在.NET中的线程处理(3)

使用异步 I/O 完成事件,线程池中的线程将只在收到数据时对数据进行处理,一旦处理完数据,该线程就会返回到线程池中。

若要进行异步 I/O 调用,必须将操作系统 I/O 句柄与线程池相关联,并且必须指定一个回调方法。当 I/O 操作完成后,线程池中的线程将调用该回调方法。

下面的 C# 代码示例说明了一个简单的异步 I/O 操作。

** 注意 ** 该示例需要 100MB 以上的可用内存。

[C#]

using System;

using System.IO;

using System.Threading;

using System.Runtime.InteropServices;

public class BulkImageProcAsync{

public const String ImageBaseName = "tmpImage-";

public const int numImages = 200;

public const int numPixels = 512*512;

// ProcessImage has a simple O(N) loop, and you can vary the number

// of times you repeat that loop to make the application more CPU-bound

// or more I/O-bound.

public static int processImageRepeats = 20;

// Threads must decrement NumImagesToFinish, and protect

// their access to it through a mutex.

public static int NumImagesToFinish = numImages;

public static Object NumImagesMutex = new Object[0];

// WaitObject is signalled when all image processing is done.

public static Object WaitObject = new Object[0];

public class ImageStateObject{

public byte[] pixels;

public int imageNum;

public FileStream fs;

}

public static void MakeImageFiles(){

int sides = (int) Math.Sqrt(numPixels);

Console.Write("Making "+numImages+" "+sides+"x"+sides+" images... ");

byte[] pixels = new byte[numPixels];

for(int i=0; i<numPixels; i++)

pixels[i] = (byte) i;

for(int i=0; i<numImages; i++){

FileStream fs = new FileStream(

ImageBaseName+i+".tmp",

FileMode.Create,

FileAccess.Write,

FileShare.None,

8192,

false

);

fs.Write(pixels, 0, pixels.Length);

FlushFileBuffers(fs.Handle);

fs.Close();

}

Console.WriteLine("Done.");

}

public static void ReadInImageCallback(IAsyncResult asyncResult){

ImageStateObject state = (ImageStateObject) asyncResult.AsyncState;

Stream stream = state.fs;

int bytesRead = stream.EndRead(asyncResult);

if (bytesRead != numPixels)

throw new Exception("In ReadInImageCallback, got wrong number of bytes from the image! got: " + bytesRead);

ProcessImage(state.pixels, state.imageNum);

stream.Close();

// Now write out the image. No async here.

FileStream fs = new FileStream(

ImageBaseName + state.imageNum + ".done",

FileMode.Create,

FileAccess.Write,

FileShare.None,

4096,

false

);

fs.Write(state.pixels, 0, numPixels);

fs.Close();

// This application model uses too much memory.

// Releasing memory as soon as possible is a good idea, especially global

// state.

state.pixels = null;

// Record that an image is done now.

lock(NumImagesMutex){

NumImagesToFinish--;

if (NumImagesToFinish==0){

lock(WaitObject){

Monitor.Pulse(WaitObject);

}

}

}

}

public static void ProcessImage(byte[] pixels, int imageNum){

Console.WriteLine("ProcessImage "+imageNum);

// Do some CPU-intensive operation on the image.

for(int i=0; i<processImageRepeats; i++)

for(int j=0; j<numPixels; j++)

pixels[j] += 1;

Console.WriteLine("ProcessImage "+imageNum+" done.");

}

public static void ProcessImagesInBulk(){

Console.WriteLine("Processing images... ");

long t0 = Environment.TickCount;

NumImagesToFinish = numImages;

AsyncCallback readImageCallback = new AsyncCallback(ReadInImageCallback);

for(int i=0; i<numImages; i++){

ImageStateObject state = new ImageStateObject();

state.pixels = new byte[numPixels];

state.imageNum = i;

// Very large items are read only once, so the

// buffer on the file stream can be very small to save memory.

FileStream fs = new FileStream(

ImageBaseName+i+".tmp",

FileMode.Open,

FileAccess.Read,

FileShare.Read,

1,

true

);

state.fs = fs;

fs.BeginRead(state.pixels, 0, numPixels, readImageCallback, state);

}

// Determine whether all images are done being processed.

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