原理分析:
互斥對象是系統內核對象, 各線程都可以擁有它, 誰擁有誰就能執行;
執行完畢, 用 ReleaseMutex 函數釋放擁有權, 以讓其他等待的線程使用.
其他線程可用 WaitForSingleObject 函數排隊等候(等候也可以理解為排隊申請).
使用過程:
var hMutex: THandle; {應該先聲明一個全局的互斥句柄}
CreateMutex {建立一個互斥對象}
WaitForSingleObject {用等待函數排隊等候}
ReleaseMutex {釋放擁有權}
CloseHandle {最後釋放互斥對象}
ReleaseMutex、CloseHandle 的參數都是 CreateMutex 返回的句柄, 關鍵是 CreateMutex 函數:
function CreateMutex(
lpMutexAttributes: PSecurityAttributes;
bInitialOwner: BOOL; {是否讓創建者(此例中是主線程)擁有該互斥對象}
lpName: PWideChar {可以給此互斥對象取個名字, 如果不要名字可賦值為 nil}
): THandle;
{
1、第一個參數前面說過.
2、第二個參數在這裡一定要是 False, 如果讓主線程擁有互斥, 從理論上講, 得等程序退出後其他線程才有機會;
取值 False 時, 第一個執行的線程將會最先擁有互斥對象, 一旦擁有其他線程就得先等等.
3、第三個參數, 如果給個名字, 函數將從系統中尋找是否有重名的互斥對象, 如果有則返回同名對象的存在的句柄;
如果賦值為 nil 將直接創建一個新的互斥對象; 下個例子將會有名字. }
本例效果圖:
代碼文件:unit Unit1;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls;
type
TForm1 = class(TForm)
Button1: TButton;
procedure Button1Click(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
var
f: Integer; {用這個變量協調一下各線程輸出的位置}
hMutex: THandle; {互斥對象的句柄}
function MyThreadFun(p: Pointer): DWORD; stdcall;
var
i,y: Integer;
begin
Inc(f);
y := 20 * f;
for i := 0 to 50000 do
begin
if WaitForSingleObject(hMutex, INFINITE) = WAIT_OBJECT_0 then
begin
Form1.Canvas.Lock;
Form1.Canvas.TextOut(20, y, IntToStr(i));
Form1.Canvas.Unlock;
Sleep(0); {稍稍耽擱一點, 不然有時 Canvas 會協調不過來}
ReleaseMutex(hMutex);
end;
end;
Result := 0;
end;
procedure TForm1.Button1Click(Sender: TObject);
var
ThreadID: DWORD;
begin
Repaint;
f := 0;
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
end;
procedure TForm1.FormCreate(Sender: TObject);
begin
hMutex := CreateMutex(nil, False, nil);
end;
procedure TForm1.FormDestroy(Sender: TObject);
begin
CloseHandle(hMutex);
end;
end.
窗體文件:object Form1: TForm1
Left = 0
Top = 0
Caption = 'Form1'
ClientHeight = 140
ClientWidth = 192
Color = clBtnFace
Font.Charset = DEFAULT_CHARSET
Font.Color = clWindowText
Font.Height = -11
Font.Name = 'Tahoma'
Font.Style = []
OldCreateOrder = False
OnCreate = FormCreate
PixelsPerInch = 96
TextHeight = 13
object Button1: TButton
Left = 109
Top = 107
Width = 75
Height = 25
Caption = 'Button1'
TabOrder = 0
OnClick = Button1Click
end
end
SyncObjs 單元下有封裝好的 TMutex 類, 好像不如 Api 快, 內部機制也稍有區別, 但使用方法差不多:unit Unit1;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls;
type
TForm1 = class(TForm)
Button1: TButton;
procedure Button1Click(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
uses SyncObjs;
var
f: Integer;
MyMutex: TMutex;
function MyThreadFun(p: Pointer): DWORD; stdcall;
var
i,y: Integer;
begin
Inc(f);
y := 20 * f;
for i := 0 to 50000 do
begin
if MyMutex.WaitFor(INFINITE) = wrSignaled then
begin
Form1.Canvas.Lock;
Form1.Canvas.TextOut(20, y, IntToStr(i));
Form1.Canvas.Unlock;
MyMutex.Release;
end;
end;
Result := 0;
end;
procedure TForm1.Button1Click(Sender: TObject);
var
ThreadID: DWORD;
begin
Repaint;
f := 0;
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
CreateThread(nil, 0, @MyThreadFun, nil, 0, ThreadID);
end;
procedure TForm1.FormCreate(Sender: TObject);
begin
MyMutex := TMutex.Create(False);
end;
procedure TForm1.FormDestroy(Sender: TObject);
begin
MyMutex.Free;
end;
end.