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/////////////////////////////////////////////////////// | |
// Talk is cheap. Show me the code. - Linus Torvalds | |
/////////////////////////////////////////////////////// | |
public abstract class CalculatorBase : IDisposable { | |
protected void StartCore() { | |
// ... | |
} | |
protected void DisposeCore() { | |
// ... | |
} | |
public abstract void Start(); | |
public abstract void Dispose(); | |
} | |
// 需求:编写一个计算器,继承上面的CalculatorBase类,并实现Start和Dispose方法。 | |
// Start用于启动该计算器,Dispose则用于销毁,而启动和销毁的具体实现已经由基类 | |
// 的StartCore与DisposeCore提供,直接调用即可,确保成功,不会抛出一场。不过问 | |
// 题在于,Start和Dispose方法可能会被并发地执行,顺序不定,次数不定,但它们的 | |
// 实现必须满足: | |
// 1. StartCore和DisposeCore都是相对较为耗时的操作,且最多只能被调用一次。 | |
// 2. StartCore和DisposeCore一旦开始执行,则无法终止,只能执行成功。 | |
// 3. StartCore和DisposeCore必须顺序地执行,不可有任何并行。 | |
// 5. 假如调用Dispose时StartCore已经执行,则必须调用DisposeCore,否则不用。 | |
// 6. 调用Dispose意味着要销毁对象,对象销毁以后的任何访问,都不会执行任何操作。 | |
// 7. Start及Dispose方法可立即返回,不必等待StartCore或DisposeCore完成。不过, | |
// 8. 计算器本身不发起任何多线程或异步操作,一切都在Start和Dispose方法里完成。 | |
// 参考实现:一个最简单的实现方法便是用锁来保护Start和Dispose方法: | |
public class BigLockCalculator : CalculatorBase { | |
private readonly object _gate = new object(); | |
private enum Status { | |
NotStarted, | |
Started, | |
Disposed | |
} | |
private Status _status = Status.NotStarted; | |
public override void Start() { | |
lock (_gate) { | |
if (_status == Status.NotStarted) { | |
StartCore(); | |
_status = Status.Started; | |
} | |
} | |
} | |
public override void Dispose() { | |
lock (_gate) { | |
if (_status == Status.Started) { | |
DisposeCore(); | |
} | |
_status = Status.Disposed; | |
} | |
} | |
} | |
// 不过这种方法的坏处也是显而易见的,假设有许多线程同时调用Start和Dispose方法, | |
// 而某个Start线程稍早,则所有人都必须等待其调用完毕才能进行下一步判断。同理,假如 | |
// Start后进入的是个Dispose线程,则又要进行再一轮等待。 | |
// 那么,怎样可以做地更好呢? | |
/////////////////////////////////////////////////////// | |
// Talk is cheap. Show me the code. - Linus Torvalds | |
/////////////////////////////////////////////////////// | |
// 解答再此,但建议不要直接看答案,先自己想明白了再说,否则就失去意义了。 | |
// https://gist.github.com/JeffreyZhao/8644613 |
@JeffreyZhao 表示无辜,Preview看上去都是好的
- 调用Dispose意味着要销毁对象,对象销毁以后的任何访问,都不会执行任何操作。
按照我的理解写了一下。
不过我的版本的Start
Dispose
语义和老赵的就不一样了。
在老赵的要求里面,没有详细的说Start
并发调用的时候,函数返回是不是保证StartCore
一定是调用完了,所以暂时先按我自己的理解写了。
public class LockCalculator : CalculatorBase {
private readonly object _gate = new object();
private enum Status {
NotStarted,
Starting,
Started,
Disposing,
Disposed
}
private Status _status = Status.NotStarted;
public override void Start() {
lock (_gate) {
if (_status != Status.NotStarted) {
return;
}
_status = Status.Starting;
}
StartCore();
lock (_gate) {
if (_status == Status.Starting) {
_status = Status.Started;
return;
}
}
// _status == Status.Disposing
DisposeCore();
lock (_gate) {
_status = Status.Disposed;
}
}
public override void Dispose() {
lock (_gate) {
if (_status == Status.NotStarted || _status == Status.Disposed) {
_status = Status.Disposed;
return;
}
else if (_status == Status.Starting) {
_status = Status.Disposing;
return;
}
else if (_status == Status.Started) {
_status = Status.Disposing;
}
else if (_status == Status.Disposing) {
return;
}
}
// Status.Started -> Status.Disposing
DisposeCore();
lock (_gate) {
_status = Status.Disposed;
}
}
}
public override void Dispose() {
if(_status == Status.Disposed) {
return;
} else if( _disposingFlag.compareAndSwap(0,1)) {
try {
if(_status == Status.NotStarted || _status == Status.Starting || _status == Status.Started) {
lock (_gate) {
if( _status == Status.Started) {
DisposeCore();
}
_status = Status.Disposed;
}
}
}finally {
_disposingFlag.compareAndSwap(1,0);
}
}
}
那简单,dispose这么改就可以了。汗,还有这一条。
@JeffreyZhao 现在对了吧,没注意到(6)这一条。
这样应该对了吧...只有在StartCore被调用的时候,Dispose方法需要等其被执行完毕,其他时候只用update下Status就好了。(前面想岔了,想着是Start & Stop这样的成对的操作,所以在Dispose的时候没有等StartCore执行完。)
public class BigLockCalculator : CalculatorBase
{
private int status = 0; // 0: not started; 1: starting; 2: started; 3: disposed
private ManualResetEventSlim startRES = new ManualResetEventSlim(false);
