Trying to assign a large workload into a thread pool (Unity) - c#

I have a very specific and demanding workload I am trying to multithreaded. This is very new to me so I am struggling to find an effective solution.
Program Description: UpdateEquations() is cycling through a list of mathematical functions to update the coordinates of rendered lines. By default, func.Count = 3, so this will call CordCalc() 1500 times every frame. I am using NClac to parse a function string and write the result to the Function list, which will later be used before the end of the frame (irrelevant).
Goal: I want to put each cycle of the for(int a) loop inside its own thread. Since for(int a) will only loop 3 times, I just need to start three threads. I cannot continue the for(int i) loop until for(int a) is fully calculated. I am calculating a very large about of small tasks so it would be too expensive to assign each task to the thread.
What I am currently trying to do: I am trying to use a ThreadPool queue, however I'm not sure how to wait for them all to finish before continuing onto the next for(int i) iteration. Furthermore, while the program compiles and executes, the performance is disastrous. Probably %5 of my original performance. I am not sure if creating a "new WaitCallback" is expensive or not. I was looking for a way to predefined threads somehow so that I don't have to reinitialize them 1500 times a frame. (Which is what I suspect the issue is).
Other things I've tried: I tried using new Thread(() => CordCalc(a, i)); however this seemed to have much worse performance. I saw online somewhere that using a ThreadPool would be less expensive.
(This code is shortened for readability and relevance)
public List<Function> func;
private Expression[] exp;
private int lines_i;
private int lines_a;
public void Start()
{
func = new List<Function>();
exp = new Expression[func.Count];
for (int i = 0; i < func.Count; i++) exp[i] = new Expression(func[i].function);
}
//Calculate
public void CordCalc(object state)
{
for (int b = 0; b < func.Count; b++)
exp[lines_a].Parameters[func[b].name] = func[b].mainCords[lines_i - 1];
exp[lines_a].Parameters["t"] = t;
try
{
func[lines_a].mainCords[lines_i] = Convert.ToSingle(exp[lines_a].Evaluate());
}
catch
{
Debug.Log("input Error");
func[lines_a].mainCords[lines_i] = 0;
}
}
private void UpdateEquations()
{
//Initialize equations
for (int a = 0; a < func.Count; a++)
{
func[a].mainCords[0] = t;
}
lines_i = 1;
for (int i = 1; i < 500; i++)
{
lines_a = 0;
for (int a = 0; a < func.Count; a++)
{
//Calculate
ThreadPool.QueueUserWorkItem(new WaitCallback(CordCalc));
//This was something else that I tried, which gave worse results:
//threads[a] = new Thread(() => CordCalc(a, i));
//threads[a].Start();
//t.Join();
//This was my original method call without multithreading
//func[a].mainCords[i] = CordCalc(a, i);
lines_a++;
}
lines_i++;
}
private void FixedUpdate()
{
t += step * (2 + step) * 0.05f;
UpdateEquations();
}
//Function List
public class Function
{
public string name;
public string function;
public float[] mainCords;
//Constructor
public Function(string nameIn, string funcIn)
{
name = nameIn;
function = funcIn;
}
public void SetSize(int len)
{
mainCords = new float[len];
}
}

Related

Prevent System.StackOverflowException when recursively calling a method

I am new to c# (or coding in general) and I guess this question is really stupid and confusing (I know I'm doing it a hard way) but please help me.
I'm trying to make a minesweeper with form app. I made a 10 x 10 of buttons and if you click it, number of mines around it will be revealed. If a mine is there "F" (the first letter of "False") will appear.
There's a constructor that contains the button, x and y position, list of surrounding blocks, number of mines around it, and a boolean that indicates if there's a mine or not.
What I tried to do was to make the 8 surrounding blocks (from the list) cleared when the player clicked a block with no mine around it and if the block surrounding that block also doesn't have any mine around it, these blocks that surrounding that block will also be cleared. The method uses foreach to reveal and check the number of mines around that block. If there's no mines, same method will be applied to that block (calling the method recursively). The problem is that I keep getting System.StackOverflowException.
