C#申请一个大数组(Use a large array in C#)
在C#里,有时候我需要能够申请一个很大的数组、使用之、然后立即释放其占用的内存。
Sometimes I need to allocate a large array, use it and then release its memory space immediately.
由于在C#里提供的 int[] array = new int[1000000]; 这样的数组,其内存释放很难由程序员完全控制,在申请一个大数组后,程序可能会变得很慢。
If I use something like int[] array = new int[1000000]; , it will be difficult to release its memory space by programmer and the app probably runs slower and slower.
特别是在C#+OpenGL编程中,我在使用VAO/VBO时十分需要设计一个非托管的数组,比如在glBufferData时我希望可以使用下面的glBufferData:
Specially in C#+OpenGL routines when I'm using VAO/VBO, I need an unmanaged array for glBufferData:
////// 设置当前VBO的数据。 /// /// /// /// public static void glBufferData(uint target, UnmanagedArrayBase data, uint usage) { GetDelegateFor()((uint)target, data.ByteLength, // 使用非托管数组 data.Header, // 使用非托管数组 (uint)usage); } // ... // glBufferData的声明 private delegate void glBufferData(uint target, int size, IntPtr data, uint usage);
而在指定VBO的数据时,可能是float、vec3等等类型:
And the content in VBO can be float, vec3 and any other structs.
////// 金字塔的posotion array. /// static vec3[] positions = new vec3[] { new vec3(0.0f, 1.0f, 0.0f), new vec3(-1.0f, -1.0f, 1.0f), // ... new vec3(-1.0f, -1.0f, 1.0f), }; // Create a vertex buffer for the vertex data. { uint[] ids = new uint[1]; GL.GenBuffers(1, ids); GL.BindBuffer(GL.GL_ARRAY_BUFFER, ids[0]); // 使用vec3作为泛型的非托管数组的参数 UnmanagedArraypositionArray = new UnmanagedArray (positions.Length); for (int i = 0; i < positions.Length; i++) { // 使用this[i]这样的索引方式来读写非托管数组的元素 positionArray[i] = positions[i]; } GL.BufferData(BufferDataTarget.ArrayBuffer, positionArray, BufferDataUsage.StaticDraw); GL.VertexAttribPointer(positionLocation, 3, GL.GL_FLOAT, false, 0, IntPtr.Zero); GL.EnableVertexAttribArray(positionLocation); }
UnmanagedArray
所以我设计了这样一个非托管的数组类型:无unsafe,可接收任何struct类型作为泛型参数,可随时释放内存。
So I designed this UnmangedArray
1 ///2 /// 元素类型为sbyte, byte, char, short, ushort, int, uint, long, ulong, float, double, decimal, bool或其它struct的非托管数组。 3 /// 5 ///不能使用enum类型作为T。 4 ///sbyte, byte, char, short, ushort, int, uint, long, ulong, float, double, decimal, bool或其它struct, 不能使用enum类型作为T。 6 public class UnmanagedArray: UnmanagedArrayBase where T : struct 7 { 8 9 /// 10 ///元素类型为sbyte, byte, char, short, ushort, int, uint, long, ulong, float, double, decimal, bool或其它struct的非托管数组。 11 /// 12 /// 13 [MethodImpl(MethodImplOptions.Synchronized)] 14 public UnmanagedArray(int count) 15 : base(count, Marshal.SizeOf(typeof(T))) 16 { 17 } 18 19 ///20 /// 获取或设置索引为 22 /// 23 ///的元素。 21 /// 24 public T this[int index] 25 { 26 get 27 { 28 if (index < 0 || index >= this.Count) 29 throw new IndexOutOfRangeException("index of UnmanagedArray is out of range"); 30 31 var pItem = this.Header + (index * elementSize); 32 //var obj = Marshal.PtrToStructure(pItem, typeof(T)); 33 //T result = (T)obj; 34 T result = Marshal.PtrToStructure (pItem);// works in .net 4.5.1 35 return result; 36 } 37 set 38 { 39 if (index < 0 || index >= this.Count) 40 throw new IndexOutOfRangeException("index of UnmanagedArray is out of range"); 41 42 var pItem = this.Header + (index * elementSize); 43 //Marshal.StructureToPtr(value, pItem, true); 44 Marshal.StructureToPtr (value, pItem, true);// works in .net 4.5.1 45 } 46 } 47 48 /// 49 /// 按索引顺序依次获取各个元素。 50 /// 51 ///52 public IEnumerable GetElements() 53 { 54 if (!this.disposed) 55 { 56 for (int i = 0; i < this.Count; i++) 57 { 58 yield return this[i]; 59 } 60 } 61 } 62 } 63 64 /// 65 /// 非托管数组的基类。 66 /// 67 public abstract class UnmanagedArrayBase : IDisposable 68 { 69 70 ///71 /// 数组指针。 72 /// 73 public IntPtr Header { get; private set; } 74 75 ///76 /// 元素数目。 77 /// 78 public int Count { get; private set; } 79 80 ///81 /// 单个元素的字节数。 82 /// 83 protected int elementSize; 84 85 ///86 /// 申请到的字节数。(元素数目 * 单个元素的字节数)。 