Code:
/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / ndp / fx / src / Core / System / Linq / Parallel / Channels / SynchronousChannel.cs / 1305376 / SynchronousChannel.cs
// ==++== // // Copyright (c) Microsoft Corporation. All rights reserved. // // ==--== // =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ // // SynchronousChannel.cs // //[....] // // =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- using System.Collections.Generic; using System.Diagnostics.Contracts; namespace System.Linq.Parallel { ////// The simplest channel is one that has no synchronization. This is used for stop- /// and-go productions where we are guaranteed the consumer is not running /// concurrently. It just wraps a FIFO queue internally. /// /// Assumptions: /// Producers and consumers never try to enqueue/dequeue concurrently. /// ///internal sealed class SynchronousChannel { // We currently use the BCL FIFO queue internally, although any would do. private Queue m_queue; #if DEBUG // In debug builds, we keep track of when the producer is done (for asserts). private bool m_done; #endif //------------------------------------------------------------------------------------ // Instantiates a new queue. // internal SynchronousChannel() { } //----------------------------------------------------------------------------------- // Initializes the queue for this channel. // internal void Init() { m_queue = new Queue (); } //----------------------------------------------------------------------------------- // Enqueue a new item. // // Arguments: // item - the item to place into the queue // timeoutMilliseconds - synchronous channels never wait, so this is unused // // Assumptions: // The producer has not signaled that it's done yet. // // Return Value: // Synchronous channels always return true for this function. It can't timeout. // internal void Enqueue(T item) { Contract.Assert(m_queue != null); #if DEBUG Contract.Assert(!m_done, "trying to enqueue into the queue after production is done"); #endif m_queue.Enqueue(item); } //----------------------------------------------------------------------------------- // Dequeue the next item in the queue. // // Return Value: // The item removed from the queue. // // Assumptions: // The producer must be done producing. This queue is meant for synchronous // production/consumption, therefore it's unsafe for the consumer to try and // dequeue an item while a producer might be enqueueing one. // internal T Dequeue() { Contract.Assert(m_queue != null); #if DEBUG Contract.Assert(m_done, "trying to dequeue before production is done -- this is not safe"); #endif return m_queue.Dequeue(); } //------------------------------------------------------------------------------------ // Signals that a producer will no longer be enqueueing items. // internal void SetDone() { #if DEBUG // We only track this in DEBUG builds to aid in debugging. This ensures we // can assert dequeue-before-done and enqueue-after-done invariants above. m_done = true; #endif } //----------------------------------------------------------------------------------- // Copies the internal contents of this channel to an array. // internal void CopyTo(T[] array, int arrayIndex) { Contract.Assert(array != null); #if DEBUG Contract.Assert(m_done, "Can only copy from the channel after it's done being added to"); #endif m_queue.CopyTo(array, arrayIndex); } //------------------------------------------------------------------------------------ // Retrieves the current count of items in the queue. // internal int Count { get { Contract.Assert(m_queue != null); return m_queue.Count; } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // ==++== // // Copyright (c) Microsoft Corporation. All rights reserved. // // ==--== // =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ // // SynchronousChannel.cs // // [....] // // =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- using System.Collections.Generic; using System.Diagnostics.Contracts; namespace System.Linq.Parallel { ////// The simplest channel is one that has no synchronization. This is used for stop- /// and-go productions where we are guaranteed the consumer is not running /// concurrently. It just wraps a FIFO queue internally. /// /// Assumptions: /// Producers and consumers never try to enqueue/dequeue concurrently. /// ///internal sealed class SynchronousChannel { // We currently use the BCL FIFO queue internally, although any would do. private Queue m_queue; #if DEBUG // In debug builds, we keep track of when the producer is done (for asserts). private bool m_done; #endif //------------------------------------------------------------------------------------ // Instantiates a new queue. // internal SynchronousChannel() { } //----------------------------------------------------------------------------------- // Initializes the queue for this channel. // internal void Init() { m_queue = new Queue (); } //----------------------------------------------------------------------------------- // Enqueue a new item. // // Arguments: // item - the item to place into the queue // timeoutMilliseconds - synchronous channels never wait, so this is unused // // Assumptions: // The producer has not signaled that it's done yet. // // Return Value: // Synchronous channels always return true for this function. It can't timeout. // internal void Enqueue(T item) { Contract.Assert(m_queue != null); #if DEBUG Contract.Assert(!m_done, "trying to enqueue into the queue after production is done"); #endif m_queue.Enqueue(item); } //----------------------------------------------------------------------------------- // Dequeue the next item in the queue. // // Return Value: // The item removed from the queue. // // Assumptions: // The producer must be done producing. This queue is meant for synchronous // production/consumption, therefore it's unsafe for the consumer to try and // dequeue an item while a producer might be enqueueing one. // internal T Dequeue() { Contract.Assert(m_queue != null); #if DEBUG Contract.Assert(m_done, "trying to dequeue before production is done -- this is not safe"); #endif return m_queue.Dequeue(); } //------------------------------------------------------------------------------------ // Signals that a producer will no longer be enqueueing items. // internal void SetDone() { #if DEBUG // We only track this in DEBUG builds to aid in debugging. This ensures we // can assert dequeue-before-done and enqueue-after-done invariants above. m_done = true; #endif } //----------------------------------------------------------------------------------- // Copies the internal contents of this channel to an array. // internal void CopyTo(T[] array, int arrayIndex) { Contract.Assert(array != null); #if DEBUG Contract.Assert(m_done, "Can only copy from the channel after it's done being added to"); #endif m_queue.CopyTo(array, arrayIndex); } //------------------------------------------------------------------------------------ // Retrieves the current count of items in the queue. // internal int Count { get { Contract.Assert(m_queue != null); return m_queue.Count; } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007.
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