Fastest and relatively easy way to share data between two c# programs? - c#

I have a c# program that I want to run multiple copies simultaneously. They need to communicate to each other; basically they'll run to a point then check if any other program has reached this point yet and, if not, set a flag telling the other programs to wait until the first process completes. Then the other programs try to "take control"; the first one wins and the process repeats.
Note that I don't have a "master" program; they're all the same.
Using a back-end database I think would be too slow. I've considered using Memory Mapped files, but I'm concerned about two programs reading it and seeing that it's OK to proceed, but then they'll both try to write to the file simultaneously and something will break. I only need a flag that the programs can check and, if false, set to true in the same code block.
Ideally the solution will run fast and be not too complex.
Any suggestions would be greatly appreciated. Thanks.

You can use a named mutex for this. These are very lightweight:
using System;
using System.Threading;
namespace Demo;
public static class Program
{
static void Main()
{
using var handle = new Mutex(initiallyOwned:false, "EventNameHere");
while (true)
{
Console.WriteLine("Obtaining lock.");
handle.WaitOne();
Console.WriteLine("Obtained lock. Simulating work");
Thread.Sleep(4000);
Console.WriteLine("Signalling lock.");
handle.ReleaseMutex();
}
}
}
Try running several instances of that console application and you'll see that only one is simulating the work at once.
Note that this sample code is very simplistic - in the real world you will have to manage how the application shuts down and stops waiting for the mutex in order to avoid AbandonedMutexException

Related

Reading StandardInput stops code execution without breaking application

Im using Stockfish game engine to power Human Vs Computer games.
Here is first part of the code:
Process _proc= new Process();
_proc.StartInfo = new ProcessStartInfo(path);
_proc.StartInfo.RedirectStandardInput = true;
_proc.StartInfo.RedirectStandardOutput = true;
_proc.StartInfo.UseShellExecute = false;
_proc.StartInfo.CreateNoWindow = true;
_proc.Start();
_proc.StandardInput.WriteLine("uci");
_proc.StandardInput.WriteLine("ucinewgame");
At this point everything is ok, but when I try to read StandardOutput something weird happens.
string result = _proc.StandardOutput.ReadToEnd();
Stockfish.exe program pops-up my application is running but code after that line is not executing. When I press pause, it points at this line:
If I use:
while (!_proc.StandardOutput.EndOfStream)
{
result += _proc.StandardOutput.ReadLine();
}
Same thing happens only at while statement. result has its full value there, all the text is written into it.
Is there any way to overcome this without async reading?
Side problem:
Since this is all part of singleton class that is used over whole ASP.NET application, i dont feel like using async reading since Im not sure how can I protect (with locking) multiple threads writing into it. Also, I dont know how to stop current thread since the processing of command can last up to 10 sec.
I don't feel like using Thread.Sleep() to constantly check for end of reading output, not elegant.
Considering side problem, how could i avoid multithread problems if async is only solution?
My threading knowledge is weak, so please have that in mind when giving thread related answers. Thank you.
The call to StandardOutput.ReadToEnd will block until this process ends. Is the goal here to read, process, and respond to various text commands from the process you spawn as you receive them?
You must approach this via asynchronous reading.
For example, you could setup a listener to Process.OutputDataReceived. Then call Process.BeginOutputReadLine to start reading. Your code will continue execution. Meanwhile, the .NET Framework will handle incoming text messages on a separate thread.

