我的问题是,下面的班级是否包含在一门读物单撰写人栏目中? 这种格言被称为无锁定,即使它会阻碍填满。 https://stackoverflow.com/questions/530211/creating-a-blocking-queuet-in-net/5228#530228" 在StackOver的座标上安装一个阻挡装置。
结构的点是,允许一只透镜把数据写到缓冲地带,再读数据。 所有这些都需要尽快实现。
http://www.ddj.com/hpc-high- Performance-computing/210604448?pgno=3”rel=“nofollow noreferer”>article at DDJ by Herb Sutter ,但实施工作在C++中除外。 另一个不同之处是,我使用一个与面包车有联系的清单,我使用一个相关的阵列清单。
我不只包括一刀,而是在任何人认为其有用的情况下,用允许的公开来源许可证(MIT License 1.0)作评论的全文,并且希望加以使用(根据需要或修改)。
这个问题与在Stack Overflow询问的其他问题有关(见,在NET和)。 Thread-safe/2005/4ing queue implementation in .NET.
该守则是:
using System;
using System.Collections.Generic;
using System.Threading;
using System.Diagnostics;
namespace CollectionSandbox
{
/// This is a single reader / singler writer buffered queue implemented
/// with (almost) no locks. This implementation will block only if filled
/// up. The implementation is a linked-list of arrays.
/// It was inspired by the desire to create a non-blocking version
/// of the blocking queue implementation in C# by Marc Gravell
/// https://stackoverflow.com/questions/530211/creating-a-blocking-queuet-in-net/530228#530228
class SimpleSharedQueue<T> : IStreamBuffer<T>
{
/// Used to signal things are no longer full
ManualResetEvent canWrite = new ManualResetEvent(true);
/// This is the size of a buffer
const int BUFFER_SIZE = 512;
/// This is the maximum number of nodes.
const int MAX_NODE_COUNT = 100;
/// This marks the location to write new data to.
Cursor adder;
/// This marks the location to read new data from.
Cursor remover;
/// Indicates that no more data is going to be written to the node.
public bool completed = false;
/// A node is an array of data items, a pointer to the next item,
/// and in index of the number of occupied items
class Node
{
/// Where the data is stored.
public T[] data = new T[BUFFER_SIZE];
/// The number of data items currently stored in the node.
public Node next;
/// The number of data items currently stored in the node.
public int count;
/// Default constructor, only used for first node.
public Node()
{
count = 0;
}
/// Only ever called by the writer to add new Nodes to the scene
public Node(T x, Node prev)
{
data[0] = x;
count = 1;
// The previous node has to be safely updated to point to this node.
// A reader could looking at the point, while we set it, so this should be
// atomic.
Interlocked.Exchange(ref prev.next, this);
}
}
/// This is used to point to a location within a single node, and can perform
/// reads or writers. One cursor will only ever read, and another cursor will only
/// ever write.
class Cursor
{
/// Points to the parent Queue
public SimpleSharedQueue<T> q;
/// The current node
public Node node;
/// For a writer, this points to the position that the next item will be written to.
/// For a reader, this points to the position that the next item will be read from.
public int current = 0;
/// Creates a new cursor, pointing to the node
public Cursor(SimpleSharedQueue<T> q, Node node)
{
this.q = q;
this.node = node;
}
/// Used to push more data onto the queue
public void Write(T x)
{
Trace.Assert(current == node.count);
// Check whether we are at the node limit, and are going to need to allocate a new buffer.
if (current == BUFFER_SIZE)
{
// Check if the queue is full
if (q.IsFull())
{
// Signal the canWrite event to false
q.canWrite.Reset();
// Wait until the canWrite event is signaled
q.canWrite.WaitOne();
}
// create a new node
node = new Node(x, node);
current = 1;
}
else
{
// If the implementation is correct then the reader will never try to access this
// array location while we set it. This is because of the invariant that
// if reader and writer are at the same node:
// reader.current < node.count
// and
// writer.current = node.count
node.data[current++] = x;
// We have to use interlocked, to assure that we incremeent the count
// atomicalluy, because the reader could be reading it.
Interlocked.Increment(ref node.count);
}
}
/// Pulls data from the queue, returns false only if
/// there
public bool Read(ref T x)
{
while (true)
{
if (current < node.count)
{
x = node.data[current++];
return true;
}
else if ((current == BUFFER_SIZE) && (node.next != null))
{
// Move the current node to the next one.
// We know it is safe to do so.
// The old node will have no more references to it it
// and will be deleted by the garbage collector.
node = node.next;
// If there is a writer thread waiting on the Queue,
// then release it.
// Conceptually there is a "if (q.IsFull)", but we can t place it
// because that would lead to a Race condition.
q.canWrite.Set();
// point to the first spot
current = 0;
// One of the invariants is that every node created after the first,
// will have at least one item. So the following call is safe
x = node.data[current++];
return true;
}
// If we get here, we have read the most recently added data.
// We then check to see if the writer has finished producing data.
if (q.completed)
return false;
// If we get here there is no data waiting, and no flagging of the completed thread.
// Wait a millisecond. The system will also context switch.
// This will allow the writing thread some additional resources to pump out
// more data (especially if it iself is multithreaded)
Thread.Sleep(1);
}
}
}
/// Returns the number of nodes currently used.
private int NodeCount
{
get
{
int result = 0;
Node cur = null;
Interlocked.Exchange<Node>(ref cur, remover.node);
// Counts all nodes from the remover to the adder
// Not efficient, but this is not called often.
while (cur != null)
{
++result;
Interlocked.Exchange<Node>(ref cur, cur.next);
}
return result;
}
}
/// Construct the queue.
public SimpleSharedQueue()
{
Node root = new Node();
adder = new Cursor(this, root);
remover = new Cursor(this, root);
}
/// Indicate to the reader that no more data is going to be written.
public void MarkCompleted()
{
completed = true;
}
/// Read the next piece of data. Returns false if there is no more data.
public bool Read(ref T x)
{
return remover.Read(ref x);
}
/// Writes more data.
public void Write(T x)
{
adder.Write(x);
}
/// Tells us if there are too many nodes, and can t add anymore.
private bool IsFull()
{
return NodeCount == MAX_NODE_COUNT;
}
}
}