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深入淺出Win32多線程設計之MFC的多線程-線程與消息隊列(經典)

1、建立和終止線程

  在MFC程式中建立一個線程,宜調用AfxBeginThread函數。該函數因參數不同而具有兩種重載版本,分别對應工作者線程和使用者接口(UI)線程。

  工作者線程

CWinThread *AfxBeginThread(

 AFX_THREADPROC pfnThreadProc, //控制函數

 LPVOID pParam, //傳遞給控制函數的參數

 int nPriority = THREAD_PRIORITY_NORMAL, //線程的優先級

 UINT nStackSize = 0, //線程的堆棧大小

 DWORD dwCreateFlags = 0, //線程的建立标志

 LPSECURITY_ATTRIBUTES lpSecurityAttrs = NULL //線程的安全屬性

);

  工作者線程程式設計較為簡單,隻需編寫線程控制函數和啟動線程即可。下面的代碼給出了定義一個控制函數和啟動它的過程:

//線程控制函數

UINT MfcThreadProc(LPVOID lpParam)

{

 CExampleClass *lpObject = (CExampleClass*)lpParam;

 if (lpObject == NULL || !lpObject->IsKindof(RUNTIME_CLASS(CExampleClass)))

  return - 1; //輸入參數非法 

 //線程成功啟動

 while (1)

 {

  ...//

 }

 return 0;

}

//在MFC程式中啟動線程

AfxBeginThread(MfcThreadProc, lpObject);

  UI線程

  建立使用者界面線程時,必須首先從CWinThread 派生類,并使用 DECLARE_DYNCREATE 和 IMPLEMENT_DYNCREATE 宏聲明此類。

  下面給出了CWinThread類的原型(添加了關于其重要函數功能和是否需要被繼承類重載的注釋):

class CWinThread : public CCmdTarget

 DECLARE_DYNAMIC(CWinThread)

 public:

  // Constructors

  CWinThread();

  BOOL CreateThread(DWORD dwCreateFlags = 0, UINT nStackSize = 0,

LPSECURITY_ATTRIBUTES lpSecurityAttrs = NULL);

  // Attributes

  CWnd* m_pMainWnd; // main window (usually same AfxGetApp()->m_pMainWnd)

  CWnd* m_pActiveWnd; // active main window (may not be m_pMainWnd)

  BOOL m_bAutoDelete; // enables 'delete this' after thread termination

  // only valid while running

  HANDLE m_hThread; // this thread's HANDLE

  operator HANDLE() const;

  DWORD m_nThreadID; // this thread's ID

  int GetThreadPriority();

  BOOL SetThreadPriority(int nPriority);

  // Operations

  DWORD SuspendThread();

  DWORD ResumeThread();

  BOOL PostThreadMessage(UINT message, WPARAM wParam, LPARAM lParam);

  // Overridables

  //執行線程執行個體初始化,必須重寫

  virtual BOOL InitInstance();

  // running and idle processing

  //控制線程的函數,包含消息泵,一般不重寫

  virtual int Run();

  //消息排程到TranslateMessage和DispatchMessage之前對其進行篩選,

  //通常不重寫

  virtual BOOL PreTranslateMessage(MSG* pMsg);

  virtual BOOL PumpMessage(); // low level message pump

  //執行線程特定的閑置時間處理,通常不重寫

  virtual BOOL OnIdle(LONG lCount); // return TRUE if more idle processing

  virtual BOOL IsIdleMessage(MSG* pMsg); // checks for special messages

  //線程終止時執行清除,通常需要重寫

  virtual int ExitInstance(); // default will 'delete this'

  //截獲由線程的消息和指令處理程式引發的未處理異常,通常不重寫

  virtual LRESULT ProcessWndProcException(CException* e, const MSG* pMsg);

  // Advanced: handling messages sent to message filter hook

  virtual BOOL ProcessMessageFilter(int code, LPMSG lpMsg);

  // Advanced: virtual access to m_pMainWnd

  virtual CWnd* GetMainWnd();

  // Implementation

  virtual ~CWinThread();

  #ifdef _DEBUG

   virtual void AssertValid() const;

   virtual void Dump(CDumpContext& dc) const;

   int m_nDisablePumpCount; // Diagnostic trap to detect illegal re-entrancy

  #endif

  void CommonConstruct();

  virtual void Delete();

