编译错误 : 某函数 的重载均与委托“System.Threading.ParameterizedThreadStart”不匹配

本文介绍了一种在C#中创建线程时遇到的参数类型不匹配错误,并给出了正确的解决方案。通过修改监听线程函数的参数类型为object,再进行类型转换,可以成功启动线程。

某类的一个函数中要启动一个线程,编写如下代码:

此线程中要使用的函数是带参数的,比如如下:

编译出错,大致内容如下:

“Listen” 的重载均与委托“System.Threading.ParameterizedThreadStart”不匹配。

 

google之,解决如下:

主要是改写Listen函数的参数类型

编译通过。

出现报错:Command line arguments: -disable-compute-shaders UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Message (string) Verse.Root:CheckGlobalInit () Verse.Root:Start () Verse.Root_Entry:Start () RimWorld 1.6.4566 rev607 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Message (string) RimWorld.VersionControl:LogVersionNumber () Verse.Root:CheckGlobalInit () Verse.Root:Start () Verse.Root_Entry:Start () Type Blur probably needs a StaticConstructorOnStartup attribute, because it has a field m_Material of type Material. All assets must be loaded in the main thread. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.StaticConstructorOnStartupUtility/<>c__DisplayClass2_0:<ReportProbablyMissingAttributes>b__0 (System.Type) System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int) System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&) System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&) System.Threading.Tasks.TaskReplicator/Replica:Execute () System.Threading.Tasks.TaskReplicator/Replica/<>c:<.ctor>b__4_0 (object) System.Threading.Tasks.Task:InnerInvoke () System.Threading.Tasks.Task:Execute () System.Threading.Tasks.Task:ExecutionContextCallback (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&) System.Threading.Tasks.Task:ExecuteEntry (bool) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () System.Threading.ThreadPoolWorkQueue:Dispatch () System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () Type ShaderUtilities probably needs a StaticConstructorOnStartup attribute, because it has a field k_ShaderRef_MobileSDF of type Shader. All assets must be loaded in the main thread. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.StaticConstructorOnStartupUtility/<>c__DisplayClass2_0:<ReportProbablyMissingAttributes>b__0 (System.Type) System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int) System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&) System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&) System.Threading.Tasks.TaskReplicator/Replica:Execute () System.Threading.Tasks.TaskReplicator/Replica/<>c:<.ctor>b__4_0 (object) System.Threading.Tasks.Task:InnerInvoke () System.Threading.Tasks.Task:Execute () System.Threading.Tasks.Task:ExecutionContextCallback (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&) System.Threading.Tasks.Task:ExecuteEntry (bool) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () System.Threading.ThreadPoolWorkQueue:Dispatch () System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () Type Text probably needs a StaticConstructorOnStartup attribute, because it has a field s_DefaultText of type Material. All assets must be loaded in the main thread. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.StaticConstructorOnStartupUtility/<>c__DisplayClass2_0:<ReportProbablyMissingAttributes>b__0 (System.Type) System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int) System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&) System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&) System.Threading.Tasks.TaskReplicator/Replica:Execute () System.Threading.Tasks.TaskReplicator/Replica/<>c:<.ctor>b__4_0 (object) System.Threading.Tasks.Task:InnerInvoke () System.Threading.Tasks.Task:Execute () System.Threading.Tasks.Task:ExecutionContextCallback (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&) System.Threading.Tasks.Task:ExecuteEntry (bool) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () System.Threading.ThreadPoolWorkQueue:Dispatch () System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () Type Image probably needs a StaticConstructorOnStartup attribute, because it has a field s_ETC1DefaultUI of type Material. All assets must be loaded in the main thread. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.StaticConstructorOnStartupUtility/<>c__DisplayClass2_0:<ReportProbablyMissingAttributes>b__0 (System.Type) System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int) System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&) System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&) System.Threading.Tasks.TaskReplicator/Replica:Execute () System.Threading.Tasks.TaskReplicator/Replica/<>c:<.ctor>b__4_0 (object) System.Threading.Tasks.Task:InnerInvoke () System.Threading.Tasks.Task:Execute () System.Threading.Tasks.Task:ExecutionContextCallback (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&) System.Threading.Tasks.Task:ExecuteEntry (bool) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () System.Threading.ThreadPoolWorkQueue:Dispatch () System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () Type Graphic probably needs a StaticConstructorOnStartup attribute, because it has a field s_DefaultUI of type Material. All assets must be loaded in the main thread. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.StaticConstructorOnStartupUtility/<>c__DisplayClass2_0:<ReportProbablyMissingAttributes>b__0 (System.Type) System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int) System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&) System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&) System.Threading.Tasks.TaskReplicator/Replica:Execute () System.Threading.Tasks.TaskReplicator/Replica/<>c:<.ctor>b__4_0 (object) System.Threading.Tasks.Task:InnerInvoke () System.Threading.Tasks.Task:Execute () System.Threading.Tasks.Task:ExecutionContextCallback (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&) System.Threading.Tasks.Task:ExecuteEntry (bool) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () System.Threading.ThreadPoolWorkQueue:Dispatch () System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () Type TextShaderUtilities probably needs a StaticConstructorOnStartup attribute, because it has a field k_ShaderRef_MobileSDF of type Shader. All assets must be loaded in the main thread. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.StaticConstructorOnStartupUtility/<>c__DisplayClass2_0:<ReportProbablyMissingAttributes>b__0 (System.Type) System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int) System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&) System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&) System.Threading.Tasks.TaskReplicator/Replica:Execute () System.Threading.Tasks.TaskReplicator/Replica/<>c:<.ctor>b__4_0 (object) System.Threading.Tasks.Task:InnerInvoke () System.Threading.Tasks.Task:Execute () System.Threading.Tasks.Task:ExecutionContextCallback (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&) System.Threading.Tasks.Task:ExecuteEntry (bool) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () System.Threading.ThreadPoolWorkQueue:Dispatch () System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
最新发布
09-05
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