Edited the code to make it thread-safe post comments
Please see the updated question at the end.
Can you please help me understand if this code is thread-safe or how it can be made thread safe?
Setup
My system has a very simple class called WorkItem.
public class WorkItem
{
public int Id {get;set;}
public string Name {get;set;}
public DateTime DateCreated {get;set;}
public IList<object> CalculatedValues {get;set;}
}
There is an interface ICalculator which has a method that takes a work item, performs a calculation and returns true.
public interface ICalculator
{
bool Calculate(WorkItem WorkItem);
}
Let's say we have two implementations of ICalculator.
public class BasicCalculator: ICalculator
{
public bool Calculate(WorkItem WorkItem)
{
//calculate some value on the WorkItem and populate CalculatedValues property
return true;
}
}
Another calculator:
public class AnotherCalculator: ICalculator
{
public bool Calculate(WorkItem WorkItem)
{
//calculate some value on the WorkItem and populate CalculatedValues property
//some complex calculation on work item
if (somevalue==0) return false;
return true;
}
}
There is a calculator handler class. Its responsibility is to execute calculators sequentially.
public class CalculatorHandler
{
public bool ExecuteAllCalculators(WorkItem task, ICalculator[] calculators)
{
bool final = true;
//call all calculators in a loop
foreach(var calculator in calculators)
{
var calculatedValue = calculator.Calculate(WorkItem);
final = final && calculatedValue;
}
return final;
}
}
Finally, in my client class, I inject ICalculators[] which are relevant for the run. I then instantiate ExecuteCalculators() method.
Now I have a large number of work items and I want to perform calculations on them so I create a list of Task, where each task is responsible of instantiating CalculatorHandler instance and then takes a work item and performs calculations by doing a WaitAll() on all of the tasks, e.g.
public class Client
{
private ICalculators[] _myCalculators;
public Client(ICalculators[] calculators)
{
_myCalculators = calculators;
}
public void ExecuteCalculators()
{
var list = new List<Task>();
for(int i =0; i <10;i++)
{
Task task = new Task(() =>
var handler = new CalculatorHandler();
var WorkItem = new WorkItem(){
Id=i,
Name="TestTask",
DateCreated=DateTime.Now
};
var result = handler.ExecuteAllCalculators(WorkItem, _myCalculators);
);
list.Add(task);
}
Task.WaitAll(list);
}
}
This is a simplied version of the system. Actual system has a range of calculators and Calculators and CalculatorHandler are injected via IoC etc.
My questions are - help me understand these points:
Each task creates a new instance of CalculatorHandler. Does this
mean anything that happens in CalculatorHandler is thread safe as it
does not have any public properties and simply loops over
calculators?
Calculators are shared amongst all tasks because they are member variable of Client class but they are passed into
CalculatorHandler which is instantiated for each task. Does it mean that when all tasks run, as new
instance of CalculatorHandler is created therefore Calculators are
automatically thread safe and we will not experience any threading issues e.g. deadlocks etc?
Can you please suggest how I can make the code threadsafe? Is it
best to pass in a Func<'ICalculators>'[] to Client class and then within each task, we can execute Func<'ICalculator'>() and then pass those instances to ICalculator there? Func<'ICalculator'> will return instance of ICalculator.
Is it true that calculators are passed in as private method variable therefore other instances of CalulatorHandler cannot run the same instance of calculator? Or because calculators are reference types, we are bound to get multi thread issues?
Update
Can you please help me understand if this updated code is thread-safe or how it can be made thread safe?
Setup
My system has a very simple class called WorkItem. It has getter public properties except 1 property "CalculatedValues".
public class WorkItem
{
public int Id {get;}
public string Name {get;}
public DateTime DateCreated {get;}
public IList<object> CalculatedValues {get;set;}
public WorkItem(int id, string name, DateTime dateCreated)
{
Id = id,
Name = name,
DateCreated = dateCreated
}
}
There is an interface ICalculator which has a method that takes a work item, performs a calculation and returns a IList. It does not change the state of work item.
public interface ICalculator
{
IList<object> Calculate(WorkItem WorkItem);
}
Let's say we have two implementations of ICalculator.
public class BasicCalculator: ICalculator
{
public IList<object>Calculate(WorkItem WorkItem)
{
//calculate some value and return List<object>
return List<object>{"A", 1};
}
}
Another calculator:
public class AnotherCalculator: ICalculator
{
public bool Calculate(WorkItem WorkItem)
{
//calculate some value and return List<object>
return List<object>{"A", 1, workItem.Name};
}
}
There is a calculator handler class. Its responsibility is to execute calculators sequentially. Note, it takes in ICalculators in its constructor when it is instantiated. It has a private static lock object too when it updates work item instance.
public class CalculatorHandler
{
private ICalculators[] _calculators;
public CalculatorHandler(ICalculators[] calculators)
{
_calculators = calculators;
}
//static lock
private static object _lock = new object();
public bool ExecuteAllCalculators(WorkItem workItem, ICalculator[] calculators)
{
bool final = true;
//call all calculators in a loop
foreach(var calculator in calculators)
{
var calculatedValues = calculator.Calculate(workItem);
//within a lock, work item is updated
lock(_lock)
{
workItem.CalculatedValues = calculatedValues;
}
}
return final;
}
}
Finally, in my client class, I execute CalculatorHandler.
