private static void Main(string[] args)
{
for (int i = 0; i < 1000; i++)
{
Task.Factory.StartNew(() =>
{
Thread.Sleep(1000);
Console.WriteLine("hej");
Thread.Sleep(10000);
});
}
Console.ReadLine();
}
Why this code won't print 1000 times "hej" after one second? Why Thread.Sleep(10000) has an impact on code behavior?
Factory.StartNew effectively delegates the work to ThreadPool.
Threadpool will create number of threads immediately to respond the request as long as threads count is less than or equal to processor count. Once it reaches processor count, threadpool will stop creating new threads immediately. That makes sense, because creating number of threads more than processor count introduces Thread scheduling overhead and returns nothing.
Instead it will throttle the creation of threads. It waits for 500 ms to see if any work still pending and no threads to process the request. If pending works are there, it will introduce a new thread(only one). This process keeps on going as long as you have enough works to do.
When work queue's traffic is cleared, threadpool will destroy the threads. And above mentioned process keeps on going.
Also, There is a max limit for number of threads threadpool can run simultaneously. If you hit that, threadpool will stop creating more threads and wait for previous work items to complete, So that it can reuse the existing thread.
That's not the end of story, It is convoluted! These are few decisions taken by ThreadPool.
I hope now that will be clear why you see what you see.
There are a multitude of factors that would alter the result.
Some being (but not limited to):
The inherent time for the iteration of the loop
The size of the thread pool
Thread management overhead
The way you code behaves is intended behaviour. You wait 1000 milliseconds to print hej and after printing you do Thread.sleep for another 10000 millesconds. If you want to print 1000 times hej after one second remove Thread.sleep(10000).
Related
This question is a continuation to a previous question I've asked:
It takes more than a few seconds for a task to start running
I now know how exactly to reproduce this scenario.
Task.Factory.StartNew is scheduled on the thread pool, so I'm logging the following (just before I invoke the Factory.StartNew):
int workerThreads = 0;
int completionPortThreads = 0;
ThreadPool.GetMaxThreads(out workerThreads, out completionPortThreads);
ThreadPool.GetAvailableThreads(out workerThreads, out completionPortThreads);
var tokenSource = new CancellationTokenSource();
CancellationToken token = tokenSource.Token;
//I HAVE A LOG HERE
Task task = Task.Factory.StartNew(() =>
{
//I HAVE A LOG ALSO HERE, AND THAT'S HOW I KNOW,
//THE TASK INVOCATION IS DELAYED, AND THE DALAY IS NOT DUE TO MY CODE WITHIN THE TASK
// Some action that returns a boolean - **CODE_A**
}).ContinueWith((task2) =>
{
result= task2.Result;
if (!result)
{
//Another action **CODE_B**
}
}, token);
When the bug is reproduced, I get 32767 as Max worker threads, and 32756 as available worker threads.
Now, there is something I don't understand.
At least as I've understood, once the threadpool reaches its overload, the threadpool will stop creating new threads immediately. And that's probably the reason for the delay of my task (that starts after more than 5 seconds from the invocation of Factory.StartNew).
But when the delay occurs, I see that I have 32756 available worker threads in my threadpool, so why does the threadpool NOT use one of those 32756 available worker threads to start my task immediately?
The available threads are on the ThreadPool (I mean, I invoke ThreadPool.GetAvailableThreads), and Task.Factory.StartNew allocates a task from the threadPool. So, why am I getting this delay despite having available threads in threadpool?
It's not the MAX worker threads value you need to look at - it's the MIN value you get via ThreadPool.GetMinThreads().
The max value is the absolute maximum threads that can be active. The min value is the number to always keep active. If you try to start a thread when the number of active threads is less than max (and greater than min) you'll see a 2 second delay.
You can change the minimum number of threads if absolutely necessary (which it is in some circumstances) but generally speaking if you find yourself needing to do that, you might need to think about redesigning your multithreading so that you don't need to.
