Main thread and workers separated - c#

Iv feel a bit lost find a good way to get some ideas of how to solve my threading problem C# Unity. What I try to achieve is to offload my main thread from long running tasks. This to avoid the main thread to wait for a or several tasks to finish before the main thread can continue as usual.
Right now I have this test code.
public void Start()
{
var workers = new List<DataChunk>();
workers.Add(new DataChunk());
workers.Add(new DataChunk());
foreach (var worker in workers)
{
Task.Run(() => worker);
}
}
The DataChunck is just striped down here for this test and could contain all the procedures that are suppose to be included as a complete task. So right now I just have a timer here to simulate something being done and taking its time.
public class DataChunk
{
public bool isDone = false;
public DataChunk()
{
System.Random r = new System.Random();
int rInt = r.Next(1000, 2000);
Thread.Sleep(rInt);
allDataLoaded = true;
Debug.Log("Done " + rInt);
isDone = true;
}
}
This dose not really do what I want to achieve in the end, as it only executes these the DataChunks executed as tasks in a row, never letting go of the main thread.
What I believe is missing is making this asyc, so they can be started from the main thread, and then preferably without having to waiting for completion from the main thread. As this should be checked from a queue when ever possible.
Should work something like this if I ware to visualize it.
Anyone who would like to share what is missing to achieve a threaded or task based behavior like this?

You are calling to Thread.Sleep in DataChunk constructor: workers.Add(new DataChunk()), and because of this your Thread.Sleep steps are executed not in parallel.
It's better to move Thread.Sleep logic outside of DataChunk constructor to some DataChunk class method and call this method from Task.Run(() => worker.SomeMethodWithThreadSleep());

