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我必须在 .Net3.5 中编写多个线程(现在至少 3 个)之间的通信,并且每个线程都是生产者和消费者。我的想法不是在每对线程之间发送信号,而是实现一个消息队列,它将像这样存储类:

enum Signals { ObjectArrivedOnLightBarrier, ObjectLeftLightBarrier, CodeFound };
enum UnitID { GrabThread, ImageProcessingThread, SaveThread };

// Consumer shows who the message is intended for (and only that unit is allowed to remove it from the queue)
public class QueuedSignal
{
    Signals Message;
    UnitID Producer;
    UnitID Consumer;
}

这个想法是,任何线程都可以查看队列中的第一个项目,如果消息不是针对它的,则不理会它(如果其他消息很少并且其中一个可能针对此线程,则不是问题) .

当有多个生产者和消费者时,队列线程安全。

4

2 回答 2

2

Queue<T>不是线程安全的

如果您使用的是 .Net 4 或更高版本,我建议您使用BlockingCollection<T>.

不幸的是,您不能使用它,但是并发队列有几种实现。

在 Marc Gravel 的回答中看看这个。不幸的是,它没有 Peek() 方法。

这是我在 .Net 4 出现之前使用的一个类;也许您可能对此感兴趣。这不是最好的实现;在 .Net 4 出现之前,我们更多地将其用作占位符。即便如此,这里是:

/// <summary>A bounded blocking queue.</summary>
/// <typeparam name="T">The element type of the queue, which must be a reference type.</typeparam>

public sealed class BoundedBlockingQueue<T>: IDisposable where T: class
{
    #region Construction and disposal

    /// <summary>Constructor.</summary>
    /// <param name="maxQueueSize">
    /// The maximum size of the queue.
    /// Calls to <see cref="Enqueue"/> when the queue is full will block until at least one item has been removed.
    /// Calls to <see cref="Dequeue"/> when the queue is empty will block until a new item is enqueued.
    /// </param>

    public BoundedBlockingQueue(int maxQueueSize)
    {
        if (maxQueueSize <= 0)
        {
            throw new ArgumentOutOfRangeException("maxQueueSize");
        }

        _queue                  = new Queue<T>(maxQueueSize);
        _itemsAvailable         = new Semaphore(0, maxQueueSize);
        _spaceAvailable         = new Semaphore(maxQueueSize, maxQueueSize);
        _queueStopped           = new ManualResetEvent(false);
        _queueStoppedAndEmpty   = new ManualResetEvent(false);
        _stoppedOrItemAvailable = new WaitHandle[] { _queueStopped, _itemsAvailable };
    }

    /// <summary>Disposal.</summary>

    public void Dispose()
    {
        if (_itemsAvailable != null)
        {
            _itemsAvailable.Close();
            _spaceAvailable.Close();
            _queueStopped.Close();
            _queueStoppedAndEmpty.Close();
            _itemsAvailable = null;          // Use _itemsAvailable as a flag to indicate that Dispose() has been called.
        }
    }

    #endregion Construction and disposal

    #region Public properties

    /// <summary>The number of items currently in the queue.</summary>

    public int Count
    {
        get
        {
            throwIfDisposed();

            lock (_queue)
            {
                return _queue.Count;
            }
        }
    }

    /// <summary>Has <see cref="Stop"/> been called?</summary>

    public bool Stopped
    {
        get
        {
            throwIfDisposed();
            return _stopped;
        }
    }

