Exchanger.java 27.9 KB
Newer Older
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656
/*
 * Written by Doug Lea, Bill Scherer, and Michael Scott with
 * assistance from members of JCP JSR-166 Expert Group and released to
 * the public domain, as explained at
 * http://creativecommons.org/licenses/publicdomain
 */

package java.util.concurrent;
import java.util.concurrent.atomic.*;
import java.util.concurrent.locks.LockSupport;

/**
 * A synchronization point at which threads can pair and swap elements
 * within pairs.  Each thread presents some object on entry to the
 * {@link #exchange exchange} method, matches with a partner thread,
 * and receives its partner's object on return.  An Exchanger may be
 * viewed as a bidirectional form of a {@link SynchronousQueue}.
 * Exchangers may be useful in applications such as genetic algorithms
 * and pipeline designs.
 *
 * <p><b>Sample Usage:</b>
 * Here are the highlights of a class that uses an {@code Exchanger}
 * to swap buffers between threads so that the thread filling the
 * buffer gets a freshly emptied one when it needs it, handing off the
 * filled one to the thread emptying the buffer.
 * <pre>{@code
 * class FillAndEmpty {
 *   Exchanger<DataBuffer> exchanger = new Exchanger<DataBuffer>();
 *   DataBuffer initialEmptyBuffer = ... a made-up type
 *   DataBuffer initialFullBuffer = ...
 *
 *   class FillingLoop implements Runnable {
 *     public void run() {
 *       DataBuffer currentBuffer = initialEmptyBuffer;
 *       try {
 *         while (currentBuffer != null) {
 *           addToBuffer(currentBuffer);
 *           if (currentBuffer.isFull())
 *             currentBuffer = exchanger.exchange(currentBuffer);
 *         }
 *       } catch (InterruptedException ex) { ... handle ... }
 *     }
 *   }
 *
 *   class EmptyingLoop implements Runnable {
 *     public void run() {
 *       DataBuffer currentBuffer = initialFullBuffer;
 *       try {
 *         while (currentBuffer != null) {
 *           takeFromBuffer(currentBuffer);
 *           if (currentBuffer.isEmpty())
 *             currentBuffer = exchanger.exchange(currentBuffer);
 *         }
 *       } catch (InterruptedException ex) { ... handle ...}
 *     }
 *   }
 *
 *   void start() {
 *     new Thread(new FillingLoop()).start();
 *     new Thread(new EmptyingLoop()).start();
 *   }
 * }
 * }</pre>
 *
 * <p>Memory consistency effects: For each pair of threads that
 * successfully exchange objects via an {@code Exchanger}, actions
 * prior to the {@code exchange()} in each thread
 * <a href="package-summary.html#MemoryVisibility"><i>happen-before</i></a>
 * those subsequent to a return from the corresponding {@code exchange()}
 * in the other thread.
 *
 * @since 1.5
 * @author Doug Lea and Bill Scherer and Michael Scott
 * @param <V> The type of objects that may be exchanged
 */
public class Exchanger<V> {
    /*
     * Algorithm Description:
     *
     * The basic idea is to maintain a "slot", which is a reference to
     * a Node containing both an Item to offer and a "hole" waiting to
     * get filled in.  If an incoming "occupying" thread sees that the
     * slot is null, it CAS'es (compareAndSets) a Node there and waits
     * for another to invoke exchange.  That second "fulfilling" thread
     * sees that the slot is non-null, and so CASes it back to null,
     * also exchanging items by CASing the hole, plus waking up the
     * occupying thread if it is blocked.  In each case CAS'es may
     * fail because a slot at first appears non-null but is null upon
     * CAS, or vice-versa.  So threads may need to retry these
     * actions.
     *
     * This simple approach works great when there are only a few
     * threads using an Exchanger, but performance rapidly
     * deteriorates due to CAS contention on the single slot when
     * there are lots of threads using an exchanger.  So instead we use
     * an "arena"; basically a kind of hash table with a dynamically
     * varying number of slots, any one of which can be used by
     * threads performing an exchange.  Incoming threads pick slots
     * based on a hash of their Thread ids.  If an incoming thread
     * fails to CAS in its chosen slot, it picks an alternative slot
     * instead.  And similarly from there.  If a thread successfully
     * CASes into a slot but no other thread arrives, it tries
     * another, heading toward the zero slot, which always exists even
     * if the table shrinks.  The particular mechanics controlling this
     * are as follows:
     *
     * Waiting: Slot zero is special in that it is the only slot that
