WaitHandle.SignalAndWait 方法
定义
重要
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向一个 WaitHandle 发出信号并等待另一个。
重载
SignalAndWait(WaitHandle, WaitHandle) |
向一个 WaitHandle 发出信号并等待另一个。 |
SignalAndWait(WaitHandle, WaitHandle, Int32, Boolean) |
向一个 WaitHandle 发出信号并等待另一个,指定超时间隔为 32 位有符号整数,并指定在进入等待前是否退出上下文的同步域。 |
SignalAndWait(WaitHandle, WaitHandle, TimeSpan, Boolean) |
向一个 WaitHandle 发出信号并等待另一个,指定超时间隔为 TimeSpan,并指定在进入等待前是否退出上下文的同步域。 |
SignalAndWait(WaitHandle, WaitHandle)
- Source:
- WaitHandle.cs
- Source:
- WaitHandle.cs
- Source:
- WaitHandle.cs
向一个 WaitHandle 发出信号并等待另一个。
public:
static bool SignalAndWait(System::Threading::WaitHandle ^ toSignal, System::Threading::WaitHandle ^ toWaitOn);
public static bool SignalAndWait (System.Threading.WaitHandle toSignal, System.Threading.WaitHandle toWaitOn);
static member SignalAndWait : System.Threading.WaitHandle * System.Threading.WaitHandle -> bool
Public Shared Function SignalAndWait (toSignal As WaitHandle, toWaitOn As WaitHandle) As Boolean
参数
- toSignal
- WaitHandle
要发出信号的 WaitHandle。
- toWaitOn
- WaitHandle
要等待的 WaitHandle。
返回
如果信号和等待都成功完成,则为 true
;如果等待没有完成,则此方法不返回。
例外
在一个处于 STA 状态的线程上调用了该方法。
toSignal
是信号量,已达到最大计数。
等待结束,因为线程在未释放互斥的情况下退出。
示例
下面的代码示例使用 SignalAndWait(WaitHandle, WaitHandle) 方法重载允许main线程向阻塞的线程发出信号,然后等待线程完成任务。
该示例启动五个 EventWaitHandle 线程,允许它们阻止使用 EventResetMode.AutoReset 标志创建的 ,然后在用户每次按 ENTER 键时释放一个线程。 然后,该示例将另外五个 EventWaitHandle 线程排队,并使用使用 EventResetMode.ManualReset 标志创建的 释放它们。
using namespace System;
using namespace System::Threading;
public ref class Example
{
private:
// The EventWaitHandle used to demonstrate the difference
// between AutoReset and ManualReset synchronization events.
//
static EventWaitHandle^ ewh;
// A counter to make sure all threads are started and
// blocked before any are released. A Long is used to show
// the use of the 64-bit Interlocked methods.
//
static __int64 threadCount = 0;
// An AutoReset event that allows the main thread to block
// until an exiting thread has decremented the count.
//
static EventWaitHandle^ clearCount =
gcnew EventWaitHandle( false,EventResetMode::AutoReset );
public:
[MTAThread]
static void main()
{
// Create an AutoReset EventWaitHandle.
//
ewh = gcnew EventWaitHandle( false,EventResetMode::AutoReset );
// Create and start five numbered threads. Use the
// ParameterizedThreadStart delegate, so the thread
// number can be passed as an argument to the Start
// method.
for ( int i = 0; i <= 4; i++ )
{
Thread^ t = gcnew Thread(
gcnew ParameterizedThreadStart( ThreadProc ) );
t->Start( i );
}
// Wait until all the threads have started and blocked.
// When multiple threads use a 64-bit value on a 32-bit
// system, you must access the value through the
// Interlocked class to guarantee thread safety.
//
while ( Interlocked::Read( threadCount ) < 5 )
{
Thread::Sleep( 500 );
}
// Release one thread each time the user presses ENTER,
// until all threads have been released.
//
while ( Interlocked::Read( threadCount ) > 0 )
{
Console::WriteLine( L"Press ENTER to release a waiting thread." );
Console::ReadLine();
// SignalAndWait signals the EventWaitHandle, which
// releases exactly one thread before resetting,
// because it was created with AutoReset mode.
// SignalAndWait then blocks on clearCount, to
// allow the signaled thread to decrement the count
// before looping again.
//
WaitHandle::SignalAndWait( ewh, clearCount );
}
Console::WriteLine();
// Create a ManualReset EventWaitHandle.
//
ewh = gcnew EventWaitHandle( false,EventResetMode::ManualReset );
// Create and start five more numbered threads.
