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<li><em>凹语言(专为 WebAssembly 设计): <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>
<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>
<pre><code class="language-go">var icons map[string]image.Image
</code></pre>
<p>这个版本的Icon用到了懒初始化lazy initialization</p>
<pre><code class="language-go">func loadIcons() {
icons = map[string]image.Image{
&quot;spades.png&quot;: loadIcon(&quot;spades.png&quot;),
&quot;hearts.png&quot;: loadIcon(&quot;hearts.png&quot;),
&quot;diamonds.png&quot;: loadIcon(&quot;diamonds.png&quot;),
&quot;clubs.png&quot;: loadIcon(&quot;clubs.png&quot;),
}
}
// NOTE: not concurrency-safe!
func Icon(name string) image.Image {
if icons == nil {
loadIcons() // one-time initialization
}
return icons[name]
}
</code></pre>
<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>
<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>
<pre><code class="language-go">func loadIcons() {
icons = make(map[string]image.Image)
icons[&quot;spades.png&quot;] = loadIcon(&quot;spades.png&quot;)
icons[&quot;hearts.png&quot;] = loadIcon(&quot;hearts.png&quot;)
icons[&quot;diamonds.png&quot;] = loadIcon(&quot;diamonds.png&quot;)
icons[&quot;clubs.png&quot;] = loadIcon(&quot;clubs.png&quot;)
}
</code></pre>
<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>
<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>
<pre><code class="language-go">var mu sync.Mutex // guards icons
var icons map[string]image.Image
// Concurrency-safe.
func Icon(name string) image.Image {
mu.Lock()
defer mu.Unlock()
if icons == nil {
loadIcons()
}
return icons[name]
}
</code></pre>
<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>
<pre><code class="language-go">var mu sync.RWMutex // guards icons
var icons map[string]image.Image
// Concurrency-safe.
func Icon(name string) image.Image {
mu.RLock()
if icons != nil {
icon := icons[name]
mu.RUnlock()
return icon
}
mu.RUnlock()
// acquire an exclusive lock
mu.Lock()
if icons == nil { // NOTE: must recheck for nil
loadIcons()
}
icon := icons[name]
mu.Unlock()
return icon
}
</code></pre>
<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>
<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>
<pre><code class="language-go">var loadIconsOnce sync.Once
var icons map[string]image.Image
// Concurrency-safe.
func Icon(name string) image.Image {
loadIconsOnce.Do(loadIcons)
return icons[name]
}
</code></pre>
<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falseDo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>
<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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