I somehow understand why it's happening but I just can't come up with the other way.
//scroll to the bottom for the method with the problem
private void Form1_Load(object sender, EventArgs e)
{
Random random = new Random();
Button[,] buttons = new Button[10, 10]
{
{ r0c0, r0c1, r0c2, r0c3, r0c4, r0c5, r0c6, r0c7, r0c8, r0c9 },
{ r1c0, r1c1, r1c2, r1c3, r1c4, r1c5, r1c6, r1c7, r1c8, r1c9 },
{ r2c0, r2c1, r2c2, r2c3, r2c4, r2c5, r2c6, r2c7, r2c8, r2c9 },
{ r3c0, r3c1, r3c2, r3c3, r3c4, r3c5, r3c6, r3c7, r3c8, r3c9 },
{ r4c0, r4c1, r4c2, r4c3, r4c4, r4c5, r4c6, r4c7, r4c8, r4c9 },
{ r5c0, r5c1, r5c2, r5c3, r5c4, r5c5, r5c6, r5c7, r5c8, r5c9 },
{ r6c0, r6c1, r6c2, r6c3, r6c4, r6c5, r6c6, r6c7, r6c8, r6c9 },
{ r7c0, r7c1, r7c2, r7c3, r7c4, r7c5, r7c6, r7c7, r7c8, r7c9 },
{ r8c0, r8c1, r8c2, r8c3, r8c4, r8c5, r8c6, r8c7, r8c8, r8c9 },
{ r9c0, r9c1, r9c2, r9c3, r9c4, r9c5, r9c6, r9c7, r9c8, r9c9 }
};
Square[,] squares = new Square[10, 10];
for (int i = 0, ii = 0, iii = 0; i < 100; i++, ii++)
{
if (ii == 10)
{
ii = 0;
iii++;
}
squares[ii, iii] = new Square(i, buttons[ii, iii], ii, iii, 0, true);
}
List<int> randoms = new List<int>();
for (int i = 0; i < 10; i++)
{
int ii = random.Next(100);
if (!randoms.Contains(ii))
{
squares[ii % 10, ii / 10].setSafe(false);
}
else
{
i--;
}
randoms.Add(ii);
}
for (int i = 0; i < 10; i++)
{
for (int ii = 0; ii < 10; ii++)
{
for (int iii = -1; iii < 2; iii++)
{
for (int iiii = -1; iiii < 2; iiii++)
{
try
{
if (squares[i + iii, ii + iiii].getSafe() == false)
squares[i, ii].addNumber();
}
catch (System.IndexOutOfRangeException)
{
}
}
//if (squares[i, ii].getSafe() == false) squares[i, ii].getButton().Text = squares[i, ii].getSafe().ToString();
//else squares[i, ii].getButton().Text = squares[i, ii].getNumber().ToString();
}
}
}
for (int i = 0; i < 10; i++)
{
for (int ii = 0; ii < 10; ii++)
{
for (int iii = -1; iii < 2; iii++)
{
for (int iiii = -1; iiii < 2; iiii++)
{
try
{
squares[i, ii].addList(squares[i + iii, ii + iiii]);
}
catch (System.IndexOutOfRangeException)
{
}
}
}
}
}
}
Here's the Square class:
public class Square
{
int id;
Button button;
int x;
int y;
int number;
bool safe;
List<Square> list = new List<Square>();
public Square(int id, Button button, int x, int y, int number, bool safe)
{
this.id = id;
this.button = button;
this.x = x;
this.y = y;
this.number = number;
this.safe = safe;
button.Text = "";
button.Click += button_Click;
}
public int getId()
{
return id;
}
public void setId(int i)
{
id = i;
}
public Button getButton()
{
return button;
}
public void setButton(Button b)
{
button = b;
}
public int getX()
{
return x;
}
public void setX(int i)
{
x = i;
}
public int getY()
{
return y;
}
public void setY(int i)
{
y = i;
}
public int getNumber()
{
return number;
}
public void setNumber(int i)
{
number = i;
}
public void addNumber()
{
number++;
}
public bool getSafe()
{
return safe;
}
public void setSafe(bool b)
{
safe = b;
}
private void button_Click(object sender, EventArgs e)
{
if (getSafe() == false) button.Text = getSafe().ToString();
else button.Text = getNumber().ToString();
if (getNumber() == 0) zeroReveal();
}
//---------------------------------------------------
// this is the method that reveals surrounding blocks
//---------------------------------------------------
private void zeroReveal()
{
foreach (Square s in list)
{
//revealing the blocks
s.getButton().Text = s.getNumber().ToString();
//call the same method if there's no mine
//this is the line that keeps giving me exception
if (s.getNumber() == 0) s.zeroReveal();
}
}
//-----------------------------------------------------
public List<Square> getList()
{
return list;
}
public void setList(List<Square> sl)
{
list = sl;
}
public void addList(Square s)
{
list.Add(s);
}
}
I am new to c# (or coding in general) and I guess this question is really stupid and confusing (I know I'm doing it a hard way)
This topic confuses many a new developer; don't stress out about it!