  // 'delete this' only if m_bAutoDelete == TRUE

  // message pump for Run

  MSG m_msgCur; // current message

  // constructor used by implementation of AfxBeginThread

  CWinThread(AFX_THREADPROC pfnThreadProc, LPVOID pParam);

  // valid after construction

  LPVOID m_pThreadParams; // generic parameters passed to starting function

  AFX_THREADPROC m_pfnThreadProc;

  // set after OLE is initialized

  void (AFXAPI* m_lpfnOleTermOrFreeLib)(BOOL, BOOL);

  COleMessageFilter* m_pMessageFilter;

 protected:

  CPoint m_ptCursorLast; // last mouse position

  UINT m_nMsgLast; // last mouse message

  BOOL DispatchThreadMessageEx(MSG* msg); // helper

  void DispatchThreadMessage(MSG* msg); // obsolete

};

  啟動UI線程的AfxBeginThread函數的原型為:

 //從CWinThread派生的類的 RUNTIME_CLASS

 CRuntimeClass *pThreadClass, 

 int nPriority = THREAD_PRIORITY_NORMAL, 

 UINT nStackSize = 0, 

 DWORD dwCreateFlags = 0,

 LPSECURITY_ATTRIBUTES lpSecurityAttrs = NULL

); 

  我們可以友善地使用VC++ 6.0類向導定義一個繼承自CWinThread的使用者線程類。下面給出産生我們自定義的CWinThread子類CMyUIThread的方法。

  打開VC++ 6.0類向導,在如下視窗中選擇Base Class類為CWinThread,輸入子類名為CMyUIThread,點選"OK"按鈕後就産生了類CMyUIThread。

其源代碼架構為:

/////////////////////////////////////////////////////////////////////////////

// CMyUIThread thread

class CMyUIThread : public CWinThread

 DECLARE_DYNCREATE(CMyUIThread)

  CMyUIThread(); // protected constructor used by dynamic creation

  // Overrides

  // ClassWizard generated virtual function overrides

  //{{AFX_VIRTUAL(CMyUIThread)

  public:

   virtual BOOL InitInstance();

   virtual int ExitInstance();

  //}}AFX_VIRTUAL

  virtual ~CMyUIThread();

  // Generated message map functions

  //{{AFX_MSG(CMyUIThread)

   // NOTE - the ClassWizard will add and remove member functions here.

  //}}AFX_MSG

 DECLARE_MESSAGE_MAP()

// CMyUIThread

IMPLEMENT_DYNCREATE(CMyUIThread, CWinThread)

CMyUIThread::CMyUIThread()

{}

CMyUIThread::~CMyUIThread()

BOOL CMyUIThread::InitInstance()

 // TODO: perform and per-thread initialization here

 return TRUE;

int CMyUIThread::ExitInstance()

 // TODO: perform any per-thread cleanup here

 return CWinThread::ExitInstance();

BEGIN_MESSAGE_MAP(CMyUIThread, CWinThread)

//{{AFX_MSG_MAP(CMyUIThread)

// NOTE - the ClassWizard will add and remove mapping macros here.

//}}AFX_MSG_MAP

END_MESSAGE_MAP()

  使用下列代碼就可以啟動這個UI線程:

CMyUIThread *pThread;

pThread = (CMyUIThread*)

AfxBeginThread( RUNTIME_CLASS(CMyUIThread) );

  另外,我們也可以不用AfxBeginThread 建立線程,而是分如下兩步完成:

  (1)調用線程類的構造函數建立一個線程對象;

  (2)調用CWinThread::CreateThread函數來啟動該線程。

  線上程自身内調用AfxEndThread函數可以終止該線程:

void AfxEndThread(

 UINT nExitCode //the exit code of the thread

  對于UI線程而言,如果消息隊列中放入了WM_QUIT消息,将結束線程。

  關于UI線程和工作者線程的配置設定,最好的做法是:将所有與UI相關的操作放入主線程,其它的純粹的運算工作交給獨立的數個工作者線程。

  候捷先生早些時間喜歡為MDI程式的每個視窗建立一個線程,他後來澄清了這個錯誤。因為如果為MDI程式的每個視窗都單獨建立一個線程,在視窗進行切換的時候,将進行線程的上下文切換!

