/** * Releases in shared mode. Implemented by unblocking one or more * threads if {@link #tryReleaseShared} returns true. * * @param arg the release argument. This value is conveyed to * {@link #tryReleaseShared} but is otherwise uninterpreted * and can represent anything you like. * @return the value returned from {@link #tryReleaseShared} */ publicfinalbooleanreleaseShared(int arg){ if (tryReleaseShared(arg)) {// 由具体子类实现 doReleaseShared();//一次性唤醒队列中所有阻塞的线程 returntrue; } returnfalse; }
CountDownLatch.Sync.tryReleaseShared
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protectedbooleantryReleaseShared(int releases){ // Decrement count; signal when transition to zero for (;;) { int c = getState(); if (c == 0) returnfalse; int nextc = c-1; if (compareAndSetState(c, nextc)) return nextc == 0; } }
publicclassCyclicBarrier{ /** * Each use of the barrier is represented as a generation instance. * The generation changes whenever the barrier is tripped, or * is reset. There can be many generations associated with threads * using the barrier - due to the non-deterministic way the lock * may be allocated to waiting threads - but only one of these * can be active at a time (the one to which {@code count} applies) * and all the rest are either broken or tripped. * There need not be an active generation if there has been a break * but no subsequent reset. */ privatestaticclassGeneration{ boolean broken = false; }
/** The lock for guarding barrier entry */ privatefinal ReentrantLock lock = new ReentrantLock(); /** Condition to wait on until tripped */ // 用于线程之间互相唤醒 privatefinal Condition trip = lock.newCondition(); /** The number of parties */ // 总线程数 privatefinalint parties; /* The command to run when tripped */ privatefinal Runnable barrierCommand; /** The current generation */ private Generation generation = new Generation();
/** * Number of parties still waiting. Counts down from parties to 0 * on each generation. It is reset to parties on each new * generation or when broken. */ privateint count;
/** * Updates state on barrier trip and wakes up everyone. * Called only while holding lock. */ privatevoidnextGeneration(){ // signal completion of last generation trip.signalAll(); // set up next generation count = parties; generation = new Generation(); }
/** * Sets current barrier generation as broken and wakes up everyone. * Called only while holding lock. */ privatevoidbreakBarrier(){ generation.broken = true; count = parties; trip.signalAll(); }
/** * Main barrier code, covering the various policies. */ privateintdowait(boolean timed, long nanos) throws InterruptedException, BrokenBarrierException, TimeoutException { final ReentrantLock lock = this.lock; lock.lock(); try { final Generation g = generation;
if (g.broken) thrownew BrokenBarrierException();
if (Thread.interrupted()) {// 响应中断 breakBarrier();//唤醒所有被阻塞线程 thrownew InterruptedException(); }
// 每个线程调用一次await则执行一次--count,当count==0时则唤醒其他所有线程 int index = --count; if (index == 0) { // tripped boolean ranAction = false; try { final Runnable command = barrierCommand; if (command != null)// 一起唤醒之后可以执行一次回调 command.run(); ranAction = true; // 可重用 // 唤醒其他所有线程,并且复原count nextGeneration(); return0; } finally { if (!ranAction) breakBarrier(); } }
// loop until tripped, broken, interrupted, or timed out for (;;) {// count!=0的处理,需要阻塞自己 try { if (!timed) trip.await();//阻塞自己的时候释放锁,别的线程就可以执行该方法 elseif (nanos > 0L) nanos = trip.awaitNanos(nanos); } catch (InterruptedException ie) { if (g == generation && ! g.broken) { breakBarrier(); throw ie; } else { // We're about to finish waiting even if we had not // been interrupted, so this interrupt is deemed to // "belong" to subsequent execution. Thread.currentThread().interrupt(); } }
/** * Creates a new {@code CyclicBarrier} that will trip when the * given number of parties (threads) are waiting upon it, and which * will execute the given barrier action when the barrier is tripped, * performed by the last thread entering the barrier. * * @param parties the number of threads that must invoke {@link #await} * before the barrier is tripped * @param barrierAction the command to execute when the barrier is * tripped, or {@code null} if there is no action * @throws IllegalArgumentException if {@code parties} is less than 1 */ publicCyclicBarrier(int parties, Runnable barrierAction){ if (parties <= 0) thrownew IllegalArgumentException(); this.parties = parties; this.count = parties; this.barrierCommand = barrierAction; }
/** * Returns the number of parties required to trip this barrier. * * @return the number of parties required to trip this barrier */ publicintgetParties(){ return parties; }
/** * Queries if this barrier is in a broken state. * * @return {@code true} if one or more parties broke out of this * barrier due to interruption or timeout since * construction or the last reset, or a barrier action * failed due to an exception; {@code false} otherwise. */ publicbooleanisBroken(){ final ReentrantLock lock = this.lock; lock.lock(); try { return generation.broken; } finally { lock.unlock(); } }
/** * Resets the barrier to its initial state. If any parties are * currently waiting at the barrier, they will return with a * {@link BrokenBarrierException}. Note that resets <em>after</em> * a breakage has occurred for other reasons can be complicated to * carry out; threads need to re-synchronize in some other way, * and choose one to perform the reset. It may be preferable to * instead create a new barrier for subsequent use. */ publicvoidreset(){ final ReentrantLock lock = this.lock; lock.lock(); try { breakBarrier(); // break the current generation nextGeneration(); // start a new generation } finally { lock.unlock(); } }
/** * Returns the number of parties currently waiting at the barrier. * This method is primarily useful for debugging and assertions. * * @return the number of parties currently blocked in {@link #await} */ publicintgetNumberWaiting(){ final ReentrantLock lock = this.lock; lock.lock(); try { return parties - count; } finally { lock.unlock(); } } }