Processing WM_DEVICECHANGE messages

How a user-mode application processes WM_DEVICECHANGE messages depends on whether the application is based purely on the Win32 API or whether it is based on the Microsoft Foundation Class (MFC) library.

Win32 applications

Win32-based applications process the messages that are sent to the application's window(s) by implementing a Window Procedure. For more information about window procedures, see the Window Procedures topic in the Microsoft Windows SDK documentation.

The following code example shows how to process WM_DEVICECHANGE messages in a Win32-based application:

// Prototype for the function that handles the
// processing of WM_DEVICECHANGE messages.
LRESULT
OnDeviceChange(
  WPARAM wParam,
  LPARAM lParam
  ); 

// The application's message processing function
// for the window that receives the WM_DEVICECHANGE
// messages.
LRESULT CALLBACK
WindowProc(
  HWND hWnd,
  UINT uMsg,
  WPARAM wParam,
  LPARAM lParam
  )
{
  switch (uMsg)
  {
      .
      .  // Cases for other messages
      .
    // Device change message
    case WM_DEVICECHANGE:
      OnDeviceChange(wParam, lParam);
      break;
      .
      .  // Cases for other messages
      .
    // Catchall for all messages that are
    // not handled by the application.
    default:
      return DefWindowProc(
               hWnd,
               uMsg,
               wParam,
               lParam
               );
  }

  return 0;
}

// The function that handles the processing
// of WM_DEVICECHANGE messages.
LRESULT
OnDeviceChange(
  WPARAM wParam,
  LPARAM lParam
  )
{
  PDEV_BROADCAST_HDR devHdr;
  PDEV_BROADCAST_DEVICEINTERFACE devInterface;
  HANDLE ProcessHandle;
  DWORD_PTR ProcessAffinityMask;
  DWORD_PTR SystemAffinityMask;
  DWORD_PTR ChangedAffinityMask;
  MEMORYSTATUSEX MemoryStatus;

  // Check whether the message is a device arrival message
  if (wParam == DBT_DEVICEARRIVAL)
  {
    // Get a pointer to the structure header
    devHdr = (PDEV_BROADCAST_HDR)lParam;

    // Check whether the message is about a device interface
    if (devHdr->dbch_devicetype == DBT_DEVTYP_DEVICEINTERFACE)
    {
      // Get a pointer to the device interface structure
      devInterface = (PDEV_BROADCAST_INTERFACE)devHdr;

      // Check whether this is a message about a processor
      if (IsEqualGUID(
            devInterface->dbcc_classguid,
            GUID_DEVICE_PROCESSOR
            ))
      {
        // Get a handle to the current process
        ProcessHandle =
          GetCurrentProcess();

        // Get the current process and system affinity masks
        GetProcessAffinityMask(
          ProcessHandle,
          &ProcessAffinityMask,
          &SystemAffinityMask
          );

        // Get a mask of any change to the set of processors
        ChangedAffinityMask =
          ProcessAffinityMask ^ SystemAffinityMask;

        // Perform any per processor memory allocation
        // for any new processors
        ...

        // Set the process affinity mask to use all the
        // active processors in the hardware partition.
        SetProcessAffinityMask(
          ProcessHandle,
          SystemAffinityMask
          );

        // Adjust the number of threads in any thread
        // pools as needed for optimal performance.
        ...
      }

      // Check whether this is a message about memory
      else if (IsEqualGUID(
                 devInterface->dbcc_classguid,
                 GUID_DEVICE_MEMORY
                 ))
      {
        // Get the current memory status
        GlobalMemoryStatusEx(&MemoryStatus);

        // Note: MemoryStatus.ullTotalPhys contains
        // the amount of physical memory in the
        // hardware partition.

        // Adjust the memory buffer allocations
        // as needed for optimal performance.
        ...
      }
    }
  }

  return 0;
}

Microsoft Foundation Class (MFC) applications

The MFC framework processes the messages that are sent to an MFC-based application's window(s). An MFC-based application must implement an CWnd::OnDeviceChange member function for the application's window class that receives the WM_DEVICECHANGE messages.

The following code example shows how to implement an OnDeviceChange member function in an MFC-based application:

afx_msg BOOL
CAppWnd::OnDeviceChange(
  UINT nEventType,
  DWORD_PTR dwData
  )
{
  PDEV_BROADCAST_HDR devHdr;
  PDEV_BROADCAST_DEVICEINTERFACE devInterface;
  HANDLE ProcessHandle;
  DWORD_PTR ProcessAffinityMask;
  DWORD_PTR SystemAffinityMask;
  DWORD_PTR ChangedAffinityMask;
  MEMORYSTATUSEX MemoryStatus;

  if (nEventType == DBT_DEVICEARRIVAL)
  {
    devHdr = (PDEV_BROADCAST_HDR)dwData;

    if (devHdr->dbch_devicetype == DBT_DEVTYP_DEVICEINTERFACE)
    {
      devInterface = (PDEV_BROADCAST_INTERFACE)devHdr;

      if (IsEqualGUID(
            devInterface->dbcc_classguid,
            GUID_DEVICE_PROCESSOR
            ))
      {
        // Get a handle to the current process
        ProcessHandle =
          GetCurrentProcess();

        // Get the current process and system affinity masks
        GetProcessAffinityMask(
          ProcessHandle,
          &ProcessAffinityMask,
          &SystemAffinityMask
          );

        // Get a mask of any change to the set of processors
        ChangedAffinityMask =
          ProcessAffinityMask ^ SystemAffinityMask;

        // Perform any per processor memory allocation
        // for the new processors
        ...

        // Set the process affinity mask to use all the
        // active processors in the hardware partition.
        SetProcessAffinityMask(
          ProcessHandle,
          SystemAffinityMask
          );

        // Adjust the number of threads in any thread
        // pools as needed for optimal performance.
        ...
      }
      else if (IsEqualGUID(
                 devInterface->dbcc_classguid,
                 GUID_DEVICE_MEMORY
                 ))
      {
        // Get the current memory status
        GlobalMemoryStatusEx(&MemoryStatus);

        // Note: MemoryStatus.ullTotalPhys contains
        // the amount of physical memory in the
        // hardware partition.

        // Adjust the memory buffer allocations
        // as needed for optimal performance.
        ...
      }
    }
  }

  return TRUE;
}