Understanding singleton use for global variable use C# - c#

It was suggested to me to use a singleton in my application and I am wondering if this is the correct approach.
I have a windows gaming handled tool app I am developing. It consists of two windows. A main window and a quick access menu window. These windows share similar components, like on both windows I have sliders to adjust screen brightness, volume, cpu TDP, etc. Both windows should show the same values.
Currently I am using a static class on a separate thread to get these values. It loops through and gets these values every few seconds via dispatcher timer. It is important to note that values like TDP require an external program that reads CPU MSR or MMIO values, so two threads should not concurrently be calling these read routines, as it can cause the external program to crash. These values then get stored into a static class in the main window housing the "global" variables.
public static class GlobalVariables
{
//TDP global
public static double readPL1 = 0;
public static double readPL2 = 0;
public static double setPL1 = 0;
public static double setPL2 = 0;
//brightness and volume setting
public static int brightness = 0;
public static int volume = 0;
}
I always want this thread running as long as the application is running. I thought static would be appropriate since this isn't a scaled up app that would need dozens of this class running. I also might need to create events from this as well.
Would a singleton with an initialization in both windows serve the same function?
Would the stored variables stay consistent for both windows?
Would using static routines cause an issue in my program (something that isn't scaled up)?
One last question: if I go the singleton route and I want this code running separately from the UI should I initialize the class on a newly created thread in the window?
Thanks in advance!

Would a singleton with an initialization in both windows serve the same function?
A correctly implemented Singleton is initialized the first time it is accessed in an Application session and retains its value for the duration of the session.
Would the stored variables stay consistent for both windows?
Wherever you access it in the code (from different Windows and other types that can be from any assembly), you will always get the same value.
Would using static routines cause an issue in my program (something that isn't scaled up)?
Too vague question. The answer is from the details of the task, the chosen method of implementation.
Potentially, static implementations (including Singleton) have security issues, as static members have global access and can be intentionally malformed.
Therefore, only constants and methods are usually made static.
But such security in WPF is actually quite ephemeral.
With the "standard" implementation, it is still possible to get any Window, any of its elements from the Resources, Visual and Logical Trees.
In terms of scalability, there could be some issues if you need to add multiple View instances in the future. Then each of them may require its own instance with data, and not a static one with the same data for all.
One last question: if I go the singleton route and I want this code running separately from the UI should I initialize the class on a newly created thread in the window?
If there are no thread-dependent elements in the code (it usually only UI elements), then the initialization flow usually does not matter.
If the initialization is long, then in order not to lag the GUI, it is better to do it asynchronously.

Related

Are Private properties of a class called within a Parallel.Foreach body Thread Safe?