public override void Start()
{
if (status == 3)
return;
if (Interlocked.CompareExchange(ref this.status, 1, 0) == 0)
{
StartCore();
Interlocked.CompareExchange(ref this.status, 2, 1);
startRES.Set();
}
}
public override void Dispose()
{
if (Interlocked.CompareExchange(ref this.status, 3, 0) == 0)
{
startRES.Dispose();
return;
}
if (this.status == 1)
{
startRES.Wait();
}
if (Interlocked.CompareExchange(ref this.status, 3, 2) == 2)
{
DisposeCore();
startRES.Dispose();
}
}
}
public class BigLockCalculator : CalculatorBase {
private readonly object _gate = new object();
private readonly object _gate2 = new object();
private enum Status {
NotStarted,
Starting,
Started,
Disposed
}
private Status _status = Status.NotStarted;
private Status _status2 = Status.NotStarted;
public override void Start() {
if (_status != Status.NotStarted)
return;
lock (_gate) {
if (_status == Status.NotStarted) {
_status == Status.Starting;
StartCore();
_status = Status.Started;
}
}
}
public override void Dispose() {
if (_status != Status.Starting && _status != Status.Started)
return;
if (_status2 != Status.NotStarted) {
return;
}
lock (_gate2) {
if (_status2 == Status.NotStarted) {
_status2 = Status.Started;
lock (_gate) {
if (_status == Status.Started) {
DisposeCore();
_status = Status.Disposed;
}
}
}
}
}
}
enum
{
NotStart,
Starting,
Started,
Disposing,
Disposed
};
void Start()
{
{
// assume locker is recursive.
Locker lock(status_guard);
if (status != NotStart) return;
status = Starting;
}
StartCore();
{
Locker lock(status_guard);
int cur_status = status;
status = Started;
if (cur_status == Disposing) Dispose();
}
}
void Dispose()
{
{
Locker lock(status_guard);
if (status == NotStart || status == Disposing || status == Disposed)
{
return;
}
else if (status == Starting)
{
status = Disposing;
return;
}
status = Disposing;
}
DisposeCore();
{
Locker lock(status_guard);
status = Disposed;
}
}
// hope this one is fine.
// written by sucks java.
public class FineLockCalculator extends CalculatorBase {
private final Object gate = new Object();
private volatile int status = NotStarted;
@Override
public void Start() {
synchronized (gate) {
if (status != NotStarted) {
return;
}
status = Starting;
}
if (this.status == Starting) {
this.StartCore();
this.status = Started;
}
}
@Override
public void Dispose() {
synchronized (gate) {
if (status != Started) {
return;
}
status = Disposing;
}
if (status == Disposing) {
this.DisposeCore();
status = Disposed;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace ClassLibrary1
{
public abstract class CalculatorBase : IDisposable
{
protected void StartCore()
{
}
protected void DisposeCore()
{
}
public abstract void Dispose();
public abstract void Start();
}
public class RWLockCalculator : CalculatorBase
{
private ReaderWriterLock RWLock = new ReaderWriterLock();
private const int TIMEOUT = 5000;
private enum Status
{
NotStarted,
Started,
Disposed
}
private Status _status = Status.NotStarted;
public override void Start()
{
try
{
RWLock.AcquireReaderLock(TIMEOUT);
if (_status == Status.NotStarted)
{
LockCookie lc = RWLock.UpgradeToWriterLock(TIMEOUT);
try
{
if (_status == Status.NotStarted)
{
StartCore();
_status = Status.Started;
}
}
finally
{
RWLock.DowngradeFromWriterLock(ref lc);
}
}
}
finally
{
RWLock.ReleaseReaderLock();
}
}
public override void Dispose()
{
try
{
RWLock.AcquireReaderLock(TIMEOUT);
if (_status == Status.Started)
{
LockCookie lc = RWLock.UpgradeToWriterLock(TIMEOUT);
try
{
if (_status == Status.Started)
{
DisposeCore();
}
_status = Status.Disposed;
}
finally
{
RWLock.DowngradeFromWriterLock(ref lc);
}
}
}
finally
{
RWLock.ReleaseReaderLock();
}
}
}
}
public class Calculator : CalculatorBase
{
private enum StatusTypes
{
Bare,
Started,
Disposed
}
private int statusInitialized = 0;
private object statusLock = new object();
private StatusTypes Status = StatusTypes.Bare;
private void GetIntoStatus(StatusTypes targetStatus)
{
// The CompareExchange splits the call to two pathes:
// Issue the first Start call.
