handlecollector.cs source code in C# .NET

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Code:

/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / Orcas / SP / wpf / src / Shared / MS / Win32 / handlecollector.cs / 1 / handlecollector.cs

                            using System; 
using MS.Win32 ;
using System.Runtime.InteropServices;

namespace MS.Win32 
{
    internal static class HandleCollector 
    { 
        private static HandleType[]             handleTypes;
        private static int                      handleTypeCount = 0; 

        private static Object handleMutex = new Object();

        ///  
        ///     Adds the given handle to the handle collector.  This keeps the
        ///     handle on a "hot list" of objects that may need to be garbage 
        ///     collected. 
        /// 
        internal static IntPtr Add(IntPtr handle, int type) { 
            handleTypes[type - 1].Add();
            return handle;
        }
 
        internal static SafeHandle Add(SafeHandle handle, int type) {
            handleTypes[type - 1].Add(); 
            return handle; 
        }
        ///  
        ///     Registers a new type of handle with the handle collector.
        /// 
        internal static int RegisterType(string typeName, int expense, int initialThreshold) {
            lock (handleMutex) 
            {
                if (handleTypeCount == 0 || handleTypeCount == handleTypes.Length) 
                { 
                    HandleType[] newTypes = new HandleType[handleTypeCount + 10];
                    if (handleTypes != null) { 
                        Array.Copy(handleTypes, 0, newTypes, 0, handleTypeCount);
                    }
                    handleTypes = newTypes;
                } 

                handleTypes[handleTypeCount++] = new HandleType(typeName, expense, initialThreshold); 
                return handleTypeCount; 
            }
        } 

        /// 
        ///     Removes the given handle from the handle collector.  Removing a
        ///     handle removes it from our "hot list" of objects that should be 
        ///     frequently garbage collected.
        ///  
        internal static IntPtr Remove(IntPtr handle, int type) { 
            handleTypes[type - 1].Remove();
            return handle ; 
        }

        internal static SafeHandle Remove(SafeHandle handle, int type) {
            handleTypes[type - 1].Remove(); 
            return handle ;
        } 
 
        /// 
        ///     Represents a specific type of handle. 
        /// 
        private class HandleType
        {
            internal readonly string name; 

            private int initialThreshHold; 
            private int threshHold; 
            private int handleCount;
            private readonly int deltaPercent; 

            /// 
            ///     Creates a new handle type.
            ///  
            internal HandleType(string name, int expense, int initialThreshHold) {
                this.name = name; 
                this.initialThreshHold = initialThreshHold; 
                this.threshHold = initialThreshHold;
                this.deltaPercent = 100 - expense; 
            }

            /// 
            ///     Adds a handle to this handle type for monitoring. 
            /// 
            internal void Add() { 
                bool performCollect = false; 

                lock(this) { 
                    handleCount++;
                    performCollect = NeedCollection();

                    if (!performCollect) { 
                        return;
                    } 
                } 

                if (performCollect) { 
#if DEBUG_HANDLECOLLECTOR
                    Debug.WriteLine("HC> Forcing garbage collect");
                    Debug.WriteLine("HC>     name        :" + name);
                    Debug.WriteLine("HC>     threshHold  :" + (threshHold).ToString()); 
                    Debug.WriteLine("HC>     handleCount :" + (handleCount).ToString());
                    Debug.WriteLine("HC>     deltaPercent:" + (deltaPercent).ToString()); 
#endif 
                    GC.Collect();
 
                    // We just performed a GC.  If the main thread is in a tight
                    // loop there is a this will cause us to increase handles forever and prevent handle collector
                    // from doing its job.  Yield the thread here.  This won't totally cause
                    // a finalization pass but it will effectively elevate the priority 
                    // of the finalizer thread just for an instant.  But how long should
                    // we sleep?  We base it on how expensive the handles are because the 
                    // more expensive the handle, the more critical that it be reclaimed. 
                    int sleep = (100 - deltaPercent) / 4;
                    System.Threading.Thread.Sleep(sleep); 
                }
            }

 
            /// 
            ///     Determines if this handle type needs a garbage collection pass. 
            ///  
            internal bool NeedCollection() {
 
                if (handleCount > threshHold) {
                    threshHold = handleCount + ((handleCount * deltaPercent) / 100);
#if DEBUG_HANDLECOLLECTOR
                    Debug.WriteLine("HC> NeedCollection: increase threshHold to " + threshHold); 
#endif
                    return true; 
                } 

                // If handle count < threshHold, we don't 
                // need to collect, but if it 10% below the next lowest threshhold we
                // will bump down a rung.  We need to choose a percentage here or else
                // we will oscillate.
                // 
                int oldThreshHold = (100 * threshHold) / (100 + deltaPercent);
                if (oldThreshHold >= initialThreshHold && handleCount <  (int)(oldThreshHold * .9F)) { 
#if DEBUG_HANDLECOLLECTOR 
                    Debug.WriteLine("HC> NeedCollection: throttle threshhold " + threshHold + " down to " + oldThreshHold);
#endif 
                    threshHold = oldThreshHold;
                }

                return false; 
            }
 
            ///  
            ///     Removes the given handle from our monitor list.
            ///  
            internal void Remove() {
                lock(this) {
                    handleCount--;
 
                    handleCount = Math.Max(0, handleCount);
                } 
            } 
        }
    } 