As the Microsoft documentation states:
By default, the minimum number of threads is set to the number of processors on a system. You can use the SetMinThreads method to increase the minimum number of threads. However, unnecessarily increasing these values can cause performance problems. If too many tasks start at the same time, all of them might appear to be slow. In most cases, the thread pool will perform better with its own algorithm for allocating threads. Reducing the minimum to less than the number of processors can also hurt performance.
I am trying to understand how Parallel.Invoke creates and reuses threads.
I ran the following example code (from MSDN, https://msdn.microsoft.com/en-us/library/dd642243(v=vs.110).aspx):
using System;
using System.Threading;
using System.Threading.Tasks;
class ThreadLocalDemo
{
static void Main()
{
// Thread-Local variable that yields a name for a thread
ThreadLocal<string> ThreadName = new ThreadLocal<string>(() =>
{
return "Thread" + Thread.CurrentThread.ManagedThreadId;
});
// Action that prints out ThreadName for the current thread
Action action = () =>
{
// If ThreadName.IsValueCreated is true, it means that we are not the
// first action to run on this thread.
bool repeat = ThreadName.IsValueCreated;
Console.WriteLine("ThreadName = {0} {1}", ThreadName.Value, repeat ? "(repeat)" : "");
};
// Launch eight of them. On 4 cores or less, you should see some repeat ThreadNames
Parallel.Invoke(action, action, action, action, action, action, action, action);
// Dispose when you are done
ThreadName.Dispose();
}
}
As I understand it, Parallel.Invoke tries to create 8 threads here - one for each action. So it creates the first thread, runs the first action, and by that gives a ThreadName to the thread. Then it creates the next thread (which gets a different ThreadName) and so on.
If it cannot create a new thread, it will reuse one of the threads created before. In this case, the value of repeat will be true and we can see this in the console output.
Is this correct until here?
The second-last comment ("Launch eight of them. On 4 cores or less, you should see some repeat ThreadNames") implies that the threads created by Invoke correspond to the available cpu threads of the processor: on 4 cores we have 8 cpu threads, at least one is busy (running the operating system and stuff), so Invoke can only use 7 different threads, so we must get at least one "repeat".
Is my interpretation of this comment correct?
I ran this code on my PC which has an Intel® Core™ i7-2860QM processor (i.e. 4 cores, 8 cpu threads). I expected to get at least one "repeat", but I didn't. When I changed the Invoke to take 10 instead of 8 actions, I got this output:
ThreadName = Thread6
ThreadName = Thread8
ThreadName = Thread6 (repeat)
ThreadName = Thread5
ThreadName = Thread3
ThreadName = Thread1
ThreadName = Thread10
ThreadName = Thread7
ThreadName = Thread4
ThreadName = Thread9
So I have at least 9 different threads in the console application. This contradicts the fact that my processor only has 8 threads.
So I guess some of my reasoning from above is wrong. Does Parallel.Invoke work differently than what I described above? If yes, how?
If you pass less then 10 items to Parallel.Invoke, and you don't specify MaxDegreeOfParallelism in options (so - your case), it will just run them all in parallel on thread pool sheduler using rougly the following code:
var actions = new [] { action, action, action, action, action, action, action, action };
var tasks = new Task[actions.Length];
for (int index = 1; index < tasks.Length; ++index)
tasks[index] = Task.Factory.StartNew(actions[index]);
tasks[0] = new Task(actions[0]);
tasks[0].RunSynchronously();
Task.WaitAll(tasks);
So just a regular Task.Factory.StartNew. If you will look at max number of threads in thread pool
int th, io;
ThreadPool.GetMaxThreads(out th, out io);
Console.WriteLine(th);
You will see some big number, like 32767. So, number of threads on which Parallel.Invoke will be executed (in your case) are not limited to number of cpu cores at all. Even on 1-core cpu it might run 8 threads in parallel.
You might then think, why some threads are reused at all? Because when work is done on thread pool thread - that thread is returned to the pool and is ready to accept new work. Actions from your example basically do no work at all and complete very fast. So sometimes first thread started via Task.Factory.StartNew has already completed your action and is returned to the pool before all subsequent threads were started. So that thread is reused.
By the way, you can see (repeat) in your example with 8 actions, and even with 7 if you try hard enough, on a 8 core (16 logical cores) processor.
