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8187443: Forest Consolidation: Move files to unified layout
Reviewed-by: darcy, ihse
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parent
270fe13182
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56923 changed files with 3 additions and 15727 deletions
648
src/java.base/share/classes/java/util/concurrent/Exchanger.java
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648
src/java.base/share/classes/java/util/concurrent/Exchanger.java
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@ -0,0 +1,648 @@
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/*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* This code is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 only, as
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* published by the Free Software Foundation. Oracle designates this
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* particular file as subject to the "Classpath" exception as provided
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* by Oracle in the LICENSE file that accompanied this code.
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*
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* This code is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
|
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* version 2 for more details (a copy is included in the LICENSE file that
|
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* accompanied this code).
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*
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* You should have received a copy of the GNU General Public License version
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* 2 along with this work; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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* or visit www.oracle.com if you need additional information or have any
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* questions.
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*/
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/*
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* This file is available under and governed by the GNU General Public
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* License version 2 only, as published by the Free Software Foundation.
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* However, the following notice accompanied the original version of this
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* file:
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*
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* Written by Doug Lea, Bill Scherer, and Michael Scott with
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* assistance from members of JCP JSR-166 Expert Group and released to
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* the public domain, as explained at
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* http://creativecommons.org/publicdomain/zero/1.0/
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*/
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package java.util.concurrent;
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import java.lang.invoke.MethodHandles;
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import java.lang.invoke.VarHandle;
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import java.util.concurrent.locks.LockSupport;
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/**
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* A synchronization point at which threads can pair and swap elements
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* within pairs. Each thread presents some object on entry to the
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* {@link #exchange exchange} method, matches with a partner thread,
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* and receives its partner's object on return. An Exchanger may be
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* viewed as a bidirectional form of a {@link SynchronousQueue}.
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* Exchangers may be useful in applications such as genetic algorithms
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* and pipeline designs.
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*
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* <p><b>Sample Usage:</b>
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* Here are the highlights of a class that uses an {@code Exchanger}
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* to swap buffers between threads so that the thread filling the
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* buffer gets a freshly emptied one when it needs it, handing off the
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* filled one to the thread emptying the buffer.
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* <pre> {@code
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* class FillAndEmpty {
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* Exchanger<DataBuffer> exchanger = new Exchanger<>();
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* DataBuffer initialEmptyBuffer = ... a made-up type
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* DataBuffer initialFullBuffer = ...
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*
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* class FillingLoop implements Runnable {
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* public void run() {
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* DataBuffer currentBuffer = initialEmptyBuffer;
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* try {
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* while (currentBuffer != null) {
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* addToBuffer(currentBuffer);
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* if (currentBuffer.isFull())
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* currentBuffer = exchanger.exchange(currentBuffer);
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* }
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* } catch (InterruptedException ex) { ... handle ... }
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* }
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* }
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*
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* class EmptyingLoop implements Runnable {
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* public void run() {
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* DataBuffer currentBuffer = initialFullBuffer;
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* try {
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* while (currentBuffer != null) {
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* takeFromBuffer(currentBuffer);
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* if (currentBuffer.isEmpty())
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* currentBuffer = exchanger.exchange(currentBuffer);
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* }
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* } catch (InterruptedException ex) { ... handle ...}
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* }
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* }
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*
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* void start() {
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* new Thread(new FillingLoop()).start();
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* new Thread(new EmptyingLoop()).start();
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* }
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* }}</pre>
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*
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* <p>Memory consistency effects: For each pair of threads that
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* successfully exchange objects via an {@code Exchanger}, actions
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* prior to the {@code exchange()} in each thread
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* <a href="package-summary.html#MemoryVisibility"><i>happen-before</i></a>
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* those subsequent to a return from the corresponding {@code exchange()}
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* in the other thread.
