Is this possible to lock method for one thread and force another to go futher rather than waiting until first thread finish? Can this problem be resolved with static thread or some proper pattern with one instance of mendtioned below service.
For presentation purposes, it can be done with static boolen like below.
public class SomeService
{
private readonly IRepository _repo;
public SomeService(IRepository repo)
{
_repo = repo;
}
private Thread threadOne;
public static bool isLocked { get; set; }
public void StartSomeMethod()
{
if(!isLocked)
{
threadOne = new Thread(SomeMethod);
isLocked = true;
}
}
public void SomeMethod()
{
while(true)
{
lots of time
}
...
isLocked = false;
}
}
I want to avoid situation when user clicked, by accident, two times to start and accidentailly second thread starts immediatelly after first finished.
You can use lock :)
object locker = new object();
void MethodToLockForAThread()
{
lock(locker)
{
//put method body here
}
}
Now the result will be that when this method is called by a thread (any thread) it puts something like flag at the beginning of lock: "STOP! You are not allowed to go any further, you must wait!" Like red light on crossroads.
When thread that called this method first, levaes the scope, then at the beginning of the scope this "red light" changes into green.
If you want to not call the method when it is already called by another thread, the only way to do this is by using bool value. For example:
object locker = new object();
bool canAccess = true;
void MethodToLockForAThread()
{
if(!canAccess)
return;
lock(locker)
{
if(!canAccess)
return;
canAccess = false;
//put method body here
canAccess = true;
}
}
Other check of canAccess in lock scope is because of what has been told on comments. No it's really thread safe. This is kind of protection that is advisible in thread safe singleton.
EDIT
After some discussion with mjwills I have to change my mind and turn more into Monitor.TryEnter. You can use it like that:
object locker = new object();
void ThreadMethod()
{
if(Monitor.TryEnter(locker, TimeSpan.FromMiliseconds(1))
{
try
{
//do the thread code
}
finally
{
Monitor.Exit(locker);
}
} else
return; //means that the lock has not been aquired
}
Now, lock could not be aquired because of some exception or because some other thread has already acuired it. In second parameter you can pass the time that a thread will wait to acquire a lock. I gave here short time because you don't want the other thread to do the job, when first is doing it.
So this solution seems the best.
When the other thread could not acquire the lock, it will go further instead of waiting (well it will wait for 1 milisecond).
Since lock is a language-specific wrapper around Monitor class, you need Monitor.TryEnter:
public class SomeService
{
private readonly object lockObject = new object();
public void StartSomeMethod()
{
if (Monitor.TryEnter(lockObject))
{
// start new thread
}
}
public void SomeMethod()
{
try
{
// ...
}
finally
{
Monitor.Exit(lockObject);
}
}
}
You can use a AutoResetEvent instead of your isLocked flag.
AutoResetEvent autoResetEvent = new AutoResetEvent(true);
public void StartSomeMethod()
{
if(autoResetEvent.WaitOne(0))
{
//start thread
}
}
public void SomeMethod()
{
try
{
//Do your work
}
finally
{
autoResetEvent.Set();
}
}
Related
According to article class below is not thread safe:
I have code which gets into lock while according to my understanding has different synchronization content:
[Synchronization]
public class Deadlock : ContextBoundObject
{
public DeadLock Other;
public void Demo() { Thread.Sleep (1000); Other.Hello(); }
void Hello() { Console.WriteLine ("hello"); }
}
public class Test
{
static void Main()
{
Deadlock dead1 = new Deadlock();
Deadlock dead2 = new Deadlock();
dead1.Other = dead2;
dead2.Other = dead1;
new Thread (dead1.Demo).Start();
dead2.Demo();
}
}
It does and it is fine. But I decided to play with synchronization attributes by setting:
[Synchronization(SynchronizationAttribute.SUPPORTED)]
SUPPORTED means :
Joins the existing synchronization context if instantiated from
another synchronized object, otherwise remains unsynchronized
Since console application has no synchronization content I expect both object will have no synchronization object and should not get into deadlock. But I still have deadlock. Why?
Further have removed [Synchronization] attribute at all. Still have deadlock. What influence makes [Synchronization] attribute to object?
Here you are creating circular dependency between thread , that might lead you to stackoverflow exception , as you are not catching excpetion here you are might not able to view it. I suggest you make use of UnObservedExcpetion handler that will give you excpetion or try to handle excpetion in that same function by putting try, catch block.