     * exists when there is no contention.  A thread occupying slot
     * zero will block if no thread fulfills it after a short spin.
     * In other cases, occupying threads eventually give up and try
     * another slot.  Waiting threads spin for a while (a period that
     * should be a little less than a typical context-switch time)
     * before either blocking (if slot zero) or giving up (if other
     * slots) and restarting.  There is no reason for threads to block
     * unless there are unlikely to be any other threads present.
     * Occupants are mainly avoiding memory contention so sit there
     * quietly polling for a shorter period than it would take to
     * block and then unblock them.  Non-slot-zero waits that elapse
     * because of lack of other threads waste around one extra
     * context-switch time per try, which is still on average much
     * faster than alternative approaches.
     *
     * Sizing: Usually, using only a few slots suffices to reduce
     * contention.  Especially with small numbers of threads, using
     * too many slots can lead to just as poor performance as using
     * too few of them, and there's not much room for error.  The
     * variable "max" maintains the number of slots actually in
     * use.  It is increased when a thread sees too many CAS
     * failures.  (This is analogous to resizing a regular hash table
     * based on a target load factor, except here, growth steps are
     * just one-by-one rather than proportional.)  Growth requires
     * contention failures in each of three tried slots.  Requiring
     * multiple failures for expansion copes with the fact that some
     * failed CASes are not due to contention but instead to simple
     * races between two threads or thread pre-emptions occurring
     * between reading and CASing.  Also, very transient peak
     * contention can be much higher than the average sustainable
     * levels.  The max limit is decreased on average 50% of the times
     * that a non-slot-zero wait elapses without being fulfilled.
     * Threads experiencing elapsed waits move closer to zero, so
     * eventually find existing (or future) threads even if the table
     * has been shrunk due to inactivity.  The chosen mechanics and
     * thresholds for growing and shrinking are intrinsically
     * entangled with indexing and hashing inside the exchange code,
     * and can't be nicely abstracted out.
     *
     * Hashing: Each thread picks its initial slot to use in accord
     * with a simple hashcode.  The sequence is the same on each
     * encounter by any given thread, but effectively random across
     * threads.  Using arenas encounters the classic cost vs quality
     * tradeoffs of all hash tables.  Here, we use a one-step FNV-1a
     * hash code based on the current thread's Thread.getId(), along
     * with a cheap approximation to a mod operation to select an
     * index.  The downside of optimizing index selection in this way
     * is that the code is hardwired to use a maximum table size of
     * 32.  But this value more than suffices for known platforms and
     * applications.
     *
     * Probing: On sensed contention of a selected slot, we probe
     * sequentially through the table, analogously to linear probing
     * after collision in a hash table.  (We move circularly, in
     * reverse order, to mesh best with table growth and shrinkage
     * rules.)  Except that to minimize the effects of false-alarms
     * and cache thrashing, we try the first selected slot twice
     * before moving.
     *
     * Padding: Even with contention management, slots are heavily
     * contended, so use cache-padding to avoid poor memory
     * performance.  Because of this, slots are lazily constructed
     * only when used, to avoid wasting this space unnecessarily.
     * While isolation of locations is not much of an issue at first
     * in an application, as time goes on and garbage-collectors
     * perform compaction, slots are very likely to be moved adjacent
     * to each other, which can cause much thrashing of cache lines on
     * MPs unless padding is employed.
     *
     * This is an improvement of the algorithm described in the paper
     * "A Scalable Elimination-based Exchange Channel" by William
     * Scherer, Doug Lea, and Michael Scott in Proceedings of SCOOL05
     * workshop.  Available at: http://hdl.handle.net/1802/2104
     */

    /** The number of CPUs, for sizing and spin control */
    private static final int NCPU = Runtime.getRuntime().availableProcessors();