Related

Notify when thread is complete, without locking calling thread

I am working on a legacy application that is built on top of NET 3.5. This is a constraint that I can't change.
I need to execute a second thread to run a long running task without locking the UI. When the thread is complete, somehow I need to execute a Callback.
Right now I tried this pseudo-code:
Thread _thread = new Thread(myLongRunningTask) { IsBackground = True };
_tread.Start();
// wait until it's done
_thread.Join();
// execute finalizer
The second option, which does not lock the UI, is the following:
Thread _thread = new Thread(myLongRunningTask) { IsBackground = True };
_tread.Start();
// wait until it's done
while(_thread.IsAlive)
{
Application.DoEvents();
Thread.Sleep(100);
}
// execute finalizer
Of course the second solution is not good cause it overcharge the UI.
What is the correct way to execute a callback when a _thread is complete? Also, how do I know if the thread was cancelled or aborted?
*Note: * I can't use the BackgroundWorker and I can't use the Async library, I need to work with the native thread class.
There are two slightly different kinds of requirement here:
Execute a callback once the long-running task has completed
Execute a callback once the thread in which the long-running task was running has completed.
If you're happy with the first of these, the simplest approach is to create a compound task of "the original long-running task, and the callback", basically. You can even do this just using the way that multicast delegates work:
ThreadStart starter = myLongRunningTask;
starter += () => {
// Do what you want in the callback
};
Thread thread = new Thread(starter) { IsBackground = true };
thread.Start();
That's very vanilla, and the callback won't be fired if the thread is aborted or throws an exception. You could wrap it up in a class with either multiple callbacks, or a callback which specifies the status (aborted, threw an exception etc) and handles that by wrapping the original delegate, calling it in a method with a try/catch block and executing the callback appropriately.
Unless you take any special action, the callback will be executed in the background thread, so you'll need to use Control.BeginInvoke (or whatever) to marshal back to the UI thread.
I absolutely understand your requirements, but you've missed one crucial thing: do you really need to wait for the end of that thread synchronously? Or maybe you just need to execute the "finalizer" after thread's end is detected?
In the latter case, simply wrap the call to myLongRunningTask into another method:
void surrogateThreadRoutine() {
// try{ ..
mytask();
// finally { ..
..all 'finalization'.. or i.e. raising some Event that you'll handle elsewhere
}
and use it as the thread's routine. That way, you'll know that the finalization will occur at the thread's and, just after the end of the actual job.
However, of course, if you're with some UI or other schedulers, the "finalization" will now run on yours thread, not on the "normal threads" of your UI or comms framework. You will need to ensure that all resources are external to your thread-task are properly guarded or synchronized, or else you'll probably clash with other application threads.
For instance, in WinForms, before you touch any UI things from the finalizer, you will need the Control.InvokeRequired (surely=true) and Control.BeginInvoke/Invoke to bounce the context back to the UI thread.
For instance, in WPF, before you touch any UI things from the finalizer, you will need the Dispatcher.BeginInvoke..
Or, if the clash could occur with any threads you control, simple proper lock() could be enough. etc.
You can use a combination of custom event and the use of BeginInvoke:
public event EventHandler MyLongRunningTaskEvent;
private void StartMyLongRunningTask() {
MyLongRunningTaskEvent += myLongRunningTaskIsDone;
Thread _thread = new Thread(myLongRunningTask) { IsBackground = true };
_thread.Start();
label.Text = "Running...";
}
private void myLongRunningTaskIsDone(object sender, EventArgs arg)
{
label.Text = "Done!";
}
private void myLongRunningTask()
{
try
{
// Do my long task...
}
finally
{
this.BeginInvoke(Foo, this, EventArgs.Empty);
}
}
I checked, it's work under .NET 3.5
You could use the Observer Pattern, take a look here:
http://www.dofactory.com/Patterns/PatternObserver.aspx
The observer pattern will allow you, to notify other objects which were previously defined as observer.
A very simple thread of execution with completion callback
This does not need to run in a mono behavior and is simply used for convenience
using System;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
public class ThreadTest : MonoBehaviour
{
private List<int> numbers = null;
private void Start()
{
Debug.Log("1. Call thread task");
StartMyLongRunningTask();
Debug.Log("2. Do something else");
}
private void StartMyLongRunningTask()
{
numbers = new List<int>();
ThreadStart starter = myLongRunningTask;
starter += () =>
{
myLongRunningTaskDone();
};
Thread _thread = new Thread(starter) { IsBackground = true };
_thread.Start();
}
private void myLongRunningTaskDone()
{
Debug.Log("3. Task callback result");
foreach (int num in numbers)
Debug.Log(num);
}
private void myLongRunningTask()
{
for (int i = 0; i < 10; i++)
{
numbers.Add(i);
Thread.Sleep(1000);
}
}
}
Try to use ManualRestEvent to signal of thread complete.
Maybe using conditional variables and mutex, or some functions like wait(), signal(), maybe timed wait() to not block main thread infinitely.
In C# this will be:
void Notify()
{
lock (syncPrimitive)
{
Monitor.Pulse(syncPrimitive);
}
}
void RunLoop()
{
for (;;)
{
// do work here...
lock (syncPrimitive)
{
Monitor.Wait(syncPrimitive);
}
}
}
more on that here:
Condition Variables C#/.NET
It is the concept of Monitor object in C#, you also have version that enables to set timeout
public static bool Wait(
object obj,
TimeSpan timeout
)
more on that here:
https://msdn.microsoft.com/en-us/library/system.threading.monitor_methods(v=vs.110).aspx

WaitHandle.WaitAll and ManualResetEvent.Set() - what should be first?

I have a question about working of WaitHandle.WaitAll, and would appreciate any help.
Let's assume I have such situation: the Parent thread is opening couple of Child Threads and must wait with 'doing other stuff' until child threads finish their work.
I use WaitHandle.WaitAll and would like to stay with this method. (NO Thread.Join etc, please :) )
ManualResetEvent[] events = new ManualResetEvent[list.Count];
foreach (string row in list)
{
events[i] = new ManualResetEvent(false);
Thread thread = new Thread(new ParameterizedThreadStart(DoSomething));
thread.Start(events[i]); // start child thread
System.Threading.Thread.Sleep(1000000);
i++;
}
WaitHandle.WaitAll(events); // wait for child threads finish their work
...
...
private DoSomething(object sth)
{
// some stuff that executes only 1 second
ManualResetEvent.Set()
}
So situation for the first newly started child-thread would be that the calling of ManualResetEvent.Set() is BEFORE calling WaitHandle.WaitAll(events) in the Parent thread. Because loop which opens new child threads has some long timeout.
So my question, wouldn't be such time-line a problem?
Shouldn't be WaitHandle.WaitAll called before calling the ManualResetEvent.Set()?
It does not matter. The wait returns when all events are signaled (set) - whether or not that happened before or after wait was called.
As it was said, it does not matter, however, you should consider using the Task class for that kind of things.
It also allows you to run your tasks either simultaneously or consequentially.
Your code then will be only this:
Task.WaitAll(
Task.Factory.StartNew(() =>
{
Thread.Sleep(1000);
}),
Task.Factory.StartNew(() => { Thread.Sleep(1000); }),
Task.Factory.StartNew(() => { Thread.Sleep(1000); })
);