I am tasked with writing a system to process result files created by a different process(which I have no control over) and and trying to modify my code to make use of Parallel.Foreach. The code works fine when just calling a foreach but I have some concerns about thread safety when using the parallel version. The base question I need answered here is "Is the way I am doing this going to guarantee thread safety?" or is this going to cause everything to go sideways on me.
I have tried to make sure all calls are to instances and have removed every static anything except the initial static void Main. It is my current understanding that this will do alot towards assuring thread safety.
I have basically the following, edited for brevity
static void Main(string[] args)
{
MyProcess process = new MyProcess();
process.DoThings();
}
And then in the actual process to do stuff I have
public class MyProcess
{
public void DoThings()
{
//Get some list of things
List<Thing> things = getThings();
Parallel.Foreach(things, item => {
//based on some criteria, take actions from MyActionClass
MyActionClass myAct = new MyActionClass(item);
string tempstring = myAct.DoOneThing();
if(somecondition)
{
MyAct.DoOtherThing();
}
...other similar calls to myAct below here
};
}
}
And over in the MyActionClass I have something like the following:
public class MyActionClass
{
private Thing _thing;
public MyActionClass(Thing item)
{
_thing = item;
}
public string DoOneThing()
{
return _thing.GetSubThings().FirstOrDefault();
}
public void DoOtherThing()
{
_thing.property1 = "Somenewvalue";
}
}
If I can explain this any better I'll try, but I think that's the basics of my needs
EDIT:
Something else I just noticed. If I change the value of a property of the item I'm working with while inside the Parallel.Foreach (in this case, a string value that gets written to a database inside the loop), will that have any affect on the rest of the loop iterations or just the one I'm on? Would it be better to create a new instance of Thing inside the loop to store the item i'm working with in this case?
There is no shared mutable state between actions in the Parallel.ForEach that I can see, so it should be thread-safe, because at most one thread can touch one object at a time.
But as it has been mentioned there is nothing shared that can be seen. It doesn't mean that in the actual code you use everything is as good as it seems here.
Or that nothing will be changed by you or your coworker that will make some state both shared and mutable (in the Thing, for example), and now you start getting difficult to reproduce crashes at best or just plain wrong behaviour at worst that can be left undetected for a long time.
So, perhaps you should try to go fully immutable near threading code?
Perhaps.
Immutability is good, but it is not a silver bullet, and it is not always easy to use and implement, or that every task can be reasonably expressed through immutable objects. And even that accidental "make shared and mutable" change may happen to it as well, though much less likely.
It should at least be considered as a possible option/alternative.
About the EDIT
If I change the value of a property of the item I'm working with while
inside the Parallel.Foreach (in this case, a string value that gets
written to a database inside the loop), will that have any affect on
the rest of the loop iterations or just the one I'm on?
If you change a property and that object is not used anywhere else, and it doesn't rely on some global mutable state (for example, sort of a public static Int32 ChangesCount that increments with each state change), then you should be safe.
a string value that gets written to a database inside the loop - depending on the used data access technology and how you use it, you may be in trouble, because most of them are not designed for multithreaded environment, like EF DbContext, for example. And obviously do not forget that dealing with concurrent access in database is not always easy, though that is a bit away from our original theme.
Would it be better to create a new instance of Thing inside the loop to store the item i'm working with in this case - if there is no risk of external concurrent changes, then it is just an unnecessary work. And if there is a chance of another threads(not Parallel.For) making changes to those objects that are being persisted, then you already have bigger problems than Parallel.For.
Objects should always have observable consistent state (unlike when half of properties set by one thread, and half by another, while you try to persist that who-knows-what), and if they are used by many threads, then they should be already thread-safe - there should be no way to put them into inconsistent state.
And if they want to be persisted by external code, such objects should probably provide:
Either SyncRoot property to synchronize property reading code.
Or some current state snapshot DTO that is created internally by some thread-safe method like ThingSnapshot Thing.GetCurrentData() { lock() {} }.
Or something more exotic.

Process huge amount of data with dynamic code

I want to be able to change the code of my game dynamicly. For example lets say my game is structured this way:
class GameState {
public int SomeData;
public Entity[] EntityPool;
}
interface IServices {
IRenderer Renderer { get; }
}
interface IGameCode {
void RenderAndUpdate(GameState currentState, IServices serviceProvider);
}
I now want be able to write code like this:
void MainLoop() {
IGameCode gameCode = new DefaultGameCode();
while(true) {
// Handle Plattform things
if(shouldUseNewGameCode) {
UnloadCode(gameCode);
gameCode = LoadCode("new.dll");
// or
gameCode = LoadCode("new.cs");
}
// Call GameTick
gameCode.RenderAndUpdate(gameState, services);
}
}
I already used AppDomains and a Proxyclass but it is too slow to serialize every frame. I tried to just pass a pointer but since AppDomains use their own virtual address space i cant access the GameState Object. My other idea was to use Reflection to get the IL from the compiled method via GetMethodBody() and pass it to an DynamicMethod but this would limit the way how I could write the RenderAndUpdate method since I can not use Submethods or Variables in the IGameCode implementation.
So how can I achive what I want to do?
As you've seen, you really don't want to be crossing AppDomain boundaries on every frame, especially if that code has to call back to the main code e.g. IServices a bunch of times. Even with MarshalByRefObject, which can improve things a little, it's going to be too slow. So you need a solution that doesn't involve the AppDomain.
How big is your assembly? How often do you expect to change it?
Noting that .NET assemblies are generally fairly space-efficient, and that in your scenario it seems unlikely a user would switch assemblies more than a few times in a session, I would just read your DLL into memory as a byte[] and then use Assembly.Load(byte[]); to load it.
Alternatively, if you really can't tolerate a dead assembly in your process memory space, I think it would be better to use a helper process, aka "launcher": when you want to switch implementations, start up the helper process (or just leave it running all the time if you want), which in turn will wait for the current game process to exit, and then will start a new one with the new settings.
This will be slower to switch, but of course is a one-time cost for each switch and then the program can run full-speed during the actual gameplay.