    /**
     * The capacity of the arena.  Set to a value that provides more
     * than enough space to handle contention.  On small machines
     * most slots won't be used, but it is still not wasted because
     * the extra space provides some machine-level address padding
     * to minimize interference with heavily CAS'ed Slot locations.
     * And on very large machines, performance eventually becomes
     * bounded by memory bandwidth, not numbers of threads/CPUs.
     * This constant cannot be changed without also modifying
     * indexing and hashing algorithms.
     */
    private static final int CAPACITY = 32;

    /**
     * The value of "max" that will hold all threads without
     * contention.  When this value is less than CAPACITY, some
     * otherwise wasted expansion can be avoided.
     */
    private static final int FULL =
        Math.max(0, Math.min(CAPACITY, NCPU / 2) - 1);

    /**
     * The number of times to spin (doing nothing except polling a
     * memory location) before blocking or giving up while waiting to
     * be fulfilled.  Should be zero on uniprocessors.  On
     * multiprocessors, this value should be large enough so that two
     * threads exchanging items as fast as possible block only when
     * one of them is stalled (due to GC or preemption), but not much
     * longer, to avoid wasting CPU resources.  Seen differently, this
     * value is a little over half the number of cycles of an average
     * context switch time on most systems.  The value here is
     * approximately the average of those across a range of tested
     * systems.
     */
    private static final int SPINS = (NCPU == 1) ? 0 : 2000;

    /**
     * The number of times to spin before blocking in timed waits.
     * Timed waits spin more slowly because checking the time takes
     * time.  The best value relies mainly on the relative rate of
     * System.nanoTime vs memory accesses.  The value is empirically
     * derived to work well across a variety of systems.
     */
    private static final int TIMED_SPINS = SPINS / 20;

    /**
     * Sentinel item representing cancellation of a wait due to
     * interruption, timeout, or elapsed spin-waits.  This value is
     * placed in holes on cancellation, and used as a return value
     * from waiting methods to indicate failure to set or get hole.
     */
    private static final Object CANCEL = new Object();

    /**
     * Value representing null arguments/returns from public
     * methods.  This disambiguates from internal requirement that
     * holes start out as null to mean they are not yet set.
     */
    private static final Object NULL_ITEM = new Object();

    /**
     * Nodes hold partially exchanged data.  This class
     * opportunistically subclasses AtomicReference to represent the
     * hole.  So get() returns hole, and compareAndSet CAS'es value
     * into hole.  This class cannot be parameterized as "V" because
     * of the use of non-V CANCEL sentinels.
     */
    private static final class Node extends AtomicReference<Object> {
        /** The element offered by the Thread creating this node. */
        public final Object item;

        /** The Thread waiting to be signalled; null until waiting. */
        public volatile Thread waiter;

        /**
         * Creates node with given item and empty hole.
         * @param item the item
         */
        public Node(Object item) {
            this.item = item;
        }
    }

    /**
     * A Slot is an AtomicReference with heuristic padding to lessen
     * cache effects of this heavily CAS'ed location.  While the
     * padding adds noticeable space, all slots are created only on
     * demand, and there will be more than one of them only when it
     * would improve throughput more than enough to outweigh using
     * extra space.
     */
    private static final class Slot extends AtomicReference<Object> {
        // Improve likelihood of isolation on <= 64 byte cache lines
        long q0, q1, q2, q3, q4, q5, q6, q7, q8, q9, qa, qb, qc, qd, qe;
    }

    /**
     * Slot array.  Elements are lazily initialized when needed.
     * Declared volatile to enable double-checked lazy construction.
     */
    private volatile Slot[] arena = new Slot[CAPACITY];

    /**
     * The maximum slot index being used.  The value sometimes
     * increases when a thread experiences too many CAS contentions,
     * and sometimes decreases when a spin-wait elapses.  Changes
     * are performed only via compareAndSet, to avoid stale values
     * when a thread happens to stall right before setting.
     */
    private final AtomicInteger max = new AtomicInteger();