3.線程與消息隊列

  在WIN32中,每一個線程都對應着一個消息隊列。由于一個線程可以産生數個視窗,是以并不是每個視窗都對應着一個消息隊列。下列幾句話應該作為"定理"被記住:

  "定理" 一

  所有産生給某個視窗的消息,都先由建立這個視窗的線程處理;

  "定理" 二

  Windows螢幕上的每一個控件都是一個視窗,有對應的視窗函數。

  消息的發送通常有兩種方式,一是SendMessage,一是PostMessage,其原型分别為:

LRESULT SendMessage(HWND hWnd, // handle of destination window

 UINT Msg, // message to send

 WPARAM wParam, // first message parameter

 LPARAM lParam // second message parameter

BOOL PostMessage(HWND hWnd, // handle of destination window

 UINT Msg, // message to post

  兩個函數原型中的四個參數的意義相同,但是SendMessage和PostMessage的行為有差異。SendMessage必須等待消息被處理後才傳回,而PostMessage僅僅将消息放入消息隊列。SendMessage的目标視窗如果屬于另一個線程,則會發生線程上下文切換,等待另一線程處理完成消息。為了防止另一線程當掉,導緻SendMessage永遠不能傳回,我們可以調用SendMessageTimeout函數:

LRESULT SendMessageTimeout(

 HWND hWnd, // handle of destination window

 LPARAM lParam, // second message parameter

 UINT fuFlags, // how to send the message

 UINT uTimeout, // time-out duration

 LPDWORD lpdwResult // return value for synchronous call

  4. MFC線程、消息隊列與MFC程式的"生死因果"

  分析MFC程式的主線程啟動及消息隊列處理的過程将有助于我們進一步了解UI線程與消息隊列的關系,為此我們需要簡單地叙述一下MFC程式的"生死因果"(侯捷:《深入淺出MFC》)。

  使用VC++ 6.0的向導完成一個最簡單的單文檔架構MFC應用程式MFCThread:

  (1) 輸入MFC EXE工程名MFCThread;

  (2) 選擇單文檔架構,不支援Document/View結構;

  (3) ActiveX、3D container等其他選項都選擇無。

  我們來分析這個工程。下面是産生的核心源代碼:

  MFCThread.h 檔案

class CMFCThreadApp : public CWinApp

  CMFCThreadApp();

  //{{AFX_VIRTUAL(CMFCThreadApp)

   public:

    virtual BOOL InitInstance();

  //{{AFX_MSG(CMFCThreadApp)

   afx_msg void OnAppAbout();

   // DO NOT EDIT what you see in these blocks of generated code !

  MFCThread.cpp檔案

CMFCThreadApp theApp;

// CMFCThreadApp initialization

BOOL CMFCThreadApp::InitInstance()

 …

 CMainFrame* pFrame = new CMainFrame;

 m_pMainWnd = pFrame;

 // create and load the frame with its resources

 pFrame->LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW | FWS_ADDTOTITLE, NULL,NULL);

 // The one and only window has been initialized, so show and update it.

 pFrame->ShowWindow(SW_SHOW);

 pFrame->UpdateWindow();

  MainFrm.h檔案

#include "ChildView.h"

class CMainFrame : public CFrameWnd

  CMainFrame();

 protected: 

  DECLARE_DYNAMIC(CMainFrame)

  //{{AFX_VIRTUAL(CMainFrame)

   virtual BOOL PreCreateWindow(CREATESTRUCT& cs);

   virtual BOOL OnCmdMsg(UINT nID, int nCode, void* pExtra, AFX_CMDHANDLERINFO* pHandlerInfo);

  virtual ~CMainFrame();

  CChildView m_wndView;

 //{{AFX_MSG(CMainFrame)

  afx_msg void OnSetFocus(CWnd *pOldWnd);

  // NOTE - the ClassWizard will add and remove member functions here.

  // DO NOT EDIT what you see in these blocks of generated code!

 //}}AFX_MSG

  MainFrm.cpp檔案

IMPLEMENT_DYNAMIC(CMainFrame, CFrameWnd)

BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd)

 //{{AFX_MSG_MAP(CMainFrame)

  // NOTE - the ClassWizard will add and remove mapping macros here.

  // DO NOT EDIT what you see in these blocks of generated code !

