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
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@ -33,6 +33,12 @@
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<WarningLevel>4</WarningLevel>
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<DocumentationFile>bin\net-4.0\Release\Nuclex.Support.xml</DocumentationFile>
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</PropertyGroup>
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<PropertyGroup>
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<SignAssembly>true</SignAssembly>
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</PropertyGroup>
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<PropertyGroup>
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<AssemblyOriginatorKeyFile>..\Foundation.snk</AssemblyOriginatorKeyFile>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="NMock2">
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<HintPath>..\References\nmock\net-4.0\NMock2.dll</HintPath>
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@ -366,6 +372,11 @@
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<DependentUpon>XmlHelper.cs</DependentUpon>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\Foundation.snk">
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<Link>Foundation.snk</Link>
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</None>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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@ -42,6 +42,12 @@
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<XnaCompressContent>false</XnaCompressContent>
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<DocumentationFile>bin\xna-4.0-phone7\Release\Nuclex.Support.xml</DocumentationFile>
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</PropertyGroup>
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<PropertyGroup>
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<SignAssembly>true</SignAssembly>
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</PropertyGroup>
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<PropertyGroup>
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<AssemblyOriginatorKeyFile>..\Foundation.snk</AssemblyOriginatorKeyFile>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Microsoft.Phone, Version=7.0.0.0, Culture=neutral, PublicKeyToken=24eec0d8c86cda1e, processorArchitecture=MSIL" />
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<Reference Include="Microsoft.Xna.Framework">
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@ -397,6 +403,11 @@
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<DependentUpon>XmlHelper.cs</DependentUpon>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\Foundation.snk">
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<Link>Foundation.snk</Link>
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</None>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
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<!--
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@ -42,6 +42,12 @@
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<XnaCompressContent>true</XnaCompressContent>
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<DocumentationFile>bin\xna-4.0-xbox360\Release\Nuclex.Support.xml</DocumentationFile>
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</PropertyGroup>
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<PropertyGroup>
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<SignAssembly>true</SignAssembly>
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</PropertyGroup>
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<PropertyGroup>
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<AssemblyOriginatorKeyFile>..\Foundation.snk</AssemblyOriginatorKeyFile>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Microsoft.Xna.Framework">
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<Private>False</Private>
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@ -413,6 +419,11 @@
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<Content Include="Documents\Nuclex.Support.txt" />
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<Content Include="Documents\Request Framework.txt" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\Foundation.snk">
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<Link>Foundation.snk</Link>
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</None>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
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<!--
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@ -32,7 +32,7 @@ namespace Nuclex.Support {
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/// Unlike the normal thread pool, the affine thread pool provides only as many
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/// threads as there are CPU cores available on the current platform. This makes
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/// it more suitable for tasks you want to spread across all available cpu cores
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/// explicitely.
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/// explicitly.
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/// </para>
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/// <para>
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/// However, it's not a good match if you want to run blocking or waiting tasks
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@ -97,7 +97,7 @@ namespace Nuclex.Support {
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// We can only use these hardware thread indices on the XBox 360
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hardwareThreads = new Queue<int>(new int[] { 5, 4, 3, 1 });
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#else
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// We can use all cores in the PC, starting from index 1
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// We can use all cores on a PC, starting from index 1
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hardwareThreads = new Queue<int>(Processors);
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for(int core = Processors; core >= 1; --core) {
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hardwareThreads.Enqueue(core);
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@ -179,6 +179,21 @@ namespace Nuclex.Support {
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throw exception;
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}
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#if WINDOWS
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/// <summary>Retrieves the ProcessThread for the calling thread</summary>
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/// <returns>The ProcessThread for the calling thread</returns>
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internal static ProcessThread GetProcessThread(int threadId) {
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ProcessThreadCollection threads = Process.GetCurrentProcess().Threads;
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for(int index = 0; index < threads.Count; ++index) {
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if(threads[index].Id == threadId) {
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return threads[index];
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}
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}
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return null;
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}
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#endif
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/// <summary>A thread worker function that processes items from the work queue</summary>
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private static void ProcessQueuedItems() {
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@ -221,8 +236,8 @@ namespace Nuclex.Support {
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// Execute the work item we just picked up. Make sure to accurately
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// record how many callbacks are currently executing.
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try {
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Interlocked.Increment(ref inUseThreads);
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try {
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workItem.Callback(workItem.State);
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}
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catch(Exception exception) { // Make sure we don't throw here.
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@ -237,21 +252,6 @@ namespace Nuclex.Support {
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}
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}
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#if WINDOWS
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/// <summary>Retrieves the ProcessThread for the calling thread</summary>
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/// <returns>The ProcessThread for the calling thread</returns>
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internal static ProcessThread GetProcessThread(int threadId) {
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ProcessThreadCollection threads = Process.GetCurrentProcess().Threads;
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for(int index = 0; index < threads.Count; ++index) {
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if(threads[index].Id == threadId) {
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return threads[index];
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}
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}
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return null;
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}
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#endif
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/// <summary>Obtains the next work item from the queue</summary>
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/// <returns>The next work item in the queue</returns>
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/// <remarks>
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@ -272,7 +272,10 @@ namespace Nuclex.Support {
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}
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}
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// If we can't get one, go to sleep.
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// If we can't get one, go to sleep. The semaphore blocks until work
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// becomes available (then acting like an AutoResetEvent that counts
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// how often it has been triggered and letting that number of threads
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// pass through.)
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workAvailable.WaitOne();
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}
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@ -150,7 +150,7 @@ namespace Nuclex.Support {
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// resource to become available.
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if(newFree >= 0) {
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#if NO_EXITCONTEXT
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if (!this.manualResetEvent.WaitOne(millisecondsTimeout)) {
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if(!this.manualResetEvent.WaitOne(millisecondsTimeout)) {
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#else
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if(!this.manualResetEvent.WaitOne(millisecondsTimeout, exitContext)) {
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#endif
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