    /**
     * Main exchange function, handling the different policy variants.
     * Uses Object, not "V" as argument and return value to simplify
     * handling of sentinel values.  Callers from public methods decode
     * and cast accordingly.
     *
     * @param item the (non-null) item to exchange
     * @param timed true if the wait is timed
     * @param nanos if timed, the maximum wait time
     * @return the other thread's item, or CANCEL if interrupted or timed out
     */
    private Object doExchange(Object item, boolean timed, long nanos) {
        Node me = new Node(item);                 // Create in case occupying
        int index = hashIndex();                  // Index of current slot
        int fails = 0;                            // Number of CAS failures

        for (;;) {
            Object y;                             // Contents of current slot
            Slot slot = arena[index];
            if (slot == null)                     // Lazily initialize slots
                createSlot(index);                // Continue loop to reread
            else if ((y = slot.get()) != null &&  // Try to fulfill
                     slot.compareAndSet(y, null)) {
                Node you = (Node)y;               // Transfer item
                if (you.compareAndSet(null, item)) {
                    LockSupport.unpark(you.waiter);
                    return you.item;
                }                                 // Else cancelled; continue
            }
            else if (y == null &&                 // Try to occupy
                     slot.compareAndSet(null, me)) {
                if (index == 0)                   // Blocking wait for slot 0
                    return timed? awaitNanos(me, slot, nanos): await(me, slot);
                Object v = spinWait(me, slot);    // Spin wait for non-0
                if (v != CANCEL)
                    return v;
                me = new Node(item);              // Throw away cancelled node
                int m = max.get();
                if (m > (index >>>= 1))           // Decrease index
                    max.compareAndSet(m, m - 1);  // Maybe shrink table
            }
            else if (++fails > 1) {               // Allow 2 fails on 1st slot
                int m = max.get();
                if (fails > 3 && m < FULL && max.compareAndSet(m, m + 1))
                    index = m + 1;                // Grow on 3rd failed slot
                else if (--index < 0)
                    index = m;                    // Circularly traverse
            }
        }
    }

    /**
     * Returns a hash index for the current thread.  Uses a one-step
     * FNV-1a hash code (http://www.isthe.com/chongo/tech/comp/fnv/)
     * based on the current thread's Thread.getId().  These hash codes
     * have more uniform distribution properties with respect to small
     * moduli (here 1-31) than do other simple hashing functions.
     *
     * <p>To return an index between 0 and max, we use a cheap
     * approximation to a mod operation, that also corrects for bias
     * due to non-power-of-2 remaindering (see {@link
     * java.util.Random#nextInt}).  Bits of the hashcode are masked
     * with "nbits", the ceiling power of two of table size (looked up
     * in a table packed into three ints).  If too large, this is
     * retried after rotating the hash by nbits bits, while forcing new
     * top bit to 0, which guarantees eventual termination (although
     * with a non-random-bias).  This requires an average of less than
     * 2 tries for all table sizes, and has a maximum 2% difference
     * from perfectly uniform slot probabilities when applied to all
     * possible hash codes for sizes less than 32.
     *
     * @return a per-thread-random index, 0 <= index < max
     */
    private final int hashIndex() {
        long id = Thread.currentThread().getId();
        int hash = (((int)(id ^ (id >>> 32))) ^ 0x811c9dc5) * 0x01000193;

        int m = max.get();
        int nbits = (((0xfffffc00  >> m) & 4) | // Compute ceil(log2(m+1))
                     ((0x000001f8 >>> m) & 2) | // The constants hold
                     ((0xffff00f2 >>> m) & 1)); // a lookup table
        int index;
        while ((index = hash & ((1 << nbits) - 1)) > m)       // May retry on
            hash = (hash >>> nbits) | (hash << (33 - nbits)); // non-power-2 m
        return index;
    }

    /**
     * Creates a new slot at given index.  Called only when the slot
     * appears to be null.  Relies on double-check using builtin
     * locks, since they rarely contend.  This in turn relies on the
     * arena array being declared volatile.
     *
     * @param index the index to add slot at
     */
    private void createSlot(int index) {
        // Create slot outside of lock to narrow sync region
        Slot newSlot = new Slot();
        Slot[] a = arena;
        synchronized (a) {
            if (a[index] == null)
                a[index] = newSlot;
        }
    }

    /**
     * Tries to cancel a wait for the given node waiting in the given
     * slot, if so, helping clear the node from its slot to avoid
     * garbage retention.
     *
     * @param node the waiting node
     * @param the slot it is waiting in
     * @return true if successfully cancelled
     */
    private static boolean tryCancel(Node node, Slot slot) {
        if (!node.compareAndSet(null, CANCEL))
            return false;
        if (slot.get() == node) // pre-check to minimize contention
            slot.compareAndSet(node, null);
        return true;
    }

    // Three forms of waiting. Each just different enough not to merge
    // code with others.

