1 write to _locks
System.Collections.Concurrent (1)
System\Collections\Concurrent\ConcurrentDictionary.cs (1)
2306_locks = locks;
19 references to _locks
System.Collections.Concurrent (19)
System\Collections\Concurrent\ConcurrentDictionary.cs (19)
352_budget = tables._buckets.Length / tables._locks.Length; 449object[] locks = tables._locks; 644object[] locks = tables._locks; 725var newTables = new Tables(new VolatileNode[HashHelpers.GetPrime(_initialCapacity)], tables._locks, new int[tables._countPerLock.Length], tables._comparer); 727_budget = Math.Max(1, newTables._buckets.Length / newTables._locks.Length); 955object[] locks = tables._locks; 2024object[] newLocks = tables._locks; 2027if (_growLockArray && tables._locks.Length < MaxLockNumber) 2029newLocks = new object[tables._locks.Length * 2]; 2030Array.Copy(tables._locks, newLocks, tables._locks.Length); 2031for (int i = tables._locks.Length; i < newLocks.Length; i++) 2096Debug.Assert(locksAcquired == _tables._locks.Length); 2108object[] locks = _tables._locks; 2125object[] locks = tables._locks; 2144object[] locks = _tables._locks; 2282lockNo = bucketNo % (uint)tables._locks.Length; // doesn't use FastMod, as it would require maintaining a different multiplier 2423object[] locks = tables._locks; 2627object[] locks = tables._locks;