// Or wait for the result and issue the Dispose call if necessary.
int originalValue = Interlocked.CompareExchange(ref this.statusInitialized, 1, 0);
if (originalValue == 0)
{
// I am the first call. It must be started request and the current status must be bare.
// Maybe we should throw if the targetStatus is Disposed.
System.Diagnostics.Debug.Assert(this.Status == StatusTypes.Bare);
System.Diagnostics.Debug.Assert(targetStatus == StatusTypes.Started);
lock (this.statusLock)
{
this.statusInitialized = 2;
base.StartCore();
this.Status = StatusTypes.Started;
}
}
else
{
// The status will be stablized to either disposed or started eventually. Let's wait on the lock.
// Before the wait, we need to check statusInitialized to let the starter thread to get the lock first.
while (this.statusInitialized != 2) ; // 这这样比较会不会有问题得翻书确认下。
lock (this.statusLock)
{
if (this.Status != StatusTypes.Disposed)
{
if (targetStatus == StatusTypes.Disposed)
{
base.DisposeCore();
this.Status = StatusTypes.Disposed;
}
}
}
}
}
public override void Start()
{
this.GetIntoStatus(StatusTypes.Started);
}
public override void Dispose()
{
this.GetIntoStatus(StatusTypes.Disposed);
}
}
public class BigLockCalculator : CalculatorBase {
private readonly object _gate = new object();
private readonly object _gate2 = new object();
private enum Status4Start {
NotStarted,
Staring,
Started
}
private enum Status4Dispose {
NotDisposed,
Disposing,
Disposed
}
private Status _status4start = Status4Start.NotStarted;
private Status _status4dispose = Status4Dispose.NotDisposed;
public override void Start() {
lock (_gate) {
if (_status4start == Status4Start.Staring ||
_status4start == Status4Start.Started ||
_status4dispose == Status4Dispose.Disposed) {
return ;
}
else {
_status4start = Status4Start.Staring;
}
}
lock (_gate2) {
StartCore();
}
lock (_gate) {
_status4start = Started;
}
}
public override void Dispose() {
lock (_gate) {
if (_status4start == Status4Start.NotStarted) {
_status4dispose = Status4Dispose.Disposed;
return ;
}
if (_status4dispose == Status4Dispose.Disposing ||
_status4dispose == Status4Dispose.Disposed) {
return ;
}
if (_status4start == Status4Start.Staring) {
_status4dispose = Status4Dispose.Disposing;
}
}
lock (_gate2) {
DisposeCore();
}
lock (_gate) {
_status4dispose = Status4Dispose.Disposed;
}
}
}
public class Calculator : CalculatorBase
{
private bool isStartedCalling = false;
private bool isStartedCalled = false;
private bool isDisposeCalled = false;
private object lockObject = new object();
public override void Start()
{
bool callStart = false;
lock (this.lockObject)
{
if (!isStartedCalling && !isDisposeCalled && !isStartedCalling)
{
isStartedCalling = true;
callStart = true;
}
}
if (callStart)
{
base.StartCore();
this.isStartedCalled = true;
}
}
public override void Dispose()
{
bool callDispose = false;
lock (this.lockObject)
{
if (!isDisposeCalled)
{
isDisposeCalled = true;
}
else
{
callDispose = true;
}
}
if (callDispose)
{
base.DisposeCore();
}
}
}
public class Calculator : CalculatorBase
{
private bool isStartedCalling = false;
private bool isStartedCalled = false;
private bool isDisposeCalled = false;
private object lockObject = new object();
public override void Start()
{
bool callStart = false;
bool callDispose = false;
lock (this.lockObject)
{
if (!isStartedCalling && !isDisposeCalled && !isStartedCalling)
{
isStartedCalling = true;
callStart = true;
}
}
if (callStart)
{
base.StartCore();
lock (this.lockObject)
{
if (isDisposeCalled)
{
callDispose = true;
}
this.isStartedCalled = true;
}
}
if (callDispose)
{
base.DisposeCore();
}
}
public override void Dispose()
{
bool callDispose = false;
lock (this.lockObject)
{
if (!isDisposeCalled)
{
isDisposeCalled = true;
if (isStartedCalled)
{
callDispose = true;
}
}
}
if (callDispose)
{
base.DisposeCore();
}
}
}
7没看懂
@grapef: 7的意思是说,假如多个线程同时调用Start
,则其中一个开始StartCore
,其他立即返回就行。
@JeffreyZhao 轻拍~
#include <atomic>
using namespace std;
public class Calculator : CaculatorBase {
public :
explicit Calculator() : status_(NOTSTART) {
}
~Caculator() {
Dispose();
}
override void StartCore() {
// start code
status_.store(STARTED, memory_order_release);
return ;
}
override void DisposeCore() {
// 试图满足条件3, 顺序执行 StartCore -> DisposeCore
while (status_.compare_exchange_weak(STARTED, DISPOSED, memory_order_consume) == false) {
usleep(10);
}
// dispose code
return ;
}
override void Start() {
if (status_.compare_exchange_strong(NOTSTART, STARTING, memory_order_consume)) {
StartCore();
}
}
override void Dispose() {
// 试图满足
// 条件1,只调用一次
// 条件5,一旦调用StartCore则必须调用DisposeCore
if (status_.compare_exchange_strong(STARTING, DISPOSING, memory_order_consume)
|| status_.compare_exchange_strong(STARTED, DISPOSING, memory_order_consume)) {
DisposeCore();
}
}
void caculate(...) {
// 试图满足 条件6, 未完成初始化和已销毁的对象,不做任何操作
if (STARTED != status_) {
return ;
}
// ... handle
}
private :
atomic<int> status_;
int NOTSTART = 0, STARTING = 1, STARTED = 2, DISPOSING = 3, DISPOSED = 4;
};
public class SimpleCalculator : CalculatorBase {
private static readonly AutoResetEvent _event = new AutoResetEvent(true);
private enum StatusEnum {
NotStarted,
Started, // 按照题意,该项应该命名为Completed或Done更直观
Disposed
}
private StatusEnum Status {
get {
return (StatusEnum)Interlocked.CompareExchange(ref _status, 0, 0);
}
set {
Interlocked.Exchange(ref _status, (int)value);
}
}
private int _status = (int)StatusEnum.NotStarted;
public override void Start() {
// 这里和BigLockCalculator行为有所不同:BigLockCaculator里面只要有一个线程获得了lock,其它Start也得等,
// 也就是哪怕StartCore没有完成并设置状态为Started, 也不允许其他线程进入,这似乎违背了并非执行Start的设计初衷
// 我对题目的理解是:允许所有线程开始StartCore只要没有任何一个返回并把状态改为Started
if (this.Status == StatusEnum.NotStarted) {
_event.Reset();
StartCore();
this.Status = StatusEnum.Started;
_event.Set();
}
}
public override void Dispose() {
_event.WaitOne();
if (this.Status == StatusEnum.Started) {
DisposeCore();
}
this.Status = StatusEnum.Disposed;
}
}
试着用队列写一个,并发性肯定没有CAS的好,但是单线程的状态机似乎好维护些
public class QueueCalculator : CalculatorBase
{
private enum Status
{
NotStarted,
Starting,
StartingButNeedsDisposal,
Started,
Disposing,
Disposed
}
private enum Operation
{
ToStart,
ToFinishStart,
ToDispose,
ToFinishDispose
}
private Status _status = Status.NotStarted;
private BlockingCollection<Operation> _bc = new BlockingCollection<Operation>();
public void RunQueue()
{
while (true)
{
Operation op = _bc.Take();
switch (op)
{
case Operation.ToStart:
{
if (_status == Status.NotStarted)
{
_status = Status.Starting;
Task.Run(() =>
{
StartCore();
_bc.Add(Operation.ToFinishStart);
});
}
break;
}
case Operation.ToDispose:
{
if (_status == Status.Started)
{
_status = Status.Disposing;
Task.Run(() =>
{
DisposeCore();
_bc.Add(Operation.ToFinishDispose);
});
}
else if (_status == Status.Starting)
{
//_bc.Add(Operation.ToDispose);
_status = Status.StartingButNeedsDisposal;
}
break;
}
case Operation.ToFinishStart:
{
if (_status == Status.StartingButNeedsDisposal)
{
_status = Status.Started;
_bc.Add(Operation.ToDispose);
}
else
{
_status = Status.Started;
}
break;
}
case Operation.ToFinishDispose:
{
_status = Status.Disposed;
break;
}
}
}
}
public override void Start()
{
_bc.Add(Operation.ToStart);
}
public override void Dispose()
{
_bc.Add(Operation.ToDispose);
}
}
各位同学,不看了啊,看不过来了,各种错误好浪费时间啊,啊哈哈。
@Lautitia 尤其不看你的,你每次贴的代码都乱其八糟,每次都让我来修,这次我不修了,也不看了。