Disposing of a Form with An Awaited Method Inside - c#

Let's say I have a form with a piece of data that needs to be used in an await'ed method as such:
using (var riskForm = new RiskValidationForm(config))
{
if (riskForm.OpenDialog() == DialogResult.Cancel)
return;
await Task.Run(() => MyMethod(riskForm.GetRiskData());
}
Is this dangerous? I'm afraid that the form might dispose, getting rid of what RiskData() returns before the awaited method is started. Hence I'd be calling RiskData() on something that is already disposed of. Is this possible?
Function signature of MyMethod:
private void MyMethod(RiskLimitsConfigurationCollection riskLimits)

No, it's not possible that the Form will be disposed before the completion of the Task. The await inside the using statement ensures that. But even if you removed the using/await combination (making the task essentially fire-and-forget) there would still be no problem. The garbage collector doesn't recycle objects that are still in use. The Task would hold a reference to a closure that would hold a reference to the RiskValidationForm, and Task objects are not recycled before their completion (unless the application is terminated).
You have two other reasons to worry though:
You have to worry about the thread-safety of the MyMethod method. It may be called by multiple threads concurrently, unless there is UI code that prevents it from happening (for example by disabling the activation Button while the task is still running).
You have to worry about the thread-affinity of the GetRiskData method. If this method accesses any method or property of any UI control of the RiskValidationForm form, you have committed a cross-thread violation because you have accessed a UI element from a thread other than the UI thread.

Related

Observable.Using disposes on other thread than created on

I have an ASP.NET WebApi request method which in turn starts an asynchronous call using Observable.Using on a legacy resource. This resource will spawn a new thread on which it raises events which in turn are converted to OnNext items in an IObservable stream exposed by a wrapper around the resource.
I am awaiting the result of the stream using IObservable.FirstOrDefaultAsync() and my WebApi method is marked async.
If I go with this setup, I will get the infamous
An asynchronous module or handler
completed while an asynchronous operation was still pending
So, my first question is regarding this. I assume I'm getting this since new asynchronous operations (no async/await) are spawned by the legacy resource, but how exactly does ASP.NET know this? What has been registered? I have found out that ASP.NET is looking at the SynchronizationContext.Current._state.VoidAsyncOutstandingOperationCount in order to raise this exception, but which calls increments this property? Threads queued to the ThreadPool? I am fairly certain this is being made by the legacy resource.
Now why are these operations still going when I'm disposing my resource? Well, it appears Dispose is run on the thread on which events are propagated, similar in concept to the below snippet.
Observable
.Using(
() => {
Console.WriteLine($"Created on thread: {Thread.CurrentThread.ManagedThreadId}");
return Disposable.Create(() => {
Console.WriteLine($"Disposed on thread: {Thread.CurrentThread.ManagedThreadId}");
});
},
_ => Observable.Return(1, NewThreadScheduler.Default))
.Do(_ => Console.WriteLine($"OnNext on thread: {Thread.CurrentThread.ManagedThreadId}"))
.Wait();
Result similar to this:
Created on thread: 10
OnNext on thread: 11
Disposed on thread: 11
Is this by design? When disposing a resource using using, it's obvious that the resource is disposed on the same thread that created it since the code is synchronous. With the Dispose being run on a separate thread, the calling code will continue running and the controller will return before the Dispose is fully completed (most of the time, at least).
How can I mitigate this in a sane way? One way that seem to work is to, instead of using Observable.Using, using this construct which is returned to the controller, awaiting it using FirstOrDefaultAsync():
var resource = // Creating resource manually.
return resource.StartAsyncOperation() // <- observable producing events
.ObserveOn(SynchronizationContext.Current)
.Do(_ => resource.Dispose());
This feels like a hack to me though.
Thoughts and recommendations?
Edit 1
I guess one of the problems I'm facing here is that the Dispose method of the resource is called after the sequence is terminated/completed when I'm using Observable.Using. Should this be the case? There's really no way of waiting for the Dispose using that construct in that case. I'd have to amend the api with an additional IObservable<Unit> Disposed() method or something like that...
The Dispose will be called on the thread that calls it (well duh). To be more helpful, when a Rx sequence is consumed/observed on another thread that is where the OnComplete callback will be called. If you are using Rx with the standard operators, then you will get auto disposal behavior when the sequence terminates (with either OnError or OnComplete). This auto disposal will just happen straight after the OnComplete/OnError and will just run on the same thread.
If you want your disposal to be bound to a scheduler then I would suggest looking at the System.Reactive.Disposables.ScheduledDisposable type. However it appears that using a SynchronizationContext is more natural here, so in that case System.Reactive.Disposables.ContextDisposable is probably more suitable.