}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
using System; 
using MS.Win32 ;
using System.Runtime.InteropServices;

namespace MS.Win32 
{
    internal static class HandleCollector 
    { 
        private static HandleType[]             handleTypes;
        private static int                      handleTypeCount = 0; 

        private static Object handleMutex = new Object();

        ///  
        ///     Adds the given handle to the handle collector.  This keeps the
        ///     handle on a "hot list" of objects that may need to be garbage 
        ///     collected. 
        /// 
        internal static IntPtr Add(IntPtr handle, int type) { 
            handleTypes[type - 1].Add();
            return handle;
        }
 
        internal static SafeHandle Add(SafeHandle handle, int type) {
            handleTypes[type - 1].Add(); 
            return handle; 
        }
        ///  
        ///     Registers a new type of handle with the handle collector.
        /// 
        internal static int RegisterType(string typeName, int expense, int initialThreshold) {
            lock (handleMutex) 
            {
                if (handleTypeCount == 0 || handleTypeCount == handleTypes.Length) 
                { 
                    HandleType[] newTypes = new HandleType[handleTypeCount + 10];
                    if (handleTypes != null) { 
                        Array.Copy(handleTypes, 0, newTypes, 0, handleTypeCount);
                    }
                    handleTypes = newTypes;
                } 

                handleTypes[handleTypeCount++] = new HandleType(typeName, expense, initialThreshold); 
                return handleTypeCount; 
            }
        } 

        /// 
        ///     Removes the given handle from the handle collector.  Removing a
        ///     handle removes it from our "hot list" of objects that should be 
        ///     frequently garbage collected.
        ///  
        internal static IntPtr Remove(IntPtr handle, int type) { 
            handleTypes[type - 1].Remove();
            return handle ; 
        }

        internal static SafeHandle Remove(SafeHandle handle, int type) {
            handleTypes[type - 1].Remove(); 
            return handle ;
        } 
 
        /// 
        ///     Represents a specific type of handle. 
        /// 
        private class HandleType
        {
            internal readonly string name; 

            private int initialThreshHold; 
            private int threshHold; 
            private int handleCount;
            private readonly int deltaPercent; 

            /// 
            ///     Creates a new handle type.
            ///  
            internal HandleType(string name, int expense, int initialThreshHold) {
                this.name = name; 
                this.initialThreshHold = initialThreshHold; 
                this.threshHold = initialThreshHold;
                this.deltaPercent = 100 - expense; 
            }

            /// 
            ///     Adds a handle to this handle type for monitoring. 
            /// 
            internal void Add() { 
                bool performCollect = false; 

                lock(this) { 
                    handleCount++;
                    performCollect = NeedCollection();

                    if (!performCollect) { 
                        return;
                    } 
                } 

                if (performCollect) { 
#if DEBUG_HANDLECOLLECTOR
                    Debug.WriteLine("HC> Forcing garbage collect");
                    Debug.WriteLine("HC>     name        :" + name);
                    Debug.WriteLine("HC>     threshHold  :" + (threshHold).ToString()); 
                    Debug.WriteLine("HC>     handleCount :" + (handleCount).ToString());
                    Debug.WriteLine("HC>     deltaPercent:" + (deltaPercent).ToString()); 
#endif 
                    GC.Collect();
 
                    // We just performed a GC.  If the main thread is in a tight
                    // loop there is a this will cause us to increase handles forever and prevent handle collector
                    // from doing its job.  Yield the thread here.  This won't totally cause
                    // a finalization pass but it will effectively elevate the priority 
                    // of the finalizer thread just for an instant.  But how long should
                    // we sleep?  We base it on how expensive the handles are because the 
                    // more expensive the handle, the more critical that it be reclaimed. 
                    int sleep = (100 - deltaPercent) / 4;
                    System.Threading.Thread.Sleep(sleep); 
                }
            }

 
            /// 
            ///     Determines if this handle type needs a garbage collection pass. 
            ///  
            internal bool NeedCollection() {
 
                if (handleCount > threshHold) {
                    threshHold = handleCount + ((handleCount * deltaPercent) / 100);
#if DEBUG_HANDLECOLLECTOR
                    Debug.WriteLine("HC> NeedCollection: increase threshHold to " + threshHold); 
#endif
                    return true; 
                } 

                // If handle count < threshHold, we don't 
                // need to collect, but if it 10% below the next lowest threshhold we
                // will bump down a rung.  We need to choose a percentage here or else
                // we will oscillate.
                // 
                int oldThreshHold = (100 * threshHold) / (100 + deltaPercent);
                if (oldThreshHold >= initialThreshHold && handleCount <  (int)(oldThreshHold * .9F)) { 
#if DEBUG_HANDLECOLLECTOR 
                    Debug.WriteLine("HC> NeedCollection: throttle threshhold " + threshHold + " down to " + oldThreshHold);
#endif 
                    threshHold = oldThreshHold;
                }

                return false; 
            }
 
            ///  
            ///     Removes the given handle from our monitor list.
            ///  
            internal void Remove() {
                lock(this) {
                    handleCount--;
 
                    handleCount = Math.Max(0, handleCount);
                } 
            } 
        }
    } 

}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.

                        

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