87 /// 88 public int ByteLength 89 { 90 get { return this.Count * this.elementSize; } 91 } 92 93 94 ///95 /// 非托管数组。 96 /// 97 /// 元素数目。 98 /// 单个元素的字节数。 99 [MethodImpl(MethodImplOptions.Synchronized)] 100 protected UnmanagedArrayBase(int elementCount, int elementSize) 101 { 102 this.Count = elementCount; 103 this.elementSize = elementSize; 104 105 int memSize = elementCount * elementSize; 106 this.Header = Marshal.AllocHGlobal(memSize); 107 108 allocatedArrays.Add(this); 109 } 110 111 private static readonly ListallocatedArrays = new List (); 112 113 /// 114 /// 立即释放所有 116 [MethodImpl(MethodImplOptions.Synchronized)] 117 public static void FreeAll() 118 { 119 foreach (var item in allocatedArrays) 120 { 121 item.Dispose(); 122 } 123 allocatedArrays.Clear(); 124 } 125 126 ~UnmanagedArrayBase() 127 { 128 Dispose(); 129 } 130 131 #region IDisposable Members 132 133 ///。 115 /// 134 /// Internal variable which checks if Dispose has already been called 135 /// 136 protected Boolean disposed; 137 138 ///139 /// Releases unmanaged and - optionally - managed resources 140 /// 141 ///true to release both managed and unmanaged resources;false to release only unmanaged resources. 142 protected void Dispose(Boolean disposing) 143 { 144 if (disposed) 145 { 146 return; 147 } 148 149 if (disposing) 150 { 151 //Managed cleanup code here, while managed refs still valid 152 } 153 //Unmanaged cleanup code here 154 IntPtr ptr = this.Header; 155 156 if (ptr != IntPtr.Zero) 157 { 158 this.Count = 0; 159 this.Header = IntPtr.Zero; 160 Marshal.FreeHGlobal(ptr); 161 } 162 163 disposed = true; 164 } 165 166 ///167 /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. 168 /// 169 public void Dispose() 170 { 171 this.Dispose(true); 172 GC.SuppressFinalize(this); 173 } 174 175 #endregion 176 177 } UnmanagedArray
如何使用(How to use)
UnmanagedArray
Using UnamangedAray
internal static void TypicalScene() { const int count = 100; // 测试float类型 var floatArray = new UnmanagedArray(count); for (int i = 0; i < count; i++) { floatArray[i] = i; } for (int i = 0; i < count; i++) { var item = floatArray[i]; if (item != i) { throw new Exception(); } } // 测试int类型 var intArray = new UnmanagedArray (count); for (int i = 0; i < count; i++) { intArray[i] = i; } for (int i = 0; i < count; i++) { var item = intArray[i]; if (item != i) { throw new Exception(); } } // 测试bool类型 var boolArray = new UnmanagedArray (count); for (int i = 0; i < count; i++) { boolArray[i] = i % 2 == 0; } for (int i = 0; i < count; i++) { var item = boolArray[i]; if (item != (i % 2 == 0)) { throw new Exception(); } } // 测试vec3类型 var vec3Array = new UnmanagedArray (count); for (int i = 0; i < count; i++) { vec3Array[i] = new vec3(i * 3 + 0, i * 3 + 1, i * 3 + 2); } for (int i = 0; i < count; i++) { var item = vec3Array[i]; var old = new vec3(i * 3 + 0, i * 3 + 1, i * 3 + 2); if (item.x != old.x || item.y != old.y || item.z != old.z) { throw new Exception(); } } // 测试foreach foreach (var item in vec3Array.GetElements()) { Console.WriteLine(item); } // 释放此数组占用的内存,这之后就不能再使用vec3Array了。 vec3Array.Dispose(); // 立即释放所有非托管数组占用的内存,这之后就不能再使用上面申请的数组了。 UnmanagedArrayBase.FreeAll(); }
快速读写UnmanagedArray
UnmanagedArrayHelper
由于很多时候需要申请和使用很大的UnmanagedArray
public static class UnmanagedArrayHelper { ////////// 错误 1 无法获取托管类型(“T”)的地址和大小,或无法声明指向它的指针 ///// ////////// ///// //public static unsafe T* FirstElement (this UnmanagedArray array) where T : struct //{ // var header = (void*)array.Header; // return (T*)header; //} /// /// 获取非托管数组的第一个元素的地址。 /// /// ///public static unsafe void* FirstElement(this UnmanagedArrayBase array) { var header = (void*)array.Header; return header; } public static unsafe void* LastElement(this UnmanagedArrayBase array) { var last = (void*)(array.Header + (array.ByteLength - array.ByteLength / array.Length)); return last; } /// /// 获取非托管数组的最后一个元素的地址再向后一个单位的地址。 /// /// ///public static unsafe void* TailAddress(this UnmanagedArrayBase array) { var tail = (void*)(array.Header + array.ByteLength); return tail; } }
如何使用
这个类型实现了3个扩展方法,可以获取UnmanagedArray
下面是一个例子。用unsafe的方式读写UnmanagedArray
public static void TypicalScene() { int length = 1000000; UnmanagedArrayarray = new UnmanagedArray (length); UnmanagedArray array2 = new UnmanagedArray (length); long tick = DateTime.Now.Ticks; for (int i = 0; i < length; i++) { array[i] = i; } long totalTicks = DateTime.Now.Ticks - tick; tick = DateTime.Now.Ticks; unsafe { int* header = (int*)array2.FirstElement(); int* last = (int*)array2.LastElement(); int* tailAddress = (int*)array2.TailAddress(); int value = 0; for (int* ptr = header; ptr <= last/*or: ptr < tailAddress*/; ptr++) { *ptr = value++; } } long totalTicks2 = DateTime.Now.Ticks - tick; Console.WriteLine("ticks: {0}, {1}", totalTicks, totalTicks2);// unsafe method works faster. for (int i = 0; i < length; i++) { if (array[i] != i) { Console.WriteLine("something wrong here"); } if (array2[i] != i) { Console.WriteLine("something wrong here"); } } array.Dispose(); array2.Dispose(); }
unsafe { vec3* header = (vec3*)vec3Array.FirstElement(); vec3* last = (vec3*)vec3Array.LastElement(); vec3* tailAddress = (vec3*)vec3Array.TailAddress(); int i = 0; for (vec3* ptr = header; ptr <= last/*or: ptr < tailAddress*/; ptr++) { *ptr = new vec3(i * 3 + 0, i * 3 + 1, i * 3 + 2); i++; } i = 0; for (vec3* ptr = header; ptr <= last/*or: ptr < tailAddress*/; ptr++, i++) { var item = *ptr; var old = new vec3(i * 3 + 0, i * 3 + 1, i * 3 + 2); if (item.x != old.x || item.y != old.y || item.z != old.z) { throw new Exception(); } } }
2015-08-25
用StructLayout和MarshalAs支持复杂的struct
在OpenGL中我需要用UnmanagedArray
1 ///2 /// Represents a 4x4 matrix. 3 /// 4 [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 4 * 4 * 4)] 5 public struct mat4 6 { 7 ///8 /// Gets or sets the 10 ///column at the specified index. 9 /// 11 /// The 13 /// The column index. 14 ///column. 12 /// The column at index 15 public vec4 this[int column] 16 { 17 get { return cols[column]; } 18 set { cols[column] = value; } 19 } 20 21 ///. 22 /// Gets or sets the element at 24 ///and . 23 /// 25 /// The element at 27 /// The column index. 28 /// The row index. 29 ///and . 26 /// 30 /// The element at 32 public float this[int column, int row] 33 { 34 get { return cols[column][row]; } 35 set { cols[column][row] = value; } 36 } 37 38 ///and . 31 /// 39 /// The columms of the matrix. 40 /// 41 [MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)] 42 private vec4[] cols; 43 } 44 45 ///46 /// Represents a four dimensional vector. 47 /// 48 [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 4 * 4)] 49 public struct vec4 50 { 51 public float x; 52 public float y; 53 public float z; 54 public float w; 55 56 public float this[int index] 57 { 58 get 59 { 60 if (index == 0) return x; 61 else if (index == 1) return y; 62 else if (index == 2) return z; 63 else if (index == 3) return w; 64 else throw new Exception("Out of range."); 65 } 66 set 67 { 68 if (index == 0) x = value; 69 else if (index == 1) y = value; 70 else if (index == 2) z = value; 71 else if (index == 3) w = value; 72 else throw new Exception("Out of range."); 73 } 74 } 75 } mat4
注意:UnmanagedArray
下面是测试用例。
mat4 matrix = glm.scale(mat4.identity(), new vec3(2, 3, 4)); var size = Marshal.SizeOf(typeof(mat4)); size = Marshal.SizeOf(matrix); UnmanagedArrayarray = new UnmanagedArray (1); array[0] = matrix; mat4 newMatirx = array[0]; // newMatrix should be equal to matrix array.Dispose();
如果matrix和newMatrix相等,就说明上述Attribute配置正确了。
总结
到此这篇关于C#+无unsafe的非托管大数组(large unmanaged array in c# without 'unsafe' keyword)的文章就介绍到这了,更多相关C#+无unsafe的非托管大数组内容请搜索脚本之家以前的文章或继续浏览下面的相关文章希望大家以后多多支持脚本之家!