SyncEvents

//Copyright (C) Microsoft Corporation.  All rights reserved.

using System;
using System.Threading;
using System.Collections;
using System.Collections.Generic;

// The thread synchronization events are encapsulated in this
// class to allow them to easily be passed to the Consumer and
// Producer classes.
public class SyncEvents
{
public SyncEvents()
{
// AutoResetEvent is used for the "new item" event because
// we want this event to reset automatically each time the
// consumer thread responds to this event.
_newItemEvent = new AutoResetEvent(false);

// ManualResetEvent is used for the "exit" event because
// we want multiple threads to respond when this event is
// signaled. If we used AutoResetEvent instead, the event
// object would revert to a non-signaled state with after
// a single thread responded, and the other thread would
// fail to terminate.
_exitThreadEvent = new ManualResetEvent(false);

// The two events are placed in a WaitHandle array as well so
// that the consumer thread can block on both events using
// the WaitAny method.
_eventArray = new WaitHandle[2];
_eventArray[0] = _newItemEvent;
_eventArray[1] = _exitThreadEvent;
}

// Public properties allow safe access to the events.
public EventWaitHandle ExitThreadEvent
{
get { return _exitThreadEvent; }
}
public EventWaitHandle NewItemEvent
{
get { return _newItemEvent; }
}
public WaitHandle[] EventArray
{
get { return _eventArray; }
}

private EventWaitHandle _newItemEvent;
private EventWaitHandle _exitThreadEvent;
private WaitHandle[] _eventArray;
}

// The Producer class asynchronously (using a worker thread) adds items to the queue until there are 20 items.
public class Producer
{
public Producer(Queue<int> q, SyncEvents e)
{
_queue = q;
_syncEvents = e;
}
public void ThreadRun()
{
int count = 0;
int SendSignalCount = 0;
Random r = new Random();
while (!_syncEvents.ExitThreadEvent.WaitOne(0, false))
{
SendSignalCount++;
lock (((ICollection)_queue).SyncRoot)
{
while (_queue.Count < 20)
{
_queue.Enqueue(r.Next(0, 100));
// _syncEvents.NewItemEvent.Set();
count++;
}
}
}
Console.WriteLine("Producer thread: produced {0} items,send signal count = {1}", count, SendSignalCount);
}
private Queue<int> _queue;
private SyncEvents _syncEvents;
}

// The Consumer class uses its own worker thread to consume items in the queue. The Producer class notifies the Consumer class of new items with the NewItemEvent.
public class Consumer
{
public Consumer(Queue<int> q, SyncEvents e)
{
_queue = q;
_syncEvents = e;
}
public void ThreadRun()
{
int count = 0;
var fds = WaitHandle.WaitAny(_syncEvents.EventArray);
Console.WriteLine("3333 Consumer Thread: consumed {0} items", fds);
while (fds != 1)//等待指定数组中的任一元素收到信号,返回值满足等待的对象的数组索引。
{
lock (((ICollection)_queue).SyncRoot)
{
_queue.Dequeue();
}
count++;
}
Console.WriteLine("Consumer Thread: consumed {0} items", count);
}
private Queue<int> _queue;
private SyncEvents _syncEvents;
}

public class ThreadSyncSample
{
private static void ShowQueueContents(Queue<int> q)
{
// Enumerating a collection is inherently not thread-safe,
// so it is imperative that the collection be locked throughout
// the enumeration to prevent the consumer and producer threads
// from modifying the contents. (This method is called by the
// primary thread only.)
lock (((ICollection)q).SyncRoot)
{
foreach (int i in q)
{
Console.Write("{0} ", i);
}
}
Console.WriteLine();
}

static void Main()
{
// Configure struct containing event information required
// for thread synchronization.
SyncEvents syncEvents = new SyncEvents();

// Generic Queue collection is used to store items to be
// produced and consumed. In this case 'int' is used.
Queue<int> queue = new Queue<int>();

// Create objects, one to produce items, and one to
// consume. The queue and the thread synchronization
// events are passed to both objects.
Console.WriteLine("Configuring worker threads...");
Producer producer = new Producer(queue, syncEvents);
Consumer consumer = new Consumer(queue, syncEvents);

// Create the thread objects for producer and consumer
// objects. This step does not create or launch the
// actual threads.
Thread producerThread = new Thread(producer.ThreadRun);
Thread consumerThread = new Thread(consumer.ThreadRun);

// Create and launch both threads.
Console.WriteLine("Launching producer and consumer threads...");
producerThread.Start();
consumerThread.Start();

// Let producer and consumer threads run for 10 seconds. Use the primary thread (the thread executing this method) to display the queue contents every 2.5 seconds.
for (int i = 0; i < 4; i++)
{
Thread.Sleep(2500);
ShowQueueContents(queue);
}

// Signal both consumer and producer thread to terminate.Both threads will respond because ExitThreadEvent is a manual-reset event,so it stays 'set' unless explicitly reset.
Console.WriteLine("Signaling threads to terminate...");
syncEvents.ExitThreadEvent.Set();

// Use Join to block primary thread, first until the producer thread terminates, then until the consumer thread terminates.
Console.WriteLine("main thread waiting for threads to finish...");
producerThread.Join();
consumerThread.Join();
}
}

 

转载于:https://www.cnblogs.com/calvin88/archive/2012/03/03/2378757.html

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