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overhead required to transfer the work to a callback thread; it can offer better performance, but there are a multitude of worries that follow One thing you can do with the HAN D L E returned by C reateTimerQu e u e Time r is to alter an existing timer 's recurrence after it's been created This won't work for one-shot timers that have already expired (the call is ignored-note the difference compared to Vista), though you can change their initial firing date, provided it hasn't already passed
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BOOl WINAPI C h a ngeTimerQueueTime r ( HAND L E TimerQue u e , HAN D L E Time r , U lONG DueTime, U lONG P e riod
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This changes the target timer's Due Time and P e r iod as though these val ues had been specified initially when the timer was created The
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T i m e rQu e u e argument must be the same HAN D L E that was specified when
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you created T i m e r You can use this API to turn a recurring timer into a one shot timer (that is, the next time it expires will be its last) by specifying a e for the P e r iod argument When you're done with a timer, it must be deleted with the De lete T i m e rQu e u eTime r function This de-allocates the resources associated with it and is necessary even for one-shot timers It also has the effect of stopping a recurring timer from firing subsequently:
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BOOl WINAPI DeleteTime rQueueTime r ( HAN D L E TimerQu e u e , HAN D L E T i m e r , HAN D L E Completion Event
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The first two arguments are simple; they specify the queue and timer that is to be deleted The Comp l et i o n E v e n t argument is more complicated The simplest thing to do is to pass NU L L as Comp l e t i o n E v e n t The De l et e T i m e rQu e ueTimer routine will stop the timer from firing again i n the future, but you will not know when all callbacks associated with the timer have finished If you need to unload a OLL that the timer callback uses or to do any state manipulation that would interfere with the timer 's ability to com plete, you would need to build in additional synchronization to ensure you
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don' t proceed until all callbacks have finished This would be quite difficult to do, particularly since you wouldn't know which callbacks were still sitting in the thread pool's callback queue That's the purpose of Com p l e t i o n E v e n t I f you pass I NVA L I D_HAN D L E_VA L U E , the call to De l et eT i m e rQu e u e T i m e r will not return until all of the callbacks have finished running for the target timer This is quite handy and helps to deal with the aforementioned problems Similarly, you can pass a real kernel object HAN D L E (usually to an event object), in which case it will be signaled by the thread pool once all callbacks have finished for the target timer You shouldn' t be waiting for the timer to finish running from within a timer callback because the callback would be waiting for itself to finish If you create your own timer queues, you must delete those too To do this, use either the De leteTimerQu e u e or De l eteTime rQu e u e E x function
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BOO l WINAPI DeleteTime rQu e u e ( HAND l E Time rQu e u e ) j BOOl WINAPI DeleteTimerQu e u e E x ( HAND L E TimerQu e u e , HANDLE Completion Event )j
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The Completion Event argument for De leteTime rQu e u e E x is interpreted the same way as DeleteTime rQu e u eTime r: that is, I NVA L I D_HAND L E_VA L U E requests that the thread be blocked until all callbacks in the queue have fin ished, a real object HAN D L E asks for it to be signaled when all have finished, and N U l l means return right away without waiting DeleteTimerQue u e is the same as calling DeleteTime rQu e u e E x with a NU l l value for Comp letion Event
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