Re: CAnimateCtrl animation doesn't play

"Scott McPhillips [MVP]" <org-dot-mvps-at-scottmcp>
Thu, 2 Apr 2009 13:17:38 -0400
"Stephanie Doherty" <> wrote in

Yes, my program does some other processing while I want the animation to
out. I don't know how to go about making the "message loop
keep running so the animation control can get timer and paint messages".
Can you explain what the process involves?

The ideal solution is to perform the long computation in a secondary thread.
You put the computation in a static thread function and call AfxBeginThread
with the thread function name. If multithreading is new to you it takes a
lot of study and can be tricky to get right.

It is also possible to do this without multithreading if you break up the
computation into brief steps and use a timer. You start the timer with
SetTimer and run the next step of the computation each time you receive a
WM_TIMER message. Then you return so the standard message processing can
proceed until the next WM_TIMER.

And finally, it can also be done by putting a message loop inside your
computation loop. This is frowned upon because it can lead to some
reentrancy and loss of control.

Scott McPhillips [VC++ MVP]

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