如何在线程之间传递数据?

时间:2009-09-14 13:31:51

标签: .net multithreading

在.NET中的线程之间传递数据的方法有哪些?我现在可以想到两件事:

  1. 会员变量,例如使用producer-consumer-queue模式。
  2. 启动线程时使用ParameterizedThreadStart委托。 (仅适用于一次,不适合长时间运行的后台工作线程)。
  3. .NET Framework有哪些解决方案可以解决这个问题。也许.NET已经实现了通用的生产者 - 消费者模式?也许我可以以某种方式使用Thread.GetData和Thread.SetData?

4 个答案:

答案 0 :(得分:7)

作为Ash解决方案的替代方案,请考虑以下示例。

假设您有两个线程 - 一个用于接收来自套接字的数据包,另一个用于处理这些数据包。显然,当数据包可用于处理时,Receiver线程需要通知处理器线程,因此需要以某种方式在线程之间共享数据包。我通常使用共享数据队列来执行此操作。

同时,我们不一定要将线程紧密地结合在一起。例如,Receiver线程甚至不应该知道处理器线程存在。接收方需要关注的是从网络接收数据包,然后通知任何感兴趣的用户数据包可用于处理。事件是在.NET中实现这一目标的完美方式。

所以这里有一些代码。

using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Threading;
public class Packet
{
    public byte[] Buffer { get; private set; }
    public Packet(byte[] buffer)
    {
        Buffer = buffer;
    }
}
public class PacketEventArgs : EventArgs
{
    public Packet Packet { get; set; }
}
public class UdpState
{
    public UdpClient Client{get;set;}
    public IPEndPoint EndPoint{get;set;}
}
public class Receiver
{
    public event EventHandler<PacketEventArgs> PacketReceived;
    private Thread _thread;
    private ManualResetEvent _shutdownThread = new ManualResetEvent(false);
    public void Start() { _thread.Start(); }
    public void Stop() { _shutdownThread.Set(); }
    public Receiver()
    {
        _thread = new Thread(
            delegate() {
                // Create the client UDP socket.
                IPEndPoint endPoint = new IPEndPoint(IPAddress.Any, 5006);
                UdpClient client = new UdpClient( endPoint );
                // Receive the packets asynchronously.
                client.BeginReceive(
                    new AsyncCallback(OnPacketReceived),
                    new UdpState() { Client = client, EndPoint = endpoint });
                // Wait for the thread to end.
                _shutdownThread.WaitOne();
            }
        );
    }
    private void OnPacketReceived(IAsyncResult ar)
    {
        UdpState state = (UdpState)ar.AsyncState;
        IPEndPoint endPoint = state.EndPoint;
        byte[] bytes = state.Client.EndReceive(ar, ref endPoint);
        // Create the packet. 
        Packet packet = new Packet(bytes);
        // Notify any listeners.
        EventHandler<PacketEventArgs> handler = PacketReceived;
        if (handler != null) {
            handler(this, new PacketEventArgs() { Packet = packet });
        }
        // Read next packet.
        if (!_shutdownThread.WaitOne(0)) {
            state.Client.BeginReceive(
                new AsyncCallback(OnPacketReceived),
                state);
        }
    }
}
public class Processor
{
    private Thread _thread;
    private object _sync = new object();
    private ManualResetEvent _packetReceived = new ManualResetEvent(false);
    private ManualResetEvent _shutdownThread = new ManualResetEvent(false);
    private Queue<Packet> _packetQueue = new Queue<Packet>(); // shared data
    public void Start() { _thread.Start(); }
    public void Stop() { _shutdownThread.Set(); }
    public Processor()
    {
        _thread = new Thread(
            delegate() {
                WaitHandle[] handles = new WaitHandle[] {
                    _shutdownThread,
                    _packetReceived
                };

                while (!_shutdownThread.WaitOne(0)) {
                    switch (WaitHandle.WaitAny(handles)) {
                        case 0: // Shutdown Thread Event
                            break;
                        case 1: // Packet Received Event
                            _packetReceived.Reset();
                            ProcessPackets();
                            break;
                        default:
                            Stop();
                            break;
                    }
                }
            }
        );
    }
    private void ProcessPackets()
    {
        Queue<Packet> localPacketQueue = null;
        Queue<Packet> newPacketQueue = new Queue<Packet>();
        lock (_sync) {
            // Swap out the populated queue with the empty queue.
            localPacketQueue = _packetQueue;
            _packetQueue = newPacketQueue;
        }