To avoid this kind of situation you better make use of AutoResetEvent. below is sample code for the same.
public class MyThreadTest
{
static readonly AutoResetEvent thread1Step = new AutoResetEvent(false);
static readonly AutoResetEvent thread2Step = new AutoResetEvent(true);
void DisplayThread1()
{
while (true)
{
thread2Step.WaitOne();
Console.WriteLine("Display Thread 1");
Thread.Sleep(1000);
thread1Step.Set();
}
}
void DisplayThread2()
{
while (true)
{
thread1Step.WaitOne();
Console.WriteLine("Display Thread 2");
Thread.Sleep(1000);
thread2Step.Set();
}
}
void CreateThreads()
{
// construct two threads for our demonstration;
Thread thread1 = new Thread(new ThreadStart(DisplayThread1));
Thread thread2 = new Thread(new ThreadStart(DisplayThread2));
// start them
thread1.Start();
thread2.Start();
}
public static void Main()
{
MyThreadTest StartMultiThreads = new MyThreadTest();
StartMultiThreads.CreateThreads();
}
}
I have multi-threaded application, where different threads may want to perform an operation. I tried to use Mutex to make sure, that thread does not start an operation if it is already running.
System.Threading.Mutex mutex;
bool isRunning = System.Threading.Mutex.TryOpenExisting(name, out mutex);
if (!isRunning)
{
RunMethod();
}
within method I created mutex, and try to release it at the end:
var mutex = new Mutex(true, name);
try{
//do stuff, it takes some time
}
finally
{
//TODO: I want to get rid of Mutex here
}
How do I get rid of mutex? Because even after I called mutex.ReleaseMutex() and mutex.Close(), it still exists and can be found. How can I inform that operation is currently running or finished?
Is there another way to do this?
Same, like CodingGorilla said, using events is easier.
I hope I understand your question well.
This example shows some events techniques:
Waiting for a thread has been started.
The use of waiting on multiple events (WaitHandle.WaitAny())
How to terminate a thread, safe.
Testing an event state without waiting (.WaitOne(0))
Here is an example:
public class MultiThreadedExample : IDisposable
{
private Thread _thread;
private ManualResetEvent _terminatingEvent = new ManualResetEvent(false);
private ManualResetEvent _runningEvent = new ManualResetEvent(false);
private ManualResetEvent _threadStartedEvent = new ManualResetEvent(false);
public MultiThreadedExample()
{
_thread = new Thread(MyThreadMethod);
_thread.Start();
_threadStartedEvent.WaitOne();
}
private void MyThreadMethod()
{
_threadStartedEvent.Set();
var events = new WaitHandle[] { _terminatingEvent, _runningEvent };
while (WaitHandle.WaitAny(events) != 0) // <- WaitAny returns index within the array of the event that was Set.
{
try
{
// do work......
}
finally
{
// reset the event. so it can be triggered again.
_runningEvent.Reset();
}
}
}
public bool TryStartWork()
{
// .Set() will return if the event was set.
return _runningEvent.Set();
}
public bool IsRunning
{
get { return _runningEvent.WaitOne(0); }
}
public void Dispose()
{
// break the whileloop
_terminatingEvent.Set();
// wait for the thread to terminate.
_thread.Join();
}
}
I need a synchronizing class that behaves exactly like the AutoResetEvent class, but with one minor exception:
A call to the Set() method must release all waiting threads, and not just one.
How can I construct such a class? I am simply out of ideas?
Martin.
So you have multiple threads doing a .WaitOne() and you want to release them?
Use the ManualResetEvent class and all the waiting threads should release...
Thank you very much for all your thougts and inputs which I have read with great interest. I did some more searching here on Stackoverflow, and suddenly I found this, whcih turned out to be just what I was looking for. By cutting it down to just the two methods I need, I ended up with this small class:
public sealed class Signaller
{
public void PulseAll()
{
lock (_lock)
{
Monitor.PulseAll(_lock);
}
}
public bool Wait(TimeSpan maxWaitTime)
{
lock (_lock)
{
return Monitor.Wait(_lock, maxWaitTime);
}
}
private readonly object _lock = new object();
}
and it does excactly what it should! I'm amazed that a solution could be that simple, and I love such simplicity. I'ts beautiful. Thank you, Matthew Watson!
Martin.
Two things you might try.
Using a Barrier object add conditionally adding threads too it and signaling them.
The other might be to use a publisher subscriber setup like in RX. Each thread waits on an object that it passes to a collection. When you want to call 'set' loop over a snapshot of it calling set on each member.
Or you could try bears.