If there's no mines, same method will be applied to that block (calling the method recursively).
Recursive methods can be confusing but if you design them using the standard pattern, you will avoid SO exceptions. You have not designed yours using the standard pattern.
The standard pattern for successful recursive methods is:
Am I in a case that requires no recursion?
If yes, do the necessary computations to produce the desired effect and return. The problem is now solved.
If no, then we're going to recurse.
Break the current problem down into some number of smaller problems.
Solve each smaller problem by recursing.
Combine the solutions of the smaller problem to solve the current problem.
The problem is now solved, so return.
The most important thing about designing a recursive method is that each recursion must be solving a smaller problem, and the sequence of smaller problems must bottom out at a case that does not require recursion. If those two conditions are not met, then you will get a stack overflow.
Internalize that pattern, and every time you write a recursive method, actually write it out:
int Frob(int blah)
{
if (I am in the base case)
{
solve the base case
return the result
}
else
{
find smaller problems
solve them
combine their solutions
return the result
}
}
Fill in that template with your real code, and you will be much more likely to avoid stack overflows. I've been writing recursive methods for decades, and I still follow this pattern.
Now, in your example, what is the case that does not require recursion? There must be one, so write down what it is. Next, how will you guarantee that the recursion solves a smaller problem? That is often the hard step! Give it some thought.
The stack overflow is occurring because zeroReveal is recursively calling itself forever. To fix this we need to find ways where we do not need it to make further calls to itself.
The name of the method gives us a clue. If the square has already been revealed, then surely the method does not need to do anything, since it has already been revealed.
It looks like the button's Text property is an empty string if it has not yet been revealed. So change the foreach so that it doesn't process squares that have already been revealed:
foreach (Square s in list)
{
if (s.getButton().Text == ""))
{
// existing code in the foreach loop goes here
}
}

Why is the regular multiplication operator is much more efficient than the BigMul method?

I've searched for the differences between the * operator and the Math.BigMul method, and found nothing. So I've decided I would try and test their efficiency against each other. Consider the following code :
public class Program
{
static void Main()
{
Stopwatch MulOperatorWatch = new Stopwatch();
Stopwatch MulMethodWatch = new Stopwatch();
MulOperatorWatch.Start();
// Creates a new MulOperatorClass to perform the start method 100 times.
for (int i = 0; i < 100; i++)
{
MulOperatorClass mOperator = new MulOperatorClass();
mOperator.start();
}
MulOperatorWatch.Stop();
MulMethodWatch.Start();
for (int i = 0; i < 100; i++)
{
MulMethodClass mMethod = new MulMethodClass();
mMethod.start();
}
MulMethodWatch.Stop();
Console.WriteLine("Operator = " + MulOperatorWatch.ElapsedMilliseconds.ToString());
Console.WriteLine("Method = " + MulMethodWatch.ElapsedMilliseconds.ToString());
Console.ReadLine();
}
public class MulOperatorClass
{
public void start()
{
List<long> MulOperatorList = new List<long>();
for (int i = 0; i < 15000000; i++)
{
MulOperatorList.Add(i * i);
}
}
}
public class MulMethodClass
{
public void start()
{
List<long> MulMethodList = new List<long>();
for (int i = 0; i < 15000000; i++)
{
MulMethodList.Add(Math.BigMul(i,i));
}
}
}
}
To sum it up : I've created two classes - MulMethodClass and MulOperatorClass that performs both the start method, which fills a varible of type List<long with the values of i multiply by i many times. The only difference between these methods are the use of the * operator in the operator class, and the use of the Math.BigMul in the method class.
