I'm just wondering whether this code that a fellow developer (who has since left) is OK, I think he wanted to avoid putting a lock. Is there a performance difference between this and just using a straight forward lock?
private long m_LayoutSuspended = 0;
public void SuspendLayout()
{
Interlocked.Exchange(ref m_LayoutSuspended, 1);
}
public void ResumeLayout()
{
Interlocked.Exchange(ref m_LayoutSuspended, 0);
}
public bool IsLayoutSuspended
{
get { return Interlocked.Read(ref m_LayoutSuspended) != 1; }
}
I was thinking that something like that would be easier with a lock? It will indeed be used by multiple threads, hence why the use of locking/interlocked was decided.
return Interlocked.CompareExchange(ref m_LayoutSuspended, 1, 0) == 0;
– Cohune