  ON_WM_SETFOCUS()

 //}}AFX_MSG_MAP

// CMainFrame construction/destruction

CMainFrame::CMainFrame()

 // TODO: add member initialization code here

CMainFrame::~CMainFrame()

BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)

 if( !CFrameWnd::PreCreateWindow(cs) )

  return FALSE;

  // TODO: Modify the Window class or styles here by modifying

  // the CREATESTRUCT cs

 cs.dwExStyle &= ~WS_EX_CLIENTEDGE;

 cs.lpszClass = AfxRegisterWndClass(0);

  ChildView.h檔案

// CChildView window

class CChildView : public CWnd

 // Construction

  CChildView();

  //{{AFX_VIRTUAL(CChildView)

   protected:

    virtual BOOL PreCreateWindow(CREATESTRUCT& cs);

  virtual ~CChildView();

  //{{AFX_MSG(CChildView)

   afx_msg void OnPaint();

ChildView.cpp檔案

// CChildView

CChildView::CChildView()

CChildView::~CChildView()

BEGIN_MESSAGE_MAP(CChildView,CWnd )

//{{AFX_MSG_MAP(CChildView)

ON_WM_PAINT()

// CChildView message handlers

BOOL CChildView::PreCreateWindow(CREATESTRUCT& cs) 

 if (!CWnd::PreCreateWindow(cs))

 cs.dwExStyle |= WS_EX_CLIENTEDGE;

 cs.style &= ~WS_BORDER;

 cs.lpszClass = AfxRegisterWndClass(CS_HREDRAW|CS_VREDRAW|CS_DBLCLKS,::LoadCursor(NULL, IDC_ARROW),

HBRUSH(COLOR_WINDOW+1),NULL);

void CChildView::OnPaint() 

 CPaintDC dc(this); // device context for painting

 // TODO: Add your message handler code here

 // Do not call CWnd::OnPaint() for painting messages

  檔案MFCThread.h和MFCThread.cpp定義和實作的類CMFCThreadApp繼承自CWinApp類,而CWinApp類又繼承自CWinThread類(CWinThread類又繼承自CCmdTarget類),是以CMFCThread本質上是一個MFC線程類,下圖給出了相關的類層次結構:

我們提取CWinApp類原型的一部分:

class CWinApp : public CWinThread

 DECLARE_DYNAMIC(CWinApp)

  // Constructor

  CWinApp(LPCTSTR lpszAppName = NULL);// default app name

  // Startup args (do not change)

  HINSTANCE m_hInstance;

  HINSTANCE m_hPrevInstance;

  LPTSTR m_lpCmdLine;

  int m_nCmdShow;

  // Running args (can be changed in InitInstance)

  LPCTSTR m_pszAppName; // human readable name

  LPCTSTR m_pszExeName; // executable name (no spaces)

  LPCTSTR m_pszHelpFilePath; // default based on module path

  LPCTSTR m_pszProfileName; // default based on app name

  virtual BOOL InitApplication();

  virtual int ExitInstance(); // return app exit code

  virtual LRESULT ProcessWndProcException(CException* e,const MSG* pMsg);

  virtual ~CWinApp();

  DECLARE_MESSAGE_MAP()

  SDK程式的WinMain 所完成的工作現在由CWinApp 的三個函數完成:

virtual BOOL InitApplication();

virtual BOOL InitInstance();

virtual int Run();

  "CMFCThreadApp theApp;"語句定義的全局變量theApp是整個程式的application object,每一個MFC 應用程式都有一個。當我們執行MFCThread程式的時候,這個全局變量被構造。theApp 配置完成後,WinMain開始執行。但是程式中并沒有WinMain的代碼,它在哪裡呢?原來MFC早已準備好并由Linker直接加到應用程式代碼中的,其原型為(存在于VC++6.0安裝目錄下提供的APPMODUL.CPP檔案中):

extern "C" int WINAPI

_tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,

LPTSTR lpCmdLine, int nCmdShow)

 // call shared/exported WinMain

 return AfxWinMain(hInstance, hPrevInstance, lpCmdLine, nCmdShow);

  其中調用的AfxWinMain如下(存在于VC++6.0安裝目錄下提供的WINMAIN.CPP檔案中):

int AFXAPI AfxWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,

 ASSERT(hPrevInstance == NULL);

 int nReturnCode = -1;