Now I have a large number of work items and I want to perform calculations on them so I create a list of Task, where each task is responsible of instantiating CalculatorHandler instance and then takes a work item and performs calculations by doing a WaitAll() on all of the tasks, e.g.
public class Client
{
public void ExecuteCalculators()
{
var list = new List<Task>();
for(int i =0; i <10;i++)
{
Task task = new Task(() =>
//new handler instance and new calculator instances
var handler = new CalculatorHandler(new[]{
new BasicCalculator(), new AnotherCalculator()
});
var WorkItem = new WorkItem(
i,
"TestTask",
DateTime.Now
};
var result = handler.ExecuteAllCalculators(WorkItem);
);
list.Add(task);
}
Task.WaitAll(list);
}
}
This is a simplied version of the system. Actual system has a range of calculators and Calculators and CalculatorHandler are injected via IoC etc.
My questions are - help me understand these points:
Each task creates a new instance of CalculatorHandler and new instances of ICalculators. Calculators do not perform any I/O operations and only create a new private IList. Is calculator handler and calculator instances now thread safe?
CalculatorHandler updates work item but within a lock. Lock is a static private object. Does it mean all instances of CalculatorHandler will share one single lock and therefore at one point, only one thread can update the work item?
Work item has all public getter properties except its CalculatedValues property. CalculatedValues is only set within a static lock. Is this code now thread-safe?
1) Creating a new instance of a class, even one without public properties does not provide any guarantee of thread safety. The problem is that ExecuteAllCalculators takes two object parameters. The WorkItem object contains mutable properties and the same WorkItem object is used for all ICalculator calls. Suppose one of the calculators decides to call Clear() on WorkItem.CalculatedValues. Or suppose one calculator sets WorkItem.Name to null and the next decides to do a WorkItem.Name.Length. This isn't technically a "threading" issue because those problems can occur without multiple threads involved.
2) Calculator objects shared across threads is definitely not thread safe. Suppose one of the calculator instances uses a class level variable. Unless that variable is somehow thread protected (example: lock {...}), then it would be possible to produce inconsistent results. Depending how "creative" the implementer of the calculator instances were a deadlock could be possible.
3) Any time your code accepts interfaces you are inviting people to "play in your sandbox". It allows code that you have little control of to be executed. One of the best ways to handle this is to use immutable objects. Unfortunately, you can't change the WorkItem definition without breaking your interface contract.
4) Calculators are passed by reference. The code shows that _myCalculators is shared across all tasks created. This doesn't guarantee that you will have problems, it only makes it possible that you might have problems.
No, it is not thread-safe. If there is any shared state in any calculation then the it is possible to have threading issues. The only way to avoid threading issues is to ensure you are not updating any shared state. That means read-only objects and/or using "pure" functions.
You've used the word "shared" - that means not thread-safe by virtue of sharing state. Unless you mean "distributed" rather than "shared".
Exclusively use read-only objects.
They are reference types so they may be shared amongst separate threads - hence not thread-safe - unless they are read-only.
Here's an example of a read-only object:
public sealed class WorkItem : IEquatable<WorkItem>
{
private readonly int _id;
private readonly string _name;
private readonly DateTime _dateCreated;
public int Id { get { return _id; } }
public string Name { get { return _name; } }
public DateTime DateCreated { get { return _dateCreated; } }
public WorkItem(int id, string name, DateTime dateCreated)
{
_id = id;
_name = name;
_dateCreated = dateCreated;
}
public override bool Equals(object obj)
{
if (obj is WorkItem)
return Equals((WorkItem)obj);
return false;
}
public bool Equals(WorkItem obj)
{
if (obj == null) return false;
if (!EqualityComparer<int>.Default.Equals(_id, obj._id)) return false;
if (!EqualityComparer<string>.Default.Equals(_name, obj._name)) return false;
if (!EqualityComparer<DateTime>.Default.Equals(_dateCreated, obj._dateCreated)) return false;
return true;
}
public override int GetHashCode()
{
int hash = 0;
hash ^= EqualityComparer<int>.Default.GetHashCode(_id);
hash ^= EqualityComparer<string>.Default.GetHashCode(_name);
hash ^= EqualityComparer<DateTime>.Default.GetHashCode(_dateCreated);
return hash;
}
public override string ToString()
{
return String.Format("{{ Id = {0}, Name = {1}, DateCreated = {2} }}", _id, _name, _dateCreated);
}
public static bool operator ==(WorkItem left, WorkItem right)
{
if (object.ReferenceEquals(left, null))
{
return object.ReferenceEquals(right, null);
}
return left.Equals(right);
}
public static bool operator !=(WorkItem left, WorkItem right)
{
return !(left == right);
}
}
Once created it can't be modified so thread-safety is no longer an issue.
