首页 > 代码库 > 信号量解决哲学家就餐问题(GUI动态演示)
信号量解决哲学家就餐问题(GUI动态演示)
问题描述:餐桌前坐着5位哲学家,两个人中间有一只筷子,桌子中央有面条。哲学家思考问
题,当饿了的时候拿起左右两只筷子吃饭,必须同时拿到两只筷子才能吃饭。当5个哲学家都
拿起自己右手边的筷子,准备拿左手边的筷子时可能产生死锁现象。
为了解决互斥问题,必须将筷子资源作为同步资源。在同一时刻,对于一个筷子对象,只能由
一个哲学家(线程)对其进行访问。由于Java程序语言提供了同步机制,可以轻松解决线程互
斥问题。
算法设计思路:将哲学家、筷子、房间分别定义为三个独立的类。其中,哲学家继承自线程,
拥有think()和eat()两个同步方法。筷子属于共享资源,定义takeup()和putdown()为PV操作。
算法的伪代码如下:
var chopstick:array[0..4] of semaphore(:=1); i:integer; room:semaphore(:=4); procedure philosopher(i:integer, chopstick left, chopstick right) begin repeat think(); room.enter(); left.takeup(); right.takeup(); eat(); right.putdown(); left.putdown(); room.exit(); forever; end; begin(*main) parbegin philosopher(1).start(); philosopher(2).start(); philosopher(3).start(); philosopher(4).start(); philosopher(5).start(); parend end.1. 定义筷子类。筷子属于同步资源,被持有者持有,同时被索取者竞争。因此,取筷子和放筷子的操作必须作好同步。
public class Chopstick { private boolean avilable; //筷子是否可用标记 private Philosopher taker; //索取者 private Philosopher owner;//占有者 private Dinner.DinnerTable table; public Chopstick(int id, Dinner.DinnerTable table) { this.table = table; avilable = true; } //取筷子,相当于P操作 public synchronized void takeup(Philosopher taker) { this.setTaker(taker); while (!avilable) { try { //System.out.println("哲学家等待另一根筷子"); taker.setFace(2); wait(); } catch (InterruptedException e) { } } avilable = false; this.setOwner(taker); table.repaint(); } //放下筷子,相当于V操作 public synchronized void putdown() { avilable = true; this.setOwner(null); notify(); //唤醒其他等待的线程 table.repaint(); } public int getOwnerId(){ return this.getOwner().getPersonId(); } public Philosopher getTaker() { return taker; } public void setTaker(Philosopher taker) { this.taker = taker; } public Philosopher getOwner() { return owner; } public void setOwner(Philosopher owner) { this.owner = owner; } }
2.定义哲学家类。哲学家参与资源的竞争,申明为一个线程,其run()方法为一个死循环操作,
不断切换思考和吃饭两个动作(思考和吃饭设置一个随机时间)。
import java.util.Random; import javax.swing.ImageIcon; public class Philosopher extends Thread { public static final byte STATUS_OF_NORMAL = 0; //初始表情 public static final byte STATUS_OF_THINK =1; //思考表情 public static final byte STATUS_OF_HUNGRY = 2; //饥饿表情 public static final byte STATUS_OF_EAT = 3; //就餐表情 private Room room; private Chopstick left, right; private int personId; private ImageIcon init, eat, think, hungry; private ImageIcon currentFace; private Random rand = new Random(); //随机休眠时间 public Philosopher(Room room, int id, Chopstick left, Chopstick right) { this.room = room; this.personId = id; this.left = left; this.right = right; eat = new ImageIcon("eat.png"); think = new ImageIcon("think.png"); hungry = new ImageIcon("hungry.png"); init = new ImageIcon("init.png"); currentFace = init; setFace(Philosopher.STATUS_OF_NORMAL); } public void eat() { left.takeup(Philosopher.this); right.takeup(Philosopher.this); setFace(Philosopher.STATUS_OF_EAT); // System.out.println("哲学家" + this.philoId + "正在用餐"); } public void think() { left.putdown(); right.putdown(); setFace(Philosopher.STATUS_OF_THINK); // System.out.println("哲学家" + this.philoId + "正在思考"); } /** * 设置表情图片 */ public void setFace(int faceId) { switch (faceId) { case Philosopher.STATUS_OF_NORMAL: currentFace = init; break; case Philosopher.STATUS_OF_THINK: currentFace = think; break; case Philosopher.STATUS_OF_HUNGRY: currentFace = hungry; break; case Philosopher.STATUS_OF_EAT: currentFace = eat; break; } } public ImageIcon getFace() { return currentFace; } public void run() { while (true) { think();//哲学家思考 try { sleep((int) ((rand.nextFloat() + 0.5) * 3000)); } catch (InterruptedException e) { } // room.enter();//进入房间 eat();//哲学家就餐 try { sleep((int) ((rand.nextFloat() + 0.5) * 4000)); } catch (InterruptedException e) { } // room.exit();//离开房间 } } public int getPersonId() { return personId; } public void setPersonId(int personId) { this.personId = personId; } }3. 用Swing实现图形界面,将界面和业务逻辑代码分开。