Streamwriter Lock Not Working

I'm taking over a C# project, and when testing it out I'm getting errors. The error is that the log file cannot be written to because it is in use by another process. Here's the code:
public void WriteToLog(string msg)
{
if (!_LogExists)
{
this.VerifyOrCreateLogFile(); // Creates log file if it does not already exist.
}
// do the actual writing on its own thread so execution control can immediately return to the calling routine.
Thread t = new Thread(new ParameterizedThreadStart(WriteToLog));
t.Start((object)msg);
}
private void WriteToLog(object msg)
{
lock (_LogLock)
{
string message = msg as string;
using (StreamWriter sw = File.AppendText(LogFile))
{
sw.Write(message);
sw.Close();
}
}
}
_LogLock is defined as a class variable:
private object _LogLock = 0;
Based on my research and the fact that this has been working fine in a production system for a few years now, I don't know what the problem could be. The lock should prevent another thread from attempting to write to the log file.
The changes I've made that need to be tested are a lot more log usage. We're basically adding a debug mode to save much more info to the log than used to be saved.
Thanks for any help!
EDIT:
Thanks for the quick answers! The code for VerifyOrCreateLogFile() does use the _LogLock, so that shouldn't be an issue. It does do some writing to the log before it errors out, so it gets past creating the file just fine.
What seems to be the problem is that previously only one class created an instance of the log class, and now I've added instances to other classes. It makes sense that this would create problems. Changing the _LogLock field to be static fixes the issue.
Thanks again!
The lock should prevent another thread from attempting to write to the log file.
This is only true if you're using a single instance of this class.
If each (or even some) of the log requests use a separate instance, then the lock will not protect you.
You can easily "correct" this by making the _LogLock field static:
private static object _LogLock = 0;
This way, all instances will share the same lock.
I see 2 problems with the code:
Lock must be the same among all "users" of ths Log class, easiest solution is to make either _LogLock or the complete class static
VerifyOrCreateLogFile could pose a problem if 2 or more parallel threads call WriteToLog when _LogExists is false...
One possibility is that the OS isn't releasing the file lock quickly enough before you exit the lock in WriteToLog and another thread that was blocked waiting for the lock tried to open it before the OS finished releasing the file lock. Yes, it can happen. You either need to sleep for a little before trying to open the file, centralize the writing to the log to a dedicated object (so that he and only he has access to this file and you don't have to worry about file lock contentions).
Another possibility is that you need to lock around
if (!_LogExists) {
this.VerifyOrCreateLogFile(); // Creates log file if it does not already exist.
}
The third possibility is that you have multiple instances of whatever class is housing these methods. The lock object won't be shared across instances (make it static to solve this).
At the end of the day, unless you're an expert in writing safe multi-threaded code, just let someone else worry about this stuff for you. Use a framework that handles these issues for you (log4net?).
you can do the code executable by simply
removing sw.Close(); from your code ...
do it....
it will work fine.....

Alternative to Console.ReadLine() to keep the Console visible

Isn't there a better looking statement (or way) to keep the console from disappearing than the hackish Console.ReadLine() call. Something that's more expressive of the purpose of, more orthogonal to, keeping the Console visible ?
If you are still developing application you can run via Ctrl + F5 (Without debugging)
otherwise you can use Console.ReadKey() (same but there is no more option)
You can do:
Console.ReadKey();
Console.ReadLine() is not really hackish, your pausing the screen to wait for input. The input can either be a single key, or a string.
Update
One nice thing about the ReadKey() method is that it "waits, that is, blocks on the thread issuing the ReadKey method, until a character or function key is pressed." MSDN
This is different than ReadLine which takes in a string. Arguably, cleaner.
It depends on the context. If you're talking about running a command line, debugging through your code, and then being able to view the results on the console you have two options:
If you run with the debugger attached (f5), you must use Console.ReadLine
If you run without the debugger attached (ctrl + f5), it will stay open ... but then you obviously can't debug through.
I'm not sure why that's the default behavior, but there it is :-)
I usually use one of these:
Console.ReadKey(true); //You might want to put this in an infinite loop
new AutoResetEvent(false).WaitOne();
In VS You can also run (Ctrl + F5) the program (in distinction to running in debug) and it will add a system pause after it finishes executing.
I'd say that WaitOne, and just running (& not debugging) the program are your non-hackish options.
If you do want to debug, perhaps set a breakpoint at the last }.
Depends on what I am doing. If I am doing multi-threaded work and want my Console application to remain alive until all other work is done, I usually do something like this. (Similar to MasterMastic)
using System;
using System.Threading;
namespace Test_Console
{
class Program
{
static EventWaitHandle EWHandle;
static void Main(string[] args)
{
EWHandle = new EventWaitHandle(false, EventResetMode.AutoReset);
Thread WorkThread = new Thread(new ThreadStart(DoStuff));
EWHandle.WaitOne();
}
static void DoStuff()
{
Console.WriteLine("Do what you want here");
EWHandle.Set();
}
}
}
Of course, there's always just using the regular breakpoints and the other debugging tools if that's what you're going for.