    /**
     * Spin-waits for hole for a non-0 slot.  Fails if spin elapses
     * before hole filled.  Does not check interrupt, relying on check
     * in public exchange method to abort if interrupted on entry.
     *
     * @param node the waiting node
     * @return on success, the hole; on failure, CANCEL
     */
    private static Object spinWait(Node node, Slot slot) {
        int spins = SPINS;
        for (;;) {
            Object v = node.get();
            if (v != null)
                return v;
            else if (spins > 0)
                --spins;
            else
                tryCancel(node, slot);
        }
    }

    /**
     * Waits for (by spinning and/or blocking) and gets the hole
     * filled in by another thread.  Fails if interrupted before
     * hole filled.
     *
     * When a node/thread is about to block, it sets its waiter field
     * and then rechecks state at least one more time before actually
     * parking, thus covering race vs fulfiller noticing that waiter
     * is non-null so should be woken.
     *
     * Thread interruption status is checked only surrounding calls to
     * park.  The caller is assumed to have checked interrupt status
     * on entry.
     *
     * @param node the waiting node
     * @return on success, the hole; on failure, CANCEL
     */
    private static Object await(Node node, Slot slot) {
        Thread w = Thread.currentThread();
        int spins = SPINS;
        for (;;) {
            Object v = node.get();
            if (v != null)
                return v;
            else if (spins > 0)                 // Spin-wait phase
                --spins;
            else if (node.waiter == null)       // Set up to block next
                node.waiter = w;
            else if (w.isInterrupted())         // Abort on interrupt
                tryCancel(node, slot);
            else                                // Block
                LockSupport.park(node);
        }
    }

    /**
     * Waits for (at index 0) and gets the hole filled in by another
     * thread.  Fails if timed out or interrupted before hole filled.
     * Same basic logic as untimed version, but a bit messier.
     *
     * @param node the waiting node
     * @param nanos the wait time
     * @return on success, the hole; on failure, CANCEL
     */
    private Object awaitNanos(Node node, Slot slot, long nanos) {
        int spins = TIMED_SPINS;
        long lastTime = 0;
        Thread w = null;
        for (;;) {
            Object v = node.get();
            if (v != null)
                return v;
            long now = System.nanoTime();
            if (w == null)
                w = Thread.currentThread();
            else
                nanos -= now - lastTime;
            lastTime = now;
            if (nanos > 0) {
                if (spins > 0)
                    --spins;
                else if (node.waiter == null)
                    node.waiter = w;
                else if (w.isInterrupted())
                    tryCancel(node, slot);
                else
                    LockSupport.parkNanos(node, nanos);
            }
            else if (tryCancel(node, slot) && !w.isInterrupted())
                return scanOnTimeout(node);
        }
    }

    /**
     * Sweeps through arena checking for any waiting threads.  Called
     * only upon return from timeout while waiting in slot 0.  When a
     * thread gives up on a timed wait, it is possible that a
     * previously-entered thread is still waiting in some other
     * slot.  So we scan to check for any.  This is almost always
     * overkill, but decreases the likelihood of timeouts when there
     * are other threads present to far less than that in lock-based
     * exchangers in which earlier-arriving threads may still be
     * waiting on entry locks.
     *
     * @param node the waiting node
     * @return another thread's item, or CANCEL
     */
    private Object scanOnTimeout(Node node) {
        Object y;
        for (int j = arena.length - 1; j >= 0; --j) {
            Slot slot = arena[j];
            if (slot != null) {
                while ((y = slot.get()) != null) {
                    if (slot.compareAndSet(y, null)) {
                        Node you = (Node)y;
                        if (you.compareAndSet(null, node.item)) {
                            LockSupport.unpark(you.waiter);
                            return you.item;
                        }
                    }
                }
            }
        }
        return CANCEL;
    }

