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multithreading - 当主线程被阻塞时显示事件指示器(继续)

转载 作者:行者123 更新时间:2023-12-03 15:13:11 29 4
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继续previous question我希望能够显示一些事件指示器即使主线程被阻塞。(基于this article)。

基于所附代码的问题:

  • 使用 Synchronize(PaintTargetWindow); 不会绘制窗口
  • 我有时会遇到错误:Canvas 不允许绘图。 在行中:{FBitmap.}StretchDraw(Rect(Left, ImageRect.Top, Right, ImageRect.Bottom), FfgPattern)

这是我用来创建指标线程的代码:

unit AniThread;

interface

uses Windows, Classes, Graphics, Controls, Math;

const
ANI_GRAD_FG_COLOR_BAGIN = $00CDFFCD;
ANI_GRAD_FG_COLOR_END = $0024B105;
ANI_GRAD_BK_COLOR_BAGIN = $00F5F5F5;
ANI_GRAD_BK_COLOR_END = $00BDBDBD;

type
TAnimationThread = class(TThread)
private
FWnd: HWND;
FPaintRect: TRect;
FInterval: Integer;
FfgPattern, FbkPattern: TBitmap;
FBitmap: TBitmap;
FImageRect: TRect;
procedure UpdatePattern(Pattern: TBitmap; ColorBegin, ColorEnd: TColor);
function CreatePatternBitmap(AColorBegin, AColorEnd: TColor): TBitmap;
procedure PaintTargetWindow;
protected
procedure Execute; override;
public
procedure Animate;
constructor Create(PaintSurface: TWinControl; { Control to paint on }
PaintRect: TRect; { area for animation bar }
Interval: Integer { wait in msecs between paints}
);
destructor Destroy; override;
end;

implementation

constructor TAnimationThread.Create(PaintSurface: TWinControl;
PaintRect: TRect;
Interval: Integer);
begin
inherited Create(True); { suspended }
FreeOnterminate := True;
Priority := tpHigher;
FInterval := Interval;
FWnd := PaintSurface.Handle;
FPaintRect := PaintRect;
FfgPattern := CreatePatternBitmap(ANI_GRAD_FG_COLOR_BAGIN, ANI_GRAD_FG_COLOR_END);
FbkPattern := CreatePatternBitmap(ANI_GRAD_BK_COLOR_BAGIN, ANI_GRAD_BK_COLOR_END);
end;

destructor TAnimationThread.Destroy;
begin
inherited Destroy;
FfgPattern.Free;
FbkPattern.Free;
end;

procedure TAnimationThread.Animate;
begin
Resume;
Sleep(0);
end;

function TAnimationThread.CreatePatternBitmap(AColorBegin, AColorEnd: TColor): TBitmap;
begin
Result := TBitmap.Create;
Result.PixelFormat := pf24bit;
UpdatePattern(Result, AColorBegin, AColorEnd);
end;

type
PRGBTripleArray = ^TRGBTripleArray;
TRGBTripleArray = array[0..32767] of TRGBTriple;
TGradientColors = array[0..255] of TRGBTriple;

procedure PatternBuilder(const Colors: TGradientColors; Pattern: TBitmap);
var
Y: Integer;
Row: PRGBTripleArray;
begin
Pattern.Width := 1;
Pattern.Height := 256;
for Y := 0 to 127 do
begin
Row := PRGBTripleArray(Pattern.ScanLine[Y]);
Row[0] := Colors[Y];
Row := PRGBTripleArray(Pattern.ScanLine[Y + 128]);
Row[0] := Colors[255 - Y];
end;
end;

procedure TAnimationThread.UpdatePattern(Pattern: TBitmap; ColorBegin, ColorEnd: TColor);
var
Colors: TGradientColors;
dRed, dGreen, dBlue: Integer;
RGBColor1, RGBColor2: TColor;
RGB1, RGB2: TRGBTriple;
Index: Integer;
begin
RGBColor1 := ColorToRGB(ColorBegin);
RGBColor2 := ColorToRGB(ColorEnd);

RGB1.rgbtRed := GetRValue(RGBColor1);
RGB1.rgbtGreen := GetGValue(RGBColor1);
RGB1.rgbtBlue := GetBValue(RGBColor1);

RGB2.rgbtRed := GetRValue(RGBColor2);
RGB2.rgbtGreen := GetGValue(RGBColor2);
RGB2.rgbtBlue := GetBValue(RGBColor2);

dRed := RGB2.rgbtRed - RGB1.rgbtRed;
dGreen := RGB2.rgbtGreen - RGB1.rgbtGreen;
dBlue := RGB2.rgbtBlue - RGB1.rgbtBlue;

for Index := 0 to 255 do
with Colors[Index] do
begin
rgbtRed := RGB1.rgbtRed + (Index * dRed) div 255;
rgbtGreen := RGB1.rgbtGreen + (Index * dGreen) div 255;
rgbtBlue := RGB1.rgbtBlue + (Index * dBlue) div 255;
end;