import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics; import java.awt.Toolkit; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.BoxLayout; import javax.swing.ImageIcon; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; public class Dinner extends JFrame { private static final int personCount = 20; //哲学家数量 private static Room room = new Room(personCount - 1);//房间锁变量,用于控制同时就餐的人数dd private JButton startBtn = new JButton("开始"); private JButton stopBtn = new JButton("暂停"); private JButton continueBtn = new JButton("继续"); private JButton endBtn = new JButton("结束"); private boolean started = false; private boolean stopped = false; final static Chopstick[] chopstick = new Chopstick[personCount]; final static Philosopher[] philos = new Philosopher[personCount]; ImageIcon normalFace, eatFace, thinkFace, hungryFace; //表情图片 // 因Table(餐桌)类与Dinner类联系较为紧密,故将其作为内部类,方便消息的传递 class DinnerTable extends JPanel { private int counts; private int r1 = 20; private int CHOPS_LENGTH = 35; //筷子的长度 private int DISTANCE = 100; //筷子与人的距离 private int VERTICAL_DIS = -20; //表情与名字的距离 private int r2 = r1 + CHOPS_LENGTH; private int r3 = r2 + DISTANCE; private int delta; private int delta0 = -18; public DinnerTable(int counts) { setOpaque(false); this.setPreferredSize(new Dimension(550, 400)); this.counts = counts; this.delta = 360 / counts; } public void paintComponent(Graphics page) { super.paintComponent(page); int x1, y1, x2, y2, x3, y3; page.fillOval(200, 150, 150, 150); //画餐桌上的筷子 for (int i = 0; i < counts; i++) { page.setColor(Color.YELLOW); //根据坐标系 x = r*cos(delta) , y = r*sin(delta) 计算点 x1 = 275 + (int) (r1 * Math.cos(((delta * i)+ delta0*(-5) ) * Math.PI / 180)); y1 = 225 + (int) (r1 * Math.sin(((delta * i) + delta0*(-5) ) * Math.PI / 180)); x2 = 275 + (int) (r2 * Math.cos(((delta * i) + delta0 *(-5) ) * Math.PI / 180)); y2 = 225 + (int) (r2 * Math.sin(((delta * i) + delta0 *(-5) ) * Math.PI / 180)); x3 = 275 + (int) (r3 * Math.cos(((delta * i) + delta0 ) * Math.PI / 180)); y3 = 225 + (int) (r3 * Math.sin(((delta * i) + delta0 ) * Math.PI / 180)); if (chopstick[i].getOwner() != null && philos[i].getPersonId() == chopstick[i].getOwnerId()) { //检查哲学家是否拿到左边筷子 page.drawLine(x3 - 20, y3, x3 - 20, y3 + CHOPS_LENGTH); } if (chopstick[(i + 1) % personCount].getOwner() != null && philos[i].getPersonId() == chopstick[(i + 1) % personCount].getOwnerId() ) { //检查哲学家是否拿到右边筷子 page.drawLine(x3 + 45, y3, x3 + 45, y3 + CHOPS_LENGTH); } if (chopstick[i].getOwner() == null) { //筷子在餐桌上 page.drawLine(x1, y1, x2, y2); } philos[i].getFace().paintIcon(this, page, x3, y3); //画表情 page.setColor(Color.BLUE); page.drawString("哲学家" + (i + 1), x3 - 5, y3 + VERTICAL_DIS);//画名字 } } } /** * 设置窗口居中 */ private void putUIInCenter(){ int windowWidth = this.getWidth(); //获得窗口宽 int windowHeight = this.getHeight(); //获得窗口高 Toolkit kit = Toolkit.getDefaultToolkit(); //定义工具包 Dimension screenSize = kit.getScreenSize(); //获取屏幕的尺寸 int screenWidth = screenSize.width; //获取屏幕的宽 int screenHeight = screenSize.height; //获取屏幕的高 this.setLocation(screenWidth / 2 - windowWidth / 2, screenHeight / 2 - windowHeight / 2); } public Dinner() { setTitle("哲学家就餐"); setPreferredSize(new Dimension(600, 650)); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.pack(); setVisible(true); setResizable(false); putUIInCenter(); normalFace = new ImageIcon("init.png"); eatFace = new ImageIcon("eat.png"); thinkFace= new ImageIcon("think.png"); hungryFace = new