ThreadStaticAttribute 类
定义
重要
一些信息与预发行产品相关,相应产品在发行之前可能会进行重大修改。 对于此处提供的信息,Microsoft 不作任何明示或暗示的担保。
指示各线程的静态字段值是否唯一。
public ref class ThreadStaticAttribute : Attribute
[System.AttributeUsage(System.AttributeTargets.Field, Inherited=false)]
public class ThreadStaticAttribute : Attribute
[System.AttributeUsage(System.AttributeTargets.Field, Inherited=false)]
[System.Serializable]
public class ThreadStaticAttribute : Attribute
[System.AttributeUsage(System.AttributeTargets.Field, Inherited=false)]
[System.Serializable]
[System.Runtime.InteropServices.ComVisible(true)]
public class ThreadStaticAttribute : Attribute
[<System.AttributeUsage(System.AttributeTargets.Field, Inherited=false)>]
type ThreadStaticAttribute = class
inherit Attribute
[<System.AttributeUsage(System.AttributeTargets.Field, Inherited=false)>]
[<System.Serializable>]
type ThreadStaticAttribute = class
inherit Attribute
[<System.AttributeUsage(System.AttributeTargets.Field, Inherited=false)>]
[<System.Serializable>]
[<System.Runtime.InteropServices.ComVisible(true)>]
type ThreadStaticAttribute = class
inherit Attribute
Public Class ThreadStaticAttribute
Inherits Attribute
- 继承
- 属性
示例
以下示例实例化一个随机数生成器,除了主线程之外,还创建 10 个线程,然后在每个线程中生成 200 万个随机数。 它使用 ThreadStaticAttribute 特性计算每个线程的随机数和计数。 它还定义了另外两个每线程字段, previous
abnormal
并允许它检测随机数生成器的损坏。
using System;
using System.Threading;
public class Example
{
[ThreadStatic] static double previous = 0.0;
[ThreadStatic] static double sum = 0.0;
[ThreadStatic] static int calls = 0;
[ThreadStatic] static bool abnormal;
static int totalNumbers = 0;
static CountdownEvent countdown;
private static Object lockObj;
Random rand;
public Example()
{
rand = new Random();
lockObj = new Object();
countdown = new CountdownEvent(1);
}
public static void Main()
{
Example ex = new Example();
Thread.CurrentThread.Name = "Main";
ex.Execute();
countdown.Wait();
Console.WriteLine("{0:N0} random numbers were generated.", totalNumbers);
}
private void Execute()
{
for (int threads = 1; threads <= 10; threads++)
{
Thread newThread = new Thread(new ThreadStart(this.GetRandomNumbers));
countdown.AddCount();
newThread.Name = threads.ToString();
newThread.Start();
}
this.GetRandomNumbers();
}
private void GetRandomNumbers()
{
double result = 0.0;
for (int ctr = 0; ctr < 2000000; ctr++)
{
lock (lockObj) {
result = rand.NextDouble();
calls++;
Interlocked.Increment(ref totalNumbers);
// We should never get the same random number twice.
if (result == previous) {
abnormal = true;
break;
}
else {
previous = result;
sum += result;
}
}
}
// get last result
if (abnormal)
Console.WriteLine("Result is {0} in {1}", previous, Thread.CurrentThread.Name);
Console.WriteLine("Thread {0} finished random number generation.", Thread.CurrentThread.Name);
Console.WriteLine("Sum = {0:N4}, Mean = {1:N4}, n = {2:N0}\n", sum, sum/calls, calls);
countdown.Signal();
}
}
// The example displays output similar to the following:
// Thread 1 finished random number generation.
// Sum = 1,000,556.7483, Mean = 0.5003, n = 2,000,000
//
// Thread 6 finished random number generation.
// Sum = 999,704.3865, Mean = 0.4999, n = 2,000,000
//
// Thread 2 finished random number generation.
// Sum = 999,680.8904, Mean = 0.4998, n = 2,000,000
//
// Thread 10 finished random number generation.
// Sum = 999,437.5132, Mean = 0.4997, n = 2,000,000
//
// Thread 8 finished random number generation.
// Sum = 1,000,663.7789, Mean = 0.5003, n = 2,000,000
//
// Thread 4 finished random number generation.
// Sum = 999,379.5978, Mean = 0.4997, n = 2,000,000
//
// Thread 5 finished random number generation.
// Sum = 1,000,011.0605, Mean = 0.5000, n = 2,000,000
//
// Thread 9 finished random number generation.
// Sum = 1,000,637.4556, Mean = 0.5003, n = 2,000,000
//
// Thread Main finished random number generation.
// Sum = 1,000,676.2381, Mean = 0.5003, n = 2,000,000
//
// Thread 3 finished random number generation.