    #endregion Public properties

    #region Public methods

    /// <summary>
    /// Signals that new items will no longer be placed into the queue.
    /// After this is called, calls to <see cref="Dequeue"/> will return null immediately if the queue is empty.
    /// Before this is called, calls to <see cref="Dequeue"/> will block if the queue is empty.
    /// Attempting to enqueue items after this has been called will cause an exception to be thrown.
    /// </summary>
    /// <remarks>
    /// If you use a different thread to enqueue items than the thread that calls Stop() you might get a race condition.
    /// 
    /// If the queue is full and a thread calls Enqueue(), that thread will block until space becomes available in the queue.
    /// If a different thread then calls Stop() while the other thread is blocked in Enqueue(), the item enqueued by the other
    /// thread may become lost since it will be enqueued after the special null value used to indiciate the end of the
    /// stream is enqueued.
    /// 
    /// To prevent this from happening, you must enqueue from the same thread that calls Stop(), or provide another
    /// synchronisation mechanism to avoid this race condition.
    /// </remarks>

    public void Stop()
    {
        throwIfDisposed();

        lock (_queue)
        {
            _queueStopped.Set();
            _stopped = true;
        }
    }

    /// <summary>
    /// Returns the front item of the queue without removing it, or null if the queue is currently empty.
    /// A null return does NOT indicate that <see cref="Stop"/> has been called.
    /// This never blocks.
    /// </summary>
    /// <returns>The front item of the queue, or null if the queue is empty.</returns>

    public T Peek()
    {
        throwIfDisposed();
        T result;

        lock (_queue)
        {
            if (_queue.Count > 0)
            {
                result = _queue.Peek();
            }
            else
            {
                result = null;
            }
        }

        return result;
    }

    /// <summary>
    /// Enqueues a new non-null item.
    /// If there is no room in the queue, this will block until there is room.
    /// An exception will be thrown if <see cref="Stop"/> has been called.
    /// </summary>
    /// <param name="item">The item to be enqueued. This may not be null.</param>

    public void Enqueue(T item)
    {
        throwIfDisposed();

        if (item == null)
        {
            throw new ArgumentNullException("item");
        }

        if (_stopped)
        {
            throw new InvalidOperationException("Attempting to enqueue an item to a stopped queue.");
        }

        this.enqueue(item);
    }

    /// <summary>
    /// Dequeues the next available item.
    /// If <see cref="Stop"/> has been called, this returns null if the queue is empty.
    /// Otherwise it blocks until an item becomes available (or <see cref="Stop"/> is called).
    /// </summary>
    /// <returns>The next available item, or null if the queue is empty and stopped.</returns>

    public T Dequeue()
    {
        throwIfDisposed();

        if (_isQueueStoppedAndEmpty)
        {
            return null;
        }

        WaitHandle.WaitAny(_stoppedOrItemAvailable);

        lock (_queue)
        {
            if (_stopped && (_queue.Count == 0))
            {
                _isQueueStoppedAndEmpty = true;
                _queueStoppedAndEmpty.Set();
                return null;
            }
            else
            {
                T item = _queue.Dequeue();
                _spaceAvailable.Release();
                return item;
            }
        }
    }

    /// <summary>Waits forever for the queue to become empty AND stopped.</summary>

    public void WaitUntilStoppedAndEmpty()
    {
        throwIfDisposed();
        WaitUntilStoppedAndEmpty(Timeout.Infinite);
    }

    /// <summary>Waits up to the specified time for the queue to become empty AND stopped.</summary>
    /// <param name="timeoutMilliseconds">The maximum wait time, in milliseconds.</param>
    /// <returns>True if the wait succeeded, false if it timed-out.</returns>

    public bool WaitUntilStoppedAndEmpty(int timeoutMilliseconds)
    {
        throwIfDisposed();
        return _queueStoppedAndEmpty.WaitOne(timeoutMilliseconds);
    }

    #endregion Public methods

    #region Private methods

    /// <summary>Enqueues a new item (which may be null to indicate the last item to go into the queue).</summary>
    /// <param name="item">An item to enqueue.</param>

    private void enqueue(T item)
    {
        _spaceAvailable.WaitOne();

        lock (_queue)
        {
            _queue.Enqueue(item);
        }

        _itemsAvailable.Release();
    }

    /// <summary>Throws if this object has been disposed.</summary>

    private void throwIfDisposed()
    {
        if (_itemsAvailable == null)
        {
            throw new ObjectDisposedException(this.GetType().FullName);
        }
    }