I'm creating 100 instances of each of these classes, just to prevent and overflow of the lists (I can't create a 1000000000 items list).
I then measure the time it takes for each of the 100 classes to execute. The results are pretty peculiar : I've did this process about 15 times and the average results were (in milliseconds) :
Operator = 20357
Method = 24579
That about 4.5 seconds difference, which I think is a lot. I've looked at the source code of the BigMul method - it uses the * operator, and practically does the same exact thing.
So, for my quesitons :
Why such method even exist? It does exactly the same thing.
If it does exactly the same thing, why there is a huge efficiency difference between these two?
I'm just curious :)
Microbenchmarking is art. You are right the method is around 10% slower on x86. Same speed on x64. Note that you have to multiply two longs, so ((long)i) * ((long)i), because it is BigMul!
Now, some easy rules if you want to microbenchmark:
A) Don't allocate memory in the benchmarked code... You don't want the GC to run (you are enlarging the List<>)
B) Preallocate the memory outside the timed zone (create the List<> with the right capacity before running the code)
C) Run at least once or twice the methods before benchmarking it.
D) Try to not do anything but what you are benchmarking, but to force the compiler to run your code. For example checking for an always true condition based on the result of the operation, and throwing an exception if it is false is normally good enough to fool the compiler.
static void Main()
{
// Check x86 or x64
Console.WriteLine(IntPtr.Size == 4 ? "x86" : "x64");
// Check Debug/Release
Console.WriteLine(IsDebug() ? "Debug, USELESS BENCHMARK" : "Release");
// Check if debugger is attached
Console.WriteLine(System.Diagnostics.Debugger.IsAttached ? "Debugger attached, USELESS BENCHMARK!" : "Debugger not attached");
// High priority
Process.GetCurrentProcess().PriorityClass = ProcessPriorityClass.High;
Stopwatch MulOperatorWatch = new Stopwatch();
Stopwatch MulMethodWatch = new Stopwatch();
// Prerunning of the benchmarked methods
MulMethodClass.start();
MulOperatorClass.start();
{
// No useless method allocation here
MulMethodWatch.Start();
for (int i = 0; i < 100; i++)
{
MulMethodClass.start();
}
MulMethodWatch.Stop();
}
{
// No useless method allocation here
MulOperatorWatch.Start();
for (int i = 0; i < 100; i++)
{
MulOperatorClass.start();
}
MulOperatorWatch.Stop();
}
Console.WriteLine("Operator = " + MulOperatorWatch.ElapsedMilliseconds.ToString());
Console.WriteLine("Method = " + MulMethodWatch.ElapsedMilliseconds.ToString());
Console.ReadLine();
}
public class MulOperatorClass
{
// The method is static. No useless memory allocation
public static void start()
{
for (int i = 2; i < 15000000; i++)
{
// This condition will always be false, but the compiler
// won't be able to remove the code
if (((long)i) * ((long)i) == ((long)i))
{
throw new Exception();
}
}
}
}
public class MulMethodClass
{
public static void start()
{
// The method is static. No useless memory allocation
for (int i = 2; i < 15000000; i++)
{
// This condition will always be false, but the compiler
// won't be able to remove the code
if (Math.BigMul(i, i) == i)
{
throw new Exception();
}
}
}
}
private static bool IsDebug()
{
// Taken from http://stackoverflow.com/questions/2104099/c-sharp-if-then-directives-for-debug-vs-release
object[] customAttributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(DebuggableAttribute), false);
if ((customAttributes != null) && (customAttributes.Length == 1))
{
DebuggableAttribute attribute = customAttributes[0] as DebuggableAttribute;
return (attribute.IsJITOptimizerDisabled && attribute.IsJITTrackingEnabled);
}
return false;
}
E) If you are really sure your code is ok, try changing the order of the tests
F) Put your program in higher priority
but be happy :-)
at least another persons had the same question, and wrote a blog article: http://reflectivecode.com/2008/10/mathbigmul-exposed/
He did the same errors you did.