// Sum = 999,951.1025, Mean = 0.5000, n = 2,000,000
//
// Thread 7 finished random number generation.
// Sum = 1,000,844.5217, Mean = 0.5004, n = 2,000,000
//
// 22,000,000 random numbers were generated.
open System
open System.Threading
type Example() =
[<ThreadStatic; DefaultValue>]
static val mutable private previous : double
[<ThreadStatic; DefaultValue>]
static val mutable private sum : double
[<ThreadStatic; DefaultValue>]
static val mutable private calls : int
[<ThreadStatic; DefaultValue>]
static val mutable private abnormal : bool
static let mutable totalNumbers = 0
static let countdown = new CountdownEvent(1)
static let lockObj = obj ()
let rand = Random()
member this.Execute() =
for threads = 1 to 10 do
let newThread = new Thread(ThreadStart this.GetRandomNumbers)
countdown.AddCount()
newThread.Name <- threads.ToString()
newThread.Start()
this.GetRandomNumbers()
countdown.Wait()
printfn $"{totalNumbers:N0} random numbers were generated."
member _.GetRandomNumbers() =
let mutable i = 0
while i < 2000000 do
lock lockObj (fun () ->
let result = rand.NextDouble()
Example.calls <- Example.calls + 1
Interlocked.Increment &totalNumbers |> ignore
// We should never get the same random number twice.
if result = Example.previous then
Example.abnormal <- true
i <- 2000001 // break
else
Example.previous <- result
Example.sum <- Example.sum + result )
i <- i + 1
// get last result
if Example.abnormal then
printfn $"Result is {Example.previous} in {Thread.CurrentThread.Name}"
printfn $"Thread {Thread.CurrentThread.Name} finished random number generation."
printfn $"Sum = {Example.sum:N4}, Mean = {Example.sum / float Example.calls:N4}, n = {Example.calls:N0}\n"
countdown.Signal() |> ignore
let ex = Example()
Thread.CurrentThread.Name <- "Main"
ex.Execute()
// The example displays output similar to the following:
// Thread 1 finished random number generation.
// Sum = 1,000,556.7483, Mean = 0.5003, n = 2,000,000
//
// Thread 6 finished random number generation.
// Sum = 999,704.3865, Mean = 0.4999, n = 2,000,000
//
// Thread 2 finished random number generation.
// Sum = 999,680.8904, Mean = 0.4998, n = 2,000,000
//
// Thread 10 finished random number generation.
// Sum = 999,437.5132, Mean = 0.4997, n = 2,000,000
//
// Thread 8 finished random number generation.
// Sum = 1,000,663.7789, Mean = 0.5003, n = 2,000,000
//
// Thread 4 finished random number generation.
// Sum = 999,379.5978, Mean = 0.4997, n = 2,000,000
//
// Thread 5 finished random number generation.
// Sum = 1,000,011.0605, Mean = 0.5000, n = 2,000,000
//
// Thread 9 finished random number generation.
// Sum = 1,000,637.4556, Mean = 0.5003, n = 2,000,000
//
// Thread Main finished random number generation.
// Sum = 1,000,676.2381, Mean = 0.5003, n = 2,000,000
//
// Thread 3 finished random number generation.
// Sum = 999,951.1025, Mean = 0.5000, n = 2,000,000
//
// Thread 7 finished random number generation.
// Sum = 1,000,844.5217, Mean = 0.5004, n = 2,000,000
//
// 22,000,000 random numbers were generated.
Imports System.Threading
Public Class Example
<ThreadStatic> Shared previous As Double = 0.0
<ThreadStatic> Shared sum As Double = 0.0
<ThreadStatic> Shared calls As Integer = 0
<ThreadStatic> Shared abnormal As Boolean
Shared totalNumbers As Integer = 0
Shared countdown As CountdownEvent
Private Shared lockObj As Object
Dim rand As Random
Public Sub New()
rand = New Random()
lockObj = New Object()
countdown = New CountdownEvent(1)
End Sub
Public Shared Sub Main()
Dim ex As New Example()
Thread.CurrentThread.Name = "Main"
ex.Execute()
countdown.Wait()
Console.WriteLine("{0:N0} random numbers were generated.", totalNumbers)
End Sub
Private Sub Execute()
For threads As Integer = 1 To 10
Dim newThread As New Thread(New ThreadStart(AddressOf GetRandomNumbers))
countdown.AddCount()
newThread.Name = threads.ToString()
newThread.Start()
Next
Me.GetRandomNumbers()
End Sub
Private Sub GetRandomNumbers()
Dim result As Double = 0.0
For ctr As Integer = 1 To 2000000
SyncLock lockObj
result = rand.NextDouble()
calls += 1
Interlocked.Increment(totalNumbers)
' We should never get the same random number twice.
