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スレッドによる並列処理のテスト

Last updated at Posted at 2017-05-24

#環境
Unity5.6.1f1

#概要
スマホでも早くなるのかテスト
結果、自分のスマホなら早くなりました。

#プログラム

using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using System.Threading;

public class TestParallelFor : MonoBehaviour
{
	[SerializeField] private Button _button = null;	//切り替えボタン
	[SerializeField] private Text _text = null; //時間表示

	class ThreadParam
	{
		public Thread thread;
	//	public ManualResetEvent activeEvent;
	//	public ManualResetEvent finishEvent;
		//AutoResetEventはWaitOneでシグナル(Set)になるまで待機した後、勝手に非シグナル(Reset)になる
		public AutoResetEvent activeEvent;
		public AutoResetEvent finishEvent;
		public StringBuilder str;
		public int value;
	}

    private List<ThreadParam> _threadParams = new List<ThreadParam>();
	private bool _isParallel = false;
	private const int _threadCount = 10;
	private const int _loopCount = 1000000;

	private void Start()
	{
		_isParallel = false;
		OnButtonClick( _button );
		_button.onClick.AddListener( () => OnButtonClick( _button ) );

		for( int i = 0; i < _threadCount; i++ )
		{
			var param = new ThreadParam();
			param.thread = new Thread( ThreadFunc );
		//	param.activeEvent = new ManualResetEvent( false );	//寝かせておく
		//	param.finishEvent = new ManualResetEvent( false );	//寝かせておく
			param.activeEvent = new AutoResetEvent( false );	//寝かせておく
			param.finishEvent = new AutoResetEvent( false );	//寝かせておく
			param.str = new StringBuilder( 64 );
			_threadParams.Add( param );

			param.thread.IsBackground = true;
			param.thread.Start( param );
		}
	}

	private void OnApplicationQuit()
	{
		OnDestroy();
	}

	private void OnDestroy()
	{
		for( int i = 0; i < _threadParams.Count; i++ )
		{
			var param = _threadParams[ i ];
			if( param.thread == null )
				continue;
			param.thread.Abort();
		}
		_threadParams.Clear();
	}

	private void OnButtonClick( Button button )
	{
		_isParallel = ( _isParallel == true ) ? false : true;

		button.GetComponentInChildren<Text>().text = ( _isParallel == true ) ? "Change Single" : "Change Parallel";
	}

	private void Update()
	{
		Debug.Log( "Start" );
		var startTime = Time.realtimeSinceStartup;
		if( _isParallel == true )
			Parallel();
		else
			Single();
		var elapsedTime = Time.realtimeSinceStartup - startTime;
		_text.text += ":" + elapsedTime.ToString();
		Debug.Log( "Finish" );
	}

	private void Single()
	{
		int value = 0;
		for( int i = 0; i < _threadParams.Count; i++ )
		{
			var param = _threadParams[ i ];
			Task( param );
			value += param.value;
		}
		_text.text = ( value / _loopCount / _threadCount ).ToString();
	}

	private void Parallel()
	{
		//parallel
		for( int i = 0; i < _threadParams.Count; i++ )
		{
			var param = _threadParams[ i ];
			param.activeEvent.Set();
		}
		//finish sync
		int value = 0;
		for( int i = 0; i < _threadParams.Count; i++ )
		{
			var param = _threadParams[ i ];
			param.finishEvent.WaitOne();
		//	param.finishEvent.Reset();
			value += param.value;
		}
		_text.text = ( value / _loopCount ).ToString();
	}

	private void ThreadFunc( object obj )
    {
		var param = (ThreadParam)obj;
		while( true )
		{
			param.activeEvent.WaitOne();
		//	param.activeEvent.Reset();

			Task( param );

			param.finishEvent.Set();
		}
	}

	private void Task( ThreadParam param )
	{
		param.value = 0;
		for( int i = 0; i < _loopCount; i++ )
		{
			param.value++;
		}
		param.str.Length = 0;//.Remove( 0, param.str.Length );
		param.str.Append( "Task:" ).Append( param.thread.ManagedThreadId );
	//	Debug.Log( param.str.ToString() );
	}
}
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