Port scanning using threadpool

I am trying to run a small app that scans ports and checks to see if they are open using and practicing with threadpools. The console window will ask a number and scans ports from 1 to X and will display each port whether they are open or closed. My problem is that as it goes through each port, it sometimes stops prematurely. It doesn't stop at just one number either, its pretty random. For example it I specify 200. The console will scroll through each port then stops at 110. Next time I run it, it stops at 80.
Code
Left out some of the things, assume all variables are declared where they should. First part is in Main.
static void Main(string[] args)
{
string portNum;
int convertedNum;
Console.WriteLine("Scanning ports 1-X");
portNum = Console.ReadLine();
convertedNum = Convert.ToInt32(portNum);
try
{
for (int i = 1; i <= convertedNum; i++)
{
ThreadPool.QueueUserWorkItem(scanPort, i);
Thread.Sleep(100);
}
}
catch (Exception e)
{
Console.WriteLine("exception " + e);
}
}
static void scanPort(object o)
{
TcpClient scanner = new TcpClient();
try
{
scanner.Connect("127.0.0.1",(int)o);
Console.WriteLine("Port {0} open", o);
}
catch
{
Console.WriteLine("Port {0} closed",o);
}
}
}
If this is the entire code, then the error is probably caused by you just falling through to the end of main() without waiting for all your thread pool threads to finish. The ThreadPool threads are all aborted once your main thread exits after falling through main().
Try removing the Thread.Sleep(100) (it is not needed, this is the wrong way, you'd never know for how long to sleep for and it partially defeats the purpose of using a ThreadPool in the first place) and you will probably not even check a single port!
Instead you could have each of your worker threads set an event and use WaitAll in main for all events to finish. See http://msdn.microsoft.com/en-us/library/3dasc8as.aspx for an example.
Edit:
Thinking this through, the solution referenced at the link above is probably less than ideal for you as well (it might involve having to allocate an array of 65000 events, this would be excessive). In .net 4 you could use a CountdownEvent like this:
Sorry, I gotta run, but check this example http://msdn.microsoft.com/en-us/library/system.threading.countdownevent.aspx and let us know when you have further questions, I'm sure someone can and will elaborate or suggest a better solution and a solution more suitable for .net3
What OS? Don't forget, different versions of XP have tcp connection limits, while you may also be triggering anti DDOS protection as well.
Also, your logic is flawed. Just because TcpClient.Connect excepted, doesn't mean the port is closed. You should be capturing and displaying that exception's details as I imagine it will offer you greater insight into why your code is stopping. Keep in mind, its possible to throw a SocketException or SecurityException as well.
Concerning the threading part, you could consider using the Task Parallel Library (TPL) instead of directly accessing the ThreadPool.
IMHO it offers a more simple use and a more intuitive/readable syntax.

c# console application sub windows

I'd like for a single console application to spawn other console windows and output to different ones at different times inside of a C# console application. Preferably within one console application, I spawn some other consoles, write to them, and close them during the finally block of the original console application.
What's the ideal way to do this in C#?
I don't believe you can do this with a regular console application. The closest you could come would be to create a your own form in WinForms/WPF which behaved in roughly the same was as a normal console window.
I suppose you could spawn extra processes which each had their own console, and write to them via network connections or named pipes etc... it would be pretty ugly though.
You can do this with Auto/Manual EventWaitHandles in C# combined with countless other techniques. However, you should probably step back and see what you are trying to accomplish and see if a winform app would be a better fit. Maybe post more details and ask for ideas.
A single process can only ever have one true Standard In, Error and Out.
You can fake different ones, especially in .Net because after all they are presented as managed streams which would be fine at the push/pull and of the pipe. The problem is the output/input end i.e. the bit you might be piping to a file, or where you are requesting user input. These simply won't play ball since the OS supplies no multiplexing method itself.
Using simple means at best you could do something that sent output to multiple different windows which looked much like a console window.
With much complexity you would handle reading from them too. In essence you are writing a window which pretends to be a console, and getting it reasonably close to all the little intricacies of console windows is (increasingly) hard.
It would be simple to have (say) a fake console per thread by creating a class like so. I only bother with Out, In and Err follow easily from this.
public class MultiplexByThreadConsole : IDisposable
{
private readonly TextWriter originalOut;
private readonly TextWriter myOut = new IndividualMultiplex();
public MultiplexByThreadConsole()
{
this.originalOut = Console.Out;
Console.SetOut(this.myOut);
}
public void Dispose()
{
Console.SetOut(this.originalOut);
}
private class IndividualMultiplex : TextWriter
{
[ThreadStatic]
private readonly TextWriter actual;
// override all the required functions and any
// others you want to wrap
public override void Write(char c)
{
if (actual == null)
{
actual = MakeWhateverYouReallyWantToOutputTo();
}
actual.Write(c);
}
}
}
Then somewhere in Main (or wherever) do:
using(new MultiplexByThreadConsole())
{
// off you go all threads during this get their own faked console.
}
You would likely keep the In/Out/Err all pointing to some common objects writers/reader which was itself the fake console.
This is however pretty nasty. I would say that, if you truly want to launch things that look like separate consoles then you should actually do that and launch a new process for each one with a glue back end to manage them (somewhat similar to the concept of Chrome's back end processes per tab).

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