Now, if I can assume that each ICalculator is also implemented without state, and thus is a pure function, then the calculation is thread-safe. However, there is nothing in your question that let's me know that I can make this assumption. There is no way, because of that, that anyone can tell you that your code is thread-safe.
So, given the read-only WorkItem and the pure ICalculator function, then the rest of your code then looks like it would be perfectly fine.
Related
In my project I'm using some static variables which I use for storing values during the running lifetime of the application. Now, 99% of the time I'm only reading these values but from time to time I also need to update them and this will happen from different threads.
When thinking about what might happen with two different threads trying to access the same property e.g. concurrent read/write, I started to conclude that some form of synchronization would needed in order to avoid unexpected values being returned between different process or some risk of race conditions.
In essence I needed to derive a single source of truth. I realize that some properties are atomic like booleans, but my methodology mostly applies for the purpose of strings.
One of the challenges is that these static variables are referenced in many places and between different classes, so I also had to figure out an efficient way to solve this challenge without lots of code re-write.
I've decided to use concurrent dictionaries:
public static readonly ConcurrentDictionary<string, string> AppRunTimeStringDictionary = new();
public static readonly ConcurrentDictionary<string, int> AppRunTimeIntegerDictionary = new();
public static readonly ConcurrentDictionary<string, bool> AppRunTimeBooleanDictionary = new();
In my program.cs file, during the earliest stages of startup I simply add all of the properties needed for the running app:
DeviceProvisioning.AppRunTimeBooleanDictionary.TryAdd("UseGpsReceiver", false);
DeviceProvisioning.AppRunTimeStringDictionary.TryAdd("Latitude", String.Empty);
DeviceProvisioning.AppRunTimeStringDictionary.TryAdd("Longitude", String.Empty);
Then in one of my classes I hard code these properties:
public static bool? UseGpsReceiver
{
get
{
if (AppRunTimeBooleanDictionary.TryGetValue("UseGpsReceiver", out var returnedValue))
return returnedValue;
return null;
}
}
public static string? Latitude
{
get
{
if (AppRunTimeStringDictionary.TryGetValue("Latitude", out var returnedValue))
return returnedValue;
return null;
}
}
public static string? Longitude
{
get
{
if (AppRunTimeStringDictionary.TryGetValue("Longitude", out var returnedValue))
return returnedValue;
return null;
}
}
Now for updating these properties, which happens rarely but will be done every now and then, I'm updating these in just one location i.e. using a single method. This way I can use this common method and simply add more prperties to the switch case over time.
public static void SetRunTimeSettings(string property, object value)
{
switch (property)
{
case "UseGpsReceiver":
// code block
if (AppRunTimeBooleanDictionary.TryGetValue("UseGpsReceiver", out var useGpsReceiver))
{ AppRunTimeBooleanDictionary.TryUpdate("UseGpsReceiver", (bool)value, useGpsReceiver); }
break;
case "Latitude":
// code block
if (AppRunTimeStringDictionary.TryGetValue("Latitude", out var latitude))
{ AppRunTimeStringDictionary.TryUpdate("Latitude", (string)value, latitude); }
break;
case "Longitude":
// code block
if (AppRunTimeStringDictionary.TryGetValue("Latitude", out var longitude))
{ AppRunTimeStringDictionary.TryUpdate("Latitude", (string)value, longitude); }
break;
}
}
If I want to update a property then I simply invoke the method as such:
MyClassName.SetRunTimeSettings("UseGpsReceiver", true);
MyClassName.SetRunTimeSettings("Latitude", "51.1234");
MyClassName.SetRunTimeSettings("Longitude", "51.5678");
Because the properties themselves are public static then I can use the getter from anywhere in the app.
From my initial testing, everything seems to work.
Perceived advantages in this approach:
Using a separate dictionary for each type of property collection i.e. strings/integers etc, means I can simply add more properties to the dictionary any time in the future without the need for referencing a model class in the dictionary, as opposed to the dictionary below:
public static readonly ConcurrentDictionary<string, myModelClass> AppRunTimeStringDictionary = new();
Use of the concurrent dictionary (my understanding) is that any process trying to read the property value from the dictionary will always get the latest value, if a property is being updated then I have less risk in reading an old value. Not such an issue for structured logging but if I was storing keys/secrets/connection strings or anything else, reading an old value might stop some process from being able to function correctly.
Using the concurrent dictionary means I don't have to hand craft my own locking mechanisms, which many people seem not to like doing.
Dictionary applies its own internal locks on the individual objects, so any property not being updated can still be read by other processes without much delay.
If the public static getter ever returned a null value, my thoughts are it would be better to return a null value rather than returning the wrong value. I could always implement some kind of polly or retry mechanism somewhere from the calling process, some short delay before trying to retrieve the property value again (by which time it should have been updated from the other thread that was currently updating it)
Appreciate there will be other ways to approach this, so really what I'm asking here is whether anyone sees any issue in my approach?