ImageIcon("hungry.png"); JPanel btnPanel = new JPanel(); btnPanel.setBounds(160, 20, 300, 200); btnPanel.setOpaque(false); btnPanel.setLayout(new FlowLayout()); btnPanel.add(startBtn); btnPanel.add(stopBtn); btnPanel.add(continueBtn); btnPanel.add(endBtn); //各种按钮增加点击事件 startBtn.addActionListener(new startListener()); continueBtn.addActionListener(new continueListener()); stopBtn.addActionListener(new stopListener()); endBtn.addActionListener(new endListener()); JPanel mainPanel = new JPanel(); mainPanel.setLayout(null); mainPanel.setBackground(Color.black); mainPanel.add(btnPanel); DinnerTable table = new DinnerTable(personCount); table.setBounds(20, 50, 500, 420); for (int i = 0; i < chopstick.length; i++) { chopstick[i] = new Chopstick(i, table); } for (int i = 0; i < philos.length; i++) { philos[i] = new Philosopher(room, i, chopstick[i], chopstick[(i + 1) % personCount]); } mainPanel.add(table); JPanel descipPanel = new JPanel(); descipPanel.setBounds(20, 480, 200, 200); descipPanel.setOpaque(false); descipPanel.setForeground(Color.red); descipPanel.setLayout(new BoxLayout(descipPanel, BoxLayout.Y_AXIS)); JLabel label0 = new JLabel("哲学家就餐问题(信号量解决)"); label0.setForeground(Color.red); JLabel label1 = new JLabel("初始状态的哲学家", normalFace, JLabel.RIGHT); label1.setForeground(Color.red); JLabel label2 = new JLabel("思考状态的哲学家", thinkFace, JLabel.RIGHT); label2.setForeground(Color.red); JLabel label3 = new JLabel("饥饿状态的哲学家", hungryFace, JLabel.RIGHT); label3.setForeground(Color.red); JLabel label4 = new JLabel("正在吃饭的哲学家", eatFace, JLabel.RIGHT); label4.setForeground(Color.red); descipPanel.add(label0); descipPanel.add(label1); descipPanel.add(label2); descipPanel.add(label3); descipPanel.add(label4); mainPanel.add(descipPanel); getContentPane().add(mainPanel); } private class startListener implements ActionListener { public void actionPerformed(ActionEvent evt) { if (!started) { started=true; for (int i = 0; i < personCount; i++) { philos[i].start(); } } } } private class stopListener implements ActionListener { public void actionPerformed(ActionEvent evt) { for (int i = 0; i < personCount; i++) { philos[i].suspend(); } stopped = true; } } private class continueListener implements ActionListener { public void actionPerformed(ActionEvent evt) { if (stopped) { for (int i = 0; i < personCount; i++) { philos[i].resume(); } stopped = false; } } } private class endListener implements ActionListener { public void actionPerformed(ActionEvent evt) { System.exit(1); } } public static void main(String[] args) { new Dinner(); } }
4.程序运行结果如下:
5.若修改Dinner类设置的常量 personCount为10,重新运行程序,如下:
6.若继续添加限制,要求在一时刻只能有4个哲学家就餐,则可以再添加另外一个信号量(比如房间资源)。哲学家在竞争筷子之前,必须先进入一个房间才能参与下一步竞争。房间类的设计如下:
/* * 限制多个哲学家同时就餐,增设一间房间, 哲学家在准备就餐之前,必须先进入该房间, 若人数超过房间容量,则阻塞该线程 */ public class Room { private static int capacity; //房间的容量上限 public Room(int capacity) { this.capacity = capacity; } public synchronized void enter() { while (capacity == 0) { try { wait(); } catch (InterruptedException e) { } } capacity--; } public synchronized void exit() { capacity++; notify(); } }同时,设置房间上限(Dinner类的Room字段的初始化)
private static Room room = new Room(4);//房间锁变量,用于控制同时就餐的人数修改哲学家线程的run()方法,竞争筷子资源前先进入一个房间,放下筷子的时候需要退出房间,代码如下:
public void run() { while (true) { think();//哲学家思考 try { sleep((int) ((rand.nextFloat() + 0.5) * 3000)); } catch (InterruptedException e) { } room.enter();//进入房间 eat();//哲学家就餐 try { sleep((int) ((rand.nextFloat() + 0.5) * 4000)); } catch (InterruptedException e) { } room.exit();//离开房间 } }可以观察到,在同一时刻最多只有4个哲学家在就餐
信号量解决哲学家就餐问题(GUI动态演示)
声明:以上内容来自用户投稿及互联网公开渠道收集整理发布,本网站不拥有所有权,未作人工编辑处理,也不承担相关法律责任,若内容有误或涉及侵权可进行投诉: 投诉/举报 工作人员会在5个工作日内联系你,一经查实,本站将立刻删除涉嫌侵权内容。