Files
TeslaRel410/BORLAND/BC45/EXAMPLES/CLASSLIB/BIDSAPI/THREADS/THREAD.CPP
T
CydandClaude Fable 5 63312e07f9 source410: literal 4.10 source reconstruction + BC++ 4.52 fleet toolchain archived
- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
  is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
  Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
  (extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
  BT game source (never mixed into CODE/). Round 1-3 state:
  * 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
    (BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
    since 1996.
  * BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
    its binary-recorded line 400 exactly.
  * BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
    (Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
    TeamScore=12 flagged [T4]).
  * MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
    (VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
    the period compiler is the drift detector).
  * Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
    (per-TU verification sweep under authentic OPT.MAK flags).
  * README: corrected roadmap - MECH.HPP is the capstone grown with the mech
    TU reconstructions; BTREG.CPP green = the header-family milestone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 07:33:26 -05:00

91 lines
2.3 KiB
C++

// ---------------------------------------------------------------------------
// Copyright (C) 1994 Borland International
// thread.cpp
// Demonstrates the container class libraries' implementation
// of TThread and TCriticalSection.
// It also uses the WINNT's signalling of events to handle
// synchronization.
// ---------------------------------------------------------------------------
#include <windows.h>
#include <iostream.h>
#include <classlib/thread.h>
// prevent cout from being interrupted
TCriticalSection CS;
// prevent process thread from ending too soon
const int NumThreads = 2;
HANDLE Events[NumThreads];
//
// class Thread
//
class Thread : public TThread
{
public:
Thread( int id) : Id(id), Count(0) {}
private:
unsigned long Run();
int Id;
int Count;
};
unsigned long Thread::Run()
{
while (Count++ < 10)
{
Sleep(100); // let other thread have some time
// don't let cout be interrupted
TCriticalSection::Lock lock(CS);
cout << "[Thread" << Id << "] Iteration " << Count << endl;
}
SetEvent(Events[Id]); // Tell main thread I'm done
return 0;
}
int main()
{
try {
int i;
DWORD ErrCode;
for (i=0; i<NumThreads; i++)
{
Events[i] = CreateEvent(NULL, FALSE, FALSE, NULL);
if( Events[i] == NULL )
throw(GetLastError());
}
// create threads
Thread a(0);
Thread b(1);
// start the threads
a.Start();
b.Start();
// change priority of threads
a.SetPriority(THREAD_PRIORITY_NORMAL);
b.SetPriority(THREAD_PRIORITY_ABOVE_NORMAL);
// threads have now started, wait until they're done.
ErrCode = WaitForMultipleObjects(NumThreads, Events, TRUE, INFINITE);
if( ErrCode == DWORD(-1) )
throw(GetLastError());
// here if done.
for( i=0; i<NumThreads; i++ )
CloseHandle(Events[i]);
cout << "Finished!" << endl;
}
catch (DWORD ErrCode)
{
// if any error
cout << "Errcode = " << ErrCode << endl;
}
return 0;
}