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*
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* @since 1.5
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* @author Doug Lea and Bill Scherer and Michael Scott
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* @param <V> The type of objects that may be exchanged
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*/
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public class Exchanger<V> {
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/*
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* Overview: The core algorithm is, for an exchange "slot",
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* and a participant (caller) with an item:
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*
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* for (;;) {
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* if (slot is empty) { // offer
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* place item in a Node;
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* if (can CAS slot from empty to node) {
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* wait for release;
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* return matching item in node;
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* }
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* }
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* else if (can CAS slot from node to empty) { // release
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* get the item in node;
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* set matching item in node;
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* release waiting thread;
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* }
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* // else retry on CAS failure
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* }
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*
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* This is among the simplest forms of a "dual data structure" --
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* see Scott and Scherer's DISC 04 paper and
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* http://www.cs.rochester.edu/research/synchronization/pseudocode/duals.html
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*
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* This works great in principle. But in practice, like many
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* algorithms centered on atomic updates to a single location, it
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* scales horribly when there are more than a few participants
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* using the same Exchanger. So the implementation instead uses a
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* form of elimination arena, that spreads out this contention by
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* arranging that some threads typically use different slots,
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* while still ensuring that eventually, any two parties will be
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* able to exchange items. That is, we cannot completely partition
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* across threads, but instead give threads arena indices that
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* will on average grow under contention and shrink under lack of
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* contention. We approach this by defining the Nodes that we need
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* anyway as ThreadLocals, and include in them per-thread index
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* and related bookkeeping state. (We can safely reuse per-thread
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* nodes rather than creating them fresh each time because slots
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* alternate between pointing to a node vs null, so cannot
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* encounter ABA problems. However, we do need some care in
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* resetting them between uses.)
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*
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* Implementing an effective arena requires allocating a bunch of
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* space, so we only do so upon detecting contention (except on
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* uniprocessors, where they wouldn't help, so aren't used).
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* Otherwise, exchanges use the single-slot slotExchange method.
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* On contention, not only must the slots be in different
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* locations, but the locations must not encounter memory
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* contention due to being on the same cache line (or more
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* generally, the same coherence unit). Because, as of this
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* writing, there is no way to determine cacheline size, we define
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* a value that is enough for common platforms. Additionally,
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* extra care elsewhere is taken to avoid other false/unintended
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* sharing and to enhance locality, including adding padding (via
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* @Contended) to Nodes, embedding "bound" as an Exchanger field.
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*
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* The arena starts out with only one used slot. We expand the
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* effective arena size by tracking collisions; i.e., failed CASes
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* while trying to exchange. By nature of the above algorithm, the
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* only kinds of collision that reliably indicate contention are
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* when two attempted releases collide -- one of two attempted
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* offers can legitimately fail to CAS without indicating
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* contention by more than one other thread. (Note: it is possible
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* but not worthwhile to more precisely detect contention by
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* reading slot values after CAS failures.) When a thread has
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* collided at each slot within the current arena bound, it tries
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* to expand the arena size by one. We track collisions within
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* bounds by using a version (sequence) number on the "bound"
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* field, and conservatively reset collision counts when a
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* participant notices that bound has been updated (in either
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* direction).
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*
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* The effective arena size is reduced (when there is more than
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* one slot) by giving up on waiting after a while and trying to
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* decrement the arena size on expiration. The value of "a while"
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* is an empirical matter. We implement by piggybacking on the
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* use of spin->yield->block that is essential for reasonable
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* waiting performance anyway -- in a busy exchanger, offers are
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* usually almost immediately released, in which case context
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* switching on multiprocessors is extremely slow/wasteful. Arena
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* waits just omit the blocking part, and instead cancel. The spin
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* count is empirically chosen to be a value that avoids blocking
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* 99% of the time under maximum sustained exchange rates on a
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* range of test machines. Spins and yields entail some limited
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* randomness (using a cheap xorshift) to avoid regular patterns
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* that can induce unproductive grow/shrink cycles. (Using a
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* pseudorandom also helps regularize spin cycle duration by
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* making branches unpredictable.) Also, during an offer, a
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* waiter can "know" that it will be released when its slot has
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* changed, but cannot yet proceed until match is set. In the
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* mean time it cannot cancel the offer, so instead spins/yields.
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* Note: It is possible to avoid this secondary check by changing
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* the linearization point to be a CAS of the match field (as done
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* in one case in the Scott & Scherer DISC paper), which also
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* increases asynchrony a bit, at the expense of poorer collision
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* detection and inability to always reuse per-thread nodes. So
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* the current scheme is typically a better tradeoff.
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*
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* On collisions, indices traverse the arena cyclically in reverse
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* order, restarting at the maximum index (which will tend to be
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* sparsest) when bounds change. (On expirations, indices instead
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* are halved until reaching 0.) It is possible (and has been
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* tried) to use randomized, prime-value-stepped, or double-hash
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* style traversal instead of simple cyclic traversal to reduce
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* bunching. But empirically, whatever benefits these may have
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* don't overcome their added overhead: We are managing operations
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* that occur very quickly unless there is sustained contention,
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* so simpler/faster control policies work better than more
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* accurate but slower ones.
