线程池控制并发数量

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本文链接:https://blog.csdn.net/yenange/article/details/53115048

直接限定线程池的最大最小线程数也可以, 但会影响程序其它地方用到线程池的地方,因为线程池的设置是全局的。

这篇文章非常不错, 推荐大家看看:点击打开链接

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;

namespace ConsoleApplication15
{

    public class Program
    {
        static void Main(string[] args)
        {
            List<Single> list = new List<Single>();
            list.Add(new Single(1, 1));
            list.Add(new Single(2, 2));
            list.Add(new Single(3, 1));
            list.Add(new Single(4, 2));
            list.Add(new Single(5, 1));
            list.Add(new Single(6, 2));
            list.Add(new Single(7, 2));
            list.Add(new Single(8, 1));
            list.Add(new Single(9, 2));
            list.Add(new Single(10, 1));
            list.ForEach(p => p.ItemList.AddRange(list));

            // 新建 ManualResetEvent 对象并且初始化为无信号状态 
            ManualResetEvent eventX = new ManualResetEvent(false);

            //初始仅加入2个任务
            int maxThreadsCount = 2;
            for (int i = 0; i < maxThreadsCount; i++)
            {
                Single item = list[i];
                item.EventX = eventX;
                ThreadPool.QueueUserWorkItem(new WaitCallback(item.Exec), null);
            }

            //等待事件的完成,即线程调用 ManualResetEvent.Set() 方法 
            eventX.WaitOne(Timeout.Infinite, true);

            for (int i = 0; i < maxThreadsCount; i++)
            {
                Single item = list[i];
                item.PrintFlag();
                Console.WriteLine();
            }
            Console.ReadKey();
        }
    }//end of class Program

    public class Single
    {
        #region [属性]
        public int Flag { get; set; }
        public int NextFlag { get; set; }
        public DateTime BeginTime { get; set; }
        public DateTime EndTime { get; set; }
        public int WaitMs { get; set; }
        public bool Pending { get; set; }
        public bool Finished { get; set; }
        public List<Single> ItemList { get; set; }
        public ManualResetEvent EventX { get; set; }

        public double ElaspedSeconds
        {
            get
            {
                return this.EndTime.Subtract(this.BeginTime).TotalSeconds;
            }
        }
        #endregion

        public Single(int _flag, int _waitSeconds)
        {
            this.Flag = _flag;
            this.WaitMs = _waitSeconds * 1000;
            this.Pending = false;
            this.Finished = false;
            this.ItemList = new List<Single>();
        }

        public void Exec(object obj)
        {
            this.Pending = true;
            this.BeginTime = DateTime.Now;
            Thread.Sleep(this.WaitMs);
            this.EndTime = DateTime.Now;
            this.Finished = true;

            lock (this.ItemList)
            {
                Console.WriteLine("Flag:{0}, BeginTime:{1:HH:mm:ss,ms}, EndTime: {2:HH:mm:ss,ms}, ElapsedSeconds:{3}"
                    , this.Flag < 10 ? " " + this.Flag.ToString() : this.Flag.ToString()
                    , this.BeginTime
                    , this.EndTime
                    , this.ElaspedSeconds
                    );
                Single item = ItemList.Find(p => !p.Pending);
                //如果全部都运行过了
                if (item == null) 
                {
                    //如果全部都运行完了
                    if (ItemList.Find(p => !p.Finished) == null) 
                    {
                        //注:此处设置状态为终止
                        this.EventX.Set();
                    }
                    return;
                }

                this.NextFlag = item.Flag;
                //注意此处要赋值,否则会null异常
                item.EventX = this.EventX;
                ThreadPool.QueueUserWorkItem(new WaitCallback(item.Exec), null);
            }
        }

        public void PrintFlag()
        {
            if (this.NextFlag == 0)
            {
                Console.WriteLine("{0}, WaitSeconds:{2}", this.Flag, this.NextFlag, this.WaitMs / 1000);
                return;
            }

            Console.WriteLine("{0}->{1}, WaitSeconds:{2}", this.Flag, this.NextFlag, this.WaitMs/1000);
            Single next = this.ItemList.Find(p => p.Flag == this.NextFlag);
            if (next != null)
            {
                next.PrintFlag();
            }
        }
    }//end of class Single
}//end of namespace


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