Assembly is now signed with a strong name key; minor cosmetic improvements

git-svn-id: file:///srv/devel/repo-conversion/nusu@213 d2e56fa2-650e-0410-a79f-9358c0239efd
This commit is contained in:
Markus Ewald 2011-02-14 18:15:23 +00:00
parent eafb9e442b
commit da61476a80
5 changed files with 56 additions and 20 deletions

View File

@ -33,6 +33,12 @@
<WarningLevel>4</WarningLevel>
<DocumentationFile>bin\net-4.0\Release\Nuclex.Support.xml</DocumentationFile>
</PropertyGroup>
<PropertyGroup>
<SignAssembly>true</SignAssembly>
</PropertyGroup>
<PropertyGroup>
<AssemblyOriginatorKeyFile>..\Foundation.snk</AssemblyOriginatorKeyFile>
</PropertyGroup>
<ItemGroup>
<Reference Include="NMock2">
<HintPath>..\References\nmock\net-4.0\NMock2.dll</HintPath>
@ -366,6 +372,11 @@
<DependentUpon>XmlHelper.cs</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<None Include="..\Foundation.snk">
<Link>Foundation.snk</Link>
</None>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

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@ -42,6 +42,12 @@
<XnaCompressContent>false</XnaCompressContent>
<DocumentationFile>bin\xna-4.0-phone7\Release\Nuclex.Support.xml</DocumentationFile>
</PropertyGroup>
<PropertyGroup>
<SignAssembly>true</SignAssembly>
</PropertyGroup>
<PropertyGroup>
<AssemblyOriginatorKeyFile>..\Foundation.snk</AssemblyOriginatorKeyFile>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Phone, Version=7.0.0.0, Culture=neutral, PublicKeyToken=24eec0d8c86cda1e, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework">
@ -397,6 +403,11 @@
<DependentUpon>XmlHelper.cs</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<None Include="..\Foundation.snk">
<Link>Foundation.snk</Link>
</None>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<!--

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@ -42,6 +42,12 @@
<XnaCompressContent>true</XnaCompressContent>
<DocumentationFile>bin\xna-4.0-xbox360\Release\Nuclex.Support.xml</DocumentationFile>
</PropertyGroup>
<PropertyGroup>
<SignAssembly>true</SignAssembly>
</PropertyGroup>
<PropertyGroup>
<AssemblyOriginatorKeyFile>..\Foundation.snk</AssemblyOriginatorKeyFile>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework">
<Private>False</Private>
@ -413,6 +419,11 @@
<Content Include="Documents\Nuclex.Support.txt" />
<Content Include="Documents\Request Framework.txt" />
</ItemGroup>
<ItemGroup>
<None Include="..\Foundation.snk">
<Link>Foundation.snk</Link>
</None>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<!--

View File

@ -32,7 +32,7 @@ namespace Nuclex.Support {
/// Unlike the normal thread pool, the affine thread pool provides only as many
/// threads as there are CPU cores available on the current platform. This makes
/// it more suitable for tasks you want to spread across all available cpu cores
/// explicitely.
/// explicitly.
/// </para>
/// <para>
/// However, it's not a good match if you want to run blocking or waiting tasks
@ -97,7 +97,7 @@ namespace Nuclex.Support {
// We can only use these hardware thread indices on the XBox 360
hardwareThreads = new Queue<int>(new int[] { 5, 4, 3, 1 });
#else
// We can use all cores in the PC, starting from index 1
// We can use all cores on a PC, starting from index 1
hardwareThreads = new Queue<int>(Processors);
for(int core = Processors; core >= 1; --core) {
hardwareThreads.Enqueue(core);
@ -179,6 +179,21 @@ namespace Nuclex.Support {
throw exception;
}
#if WINDOWS
/// <summary>Retrieves the ProcessThread for the calling thread</summary>
/// <returns>The ProcessThread for the calling thread</returns>
internal static ProcessThread GetProcessThread(int threadId) {
ProcessThreadCollection threads = Process.GetCurrentProcess().Threads;
for(int index = 0; index < threads.Count; ++index) {
if(threads[index].Id == threadId) {
return threads[index];
}
}
return null;
}
#endif
/// <summary>A thread worker function that processes items from the work queue</summary>
private static void ProcessQueuedItems() {
@ -221,8 +236,8 @@ namespace Nuclex.Support {
// Execute the work item we just picked up. Make sure to accurately
// record how many callbacks are currently executing.
Interlocked.Increment(ref inUseThreads);
try {
Interlocked.Increment(ref inUseThreads);
workItem.Callback(workItem.State);
}
catch(Exception exception) { // Make sure we don't throw here.
@ -237,21 +252,6 @@ namespace Nuclex.Support {
}
}
#if WINDOWS
/// <summary>Retrieves the ProcessThread for the calling thread</summary>
/// <returns>The ProcessThread for the calling thread</returns>
internal static ProcessThread GetProcessThread(int threadId) {
ProcessThreadCollection threads = Process.GetCurrentProcess().Threads;
for(int index = 0; index < threads.Count; ++index) {
if(threads[index].Id == threadId) {
return threads[index];
}
}
return null;
}
#endif
/// <summary>Obtains the next work item from the queue</summary>
/// <returns>The next work item in the queue</returns>
/// <remarks>
@ -272,7 +272,10 @@ namespace Nuclex.Support {
}
}
// If we can't get one, go to sleep.
// If we can't get one, go to sleep. The semaphore blocks until work
// becomes available (then acting like an AutoResetEvent that counts
// how often it has been triggered and letting that number of threads
// pass through.)
workAvailable.WaitOne();
}

View File

@ -150,7 +150,7 @@ namespace Nuclex.Support {
// resource to become available.
if(newFree >= 0) {
#if NO_EXITCONTEXT
if (!this.manualResetEvent.WaitOne(millisecondsTimeout)) {
if(!this.manualResetEvent.WaitOne(millisecondsTimeout)) {
#else
if(!this.manualResetEvent.WaitOne(millisecondsTimeout, exitContext)) {
#endif