Notify result from one thread to another or wait for feedback from the first thread to continue the second thread

I am trying to get 2 threads running in the background to perform tasks. I have to create the threads sequentially and proceed with the program execution. But the second thread must execute it's work only when the first finishes. Also, One more clarification. I am looking to have this solution on a WPF application. There is no UI feedback needed. All I need is a status update from the first task. I agree if we do all in one thread it will be fine. But we want to have the second thread which does more things seperately even if the user leaves the screen which created this thread.
Here is the sample:
class Program
{
static string outValue;
static bool _isFinished = false;
static void Main(string[] args)
{
ThreadStart thread1 = delegate()
{
outValue = AnotherClass.FirstLongRunningTask();
// I need to set the _isFinished after the long running finishes..
// I cant wait here because I need to kick start the next thread and move on.
//
};
new Thread(thread1).Start();
ThreadStart thread2 = delegate()
{
while (!_isFinished)
{
Thread.Sleep(1000);
Console.WriteLine("Inside the while loop...");
}
if (!string.IsNullOrEmpty(outValue))
{
// This should execute only if the _isFinished is true...
AnotherClass.SecondTask(outValue);
}
};
new Thread(thread2).Start();
for (int i = 0; i < 5000; i++)
{
Thread.Sleep(500);
Console.WriteLine("I have to work on this while thread 1 and thread 2 and doing something ...");
}
Console.ReadLine();
}
}
public class AnotherClass
{
public static string FirstLongRunningTask()
{
Thread.Sleep(6000);
return "From the first long running task...";
}
public static void SecondTask(string fromThread1)
{
Thread.Sleep(1000);
Console.WriteLine(fromThread1);
}
}
Where do I set the _isFinished?
I can't use BackgroundWorker threads. Any help is appreciated.
If a thread can only start when another one finishes, you have a very simple solution: execute the entire code on the first thread.
You can use Task.ContinueWith to queue up more work for the same Task.
You should simply call thread1.Join(), which will block until thread1 terminates.
However, there are a large number of better ways to do this.
You should use the TPL and the Task class instead.

Proper Approach for Temporarily Suspending a Worker Thread

I have a worker thread that may be active for short bursts of time and idle for rest of the time. I'm thinking to put the thread to sleep and then awake it when needed.
Any additional recommendations for this I should be aware of?
Thanks!
this is in C#/.NET4
You should probably not be using a persistent worker thread- use the thread pool. This is exactly what it is intended for.
ThreadPool.QueueUserWorkItem(() => {
// My temporary work here
});
If you insist on having a persistent worker thread, make it run this:
// This is our latch- we can use this to "let the thread out of the gate"
AutoResetEvent threadLatch = new AutoResetEvent(false);
// The thread runs this
public void DoBackgroundWork() {
// Making sure that the thread is a background thread
// ensures that the endless loop below doesn't prevent
// the program from exiting
Thread.IsBackground = true;
while (true) {
// The worker thread will get here and then block
// until someone Set()s the latch:
threadLatch.WaitOne();
// Do your work here
}
}
// To signal the thread to start:
threadLatch.Set();
Also note that if this background thread is going to interact with the user interface at all, you'll need to Invoke or BeginInvoke accordingly. See http://weblogs.asp.net/justin_rogers/pages/126345.aspx
Just use an event to pause the worker thread: reset - paused, set - unpaused (working) state.
Here is the draft version of code that demonstrates the approach.
class Worker
{
private Thread _thread;
// Un-paused by default.
private ManualResetEvent _notToBePaused = new ManualResetEvent(true);
public Worker()
{
_thread = new Thread(Run)
{
IsBackground = true
};
}
/// <summary>
/// Thread function.
/// </summary>
private void Run()
{
while (true)
{
// Would block if paused!
_notToBePaused.WaitOne();
// Process some stuff here.
}
}
public void Start()
{
_thread.Start();
}
public void Pause()
{
_notToBePaused.Reset();
}
public void UnPause()
{
_notToBePaused.Set();
}
}
Signaling with WaitHandle is the right way to go, but just to add on what others said already
I'd usually go with 2 signals working together, otherwise you wouldn't know whether to 'continue' or 'exit' when needed - or would have to resort to a less graceful way of doing that (stopping the thread - of course there are other ways of doing something like this, just one 'pattern'). So usually it works with an 'exit' signal and a 'new work available' signal - working in unison. e.g.
WaitHandle[] eventArray = new WaitHandle[2] { _exitEvent, _newWorkEvent };
while ((waitid = WaitHandle.WaitAny(eventArray, timeout, false)) > 1)
{
// do your work, and optionally handle timeout etc.
}
note:
exit is ManualResetEvent with 'false' initial state - 'Set' event to exit.
_newWork is either Manual in which case you need to pause/continue from outside which is what you wanted I think -
...or could also be new AutoResetEvent(false) which you 'signal' to do one loop of work, signal returns to 'false' right away - and you need to repeat that for each 'new batch' of work - this is a bit simplified.
(often that goes hand in hand with some 'messages' being passed along, synchronized of course in some way).
Hope this adds some more info,