If the event is being referenced by all threads in a common field or property, you could replace the common field or property with a new non-signaled event and then signal the old one. It has some cost to it since you'll be regularly creating new synchronization objects, but it would work. Here's an example of how I would do that:
public static class Example
{
private static volatile bool stopRunning;
private static ReleasingAutoResetEvent myEvent;
public static void RunExample()
{
using (Example.myEvent = new ReleasingAutoResetEvent())
{
WaitCallback work = new WaitCallback(WaitThread);
for (int i = 0; i < 5; ++i)
{
ThreadPool.QueueUserWorkItem(work, i.ToString());
}
Thread.Sleep(500);
for (int i = 0; i < 3; ++i)
{
Example.myEvent.Set();
Thread.Sleep(5000);
}
Example.stopRunning = true;
Example.myEvent.Set();
}
}
private static void WaitThread(object state)
{
while (!Example.stopRunning)
{
Example.myEvent.WaitOne();
Console.WriteLine("Thread {0} is released!", state);
}
}
}
public sealed class ReleasingAutoResetEvent : IDisposable
{
private volatile ManualResetEvent manualResetEvent = new ManualResetEvent(false);
public void Set()
{
ManualResetEvent eventToSet = this.manualResetEvent;
this.manualResetEvent = new ManualResetEvent(false);
eventToSet.Set();
eventToSet.Dispose();
}
public bool WaitOne()
{
return this.manualResetEvent.WaitOne();
}
public bool WaitOne(int millisecondsTimeout)
{
return this.manualResetEvent.WaitOne(millisecondsTimeout);
}
public bool WaitOne(TimeSpan timeout)
{
return this.manualResetEvent.WaitOne(timeout);
}
public void Dispose()
{
this.manualResetEvent.Dispose();
}
}
Another more lightweight solution you could try that uses the Monitor class to lock and unlock objects is below. However, I'm not as happy with the cleanup story for this version of ReleasingAutoResetEvent since Monitor may hold a reference to it and keep it alive indefinitely if it is not properly disposed.
There are a few limitations/gotchas with this implementation. First, the thread that creates this object will be the only one that will be able to signal it with a call to Set; other threads that attempt to do the same thing will receive a SynchronizationLockException. Second, the thread that created it will never be able to wait on it successfully since it already owns the lock. This will only be an effective solution if you have exactly one controlling thread and several other waiting threads.
public static class Example
{
private static volatile bool stopRunning;
private static ReleasingAutoResetEvent myEvent;
public static void RunExample()
{
using (Example.myEvent = new ReleasingAutoResetEvent())
{
WaitCallback work = new WaitCallback(WaitThread);
for (int i = 0; i < 5; ++i)
{
ThreadPool.QueueUserWorkItem(work, i.ToString());
}
Thread.Sleep(500);
for (int i = 0; i < 3; ++i)
{
Example.myEvent.Set();
Thread.Sleep(5000);
}
Example.stopRunning = true;
Example.myEvent.Set();
}
}
private static void WaitThread(object state)
{
while (!Example.stopRunning)
{
Example.myEvent.WaitOne();
Console.WriteLine("Thread {0} is released!", state);
}
}
}
public sealed class ReleasingAutoResetEvent : IDisposable
{
private volatile object lockObject = new object();
public ReleasingAutoResetEvent()
{
Monitor.Enter(this.lockObject);
}
public void Set()
{
object objectToSignal = this.lockObject;
object objectToLock = new object();
Monitor.Enter(objectToLock);
this.lockObject = objectToLock;
Monitor.Exit(objectToSignal);
}
public void WaitOne()
{
object objectToMonitor = this.lockObject;
Monitor.Enter(objectToMonitor);
Monitor.Exit(objectToMonitor);
}
public bool WaitOne(int millisecondsTimeout)
{
object objectToMonitor = this.lockObject;
bool succeeded = Monitor.TryEnter(objectToMonitor, millisecondsTimeout);
if (succeeded)
{
Monitor.Exit(objectToMonitor);
}
return succeeded;
}
public bool WaitOne(TimeSpan timeout)
{
object objectToMonitor = this.lockObject;
bool succeeded = Monitor.TryEnter(objectToMonitor, timeout);
if (succeeded)
{
Monitor.Exit(objectToMonitor);
}
return succeeded;
}
public void Dispose()
{
Monitor.Exit(this.lockObject);
}
}
How to share data between different threads In C# without using the static variables?
Can we create a such machanism using attribute?
Will Aspect oriented programming help in such cases?
To acheive this all the different threads should work on single object?
You can't beat the simplicity of a locked message queue. I say don't waste your time with anything more complex.