I'm not planning to add that many properties to each dictionary, I just want a way to ensure that reads and writes are happening with some form of synchronization and order.
Your SetRunTimeSettings is awful. It relies on methods that follow the Try* pattern, but it itself does not. Also doing a TryGetValue just to then be able to call TryUpdate is just throwing away all of the value of Try* operators anyway. It's a hack.
And you have a clear bug in the code for the "Longitude" case - you're updating "Latitude" inside.
I'd suggest going old school and just do this:
private static bool? _UseGpsReceiver;
private readonly static object _UseGpsReceiverLock = new();
public static bool? UseGpsReceiver
{
get { lock (_UseGpsReceiverLock) return _UseGpsReceiver; }
set { lock (_UseGpsReceiverLock) _UseGpsReceiver = value; }
}
private static string? _Latitude;
private readonly static object _LatitudeLock = new();
public static string? Latitude
{
get { lock (_LatitudeLock) return _Latitude; }
set { lock (_LatitudeLock) _Latitude = value; }
}
private static string? _Longitude;
private readonly static object _LongitudeLock = new();
public static string? Longitude
{
get { lock (_LongitudeLock) return _Longitude; }
set { lock (_LongitudeLock) _Longitude = value; }
}
If you don't want to repeat all of the locks then maybe a Locked<T> class might be of use:
public struct Locked<T>
{
public Locked(T value)
{
_value = value;
}
private T _value;
private readonly object _gate = new();
public T Value
{
get { lock (_gate) return _value; }
set { lock (_gate) _value = value; }
}
}
Then you can write this:
private static Locked<bool?> _UseGpsReceiver;
public static bool? UseGpsReceiver
{
get { return _UseGpsReceiver.Value; }
set { _UseGpsReceiver.Value = value; }
}
private static Locked<string?> _Latitude;
public static string? Latitude
{
get { return _Latitude.Value; }
set { _Latitude.Value = value; }
}
private static Locked<string?> _Longitude;
public static string? Longitude
{
get { return _Longitude.Value; }
set { _Longitude.Value = value; }
}
If you are only setting a single string / int / bool at a time, then you don't need to any thread safety. If you are assigning any single value smaller than a machine word, any reading thread will either see the before value or the after value.
However it looks like you intend to set three values at the same time;
MyClassName.SetRunTimeSettings("UseGpsReceiver", true);
MyClassName.SetRunTimeSettings("Latitude", "51.1234");
MyClassName.SetRunTimeSettings("Longitude", "51.5678");
And I assume you want any reader to see either the old values or the new values. In this case you would need some thread synchronisation around every read / write. Which your current code doesn't have.
You could instead store the three values in a class, then update the reference to that instance in one write operation.
public class GpsSettings{
public bool UseGpsReceiver { get; init; }
public double Latitude { get; init; }
public double Longitude { get; init; }
public static GpsSettings Current;
}
...
// write
GpsSettings.Current = new GpsSettings {
UseGpsReceiver = true,
Latitude = 51.1234,
Longitude = 51.5678
};
// read
var gps = GpsSettings.Current;
var location = $"{gps.Latitude}, {gps.Longitude}";
// but never do this;
var location = $"{GpsSettings.Current.Latitude}, {GpsSettings.Current.Longitude}";
Not everyone would agree with me on this one but my personal approach would be to have a single dictionary of the following type:
Dictionary<string, object>
Wrapped in a separate class with the following methods such as AddValue, GetValue, HasKey, HasValue, and UpdateValue with lock statements. Also notice that you'll have to use somewhat generic methods in order to be able to retrieve the value with the actual type and a default value. For example:
public static T GetValue<T>(string key, T defaultValue)
Also, I don't see a problem with your approach but if you want to synchronize things then you'll need n dedicated locks for n dictionaries which I don't think is a clean way; unless I'm missing something, and of course registering multiple dictionaries in design time can be a headache.
Alternatively to using multiple ConcurrentDictionary<string, T> collections, or a single ConcurrentDictionary<string, object>, or the Locked<T> struct shown in Enigmativity's answer, you could just store the values in immutable and recyclable Tuple<T> instances, and store these in private volatile fields:
private static volatile Tuple<bool?> _UseGpsReceiver;
public static bool? UseGpsReceiver
{
get { return _UseGpsReceiver?.Item1; }
set { _UseGpsReceiver = new(value); }
}
private static volatile Tuple<string> _Latitude;
public static string Latitude
{
get { return _Latitude?.Item1; }
set { _Latitude = new(value); }
}
private static volatile Tuple<string> _Longitude;
public static string Longitude
{
get { return _Longitude?.Item1; }
set { _Longitude = new(value); }
}
Pros: Both the reading and the writing are lock-free. An unlimited number of readers and writers can read and update the values at the same time, without contention.