        foreach (Packet packet in localPacketQueue) {
            Console.WriteLine(
                "Packet received with {0} bytes",
                packet.Buffer.Length );
        }
    }
    public void OnPacketReceived(object sender, PacketEventArgs e)
    {
        // NOTE:  This function executes on the Receiver thread.
        lock (_sync) {
            // Enqueue the packet.
            _packetQueue.Enqueue(e.Packet);
        }

        // Notify the Processor thread that a packet is available.
        _packetReceived.Set();
    }
}
static void Main()
{
    Receiver receiver = new Receiver();
    Processor processor = new Processor();

    receiver.PacketReceived += processor.OnPacketReceived;

    processor.Start();
    receiver.Start();

    Thread.Sleep(5000);

    receiver.Stop();
    processor.Stop();
}

我知道那里要消化很多。该程序应该在.NET 3.5中工作,只要你在端口5006上有UDP流量。

就线程之间的数据共享而言,感兴趣的点是Processor类的ProcessPackets()和OnPacketReceived()方法。请注意,OnPacketReceived()方法在Receiver线程上发生,即使该方法是Processor类的一部分,并且使用同步对象同步队列。

答案 1 :(得分:2)

虽然它不是内置解决方案,但您可以创建一个包含私有“同步”对象的类。然后,在属性和方法调用中,使用同步对象上的lock语句来确保序列化访问。

例如:

class DataClass{
    private object m_syncObject=new object();

    private string m_data;

    public string Data
    {
        get{
            lock(m_syncobject)
            {
                return m_data;
            }
        }
        set{
           lock(m_syncobject)
           {
                m_data=value;
           }

        }
    }
} 

在一个线程上创建一个DataClass()实例,然后将此实例传递给另一个或多个线程。需要时访问线程安全的Data属性以在线程之间传递/接收数据。

答案 2 :(得分:1)

看看here,其中一些回复可能会回答您的问题。

答案 3 :(得分:0)

至于Ash的解决方案: 这种“线程安全”数据类(我称之为“伪线程安全”)的问题,特别是如果它们有不同的成员,这些成员可能会在线程安全调用之间发生变化。 这适用于所有多成员类,但在所有枚举(列表,数组)中尤其是一个问题,因为它使得像“.Count”这样的函数实际上是不可能的(google了解详情)。

示例:

class pseudoThreadsafeHuman{
   private object m_syncobject;
   public string firstName;
   public string lastName;

   public string fullName
   get{
        lock(m_syncobject)
        {
            return lastName & "," & firstName;
        }
    }
    set{
       lock(m_syncobject)
       {
            lastName = value.Split(",")[1];
            firstName = value.Split(",")[2];
       }
    }
}

这里有人可能会尝试使用这样的东西:

public void isJohn(pseudoThreadSafeHuman currentPerson) {
    if currentPerson.firstName == "John"  
       {
         MessageBox.Show(currentPerson.fullName)
       }
}

成员firstName,lastName和fullName都是线程安全的。由于if和MessageBox.Show()之间的值可能会发生变化,因此这可能会打印除“John”之外的其他内容。 另一个例子:

像getInitials(pseudoThreadSafeHuman currentPerson)这样的东西可能会抛出异常:

public getInitials(pseudoThreadSafeHuman currentPerson)
   string initials = ""
   if currentPerson.firstName != "" {
     initials += currentPerson.firstName[0];  // crash here if firstName got changed to ""
   }
   if currentPerson.lastName != "" {
      initials += currentPerson.lastName[0];  // crash here if lastName got changed to ""
   }
}

这是错误的代码使用的愚蠢的例子。另外我不太了解C#(我自己使用的是VB.Net),因此语法可能完全不合适。我猜你还是明白了。所以在我看来,线程安全类会导致编程错误,而只是使用经典的synclock(对其他程序员来说也更具可读性)。