UPDATE to answer your comment. Thread pool scheduler will not necessary create new threads immediately. There is min and max number of threads in thread pool. How to see max I already shown above. To see min number:
int th, io;
ThreadPool.GetMinThreads(out th, out io);
This number will usually be equal to the number of cores (so for example 8). Now, when you request new action to be performed on thread pool thread, and number of threads in a thread pool is less than minimum - new thread will be created immeditely. However, if number of available threads is greater than minimum - certain delay will be introduced before creating new thread (I don't remember how long exactly unfortunately, about 500ms).
Statement you added in your comment I highly doubt can execute in 2-3 seconds. For me it executes for 0.3 seconds max. So when first 8 threads are created by thread pool, there is that 500ms delay before creating 9th. During that delay, some (or all) of first 8 threads are completed their job and are available for new work, so there is no need to create new thread and they can be reused.
To verify this, introduce bigger delay:
static void Main()
{
// Thread-Local variable that yields a name for a thread
ThreadLocal<string> ThreadName = new ThreadLocal<string>(() =>
{
return "Thread" + Thread.CurrentThread.ManagedThreadId;
});
// Action that prints out ThreadName for the current thread
Action action = () =>
{
// If ThreadName.IsValueCreated is true, it means that we are not the
// first action to run on this thread.
bool repeat = ThreadName.IsValueCreated;
Console.WriteLine("ThreadName = {0} {1}", ThreadName.Value, repeat ? "(repeat)" : "");
Thread.Sleep(1000000);
};
int th, io;
ThreadPool.GetMinThreads(out th, out io);
Console.WriteLine("cpu:" + Environment.ProcessorCount);
Console.WriteLine(th);
Parallel.Invoke(Enumerable.Repeat(action, 100).ToArray());
// Dispose when you are done
ThreadName.Dispose();
Console.ReadKey();
}
You will see that now thread pool has to create new threads every time (much more than there are cores), because it cannot reuse previous threads while they are busy.
You can also increase number of min threads in thread pool, like this:
int th, io;
ThreadPool.GetMinThreads(out th, out io);
ThreadPool.SetMinThreads(100, io);
This will remove the delay (until 100 threads are created) and in above example you will notice that.
Behind the scenes, threads are organized (and possessed by) the task scheduler. Primary purpose of the task scheduler is to keep all CPU cores used as much as possible with useful work.
Under the hood, scheduler is using the thread pool, and then size of the thread pool is the way to fine-tune usefulness of operations executed on CPU cores.
Now this requires some analysis. For instance, thread switching costs CPU cycles and it is not useful work. On the other hand, when one thread executes one task on a core, all other tasks are stalled and they are not progressing on that core. I believe that is the core reason why the scheduler is usually starting two threads per core, so that at least some movement is visible in case that one task takes longer to complete (like several seconds).
There are corollaries to this basic mechanism. When some tasks take long time to complete, scheduler starts new threads to compensate. That means that long-running task will now have to compete for the core with short-running tasks. In that way, short tasks will be completed one after another, and long task will slowly progress to its completion as well.
Bottom line is that your observations about threads are generally correct, but not entirely true in specific situations. In concrete execution of a number of tasks, scheduler might choose to raise more threads, or to keep going with the default. That is why you will sometimes notice that number of threads differs.
Remember the goal of the game: Utilize CPU cores with useful work as much as possible, while at the same time making all tasks move, so that the application doesn't look like frozen. Historically, people used to try to reach these goals with many different techniques. Analysis had shown that many of those techniques were applied randomly and didn't really increase CPU utilization. That analysis has lead to introduction of task schedulers in .NET, so that fine-tuning can be coded once and be done well.
So I have at least 9 different threads in the console application. This contradicts the fact that my processor only has 8 threads.
A thread is a very much overloaded term. It can mean, at the very least: (1) something you sew with, (2) a bunch of code with associated state, that is represented by an OS handle, and (3) an execution pipeline of a CPU. The Thread.CurrentThread refers to (2), the "processor thread" that you mentioned refers to (3).