Cons: Every time a value is updated, a new Tuple<T> is instantiated, adding pressure on the .NET garbage collector. This reduces the appeal of this approach in case the values are updated too frequently. Also if you have dozens of properties like these, it might be easy to introduce subtle bugs by omitting the important volatile keyword by mistake.
I'm working with some C# code that's using .Net 4 Lazy loads and I'm not super familiar with it. I'm trying to figure out if this particular code is useless or not.
Originally the property and code below where in the same class, but now I've moved the code to an external class that no longer has access to the private "lazyRecords" property. I'm wondering what the point of checking "lazyRecords.IsValueCreated" is since the lazyRecords.Value has not been invoked yet, wouldn't it always be false? Or is it checking to see if another thread somehow invoked the Value? Or is it doing this in case of a thread exception that resulted in not loading the object?
Property:
private Lazy<List<Record>> lazyRecords;
public List<Record> Records
{
get
{
return lazyRecords.Value;
}
set
{
lazyRecords = new Lazy<List<Record>>(() => value);
}
}
Code:
public Category LoadCategory(BaseClient client)
{
Category category = new Category();
category.Records = client.RecordClient.GetRecordsByCategoryID(category.ID);
if (lazyRecords.IsValueCreated)
{
category.WorldRecord = category.Records.FirstOrDefault();
}
else
{
category.WorldRecord = client.RecordClient.GetWorldRecord(category.ID);
}
}
The code is pretty useless, yes. To help you understand why, consider this very minimal version of Lazy (the real class has more options and logic to take care of multiple threads, but this is the rough idea):
public class Lazy<T>
{
private readonly Func<T> _creator;
private T _cachedValue;
public Lazy(Func<T> creator) => _creator = creator;
public bool IsValueCreated { get; private set; }
public T Value
{
get
{
if (!IsValueCreated)
{
_cachedValue = _creator();
IsValueCreated = true;
}
return _cachedValue;
}
}
}
The delegate passed to the constructor is called on demand, the first time the Value is requested. In the code you've posted there is no point to this because the delegate simply returns the value passed into the setter.
As to the LoadCategory method, the code you posted is hard to decipher. It directly accesses lazyRecords, implying it's a method of the same class. But then it accesses Records on a different object.
I use ConcurrentDictionary to collect data in memory in web api application. Using api methods I add and update objects in ConcurrentDictionary. And there is background thread which analyze and clean up this dictionary based on object properties. Now I'm considering two approaches:
1. use lock on dictionary item in updateValueFactory in AddOrUpdate method, but question is how to read properties properly to be sure I have the latest version of it and that I'm not reading property in not stable state.
public class ThreadsafeService2
{
private readonly ConcurrentDictionary<string, ThreadSafeItem2> _storage =
new ConcurrentDictionary<string, ThreadSafeItem2>();
public void AddOrUpdate(string name)
{
var newVal = new ThreadSafeItem2();
_storage.AddOrUpdate(name, newVal, (key, oldVal) =>
{
//use lock
lock (oldVal)
{
oldVal.Increment();
}
return oldVal;
});
}
public void Analyze()
{
foreach (var key in _storage.Keys)
{
if (_storage.TryGetValue(key, out var item))
{
//how to read it properly?
long ticks = item.ModifiedTicks;
}
}
}
}
public class ThreadSafeItem2
{
private long _modifiedTicks;
private int _counter;
public void Increment()
{
//no interlocked here
_modifiedTicks = DateTime.Now.Ticks;
_counter++;
}
//now interlocked here
public long ModifiedTicks => _modifiedTicks;
public int Counter => _counter;
}
2. use Interlocked and memory barriers on property level without lock, looks a bit verbose for me.
public class ThreadsafeService1
{
private readonly ConcurrentDictionary<string, ThreadSafeItem1> _storage =
new ConcurrentDictionary<string, ThreadSafeItem1>();
public void AddOrUpdate(string name)
{
var newVal = new ThreadSafeItem1();
_storage.AddOrUpdate(name, newVal, (key, oldVal) =>
{
//no lock here
oldVal.Increment();
return oldVal;
});
}
public void Analyze()
{
foreach(var key in _storage.Keys)
{
if(_storage.TryGetValue(key, out var item))
{
//reading through interloacked
long ticks = item.ModifiedTicks;
}
}
}
}
public class ThreadSafeItem1
{
private long _modifiedTicks;
private int _counter;
public void Increment()
{
//make changes in atomic manner
Interlocked.Exchange(ref _modifiedTicks, DateTime.Now.Ticks);
Interlocked.Increment(ref _counter);
}
public long ModifiedTicks => Interlocked.Read(ref _modifiedTicks);
public int Counter => Thread.VolatileRead(ref _counter);
}
What is the best practices here?
So both of your implementations have major problems. The first solution locks when incrementing, but doesn't lock when reading, meaning the other places accessing the data can read invalid state.
