##// END OF EJS Templates
Added ResetState to RunnableComponent to reset in case of failure...
Added ResetState to RunnableComponent to reset in case of failure Added StateChanged event to IRunnable Renamed Promise.SUCCESS -> Promise.Success Added Promise.FromException Renamed Bundle -> PromiseAll in PromiseExtensions

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r201:d7cd7a83189a v2
r205:8200ab154c8a v2
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Program.cs
45 lines | 1.2 KiB | text/x-csharp | CSharpLexer
cin
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r201 using Implab;
cin
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r194 using Implab.Parallels;
cin
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r201 using Implab.Diagnostics;
cin
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r194 using System.Threading;
cin
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r93
namespace MonoPlay {
class MainClass {
cin
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cin
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r93 public static void Main(string[] args) {
cin
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r194 var pool = new WorkerPool(10);
cin
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cin
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r194 var listerner = new ConsoleTraceListener();
cin
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r201 listerner.Subscribe<TraceEvent>();
cin
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r194
cin
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r201 TraceLog.StartLogicalOperation("Main");
cin
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r93
cin
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r194 var d = pool.Invoke(() => {
cin
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r201 TraceLog.StartLogicalOperation("Worker");
cin
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r194 Thread.Sleep(100);
cin
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r201 TraceLog.TraceInformation("worker done");
TraceLog.EndLogicalOperation();
cin
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r194 });
cin
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cin
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r201 var op = TraceContext.Instance.CurrentOperation;
cin
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r194 ThreadPool.QueueUserWorkItem((o) => {
cin
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r201 TraceContext.Instance.EnterLogicalOperation(op, false);
TraceLog.StartLogicalOperation("Thread");
cin
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r194 Thread.Sleep(100);
cin
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r201 TraceLog.TraceInformation("thread done");
TraceLog.EndLogicalOperation();
cin
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r194 });
cin
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cin
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r201 TraceLog.TraceInformation("main done");
TraceLog.EndLogicalOperation();
cin
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r194
d.Join();
cin
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cin
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r145 }
cin
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r136
cin
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r93 }
}