Code:
/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / ndp / clr / src / BCL / System / Threading / SpinWait.cs / 1305376 / SpinWait.cs
// ==++==
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// ==--==
// =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
//
// SpinWait.cs
//
// [....]
//
// Central spin logic used across the entire code-base.
//
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
using System;
using System.Runtime.ConstrainedExecution;
using System.Security.Permissions;
using System.Threading;
using System.Diagnostics.Contracts;
namespace System.Threading
{
// SpinWait is just a little value type that encapsulates some common spinning
// logic. It ensures we always yield on single-proc machines (instead of using busy
// waits), and that we work well on HT. It encapsulates a good mixture of spinning
// and real yielding. It's a value type so that various areas of the engine can use
// one by allocating it on the stack w/out unnecessary GC allocation overhead, e.g.:
//
// void f() {
// SpinWait wait = new SpinWait();
// while (!p) { wait.SpinOnce(); }
// ...
// }
//
// Internally it just maintains a counter that is used to decide when to yield, etc.
//
// A common usage is to spin before blocking. In those cases, the NextSpinWillYield
// property allows a user to decide to fall back to waiting once it returns true:
//
// void f() {
// SpinWait wait = new SpinWait();
// while (!p) {
// if (wait.NextSpinWillYield) { /* block! */ }
// else { wait.SpinOnce(); }
// }
// ...
// }
///
/// Provides support for spin-based waiting.
///
///
///
/// encapsulates common spinning logic. On single-processor machines, yields are
/// always used instead of busy waits, and on computers with Intel™ processors employing Hyper-Threading™
/// technology, it helps to prevent hardware thread starvation. SpinWait encapsulates a good mixture of
/// spinning and true yielding.
///
///
/// is a value type, which means that low-level code can utilize SpinWait without
/// fear of unnecessary allocation overheads. SpinWait is not generally useful for ordinary applications.
/// In most cases, you should use the synchronization classes provided by the .NET Framework, such as
/// . For most purposes where spin waiting is required, however,
/// the type should be preferred over the method.
///
///
/// While SpinWait is designed to be used in concurrent applications, it is not designed to be
/// used from multiple threads concurrently. SpinWait's members are not thread-safe. If multiple
/// threads must spin, each should use its own instance of SpinWait.
///
///
[HostProtection(Synchronization = true, ExternalThreading = true)]
public struct SpinWait
{
// These constants determine the frequency of yields versus spinning. The
// numbers may seem fairly arbitrary, but were derived with at least some
// thought in the design document. I fully expect they will need to change
// over time as we gain more experience with performance.
internal const int YIELD_THRESHOLD = 10; // When to switch over to a true yield.
internal const int SLEEP_0_EVERY_HOW_MANY_TIMES = 5; // After how many yields should we Sleep(0)?
internal const int SLEEP_1_EVERY_HOW_MANY_TIMES = 20; // After how many yields should we Sleep(1)?
// The number of times we've spun already.
private int m_count;
///
/// Gets the number of times has been called on this instance.
///
public int Count
{
get { return m_count; }
}
///
/// Gets whether the next call to will yield the processor, triggering a
/// forced context switch.
///
/// Whether the next call to will yield the processor, triggering a
/// forced context switch.
///
/// On a single-CPU machine, always yields the processor. On machines with
/// multiple CPUs, may yield after an unspecified number of calls.
///
public bool NextSpinWillYield
{
get { return m_count > YIELD_THRESHOLD || PlatformHelper.IsSingleProcessor; }
}
///
/// Performs a single spin.
///
///
/// This is typically called in a loop, and may change in behavior based on the number of times a
/// has been called thus far on this instance.
///
public void SpinOnce()
{
if (NextSpinWillYield)
{
//
// We must yield.
//
// We prefer to call Thread.Yield first, triggering a SwitchToThread. This
// unfortunately doesn't consider all runnable threads on all OS SKUs. In
// some cases, it may only consult the runnable threads whose ideal processor
// is the one currently executing code. Thus we oc----ionally issue a call to
// Sleep(0), which considers all runnable threads at equal priority. Even this
// is insufficient since we may be spin waiting for lower priority threads to
// execute; we therefore must call Sleep(1) once in a while too, which considers
// all runnable threads, regardless of ideal processor and priority, but may
// remove the thread from the scheduler's queue for 10+ms, if the system is
// configured to use the (default) coarse-grained system timer.
//
#if !FEATURE_PAL && !FEATURE_CORECLR // PAL doesn't support eventing, and we don't compile CDS providers for Coreclr
CdsSyncEtwBCLProvider.Log.SpinWait_NextSpinWillYield();
#endif
int yieldsSoFar = (m_count >= YIELD_THRESHOLD ? m_count - YIELD_THRESHOLD : m_count);
if ((yieldsSoFar % SLEEP_1_EVERY_HOW_MANY_TIMES) == (SLEEP_1_EVERY_HOW_MANY_TIMES - 1))
{
Thread.Sleep(1);
}
else if ((yieldsSoFar % SLEEP_0_EVERY_HOW_MANY_TIMES) == (SLEEP_0_EVERY_HOW_MANY_TIMES - 1))
{
Thread.Sleep(0);
}
else
{
#if PFX_LEGACY_3_5
Platform.Yield();
#else
Thread.Yield();
#endif
}
}
else
{
//
// Otherwise, we will spin.
//
// We do this using the CLR's SpinWait API, which is just a busy loop that
// issues YIELD/PAUSE instructions to ensure multi-threaded CPUs can react
// intelligently to avoid starving. (These are NOOPs on other CPUs.) We
// choose a number for the loop iteration count such that each successive
// call spins for longer, to reduce cache contention. We cap the total
// number of spins we are willing to tolerate to reduce delay to the caller,
// since we expect most callers will eventually block anyway.
//
Thread.SpinWait(4 << m_count);
}
// Finally, increment our spin counter.
m_count = (m_count == int.MaxValue ? YIELD_THRESHOLD : m_count + 1);
}
///
/// Resets the spin counter.
///
///
/// This makes and behave as though no calls
/// to had been issued on this instance. If a instance
/// is reused many times, it may be useful to reset it to avoid yielding too soon.
///
public void Reset()
{
m_count = 0;
}
#region Static Methods
#if !FEATURE_CORECLR
///
/// Spins until the specified condition is satisfied.
///
/// A delegate to be executed over and over until it returns true.
/// The argument is null.
public static void SpinUntil(Func condition)
{
#if DEBUG
bool result =
#endif
SpinUntil(condition, Timeout.Infinite);
#if DEBUG
Contract.Assert(result);
#endif
}
///
/// Spins until the specified condition is satisfied or until the specified timeout is expired.
///
/// A delegate to be executed over and over until it returns true.
///
/// A that represents the number of milliseconds to wait,
/// or a TimeSpan that represents -1 milliseconds to wait indefinitely.
/// True if the condition is satisfied within the timeout; otherwise, false
/// The argument is null.
/// is a negative number
/// other than -1 milliseconds, which represents an infinite time-out -or- timeout is greater than
/// .
public static bool SpinUntil(Func condition, TimeSpan timeout)
{
// Validate the timeout
Int64 totalMilliseconds = (Int64)timeout.TotalMilliseconds;
if (totalMilliseconds < -1 || totalMilliseconds > Int32.MaxValue)
{
throw new System.ArgumentOutOfRangeException(
"timeout", timeout, Environment.GetResourceString("SpinWait_SpinUntil_TimeoutWrong"));
}
// Call wait with the timeout milliseconds
return SpinUntil(condition, (int)timeout.TotalMilliseconds);
}
///
/// Spins until the specified condition is satisfied or until the specified timeout is expired.
///
/// A delegate to be executed over and over until it returns true.
/// The number of milliseconds to wait, or (-1) to wait indefinitely.
/// True if the condition is satisfied within the timeout; otherwise, false
/// The argument is null.
/// is a
/// negative number other than -1, which represents an infinite time-out.
public static bool SpinUntil(Func condition, int millisecondsTimeout)
{
if (millisecondsTimeout < Timeout.Infinite)
{
throw new ArgumentOutOfRangeException(
"millisecondsTimeout", millisecondsTimeout, Environment.GetResourceString("SpinWait_SpinUntil_TimeoutWrong"));
}
if (condition == null)
{
throw new ArgumentNullException("condition", Environment.GetResourceString("SpinWait_SpinUntil_ArgumentNull"));
}
long startTicks = 0; ;
if (millisecondsTimeout != 0 && millisecondsTimeout != Timeout.Infinite)
{
startTicks = DateTime.UtcNow.Ticks;
}
SpinWait spinner = new SpinWait();
while (!condition())
{
if (millisecondsTimeout == 0)
{
return false;
}
spinner.SpinOnce();
if (millisecondsTimeout != Timeout.Infinite && spinner.NextSpinWillYield)
{
if (millisecondsTimeout <= (DateTime.UtcNow.Ticks - startTicks) / TimeSpan.TicksPerMillisecond)
{
return false;
}
}
}
return true;
}
#endif //!FEATURE_CORECLR
#endregion
}
///
/// A helper class to get the number of preocessors, it updates the numbers of processors every sampling interval
///
internal static class PlatformHelper
{
private const int PROCESSOR_COUNT_REFRESH_INTERVAL_MS = 30000; // How often to refresh the count, in milliseconds.
private static int s_processorCount = -1; // The last count seen.
private static DateTime s_nextProcessorCountRefreshTime = DateTime.MinValue; // The next time we'll refresh.
///
/// Gets the number of available processors
///
internal static int ProcessorCount
{
get
{
if (DateTime.UtcNow.CompareTo(s_nextProcessorCountRefreshTime) >= 0)
{
s_processorCount = Environment.ProcessorCount;
s_nextProcessorCountRefreshTime = DateTime.UtcNow.AddMilliseconds(PROCESSOR_COUNT_REFRESH_INTERVAL_MS);
}
Contract.Assert(s_processorCount > 0 && s_processorCount <= 64,
"Processor count not within the expected range (1 - 64).");
return s_processorCount;
}
}
///
/// Gets whether the current machine has only a single processor.
///
internal static bool IsSingleProcessor
{
get { return ProcessorCount == 1; }
}
}
}
// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// ==++==
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// ==--==
// =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
//
// SpinWait.cs
//
// [....]
//
// Central spin logic used across the entire code-base.
//
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
using System;
using System.Runtime.ConstrainedExecution;
using System.Security.Permissions;
using System.Threading;
using System.Diagnostics.Contracts;
namespace System.Threading
{
// SpinWait is just a little value type that encapsulates some common spinning
// logic. It ensures we always yield on single-proc machines (instead of using busy
// waits), and that we work well on HT. It encapsulates a good mixture of spinning
// and real yielding. It's a value type so that various areas of the engine can use
// one by allocating it on the stack w/out unnecessary GC allocation overhead, e.g.:
//
// void f() {
// SpinWait wait = new SpinWait();
// while (!p) { wait.SpinOnce(); }
// ...
// }
//
// Internally it just maintains a counter that is used to decide when to yield, etc.
//
// A common usage is to spin before blocking. In those cases, the NextSpinWillYield
// property allows a user to decide to fall back to waiting once it returns true:
//
// void f() {
// SpinWait wait = new SpinWait();
// while (!p) {
// if (wait.NextSpinWillYield) { /* block! */ }
// else { wait.SpinOnce(); }
// }
// ...
// }
///
/// Provides support for spin-based waiting.
///
///
///
/// encapsulates common spinning logic. On single-processor machines, yields are
/// always used instead of busy waits, and on computers with Intel™ processors employing Hyper-Threading™
/// technology, it helps to prevent hardware thread starvation. SpinWait encapsulates a good mixture of
/// spinning and true yielding.
///
///
/// is a value type, which means that low-level code can utilize SpinWait without
/// fear of unnecessary allocation overheads. SpinWait is not generally useful for ordinary applications.
/// In most cases, you should use the synchronization classes provided by the .NET Framework, such as
/// . For most purposes where spin waiting is required, however,
/// the type should be preferred over the method.