A non-technical problem, but a major issue nonetheless, is that you've named your class ThreadSaveItem and yet it's not actually designed to be accessed safely from multiple threads. It's the callers responsibility, in this implementation, to ensure that the item isn't accessed from multiple threads. If I see a class called ThreadSafeItem I'm going to assume it's safe to access it from multiple threads, and that I don't need to synchronize my access to it so long as each operation I perform is the only thing that needs to be logically atomic.
Your Interlocked solution is problematic in that you have to fields that you're modifying, that are conceptually tied together, but you don't synchronize their changes together, meaning someone can observe a modification to one and not the other, which is a problem for that code.
Next, your use of AddOrUpdate in both solutions isn't really appropriate. The whole point of the method call is to add an item or replace it with another item, not to mutate the provided item (that's why it takes a return value; you're supposed to produce a new item). If you want to go with the approach of getting a mutable item and mutating it, the way to go would be to call GetOrAdd to either get an existing item or create a new one, and then to mutate it in a thread safe manner using the returned value.
The whole solution is radically simplified by simply making ThreadSafeItem immutable. It lets you use AddOrUpdate on the ConcurrentDictionary for the update, and it means that the only synchronization that needs to be done is the updating of the value of the ConcurrentDictionary, and it already handles synchronization of its own state, no synchronization needs to be done at all when accessing ThreadSafeItem, because all access to the data is inherently thread safe because it's immutable. This means that you never actually need to write any synchronization code at all, which is exactly what you want to strive for whenever possible.
And finally, we have the actual code:
public class ThreadsafeService3
{
private readonly ConcurrentDictionary<string, ThreadSafeItem3> _storage =
new ConcurrentDictionary<string, ThreadSafeItem3>();
public void AddOrUpdate(string name)
{
_storage.AddOrUpdate(name, _ => new ThreadSafeItem3(), (_, oldValue) => oldValue.Increment());
}
public void Analyze()
{
foreach (var pair in _storage)
{
long ticks = pair.Value.ModifiedTicks;
//Note, the value may have been updated since we checked;
//you've said you don't care and it's okay for a newer item to be removed here if it loses the race.
if (isTooOld(ticks))
_storage.TryRemove(pair.Key, out _);
}
}
}
public class ThreadSafeItem3
{
public ThreadSafeItem3()
{
Counter = 0;
}
private ThreadSafeItem3(int counter)
{
Counter = counter;
}
public ThreadSafeItem3 Increment()
{
return new ThreadSafeItem3(Counter + 1);
}
public long ModifiedTicks { get; } = DateTime.Now.Ticks;
public int Counter { get; }
}
The solution proposed by Servy (using an immutable Item type) is probably the best solution for your scenario. I would also suggest switching from class to readonly struct for reducing the allocations, although the ConcurrentDictionary is probably going to wrap the struct in a reference-type Node internally, so you might not gain anything from this.
For the sake of completeness I will propose an alternative solution, which is to use the GetOrAdd instead of the AddOrUpdate, and lock on the Item whenever you are doing anything with it:
public class Item // Mutable and thread-unsafe
{
public long ModifiedTicks { get; private set; }
public int Counter { get; private set; }
public void Increment()
{
ModifiedTicks = DateTime.Now.Ticks;
Counter++;
}
}
public class Service
{
private readonly ConcurrentDictionary<string, Item> _storage = new();
public void AddOrUpdate(string name)
{
Item item = _storage.GetOrAdd(name, _ => new());
lock (item) item.Increment(); // Dont't forget to lock!
}
public void Analyze()
{
foreach (var (key, item) in _storage.ToArray())
{
lock (item) // Dont't forget to lock!
{
long ticks = item.ModifiedTicks;
}
}
}
}
This solution offers probably the best performance, but the burden of remembering to lock correctly everywhere cannot be underestimated.
I can't comment on the specifics of what exactly you are doing, but interlock and Concurrent dictionary is better than locks you do yourself.
I would question this approach though. Your data is important enough, but not so important to persist it? Depending on the usage of the application this approach will slow it down by some degree. Again, not knowing exactly what you are doing, you could throw each "Add" into an MSMQ, and then have an external exe run at some schedule to process the items. The website will just fire and forget, with no threading requirements.
I have a need to create unique ID's for my objects which can be saved and loaded between application instances.
I have this working in my current implementation but it means each of my classes needs almost the same piece of code, therefore I decided to create a base class with this code in and then inherit from that. The code is below. The only issue I'm having is that because I have a static list in the base class, all inherited class types are getting added to the same list.
Therefore how can I change the code so that the List 'items' is a different list between types?
To clarify. If I have two classes list this:
Foo: UniqueObject
Bar: UniqueObject
I want to the Foo and Bar to have their own static item list
abstract class UniqueObject
{
static protected List<UniqueObject> items = new List<UniqueObject>();
static Random rnd = new Random();
int id;
public int Object_ID { get { return id; } }
protected UniqueObject()
{
id = generateUniqueID();
items.Add(this);
}
protected UniqueObject(int Object_ID)
{
// Ensure the passed ID is unique
if (!isIdUnique(Object_ID))
{
// if not it does not get added to the items list and an exception is thrown.
throw new ArgumentNullException("Object ID is not unique. Already being used by another object.");
}
// If we get here then must have been unique so add it.
items.Add(this);
}
/// <summary>
/// Generates the unique identifier.
