When calling Control.Invoke(), it blocks the calling thread until the message gets processed. I am wondering if I can break out of this block from another thread.
Note: I know that I can use Control.BeginInvoke(), but I am not asking about that.
No, you cannot.
The waiting thread decides the set of conditions that wake it.
If you want the option to interrupt a cross-thread call, you can use a ManualResetEvent, the WaitHandle from BeginInvoke, and WaitAny.
Note that if you do this and then wake from the wait using the event, it will not dequeue the cross-thread call. The worker thread simply won't wait for it any longer.
...if I can break out of this block from another thread
Control.Invoke() will run on the UI thread which is the main thread. If you kill it, you will exit the application.
To prevent the UI threading from blocking too long, you should only perform action in Control.Invoke() that is updating the control only. Anything else should be done else place.
Related
Control.Invoke() calls PostMessage() and then waits until the UI thread finishes processing the message. So why it does not calls SendMessage() instead (which by default waits until the UI thread finishes processing the message).
Control.Invoke() is a dangerous method, many .NET programmers have deadlocked their program with it. It should be very strongly avoided because of this. Simple everyday operations like closing a window become perilous. You'll want to wait until a worker thread cannot invoke anymore since nothing good happens when the thread keeps running but the UI is gone. So you signal the thread with, say, AutoResetEvent and wait for it to complete.
Such a wait is very likely to deadlock your program when the thread is calling Invoke() at just the wrong time. The thread cannot complete because it is stuck in the Invoke() call, the UI thread cannot service it since it is stuck in the wait. A "deadly embrace", neither thread can make progress and your program will hang. Quite hard to debug since it is not predictable and doesn't happen often enough, only goes wrong when the thread calls Invoke at exactly the same time.
Breaking that deadlock requires knowing that an Invoke() call is in progress so it can be cancelled. It is not knowable when you use SendMessage(). The lock on which it blocks is hidden in the OS. I've recently posted an answer about the problems with SendMessage, everything you read there applies here as well.
So Microsoft did not implement it that way and they use PostMessage. They add an entry to the invoke queue, call PostMessage to wake up the UI thread so it goes looking through that queue. And specific to Invoke over BeginInvoke, they block on a ManualResetEvent in the queue entry, signaled when the UI thread completed the call to the delegate target.
Now they can do something to avoid the deadlock, when a window closes it looks through the invoke queue and cancels any that had that window as the invoke target. Or in other words, the lock that's invisible when you use SendMessage and causes deadlock now becomes visible and can be released to break the deadlock.
Thread.Join and waitHandle.WaitOne(), both of them force the calling thread to wait. Until the thread has finished executing and until the waitHandle.Set() is called respectively.
But is there any difference between the 2 besides this?
...both of them force the calling thread to wait until the called
thread has finished executing.
No, they don't. They are completely different.
WaitHandle.WaitOne will block the calling thread until the wait handle is signaled.
Thread.Join will block the calling thread until the thread object which the Join method is called is finished executing(terminated)
#helloworld, A distinction is "at the end of the method". Unless your method catches all exceptions, it may exit due to unhandled exception (e.g. due to thread.abort), before your call to WaitHandle.Set().
WaitHandles require cooperation/knowledge between threads. The called thread has to be passed the wait handle, and it has to signal at the appropriate time. It is useful, when two threads are sharing a resource such as a pub-sub queue.
WaitHandles are just one of many signaling/locking mechanisms. Semaphores, mutexes, lock files and even thread-shared variables (accessed carefully, e.g. Interlocked.Increment) can be used for signaling.
Thread.Join - does not require any cooperation from the called thread. When the called thread is done for any reason, including abnormal termination, join returns.
Thread.Join is more like Process.Wait. Process.Wait returns when the process terminates for any reason.
In short, if you need to know when a thread terminates for any reason, use Thread.Join.
When you need to know if a thread has executed to a certain point, use signaling.
I have a situation in which I want a thread to process some sequential logic. This thread would need to interact with the main thread on occasion in order to update user input. But it should continue running otherwise without bothering the main thread. I am hopping to do this in an event-driven manner, so that the main thread doesn't have to pole the other thread for interrupts. What is the best way to do this? Is there an event-driven technique to communicating between threads much like there is in MFC?
I am using Visual Studio 2008 and (obviously) the .Net 3.5 framework.
Use the BackgroundWorker component.
Here you can find the best and complete tutorial about threading in C#, with code samples and examples.
AutoResetEvent and ManualResetEvent might be what you are after. Basically your main thread would wait using the various Wait methods of these classes until you signal from your other thread using the Set method. Then your wating thread will resume and continue with whatever comes afer Wait.
This is as good as it gets for an event-style. You have to wait and listen to receive an react on an event. How else are you supposed to stop your thread work in case you get an event gracefully? This is not possible with threads in general in any language.
