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ThreadStaticAttribute 類別

定義

表示每個執行緒的靜態欄位值是唯一的。

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
繼承
ThreadStaticAttribute
屬性

範例

下列範例會具現化亂數產生器,除了主執行緒之外,還會建立十個執行緒,然後在每一個執行緒中產生兩百萬個亂數。 它會使用 ThreadStaticAttribute 屬性來計算每個執行緒的亂數和計數。 它也會定義兩個額外的個別執行緒欄位, previous 以及 abnormal ,以允許它偵測亂數產生器的損毀。

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.

此範例使用 lock C# 中的 語句、 lock F# 中的 函式,以及 SyncLock Visual Basic 中的 建構,以同步存取亂數產生器。 這可防止亂數產生器損毀,這通常會導致所有後續呼叫傳回零的值。

此範例也會使用 CountdownEvent 類別,以確保每個執行緒在顯示呼叫總數之前,都已完成產生亂數。 否則,如果主執行緒在繁衍的其他執行緒之前完成執行,則會顯示方法呼叫總數的不正確值。

備註

標示為 static ThreadStaticAttribute 的欄位不會線上程之間共用。 每個執行執行緒都有欄位的個別實例,並獨立設定並取得該欄位的值。 如果欄位在不同的執行緒上存取,則會包含不同的值。

請注意,除了將 屬性套用 ThreadStaticAttribute 至欄位之外,您也必須將其 static 定義為 C# 或 F#) 中的欄位 (,或 Shared Visual Basic) 中的欄位 (。

注意

請勿指定標示 ThreadStaticAttribute 為 的欄位初始值,因為這類初始化只會在類別建構函式執行時發生一次,因此只會影響一個執行緒。 如果您未指定初始值,則可以仰賴初始化為預設值的欄位,如果是實值型別,或 null 是參考型別則為 。

請依原樣使用這個屬性,而且不會衍生自它。

如需使用屬性的詳細資訊,請參閱 屬性

建構函式

ThreadStaticAttribute()

初始化 ThreadStaticAttribute 類別的新執行個體。

屬性

TypeId

在衍生類別中實作時,取得這個 Attribute 的唯一識別碼。

(繼承來源 Attribute)

方法

Equals(Object)

傳回值,這個值指出此執行個體是否與指定的物件相等。

(繼承來源 Attribute)
GetHashCode()

傳回這個執行個體的雜湊碼。

(繼承來源 Attribute)
GetType()

取得目前執行個體的 Type

(繼承來源 Object)
IsDefaultAttribute()

在衍生類別中覆寫時,表示這個執行個體的值是衍生類別的預設值。

(繼承來源 Attribute)
Match(Object)

在衍生類別中覆寫時,會傳回值,表示這個執行個體是否等於指定物件。

(繼承來源 Attribute)
MemberwiseClone()

建立目前 Object 的淺層複製。

(繼承來源 Object)
ToString()

傳回代表目前物件的字串。

(繼承來源 Object)

明確介面實作

_Attribute.GetIDsOfNames(Guid, IntPtr, UInt32, UInt32, IntPtr)

將一組名稱對應至一組對應的分派識別項 (Dispatch Identifier)。

(繼承來源 Attribute)
_Attribute.GetTypeInfo(UInt32, UInt32, IntPtr)

擷取物件的類型資訊,可以用來取得介面的類型資訊。

(繼承來源 Attribute)
_Attribute.GetTypeInfoCount(UInt32)

擷取物件提供的類型資訊介面數目 (0 或 1)。

(繼承來源 Attribute)
_Attribute.Invoke(UInt32, Guid, UInt32, Int16, IntPtr, IntPtr, IntPtr, IntPtr)

提供物件所公開的屬性和方法的存取權。

(繼承來源 Attribute)

適用於

另請參閱