PatternBuilder(Colors, Pattern);
end;

procedure TAnimationThread.PaintTargetWindow;
var
DC: HDC;
begin
DC := GetDC(FWnd);
if DC <> 0 then
try
BitBlt(DC,
FPaintRect.Left,
FPaintRect.Top,
FImageRect.Right,
FImageRect.Bottom,
FBitmap.Canvas.handle,
0, 0,
SRCCOPY);
finally
ReleaseDC(FWnd, DC);
end;
end;

procedure TAnimationThread.Execute;
var
Left, Right: Integer;
Increment: Integer;
State: (incRight, incLeft, decLeft, decRight);
begin
InvalidateRect(FWnd, nil, True);
FBitmap := TBitmap.Create;
try
with FBitmap do
begin
Width := FPaintRect.Right - FPaintRect.Left;
Height := FPaintRect.Bottom - FPaintRect.Top;
FImageRect := Rect(0, 0, Width, Height);
end;
Left := 0;
Right := 0;
Increment := FImageRect.Right div 50;
State := Low(State);
while not Terminated do
begin
with FBitmap.Canvas do
begin
StretchDraw(FImageRect, FbkPattern);
case State of
incRight:
begin
Inc(Right, Increment);
if Right > FImageRect.Right then begin
Right := FImageRect.Right;
Inc(State);
end;
end;
incLeft:
begin
Inc(Left, Increment);
if Left >= Right then begin
Left := Right;
Inc(State);
end;
end;
decLeft:
begin
Dec(Left, Increment);
if Left <= 0 then begin
Left := 0;
Inc(State);
end;
end;
decRight:
begin
Dec(Right, Increment);
if Right <= 0 then begin
Right := 0;
State := incRight;
end;
end;
end;

StretchDraw(Rect(Left, FImageRect.Top, Right, FImageRect.Bottom), FfgPattern);
end; { with }

// Synchronize(PaintTargetWindow); // not painting when the main thread is blocked
PaintTargetWindow;

SleepEx(FInterval, False);
end; { While }
finally
FBitmap.Free;
end;
end;

end.

用法:在主窗体上放置一个TButton和一个TPanel

uses AniThread;

procedure TForm1.Button1Click(Sender: TObject);
var
at: TAnimationThread;
begin
at := TAnimationThread.Create(Panel1, Panel1.ClientRect, 10);
Button1.Enabled := False;
try
at.Animate;
Sleep(3000); // sleep 3 sec. block main thread
finally
at.Terminate;
Button1.Enabled := True;
end;
end;

我知道你们中的许多人会不赞成这种方法。但现在对我来说主要是一个挑战,让它运作良好。任何有关此问题的帮助将不胜感激。

编辑:

这是original article (作者:B 组 Peter Below)。我只实现了渐变绘画。

最佳答案

Canvas 不允许绘图。 行中出现异常:

FBitmap.StretchDraw(Rect(Left, ImageRect.Top, Right, ImageRect.Bottom), FfgPattern)

这是由于 TBitmap Canvas 不是线程安全的,除非您锁定它(即使在主 UI 线程中)。根据我的经验,即使您将 Canvas 锁定在工作线程中,它的 DC 可能 会被 Graphics.pas 垃圾收集/GDI 缓存释放,而消息在主 UI TWinControl.MainWndProc 中处理。正在访问的每个位图 Canvas 都需要锁定,包括我的代码中的 FBitmap + FbkPattern + FfgPattern

参见Graphis.pas中的FreeMemoryContexts:

{ FreeMemoryContexts is called by the VCL main winproc to release
memory DCs after every message is processed (garbage collection).
Only memory DCs not locked by other threads will be freed.
}

可能的解决方案是不直接使用TBitmap.Canvas,而是使用CreateCompatibleDC,如下所述:How to load images from disk in background (multiple threads) [AKA: TBitmap is not thread-safe]或锁定您使用的每个 TCanvas

更多引用:
How threadsafe is TBitmap
GDI handle leak using TGIFImage in a second thread
QC: TJPEGImage.Draw() is not thread safe

<小时/>

为我工作的代码确保每个 TBitmap.Canvas 都被锁定在工作线程上下文中:
Working TAnimationThread
无论主 UI 线程是否被阻塞,这都可以正常工作。

procedure TForm1.Button1Click(Sender: TObject);
var
at1, at2, at3, at4, at5: TAnimationThread;
begin
at1 := TAnimationThread.Create(Panel1, Panel1.ClientRect, 10);
at2 := TAnimationThread.Create(Panel2, Panel2.ClientRect, 10);
at3 := TAnimationThread.Create(Panel3, Panel3.ClientRect, 10);
at4 := TAnimationThread.Create(Panel4, Panel4.ClientRect, 10);
at5 := TAnimationThread.Create(Panel5, Panel5.ClientRect, 10);
// Sleep(5000); // do some work for 5 seconds, block main thread
// at1.Terminate; at2.Terminate; at3.Terminate; at4.Terminate; at5.Terminate;
end;

enter image description here

现在,如果我省略例如锁定FfgPattern.Canvas.Lock;,则当我移动 UI 表单时,TBitmap 的 DC 将被终止(以防万一)我不会阻塞主线程,即不会休眠 5 秒并且不会终止线程)。

enter image description here

我的结论:

  1. “除了主线程之外,您无法从任何其他地方使用 VCL 控件”(摘自评论)。不对!任何主 VCL 窗口控制 DC 都可以从工作线程访问,不会出现任何问题(事实上,许多应用程序直接绘制到桌面窗口 DC)。

  2. TBitmap Canvas 线程安全的,如果您知道在何处/何时锁定它。

  3. 由于我不确定在何处/何时锁定它,最好不要在工作线程中使用 TBitmap Canvas 。使用API​​位图操作,使用CreateCompatibleDC/CreateBitmap; TWICImage 位于 Windows 成像组件之上。 TBitmap 垃圾收集是邪恶的!

  4. 我不推荐这种方法。更好的方法是在工作线程的上下文中创建一个纯 API 窗口并在那里显示事件指示器,例如Displaying splash screen in Delphi when main thread is busy

  5. 最好的方法(正如评论中已经提到的)是在工作线程中完成艰苦的工作,并在工作线程工作时在主 UI 线程中显示事件指示器。

关于multithreading - 当主线程被阻塞时显示事件指示器(继续),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8638141/

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