Multithread access to list C#

I have a task to show difference between syncronized and unsyncronized multithreading. Therefore I wrote an application simulating withdrawing money from clients' bank accounts. Each of some number of threads chooses a random user and withdraws money from the account.
Every thread should withdraw every account once. First time the threads are syncronized, but the second time they are not. So there must be a difference between accounts, withdrawed by syncronized and unsyncronized threads. And the difference must be different for different numbers of users and threads. But in my application I have difference just for 1000 threads. So I need unsyncronized threads' results to be strongly different from syncronized threads' ones.
The class User:
public class User : IComparable
{
public string Name { get; set; }
public int Start { get; set; }
public int FinishSync { get; set; }
public int FinishUnsync { get; set; }
public int Hypothetic { get; set; }
public int Differrence { get; set; }
...
}
The method which withdraws money:
public void Withdraw(ref List<User> users, int sum, bool isSync)
{
int ind = 0;
Thread.Sleep(_due);
var rnd = new Random(DateTime.Now.Millisecond);
//used is list of users, withrawed by the thread
while (_used.Count < users.Count)
{
while (_used.Contains(ind = rnd.Next(0, users.Count))) ; //choosing a random user
if (isSync) //isSync = if threads syncroized
{
if (Monitor.TryEnter(users[ind]))
{
try
{
users[ind].FinishSync = users[ind].FinishSync - sum;
}
finally
{
Monitor.Exit(users[ind]);
}
}
}
else
{
lock (users[ind])
{
users[ind].FinishUnsync = users[ind].FinishUnsync - sum;
}
}
_used.Add(ind);
}
done = true;
}
And the threads are created this way:
private void Withdrawing(bool IsSync)
{
if (IsSync)
{
for (int i = 0; i < _num; i++)
{
_withdrawers.Add(new Withdrawer(Users.Count, _due, _pause));
_threads.Add(new Thread(delegate()
{ _withdrawers[i].Withdraw(ref Users, _sum, true); }));
_threads[i].Name = i.ToString();
_threads[i].Start();
_threads[i].Join();
}
}
else
{
for (int i = 0; i < _num; ++i)
{
_withdrawers.Add(new Withdrawer(Users.Count, _due, _pause));
_threads.Add(new Thread(delegate()
{ _withdrawers[i].Withdraw(ref Users, _sum, false); }));
_threads[i].Name = i.ToString();
_threads[i].Start();
}
}
}
I've changed the Withdraw class this way, bc the problem could have been in creating threads separately from the delegate:
class Withdrawer
{
private List<int>[] _used;
private int _due;
private int _pause;
public int done;
private List<Thread> _threads;
public Withdrawer(List<User> users, int n, int due, int pause, int sum)
{
_due = due;
_pause = pause;
done = 0;
_threads = new List<Thread>(users.Count);
InitializeUsed(users, n);
CreateThreads(users, n, sum, false);
_threads.Clear();
while (done < n) ;
Array.Clear(_used,0,n-1);
InitializeUsed(users, n);
CreateThreads(users, n, sum, true);
}
private void InitializeUsed(List<User> users, int n)
{
_used = new List<int>[n];
for (int i = 0; i < n; i++)
{
_used[i] = new List<int>(users.Count);
for (int j = 0; j < users.Count; j++)
{
_used[i].Add(j);
}
}
}
private void CreateThreads(List<User> users, int n, int sum, bool isSync)
{
for (int i = 0; i < n; i++)
{
_threads.Add(new Thread(delegate() { Withdraw(users, sum, isSync); }));
_threads[i].Name = i.ToString();
_threads[i].Start();
}
}
public void Withdraw(List<User> users, int sum, bool isSync)
{
int ind = 0;
var rnd = new Random();
while (_used[int.Parse(Thread.CurrentThread.Name)].Count > 0)
{
int x = rnd.Next(_used[int.Parse(Thread.CurrentThread.Name)].Count);
ind = _used[int.Parse(Thread.CurrentThread.Name)][x];
if (isSync)
{
lock (users[ind])
{
Thread.Sleep(_due);
users[ind].FinishSync -= sum;
}
}
else
{
Thread.Sleep(_due);
users[ind].FinishUnsync -= sum;
}
_used[int.Parse(Thread.CurrentThread.Name)][x] = _used[int.Parse(Thread.CurrentThread.Name)][_used[int.Parse(Thread.CurrentThread.Name)].Count - 1];
_used[int.Parse(Thread.CurrentThread.Name)].RemoveAt(_used[int.Parse(Thread.CurrentThread.Name)].Count - 1);
Thread.Sleep(_pause);
}
done++;
}
}
Now the problem is FinishUnSync values are correct, while FinishSync values are absolutely not.
