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<ol class="chapter"><li class="chapter-item expanded affix "><a href="../index.html">Go语言圣经</a></li><li class="chapter-item expanded affix "><a href="../preface.html">前言</a></li><li class="chapter-item expanded "><a href="../ch1/ch1.html"><strong aria-hidden="true">1.</strong> 入门</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../ch1/ch1-01.html"><strong aria-hidden="true">1.1.</strong> Hello, World</a></li><li class="chapter-item expanded "><a href="../ch1/ch1-02.html"><strong aria-hidden="true">1.2.</strong> 命令行参数</a></li><li class="chapter-item expanded "><a href="../ch1/ch1-03.html"><strong aria-hidden="true">1.3.</strong> 查找重复的行</a></li><li class="chapter-item expanded "><a href="../ch1/ch1-04.html"><strong aria-hidden="true">1.4.</strong> GIF动画</a></li><li class="chapter-item expanded "><a href="../ch1/ch1-05.html"><strong aria-hidden="true">1.5.</strong> 获取URL</a></li><li class="chapter-item expanded "><a href="../ch1/ch1-06.html"><strong aria-hidden="true">1.6.</strong> 并发获取多个URL</a></li><li class="chapter-item expanded "><a href="../ch1/ch1-07.html"><strong aria-hidden="true">1.7.</strong> Web服务</a></li><li class="chapter-item expanded "><a href="../ch1/ch1-08.html"><strong aria-hidden="true">1.8.</strong> 本章要点</a></li></ol></li><li class="chapter-item expanded "><a href="../ch2/ch2.html"><strong aria-hidden="true">2.</strong> 程序结构</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../ch2/ch2-01.html"><strong aria-hidden="true">2.1.</strong> 命名</a></li><li class="chapter-item expanded "><a href="../ch2/ch2-02.html"><strong aria-hidden="true">2.2.</strong> 声明</a></li><li class="chapter-item expanded "><a href="../ch2/ch2-03.html"><strong aria-hidden="true">2.3.</strong> 变量</a></li><li class="chapter-item expanded "><a href="../ch2/ch2-04.html"><strong aria-hidden="true">2.4.</strong> 赋值</a></li><li class="chapter-item expanded "><a href="../ch2/ch2-05.html"><strong aria-hidden="true">2.5.</strong> 类型</a></li><li class="chapter-item expanded "><a href="../ch2/ch2-06.html"><strong aria-hidden="true">2.6.</strong> 包和文件</a></li><li class="chapter-item expanded "><a href="../ch2/ch2-07.html"><strong aria-hidden="true">2.7.</strong> 作用域</a></li></ol></li><li class="chapter-item expanded "><a href="../ch3/ch3.html"><strong aria-hidden="true">3.</strong> 基础数据类型</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../ch3/ch3-01.html"><strong aria-hidden="true">3.1.</strong> 整型</a></li><li class="chapter-item expanded "><a href="../ch3/ch3-02.html"><strong aria-hidden="true">3.2.</strong> 浮点数</a></li><li class="chapter-item expanded "><a href="../ch3/ch3-03.html"><strong aria-hidden="true">3.3.</strong> 复数</a></li><li class="chapter-item expanded "><a href="../ch3/ch3-04.html"><strong aria-hidden="true">3.4.</strong> 布尔型</a></li><li class="chapter-item expanded "><a href="../ch3/ch3-05.html"><strong aria-hidden="true">3.5.</strong> 字符串</a></li><li class="chapter-item expanded "><a href="../ch3/ch3-06.html"><strong aria-hidden="true">3.6.</strong> 常量</a></li></ol></li><li class="chapter-item expanded "><a href="../ch4/ch4.html"><strong aria-hidden="true">4.</strong> 复合数据类型</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../ch4/ch4-01.html"><strong aria-hidden="true">4.1.</strong> 数组</a></li><li class="chapter-item expanded "><a href="../ch4/ch4-02.html"><strong aria-hidden="true">4.2.</strong> Slice</a></li><li class="chapter-item expanded "><a href="../ch4/ch4-03.html"><strong aria-hidden="true">4.3.</strong> Map</a></li><li class="chapter-item expanded "><a href="../ch4/ch4-04.html"><strong aria-hidden="true">4.4.</strong> 结构体</a></li><li class="chapter-item expanded "><a href="../ch4/ch4-05.html"><strong aria-hidden="true">4.5.</strong> JSON</a></li><li class="chapter-item expanded "><a href="../ch4/ch4-06.html"><strong aria-hidd
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<li><em>KusonStack一站式可编程配置技术栈(Go): <a href="https://github.com/KusionStack/kusion">https://github.com/KusionStack/kusion</a></em></li>
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<li><em>凹语言™: <a href="https://github.com/wa-lang/wa">https://github.com/wa-lang/wa</a></em></li>
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<h2 id="95-synconce惰性初始化"><a class="header" href="#95-synconce惰性初始化">9.5. sync.Once惰性初始化</a></h2>
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<p>如果初始化成本比较大的话,那么将初始化延迟到需要的时候再去做就是一个比较好的选择。如果在程序启动的时候就去做这类初始化的话,会增加程序的启动时间,并且因为执行的时候可能也并不需要这些变量,所以实际上有一些浪费。让我们来看在本章早一些时候的icons变量:</p>
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<pre><code class="language-go">var icons map[string]image.Image
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</code></pre>
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<p>这个版本的Icon用到了懒初始化(lazy initialization)。</p>
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<pre><code class="language-go">func loadIcons() {
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icons = map[string]image.Image{
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"spades.png": loadIcon("spades.png"),
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"hearts.png": loadIcon("hearts.png"),
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"diamonds.png": loadIcon("diamonds.png"),
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"clubs.png": loadIcon("clubs.png"),
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}
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}
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// NOTE: not concurrency-safe!
