#include <iostream>
#include <Windows.h>
#include <thread>
#pragma comment( lib, "Winmm" )

static int counter = 0;
static int64_t ticks_per_second;
void __stdcall on_timer(HWND h, UINT ui, UINT_PTR up, DWORD dw)
{
    std::cout << "time out, counter=" << counter << std::endl;
    counter = 0;
}
void get_message_trd_func()
{
    SetTimer(NULL, 0, 1000, on_timer);
    MSG msg;
    while (GetMessageA(&msg, NULL, 0, 0))
    {
        TranslateMessage(&msg);
        DispatchMessageA(&msg);
    }
}
int main()
{
    std::cout << "go!" << std::endl;
    timeBeginPeriod(1);
    QueryPerformanceFrequency((LARGE_INTEGER*)&ticks_per_second);
    const double expected = 1.0 / 60.0;
    const int64_t expected_ticks = (int64_t)(expected * ticks_per_second);

    std::thread thr(get_message_trd_func);
    for (;;)
    {
        int64_t before_ticks = 0;
        QueryPerformanceCounter((LARGE_INTEGER*)&before_ticks);

        // do something...
        for (int i = 0; i < 10000; i++)
        {
            float a = i * i + i + sin(i) + sqrt(i);
        }

        int64_t after_ticks = 0;
        QueryPerformanceCounter((LARGE_INTEGER*)&after_ticks);
        counter++;

        int64_t ticks_need_sleep = expected_ticks - (after_ticks - before_ticks);

        double ms_need_sleep = (double)ticks_need_sleep / ticks_per_second * 1000.0;
        if (ms_need_sleep >= 1.0)
            Sleep((DWORD)ms_need_sleep);
        else
            continue;
    }
}

这里主要用到的几个 win32api 为

  • MMRESULT timeBeginPeriod
    使用该 api 需要链接 Winmm, 所以我们在文件顶部加入#pragma comment( lib, "Winmm" ).
    它的作用是请求提高一些计时器的精度比如这里的Sleep, 默认 windows 似乎只会给我们提供 10ms 左右很粗糙的精度, 所以这里我们直接请求尽可能的高的精度, 即 1ms.

  • QueryPerformanceFrequency
    该 api 用于获取"性能计时器"的精度, 单位是 ticks每秒. 在我的机子上它的值是 10000000, 可以看到精度还是很令人满意的. 在这里我们将其与expected(也就是期望每次调用的间隔,单位s)进行相乘, 得到一个以ticks为单位的间隔.

  • QueryPerformanceCounter
    该 api 会检测"性能计时器"的值, 单位为 ticks, 在 msdn 中其精度的描述为 <1us.

那么结合上述几个 api 以及几个简单的数学运算, 这样就可以相对稳定的定时调用函数了(在这里是 1s 60 次):

time out, counter=59
time out, counter=59
time out, counter=60
time out, counter=59
time out, counter=58
time out, counter=60

当你注释掉timeBeginPeriod的调用后你会发现结果不是很乐观(即使我们期望 1s 调用 60 次):

time out, counter=33
time out, counter=31
time out, counter=32
time out, counter=31

最后, 这个可能常见于游戏的帧率控制, 实际上我就是从这里知道的这些东西(x

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文章来源: 博客园

原文链接: https://www.cnblogs.com/saplonily/p/17570020.html

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