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*
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* Because we use expiration for arena size control, we cannot
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* throw TimeoutExceptions in the timed version of the public
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* exchange method until the arena size has shrunken to zero (or
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* the arena isn't enabled). This may delay response to timeout
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* but is still within spec.
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*
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* Essentially all of the implementation is in methods
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* slotExchange and arenaExchange. These have similar overall
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* structure, but differ in too many details to combine. The
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* slotExchange method uses the single Exchanger field "slot"
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* rather than arena array elements. However, it still needs
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* minimal collision detection to trigger arena construction.
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* (The messiest part is making sure interrupt status and
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* InterruptedExceptions come out right during transitions when
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* both methods may be called. This is done by using null return
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* as a sentinel to recheck interrupt status.)
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*
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* As is too common in this sort of code, methods are monolithic
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* because most of the logic relies on reads of fields that are
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* maintained as local variables so can't be nicely factored --
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* mainly, here, bulky spin->yield->block/cancel code. Note that
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* field Node.item is not declared as volatile even though it is
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* read by releasing threads, because they only do so after CAS
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* operations that must precede access, and all uses by the owning
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* thread are otherwise acceptably ordered by other operations.
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* (Because the actual points of atomicity are slot CASes, it
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* would also be legal for the write to Node.match in a release to
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* be weaker than a full volatile write. However, this is not done
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* because it could allow further postponement of the write,
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* delaying progress.)
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*/
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/**
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* The index distance (as a shift value) between any two used slots
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* in the arena, spacing them out to avoid false sharing.
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*/
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private static final int ASHIFT = 5;
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/**
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* The maximum supported arena index. The maximum allocatable
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* arena size is MMASK + 1. Must be a power of two minus one, less
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* than (1<<(31-ASHIFT)). The cap of 255 (0xff) more than suffices
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* for the expected scaling limits of the main algorithms.
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*/
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private static final int MMASK = 0xff;
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/**
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* Unit for sequence/version bits of bound field. Each successful
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* change to the bound also adds SEQ.
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*/
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private static final int SEQ = MMASK + 1;
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/** The number of CPUs, for sizing and spin control */
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private static final int NCPU = Runtime.getRuntime().availableProcessors();
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/**
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* The maximum slot index of the arena: The number of slots that
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* can in principle hold all threads without contention, or at
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* most the maximum indexable value.
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*/
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static final int FULL = (NCPU >= (MMASK << 1)) ? MMASK : NCPU >>> 1;
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/**
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* The bound for spins while waiting for a match. The actual
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* number of iterations will on average be about twice this value
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* due to randomization. Note: Spinning is disabled when NCPU==1.
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*/
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private static final int SPINS = 1 << 10;
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/**
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* Value representing null arguments/returns from public
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* methods. Needed because the API originally didn't disallow null
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* arguments, which it should have.
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*/
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private static final Object NULL_ITEM = new Object();
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/**
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* Sentinel value returned by internal exchange methods upon
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* timeout, to avoid need for separate timed versions of these
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* methods.
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*/
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private static final Object TIMED_OUT = new Object();
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/**
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* Nodes hold partially exchanged data, plus other per-thread
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* bookkeeping. Padded via @Contended to reduce memory contention.
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*/
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@jdk.internal.vm.annotation.Contended static final class Node {
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int index; // Arena index
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int bound; // Last recorded value of Exchanger.bound
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int collides; // Number of CAS failures at current bound
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int hash; // Pseudo-random for spins
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Object item; // This thread's current item
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volatile Object match; // Item provided by releasing thread
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volatile Thread parked; // Set to this thread when parked, else null
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}
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/** The corresponding thread local class */
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static final class Participant extends ThreadLocal<Node> {
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public Node initialValue() { return new Node(); }
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}
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/**
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* Per-thread state.
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*/
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private final Participant participant;
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/**
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* Elimination array; null until enabled (within slotExchange).
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* Element accesses use emulation of volatile gets and CAS.
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*/
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private volatile Node[] arena;
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/**
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* Slot used until contention detected.
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*/
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private volatile Node slot;
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/**
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* The index of the largest valid arena position, OR'ed with SEQ
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* number in high bits, incremented on each update. The initial
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* update from 0 to SEQ is used to ensure that the arena array is
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* constructed only once.