Your only other possibility is frequent interrupting and polling.
Have a look at .Net Reactive Extensions IObservable and in particular the SubscribeOn and ObserveOn extension methods.
ObserveOn is where the work is done ( your background thread ), SubscribeOn is where the notifications go ( your UI thread ).
If you are using the BackgroundWorker you can raise a Progress event.
Here's an example on how to update a progress bar.
Ah ha! there is an event-driven way to do it. I borrowed the Dispatcher from WPF. I just give the spinning thread access to the main thread's CurrentDispatcher I let the thread spin and when it needs attention it invokes a delegate on the Dispatcher and sleeps waiting for the main thread to interrupt it. I know I could use Invoke instead of BeginInvoke, but I needed to use the interrupt because the method that restarts the worker thread is not a synchronous part of the dispatched delegates stack.
For better or worse, here is my code:
private void Run()
{
while (true)
{
...
// Need attention from the main thread
// "_main" is the main thread's Dispatcher instance.
_main.BeginInvoke(new MyEventHandler(OnNeedsAttention), this, new MyEventArgs(...));
try
{
Thread.Sleep(Timeout.Infinite);
}
catch (ThreadInterruptedException) { }
}
}
I am aborting a thread (will be threads soon enough) and the problem is i need to stall until all threads have been aborted.
After doing the Thread.Abort(); I thought of using the Thread.Join() to wait until its been fully aborted. However that doesnt work. It just waits forever. How can i abort each thread and wait until its done before continuing?
Additional information: If your curious why - in this case I am closing a window, I pass a delegate func into the thread which it calls when its done (or aborted). If I dont stall then the window will close and the function will call invalid handles/objs. I can easily use the same method, stick a flag in and loop & sleep until all flags are set but that doesnt feel right.
I've learnt from many years experience with threads that there are a couple of rules that, if followed, make life a lot easier.
The one pertinent to this question is:
let threads control their own resources, including their lifetime.
I wouldn't abort a thread, I'd simply set up a communications method between the threads creator and the thread itself to signal the thread to terminate, and then let the thread itself shut down.
This method can often be as simple as a write-by-creator/read-by-thread flag which controls the threads main loop. If the thread has long running tasks while in the loop, you should also check periodically.
Then the creator thread should just join until the thread exits. Properly designed, you can set an upper limit to the time this will take.
Use a synchronisation object such as an Event. For example, each background thread has an Event associated with it. When the thread is terminating, it signals the Event. The main thread does a WaitHandle.WaitAll on the set of Events, and proceeds only when all Events are signalled.
Be warned that if there is a chance that the background threads will take a long time to terminate, blocking the main thread while waiting for them would create a bad user experience. So if this is the case, you may want to hide the window before blocking. Also, you'll want to test what the impact of this is on your callback delegate -- if the UI thread is blocked in a wait, will it be able to handle your delegate?
Might not a better design be not to call the delegate if the thread is being killed due to the window closing? Just have the main thread tell the background threads why they are terminating and have them skip the callback if the reason is "window closing." (This assumes that you are communicating with the threads, as Pax rightly recommends, rather than just calling Abort.)
What does that method do exactly? I was thinking that it maybe went out into a separate thread, but handled things like control updating on the correct thread. But now I am starting to think that it maybe just runs on the UI thread. Which means that calling BeginInvoke on a control from the UI is pretty much the same as calling Invoke? Or?
It basically adds the delegate to a queue of "tasks to execute". The UI thread runs those tasks in order.
The difference between Control.Invoke and Control.BeginInvoke is basically that Control.Invoke block the worker thread until the task has executed on the UI thread, whereas BeginInvoke doesn't. I'm not sure offhand whether there's any difference between BeginInvoke and Invoke when you call it from the UI thread.
I'm not 100% sure I get that last sentence.
It contains "from the UI...", does that mean "you call BeginInvoke from the same thread the UI is living on?" or "on a control from the UI", that is, a control which is part of the UI?
Anyway, both methods ends up running the delegate in question on the same thread the UI lives on. The difference is of course that Invoke blocks, and BeginInvoke doesn't. The blocking relates to the thread that does the calling.
Control.BeginInvoke is generally used to update the UI/Control on the thread that created the UI. UI elements have a design constraint that they can only be updated from the creating thread.
Hence to update the UI from a different (worker / threadpool) thread, you have to switch to the right thread. Control.BeginInvoke does that for you - asynchronously (in that you dont block till the delegate is executed). Invoke does the same thing except that you block till the delegate has been executed.
1st google result - WinForms UI Thread Invokes: An In-Depth Review of Invoke/BeginInvoke/InvokeRequred
Note that if you use Control.BeginInvoke to invoke a delegate that returns something, you can then use Control.EndInvoke to access the returned value. If the delegate hasn't executed yet, EndInvoke will block until it has returned.