///
///
/// While SpinWait is designed to be used in concurrent applications, it is not designed to be
/// used from multiple threads concurrently. SpinWait's members are not thread-safe. If multiple
/// threads must spin, each should use its own instance of SpinWait.
///
///
[HostProtection(Synchronization = true, ExternalThreading = true)]
public struct SpinWait
{
// These constants determine the frequency of yields versus spinning. The
// numbers may seem fairly arbitrary, but were derived with at least some
// thought in the design document. I fully expect they will need to change
// over time as we gain more experience with performance.
internal const int YIELD_THRESHOLD = 10; // When to switch over to a true yield.
internal const int SLEEP_0_EVERY_HOW_MANY_TIMES = 5; // After how many yields should we Sleep(0)?
internal const int SLEEP_1_EVERY_HOW_MANY_TIMES = 20; // After how many yields should we Sleep(1)?
// The number of times we've spun already.
private int m_count;
///
/// Gets the number of times has been called on this instance.
///
public int Count
{
get { return m_count; }
}
///
/// Gets whether the next call to will yield the processor, triggering a
/// forced context switch.
///
/// Whether the next call to will yield the processor, triggering a
/// forced context switch.
///
/// On a single-CPU machine, always yields the processor. On machines with
/// multiple CPUs, may yield after an unspecified number of calls.
///
public bool NextSpinWillYield
{
get { return m_count > YIELD_THRESHOLD || PlatformHelper.IsSingleProcessor; }
}
///
/// Performs a single spin.
///
///
/// This is typically called in a loop, and may change in behavior based on the number of times a
/// has been called thus far on this instance.
///
public void SpinOnce()
{
if (NextSpinWillYield)
{
//
// We must yield.
//
// We prefer to call Thread.Yield first, triggering a SwitchToThread. This
// unfortunately doesn't consider all runnable threads on all OS SKUs. In
// some cases, it may only consult the runnable threads whose ideal processor
// is the one currently executing code. Thus we oc----ionally issue a call to
// Sleep(0), which considers all runnable threads at equal priority. Even this
// is insufficient since we may be spin waiting for lower priority threads to
// execute; we therefore must call Sleep(1) once in a while too, which considers
// all runnable threads, regardless of ideal processor and priority, but may
// remove the thread from the scheduler's queue for 10+ms, if the system is
// configured to use the (default) coarse-grained system timer.
//
#if !FEATURE_PAL && !FEATURE_CORECLR // PAL doesn't support eventing, and we don't compile CDS providers for Coreclr
CdsSyncEtwBCLProvider.Log.SpinWait_NextSpinWillYield();
#endif
int yieldsSoFar = (m_count >= YIELD_THRESHOLD ? m_count - YIELD_THRESHOLD : m_count);
if ((yieldsSoFar % SLEEP_1_EVERY_HOW_MANY_TIMES) == (SLEEP_1_EVERY_HOW_MANY_TIMES - 1))
{
Thread.Sleep(1);
}
else if ((yieldsSoFar % SLEEP_0_EVERY_HOW_MANY_TIMES) == (SLEEP_0_EVERY_HOW_MANY_TIMES - 1))
{
Thread.Sleep(0);
}
else
{
#if PFX_LEGACY_3_5
Platform.Yield();
#else
Thread.Yield();
#endif
}
}
else
{
//
// Otherwise, we will spin.
//
// We do this using the CLR's SpinWait API, which is just a busy loop that
// issues YIELD/PAUSE instructions to ensure multi-threaded CPUs can react
// intelligently to avoid starving. (These are NOOPs on other CPUs.) We
// choose a number for the loop iteration count such that each successive
// call spins for longer, to reduce cache contention. We cap the total
// number of spins we are willing to tolerate to reduce delay to the caller,
// since we expect most callers will eventually block anyway.
//
Thread.SpinWait(4 << m_count);
}
// Finally, increment our spin counter.
m_count = (m_count == int.MaxValue ? YIELD_THRESHOLD : m_count + 1);
}
///
/// Resets the spin counter.
///
///
/// This makes and behave as though no calls
/// to had been issued on this instance. If a instance
/// is reused many times, it may be useful to reset it to avoid yielding too soon.