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*/
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private volatile int bound;
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/**
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* Exchange function when arenas enabled. See above for explanation.
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*
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* @param item the (non-null) item to exchange
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* @param timed true if the wait is timed
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* @param ns if timed, the maximum wait time, else 0L
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* @return the other thread's item; or null if interrupted; or
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* TIMED_OUT if timed and timed out
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*/
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private final Object arenaExchange(Object item, boolean timed, long ns) {
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Node[] a = arena;
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int alen = a.length;
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Node p = participant.get();
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for (int i = p.index;;) { // access slot at i
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int b, m, c;
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int j = (i << ASHIFT) + ((1 << ASHIFT) - 1);
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if (j < 0 || j >= alen)
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j = alen - 1;
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Node q = (Node)AA.getAcquire(a, j);
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if (q != null && AA.compareAndSet(a, j, q, null)) {
|
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Object v = q.item; // release
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q.match = item;
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Thread w = q.parked;
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if (w != null)
|
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LockSupport.unpark(w);
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return v;
|
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}
|
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else if (i <= (m = (b = bound) & MMASK) && q == null) {
|
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p.item = item; // offer
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if (AA.compareAndSet(a, j, null, p)) {
|
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long end = (timed && m == 0) ? System.nanoTime() + ns : 0L;
|
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Thread t = Thread.currentThread(); // wait
|
||||
for (int h = p.hash, spins = SPINS;;) {
|
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Object v = p.match;
|
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if (v != null) {
|
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MATCH.setRelease(p, null);
|
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p.item = null; // clear for next use
|
||||
p.hash = h;
|
||||
return v;
|
||||
}
|
||||
else if (spins > 0) {
|
||||
h ^= h << 1; h ^= h >>> 3; h ^= h << 10; // xorshift
|
||||
if (h == 0) // initialize hash
|
||||
h = SPINS | (int)t.getId();
|
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else if (h < 0 && // approx 50% true
|
||||
(--spins & ((SPINS >>> 1) - 1)) == 0)
|
||||
Thread.yield(); // two yields per wait
|
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}
|
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else if (AA.getAcquire(a, j) != p)
|
||||
spins = SPINS; // releaser hasn't set match yet
|
||||
else if (!t.isInterrupted() && m == 0 &&
|
||||
(!timed ||
|
||||
(ns = end - System.nanoTime()) > 0L)) {
|
||||
p.parked = t; // minimize window
|
||||
if (AA.getAcquire(a, j) == p) {
|
||||
if (ns == 0L)
|
||||
LockSupport.park(this);
|
||||
else
|
||||
LockSupport.parkNanos(this, ns);
|
||||
}
|
||||
p.parked = null;
|
||||
}
|
||||
else if (AA.getAcquire(a, j) == p &&
|
||||
AA.compareAndSet(a, j, p, null)) {
|
||||
if (m != 0) // try to shrink
|
||||
BOUND.compareAndSet(this, b, b + SEQ - 1);
|
||||
p.item = null;
|
||||
p.hash = h;
|
||||
i = p.index >>>= 1; // descend
|
||||
if (Thread.interrupted())
|
||||
return null;
|
||||
if (timed && m == 0 && ns <= 0L)
|
||||
return TIMED_OUT;
|
||||
break; // expired; restart
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
p.item = null; // clear offer
|
||||
}
|
||||
else {
|
||||
if (p.bound != b) { // stale; reset
|
||||
p.bound = b;
|
||||
p.collides = 0;
|
||||
i = (i != m || m == 0) ? m : m - 1;
|
||||
}
|
||||
else if ((c = p.collides) < m || m == FULL ||
|
||||
!BOUND.compareAndSet(this, b, b + SEQ + 1)) {
|
||||
p.collides = c + 1;
|
||||
i = (i == 0) ? m : i - 1; // cyclically traverse
|
||||
}
|
||||
else
|
||||
i = m + 1; // grow
|
||||
p.index = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Exchange function used until arenas enabled. See above for explanation.
