目前我找到了这一个: http://www.eggheadcafe.com/articles/20060414.asp (但它是针对.NET 1.1的)。
能否有人评论/批评这个实现的正确性。 或提出其他建议。 提前致谢。
供参考,.NET 4 引入了 System.Collections.Concurrent.BlockingCollection<T>
类型来解决这个问题。对于非阻塞队列,可以使用 System.Collections.Concurrent.ConcurrentQueue<T>
。请注意,ConcurrentQueue<T>
可能会被用作 OP 使用的 BlockingCollection<T>
的基础数据存储。
是的,.NET4包含并发集合。顺便说一下,pfx团队关于Parallel Extensions的手册非常好 - http://www.microsoft.com/downloads/details.aspx?FamilyID=86b3d32b-ad26-4bb8-a3ae-c1637026c3ee&displaylang=en。
pfx也可用于.NET 3.5作为响应式扩展的一部分。
微软的例子很好,但它没有封装成一个类。此外,它要求使用者线程在MTA中运行(因为涉及到WaitAny调用)。在某些情况下,你可能需要在STA中运行(例如,如果你在进行COM互操作)。在这些情况下,无法使用WaitAny。
我有一个简单的阻塞队列类,可以解决这个问题,你可以在这里找到: http://element533.blogspot.com/2010/01/stoppable-blocking-queue-for-net.html
Queue.Synchronized http://msdn.microsoft.com/en-us/library/system.collections.queue.synchronized(VS.71).aspx
这是一个起点,但我从未使用过阻塞队列。对于不太相关的帖子,我感到抱歉。
微软有一个很好的关于这个的示例:
//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;
Random r = new Random();
while (!_syncEvents.ExitThreadEvent.WaitOne(0, false))
{
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", count);
}
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;
while (WaitHandle.WaitAny(_syncEvents.EventArray) != 1)
{
lock (((ICollection)_queue).SyncRoot)
{
int item = _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();
}
}