    #endregion Private methods

    #region Fields

    /// <summary>
    /// Contains wait handles for "stopped" and "item available".
    /// Therefore using this for WaitAny() will wait until the queue is stopped
    /// or an item becomes available, whichever is the sooner.
    /// </summary>

    private readonly WaitHandle[] _stoppedOrItemAvailable;

    private Semaphore _itemsAvailable;

    private volatile bool _stopped;
    private volatile bool _isQueueStoppedAndEmpty;

    private readonly Queue<T> _queue;
    private readonly Semaphore _spaceAvailable;
    private readonly ManualResetEvent _queueStopped;
    private readonly ManualResetEvent _queueStoppedAndEmpty;

    #endregion Fields
}

这是一个旧的单元测试。这不是一个很好的单元测试;它一次测试了太多东西并且还有一些其他问题,但它会演示如何使用队列:

[TestMethod]

public void TestBoundedBlockingQueue()
{
    int maxQueueSize = 8;

    using (var queue = new BoundedBlockingQueue<string>(maxQueueSize))
    {
        // Fill the queue, but don't block.

        for (int i = 0; i < maxQueueSize; ++i)
        {
            int start1 = DateTimeFunctions.TickCount;
            queue.Enqueue(i.ToString());
            int elapsed1 = DateTimeFunctions.TickCount - start1;
            Assert.IsTrue(elapsed1 < 100, "Took too long to enqueue an item.");  // Shouldn't have taken more than 100 ms to enqueue the item.
        }

        // Now if we try to enqueue something we should block (since the queue should be full).
        // We can detect this by starting a thread that will dequeue something in a few seconds
        // and then seeing how long the main thread took to enqueue something.
        // It should have taken around the thread sleep time (+/- half a second or so).

        int sleepTime = 2500;
        int tolerance = 500;
        Worker.Run(()=>{Thread.Sleep(sleepTime); queue.Dequeue();}, "TestBoundedBlockingQueue Dequeue()");
        int start2 = DateTimeFunctions.TickCount;
        queue.Enqueue(maxQueueSize.ToString());
        int elapsed2 = DateTimeFunctions.TickCount - start2;
        Assert.IsTrue(Math.Abs(elapsed2 - sleepTime) <= tolerance, "Didn't take the right time to enqueue an item.");

        // Now verify that the remaining items in the queue are the expected ones,
        // i.e. from "1".."maxQueueSize" (since the first item, "0", has been dequeued).

        for (int i = 1; i <= maxQueueSize; ++i)
        {
            Assert.AreEqual(i.ToString(), queue.Dequeue(), "Incorrect item dequeued.");
        }

        Assert.AreEqual(0, queue.Count);

        // Now if we try to dequeue something we should block (since the queue is empty).
        // We can detect this by starting a thread that will enqueue something in 5 seconds
        // and then seeing how long the main thread took to dequeue something.
        // It should have taken around 5 seconds (+/- half a second or so).

        string testValue = "TEST";
        Worker.Run(()=>{Thread.Sleep(sleepTime); queue.Enqueue(testValue);}, "TestBoundedBlockingQueue Enqueue()");
        start2 = DateTimeFunctions.TickCount;
        Assert.AreEqual(testValue, queue.Dequeue(), "Incorrect item dequeued");
        elapsed2 = DateTimeFunctions.TickCount - start2;
        Assert.IsTrue(Math.Abs(elapsed2 - sleepTime) <= tolerance, "Didn't take the right time to enqueue an item.");
    }
}
于 2013-04-24T11:39:19.167 回答
1

2008年6 月的 .NET Parallel Extensions CTP包含一个BlockingCollection<T>类,它可以满足您的需求。虽然它可能没有Peek方法。该库与 .NET 3.5 一起使用。我用了很多。

我一直找不到下载它的地方,但你可能会做一些搜索。

可能在 Reactive Extensions 中可用。较新版本的 Rx 适用于 .NET 4.5,但在http://www.microsoft.com/en-us/download/details.aspx?id=28568上提供了较旧版本

于 2013-04-24T14:10:05.177 回答