我如何让我的方法等待所有线程完成?

Joe*_*Gfd 3 c# multithreading

我有一个方法,即触发线程来完成一些工作.将有2个线程在一段时间内异步运行,并且当调用它们的回调方法时,回调将触发另一个线程,直到完成所有工作.如何让我的方法等待所有这些线程完成并被解雇?

Sve*_*ven 6

如果这是.Net 4.0,你可以使用 CountdownEvent

const int threads = 10;
using( CountdownEvent evt = new CountdownEvent(threads) )
{
    for( int x = 0; x < threads; ++x )
    {
        ThreadPool.QueueUserWorkItem((state) =>
            {
                // Do work here
                ((CountdownEvent)state).Signal();
            }, evt);
    }

    evt.Wait();
}
Console.WriteLine("Everyone finished!");
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这有一个优点,即当Thread.Join不是一个选项时工作(例如,如果你正在使用线程池),并且比使用等待句柄更好地扩展(因为WaitHandle.WaitAll最多有64个句柄,你也不需要分配为很多物品).

请注意,如果您使用.Net 4,您还可以使用任务并行库,这使得这种事情变得更容易.

更新:

既然你说这不是.Net 4.0,这里有一个CountdownEvent可以在.Net 3.5中使用的简单版本.我最初写的是因为我需要一个可以在Mono中使用的CountdownEvent,Mono不支持.Net 4.它不像真正的那样灵活,但它可以满足您的需求:

/// <summary>
/// Represents a synchronization primitive that is signaled when its count reaches zero.
/// </summary>
/// <remarks>
/// <para>
///   This class is similar to but less versatile than .Net 4's built-in CountdownEvent.
/// </para>
/// </remarks>
public sealed class CountdownEvent : IDisposable
{
    private readonly ManualResetEvent _reachedZeroEvent = new ManualResetEvent(false);
    private volatile int _count;
    private volatile bool _disposed;

    /// <summary>
    /// Initializes a new instance of the <see cref="CountdownEvent"/> class.
    /// </summary>
    /// <param name="initialCount">The initial count.</param>
    public CountdownEvent(int initialCount)
    {
        _count = initialCount;
    }

    // Disable volatile not treated as volatile warning.
#pragma warning disable 420

    /// <summary>
    /// Signals the event by decrementing the count by one.
    /// </summary>
    /// <returns><see langword="true" /> if the count reached zero and the event was signalled; otherwise, <see langword="false"/>.</returns>
    public bool Signal()
    {
        CheckDisposed();

        // This is not meant to prevent _count from dropping below zero (that can still happen due to race conditions),
        // it's just a simple way to prevent the function from doing unnecessary work if the count has already reached zero.
        if( _count <= 0 )
            return true;

        if( Interlocked.Decrement(ref _count) <= 0 )
        {
            _reachedZeroEvent.Set();
            return true;
        }
        return false;
    }

#pragma warning restore 420

    /// <summary>
    /// Blocks the calling thread until the <see cref="CountdownEvent"/> is set.
    /// </summary>
    public void Wait()
    {
        CheckDisposed();
        _reachedZeroEvent.WaitOne();
    }

    /// <summary>
    /// Blocks the calling thread until the <see cref="CountdownEvent"/> is set, using a <see cref="TimeSpan"/> to measure the timeout.
    /// </summary>
    /// <param name="timeout">The timeout to wait, or a <see cref="TimeSpan"/> representing -1 milliseconds to wait indefinitely.</param>
    /// <returns><see langword="true"/> if the <see cref="CountdownEvent"/> was set; otherwise, <see langword="false"/>.</returns>
    public bool Wait(TimeSpan timeout)
    {
        CheckDisposed();
        return _reachedZeroEvent.WaitOne(timeout, false);
    }

    /// <summary>
    /// Blocks the calling thread until the <see cref="CountdownEvent"/> is set, using a 32-bit signed integer to measure the timeout.
    /// </summary>
    /// <param name="millisecondsTimeout">The timeout to wait, or <see cref="Timeout.Infinite"/> (-1) to wait indefinitely.</param>
    /// <returns><see langword="true"/> if the <see cref="CountdownEvent"/> was set; otherwise, <see langword="false"/>.</returns>
    public bool Wait(int millisecondsTimeout)
    {
        CheckDisposed();
        return _reachedZeroEvent.WaitOne(millisecondsTimeout, false);
    }

    /// <summary>
    /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
    /// </summary>
    public void Dispose()
    {
        Dispose(true);
        GC.SuppressFinalize(this);
    }

    private void Dispose(bool disposing)
    {
        if( !_disposed )
        {
            if( disposing )
                ((IDisposable)_reachedZeroEvent).Dispose();
            _disposed = true;
        }
    }

    private void CheckDisposed()
    {
        if( _disposed )
            throw new ObjectDisposedException(typeof(CountdownEvent).FullName);
    }
}
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Jon*_*eet 5

简单调用Join所有线程.所以如果你有两个线程变量:

thread1.Join();
thread2.Join();
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或者,如果你有一个集合:

foreach (Thread thread in threads)
{
    thread.Join();
}
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线程完成的顺序无关紧要; 所有线程完成后代码才会继续.

但是,如果你一直在创建新的线程,那么这可能没什么用...你可能需要一些只能在一个锁中访问的集合(例如一个队列),并获得每个线程产生的活动将新线程添加到队列中...然后迭代(小心!)直到队列为空:

while (true)
{
    Thread nextThread;
    lock (collectionLock)
    {
        if (queue.Count == 0)
        {
            break;
        }
        nextThread = queue.Dequeue();
    }
    nextThread.Join();
}
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理想情况下,尝试使用任务并行库,如果你在.NET 4上 - 它使很多这东西更容易:)