DeleteTimerQueueTimer Hangs with small intervals

I have an MFC app playing DirectX audio while aQueue timer is running.  I start the timer when the audio starts, and stop the timer when the audio stops.

The calls to start and stop the timer are standard:

void CFormView3::StopTimer()
{
      DeleteTimerQueueTimer(NULL, m_timerHandle, NULL);
      CloseHandle (m_timerHandle);
}


void CFormView3::StartTimer()
{
      // create the timer
      BOOL success = ::CreateTimerQueueTimer(
            &m_timerHandle,
            NULL,
            TimerProc,
            this,
            0,
            50,
            WT_EXECUTEINTIMERTHREAD);
}


Interestingly, if I make the interval higher (change 50 to 2000) it doesn't hang, but then I get an error when I call CloseHandle.

I am guessing this has something to do with the way threads are handled, but I don't have much experience controlling threads.

LVL 1
dparkesAsked:
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alb66Connect With a Mentor Commented:
>>>>>I do not know exactly what you mean by performing a long operation.

What do you do in obj->QueueTimerHandler() ? It should do only few operations.
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alb66Commented:
1) Try to call DeleteTimerQueueTimer() with the third parameter not null.
DeleteTimerQueueTimer(NULL, m_timerHandle, INVALID_HANDLE_VALUE);

2) Are you sure that you have to call CloseHandle(m_timerHandle)? In MSDN documentation I found no topic saying to call it.

3) Did you perform long operation in TimerProc()?


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dparkesAuthor Commented:
Alb66,

I tried using INVALID_HANDLE_VALUE, and the first time it got past DeleteQueueTimer, but after that it locked up every time.  I'm not sure if this was just a coincidence or not.

Regarding TimerProc, I do not know exactly what you mean by performing a long operation.  Perhaps I declared the TimerProc function incorrectly?

To be more precise, I have this in a file called FormView.cpp directly below my StopTimer function:

void CALLBACK TimerProc(void* lpParametar, BOOLEAN TimerOrWaitFired)
    {
    CFormView3* obj = (CFormView3*) lpParametar;
    obj->QueueTimerHandler();
    }

And I have this in the same file above CFormView3::CFormView3(CWnd* pParent /*=NULL*/):

void CALLBACK TimerProc(void*, BOOLEAN);

I really was not sure how to declare the callback function.  Unfortunately I do this in my spare time so sorry for the delay getting back.
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dparkesAuthor Commented:
That must be it, it does a lot.  Looks like I mistakenly ignored that little caveat in the QueueTimerHandler specifications.  I set a couple variables, but I also do an Invalidate() which refreshes a graphically intensive control I made.

I'm almost certain that's the cause of the problem now, I really appreciate your help.

I don't mean to piggy back a supplemental question, but really quick, do you know how I might be able to move that Invalidate function outside QueueTimerHandler?  A message handler maybe??
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alb66Commented:
Invalidate() simply marks a client area for painting when the next WM_PAINT message occurs. The important is that you havn't call UpdateWindow(), that perform the redrawing immediatly.

You can try to redraw only the parts of the graphic control that are really changed and not all the control. See InvalidateRect() and InvalidateRgn().

Anyway, post a message to window instead af calling directly a function, is always a good solution
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dparkesAuthor Commented:
Yes, I also have more going on than the painting too.  Actually I'm sending instructions to a USB device as well.  I should use a message handler for that too.  Big mistakes I didn't even notice.  Thanks again.
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alb66Commented:
You're welcome.
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