//
for ( int i = 0; i <= 4; i++ )
{
Thread^ t = gcnew Thread(
gcnew ParameterizedThreadStart( ThreadProc ) );
t->Start( i );
}
// Wait until all the threads have started and blocked.
//
while ( Interlocked::Read( threadCount ) < 5 )
{
Thread::Sleep( 500 );
}
// Because the EventWaitHandle was created with
// ManualReset mode, signaling it releases all the
// waiting threads.
//
Console::WriteLine( L"Press ENTER to release the waiting threads." );
Console::ReadLine();
ewh->Set();
}
static void ThreadProc( Object^ data )
{
int index = static_cast<Int32>(data);
Console::WriteLine( L"Thread {0} blocks.", data );
// Increment the count of blocked threads.
Interlocked::Increment( threadCount );
// Wait on the EventWaitHandle.
ewh->WaitOne();
Console::WriteLine( L"Thread {0} exits.", data );
// Decrement the count of blocked threads.
Interlocked::Decrement( threadCount );
// After signaling ewh, the main thread blocks on
// clearCount until the signaled thread has
// decremented the count. Signal it now.
//
clearCount->Set();
}
};
using System;
using System.Threading;
public class Example
{
// The EventWaitHandle used to demonstrate the difference
// between AutoReset and ManualReset synchronization events.
//
private static EventWaitHandle ewh;
// A counter to make sure all threads are started and
// blocked before any are released. A Long is used to show
// the use of the 64-bit Interlocked methods.
//
private static long threadCount = 0;
// An AutoReset event that allows the main thread to block
// until an exiting thread has decremented the count.
//
private static EventWaitHandle clearCount =
new EventWaitHandle(false, EventResetMode.AutoReset);
[MTAThread]
public static void Main()
{
// Create an AutoReset EventWaitHandle.
//
ewh = new EventWaitHandle(false, EventResetMode.AutoReset);
// Create and start five numbered threads. Use the
// ParameterizedThreadStart delegate, so the thread
// number can be passed as an argument to the Start
// method.
for (int i = 0; i <= 4; i++)
{
Thread t = new Thread(
new ParameterizedThreadStart(ThreadProc)
);
t.Start(i);
}
// Wait until all the threads have started and blocked.
// When multiple threads use a 64-bit value on a 32-bit
// system, you must access the value through the
// Interlocked class to guarantee thread safety.
//
while (Interlocked.Read(ref threadCount) < 5)
{
Thread.Sleep(500);
}
// Release one thread each time the user presses ENTER,
// until all threads have been released.
//
while (Interlocked.Read(ref threadCount) > 0)
{
Console.WriteLine("Press ENTER to release a waiting thread.");
Console.ReadLine();
// SignalAndWait signals the EventWaitHandle, which
// releases exactly one thread before resetting,
// because it was created with AutoReset mode.
// SignalAndWait then blocks on clearCount, to
// allow the signaled thread to decrement the count
// before looping again.
//
WaitHandle.SignalAndWait(ewh, clearCount);
}
Console.WriteLine();
// Create a ManualReset EventWaitHandle.
//
ewh = new EventWaitHandle(false, EventResetMode.ManualReset);
// Create and start five more numbered threads.
//
for(int i=0; i<=4; i++)
{
Thread t = new Thread(
new ParameterizedThreadStart(ThreadProc)
);
t.Start(i);
}
// Wait until all the threads have started and blocked.
//
while (Interlocked.Read(ref threadCount) < 5)
{
Thread.Sleep(500);
}
// Because the EventWaitHandle was created with
// ManualReset mode, signaling it releases all the
// waiting threads.
//
Console.WriteLine("Press ENTER to release the waiting threads.");
Console.ReadLine();
ewh.Set();
}
public static void ThreadProc(object data)
{
int index = (int) data;
Console.WriteLine("Thread {0} blocks.", data);
// Increment the count of blocked threads.
Interlocked.Increment(ref threadCount);
// Wait on the EventWaitHandle.
ewh.WaitOne();
Console.WriteLine("Thread {0} exits.", data);
// Decrement the count of blocked threads.
Interlocked.Decrement(ref threadCount);
// After signaling ewh, the main thread blocks on
// clearCount until the signaled thread has
// decremented the count. Signal it now.
//
clearCount.Set();
}
}
Imports System.Threading
Public Class Example
' The EventWaitHandle used to demonstrate the difference
' between AutoReset and ManualReset synchronization events.
'
Private Shared ewh As EventWaitHandle
' A counter to make sure all threads are started and
' blocked before any are released. A Long is used to show
' the use of the 64-bit Interlocked methods.