The existence of a (2)-thread is not predicated on the existence of (3)-thread, and the number of (2)-threads that exist on any particular system is pretty much limited by available memory and OS design. The existence of (2)-thread doesn't imply execution of (2)-thread at any given time (unless you use APIs that guarantee that).
Furthermore, if a (2)-thread executes at some point - implying a temporary 1:1 binding between (2)-thread and (3)-thread, there is no implication that the thread will continue executing in general, and of course neither is there an implication that the thread will continue executing on the same (3)-thread if it continues executing at all.
So, even if you have "caught" the execution of a (2)-thread on a (3)-thread by some side effect, e.g. console output, as you did, that doesn't necessarily imply anything about any other (2)-threads and (3)-threads at that point.
On to your code:
// If ThreadName.IsValueCreated is true, it means that we are not the
// first action to run on this thread. <-- this refers to (2)-thread, NOT (3)-thread.
Parallel.Invoke is not precluded from (in terms of specifications) creating as many new (2)-threads as there are arguments passed to it. The actual number of (2)-threads created may be all the way from zero to a hero, since to call Parallel.Invoke there must be an existing (2)-thread with some code that calls this API. So, no new (2)-threads need to be created at all, for example. Whether the (2)-threads created by Parallel.Invoke execute on any particular number of (3)-threads concurrently is beyond your control either.
So that explains the behavior you see. You conflated (2)-threads with (3)-threads, and assumed that Parallel.Invoke does something specific it in fact is not guaranteed to do. Citing documentation:
No guarantees are made about the order in which the operations execute or whether they execute in parallel.
This implies that Invoke is free to run the actions on dedicated (2)-threads if it so wishes. And that is what you observed.
I'm writing an application that should simulate the behavior of a PLC. This means I have to run several threads making sure only one thread at a time is active and all others are suspended.
For example:
thread 1 repeats every 130ms and blocks all other threads. The effective runtime is 30ms and the remaining 100ms before the thread restarts can be used by other threads.
thread 2 repeats every 300ms and blocks all threads except for thread 1. The effective runtime is 50ms (the remaining 250ms can be used by other threads). Thread 2 is paused until thread 1 has finished executing code (the remaining 100ms of thread 1) and once thread 1 is asleep it resumes from where it has been paused
thread 3 repeats every 1000ms. The effective runtime is 100ms. This thread continues execution only if all other threads are suspended.
The highest priority is to complete the tasks before they are called again, otherwise I have to react, therefore a thread that should be blocked should not run until a certain point, otherwise multicore processing would elaborate the code and only wait to pass the results.
I read several posts and learned that Thread.suspend is not recomended and semaphore or monitor operations mean that the code is executed until a specific and fixed point in the code while I have to pause the threads exactly where the execution has arrived when an other thread (with higher "priority") is called.
I also looked at the priority setting but it doesn't seem to be 100% relevant since the system can override priorities.
Is there a correct or at least solid way to code the blocking mechanism?
I don't think you need to burden yourself with Threads at all. Instead, you can use Tasks with a prioritised TaskScheduler (it's not too hard to write or find by googling).
This makes the code quite easy to write, for example the highest priority thread might be something like:
while (!cancellationRequested)
{
var repeatTask = Task.Delay(130);
// Do your high priority work
await repeatTask;
}
Your other tasks will have a similar basic layout, but they will be given a lower priority in the task scheduler (this is usually handled by the task scheduler having a separate queue for each of the task priorities). Once in a while, they can check whether there is a higher priority task, and if so, they can do await Task.Yield();. In fact, in your case, it seems like you don't even need real queues - that makes this a lot easier, and even better, allows you to use Task.Yield really efficiently.
The end result is that all three of your periodic tasks are efficiently run on just a single thread (or even no thread at all if they're all waiting).
This does rely on coöperative multi-tasking, of course. It's not really possible to handle full blown real-time like pre-emption on Windows - and partial pre-emption solutions tend to be full of problems. If you're in control of most of the time spent in the task (and offload any other work using asynchronous I/O), the coöperative solution is actually far more efficient, and can give you a lot less latency (though it really shouldn't matter much).
