Monitor.Exit メソッド
アセンブリ: mscorlib (mscorlib.dll 内)



呼び出し元スレッドは、obj パラメータのロックを所有する必要があります。呼び出し元スレッドが指定したオブジェクトのロックを所有している場合は、そのオブジェクトの Exit と Enter を同じ回数呼び出すと、ロックが解放されます。呼び出し元スレッドが Enter と Exit を同じ回数呼び出さないと、ロックは解放されません。
ロックが解放されて、他のスレッドがオブジェクトの実行待ちキューに入ると、それらのスレッドの 1 つがロックを取得します。ロックを取得するために待機キュー内で待機している他のスレッドは、ロックの所有者が Exit を呼び出しても、実行待ちキューに自動で移動しません。1 つ以上の待機中のスレッドを実行待ちキューに移動するには、Exit を呼び出す前に、Pulse または PulseAll を呼び出します。

Imports System Imports System.Threading Imports System.Collections Class MonitorSample 'Define the queue to safe thread access. Private m_inputQueue As Queue Public Sub New() m_inputQueue = New Queue() End Sub 'Add an element to the queue and obtain the monitor lock for the queue object. Public Sub AddElement(ByVal qValue As Object) 'Lock the queue. Monitor.Enter(m_inputQueue) 'Add an element. m_inputQueue.Enqueue(qValue) 'Unlock the queue. Monitor.Exit(m_inputQueue) End Sub 'Try to add an element to the queue. 'Add the element to the queue only if the queue object is unlocked. Public Function AddElementWithoutWait(ByVal qValue As Object) As Boolean 'Determine whether the queue is locked. If Not Monitor.TryEnter(m_inputQueue) Then Return False Else m_inputQueue.Enqueue(qValue) Monitor.Exit(m_inputQueue) Return True End If End Function 'Try to add an element to the queue. 'Add the element to the queue only if during the specified time the queue object will be unlocked. Public Function WaitToAddElement(ByVal qValue As Object, ByVal waitTime As Integer) As Boolean 'Wait while the queue is locked. If Not Monitor.TryEnter(m_inputQueue, waitTime) Then Return False Else m_inputQueue.Enqueue(qValue) Monitor.Exit(m_inputQueue) Return True End If End Function 'Delete all elements that equal the given object and obtain the monitor lock for the queue object. Public Sub DeleteElement(ByVal qValue As Object) 'Lock the queue. Monitor.Enter(m_inputQueue) Dim counter As Integer = m_inputQueue.Count While (counter > 0) 'Check each element. Dim elm As Object = m_inputQueue.Dequeue() If Not elm.Equals(qValue) Then m_inputQueue.Enqueue(elm) End If counter = counter - 1 End While 'Unlock the queue. Monitor.Exit(m_inputQueue) End Sub 'Print all queue elements. Public Sub PrintAllElements() 'Lock the queue. Monitor.Enter(m_inputQueue) Dim elmEnum As IEnumerator = m_inputQueue.GetEnumerator() While elmEnum.MoveNext() 'Print the next element. Console.WriteLine(elmEnum.Current.ToString()) End While 'Unlock the queue. Monitor.Exit(m_inputQueue) End Sub Public Shared Sub Main() Dim sample As MonitorSample = New MonitorSample() Dim i As Integer For i = 0 To 29 sample.AddElement(i) Next i sample.PrintAllElements() sample.DeleteElement(0) sample.DeleteElement(10) sample.DeleteElement(20) sample.PrintAllElements() End Sub End Class
using System; using System.Collections; using System.Threading; namespace MonitorCS2 { /// <summary> /// Summary description for Class1. /// </summary> class MonitorSample { //Define the queue to safe thread access. private Queue m_inputQueue; public MonitorSample() { m_inputQueue = new Queue(); } //Add an element to the queue and obtain the monitor lock for the queue object. public void AddElement(object qValue) { //Lock the queue. Monitor.Enter(m_inputQueue); //Add element m_inputQueue.Enqueue(qValue); //Unlock the queue. Monitor.Exit(m_inputQueue); } //Try to add an element to the queue. //Add the element to the queue only if the queue object is unlocked. public bool AddElementWithoutWait(object qValue) { //Determine whether the queue is locked if(!Monitor.TryEnter(m_inputQueue)) return false; m_inputQueue.Enqueue(qValue); Monitor.Exit(m_inputQueue); return true; } //Try to add an element to the queue. //Add the element to the queue only if during the specified time the queue object will be unlocked. public bool WaitToAddElement(object qValue, int waitTime) { //Wait while the queue is locked. if(!Monitor.TryEnter(m_inputQueue,waitTime)) return false; m_inputQueue.Enqueue(qValue); Monitor.Exit(m_inputQueue); return true; } //Delete all elements that equal the given object and obtain the monitor lock for the queue object. public void DeleteElement(object qValue) { //Lock the queue. Monitor.Enter(m_inputQueue); int counter = m_inputQueue.Count; while(counter > 0) { //Check each element. object elm = m_inputQueue.Dequeue(); if(!elm.Equals(qValue)) { m_inputQueue.Enqueue(elm); } --counter; } //Unlock the queue. Monitor.Exit(m_inputQueue); } //Print all queue elements. public void PrintAllElements() { //Lock the queue. Monitor.Enter(m_inputQueue); IEnumerator elmEnum = m_inputQueue.GetEnumerator(); while(elmEnum.MoveNext()) { //Print the next element. Console.WriteLine(elmEnum.Current.ToString()); } //Unlock the queue. Monitor.Exit(m_inputQueue); } static void Main(string[] args) { MonitorSample sample = new MonitorSample(); for(int i = 0; i < 30; i++) sample.AddElement(i); sample.PrintAllElements(); sample.DeleteElement(0); sample.DeleteElement(10); sample.DeleteElement(20); sample.PrintAllElements(); } } }
