您需要每 10 秒获取一次,还是在处理完所有数据后获取?您提到每 10 秒获取一次数据,但返回 30 个项目。以这种速度,您将继续分配内存,因为它永远无法赶上。
1 秒计时器然后增加一个静态计数器以每 10 次迭代获取数据。检索到数据后,每秒都会将每个项目从堆栈中弹出。
using System;
using System.Collections.Generic;
using System.Threading;
namespace TimedFetch
{
class Program
{
static System.Threading.Timer workTimer;
static Stack<string> itemList;
public static AutoResetEvent fetchDataEvent;
static int eventCounter;
public class ExternalDatamanager
{
public void FetchData()
{
DateTime startTime = DateTime.Now;
do
{
FetchHeaderData();
fetchDataEvent.WaitOne();
Console.WriteLine("{0} FetchData Signaled! List size {1}", DateTime.Now.ToLongTimeString(), itemList.Count);
} while(true);
}
private static void FetchHeaderData()
{
// replace this with your method of retrieving data
Console.WriteLine("{0} FetchHeaderData", DateTime.Now.ToLongTimeString());
DateTime timeObject = DateTime.Now;
for (int i = 0; i < 30; i++)
{
lock (itemList)
{
itemList.Push(timeObject.ToLongTimeString());
timeObject = timeObject.AddSeconds(1);
}
}
}
}
static void Main(string[] args)
{
eventCounter = 0;
itemList = new Stack<string>();
fetchDataEvent = new AutoResetEvent(false);
ExternalDatamanager dataManager = new ExternalDatamanager();
Thread workerThread = new Thread(new ThreadStart(dataManager.FetchData));
workerThread.Start();
workTimer = new System.Threading.Timer(workTimer_Elapsed, null, 0, 1000);
}
// executes once a second
private static void workTimer_Elapsed(Object state)
{
Console.WriteLine("{0} Fire!", DateTime.Now.ToLongTimeString());
Interlocked.Increment(ref eventCounter);
lock (itemList)
{
// every 10 seconds
if (itemList.Count > 0)
FetchDetail(itemList.Pop());
// else ??
// { ??
if (eventCounter % 10 == 0)
fetchDataEvent.Set();
// } ??
}
}
private static void FetchDetail(string headerRecord)
{
Console.WriteLine("{0} Fetch detail for {1}", DateTime.Now.ToLongTimeString(), headerRecord);
}
}
}