does aspx provide special treatment for c# static variables

in a .net web app is there something special about .aspx pages and the c# code behind pages that changes the behaviour of static variables.
i have a large number of application pages that were developed elsewhere and there is a common pattern running thru them where what i think should be an instance variable is declared as a static variable.
a more detailed statement of the question would be: if i have two web sessions a and b running on the same iis server in the same application pool, if a accesses the page in question and sets static variable x to value1 and then b accesses the same page and sets static variable x to value 2, my understanding is that value1 has been replaced by value 2. my dilemma is that this pattern is used repeatedly in the code, at a high level the code appears to work. the conclusion is that it is either luck (timing as in session a has abandoned the need for the variable before session b hits it) or there is something else going on.
i am open to suggestions whether this is a c# nuance or a developer bug.
Static properties/fields are fine in web applications as long as they are used for shared data which can acceptably disappear at any time, such as when an app pool recycles.
That said, their values are indeed shared inside an ASP.Net application unless they have a segregated backing mechanism, like Session.
Example
public static int UserId = 10; // BAD! everyone gets/sets this field's value
// BAD! everyone gets/sets this property's implicit backing value
public static int UserId {
get;
set;
}
// This case is fine; just a shortcut to avoid instantiating an object.
// The backing value is segregated by other means, in this case, Session.
public static int UserId{
get{
return (int)HttpContext.Current.Session["UserId"];
}
}
// While I would question doing work inside a property getter, the fact that
// it is static won't cause an issue; every call retrieves data from a
// database, not from a single memory location.
public static int UserId{
get{
// return some value from database
}
}
You may not see an issue until traffic is significant. Suppose a page retrieves a value, puts it in a static variable, uses it once, then completes execution. If the page executes quickly, there is only a very small (but dangerous!) window of overlap that you may not see unless the timing is right and/or traffic is high enough.
This can lead to hard-to-diagnose bugs, because they are dependent on timing and you probably will not see them when testing by yourself on your local machine.

c# vb: when they say static classes should not have state

when they say static classes should not have state/side effects does that mean:
static void F(Human h)
{
h.Name = "asd";
}
is violating it?
Edit:
i have a private variable now called p which is an integer. It's never read at all throughout the entire program, so it can't affect any program flow.
is this violating "no side effects"?:
int p;
static void F(Human h)
{
p=123;
h.Name = "asd";
}
the input and output is still always the same in this case..
When you say "they", who are you refering to?
Anyways, moving on. A method such as what you presented is completely fine - if that's what you want it to do, then OK. No worries.
Similarly, it is completely valid for a static class to have some static state. Again, it could be that you would need that at some point.
The real thing to watch out for is something like
static class A
{
private static int x = InitX();
static A()
{
Console.WriteLine("A()");
}
private static int InitX()
{
Console.out.WriteLine("InitX()");
return 0;
}
...
}
If you use something along these lines, then you could easily be confused about when the static constructor is called and when InitX() is called. If you had some side effects / state changing that occurs like in this example, then that would be bad practice.
But as far as your actual question goes, those kind of state changes and side effects are fine.
Edit
Looking at your second example, and taking the rule precisely as it is stated, then, yes, you are in violation of it.
But...
Don't let that rule necessarily stop you from things like this. It can be very useful in some cases, e.g. when a method does intensive calculation, memoization is an easy way to reduce performance cost. While memoization technically has state and side-effects, the output is always the same for every input, which is the really important .
Side effects of a static member mean that it change the value of some other members in its container class. The static member in your case does not effect other members of its class and it is not violating the sentence you have mentioned.
EDIT
In the second example you've added by editting your question you are violating it.
It is perfectly acceptable for methods of a static class to change the state of objects that are passed to them. Indeed, that is the primary use for non-function static methods (since a non-function method which doesn't change the state of something would be pretty useless).
The pattern to be avoided is having a static class where methods have side-effects that are not limited to the passed-in objects or objects referenced by them. Suppose, for example, one had an embroidery-plotting class which had functions to select an embroidery module, and to scale, translate, or rotate future graphic operations. If multiple routines expect to do some drawing, it could be difficult to prevent device-selections or transformations done by one routine from affecting other routines. There are two common ways to resolve this problem:
Have all the static graphic routines accept a parameter which will hold a handle to the current device and world transform.
Have a non-static class which holds a device handle and world transform, and have it expose a full set of graphic methods.
In many cases, the best solution will be to have a class which uses the second approach for its external interface, but possibly uses the first method internally. The first approach is somewhat better with regard to the Single Responsibility Principle, but from an external calling standpoint, using class methods is often nicer than using static ones.