///
public void Reset()
{
m_count = 0;
}
#region Static Methods
#if !FEATURE_CORECLR
///
/// Spins until the specified condition is satisfied.
///
/// A delegate to be executed over and over until it returns true.
/// The argument is null.
public static void SpinUntil(Func condition)
{
#if DEBUG
bool result =
#endif
SpinUntil(condition, Timeout.Infinite);
#if DEBUG
Contract.Assert(result);
#endif
}
///
/// Spins until the specified condition is satisfied or until the specified timeout is expired.
///
/// A delegate to be executed over and over until it returns true.
///
/// A that represents the number of milliseconds to wait,
/// or a TimeSpan that represents -1 milliseconds to wait indefinitely.
/// True if the condition is satisfied within the timeout; otherwise, false
/// The argument is null.
/// is a negative number
/// other than -1 milliseconds, which represents an infinite time-out -or- timeout is greater than
/// .
public static bool SpinUntil(Func condition, TimeSpan timeout)
{
// Validate the timeout
Int64 totalMilliseconds = (Int64)timeout.TotalMilliseconds;
if (totalMilliseconds < -1 || totalMilliseconds > Int32.MaxValue)
{
throw new System.ArgumentOutOfRangeException(
"timeout", timeout, Environment.GetResourceString("SpinWait_SpinUntil_TimeoutWrong"));
}
// Call wait with the timeout milliseconds
return SpinUntil(condition, (int)timeout.TotalMilliseconds);
}
///
/// Spins until the specified condition is satisfied or until the specified timeout is expired.
///
/// A delegate to be executed over and over until it returns true.
/// The number of milliseconds to wait, or (-1) to wait indefinitely.
/// True if the condition is satisfied within the timeout; otherwise, false
/// The argument is null.
/// is a
/// negative number other than -1, which represents an infinite time-out.
public static bool SpinUntil(Func condition, int millisecondsTimeout)
{
if (millisecondsTimeout < Timeout.Infinite)
{
throw new ArgumentOutOfRangeException(
"millisecondsTimeout", millisecondsTimeout, Environment.GetResourceString("SpinWait_SpinUntil_TimeoutWrong"));
}
if (condition == null)
{
throw new ArgumentNullException("condition", Environment.GetResourceString("SpinWait_SpinUntil_ArgumentNull"));
}
long startTicks = 0; ;
if (millisecondsTimeout != 0 && millisecondsTimeout != Timeout.Infinite)
{
startTicks = DateTime.UtcNow.Ticks;
}
SpinWait spinner = new SpinWait();
while (!condition())
{
if (millisecondsTimeout == 0)
{
return false;
}
spinner.SpinOnce();
if (millisecondsTimeout != Timeout.Infinite && spinner.NextSpinWillYield)
{
if (millisecondsTimeout <= (DateTime.UtcNow.Ticks - startTicks) / TimeSpan.TicksPerMillisecond)
{
return false;
}
}
}
return true;
}
#endif //!FEATURE_CORECLR
#endregion
}
///
/// A helper class to get the number of preocessors, it updates the numbers of processors every sampling interval
///
internal static class PlatformHelper
{
private const int PROCESSOR_COUNT_REFRESH_INTERVAL_MS = 30000; // How often to refresh the count, in milliseconds.
private static int s_processorCount = -1; // The last count seen.
private static DateTime s_nextProcessorCountRefreshTime = DateTime.MinValue; // The next time we'll refresh.
///
/// Gets the number of available processors
///
internal static int ProcessorCount
{
get
{
if (DateTime.UtcNow.CompareTo(s_nextProcessorCountRefreshTime) >= 0)
{
s_processorCount = Environment.ProcessorCount;
s_nextProcessorCountRefreshTime = DateTime.UtcNow.AddMilliseconds(PROCESSOR_COUNT_REFRESH_INTERVAL_MS);
}
Contract.Assert(s_processorCount > 0 && s_processorCount <= 64,
"Processor count not within the expected range (1 - 64).");
return s_processorCount;
}
}
///
/// Gets whether the current machine has only a single processor.
///
internal static bool IsSingleProcessor
{
get { return ProcessorCount == 1; }
}
}
}
// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
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