What does SynchronizationContext do?

In the book Programming C#, it has some sample code about SynchronizationContext:
SynchronizationContext originalContext = SynchronizationContext.Current;
ThreadPool.QueueUserWorkItem(delegate {
string text = File.ReadAllText(#"c:\temp\log.txt");
originalContext.Post(delegate {
myTextBox.Text = text;
}, null);
});
I'm a beginner in threads, so please answer in detail.
First, I don't know what does context mean, what does the program save in the originalContext? And when the Post method is fired, what will the UI thread do?
If I ask some silly things, please correct me, thanks!
EDIT: For example, what if I just write myTextBox.Text = text; in the method, what's the difference?
What does SynchronizationContext do?
Simply put, SynchronizationContext represents a location "where" code might be executed. Delegates that are passed to its Send or Post method will then be invoked in that location. (Post is the non-blocking / asynchronous version of Send.)
Every thread can have a SynchronizationContext instance associated with it. The running thread can be associated with a synchronization context by calling the static SynchronizationContext.SetSynchronizationContext method, and the current context of the running thread can be queried via the SynchronizationContext.Current property.
Despite what I just wrote (each thread having an associated synchronization context), a SynchronizationContext does not necessarily represent a specific thread; it can also forward invocation of the delegates passed to it to any of several threads (e.g. to a ThreadPool worker thread), or (at least in theory) to a specific CPU core, or even to another network host. Where your delegates end up running is dependent on the type of SynchronizationContext used.
Windows Forms will install a WindowsFormsSynchronizationContext on the thread on which the first form is created. (This thread is commonly called "the UI thread".) This type of synchronization context invokes the delegates passed to it on exactly that thread. This is very useful since Windows Forms, like many other UI frameworks, only permits manipulation of controls on the same thread on which they were created.
What if I just write myTextBox.Text = text; in the method, what's the difference?
The code that you've passed to ThreadPool.QueueUserWorkItem will be run on a thread pool worker thread. That is, it will not execute on the thread on which your myTextBox was created, so Windows Forms will sooner or later (especially in Release builds) throw an exception, telling you that you may not access myTextBox from across another thread.
This is why you have to somehow "switch back" from the worker thread to the "UI thread" (where myTextBox was created) before that particular assignment. This is done as follows:
While you are still on the UI thread, capture Windows Forms' SynchronizationContext there, and store a reference to it in a variable (originalContext) for later use. You must query SynchronizationContext.Current at this point; if you queried it inside the code passed to ThreadPool.QueueUserWorkItem, you might get whatever synchronization context is associated with the thread pool's worker thread. Once you have stored a reference to Windows Forms' context, you can use it anywhere and at any time to "send" code to the UI thread.
Whenever you need to manipulate a UI element (but are not, or might not be, on the UI thread anymore), access Windows Forms' synchronization context via originalContext, and hand off the code that will manipulate the UI to either Send or Post.
Final remarks and hints:
What synchronization contexts won't do for you is telling you which code must run in a specific location / context, and which code can just be executed normally, without passing it to a SynchronizationContext. In order to decide that, you must know the rules and requirements of the framework you're programming against — Windows Forms in this case.
So remember this simple rule for Windows Forms: DO NOT access controls or forms from a thread other than the one that created them. If you must do this, use the SynchronizationContext mechanism as described above, or Control.BeginInvoke (which is a Windows Forms-specific way of doing exactly the same thing).
If you're programming against .NET 4.5 or later, you can make your life much easier by converting your code that explicitly uses SynchronizationContext, ThreadPool.QueueUserWorkItem, control.BeginInvoke, etc. over to the new async / await keywords and the Task Parallel Library (TPL), i.e. the API surrounding the Task and Task<TResult> classes. These will, to a very high degree, take care of capturing the UI thread's synchronization context, starting an asynchronous operation, then getting back onto the UI thread so you can process the operation's result.
I'd like to add to other answers, SynchronizationContext.Post just queues a callback for later execution on the target thread (normally during the next cycle of the target thread's message loop), and then execution continues on the calling thread. On the other hand, SynchronizationContext.Send tries to execute the callback on the target thread immediately, which blocks the calling thread and may result in deadlock. In both cases, there is a possibility for code reentrancy (entering a class method on the same thread of execution before the previous call to the same method has returned).
If you're familiar with Win32 programming model, a very close analogy would be PostMessage and SendMessage APIs, which you can call to dispatch a message from a thread different from the target window's one.
Here is a very good explanation of what synchronization contexts are:
It's All About the SynchronizationContext.
It stores the synchronization provider, a class derived from SynchronizationContext. In this case that will probably be an instance of WindowsFormsSynchronizationContext. That class uses the Control.Invoke() and Control.BeginInvoke() methods to implement the Send() and Post() methods. Or it can be DispatcherSynchronizationContext, it uses Dispatcher.Invoke() and BeginInvoke(). In a Winforms or WPF app, that provider is automatically installed as soon as you create a window.
When you run code on another thread, like the thread-pool thread used in the snippet, then you have to be careful that you don't directly use objects that are thread-unsafe. Like any user interface object, you must update the TextBox.Text property from the thread that created the TextBox. The Post() method ensures that the delegate target runs on that thread.
Beware that this snippet is a bit dangerous, it will only work correctly when you call it from the UI thread. SynchronizationContext.Current has different values in different threads. Only the UI thread has a usable value. And is the reason the code had to copy it. A more readable and safer way to do it, in a Winforms app:
ThreadPool.QueueUserWorkItem(delegate {
string text = File.ReadAllText(#"c:\temp\log.txt");
myTextBox.BeginInvoke(new Action(() => {
myTextBox.Text = text;
}));
});
Which has the advantage that it works when called from any thread. The advantage of using SynchronizationContext.Current is that it still works whether the code is used in Winforms or WPF, it matters in a library. This is certainly not a good example of such code, you always know what kind of TextBox you have here so you always know whether to use Control.BeginInvoke or Dispatcher.BeginInvoke. Actually using SynchronizationContext.Current is not that common.
The book is trying to teach you about threading, so using this flawed example is okayish. In real life, in the few cases where you might consider using SynchronizationContext.Current, you'd still leave it up to C#'s async/await keywords or TaskScheduler.FromCurrentSynchronizationContext() to do it for you. But do note that they still misbehave the way the snippet does when you use them on the wrong thread, for the exact same reason. A very common question around here, the extra level of abstraction is useful but makes it harder to figure out why they don't work correctly. Hopefully the book also tells you when not to use it :)
The purpose of the synchronization context here is to make sure that myTextbox.Text = text; gets called on the main UI thread.
Windows requires that GUI controls be accessed only by the thread they were created with. If you try assign the text in a background thread without first synchronizing (through any of several means, such as this or the Invoke pattern) then an exception will be thrown.
What this does is save the synchronization context prior to creating the background thread, then the background thread uses the context.Post method execute the GUI code.
Yes, the code you've shown is basically useless. Why create a background thread, only to immediately need to go back to the main UI thread? It's just an example.
SynchronizationContext basically is a provider of callback delegates' execution. It is responsible for ensuring that the delegates are run in a given execution context after a particular portion of code (encapsulated inside a Task object in .Net TPL) in a program has completed its execution.
From technical point of view, SC is a simple C# class that is oriented to support and provide its function specifically for Task Parallel Library objects.
Every .Net application except for console applications has a tailored implementation of this class based on the specific underlying framework, eg: WPF, WindowsForm, Asp Net, Silverlight, etc.
The importance of this object is bound to the synchronization between results returning from asynchronous execution of code, and the execution of dependent code that is waiting for results from that asynchronous work.
And the word "context" stands for execution context. That is, the current execution context where that waiting code will be executed- namely the synchronization between async code and its waiting code happens in a specific execution context. Thus this object is named SynchronizationContext.
It represents the execution context that will look after syncronization of async code and waiting code execution.
To the Source
Every thread has a context associated with it -- this is also known as the "current" context -- and these contexts can be shared across threads. The ExecutionContext contains relevant metadata of the current environment or context in which the program is in execution. The SynchronizationContext represents an abstraction -- it denotes the location where your application's code is executed.
A SynchronizationContext enables you to queue a task onto another context. Note that every thread can have its own SynchronizatonContext.
For example: Suppose you have two threads, Thread1 and Thread2. Say, Thread1 is doing some work, and then Thread1 wishes to execute code on Thread2. One possible way to do it is to ask Thread2 for its SynchronizationContext object, give it to Thread1, and then Thread1 can call SynchronizationContext.Send to execute the code on Thread2.
SynchronizationContext provides us a way to update a UI from a different thread (synchronously via the Send method or asynchronously via the Post method).
Take a look at the following example:
private void SynchronizationContext SyncContext = SynchronizationContext.Current;
private void Button_Click(object sender, RoutedEventArgs e)
{
Thread thread = new Thread(Work1);
thread.Start(SyncContext);
}
private void Work1(object state)
{
SynchronizationContext syncContext = state as SynchronizationContext;
syncContext.Post(UpdateTextBox, syncContext);
}
private void UpdateTextBox(object state)
{
Thread.Sleep(1000);
string text = File.ReadAllText(#"c:\temp\log.txt");
myTextBox.Text = text;
}
SynchronizationContext.Current will return the UI thread's sync context. How do I know this? At the start of every form or WPF app, the context will be set on the UI thread. If you create a WPF app and run my example, you'll see that when you click the button, it sleeps for roughly 1 second, then it will show the file's content. You might expect it won't because the caller of UpdateTextBox method (which is Work1) is a method passed to a Thread, therefore it should sleep that thread not the main UI thread, NOPE! Even though Work1 method is passed to a thread, notice that it also accepts an object which is the SyncContext. If you look at it, you'll see that the UpdateTextBox method is executed through the syncContext.Post method and not the Work1 method. Take a look at the following:
private void Button_Click(object sender, RoutedEventArgs e)
{
Thread.Sleep(1000);
string text = File.ReadAllText(#"c:\temp\log.txt");
myTextBox.Text = text;
}
The last example and this one executes the same. Both doesn't block the UI while it does it jobs.
In conclusion, think of SynchronizationContext as a thread. It's not a thread, it defines a thread (Note that not all thread has a SyncContext). Whenever we call the Post or Send method on it to update a UI, it's just like updating the UI normally from the main UI thread. If, for some reasons, you need to update the UI from a different thread, make sure that thread has the main UI thread's SyncContext and just call the Send or Post method on it with the method that you want to execute and you're all set.
Hope this helps you, mate!
This example is from Linqpad examples from Joseph Albahari but it really helps in understanding what Synchronization context does.
void WaitForTwoSecondsAsync (Action continuation)
{
continuation.Dump();
var syncContext = AsyncOperationManager.SynchronizationContext;
new Timer (_ => syncContext.Post (o => continuation(), _)).Change (2000, -1);
}
void Main()
{
Util.CreateSynchronizationContext();
("Waiting on thread " + Thread.CurrentThread.ManagedThreadId).Dump();
for (int i = 0; i < 10; i++)
WaitForTwoSecondsAsync (() => ("Done on thread " + Thread.CurrentThread.ManagedThreadId).Dump());
}

Thread preventing garbage collection of owner

In a library I've created, I have a class, DataPort, that implements functionality similar to the .NET SerialPort class. It talks to some hardware and will raise an event whenever data comes in over that hardware. To implement this behavior, DataPort spins up a thread that is expected to have the same lifetime as the DataPort object. The problem is that when the DataPort goes out of scope, it never gets garbage collected
Now, because DataPort talks to hardware (using pInvoke) and owns some unmanaged resources, it implements IDisposable. When you call Dispose on the object, everything happens correctly. The DataPort gets rid of all of its unmanaged resources and kills the worker thread and goes away. If you just let DataPort go out of scope, however, the garbage collector will never call the finalizer and the DataPort will stay alive in memory forever. I know this is happening for two reasons:
A breakpoint in the finalizer never gets hit
SOS.dll tells me that the DataPort is still alive
Sidebar: Before we go any further, I'll say that yes, I know the answer is "Call Dispose() Dummy!" but I think that even if you let all references go out of scope, the right thing should happen eventually and the garbage collector should get rid of the DataPort
Back to the Issue: Using SOS.dll, I can see that the reason my DataPort isn't being garbage collected is because the thread that it spun up still has a reference to the DataPort object - through the implicit "this" parameter of the instance method that the thread is running. The running worker thread will not be garbage collected, so any references that are in the scope of the running worker thread are also not eligible for garbage collection.
The thread itself runs basically the following code:
public void WorkerThreadMethod(object unused)
{
ManualResetEvent dataReady = pInvoke_SubcribeToEvent(this.nativeHardwareHandle);
for(;;)
{
//Wait here until we have data, or we got a signal to terminate the thread because we're being disposed
int signalIndex = WaitHandle.WaitAny(new WaitHandle[] {this.dataReady, this.closeSignal});
if(signalIndex == 1) //closeSignal is at index 1
{
//We got the close signal. We're being disposed!
return; //This will stop the thread
}
else
{
//Must've been the dataReady signal from the hardware and not the close signal.
this.ProcessDataFromHardware();
dataReady.Reset()
}
}
}
The Dispose method contains the following (relevant) code:
public void Dispose()
{
closeSignal.Set();
workerThread.Join();
}
Because the thread is a gc root and it holds a reference to the DataPort, the DataPort is never eligible for the garbage collection. Because the finalizer is never called, we never send the close signal to the worker thread. Because the worker thread never gets the close signal, it keeps going forever and holding that reference. ACK!
The only answer I can think of to this problem is to get rid of the 'this' parameter on the WorkerThread method (detailed below in the answers). Can anybody else think of another option? There must be a better way to create an object with a thread that has the same lifetime of the object! Alternatively, can this be done without a separate thread? I chose this particular design based on this post over at the msdn forums that describe some of the internal implementation details of the regular .NET serial port class
Update a bit of extra information from the comments:
The thread in question has IsBackground set to true
The unmanaged resources mentioned above don't affect the problem. Even if everything in the example used managed resources, I would still see the same issue
To get rid of the implicit "This" parameter, I changed the worker thread method around a bit and passed in the "this" reference as a parameter:
public static void WorkerThreadMethod(object thisParameter)
{
//Extract the things we need from the parameter passed in (the DataPort)
//dataReady used to be 'this.dataReady' and closeSignal used to be
//'this.closeSignal'
ManualResetEvent dataReady = ((DataPort)thisParameter).dataReady;
WaitHandle closeSignal = ((DataPort)thisParameter).closeSignal;
thisParameter = null; //Forget the reference to the DataPort
for(;;)
{
//Same as before, but without "this" . . .
}
}
Shockingly, this did not solve the problem!
Going back to SOS.dll, I saw that there was still a reference to my DataPort being held by a ThreadHelper object. Apparently when you spin up a worker thread by doing Thread.Start(this);, it creates a private ThreadHelper object with the same lifetime as the thread that holds onto the reference that you passed in to the Start method (I'm inferring). That leaves us with the same problem. Something is holding a reference to DataPort. Let's give this one more try:
//Code that starts the thread:
Thread.Start(new WeakReference(this))
//. . .
public static void WorkerThreadMethod(object weakThisReference)
{
DataPort strongThisReference= (DataPort)((WeakReference)weakThisReference).Target;
//Extract the things we need from the parameter passed in (the DataPort)
ManualResetEvent dataReady = strongThisReferencedataReady;
WaitHandle closeSignal = strongThisReference.closeSignal;
strongThisReference= null; //Forget the reference to the DataPort.
for(;;)
{
//Same as before, but without "this" . . .
}
}
Now we're OK. The ThreadHelper that gets created holds onto a WeakReference, which won't affect garbage collection. We extract only the data we need from the DataPort at the beginning of the worker thread and then intentionally lose all references to the DataPort. This is OK in this application because the parts of it that we grab don't change over the lifetime of the DataPort. Now, when the top level application loses all references to the DataPort, it's eligible for garbage collection. The GC will run the finalizer which will call the Dispose method which will kill the worker thread. Everything is happy.
However, this is a real pain to do (or at least get right)! Is there a better way to make an object that owns a thread with the same lifetime as that object? Alternatively, is there a way to do this without the thread?
Epilogue:
It would be great if instead of having a thread that spends most of its time doing WaitHandle.WaitAny(), you could have some sort of wait handle that didn't need it's own thread, but would fire a continuation on a Threadpool thread once it's triggered. Like, if the hardware DLL could just call a delegate every time there's new data instead of signaling an event, but I don't control that dll.
I believe that the problem is not in the code you have shown but in the code using this serial port wrapper class. If you don't have a "using" statement there, see http://msdn.microsoft.com/en-us/library/yh598w02.aspx, you don't have deterministic cleanup behaviour. Instead, you then rely on the garbage collector but that will never reap an object that is still referenced, and all stack-variables of a thread (whether as normal parameter or this-pointer) count as references.

Race condition when using the observer pattern with a GUI

I'm new to C# & threading and I recently started working on a utility that's using multiple threads. I have some event handling logic being done by one thread, and then a GUI on a separate thread that is observing the event handler and receiving notifications when new events are received.
When the GUI is manually closed by the user I detach it so that it's no longer observing the event handler. However, the next time the event handler receives an event it thinks that it still has something in it's list of observers. I added some print outs/breakpoints and it seems to go into NotifyObservers and hits the foreach loop, then goes into the detach method, empties the observer list, and then when it goes back into NotifyObservers the observer it tries to access has already been disposed and it gets an exception.
I saw on this page that you're supposed to use locks to prevent race conditions from occurring and I tried using one on the observers list before the foreach in NotifyObservers and it still gets the exception. I'm thinking it might have something to do with locking not being able to prevent the GUI from closing on the other thread, so the other thread does not wait when I try to lock, but I'm new to this so I'm not really sure. I tried throwing a bunch of other locks around in these methods as well and nothing seemed to have any effect.
I've included the code for the 3 methods involved below, Detach and NotifyObservers are in my event handler, and HandleClosing is in my observer
protected void HandleClosing(object sender, EventArgs e)
{
handler.Detach(this);
}
public void Detach(SubscriberObserver observer)
{
observers.Remove(observer);
}
public void NotifyObservers()
{
foreach (SubscriberObserver observer in observers)
{
observer.Invoke(new Action(() => { observer.Notify(); }));
}
}
I don't know what type your observer collection has, but I assume it's kind of a thread-safe collection, which might behave the following way when iterating over it via the foreach loop. It locks itself, then creates an IEnumerable copy of itself, and then unlocks itself. The iteration then starts over the elements of the copy. If you remove an element from the collection after the copy has been created, it doesn't matter, the loop will still encounter the removed element.
To fix your race condition you need to lock the collection for the whole iteration and also you should perform the removal inside a lock on the same object. You can create a lock object for this sole purpose or you can lock on ICollection.SyncRoot if your collection implements that.
If observer is Control == true you might be encountering a deadlock when calling Invoke. Try calling BeginInvoke instead. A quote from MSDN: "The difference between the two methods is that a call to Invoke is a blocking call while a call to BeginInvoke is not. In most cases it is more efficient to call BeginInvoke because the secondary thread can continue to execute without having to wait for the primary UI thread to complete its work updating the user interface."

How does static code run with multiple threads?

I was reading Threading from within a class with static and non-static methods and I am in a similar situation.
I have a static method that pulls data from a resource and creates some runtime objects based on the data.
static class Worker{
public static MyObject DoWork(string filename){
MyObject mo = new MyObject();
// ... does some work
return mo;
}
}
The method takes awhile (in this case it is reading 5-10mb files) and returns an object.
I want to take this method and use it in a multiple thread situation so I can read multiple files at once. Design issues / guidelines aside, how would multiple threads access this code?
Let's say I have something like this...
class ThreadedWorker {
public void Run() {
Thread t = new Thread(OnRun);
t.Start();
}
void OnRun() {
MyObject mo = Worker.DoWork("somefilename");
mo.WriteToConsole();
}
}
Does the static method run for each thread, allowing for parallel execution?
Yes, the method should be able to run fine in multiple threads. The only thing you should worry about is accessing the same file in multiple threads at the same time.
You should distinguish between static methods and static fields in this case. Each call to a static method will have its own "copy" of the method and its local variables. That means that in your sample, each call will operate on its own MyObject instance, and the calls will have nothing to do with each other. This also means that there is no problem with executing them on different threads.
If the static method is written to be thread safe, then it can be called from any thread or even passed to a thread pool.
You have to keep in mind - .NET objects don't live on threads (with the exception of structs located on a thread's stack) - paths of execution do. So, if a thread can access an instance of an object it can call an instance method. Any thread can call a static method because it all needs to know about is the type of the object.
One thing you should keep in mind when executing static methods concurrently are static fields, which only exist one time. So, if the method reads and writes static fields, concurrence issues can occur.
However, there is an attribute called ThreadStaticAttribute which says that for each thread there is a separate field. This can be helpful in some particular scenarios.
Local variables are separte for each thread, so you don't need to care about this. But be aware of external resources like files, which can be problematic when accessed concurrently.
Best Regards,
Oliver Hanappi
Aside from the code aspect, which has already been answered, you also need to consider the I/O aspect of accessing the file.
A note on architecture and how I have completed this task in the past - not suggesting that this is the one right approach or that it is necessarily appropriate for your application. However, I thought my notes might be helpful for your thought process:
Set up a ManualResetEvent field, call it ActivateReader or something similar, this will become more obvious further on. Initialize it as false.
Set up a boolean field, call it TerminateReaderThread. Initialize it as false, again this will become more obvious further on.
Set up a Queue<string> field, call it Files and initialize it.
My main application thread checks to see if there's a lock on the files queue before writing each of the relevant file paths into it. Once the file's been written, the reset event is tripped indicating to the queue reader thread that there are unread files in the queue.
I then set up a thread to act as a queue reader. This thread waits for the ManualResetEvent to be tripped using the WaitAny() method - this is a blocking method that unblocks once the ManualResetEvent is tripped. Once it is tripped, the thread checks to see if a thread shutdown has been initiated [by checking the TerminateReaderThread field]. If a shutdown has been initiated, the thread shuts down gracefully, otherwise it reads the next item from the queue and spawns a worker thread to process the file. I then lock the queue before checking to see if there's any items left. If no items are left, I reset the ManualResetEvent which will pause our thread on the next go-around. I then unlock the queue so the main thread can continue writing to it.
Each instance of the worker thread attempts to gain an exclusive lock on the file it was initiated with until some timeout elapses, if the lock is successful, it processes the file, if it's unsuccessful, it either retries as necessary, throws an exception and terminates itself. In the event of an exception, the thread can add the file to the end of the queue so another thread can pick it up again at a later point. Be aware that if you do this, then you need to consider the endless loop an I/O read issue could cause. In such an event a dictionary of failed files with counters of how many times they've failed could be useful so that if some limit was reached you could cease to re-add the file to the end of the queue.
Once my application decides the reader thread is no longer needed, it sets the TerminateReaderThread field to true. Next time the reader thread cycles to the start of its process, its shutdown process will be activated.
The static method will run on the thread that you call it from. As long as your function is re-entrant, meaning execution can safely re-enter the function while execution from another thread (or further up the stack) is already in the function.
Since your function is static, you can't access member variables, which would be one way of making it not re-entrant. If you had a static local variable that maintained state, that would be another way of making it not re-entrant.
Each time you enter you create a new MyObject, so each bit of execution flow is dealing with it's own MyObject instance, which is good. It means they won't be trying to access the same object at the same time (which would lead to race-conditions).
The only thing you're sharing between multiple calls is the Console itself. If you call it on multiple threads, they'll output over each other to the console. And you could potentially act on the same file (in your example the filename is hard-coded), but you'd probably be acting on multiple files. Successive threads would probably fail to open the file if previous ones have it open.

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