'
Private Shared threadCount As Long = 0
' An AutoReset event that allows the main thread to block
' until an exiting thread has decremented the count.
'
Private Shared clearCount As New EventWaitHandle(False, _
EventResetMode.AutoReset)
<MTAThread> _
Public Shared Sub Main()
' Create an AutoReset EventWaitHandle.
'
ewh = New EventWaitHandle(False, EventResetMode.AutoReset)
' Create and start five numbered threads. Use the
' ParameterizedThreadStart delegate, so the thread
' number can be passed as an argument to the Start
' method.
For i As Integer = 0 To 4
Dim t As New Thread(AddressOf ThreadProc)
t.Start(i)
Next i
' Wait until all the threads have started and blocked.
' When multiple threads use a 64-bit value on a 32-bit
' system, you must access the value through the
' Interlocked class to guarantee thread safety.
'
While Interlocked.Read(threadCount) < 5
Thread.Sleep(500)
End While
' Release one thread each time the user presses ENTER,
' until all threads have been released.
'
While Interlocked.Read(threadCount) > 0
Console.WriteLine("Press ENTER to release a waiting thread.")
Console.ReadLine()
' SignalAndWait signals the EventWaitHandle, which
' releases exactly one thread before resetting,
' because it was created with AutoReset mode.
' SignalAndWait then blocks on clearCount, to
' allow the signaled thread to decrement the count
' before looping again.
'
WaitHandle.SignalAndWait(ewh, clearCount)
End While
Console.WriteLine()
' Create a ManualReset EventWaitHandle.
'
ewh = New EventWaitHandle(False, EventResetMode.ManualReset)
' Create and start five more numbered threads.
'
For i As Integer = 0 To 4
Dim t As New Thread(AddressOf ThreadProc)
t.Start(i)
Next i
' Wait until all the threads have started and blocked.
'
While Interlocked.Read(threadCount) < 5
Thread.Sleep(500)
End While
' Because the EventWaitHandle was created with
' ManualReset mode, signaling it releases all the
' waiting threads.
'
Console.WriteLine("Press ENTER to release the waiting threads.")
Console.ReadLine()
ewh.Set()
End Sub
Public Shared Sub ThreadProc(ByVal data As Object)
Dim index As Integer = CInt(data)
Console.WriteLine("Thread {0} blocks.", data)
' Increment the count of blocked threads.
Interlocked.Increment(threadCount)
' Wait on the EventWaitHandle.
ewh.WaitOne()
Console.WriteLine("Thread {0} exits.", data)
' Decrement the count of blocked threads.
Interlocked.Decrement(threadCount)
' After signaling ewh, the main thread blocks on
' clearCount until the signaled thread has
' decremented the count. Signal it now.
'
clearCount.Set()
End Sub
End Class
注解
此操作不一定是原子操作。 在当前线程发出信号 toSignal
之后,但在等待 toWaitOn
之前,在另一个处理器上运行的线程可能会发出信号 toWaitOn
或等待。
适用于
SignalAndWait(WaitHandle, WaitHandle, Int32, Boolean)
- Source:
- WaitHandle.cs
- Source:
- WaitHandle.cs
- Source:
- WaitHandle.cs
向一个 WaitHandle 发出信号并等待另一个,指定超时间隔为 32 位有符号整数,并指定在进入等待前是否退出上下文的同步域。
public:
static bool SignalAndWait(System::Threading::WaitHandle ^ toSignal, System::Threading::WaitHandle ^ toWaitOn, int millisecondsTimeout, bool exitContext);