Thread Safe Class Library Design

I'm working on a class library and have opted for a route with my design to make implementation and thread safety slightly easier, however I'm wondering if there might be a better approach.
A brief background is that I have a multi-threaded heuristic algorithm within a class library, that once set-up with a scenario should attempt to solve it. However I obviously want it to be thread safe and if someone makes a change to anything while it is solving for that to causes crashes or errors.
The current approach I've got is if I have a class A, then I create a number InternalA instances for each A instance. The InternalA has many of the important properties from the A class, but is internal an inaccessible outside the library.
The downside of this, is that if I wish to extend the decision making logic (or actually let someone do this outside the library) then it means I need to change the code within the InternalA (or provide some sort of delegate function).
Does this sound like the right approach?
It's hard to really say from just that - but I can say that if you can make everything immutable, your life will be a lot easier. Look at how functional languages approach immutable data structures and collections. The less shared mutable data you have, the simple threading will be.
Why Not?
Create generic class, that accepts 2 members class (eg. Lock/Unlock) - so you could provide
Threadsafe impl (implmenetation can use Monitor.Enter/Exit inside)
System-wide safe impl (using Mutex)
Unsafe, but fast (using empty impl).
another way i have had some success with is by using interfaces to achieve functional separation. the cost of this approach is that you end up with some fields 'repeated' because each interface requires total separation from the others fields.
In my case I had 2 threads that need to pass over a set of data that potentially is large and needs as little garbage collection as possible. Ie I only want to pass change information from the first stage to the second. And then have the first process the next work unit.
this was achieved by the use of change buffers to pass changes from one interface to the next.
this allows one thread to work away at one interface, make all its changes and then publish a struct containing the changes that the other interface (thread) needs to apply prior to its work.
by doing this You have a double buffer ... (thread 1 produces a change report whilst thread 2 consumes the last report). If you add more interfaces (and threads) it appears like there are pulses of work moving through the threads.
This was based on my research and I have no doubt that there are better methods available now.
My aim when coming up with this however was to avoid the need for locks in the vast majority of code by designing out race conditions. the other major consideration is performance in garbage collection - which may not be an issue for you.
this way is all good until you need complex interactions between threads ... then you find that you start forcing the layout of your buffer structures for reuse to get around inheritance which in turn has an upkeep overhead.
A little more information on the problem to help...
The heuristic I'm using is to solve TSP like problems. What happens right at the start of each
calculation is that all the aspects that form the problem (sales man/places to visit) are cloned
so they aren't affected across threads.
This means each thread can change data (such as stock left on a sales man etc) as there are a number
of values that change during the calculation as things progress. What I'd quite like to do is allow
the checked such as HasSufficientStock() for a simple example to be override by a developer using the library.
Unforutantely at present however to add further protection across threads and makings some simplier/lightweight
classes I convert them to these internal classes, and these are the things that are actually used and cloned.
For example
class A
{
public double Stock { get; }
// Processing and cloning actually works using these InternalA's
internal InternalA ConvertToInternal() {}
}
internal class InternalA : ICloneable
{
public double Stock { get; set; }
public bool HasSufficientStock() {}
}

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