Thread.Sleep(_due);
and
Thread.Sleep(_pause);
are used to "hold" the resourse, bc my task is the thread should get resourse, hold it for a _due ms, and after processing wait _pause ms before finishing.
Your code isn't doing anything useful, and doesn't show the difference between synchronized and unsynchronized access. There are many things you'll need to address.
Comments in your code say that _used is a list of users that have been accessed by the thread. You're apparently creating that on a per-thread basis. If that's true, I don't see how. From the looks of things I'd say that _used is accessible to all threads. I don't see anywhere that you're creating a per-thread version of that list. And the naming convention indicates that it's at class scope.
If that list is not per-thread, that would go a long way towards explaining why your data is always the same. You also have a real race condition here because you're updating the list from multiple threads.
Assuning that _used really is a per-thread data structure . . .
You have this code:
if (isSync) //isSync = if threads syncroized
{
if (Monitor.TryEnter(users[ind]))
{
try
{
users[ind].FinishSync = users[ind].FinishSync - sum;
}
finally
{
Monitor.Exit(users[ind]);
}
}
}
else
{
lock (users[ind])
{
users[ind].FinishUnsync = users[ind].FinishUnsync - sum;
}
}
Both of these provide synchronization. In the isSync case, a second thread will fail to do its update if a thread already has the user locked. In the second case, the second thread will wait for the first to finish, and then will do the update. In either case, the use of Monitor or lock prevents concurrent update.
Still, you would potentially see a difference if multiple threads could be executing the isSync code at the same time. But you won't see a difference because in your synchronized case you never let more than one thread execute. That is, you have:
if (IsSync)
{
for (int i = 0; i < _num; i++)
{
_withdrawers.Add(new Withdrawer(Users.Count, _due, _pause));
_threads.Add(new Thread(delegate()
{ _withdrawers[i].Withdraw(ref Users, _sum, true); }));
_threads[i].Name = i.ToString();
_threads[i].Start();
_threads[i].Join();
}
}
else
{
for (int i = 0; i < _num; ++i)
{
_withdrawers.Add(new Withdrawer(Users.Count, _due, _pause));
_threads.Add(new Thread(delegate()
{ _withdrawers[i].Withdraw(ref Users, _sum, false); }));
_threads[i].Name = i.ToString();
_threads[i].Start();
}
}
So in the IsSync case, you start a thread and then wait for it to complete before you start another thread. Your code is not multithreaded. And in the "unsynchronized" case you're using a lock to prevent concurrent updates. So in one case you prevent concurrent updates by only running one thread at a time, and in the other case you prevent concurrent updates by using a lock. There will be no difference.
Something else worth noting is that your method of randomly selecting a user is highly inefficient, and could be part of the problem you're seeing. Basically what you're doing is picking a random number and checking to see if it's in a list. If it is, you try again, etc. And the list keeps growing. Quick experimentation shows that I have to generate 7,000 random numbers between 0 and 1,000 before I get all of them. So your threads are spending a huge amount of time trying to find the next unused account, meaning that they have less likelihood to be processing the same user account at the same time.