public static bool SignalAndWait (System.Threading.WaitHandle toSignal, System.Threading.WaitHandle toWaitOn, int millisecondsTimeout, bool exitContext);
static member SignalAndWait : System.Threading.WaitHandle * System.Threading.WaitHandle * int * bool -> bool
Public Shared Function SignalAndWait (toSignal As WaitHandle, toWaitOn As WaitHandle, millisecondsTimeout As Integer, exitContext As Boolean) As Boolean
参数
- toSignal
- WaitHandle
要发出信号的 WaitHandle。
- toWaitOn
- WaitHandle
要等待的 WaitHandle。
- exitContext
- Boolean
如果等待之前先退出上下文的同步域(如果在同步上下文中),并在稍后重新获取它,则为 true
;否则为 false
。
返回
如果信号发送和等待均成功完成,则为 true
;如果信号发送完成,但等待超时,则为 false
。
例外
对处于 STA 状态的线程调用了此方法。
无法终止 WaitHandle,因为它将超过其最大计数。
millisecondsTimeout
是一个非 -1 的负数,而 -1 表示无限期超时。
等待结束,因为线程在未释放互斥的情况下退出。
注解
此操作不一定是原子操作。 在当前线程发出信号 toSignal
之后,但在等待 toWaitOn
之前,在另一个处理器上运行的线程可能会发出信号 toWaitOn
或等待。
如果 millisecondsTimeout
为零,则该方法不会阻止。 它测试 的状态 toWaitOn
并立即返回。
退出上下文
除非 exitContext
从非默认托管上下文内部调用此方法,否则 参数无效。 如果线程位于对派生自 ContextBoundObject的类实例的调用内,则托管上下文可以是非默认的。 即使当前正在对不是派生自 ContextBoundObject的类(如 ) String执行方法,也可以位于非默认上下文中(如果 ContextBoundObject 位于当前应用程序域中的堆栈上)。
当代码在非默认上下文中执行时,将 指定 true
为 exitContext
会导致线程退出非默认托管上下文 (即在执行此方法之前转换为默认上下文) 。 对此方法的调用完成后,线程将返回到原始非默认上下文。
当上下文绑定类具有 属性时, SynchronizationAttribute 退出上下文可能很有用。 在这种情况下,将自动同步对 类成员的所有调用,并且同步域是类的整个代码主体。 如果成员的调用堆栈中的代码调用此方法并为 指定 true
exitContext
,则线程将退出同步域,从而允许在调用 对象的任何成员时被阻止的线程继续。 此方法返回时,进行调用的线程必须等待重新进入同步域。
适用于
SignalAndWait(WaitHandle, WaitHandle, TimeSpan, Boolean)
- Source:
- WaitHandle.cs
- Source:
- WaitHandle.cs
- Source:
- WaitHandle.cs
向一个 WaitHandle 发出信号并等待另一个,指定超时间隔为 TimeSpan,并指定在进入等待前是否退出上下文的同步域。
public:
static bool SignalAndWait(System::Threading::WaitHandle ^ toSignal, System::Threading::WaitHandle ^ toWaitOn, TimeSpan timeout, bool exitContext);
public static bool SignalAndWait (System.Threading.WaitHandle toSignal, System.Threading.WaitHandle toWaitOn, TimeSpan timeout, bool exitContext);
static member SignalAndWait : System.Threading.WaitHandle * System.Threading.WaitHandle * TimeSpan * bool -> bool
Public Shared Function SignalAndWait (toSignal As WaitHandle, toWaitOn As WaitHandle, timeout As TimeSpan, exitContext As Boolean) As Boolean
参数
- toSignal
- WaitHandle
要发出信号的 WaitHandle。
- toWaitOn
- WaitHandle
要等待的 WaitHandle。
- exitContext
- Boolean
如果等待之前先退出上下文的同步域(如果在同步上下文中),并在稍后重新获取它,则为 true
;否则为 false
。
返回
如果信号发送和等待均成功完成,则为 true
;如果信号发送完成,但等待超时,则为 false
。
例外
在一个处于 STA 状态的线程上调用了该方法。
toSignal
是信号量,已达到最大计数。
等待结束,因为线程在未释放互斥的情况下退出。
注解
此操作不一定是原子操作。 在当前线程发出信号 toSignal
之后,但在等待 toWaitOn
之前,在另一个处理器上运行的线程可能会发出信号 toWaitOn
或等待。
的 timeout
最大值为 Int32.MaxValue。
如果 timeout
为零,则该方法不会阻止。 它测试 的状态 toWaitOn
并立即返回。
退出上下文
除非 exitContext
从非默认托管上下文内部调用此方法,否则 参数无效。 如果线程位于对派生自 ContextBoundObject的类实例的调用内,则托管上下文可以是非默认的。 即使当前正在对不是派生自 ContextBoundObject的类(如 ) String执行方法,也可以位于非默认上下文中(如果 ContextBoundObject 位于当前应用程序域中的堆栈上)。
当代码在非默认上下文中执行时,将 指定 true
为 exitContext
会导致线程退出非默认托管上下文 (即在执行此方法之前转换为默认上下文) 。 对此方法的调用完成后,线程将返回到原始非默认上下文。
当上下文绑定类具有 属性时, SynchronizationAttribute 退出上下文可能很有用。 在这种情况下,将自动同步对 类成员的所有调用,并且同步域是类的整个代码主体。 如果成员的调用堆栈中的代码调用此方法并为 指定 true
exitContext
,则线程将退出同步域,从而允许在调用 对象的任何成员时被阻止的线程继续。 此方法返回时,进行调用的线程必须等待重新进入同步域。