Read up on the lock statement.
lock
EDIT
Here is an example of the Microsoft Queue object wrapped so all actions against it are thread safe.
public class Queue<T>
{
/// <summary>Used as a lock target to ensure thread safety.</summary>
private readonly Locker _Locker = new Locker();
private readonly System.Collections.Generic.Queue<T> _Queue = new System.Collections.Generic.Queue<T>();
/// <summary></summary>
public void Enqueue(T item)
{
lock (_Locker)
{
_Queue.Enqueue(item);
}
}
/// <summary>Enqueues a collection of items into this queue.</summary>
public virtual void EnqueueRange(IEnumerable<T> items)
{
lock (_Locker)
{
if (items == null)
{
return;
}
foreach (T item in items)
{
_Queue.Enqueue(item);
}
}
}
/// <summary></summary>
public T Dequeue()
{
lock (_Locker)
{
return _Queue.Dequeue();
}
}
/// <summary></summary>
public void Clear()
{
lock (_Locker)
{
_Queue.Clear();
}
}
/// <summary></summary>
public Int32 Count
{
get
{
lock (_Locker)
{
return _Queue.Count;
}
}
}
/// <summary></summary>
public Boolean TryDequeue(out T item)
{
lock (_Locker)
{
if (_Queue.Count > 0)
{
item = _Queue.Dequeue();
return true;
}
else
{
item = default(T);
return false;
}
}
}
}
EDIT 2
I hope this example helps.
Remember this is bare bones.
Using these basic ideas you can safely harness the power of threads.
public class WorkState
{
private readonly Object _Lock = new Object();
private Int32 _State;
public Int32 GetState()
{
lock (_Lock)
{
return _State;
}
}
public void UpdateState()
{
lock (_Lock)
{
_State++;
}
}
}
public class Worker
{
private readonly WorkState _State;
private readonly Thread _Thread;
private volatile Boolean _KeepWorking;
public Worker(WorkState state)
{
_State = state;
_Thread = new Thread(DoWork);
_KeepWorking = true;
}
public void DoWork()
{
while (_KeepWorking)
{
_State.UpdateState();
}
}
public void StartWorking()
{
_Thread.Start();
}
public void StopWorking()
{
_KeepWorking = false;
}
}
private void Execute()
{
WorkState state = new WorkState();
Worker worker = new Worker(state);
worker.StartWorking();
while (true)
{
if (state.GetState() > 100)
{
worker.StopWorking();
break;
}
}
}
You can pass an object as argument to the Thread.Start and use it as a shared data storage between the current thread and the initiating thread.
You can also just directly access (with the appropriate locking of course) your data members, if you started the thread using the instance form of the ThreadStart delegate.
You can't use attributes to create shared data between threads. You can use the attribute instances attached to your class as a data storage, but I fail to see how that is better than using static or instance data members.
Look at the following example code:
public class MyWorker
{
public SharedData state;
public void DoWork(SharedData someData)
{
this.state = someData;
while (true) ;
}
}
public class SharedData {
X myX;
public getX() { etc
public setX(anX) { etc
}
public class Program
{
public static void Main()
{
SharedData data = new SharedDate()
MyWorker work1 = new MyWorker(data);
MyWorker work2 = new MyWorker(data);
Thread thread = new Thread(new ThreadStart(work1.DoWork));
thread.Start();
Thread thread2 = new Thread(new ThreadStart(work2.DoWork));
thread2.Start();
}
}
In this case, the thread class MyWorker has a variable state. We initialise it with the same object. Now you can see that the two workers access the same SharedData object. Changes made by one worker are visible to the other.
You have quite a few remaining issues. How does worker 2 know when changes have been made by worker 1 and vice-versa? How do you prevent conflicting changes? Maybe read: this tutorial.
When you start a thread you are executing a method of some chosen class. All attributes of that class are visible.
Worker myWorker = new Worker( /* arguments */ );
Thread myThread = new Thread(new ThreadStart(myWorker.doWork));
myThread.Start();
Your thread is now in the doWork() method and can see any atrributes of myWorker, which may themselves be other objects. Now you just need to be careful to deal with the cases of having several threads all hitting those attributes at the same time.
I'm having a small background thread which runs for the applications lifetime - however when the application is shutdown, the thread should exit gracefully.
The problem is that the thread runs some code at an interval of 15 minutes - which means it sleeps ALOT.
Now in order to get it out of sleep, I toss an interrupt at it - my question is however, if there's a better approach to this, since interrupts generate ThreadInterruptedException.