|
||||
*
|
||||
* @param item the item to exchange
|
||||
* @param timed true if the wait is timed
|
||||
* @param ns if timed, the maximum wait time, else 0L
|
||||
* @return the other thread's item; or null if either the arena
|
||||
* was enabled or the thread was interrupted before completion; or
|
||||
* TIMED_OUT if timed and timed out
|
||||
*/
|
||||
private final Object slotExchange(Object item, boolean timed, long ns) {
|
||||
Node p = participant.get();
|
||||
Thread t = Thread.currentThread();
|
||||
if (t.isInterrupted()) // preserve interrupt status so caller can recheck
|
||||
return null;
|
||||
|
||||
for (Node q;;) {
|
||||
if ((q = slot) != null) {
|
||||
if (SLOT.compareAndSet(this, q, null)) {
|
||||
Object v = q.item;
|
||||
q.match = item;
|
||||
Thread w = q.parked;
|
||||
if (w != null)
|
||||
LockSupport.unpark(w);
|
||||
return v;
|
||||
}
|
||||
// create arena on contention, but continue until slot null
|
||||
if (NCPU > 1 && bound == 0 &&
|
||||
BOUND.compareAndSet(this, 0, SEQ))
|
||||
arena = new Node[(FULL + 2) << ASHIFT];
|
||||
}
|
||||
else if (arena != null)
|
||||
return null; // caller must reroute to arenaExchange
|
||||
else {
|
||||
p.item = item;
|
||||
if (SLOT.compareAndSet(this, null, p))
|
||||
break;
|
||||
p.item = null;
|
||||
}
|
||||
}
|
||||
|
||||
// await release
|
||||
int h = p.hash;
|
||||
long end = timed ? System.nanoTime() + ns : 0L;
|
||||
int spins = (NCPU > 1) ? SPINS : 1;
|
||||
Object v;
|
||||
while ((v = p.match) == null) {
|
||||
if (spins > 0) {
|
||||
h ^= h << 1; h ^= h >>> 3; h ^= h << 10;
|
||||
if (h == 0)
|
||||
h = SPINS | (int)t.getId();
|
||||
else if (h < 0 && (--spins & ((SPINS >>> 1) - 1)) == 0)
|
||||
Thread.yield();
|
||||
}
|
||||
else if (slot != p)
|
||||
spins = SPINS;
|
||||
else if (!t.isInterrupted() && arena == null &&
|
||||
(!timed || (ns = end - System.nanoTime()) > 0L)) {
|
||||
p.parked = t;
|
||||
if (slot == p) {
|
||||
if (ns == 0L)
|
||||
LockSupport.park(this);
|
||||
else
|
||||
LockSupport.parkNanos(this, ns);
|
||||
}
|
||||
p.parked = null;
|
||||
}
|
||||
else if (SLOT.compareAndSet(this, p, null)) {
|
||||
v = timed && ns <= 0L && !t.isInterrupted() ? TIMED_OUT : null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
MATCH.setRelease(p, null);
|
||||
p.item = null;
|
||||
p.hash = h;
|
||||
return v;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new Exchanger.
|
||||
*/
|
||||
public Exchanger() {
|
||||
participant = new Participant();
|
||||
}
|
||||
|
||||
/**
|
||||
* Waits for another thread to arrive at this exchange point (unless
|
||||
* the current thread is {@linkplain Thread#interrupt interrupted}),
|
||||
* and then transfers the given object to it, receiving its object
|
||||
* in return.
|
||||
*
|
||||
* <p>If another thread is already waiting at the exchange point then
|
||||
* it is resumed for thread scheduling purposes and receives the object
|
||||
* passed in by the current thread. The current thread returns immediately,
|
||||
* receiving the object passed to the exchange by that other thread.
|
||||
*
|
||||
* <p>If no other thread is already waiting at the exchange then the
|
||||
* current thread is disabled for thread scheduling purposes and lies
|
||||
* dormant until one of two things happens:
|
||||
* <ul>
|
||||
* <li>Some other thread enters the exchange; or
|
||||
* <li>Some other thread {@linkplain Thread#interrupt interrupts}
|
||||
* the current thread.
|
||||
* </ul>
|
||||
* <p>If the current thread:
|
||||
* <ul>
|
||||
* <li>has its interrupted status set on entry to this method; or
|
||||
* <li>is {@linkplain Thread#interrupt interrupted} while waiting
|
||||
* for the exchange,
|
||||
* </ul>
|
||||
* then {@link InterruptedException} is thrown and the current thread's
|
||||
* interrupted status is cleared.