 CWinThread* pThread = AfxGetThread();

 CWinApp* pApp = AfxGetApp();

 // AFX internal initialization

 if (!AfxWinInit(hInstance, hPrevInstance, lpCmdLine, nCmdShow))

  goto InitFailure;

 // App global initializations (rare)

 if (pApp != NULL && !pApp->InitApplication())

 // Perform specific initializations

 if (!pThread->InitInstance())

  if (pThread->m_pMainWnd != NULL)

  {

   TRACE0("Warning: Destroying non-NULL m_pMainWnd/n");

   pThread->m_pMainWnd->DestroyWindow();

  }

  nReturnCode = pThread->ExitInstance();

 nReturnCode = pThread->Run();

 InitFailure:

 #ifdef _DEBUG

  // Check for missing AfxLockTempMap calls

  if (AfxGetModuleThreadState()->m_nTempMapLock != 0)

   TRACE1("Warning: Temp map lock count non-zero (%ld)./n",

AfxGetModuleThreadState()->m_nTempMapLock);

  AfxLockTempMaps();

  AfxUnlockTempMaps(-1);

 #endif

 AfxWinTerm();

 return nReturnCode;

  我們提取主幹,實際上,這個函數做的事情主要是:

CWinThread* pThread = AfxGetThread();

CWinApp* pApp = AfxGetApp();

AfxWinInit(hInstance, hPrevInstance, lpCmdLine, nCmdShow)

pApp->InitApplication()

pThread->InitInstance()

pThread->Run();

  其中,InitApplication 是注冊視窗類别的場所;InitInstance是産生視窗并顯示視窗的場所;Run是提取并分派消息的場所。這樣,MFC就同WIN32 SDK程式對應起來了。CWinThread::Run是程式生命的"活水源頭"(侯捷:《深入淺出MFC》,函數存在于VC++ 6.0安裝目錄下提供的THRDCORE.CPP檔案中):

// main running routine until thread exits

int CWinThread::Run()

 ASSERT_VALID(this);

 // for tracking the idle time state

 BOOL bIdle = TRUE;

 LONG lIdleCount = 0;

 // acquire and dispatch messages until a WM_QUIT message is received.

 for (;;)

  // phase1: check to see if we can do idle work

  while (bIdle && !::PeekMessage(&m_msgCur, NULL, NULL, NULL, PM_NOREMOVE))

   // call OnIdle while in bIdle state

   if (!OnIdle(lIdleCount++))

    bIdle = FALSE; // assume "no idle" state

  // phase2: pump messages while available

  do

   // pump message, but quit on WM_QUIT

   if (!PumpMessage())

    return ExitInstance();

   // reset "no idle" state after pumping "normal" message

   if (IsIdleMessage(&m_msgCur))

   {

    bIdle = TRUE;

    lIdleCount = 0;

   }

  } while (::PeekMessage(&m_msgCur, NULL, NULL, NULL, PM_NOREMOVE));

 ASSERT(FALSE); // not reachable

  其中的PumpMessage函數又對應于:

// CWinThread implementation helpers

BOOL CWinThread::PumpMessage()

 if (!::GetMessage(&m_msgCur, NULL, NULL, NULL))

 // process this message

 if(m_msgCur.message != WM_KICKIDLE && !PreTranslateMessage(&m_msgCur))

  ::TranslateMessage(&m_msgCur);

  ::DispatchMessage(&m_msgCur);

  是以,忽略IDLE狀态,整個RUN的執行提取主幹就是:

do {

 ::GetMessage(&msg,...);

 PreTranslateMessage{&msg);

 ::TranslateMessage(&msg);

 ::DispatchMessage(&msg);

 ...