using namespace System; using namespace System::Collections; using namespace System::Threading; // Class definition public ref class MonitorSample { public: MonitorSample(); void AddElement( Object^ qValue ); bool AddElementWithoutWait( Object^ qValue ); bool WaitToAddElement( Object^ qValue, int waitTime ); void DeleteElement( Object^ qValue ); void PrintAllElements(); private: Queue^ m_inputQueue; }; //Define the queue to safe thread access. MonitorSample::MonitorSample() { m_inputQueue = gcnew Queue; } //Add an element to the queue and obtain the monitor lock for the queue object. void MonitorSample::AddElement( Object^ qValue ) { //Lock the queue. Monitor::Enter( m_inputQueue ); //Add element m_inputQueue->Enqueue( qValue ); //Unlock the queue. Monitor::Exit( m_inputQueue ); } //Try to add an element to the queue. //Add the element to the queue only if the queue object is unlocked. bool MonitorSample::AddElementWithoutWait( Object^ qValue ) { //Determine whether the queue is locked if ( !Monitor::TryEnter( m_inputQueue ) ) return false; m_inputQueue->Enqueue( qValue ); Monitor::Exit( m_inputQueue ); return true; } //Try to add an element to the queue. //Add the element to the queue only if during the specified time the queue object will be unlocked. bool MonitorSample::WaitToAddElement( Object^ qValue, int waitTime ) { //Wait while the queue is locked. if ( !Monitor::TryEnter( m_inputQueue, waitTime ) ) return false; m_inputQueue->Enqueue( qValue ); Monitor::Exit( m_inputQueue ); return true; } //Delete all elements that equal the given object and obtain the monitor lock for the queue object. void MonitorSample::DeleteElement( Object^ qValue ) { //Lock the queue. Monitor::Enter( m_inputQueue ); int counter = m_inputQueue->Count; while ( counter > 0 ) { //Check each element. Object^ elm = m_inputQueue->Dequeue(); if ( !elm->Equals( qValue ) ) { m_inputQueue->Enqueue( elm ); } --counter; } Monitor::Exit( m_inputQueue ); } //Print all queue elements. void MonitorSample::PrintAllElements() { //Lock the queue. Monitor::Enter( m_inputQueue ); IEnumerator^ elmEnum = m_inputQueue->GetEnumerator(); while ( elmEnum->MoveNext() ) { //Print the next element. Console::WriteLine( elmEnum->Current->ToString() ); } Monitor::Exit( m_inputQueue ); } int main() { MonitorSample^ sample = gcnew MonitorSample; for ( int i = 0; i < 30; i++ ) sample->AddElement( i ); sample->PrintAllElements(); sample->DeleteElement( 0 ); sample->DeleteElement( 10 ); sample->DeleteElement( 20 ); sample->PrintAllElements(); }
package MonitorJSL2; import System.*; import System.Collections.*; import System.Threading.*; /// <summary> /// Summary description for Class1. /// </summary> class MonitorSample { //Define the queue to safe thread access. private Queue mInputQueue; public MonitorSample() { mInputQueue = new Queue(); } //MonitorSample // Add an element to the queue and obtain the monitor lock for the // queue object. public void AddElement(Object qValue) { //Lock the queue. Monitor.Enter(mInputQueue); //Add element mInputQueue.Enqueue(qValue); //Unlock the queue. Monitor.Exit(mInputQueue); } //AddElement //Try to add an element to the queue. //Add the element to the queue only if the queue object is unlocked. public boolean AddElementWithoutWait(Object qValue) { //Determine whether the queue is locked if (!(Monitor.TryEnter(mInputQueue))) { return false; } mInputQueue.Enqueue(qValue); Monitor.Exit(mInputQueue); return true; } //AddElementWithoutWait //Try to add an element to the queue. //Add the element to the queue only if during the specified time the //queue object will be unlocked. public boolean WaitToAddElement(Object qValue, int waitTime) { //Wait while the queue is locked. if (!(Monitor.TryEnter(mInputQueue, waitTime))) { return false; } mInputQueue.Enqueue(qValue); Monitor.Exit(mInputQueue); return true; } //WaitToAddElement //Delete all elements that equal the given object and obtain the //monitor lock for the queue object. public void DeleteElement(Object qValue) { //Lock the queue. Monitor.Enter(mInputQueue); int counter = mInputQueue.get_Count(); while (counter > 0) { //Check each element. Object elm = mInputQueue.Dequeue(); if (!(elm.Equals(qValue))) { mInputQueue.Enqueue(elm); } --counter; } //Unlock the queue. Monitor.Exit(mInputQueue); } //DeleteElement //Print all queue elements. public void PrintAllElements() { //Lock the queue. Monitor.Enter(mInputQueue); IEnumerator elmEnum = mInputQueue.GetEnumerator(); while (elmEnum.MoveNext()) { //Print the next element. Console.WriteLine(elmEnum.get_Current().ToString()); } //Unlock the queue. Monitor.Exit(mInputQueue); } //PrintAllElements public static void main(String[] args) { MonitorSample sample = new MonitorSample(); for (int i = 0; i < 30; i++) { sample.AddElement((Int32)i); } sample.PrintAllElements(); sample.DeleteElement((Int32)0); sample.DeleteElement((Int32)10); sample.DeleteElement((Int32)20); sample.PrintAllElements(); } //main } //MonitorSample

Windows 98, Windows 2000 SP4, Windows CE, Windows Millennium Edition, Windows Mobile for Pocket PC, Windows Mobile for Smartphone, Windows Server 2003, Windows XP Media Center Edition, Windows XP Professional x64 Edition, Windows XP SP2, Windows XP Starter Edition
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