|
||||
*
|
||||
* @param x the object to exchange
|
||||
* @return the object provided by the other thread
|
||||
* @throws InterruptedException if the current thread was
|
||||
* interrupted while waiting
|
||||
*/
|
||||
@SuppressWarnings("unchecked")
|
||||
public V exchange(V x) throws InterruptedException {
|
||||
Object v;
|
||||
Node[] a;
|
||||
Object item = (x == null) ? NULL_ITEM : x; // translate null args
|
||||
if (((a = arena) != null ||
|
||||
(v = slotExchange(item, false, 0L)) == null) &&
|
||||
((Thread.interrupted() || // disambiguates null return
|
||||
(v = arenaExchange(item, false, 0L)) == null)))
|
||||
throw new InterruptedException();
|
||||
return (v == NULL_ITEM) ? null : (V)v;
|
||||
}
|
||||
|
||||
/**
|
||||
* Waits for another thread to arrive at this exchange point (unless
|
||||
* the current thread is {@linkplain Thread#interrupt interrupted} or
|
||||
* the specified waiting time elapses), and then transfers the given
|
||||
* object to it, receiving its object in return.
|
||||
*
|
||||
* <p>If another thread is already waiting at the exchange point then
|
||||
* it is resumed for thread scheduling purposes and receives the object
|
||||
* passed in by the current thread. The current thread returns immediately,
|
||||
* receiving the object passed to the exchange by that other thread.
|
||||
*
|
||||
* <p>If no other thread is already waiting at the exchange then the
|
||||
* current thread is disabled for thread scheduling purposes and lies
|
||||
* dormant until one of three things happens:
|
||||
* <ul>
|
||||
* <li>Some other thread enters the exchange; or
|
||||
* <li>Some other thread {@linkplain Thread#interrupt interrupts}
|
||||
* the current thread; or
|
||||
* <li>The specified waiting time elapses.
|
||||
* </ul>
|
||||
* <p>If the current thread:
|
||||
* <ul>
|
||||
* <li>has its interrupted status set on entry to this method; or
|
||||
* <li>is {@linkplain Thread#interrupt interrupted} while waiting
|
||||
* for the exchange,
|
||||
* </ul>
|
||||
* then {@link InterruptedException} is thrown and the current thread's
|
||||
* interrupted status is cleared.
|
||||
*
|
||||
* <p>If the specified waiting time elapses then {@link
|
||||
* TimeoutException} is thrown. If the time is less than or equal
|
||||
* to zero, the method will not wait at all.
|
||||
*
|
||||
* @param x the object to exchange
|
||||
* @param timeout the maximum time to wait
|
||||
* @param unit the time unit of the {@code timeout} argument
|
||||
* @return the object provided by the other thread
|
||||
* @throws InterruptedException if the current thread was
|
||||
* interrupted while waiting
|
||||
* @throws TimeoutException if the specified waiting time elapses
|
||||
* before another thread enters the exchange
|
||||
*/
|
||||
@SuppressWarnings("unchecked")
|
||||
public V exchange(V x, long timeout, TimeUnit unit)
|
||||
throws InterruptedException, TimeoutException {
|
||||
Object v;
|
||||
Object item = (x == null) ? NULL_ITEM : x;
|
||||
long ns = unit.toNanos(timeout);
|
||||
if ((arena != null ||
|
||||
(v = slotExchange(item, true, ns)) == null) &&
|
||||
((Thread.interrupted() ||
|
||||
(v = arenaExchange(item, true, ns)) == null)))
|
||||
throw new InterruptedException();
|
||||
if (v == TIMED_OUT)
|
||||
throw new TimeoutException();
|
||||
return (v == NULL_ITEM) ? null : (V)v;
|
||||
}
|
||||
|
||||
// VarHandle mechanics
|
||||
private static final VarHandle BOUND;
|
||||
private static final VarHandle SLOT;
|
||||
private static final VarHandle MATCH;
|
||||
private static final VarHandle AA;
|
||||
static {
|
||||
try {
|
||||
MethodHandles.Lookup l = MethodHandles.lookup();
|
||||
BOUND = l.findVarHandle(Exchanger.class, "bound", int.class);
|
||||
SLOT = l.findVarHandle(Exchanger.class, "slot", Node.class);
|
||||
MATCH = l.findVarHandle(Node.class, "match", Object.class);
|
||||
AA = MethodHandles.arrayElementVarHandle(Node[].class);
|
||||
} catch (ReflectiveOperationException e) {
|
||||
throw new Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue