I'm trying to create an UWP app that measure's the time a person has gazed at multiple objects. There are around 300 objects and they all need to measure the time and display that in a text file. I've succesfully coded this for just one object, but I do not know how I am able to do this with multiple ones. I saw this post How to create 300 stopwatches in C# more efficiently? and the answer to that helped me quite a lot, but the code does not implement well with my code. So I like the idea of creating a list of objects and then when the person has gazed in object [o] then the corresponding stopwatch will start when the eyes have entered the object, and stop when the eyes have left the object. Problem is as I mentioned already, the solution does not work well with the code I am working with. This is the code that I used that works for just one element.
public sealed partial class BlankPage1 : Page
{
private GazeElement gazeButtonControl;
private GazePointer gazePointer;
public BlankPage1()
{
this.InitializeComponent();
Stopwatch Timer = new Stopwatch();
gazePointer = GazeInput.GetGazePointer(null);
gazeButtonControl = GazeInput.GetGazeElement(GazeBlock);
gazeButtonControl = new GazeElement();
GazeInput.SetGazeElement(GazeBlock, gazeButtonControl);
gazeButtonControl.StateChanged += GazeButtonControl_StateChanged;
void GazeButtonControl_StateChanged(object sender, StateChangedEventArgs ea)
{
if (ea.PointerState == PointerState.Enter)
{
Timer.Start();
}
if (ea.PointerState == PointerState.Exit)
{
Timer.Stop();
CreateStatistics();
}
}
void CreateStatistics()
{
File.WriteAllText(#"C:\Users\Vincent Korpelshoek\AppData\Local\Packages\app.a264e06e2-5084-4424-80a9-bee5f5fbb6b6_8wekyb3d8bbwe\LocalState\Resultaten.txt", Timer.Elapsed.ToString(););
}
}
}
The "GazeBlock" is the name of the first object that has been created in the XAML file. So long story short, I'd like to implement this solution:
static Dictionary<object, Stopwatch> stopwatchesByObject;
static void Main(string[] args)
{
List<object> objects = new List<object>();
// now you have to fill the objects list...
stopwatchesByObject = new Dictionary<object, Stopwatch>();
foreach (var o in objects)
{
stopwatchesByObject.Add(o, new Stopwatch());
}
}
// Call this method when the user starts gazing at object o
static void StartGazingAt(object o)
{
stopwatchesByObject[o].Start();
}
// Call this method when the user stops gazing at object o
static void StopGazingAt(object o)
{
stopwatchesByObject[o].Stop();
}
static void CreateStatistics()
{
StringBuilder sb = new StringBuilder();
foreach (var entry in stopwatchesByObject)
{
sb.AppendLine($"Gazed at {entry.Key.ToString()} for {entry.Value.Elapsed.TotalSeconds} seconds.");
}
File.WriteAllText("c:\\temp\\statictics.txt", sb.ToString());
}
But I do not know how to 'merge' these two together so the solution not only works for just one object, but for around 300 of them. If anyone knows how to help me to make this work, thank you!
Vincent
It seems that for each object you create, you need to add it to the dictionary (along with a new Stopwatch), then add the GazeButtonControl_StateChanged event handler to it (you could add this same event handler to all of the controls), then in that event handler you would reference the correct stopwatch by using the sender argument: stopwatchesByObject[sender].Start();
This may not be exactly correct, but here's what I think you'd need to do to merge the two pieces of code:
public sealed partial class BlankPage1 : Page
{
private GazeElement gazeButtonControl;
private GazePointer gazePointer;
static Dictionary<object, Stopwatch> stopwatchesByObject;
public BlankPage1()
{
this.InitializeComponent();
gazePointer = GazeInput.GetGazePointer(null);
gazeButtonControl = GazeInput.GetGazeElement(GazeBlock);
gazeButtonControl = new GazeElement();
GazeInput.SetGazeElement(GazeBlock, gazeButtonControl);
gazeButtonControl.StateChanged += GazeButtonControl_StateChanged;
// Add the object to our dictionary along with a new stopwatch
stopwatchesByObject.Add(gazeButtonControl, new Stopwatch());
private void GazeButtonControl_StateChanged(object sender, StateChangedEventArgs ea)
{
// Use the sender argument to choose the correct timer
if (ea.PointerState == PointerState.Enter)
{
if (stopwatchesByObject.ContainsKey(sender))
{
stopwatchesByObject[sender].Start();
}
}
else if (ea.PointerState == PointerState.Exit)
{
if (stopwatchesByObject.ContainsKey(sender))
{
stopwatchesByObject[sender].Stop();
CreateStatistics();
}
}
}
private void CreateStatistics()
{
StringBuilder sb = new StringBuilder();
foreach (var entry in stopwatchesByObject)
{
sb.AppendLine($"Gazed at {entry.Key} for {entry.Value.Elapsed.TotalSeconds} seconds.");
}
File.WriteAllText("c:\\temp\\statictics.txt", sb.ToString());
}
}
}
#Vincent perhaps it would be worth looking at this in a different way.
With eye tracking the user can only look at one location on the screen at any point in time, so unless your objects are layered overtop of each other in 2D space or potentially aligned in the line of sight in 3D space, you may only be interested in timing the length of time the users gaze point stays in the current topmost object. One stopwatche might be sufficient to keep track of the time from OnEnter to OnExit for the active object.
If on the OnExit you add the duration of time for that particular gaze interaction to lastGazedObject's cumulative time count, you probably do not need to (or want to) manage 300 stopwatches and can likely just reuse the same stopwatch each time the user's gaze enters an object then leaves the object. As it leaves one object the very next gaze point will either fall on another object or on empty space with no object.
Have you taken a look at this sample ?
It has many of the pieces for determining how long the gaze remains in a single object, with some additional logic to track the lastGazedObject you might be able to accomplish what you are after without managing a whole bunch of stopwatches or timers.
However, even if the scenario that you are trying to solve for does approach the problem like a ray cast that could be intersecting more than one object at a time (due to overlay or alignment in space) it should still be easy to have one long running stop watch and just keep track of a flag property for each object of UserIsGazingAt along with when the GazeAtStarted, then calculate the duration as soon as the gaze moves away from the object and add the duration to the objects total duration.
HTH
Related
this is the best way I can think of doing this. Could you give me so hints as to whether this is the correct way or if there is a more efficient way of doing it.
My situation is:
Each time the frame is Update()'ed (Like in XNA) I want to check if something has happened.. Like if the timer for that screen has been running for over 2000 milliseconds. But I only want it to fire once, not every time the frame is updated. This would cause a problem:
if(totalMilliseconds > 2000)
{
this.Fader.FadeIn();
}
So I came up with this method that I have implemented in the GameScreen class that looks like this:
public bool RunOnce(string Alias, bool IsTrue)
{
if (!this.Bools.ContainsKey(Alias))
this.Bools.Add(Alias, false);
if (IsTrue && !this.Bools[Alias])
{
this.Bools[Alias] = true;
return true;
}
else
return false;
}
This basically checks if the passed if statement boolean is true, if it is then it fires once and not again unless the Bool["Alias"] is set back to false. I use it like this:
if(this.RunOnce("fadeInStarted", totalMilliseconds > 2000))
{
this.Fader.FadeIn();
}
This will then only run one time and I think is quite easily readable code-wise.
The reason I have posted this is for two reasons.. Firstly because I wanted to show how I have overcome the problem as it may be of some help to others who had the same problem.. And secondly to see if I have missed an obvious way of doing this without creating a manual method for it, or if it could be done more efficiently.
Your method is interesting, I don't see a problem with it, you've essentially created a new programming construct.
I haven't encountered this situation a lot so what I have done in this situation is always start with the untidy approach:
bool _hasFadedIn = false;
.
if(totalMilliseconds > 2000 && !_hasFadedIn)
{
this.Fader.FadeIn();
_hasFadedIn = true;
}
And 90% of the time I leave it like that. I only change things if the class starts growing too big. What I would do then is this:
_faderControl.Update(totalMilliseconds);
Put the logic for fader control into a separate class, so:
class FaderControl
{
bool _hasFadedIn=false;
public void Update(int totalMilliseconds)
{
if (_hasFadedIn)
return;
if (totalMilliseconds <= 2000)
return;
this.Fader.FadeIn();
_hasFadedIn=true;
}
}
It can be modified to make it configurable, like reseting, setting "start", "end", fadein time, or also controlling fadeout too.
Here's how I would approach this problem.
These are your requirements:
You have arbitrary pieces of logic which you want to execute inside of your Update().
The logic in question has a predicate associated with it which determines whether the action is ready to execute.
The action should execute at most once.
The core concept here is "action with an associated predicate," so create a data structure which represents that concept:
public class ConditionalAction
{
public ConditionalAction(Action action, Func<Boolean> predicate)
{
this.Action = action;
this.Predicate = predicate;
}
public Action Action { get; private set; }
public Func<Boolean> Predicate { get; private set; }
}
So now, your example becomes
var action = new ConditionalAction(
() => this.Fader.FadeIn(),
() => totalMilliseconds > 2000);
In your Update() you need something that can execute these conditional actions:
public void Update(GameTime time)
{
// for each conditional action that hasn't run yet:
// check the action's predicate
// if true:
// execute action
// remove action from list of pending actions
}
Because their predicates are probably unrelated, actions don't necessarily run in order. So this isn't a simple queue of actions. It's a list of actions from which actions can be removed in arbitrary order.
I'm going to implement this as a linked list in order to demonstrate the concept, but that's probably not the best way to implement this in production code. Linked lists allocate memory on the managed heap, which is generally something to be avoided in XNA. However, coming up with a better data structure for this purpose is an exercise best left for another day.
private readonly LinkedList<ConditionalAction> pendingConditionalActions =
new LinkedList<ConditionalAction>();
public void Update(GameTime time)
{
for (var current = pendingConditionalActions.First; current != null; current = current.Next)
{
if (current.Value.Predicate())
{
current.Value.Action();
pendingConditionalActions.Remove(current);
}
}
}
public void RegisterConditionalAction(ConditionalAction action)
{
pendingConditionalActions.AddLast(action);
}
Registered actions will wait until their predicates become true, at which point they will be executed and removed from the list of pending actions, ensuring that they only run once.
Currently, I am using a thread to autofill a zedgraph chart. The problem is that it is very slow and that is not good for the production.
Knowing that:
1. There is a Thread running background to get fresh data from remote server and store them in a local text file.
2. There is another Thread accesses and reads data from the local file and refresh the zedgraph chart.
Personnaly I think this makes the application running very slowly.
Timer component may be better to handle this kind of stuff.
Does anyone has experience in ZedGraph Live Data?
Or any advice would be welcomed.
EDIT: UPDATE UI
Also I would like to know how to update the UI within a Thread so that the user does not have to close and open the form to view the chart.
Thanks
The way I would go about this is as follows:
You make a class that holds the data (this can also be the same class you already have) for the example I will call it InformationHolder.
class InformationHolder {
private static InformationHolder singleton = null;
public List<float> graphData; //Can be any kind of variable (List<GraphInfo>, GraphInfo[]), whatever you like best.
public static InformationHolder Instance() {
if (singleton == null) {
singleton = new InformationHolder();
}
return singleton;
}
}
Now you need a class that will get your information in the background, parses it and inserts it into the above class.
Example with Thread.Sleep():
class InformationGartherer {
private Thread garthererThread;
public InformationGartherer() {
garthererThread = new Thread(new ThreadStart(GartherData));
}
private void GartherData() {
while (true) {
List<float> gartheredInfo = new List<float>();
//Do your garthering and parsing here (and put it in the gartheredInfo variable)
InformationHolder.Instance().graphData = gartheredInfo;
graphForm.Invoke(new MethodInvoker( //you need to have a reference to the form
delegate {
graphForm.Invalidate(); //or another method that redraws the graph
}));
Thread.Sleep(100); //Time in ms
}
}
}
Example with Timer:
class InformationGartherer {
private Thread garthererThread;
private Timer gartherTimer;
public InformationGartherer() {
//calling the GartherData method manually to get the first info asap.
garthererThread = new Thread(new ThreadStart(GartherData));
gartherTimer = new Timer(100); // time in ms
gartherTimer.Elapsed += new ElapsedEventHandler(TimerCallback);
gartherTimer.Start();
}
private void TimerCallback(object source, ElapsedEventArgs e) {
gartherThread = new Thread(new ThreadStart(GartherData));
}
private void GartherData() {
List<float> gartheredInfo = new List<float>();
//Do your garthering and parsing here (and put it in the gartheredInfo variable)
InformationHolder.Instance().graphData = gartheredInfo;
graphForm.Invoke(new MethodInvoker( //you need to have a reference to the form
delegate {
graphForm.Invalidate(); //or another method that redraws the graph
}));
}
}
To get the reference to the form you could do the same trick as I used with the InformationHolder: using a singleton.
When you want to use the information just get it from the InformationHolder like so:
InformationHolder.Instance().graphData;
As I said this is how I personally would solve this. There might be a better solution I'm not aware of. If you have any questions you can post them below.
I made a program that loads a bunch of computer information. In the Form_Load event I have it initialize 3 (that number will grow) panels of information. One that has a bunch of unit information seems to make the program load rather slowly. I've tried to speed it up a bunch by switching from WMI to using Native calls, which helped a bunch. Soon though I'm going to have network information posted as well. I used to load that panel but i disabled it for a little bit till I work out the bugs in my other panels. So while learning how I can use a seperate thread to update my battery information I figured that I might be able to create seperate threads in my unit information panel so that it might could load faster. I dont know that any of my information would cause concurrent issues, but i can work on that.
I want to start small so what if i change this
private void Form1_Load(object sender, EventArgs e)
{
unitInformationPanel1.PopulateUnitInformation();
batteryInformationPanel1.InitializeBatteries();
magStripeReaderPanel1.SetupPointOfSale();
}
to this
private void Form1_Load(object sender, EventArgs e)
{
Thread infoThread = new Thread(new ThreadStart(unitInformationPanel1.PopulateUnitInformation));
infoThread.Start();
batteryInformationPanel1.InitializeBatteries();
magStripeReaderPanel1.SetupPointOfSale();
}
would the info thread be terminated when populate unit info is done? or would it be better to move that thread creation into PopulateUnitInformation? here is what it looks like.
public void PopulateUnitInformation()
{
unitModelLabel.Text = Properties.Settings.Default.UnitModelString;
serialNumberLabel.Text = Properties.Settings.Default.UnitSerialString;
biosVersionLabel.Text = UnitBios.GetBiosNumber();
osLabel.Text = OS.getOSString();
cpuLabel.Text = UnitCpu.GetCpuInfo();
var hdd = HddInfo.GetHddInfo();
diskNameLabel.Text = hdd.Name;
diskCapacityLabel.Text = hdd.Capacity;
diskFirmwareLabel.Text = hdd.Firmware;
memoryLabel.Text = MemoryInformation.GetTotalMemory();
NetworkPresenceInformation.GetAdapatersPresent();
biometricLabel.Text = BiometricInformation.IsPresent ? "Present" : "Not Present";
var networkAdaptersPresense = NetworkPresenceInformation.GetAdapatersPresent();
bluetoothLabel.Text = networkAdaptersPresense[0] ? "Present" : "Not Present";
wifiLabel.Text = networkAdaptersPresense[1] ? "Present" : "Not Present";
cellularLabel.Text = networkAdaptersPresense[2] ? "Present" : "Not Present";
}
--
wow i just ran it with the infothread and it still took some time to load (might be the 12 panels i created in the main thread. but it loaded the 12 frames and the unit information panel populated its information after everything loaded. That was cool, but is it safe? is it somewhat easy to make 12 threads for my panels? or is that dumb?
EDIT
this is what i did for stopwatch.
Stopwatch programTimer;
public Form1()
{
programTimer = Stopwatch.StartNew();
InitializeComponent();
SetupDebugWindow();
TerminateKeymon();
UnitModel.SetModel();
UnitSerialNumber.SetSerialNumber();
}
private void Form1_Shown(object sender, EventArgs e)
{
audioBrightnessPanel1.UpdateBrightnessTrackbar();
applicationLauncherPanel1.LoadApplications();
programTimer.Stop();
Console.WriteLine("Load Time: {0}",programTimer.ElapsedMilliseconds);
timer1.Start();
}
Will this be accurate?
EDIT 2 6/18/2012
Well I took the advice of using backgroundworker. Please let me know if i did this right.
private void Form1_Load(object sender, EventArgs e)
{
backgroundWorker1.RunWorkerAsync();
}
void BackgroundWorker1DoWork(object sender, System.ComponentModel.DoWorkEventArgs e)
{
unitInformationPanel1.PopulateUnitInformation();
batteryInformationPanel1.InitializeBatteries();
magStripeReaderPanel1.SetupPointOfSale();
}
You've asked a very broad question, but I'm going to give some general advice. If you want more specific information, you should consider deleting this question and posting more specific individual questions.
First and foremost, you should very strongly consider using something like the System.Threading.Task class for your multithreaded operations. There is a ton of information online about how to get started with it and how you can use Tasks to manage asynchronous operations. The short story is that if you're spinning up your own thread (as you're doing above), you almost certainly should be using something else to do that for you.
Adding multithreading to your code will not, in the strictest sense of the word, make it any "faster"; they will always take the same amount of total processor time. What it can and will do is two things: free up the UI thread to be responsive and allow you to split that "total processor time" across multiple cores or processors, should those be available to the system. So, if you have operation X that takes 10 seconds to complete, then just shifting operation X to another thread will not make it complete any faster than 10 seconds.
No, what you are doing above is not safe. I'm assuming that somewhere you've turned off checking for cross-thread communication errors in your app? Otherwise, that code should throw an exception, assuming this is a WinForms or WPF application. This is one reason to use Tasks, as you can easily separate the part of your process that actually takes a long time (or isn't UI related), then add a task continuation that uses the results and populates the UI elements within a properly synchronized context.
So my final approach this was as follows. I felt that my Main Form was doing more than it should. Sticking with the single responsibility principle I decided that MainForm should only be responsible for one thing, showing and displaying all 12 panels (now down to 11, i turned one into a menu item). So moved all the multithreading out of mainform and into program.cs. I found that this was even a little more difficult. What I did find though was a simple solution that allows me to not even worry about multithreading at all. It was the Idle event. Here is what i chose to do.
[STAThread]
static void Main()
{
DateTime current = DateTime.Now;
DateTime today = new DateTime(2012,7,19);
TimeSpan span = current.Subtract(today);
if (span.Days<0)
{
MessageBox.Show("Please adjust Time then restart Aspects","Adjust Time");
Process.Start("timedate.cpl").WaitForExit();
}
else
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Idle += new EventHandler(Application_Idle);
mainForm = new MainForm();
mainForm.Closing += new CancelEventHandler(mainForm_Closing);
#if !DEBUG
TerminateKeymon();
StartSerial();
SetupDefaultValues();
EmbeddedMessageBox(0);
#endif
Application.Run(mainForm);
}
}
static void Application_Idle(object sender, EventArgs e)
{
Application.Idle -= Application_Idle;
mainForm.toolStripProgressBar1.Increment(1);
UnitInformation.SetupUnitInformation();
mainForm.toolStripProgressBar1.Increment(1);
Aspects.Unit.HddInfo.GetHddInfo();
mainForm.toolStripProgressBar1.Increment(1);
for (int i = 0; i < mainForm.Controls.Count; i++)
{
if (mainForm.Controls[i] is AbstractSuperPanel)
{
try
{
var startMe = mainForm.Controls[i] as AbstractSuperPanel;
startMe.StartWorking();
mainForm.toolStripProgressBar1.Increment(1);
}
catch (Exception ex)
{
MessageBox.Show(ex.Message + mainForm.Controls[i].ToString());
}
}
}
mainForm.toolStripProgressBar1.Value = 0;
}
to sum up what that does is is I add a idle listener event. Once the thead goes idle (basically meaning that Mainform is finished drawing and making all 12 panels and is showing on my desktop) I then kill the idle event listener and tell all my panels and classes to start working one at a time, updating my progress bar as I go. It works great. The load time is still the same as it was before, but there is window visibile after only a few seconds. Maybe not the best use of resources, but i think the solution is simple and straight forward.
I had a question somewhat related to this for Mobile app development a few months back (see How to write a Trigger?), and Marc "the man" Gravell posted back with a simple class that I modified to return data to my main application whenever the thread was complete.
The actual class I put into use has loads of pointless data (for you), so I'm going to paste in a revised version of Mr. Gravell's code using techniques which I used to make them work:
First, I had to create my own EventArgs class:
public class SuperEventArgs : EventArgs {
private object data;
public SuperEventArgs(object data) : base() {
this.data = data;
}
public object Data { get { return data; } }
}
Using that, here is a class I created to pass my data back to the main thread:
public delegate event DataChangedHandler(object sender, SuperEventArgs e);
public class Simple1 {
private object parameter1, parameter2;
private Control parent;
#if PocketPC
public delegate void MethodInvoker(); // include this if it is not defined
#endif
public Simple1(Control frmControl, object param1, object param2) {
parent = frmControl;
parameter1 = param1;
parameter2 = param2;
}
public event DataChangedHandler DataChanged;
public void Start() {
object myData = new object(); // whatever this is. DataTable?
try {
// long routine code goes here
} finally {
if (DataChanged != null) {
SuperEventArgs e = new SuperEventArgs(myData);
MethodInvoker methInvoker = delegate {
DataChanged(this, e);
};
try {
parent.BeginInvoke(methInvoker);
} catch (Exception err) {
Log(err); // something you'd write
}
}
}
}
}
Back in the actual main thread of execution, you'd do something like this:
public partial class Form1 : Form {
private Simple1 simple;
public Form1() {
object query = new object(); // something you want to pass in
simple = new Simple1(this, query, DateTime.Now);
simple.DataChanged += new DataChangedHandler(simple1_DataChanged);
Thread thread = new Thread(simpleStart);
thread.Start();
}
private void simpleStart() {
if (simple != null) {
simple.Start();
}
}
private void simple1_DataChanged(object sender, SuperEventArgs e) {
MyFancyData fancy = e.Data as MyFancyData;
if (fancy != null) {
// populate your form with the data you received.
}
}
}
I know it looks long, but it works really well!
This is not anything I have actually tested, of course, because there isn't any data. If you get to working with it and you experience any issues, let me know and I'll happily help you work through them.
~JoeP
I am debugging a WCF project with two-way communication. I have a callback with data that I store in an array the client, a WinForm, and use that for painting a control. As you can guess, the data disappears from writing in the array (really a list) to when I read the data.
For debugging I would like to see if I am writing and reading the same object so that the callback function isn't making some kind of copy and throw it away. For example I want to see the address of the this - pointer. How do I do that in VS2010 Exp?
Edit
Some code:
Field declaration:
// the cards that the player have
private List<Card> cards = new List<Card>();
callback handler:
private void btnDraw_Click(object sender, EventArgs e)
{
Tuple<Card, string> update = PressedDraw(this);
cards.Add(update.Item1);
PaintCards();
}
paint event:
private void cardPanel_Paint(object sender, PaintEventArgs e)
{
int counter = 0;
Point fromCorner = new Point(20,12);
int distance = 50;
foreach (Card card in cards)
{
Point pos = fromCorner;
pos.Offset(counter++ * distance, 0);
Bitmap cardBitmap =
cardFaces[Convert.ToInt32(card.suit),
Convert.ToInt32(card.rank)];
Rectangle square = new Rectangle(pos, cardBitmap.Size);
e.Graphics.DrawImage(cardBitmap, square);
}
When I debug I enter first in the callback handler and adds a Card in cards
PaintCards() calls Invalidate and the paint event is run. When in cardPanel_Paint, cards.Count is zero again.
Best regards.
Görgen
In the Watch/Locals/Autos windows, you can right-click on an object and select "Make Object ID" to give the object an identification number. This number is effectively the same as a native object's address; it serves to identify.
The identity of an object is tracked across garbage collections and compactions, so across the lifetime of your application, you can tell if a certain object is the one you originally tagged. This feature might help in your situation.
This blog post has a quick run-through of the feature.
The address of an object in c# can be changed by the garbage collector so you can not use that (and there is no straight forward method to do so).
But you can use Object.ReferenceEquals to compare to objects to see if they are really the same.
Edit:
But it looks like you have messed things up something like this.
var a = new List<string> { "String1" };
var b = a;
a = new List<string> { "String 2" }; // really GetListFromWcf();
Console.WriteLine(b[0]);
this prints String1, not String2.
If you can not figure it out you need to post some code to show where thing get wrong.
I'm using a subscriber/notifier pattern to raise and consume events from my .Net middle-tier in C#. Some of the events are raised in "bursts", for instance, when data is persisted from a batch program importing a file. This executes a potentially long-running task, and I'd like to avoid firing the event several times a second by implementing a "quiet period", whereby the event system waits until the event stream slows down to process the event.
How should I do this when the Publisher takes an active role in notifying subscribers? I don't want to wait until an event comes in to check to see if there are others waiting out the quiet period...
There is no host process to poll the subscription model at the moment. Should I abandon the publish/subscribe pattern or is there a better way?
Here's a rough implementation that might point you in a direction. In my example, the task that involves notification is saving a data object. When an object is saved, the Saved event is raised. In addition to a simple Save method, I've implemented BeginSave and EndSave methods as well as an overload of Save that works with those two for batch saves. When EndSave is called, a single BatchSaved event is fired.
Obviously, you can alter this to suit your needs. In my example, I kept track of a list of all objects that were saved during a batch operation, but this may not be something that you'd need to do...you may only care about how many objects were saved or even simply that a batch save operation was completed. If you anticipate a large number of objects being saved, then storing them in a list as in my example may become a memory issue.
EDIT: I added a "threshold" concept to my example that attempts to prevent a large number of objects being held in memory. This causes the BatchSaved event to fire more frequently, though. I also added some locking to address potential thread safety, though I may have missed something there.
class DataConcierge<T>
{
// *************************
// Simple save functionality
// *************************
public void Save(T dataObject)
{
// perform save logic
this.OnSaved(dataObject);
}
public event DataObjectSaved<T> Saved;
protected void OnSaved(T dataObject)
{
var saved = this.Saved;
if (saved != null)
saved(this, new DataObjectEventArgs<T>(dataObject));
}
// ************************
// Batch save functionality
// ************************
Dictionary<BatchToken, List<T>> _BatchSavedDataObjects = new Dictionary<BatchToken, List<T>>();
System.Threading.ReaderWriterLockSlim _BatchSavedDataObjectsLock = new System.Threading.ReaderWriterLockSlim();
int _SavedObjectThreshold = 17; // if the number of objects being stored for a batch reaches this threshold, then those objects are to be cleared from the list.
public BatchToken BeginSave()
{
// create a batch token to represent this batch
BatchToken token = new BatchToken();
_BatchSavedDataObjectsLock.EnterWriteLock();
try
{
_BatchSavedDataObjects.Add(token, new List<T>());
}
finally
{
_BatchSavedDataObjectsLock.ExitWriteLock();
}
return token;
}
public void EndSave(BatchToken token)
{
List<T> batchSavedDataObjects;
_BatchSavedDataObjectsLock.EnterWriteLock();
try
{
if (!_BatchSavedDataObjects.TryGetValue(token, out batchSavedDataObjects))
throw new ArgumentException("The BatchToken is expired or invalid.", "token");
this.OnBatchSaved(batchSavedDataObjects); // this causes a single BatchSaved event to be fired
if (!_BatchSavedDataObjects.Remove(token))
throw new ArgumentException("The BatchToken is expired or invalid.", "token");
}
finally
{
_BatchSavedDataObjectsLock.ExitWriteLock();
}
}
public void Save(BatchToken token, T dataObject)
{
List<T> batchSavedDataObjects;
// the read lock prevents EndSave from executing before this Save method has a chance to finish executing
_BatchSavedDataObjectsLock.EnterReadLock();
try
{
if (!_BatchSavedDataObjects.TryGetValue(token, out batchSavedDataObjects))
throw new ArgumentException("The BatchToken is expired or invalid.", "token");
// perform save logic
this.OnBatchSaved(batchSavedDataObjects, dataObject);
}
finally
{
_BatchSavedDataObjectsLock.ExitReadLock();
}
}
public event BatchDataObjectSaved<T> BatchSaved;
protected void OnBatchSaved(List<T> batchSavedDataObjects)
{
lock (batchSavedDataObjects)
{
var batchSaved = this.BatchSaved;
if (batchSaved != null)
batchSaved(this, new BatchDataObjectEventArgs<T>(batchSavedDataObjects));
}
}
protected void OnBatchSaved(List<T> batchSavedDataObjects, T savedDataObject)
{
// add the data object to the list storing the data objects that have been saved for this batch
lock (batchSavedDataObjects)
{
batchSavedDataObjects.Add(savedDataObject);
// if the threshold has been reached
if (_SavedObjectThreshold > 0 && batchSavedDataObjects.Count >= _SavedObjectThreshold)
{
// then raise the BatchSaved event with the data objects that we currently have
var batchSaved = this.BatchSaved;
if (batchSaved != null)
batchSaved(this, new BatchDataObjectEventArgs<T>(batchSavedDataObjects.ToArray()));
// and clear the list to ensure that we are not holding on to the data objects unnecessarily
batchSavedDataObjects.Clear();
}
}
}
}
class BatchToken
{
static int _LastId = 0;
static object _IdLock = new object();
static int GetNextId()
{
lock (_IdLock)
{
return ++_LastId;
}
}
public BatchToken()
{
this.Id = GetNextId();
}
public int Id { get; private set; }
}
class DataObjectEventArgs<T> : EventArgs
{
public T DataObject { get; private set; }
public DataObjectEventArgs(T dataObject)
{
this.DataObject = dataObject;
}
}
delegate void DataObjectSaved<T>(object sender, DataObjectEventArgs<T> e);
class BatchDataObjectEventArgs<T> : EventArgs
{
public IEnumerable<T> DataObjects { get; private set; }
public BatchDataObjectEventArgs(IEnumerable<T> dataObjects)
{
this.DataObjects = dataObjects;
}
}
delegate void BatchDataObjectSaved<T>(object sender, BatchDataObjectEventArgs<T> e);
In my example, I choose to use a token concept in order to create separate batches. This allows smaller batch operations running on separate threads to complete and raise events without waiting for a larger batch operation to complete.
I made separete events: Saved and BatchSaved. However, these could just as easily be consolidated into a single event.
EDIT: fixed race conditions pointed out by Steven Sudit on accessing the event delegates.
EDIT: revised locking code in my example to use ReaderWriterLockSlim rather than Monitor (i.e. the "lock" statement). I think there were a couple of race conditions, such as between the Save and EndSave methods. It was possible for EndSave to execute, causing the list of data objects to be removed from the dictionary. If the Save method was executing at the same time on another thread, it would be possible for a data object to be added to that list, even though it had already been removed from the dictionary.
In my revised example, this situation can't happen and the Save method will throw an exception if it executes after EndSave. These race conditions were caused primarily by me trying to avoid what I thought was unnecessary locking. I realized that more code needed to be within a lock, but decided to use ReaderWriterLockSlim instead of Monitor because I only wanted to prevent Save and EndSave from executing at the same time; there wasn't a need to prevent multiple threads from executing Save at the same time. Note that Monitor is still used to synchronize access to the specific list of data objects retrieved from the dictionary.
EDIT: added usage example
Below is a usage example for the above sample code.
static void DataConcierge_Saved(object sender, DataObjectEventArgs<Program.Customer> e)
{
Console.WriteLine("DataConcierge<Customer>.Saved");
}
static void DataConcierge_BatchSaved(object sender, BatchDataObjectEventArgs<Program.Customer> e)
{
Console.WriteLine("DataConcierge<Customer>.BatchSaved: {0}", e.DataObjects.Count());
}
static void Main(string[] args)
{
DataConcierge<Customer> dc = new DataConcierge<Customer>();
dc.Saved += new DataObjectSaved<Customer>(DataConcierge_Saved);
dc.BatchSaved += new BatchDataObjectSaved<Customer>(DataConcierge_BatchSaved);
var token = dc.BeginSave();
try
{
for (int i = 0; i < 100; i++)
{
var c = new Customer();
// ...
dc.Save(token, c);
}
}
finally
{
dc.EndSave(token);
}
}
This resulted in the following output:
DataConcierge<Customer>.BatchSaved: 17
DataConcierge<Customer>.BatchSaved: 17
DataConcierge<Customer>.BatchSaved: 17
DataConcierge<Customer>.BatchSaved: 17
DataConcierge<Customer>.BatchSaved: 17
DataConcierge<Customer>.BatchSaved: 15
The threshold in my example is set to 17, so a batch of 100 items causes the BatchSaved event to fire 6 times.
I am not sure if I understood your question correctly, but I would try to fix the problem at source - make sure the events are not raised in "bursts". You could consider implementing batch operations, which could be used from the file importing program. This would be treated as a single event in your middletier and raise a single event.
I think it will be very tricky to implement some reasonable solution if you can't make the change outlined above - you could try to wrap your publisher in a "caching" publisher, which would implement some heuristic to cache the events if they are coming in bursts. The easiest would be to cache an event if another one of the same type is being currently processed (so your batch would cause at least 2 events - one at the very beginning, and one at the end). You could wait for a short time and only raise an event when the next one hasn't come during that time, but you get a time lag even if there is a single event in the pipeline. You also need to make sure you will raise the event from time to time even if there is constant queue of events - otherwise the publishers will potentially get starved.
The second option is tricky to implement and will contain heuristics, which might go very wrong...
Here's one idea that's just fallen out of my head. I don't know how workable it is and can't see an obvious way to make it more generic, but it might be a start. All it does is provide a buffer for button click events (substitute with your event as necessary).
class ButtonClickBuffer
{
public event EventHandler BufferedClick;
public ButtonClickBuffer(Button button, int queueSize)
{
this.queueSize= queueSize;
button.Click += this.button_Click;
}
private int queueSize;
private List<EventArgs> queuedEvents = new List<EventArgs>();
private void button_Click(object sender, EventArgs e)
{
queuedEvents.Add(e);
if (queuedEvents.Count >= queueSize)
{
if (this.BufferedClick!= null)
{
foreach (var args in this.queuedEvents)
{
this.BufferedClick(sender, args);
}
queuedEvents.Clear();
}
}
}
}
So your subscriber, instead of subscribing as:
this.button1.Click += this.button1_Click;
Would use a buffer, specifying how many events to wait for:
ButtonClickBuffer buffer = new ButtonClickBuffer(this.button1, 5);
buffer.BufferedClick += this.button1_Click;
It works in a simple test form I knocked up, but it's far from production-ready!
You said you didn't want to wait for an event to see if there is a queue waiting, which is exactly what this does. You could substitute the logic inside the buffer to spawn a new thread which monitors the queue and dispatches events as necessary. God knows what threading and locking issues might arise from that!