    /**
     * Creates a new Exchanger.
     */
    public Exchanger() {
    }

    /**
     * Waits for another thread to arrive at this exchange point (unless
     * the current thread is {@linkplain Thread#interrupt interrupted}),
     * and then transfers the given object to it, receiving its object
     * in return.
     *
     * <p>If another thread is already waiting at the exchange point then
     * it is resumed for thread scheduling purposes and receives the object
     * passed in by the current thread.  The current thread returns immediately,
     * receiving the object passed to the exchange by that other thread.
     *
     * <p>If no other thread is already waiting at the exchange then the
     * current thread is disabled for thread scheduling purposes and lies
     * dormant until one of two things happens:
     * <ul>
     * <li>Some other thread enters the exchange; or
     * <li>Some other thread {@linkplain Thread#interrupt interrupts} the current
     * thread.
     * </ul>
     * <p>If the current thread:
     * <ul>
     * <li>has its interrupted status set on entry to this method; or
     * <li>is {@linkplain Thread#interrupt interrupted} while waiting
     * for the exchange,
     * </ul>
     * then {@link InterruptedException} is thrown and the current thread's
     * interrupted status is cleared.
     *
     * @param x the object to exchange
     * @return the object provided by the other thread
     * @throws InterruptedException if the current thread was
     *         interrupted while waiting
     */
    public V exchange(V x) throws InterruptedException {
        if (!Thread.interrupted()) {
            Object v = doExchange(x == null? NULL_ITEM : x, false, 0);
            if (v == NULL_ITEM)
                return null;
            if (v != CANCEL)
                return (V)v;
            Thread.interrupted(); // Clear interrupt status on IE throw
        }
        throw new InterruptedException();
    }

    /**
     * Waits for another thread to arrive at this exchange point (unless
     * the current thread is {@linkplain Thread#interrupt interrupted} or
     * the specified waiting time elapses), and then transfers the given
     * object to it, receiving its object in return.
     *
     * <p>If another thread is already waiting at the exchange point then
     * it is resumed for thread scheduling purposes and receives the object
     * passed in by the current thread.  The current thread returns immediately,
     * receiving the object passed to the exchange by that other thread.
     *
     * <p>If no other thread is already waiting at the exchange then the
     * current thread is disabled for thread scheduling purposes and lies
     * dormant until one of three things happens:
     * <ul>
     * <li>Some other thread enters the exchange; or
     * <li>Some other thread {@linkplain Thread#interrupt interrupts}
     * the current thread; or
     * <li>The specified waiting time elapses.
     * </ul>
     * <p>If the current thread:
     * <ul>
     * <li>has its interrupted status set on entry to this method; or
     * <li>is {@linkplain Thread#interrupt interrupted} while waiting
     * for the exchange,
     * </ul>
     * then {@link InterruptedException} is thrown and the current thread's
     * interrupted status is cleared.
     *
     * <p>If the specified waiting time elapses then {@link
     * TimeoutException} is thrown.  If the time is less than or equal
     * to zero, the method will not wait at all.
     *
     * @param x the object to exchange
     * @param timeout the maximum time to wait
     * @param unit the time unit of the <tt>timeout</tt> argument
     * @return the object provided by the other thread
     * @throws InterruptedException if the current thread was
     *         interrupted while waiting
     * @throws TimeoutException if the specified waiting time elapses
     *         before another thread enters the exchange
     */
    public V exchange(V x, long timeout, TimeUnit unit)
        throws InterruptedException, TimeoutException {
        if (!Thread.interrupted()) {
            Object v = doExchange(x == null? NULL_ITEM : x,
                                  true, unit.toNanos(timeout));
            if (v == NULL_ITEM)
                return null;
            if (v != CANCEL)
                return (V)v;
            if (!Thread.interrupted())
                throw new TimeoutException();
        }
        throw new InterruptedException();
    }
}