What's a useful pattern for waiting for all threads to finish?

I have a scenario where I will have to kick off a ton of threads (possibly up to a 100), then wait for them to finish, then perform a task (on yet another thread).
What is an accepted pattern for doing this type of work? Is it simply .Join? Or is there a higher level of abstraction nowadays?
Using .NET 2.0 with VS2008.
In .NET 3.5sp1 or .NET 4, the TPL would make this much easier. However, I'll tailor this to .NET 2 features only.
There are a couple of options. Using Thread.Join is perfectly acceptable, especially if the threads are all ones you are creating manually. This is very easy, reliable, and simple to implement. It would probably be my choice.
However, the other option would be to create a counter for the total amount of work, and to use a reset event when the counter reaches zero. For example:
class MyClass {
int workToComplete; // Total number of elements
ManualResetEvent mre; // For waiting
void StartThreads()
{
this.workToComplete = 100;
mre = new ManualResetEvent(false);
int total = workToComplete;
for(int i=0;i<total;++i)
{
Thread thread = new Thread( new ThreadStart(this.ThreadFunction) );
thread.Start(); // Kick off the thread
}
mre.WaitOne(); // Will block until all work is done
}
void ThreadFunction()
{
// Do your work
if (Interlocked.Decrement(ref this.workToComplete) == 0)
this.mre.Set(); // Allow the main thread to continue here...
}
}
Did you look at ThreadPool? Looks like here -ThreadPool tutorial, avtor solves same task as you ask.
What's worked well for me is to store each thread's ManagedThreadId in a dictionary as I launch it, and then have each thread pass its id back through a callback method when it completes. The callback method deletes the id from the dictionary and checks the dictionary's Count property; when it's zero you're done. Be sure to lock around the dictionary both for adding to and deleting from it.
I am not sure that any kind of standard thread locking or synchronization mechanisms will really work with so many threads. However, this might be a scenario where some basic messaging might be an ideal solution to the problem.
Rather than using Thread.Join, which will block (and could be very difficult to manage with so many threads), you might try setting up one more thread that aggregates completion messages from your worker threads. When the aggregator has received all expected messages, it completes. You could then use a single WaitHandle between the aggregator and your main application thread to signal that all of your worker threads are done.
public class WorkerAggregator
{
public WorkerAggregator(WaitHandle completionEvent)
{
m_completionEvent = completionEvent;
m_workers = new Dictionary<int, Thread>();
}
private readonly WaitHandle m_completionEvent;
private readonly Dictionary<int, Thread> m_workers;
public void StartWorker(Action worker)
{
var thread = new Thread(d =>
{
worker();
notifyComplete(thread.ManagedThreadID);
}
);
lock (m_workers)
{
m_workers.Add(thread.ManagedThreadID, thread);
}
thread.Start();
}
private void notifyComplete(int threadID)
{
bool done = false;
lock (m_workers)
{
m_workers.Remove(threadID);
done = m_workers.Count == 0;
}
if (done) m_completionEvent.Set();
}
}
Note, I have not tested the code above, so it might not be 100% correct. However I hope it illustrates the concept enough to be useful.

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