You need to do three things. First, change your Withdrawl method so it does this:
if (isSync) //isSync = if threads syncroized
{
// synchronized. prevent concurrent updates.
lock (users[ind])
{
users[ind].FinishSync = users[ind].FinishSync - sum;
}
}
else
{
// unsynchronized. It's a free-for-all.
users[ind].FinishUnsync = users[ind].FinishUnsync - sum;
}
Your Withdrawing method should be the same regardless of whether IsSync is true or not. That is, it should be:
for (int i = 0; i < _num; ++i)
{
_withdrawers.Add(new Withdrawer(Users.Count, _due, _pause));
_threads.Add(new Thread(delegate()
{ _withdrawers[i].Withdraw(ref Users, _sum, false); }));
_threads[i].Name = i.ToString();
_threads[i].Start();
}
Now you always have multiple threads running. The only difference is whether access to the user account is synchronized.
Finally, make your _used list a list of indexes into the users list. Something like:
_used = new List<int>(users.Count);
for (int i = 0; i < _used.Count; ++i)
{
_used[i] = i;
}
Now, when you select a user, you do this:
var x = rnd.Next(_used.Count);
ind = _used[x];
// now remove the item from _used
_used[x] = _used[_used.Count-1];
_used.RemoveAt(_used.Count-1);
That way you can generate all users more efficiently. It will take n random numbers to generate n users.
A couple of nitpicks:
I have no idea why you have the Thread.Sleep call in the Withdraw method. What benefit do you think it provides?
There's no real reason to pass DateTime.Now.Millisecond to the Random constructor. Just calling new Random() will use Environment.TickCount for the seed. Unless you really want to limit the seed to numbers between 0 and 1,000.

Starting threads in a loop passing array elements to each

i start 4 threads in a loop. each thread gets a reference to an array element to write the result.
But on the line where i create each thread, i get a System.IndexOutOfRangeException. I'm amazed that the index "i" is going out of range.
here is an example:
void ThreadsStarter()
{
double[] data = new double[4];
for(int i = 0; i < 4; i++)
{
Thread my_thread = new Thread(() => Work(data[i]));
my_thread.Start();
}
}
void Work(double data)
{
}
Why this is happening?
This is a common error: i gets evaluated when threads starts, which happens after the loop has ended. Make a temp, assign i to it, and use temp instead of i in your lambda to fix the issue:
void ThreadsStarter()
{
double[] data = new double[4];
for(int i = 0; i < 4; i++)
{
var temp = i;
Thread my_thread = new Thread(() => Work(ref data[temp]));
my_thread.Start();
}
}
void Work(ref double data)
{
}

.NET 2.0 Processing very large lists using ThreadPool

This is further to my question here
By doing some reading .... I moved away from Semaphores to ThreadPool.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
namespace ThreadPoolTest
{
class Data
{
public int Pos { get; set; }
public int Num { get; set; }
}
class Program
{
static ManualResetEvent[] resetEvents = new ManualResetEvent[20];
static void Main(string[] args)
{
int s = 0;
for (int i = 0; i < 100000; i++)
{
resetEvents[s] = new ManualResetEvent(false);
Data d = new Data();
d.Pos = s;
d.Num = i;
ThreadPool.QueueUserWorkItem(new WaitCallback(Process), (object)d);
if (s >= 19)
{
WaitHandle.WaitAll(resetEvents);
Console.WriteLine("Press Enter to Move forward");
Console.ReadLine();
s = 0;
}
else
{
s = s + 1;
}
}
}
private static void Process(object o)
{
Data d = (Data) o;
Console.WriteLine(d.Num.ToString());
Thread.Sleep(10000);
resetEvents[d.Pos].Set();
}
}
}
This code works and I am able to process in the sets of 20. But I don't like this code because of WaitAll. So let's say I start a batch of 20, and 3 threads take longer time while 17 have finished. Even then I will keep the 17 threads as waiting because of the WaitAll.