If result = previous Then
abnormal = True
Exit For
Else
previous = result
sum += result
End If
End SyncLock
Next
' Get last result.
If abnormal Then
Console.WriteLine("Result is {0} in {1}", previous, Thread.CurrentThread.Name)
End If
Console.WriteLine("Thread {0} finished random number generation.", Thread.CurrentThread.Name)
Console.WriteLine("Sum = {0:N4}, Mean = {1:N4}, n = {2:N0}", sum, sum/calls, calls)
Console.WriteLine()
countdown.Signal()
End Sub
End Class
' The example displays output similar to the following:
' Thread 1 finished random number generation.
' Sum = 1,000,556.7483, Mean = 0.5003, n = 2,000,000
'
' Thread 6 finished random number generation.
' Sum = 999,704.3865, Mean = 0.4999, n = 2,000,000
'
' Thread 2 finished random number generation.
' Sum = 999,680.8904, Mean = 0.4998, n = 2,000,000
'
' Thread 10 finished random number generation.
' Sum = 999,437.5132, Mean = 0.4997, n = 2,000,000
'
' Thread 8 finished random number generation.
' Sum = 1,000,663.7789, Mean = 0.5003, n = 2,000,000
'
' Thread 4 finished random number generation.
' Sum = 999,379.5978, Mean = 0.4997, n = 2,000,000
'
' Thread 5 finished random number generation.
' Sum = 1,000,011.0605, Mean = 0.5000, n = 2,000,000
'
' Thread 9 finished random number generation.
' Sum = 1,000,637.4556, Mean = 0.5003, n = 2,000,000
'
' Thread Main finished random number generation.
' Sum = 1,000,676.2381, Mean = 0.5003, n = 2,000,000
'
' Thread 3 finished random number generation.
' Sum = 999,951.1025, Mean = 0.5000, n = 2,000,000
'
' Thread 7 finished random number generation.
' Sum = 1,000,844.5217, Mean = 0.5004, n = 2,000,000
'
' 22,000,000 random numbers were generated.
该示例使用 lock
C# 中的语句、lock
F# 中的函数和 SyncLock
Visual Basic 中的构造来同步对随机数生成器的访问。 这可以防止随机数生成器损坏,这通常会导致所有后续调用返回零的值。
该示例还使用 CountdownEvent 该类来确保每个线程在显示调用总数之前已完成生成随机数。 否则,如果主线程在生成的其他线程之前完成执行,则会显示方法调用总数的不准确值。
注解
static
标记的ThreadStaticAttribute字段未在线程之间共享。 每个执行线程都有一个单独的字段实例,并独立设置并获取该字段的值。 如果在其他线程上访问该字段,它将包含不同的值。
请注意,除了将ThreadStaticAttribute属性应用于字段外,还必须将其定义为 static
C# 或 F#) 中的字段 (,或Shared
Visual Basic) 中的字段 (。
备注
请勿为标记 ThreadStaticAttribute
的字段指定初始值,因为此类初始化仅在类构造函数执行时发生一次,因此仅影响一个线程。 如果未指定初始值,则可以依赖于要初始化为默认值的字段(如果它是值类型)或 null
作为引用类型。
按原样使用此属性,不派生自它。
有关使用属性的详细信息,请参阅 “属性”。
构造函数
ThreadStaticAttribute() |
初始化 ThreadStaticAttribute 类的新实例。 |
属性
TypeId |
在派生类中实现时,获取此 Attribute 的唯一标识符。 (继承自 Attribute) |
方法
Equals(Object) |
返回一个值,该值指示此实例是否与指定的对象相等。 (继承自 Attribute) |
GetHashCode() |
返回此实例的哈希代码。 (继承自 Attribute) |
GetType() |
获取当前实例的 Type。 (继承自 Object) |
IsDefaultAttribute() |
在派生类中重写时,指示此实例的值是否是派生类的默认值。 (继承自 Attribute) |
Match(Object) |
当在派生类中重写时,返回一个指示此实例是否等于指定对象的值。 (继承自 Attribute) |
MemberwiseClone() |
创建当前 Object 的浅表副本。 (继承自 Object) |
ToString() |
返回表示当前对象的字符串。 (继承自 Object) |
显式接口实现
_Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr) |
将一组名称映射为对应的一组调度标识符。 (继承自 Attribute) |
_Attribute.GetTypeInfo(UInt32, UInt32, IntPtr) |
检索对象的类型信息,然后可以使用该信息获取接口的类型信息。 (继承自 Attribute) |
_Attribute.GetTypeInfoCount(UInt32) |
检索对象提供的类型信息接口的数量(0 或 1)。 (继承自 Attribute) |
_Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr) |
提供对某一对象公开的属性和方法的访问。 (继承自 Attribute) |