Here's the gist of my code (somewhat pseudo):
public class BackgroundUpdater : IDisposable
{
private Thread myThread;
private const int intervalTime = 900000; // 15 minutes
public void Dispose()
{
myThread.Interrupt();
}
public void Start()
{
myThread = new Thread(ThreadedWork);
myThread.IsBackground = true; // To ensure against app waiting for thread to exit
myThread.Priority = ThreadPriority.BelowNormal;
myThread.Start();
}
private void ThreadedWork()
{
try
{
while (true)
{
Thread.Sleep(900000); // 15 minutes
DoWork();
}
}
catch (ThreadInterruptedException)
{
}
}
}
There's absolutely a better way - either use Monitor.Wait/Pulse instead of Sleep/Interrupt, or use an Auto/ManualResetEvent. (You'd probably want a ManualResetEvent in this case.)
Personally I'm a Wait/Pulse fan, probably due to it being like Java's wait()/notify() mechanism. However, there are definitely times where reset events are more useful.
Your code would look something like this:
private readonly object padlock = new object();
private volatile bool stopping = false;
public void Stop() // Could make this Dispose if you want
{
stopping = true;
lock (padlock)
{
Monitor.Pulse(padlock);
}
}
private void ThreadedWork()
{
while (!stopping)
{
DoWork();
lock (padlock)
{
Monitor.Wait(padlock, TimeSpan.FromMinutes(15));
}
}
}
For more details, see my threading tutorial, in particular the pages on deadlocks, waiting and pulsing, the page on wait handles. Joe Albahari also has a tutorial which covers the same topics and compares them.
I haven't looked in detail yet, but I wouldn't be surprised if Parallel Extensions also had some functionality to make this easier.
You could use an Event to Check if the Process should end like this:
var eventX = new AutoResetEvent(false);
while (true)
{
if(eventX.WaitOne(900000, false))
{
break;
}
DoWork();
}
There is CancellationTokenSource class in .NET 4 and later which simplifies this task a bit.
private readonly CancellationTokenSource cancellationTokenSource =
new CancellationTokenSource();
private void Run()
{
while (!cancellationTokenSource.IsCancellationRequested)
{
DoWork();
cancellationTokenSource.Token.WaitHandle.WaitOne(
TimeSpan.FromMinutes(15));
}
}
public void Stop()
{
cancellationTokenSource.Cancel();
}
Don't forget that CancellationTokenSource is disposable, so make sure you dispose it properly.
One method might be to add a cancel event or delegate that the thread will subscribe to. When the cancel event is invoke, the thread can stop itself.
I absolutely like Jon Skeets answer. However, this might be a bit easier to understand and should also work:
public class BackgroundTask : IDisposable
{
private readonly CancellationTokenSource cancellationTokenSource;
private bool stop;
public BackgroundTask()
{
this.cancellationTokenSource = new CancellationTokenSource();
this.stop = false;
}
public void Stop()
{
this.stop = true;
this.cancellationTokenSource.Cancel();
}
public void Dispose()
{
this.cancellationTokenSource.Dispose();
}
private void ThreadedWork(object state)
{
using (var syncHandle = new ManualResetEventSlim())
{
while (!this.stop)
{
syncHandle.Wait(TimeSpan.FromMinutes(15), this.cancellationTokenSource.Token);
if (!this.cancellationTokenSource.IsCancellationRequested)
{
// DoWork();
}
}
}
}
}
Or, including waiting for the background task to actually have stopped (in this case, Dispose must be invoked by other thread than the one the background thread is running on, and of course this is not perfect code, it requires the worker thread to actually have started):
using System;
using System.Threading;
public class BackgroundTask : IDisposable
{
private readonly ManualResetEventSlim threadedWorkEndSyncHandle;
private readonly CancellationTokenSource cancellationTokenSource;
private bool stop;
public BackgroundTask()
{
this.threadedWorkEndSyncHandle = new ManualResetEventSlim();
this.cancellationTokenSource = new CancellationTokenSource();
this.stop = false;
}
public void Dispose()
{
this.stop = true;
this.cancellationTokenSource.Cancel();
this.threadedWorkEndSyncHandle.Wait();
this.cancellationTokenSource.Dispose();
this.threadedWorkEndSyncHandle.Dispose();
}
private void ThreadedWork(object state)
{
try
{
using (var syncHandle = new ManualResetEventSlim())
{
while (!this.stop)
{
syncHandle.Wait(TimeSpan.FromMinutes(15), this.cancellationTokenSource.Token);
if (!this.cancellationTokenSource.IsCancellationRequested)
{
// DoWork();
}
}
}
}
finally
{
this.threadedWorkEndSyncHandle.Set();
}
}
}
If you see any flaws and disadvantages over Jon Skeets solution i'd like to hear them as i always enjoy learning ;-)
I guess this is slower and uses more memory and should thus not be used in a large scale and short timeframe. Any other?