static void Main() { Deadlock dead1 = new Deadlock(); Deadlock dead2 = new Deadlock(); dead1.Other = dead2; dead2.Other = dead1; new Thread (dead1.Demo).Start(); dead2.Demo(); }
internal DeadlockThread(Deadlock _enclosing, string name, Lock lock1, Lock lock2) : base(name) { this._enclosing = _enclosing; this.lock1 = lock1; this.lock2 = lock2; this.useSync = true; }
// Start is called before the first frame update void Start() { gameBoard = FindObjectOfType <GameBoard>(); deadlock = FindObjectOfType <Deadlock>(); // Set delay hintDelay = s_hintDelayMax; }
internal DeadlockThread(Deadlock _enclosing, string name, TestTimedOutTestsListener.Deadlock.Monitor mon1, TestTimedOutTestsListener.Deadlock.Monitor mon2) : base(name) { this._enclosing = _enclosing; this.mon1 = mon1; this.mon2 = mon2; this.useSync = false; }
// Start is called before the first frame update void Start() { //Start game active currentPlayerState = PlayerState.Active; // If no tile count is set, use maximum ammount if (NumOfTileTypes == 0 || NumOfTileTypes > Utilities.NumOfGameTileTypes()) { NumOfTileTypes = Utilities.NumOfGameTileTypes(); } // If the artist hasn't set a board, render default if (!s_GridTile) { // Loads the tile from the resources folder s_GridTile = Resources.Load <GameObject>(string.Format("{0}/{1}{2}", Utilities.Prefabs, Utilities.PF, Utilities.GridTile)); } // If the artist hasn't set a board, render default if (!s_GameTile) { s_GameTile = Resources.Load <GameObject>( string.Format("{0}/{1}{2}", Utilities.Prefabs, Utilities.PF, Utilities.BaseGameTile) ); } // Null point check if (s_GridTile) { DrawBoard(); } // Sets game managers matchesManager = FindObjectOfType <MatchesManager>(); deadlock = FindObjectOfType <Deadlock>(); Utilities.ColumnOffset = gameObject.transform.position.x; Utilities.RowOffset = gameObject.transform.position.y; }
internal Monitor(Deadlock _enclosing, string name) { this._enclosing = _enclosing; this.name = name; }