/// </summary>
/// <returns>The unique ID</returns>
private int generateUniqueID()
{
// get a random number
int val = rnd.Next();
// check it is unique, if not get another and try again.
while (!isIdUnique(val))
{
val = rnd.Next();
}
return val;
}
/// <summary>
/// Checks that the passed ID is unique against the other
/// objects in the 'items' list.
/// </summary>
/// <param name="ID">The identifier.</param>
/// <returns></returns>
private bool isIdUnique(int ID)
{
foreach (UniqueObject c in items)
{
if (c.id == ID)
return false;
}
return true;
}
}
I believe I can achieve this using Generics so i could change the class and list to something like this:
abstract class UniqueObject<T>
{
static protected List<T> items = new List<T>();
But this gives other errors with the line items.Add(this).
Any help would be appriciated.
On your last remark about using generics, I guess you could do this:
abstract class UniqueObject<T> where T : class
And then
items.Add(this as T);
This should work, and this as T should never fail on runtime if you don't explicitly use UniqueObject<>.
I'm not sure about how I feel about advocating having static members on generic types (and you should not do that), but this should at least work
Update: yes, it seems to work
Recommendation
In my answer, I tried to answer exactly what you were asking. But with all this said, if all you need is a unique ID for your objects and checking if it's not duplicated when you create them, you could:
Use a GUID, and forget about checking. GUID collisions are theoretically possible.... but will it happen? Under normal conditions, more likely not. Even if you created a trillion GUIDs in a year, there's a higher chance your program will crash by a meteorite striking the computer several times before you find a duplicate
Still, if you want to check it and make absolutely sure (which is a fair thing to do, actually), this could be way easier, and you don't need to store a list of the whole objects per-type to do this... see this simple base class, which will do what you want in a similar way you are doing it:
abstract class UniqueObject : IDisposable
{
static protected HashSet<Guid> Guids = new HashSet<Guid>();
Guid _id;
public Guid ObjectID { get { return _id; } }
protected UniqueObject()
{
do
{
_id = Guid.NewGuid();
} while(Guids.Contains(_id));
Guids.Add(_id);
}
protected UniqueObject(Guid guid)
{
if(Guids.Contains(guid))
throw new ArgumentNullException("Object ID is not unique. Already being used by another object.");
_id = guid;
}
// Make a better implementation of IDisposable
public void Dispose()
{
guids.Remove(_id);
}
}
And that's it. If you still want to use int instead of Guid, you could just change it to int, and have something like:
// static members
static protected Random rnd = new Random();
static protected HashSet<int> ids = new HashSet<int>();
// ... in the constructor:
do
{
_id = rnd.Next();
} while(ids.Contains(_id));
Which looks similar to what you had before
If you want an unique id that has the folowing properties:
1) Is unique in current app domain
2) Values are unique even when dealing with multiple instances of your application.
Then you need to consider one of these solutions:
1) Generate GUIDS
2) Have a unique "server" for your generated ids (a common server that can serve your ids)
3) If you know exactly how many application instances you have, you can define a "series" of unique ids for each instance.
And last, you need to abstract the notion of unicity into a separate service that you can move around in whatever tier / layer of your application. Your objects must NOT contain logic about unicity, this notion is a separate concern and you must be deal with it in other component. Please apply the separation of concerns pattern.
So this is my implementation (if I would be you)
public interface IEntityWithUniqueId
{
void SetUniqueId(string uniqueId);
string UniqueId { get; }
}
public interface IUniqueIdsProvider
{
string GetNewId();
}
public class UniqueObject : IEntityWithUniqueId
{
public string UniqueId { get; private set; }
void IEntityWithUniqueId.SetUniqueId(string uniqueId)
{
UniqueId = uniqueId;
}
}
public class MyObjects : UniqueObject
{
}
public class RemoteUniqueIdsProvider : IUniqueIdsProvider
{
public string GetNewId()
{
// calling a service ...., grab an unique ID
return Guid.NewGuid().ToString().Replace ("-", "");
}
}
public class UniqueObjectsFactory<T> where T : IEntityWithUniqueId, new ()
{
private IUniqueIdsProvider _uniqueIdsProvider;
public UniqueObjectsFactory(IUniqueIdsProvider uniqueIdsProvider)
{
_uniqueIdsProvider = uniqueIdsProvider;
}
public T GetNewEntity()
{
var x = new T();
x.SetUniqueId(_uniqueIdsProvider.GetNewId ());
return x;
}
}
I wrote a test method like this:
[TestClass]
public class UnitTest1
{
[TestMethod]
public void UniqueObjectTest()
{
var provider = new RemoteUniqueIdsProvider();
var factory = new UniqueObjectsFactory<MyObjects>(provider);
var entity = factory.GetNewEntity();
var entity2 = factory.GetNewEntity();
Assert.AreNotEqual(entity.UniqueId, entity2.UniqueId);
}
}
To explain what is above:
1) The interface IEntityWithUniqueId defines how an "unique" object must look like in your application, so it is an object that has an UniqueId property and also a special method: SetUniqueId. I didn't made the property UniqueId with get and set because "set" would be an infrastructure operation but get will be a developer API.