} while (::PeekMessage(...));

  由此,我們建立了MFC消息擷取和派生機制與WIN32 SDK程式之間的對應關系。下面繼續分析MFC消息的"繞行"過程。

  在MFC中,隻要是CWnd 衍生類别,就可以攔下任何Windows消息。與視窗無關的MFC類别(例如CDocument 和CWinApp)如果也想處理消息,必須衍生自CCmdTarget,并且隻可能收到WM_COMMAND消息。所有能進行MESSAGE_MAP的類都繼承自CCmdTarget,如:

  MFC中MESSAGE_MAP的定義依賴于以下三個宏:

DECLARE_MESSAGE_MAP()

BEGIN_MESSAGE_MAP( 

 theClass, //Specifies the name of the class whose message map this is

 baseClass //Specifies the name of the base class of theClass

)

  我們程式中涉及到的有:MFCThread.h、MainFrm.h、ChildView.h檔案

MFCThread.cpp檔案

BEGIN_MESSAGE_MAP(CMFCThreadApp, CWinApp)

//{{AFX_MSG_MAP(CMFCThreadApp)

ON_COMMAND(ID_APP_ABOUT, OnAppAbout)

// DO NOT EDIT what you see in these blocks of generated code!

MainFrm.cpp檔案

//{{AFX_MSG_MAP(CMainFrame)

// DO NOT EDIT what you see in these blocks of generated code !

ON_WM_SETFOCUS()

  由這些宏,MFC建立了一個消息映射表(消息流動網),按照消息流動網比對對應的消息處理函數,完成整個消息的"繞行"。

  看到這裡相信你有這樣的疑問:程式定義了CWinApp類的theApp全局變量,可是從來沒有調用AfxBeginThread或theApp.CreateThread啟動線程呀,theApp對應的線程是怎麼啟動的?

  答:MFC在這裡用了很高明的一招。實際上,程式開始運作,第一個線程是由作業系統(OS)啟動的,在CWinApp的構造函數裡,MFC将theApp"對應"向了這個線程,具體的實作是這樣的:

CWinApp::CWinApp(LPCTSTR lpszAppName)

 if (lpszAppName != NULL)

  m_pszAppName = _tcsdup(lpszAppName);

 else

  m_pszAppName = NULL;

 // initialize CWinThread state

 AFX_MODULE_STATE *pModuleState = _AFX_CMDTARGET_GETSTATE();

 AFX_MODULE_THREAD_STATE *pThreadState = pModuleState->m_thread;

 ASSERT(AfxGetThread() == NULL);

 pThreadState->m_pCurrentWinThread = this;

 ASSERT(AfxGetThread() == this);

 m_hThread = ::GetCurrentThread();

 m_nThreadID = ::GetCurrentThreadId();

 // initialize CWinApp state

 ASSERT(afxCurrentWinApp == NULL); // only one CWinApp object please

 pModuleState->m_pCurrentWinApp = this;

 ASSERT(AfxGetApp() == this);

 // in non-running state until WinMain

 m_hInstance = NULL;

 m_pszHelpFilePath = NULL;

 m_pszProfileName = NULL;

 m_pszRegistryKey = NULL;

 m_pszExeName = NULL;

 m_pRecentFileList = NULL;

 m_pDocManager = NULL;

 m_atomApp = m_atomSystemTopic = NULL; //微軟懶鬼?或者他認為 

 //這樣連等含義更明确?

 m_lpCmdLine = NULL;

 m_pCmdInfo = NULL;

 // initialize wait cursor state

 m_nWaitCursorCount = 0;

 m_hcurWaitCursorRestore = NULL;

 // initialize current printer state

 m_hDevMode = NULL;

 m_hDevNames = NULL;

 m_nNumPreviewPages = 0; // not specified (defaults to 1)

 // initialize DAO state

 m_lpfnDaoTerm = NULL; // will be set if AfxDaoInit called

 // other initialization

 m_bHelpMode = FALSE;

 m_nSafetyPoolSize = 512; // default size

  很顯然,theApp成員變量都被賦予OS啟動的這個目前線程相關的值,如代碼:

m_hThread = ::GetCurrentThread();//theApp的線程句柄等于目前線程句柄 

m_nThreadID = ::GetCurrentThreadId();//theApp的線程ID等于目前線程ID

  是以CWinApp類幾乎隻是為MFC程式的第一個線程量身定制的,它不需要也不能被AfxBeginThread或theApp.CreateThread"再次"啟動。這就是CWinApp類和theApp全局變量的内涵!如果你要再增加一個UI線程,不要繼承類CWinApp,而應繼承類CWinThread。而參考第1節,由于我們一般以主線程(在MFC程式裡實際上就是OS啟動的第一個線程)處理所有視窗的消息,是以我們幾乎沒有再啟動UI線程的需求