WaitAny would have been good... but it seems rather messy that I will have to build so much of control structures like Stacks, Lists, Queues etc in order to use the pool efficiently.
The other thing I don't like is that whole global variable in the class for resetEvents. because this array has to be shared between the Process method and the main loop.
The above code works... but I need your help in improving it.
Again... I am on .NET 2.0 VS 2008. I cannot use .NET 4.0 parallel/async framework.
There are several ways you can do this. Probably the easiest, based on what you've posted above, would be:
const int MaxThreads = 4;
const int ItemsToProcess = 10000;
private Semaphore _sem = new Semaphore(MaxThreads, MaxThreads);
void DoTheWork()
{
int s = 0;
for (int i = 0; i < ItemsToProcess; ++i)
{
_sem.WaitOne();
Data d = new Data();
d.Pos = s;
d.Num = i;
ThreadPool.QueueUserWorkItem(Process, d);
++s;
if (s >= 19)
s = 0;
}
// All items have been assigned threads.
// Now, acquire the semaphore "MaxThreads" times.
// When counter reaches that number, we know all threads are done.
int semCount = 0;
while (semCount < MaxThreads)
{
_sem.WaitOne();
++semCount;
}
// All items are processed
// Clear the semaphore for next time.
_sem.Release(semCount);
}
void Process(object o)
{
// do the processing ...
// release the semaphore
_sem.Release();
}
I only used four threads in my example because that's how many cores I have. It makes little sense to be using 20 threads when only four of them can be processing at any one time. But you're free to increase the MaxThreads number if you like.
So I'm pretty sure this is all .NET 2.0.
We'll start out defining Action, because I'm so used to using it. If using this solution in 3.5+, remove that definition.
Next, we create a queue of actions based on the input.
After that we define a callback; this callback is the meat of the method.
It first grabs the next item in the queue (using a lock since the queue isn't thread safe). If it ended up having an item to grab it executes that item. Next it adds a new item to the thread pool which is "itself". This is a recursive anonymous method (you don't come across uses of that all that often). This means that when the callback is called for the first time it will execute one item, then schedule a task which will execute another item, and that item will schedule a task that executes another item, and so on. Eventually the queue will run out, and they'll stop queuing more items.
We also want the method to block until we're all done, so for that we keep track of how many of these callbacks have finished through incrementing a counter. When that counter reaches the task limit we signal the event.
Finally we start N of these callbacks in the thread pool.
public delegate void Action();
public static void Execute(IEnumerable<Action> actions, int maxConcurrentItems)
{
object key = new object();
Queue<Action> queue = new Queue<Action>(actions);
int count = 0;
AutoResetEvent whenDone = new AutoResetEvent(false);
WaitCallback callback = null;
callback = delegate
{
Action action = null;
lock (key)
{
if (queue.Count > 0)
action = queue.Dequeue();
}
if (action != null)
{
action();
ThreadPool.QueueUserWorkItem(callback);
}
else
{
if (Interlocked.Increment(ref count) == maxConcurrentItems)
whenDone.Set();
}
};
for (int i = 0; i < maxConcurrentItems; i++)
{
ThreadPool.QueueUserWorkItem(callback);
}
whenDone.WaitOne();
}
Here's another option that doesn't use the thread pool, and just uses a fixed number of threads:
public static void Execute(IEnumerable<Action> actions, int maxConcurrentItems)
{
Thread[] threads = new Thread[maxConcurrentItems];
object key = new object();
Queue<Action> queue = new Queue<Action>(actions);
for (int i = 0; i < maxConcurrentItems; i++)
{
threads[i] = new Thread(new ThreadStart(delegate
{
Action action = null;
do
{
lock (key)
{
if (queue.Count > 0)
action = queue.Dequeue();
else
action = null;
}
if (action != null)
{
action();
}
} while (action != null);
}));
threads[i].Start();
}
for (int i = 0; i < maxConcurrentItems; i++)
{
threads[i].Join();
}
}

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