2) The interface IUniqueIdsProvider tells you how a unique ids provider will look like. It must have a simple method: GetNewId (); that serves you an unique Id. The implementation can be anywhere (on a server, locally, etc)
3) UniqueObject class. This class is the base class for all your unique objects.
4) UniqueObjectsFactory. This is the class that serves you new unique objects. When loading objects from disk, you must start from the asumption that you GENERATED unique ids, so when loading them you don't have to deal with checking unicity again.
I need to keep track of a sequential Id, this is being returned to me via a SP which is doing a max(id) across 4 tables, there is no identifer/sequence in the db which is managing the sequence. This will obviously have concurrency issues so i created a helper class to ensure unique Id's are always generated.
The helper is initialised via its repository, which initially calls the DB to find the current Id, all subsequent requests for an Id are serviced in memory via the helper. There will only ever be 1 app using the DB (mine) so i dont need to worry about someone else coming along and creating transactions & throwing the Id out of sync. I think ive got the basics of thread-saftey but im worried about a race condition when the helper is initialised, can someone please advise :)
private class TransactionIdProvider
{
private static readonly object Accesslock = new object();
private int _transactionId;
public int NextId
{
get
{
lock (Accesslock)
{
if(!Initialised) throw new Exception("Must Initialise with id first!!");
return _transactionId++;
}
}
}
public bool Initialised { get; private set; }
public void SetId(int id)
{
lock (Accesslock)
{
if (Initialised) return;
_transactionId = id;
Initialised = true;
}
}
public TransactionIdProvider()
{
Initialised = false;
}
}
The helper class is initialised in a repository:
private static readonly TransactionIdProvider IdProvider = new TransactionIdProvider();
public int GetNextTransactionId()
{
if(!IdProvider.Initialised)
{
// Ask the DB
int? id = _context.GetNextTransactionId().First();
if (!id.HasValue)
throw new Exception("No transaction Id returned");
IdProvider.SetId(id.Value);
}
return IdProvider.NextId;
}
It is thread-safe, but it's unnecessarily slow.
You don't need a lock to just increment a number; instead, you can use atomic math.
Also, you're sharing the lock across all instances (it's static), which is unnecessary. (There's nothing wrong with having two different instances run at once)
Finally, (IMHO) there is no point in having a separate uninitialized state.
I would write it like this:
class TransactionIdProvider {
private int nextId;
public TransactionIdProvider(int id) {
nextId = value;
}
public int GetId() {
return Interlocked.Increment(ref nextId);
}
}
Yes it is thread-safe; however, IMO the lock is too global - a static lock to protect instance data smacks a bit of overkill.
Also, NextId as a property is bad - it changes state, so should be a method.
You might also prefer Interlocked.Increment over a lock, although that changes most of the class.
Finally, in the SetId - if it is already initialised I would throw an exception (InvalidOperationException) rather than blindly ignore the call - that sounds like an error. Of course, that then introduces a tricky interval between checking Initialized and calling SetId - you could just hAve SetId return true if it made the change, and false if it turned out to be initialized at the point of set, but SLaks' approach is nicer.
I don't think this is a good idea, you should find another way to deal with this.
Usually when really unique ids are required and there is no a way computationally valid to check if the id is used, i would use a GUID.
However you can just use interlocked operations instead of locking, you can do it without locking at all.
Look for Interlocked.Increment, Interlocked.Exchange and Interlocked.CompareExchange
private class TransactionIdProvider
{
private volatile int _initialized;
private int _transactionId;
public int NextId
{
get
{
for (;;)
{
switch (_initialized)
{
case 0: throw new Exception("Not initialized");
case 1: return Interlocked.Increment(ref _transactionId);
default: Thread.Yield();
}
}
}
}
public void SetId(int id)
{
if (Interlocked.CompareExchange(ref _initialized, -1, 0) == 0)
{
Interlocked.Exchange(ref _transactionId, id);
Interlocked.Exchange(ref _initialized, 1);
}
}
}
This will give you a warning, but it is normal and is also reported in C# documentation as legal. So ignore that warning with a nice pragma:
// Disable warning "A reference to a volatile field will not be treated as volatile"
#pragma warning disable 0420
If you don't need to check for IsInitialized you can do it in the simplest possible way:
public int NextId()
{
return Interlocked.Increment(ref _transactionId);
}
public void Set(int value)
{
Interlocked.Exchange(ref _transactionId, value);
}