boundaries), and desired security attributes.
To access a resource controlled by a CEvent object in this manner, first create a variable of either type CSingleLock or type CMultiLock in your resource's access member function. Then call the lock object's Lock member function (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 and time out, failing 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 lock object's Unlock member function (for example, CMultiLock::Unlock), or allow the lock object to fall out of scope.
The program in Listing 7.4 demonstrates the threads implementation in different forms. The threads make the string information displaying in the working field of program. The end of every thread is signalized by dialog box.
Listing 7.4 The program with different threads// theads.h: interface for the CMain class.
class CMain : public CFrameWnd
{public:
void Art(char *,int);
int m_X,m_Y;
CSemaphore Sema;
CEvent Event;
CCriticalSection cs;
// CSingleLock SyncOb;
afx_msg void OnExit();
afx_msg void OnPaint();
afx_msg void
OnRButtonDown(UINT Flags,CPoint Loc);
afx_msg void OnThreads1();
CMain();
virtual ~CMain();
DECLARE_MESSAGE_MAP()
};
class CApp : public CWinApp
{public:
BOOL InitInstance();
};
class CSampleD : public CDialog
{public:
CSampleD(UINT id,CWnd *p) : CDialog(id,p){}
CSampleD():CDialog(){}
};
// threads.cpp: implementation of the CMain class.
#include <afxwin.h>
#include <afxmt.h>
#include "theads.h"
#include "resource.h"
//////////////////////////////////////////////////////////////////////
UINT ThirdThread(LPVOID WinObjPtr);
UINT FourthThread(LPVOID WinObjPtr);
UINT FifthThread(LPVOID WinObjPtr);
UINT SixthThread(LPVOID WinObjPtr);
int maxX,maxY;
CMain::CMain()
{Create(NULL,"Threads samples", WS_OVERLAPPEDWINDOW, rectDefault,
NULL, MAKEINTRESOURCE (IDR_MENU1));
m_X=m_Y=0;
maxX=GetSystemMetrics(SM_CXSCREEN);
maxY=GetSystemMetrics(SM_CYSCREEN);
}
BEGIN_MESSAGE_MAP(CMain,CFrameWnd)
ON_WM_PAINT()
ON_COMMAND(ID_THREADS1,OnThreads1)
ON_COMMAND(ID_THREADS2,OnThreads2)
ON_COMMAND(ID_EXIT,OnExit)
END_MESSAGE_MAP()
//////////////////////////////////////////////////////////////////////
BOOL CApp::InitInstance()
{m_pMainWnd=new CMain;
m_pMainWnd->ShowWindow(m_nCmdShow);
m_pMainWnd->UpdateWindow();
return TRUE;
}
CApp App;
void CMain::OnThreads1()
{AfxBeginThread(ThirdThread,this);
AfxBeginThread(FourthThread,this);}
void CMain::OnThreads2()
{AfxBeginThread(SixthThread,this);
AfxBeginThread(FifthThread,this);}
void CMain::OnPaint()
{CPaintDC dc(this);
dc.BitBlt(0, 0, maxX, maxY,
&memDC, 0, 0, SRCCOPY);}
void CMain::OnExit()
{int i=MessageBox("Quit the program?", "Exit", MB_YESNO);
if(i==IDYES)SendMessage(WM_CLOSE);}
UINT ThirdThread(LPVOID WinObjPtr)
{CMain *ptr=(CMain*)WinObjPtr;
CSingleLock SyncOb(&(ptr->Event));
char a[255];
int i;
SyncOb.Lock();
for(i=0;i<30;i++)
{Sleep(400);
wsprintf(a,"First flow %d",i);
ptr->memDC.TextOut(1,i*10,a,strlen(a));
ptr->InvalidateRect(NULL); }
ptr->MessageBox("End of third Process","3");
SyncOb.Unlock();
return 0;
}
UINT FourthThread(LPVOID WinObjPtr)
{CMain *ptr=(CMain*)WinObjPtr;
char a[255];
int i;
for(i=0;i<30;i++)
{if(i==10)ptr->Event.SetEvent();
Sleep(500);
wsprintf(a,"Second flow %d",i);
ptr->memDC.TextOut(250,i*10,a,strlen(a));
ptr->InvalidateRect(NULL);
}
ptr->MessageBox("End of fourth Process","4");
return 0;
}
UINT FifthThread(LPVOID WinObjPtr)
{CMain *ptr=(CMain*)WinObjPtr;
char a[255]="FifthThread";
ptr->Art(a,1);
return 0;
}
UINT SixthThread(LPVOID WinObjPtr)
{ CMain *ptr=(CMain*)WinObjPtr;
char a[255]="SixthThread";
ptr->Art(a,250);
return 0;
}
void CMain::Art(char *b,int r)
{int i;
char a[255];
// CSingleLock SyncOb(&cs);
// SyncOb.Lock();
cs.Lock();
for(i=0;i<30;i++)
{Sleep(400);
wsprintf(a,"%s %d",b,i);
memDC.TextOut(r,i*10,a,strlen(a));
InvalidateRect(NULL);
}
// SyncOb.Unlock();
cs.Unlock();}