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func Icon(name string) image.Image {
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if icons == nil {
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loadIcons() // one-time initialization
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}
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return icons[name]
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}
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</code></pre>
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<p>如果一个变量只被一个单独的goroutine所访问的话,我们可以使用上面的这种模板,但这种模板在Icon被并发调用时并不安全。就像前面银行的那个Deposit(存款)函数一样,Icon函数也是由多个步骤组成的:首先测试icons是否为空,然后load这些icons,之后将icons更新为一个非空的值。直觉会告诉我们最差的情况是loadIcons函数被多次访问会带来数据竞争。当第一个goroutine在忙着loading这些icons的时候,另一个goroutine进入了Icon函数,发现变量是nil,然后也会调用loadIcons函数。</p>
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<p>不过这种直觉是错误的。(我们希望你从现在开始能够构建自己对并发的直觉,也就是说对并发的直觉总是不能被信任的!),回忆一下9.4节。因为缺少显式的同步,编译器和CPU是可以随意地去更改访问内存的指令顺序,以任意方式,只要保证每一个goroutine自己的执行顺序一致。其中一种可能loadIcons的语句重排是下面这样。它会在填写icons变量的值之前先用一个空map来初始化icons变量。</p>
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<pre><code class="language-go">func loadIcons() {
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icons = make(map[string]image.Image)
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icons["spades.png"] = loadIcon("spades.png")
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icons["hearts.png"] = loadIcon("hearts.png")
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icons["diamonds.png"] = loadIcon("diamonds.png")
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icons["clubs.png"] = loadIcon("clubs.png")
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}
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</code></pre>
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<p>因此,一个goroutine在检查icons是非空时,也并不能就假设这个变量的初始化流程已经走完了(译注:可能只是塞了个空map,里面的值还没填完,也就是说填值的语句都没执行完呢)。</p>
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<p>最简单且正确的保证所有goroutine能够观察到loadIcons效果的方式,是用一个mutex来同步检查。</p>
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<pre><code class="language-go">var mu sync.Mutex // guards icons
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var icons map[string]image.Image
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// Concurrency-safe.
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func Icon(name string) image.Image {
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mu.Lock()
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defer mu.Unlock()
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if icons == nil {
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loadIcons()
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}
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return icons[name]
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}
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</code></pre>
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<p>然而使用互斥访问icons的代价就是没有办法对该变量进行并发访问,即使变量已经被初始化完毕且再也不会进行变动。这里我们可以引入一个允许多读的锁:</p>
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<pre><code class="language-go">var mu sync.RWMutex // guards icons
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var icons map[string]image.Image
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// Concurrency-safe.
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func Icon(name string) image.Image {
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mu.RLock()
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if icons != nil {
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icon := icons[name]
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mu.RUnlock()
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return icon
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}
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mu.RUnlock()
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// acquire an exclusive lock
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mu.Lock()
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if icons == nil { // NOTE: must recheck for nil
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loadIcons()
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}
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icon := icons[name]
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mu.Unlock()
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return icon
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}
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</code></pre>
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<p>上面的代码有两个临界区。goroutine首先会获取一个读锁,查询map,然后释放锁。如果条目被找到了(一般情况下),那么会直接返回。如果没有找到,那goroutine会获取一个写锁。不释放共享锁的话,也没有任何办法来将一个共享锁升级为一个互斥锁,所以我们必须重新检查icons变量是否为nil,以防止在执行这一段代码的时候,icons变量已经被其它gorouine初始化过了。</p>
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<p>上面的模板使我们的程序能够更好的并发,但是有一点太复杂且容易出错。幸运的是,sync包为我们提供了一个专门的方案来解决这种一次性初始化的问题:sync.Once。概念上来讲,一次性的初始化需要一个互斥量mutex和一个boolean变量来记录初始化是不是已经完成了;互斥量用来保护boolean变量和客户端数据结构。Do这个唯一的方法需要接收初始化函数作为其参数。让我们用sync.Once来简化前面的Icon函数吧:</p>
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|||
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<pre><code class="language-go">var loadIconsOnce sync.Once
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var icons map[string]image.Image
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// Concurrency-safe.
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func Icon(name string) image.Image {
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loadIconsOnce.Do(loadIcons)
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return icons[name]
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}
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|
</code></pre>
|
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<p>每一次对Do(loadIcons)的调用都会锁定mutex,并会检查boolean变量(译注:Go1.9中会先判断boolean变量是否为1(true),只有不为1才锁定mutex,不再需要每次都锁定mutex)。在第一次调用时,boolean变量的值是false,Do会调用loadIcons并会将boolean变量设置为true。随后的调用什么都不会做,但是mutex同步会保证loadIcons对内存(这里其实就是指icons变量啦)产生的效果能够对所有goroutine可见。用这种方式来使用sync.Once的话,我们能够避免在变量被构建完成之前和其它goroutine共享该变量。</p>
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<p><strong>练习 9.2:</strong> 重写2.6.2节中的PopCount的例子,使用sync.Once,只在第一次需要用到的时候进行初始化。(虽然实际上,对PopCount这样很小且高度优化的函数进行同步可能代价没法接受。)</p>
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