Here is a typical pattern:
1) Define a data structure that encapsulates all the data your thread needs
2) In the main thread, instantiate a copy of the data structure on the heap using operator new.
3) Fill in the data structure, cast the pointer to void*, pass the void* to the thread procedure by whatever means you are provided by your thread library.
4) When the worker thread gets the void*, it reinterpret_cast's it to the data structure, and then takes ownership of the object. Meaning when the thread is done with the data, the thread deallocates it, as opposed to the main thread deallocating it.
Here is example code you can compile & test in Windows.
#include "stdafx.h"
#include <windows.h>
#include <process.h>
struct ThreadData
{
HANDLE isRunning_;
};
DWORD WINAPI threadProc(void* v)
{
ThreadData* data = reinterpret_cast<ThreadData*>(v);
if( !data )
return 0;
// tell the main thread that we are up & running
SetEvent(data->isRunning_);
// do your work here...
return 1;
}
int main()
{
// must use heap-based allocation here so that we can transfer ownership
// of this ThreadData object to the worker thread. In other words,
// the threadProc() function will own & deallocate this resource when it's
// done with it.
ThreadData * data = new ThreadData;
data->isRunning_ = CreateEvent(0, 1, 0, 0);
// kick off the new thread, passing the thread data
DWORD id = 0;
HANDLE thread = CreateThread(0, 0, threadProc, reinterpret_cast<void*>(data), 0, &id);
// wait for the worker thread to get up & running
//
// in real code, you need to check the return value from WFSO and handle it acordingly.
// Here I assume the retval is WAIT_OBJECT_0, indicating that the data->isRunning_ event
// has become signaled
WaitForSingleObject(data->isRunning_,INFINITE);
// we're done, wait for the thread to die
WaitForSingleObject(thread, INFINITE);
CloseHandle(thread);
return 0;
}