I hope I don't missunderstand your question :)
One possibility to your problem might be to use a concurrent queue: https://msdn.microsoft.com/de-de/library/dd267265(v=vs.110).aspx
For example you create a enum to control your state and init the queue:
private ConcurrentQueue<Action> _clientActions ;
private enum Statuskatalog
{
Idle,
Busy
};
Create a timer to start and create a timerfunktion.
Timer _taskTimer = new Timer(ProcessPendingTasks, null, 100, 333);
private void ProcessPendingTasks(object x)
{
_status = Statuskatalog.Busy;
_taskTimer.Change(Timeout.Infinite, Timeout.Infinite);
Action currentTask;
while( _clientActions.TryDequeue( out currentTask ))
{
var task = new Task(currentTask);
task.Start();
task.Wait();
}
_status=Statuskatalog.Idle;
}
Now you only have to add your tasks as delegates to the queue:
_clientActions.Enqueue(delegate { **Your task** });
if (_status == Statuskatalog.Idle) _taskTimer.Change(0, 333);
On this base, you can manage your special requirements you were asking for.
Hope this was, what you were searching for.
I start threads exactly like book says:
for (int i = 1; i <= 4; i++) {
ThreadPool.QueueUserWorkItem(new WaitCallback(ThreadMethod), i);
}
ThreadMethod looks like:
static void ThreadMethod(object input) {
Console.WriteLine(input + " thread started");
//do some stuff for, like, 400 milliseconds
Console.WriteLine(input + " thread completed");
}
In some reason 2 thread starts only after 1 is completed (in this moment all work is already done and 2-4 thread just start and stop doing nothing).
What could be wrong? Ask anything what could help solve this problem.
I don't use any synchronization classes.
If it's matter, i have 2 core processor.
Your ThreadMethod just runs too fast. Everything is right with your code except if possible you should switch from ThreadPool to new abstractions like Task.Run.
Actually, as i made ThreadMethod to do much longer stuff, another threads started after some time but it don't worked in one time but just switches from thread to thread. Looks like i have to use another tool.
A TreadPool has a maximum number of threads that it can use. See ThreadPool.GetMaxThread and SetMaxThread. It is probably equal to the number of available cores by default.
For CPU intensive work it makes sense since you would actually lower performance by using more threads than you have cores. However, for slow jobs such as I/O intensive jobs, many threads can run in parallel to avoid blocking and wait until the I/O is complete. Example: Grabing several files at a time from various FTP servers.
I am having a Windows Service that needs to pick the jobs from database and needs to process it.
Here, each job is a scanning process that would take approx 10 mins to complete.
I am very new to Task Parallel Library. I have implemented in the following way as sample logic:
Queue queue = new Queue();
for (int i = 0; i < 10000; i++)
{
queue.Enqueue(i);
}
for (int i = 0; i < 100; i++)
{
Task.Factory.StartNew((Object data ) =>
{
var Objdata = (Queue)data;
Console.WriteLine(Objdata.Dequeue());
Console.WriteLine(
"The current thread is " + Thread.CurrentThread.ManagedThreadId);
}, queue, TaskCreationOptions.LongRunning);
}
Console.ReadLine();
But, this is creating lot of threads. Since loop is repeating 100 times, it is creating 100 threads.
Is it right approach to create that many number of parallel threads ?
Is there any way to limit the number of threads to 10 (concurrency level)?
An important factor to remember when allocating new Threads is that the OS has to allocate a number of logical entities in order for that current thread to run:
Thread kernel object - an object for describing the thread,
including the thread's context, cpu registers, etc
Thread environment block - For exception handling and thread local
storage
User-mode stack - 1MB of stack
Kernel-mode stack - For passing arguments from user mode to kernel
mode
Other than that, the number of concurrent Threads that may run depend on the number of cores your machine is packing, and creating an amount of threads that is larger than the number of cores your machine owns will start causing Context Switching, which in the long run may slow your work down.
So after the long intro, to the good stuff. What we actually want to do is limit the number of threads running and reuse them as much as possible.
For this kind of job, i would go with TPL Dataflow which is based on the Producer-Consumer pattern. Just a small example of what can be done:
// a BufferBlock is an equivalent of a ConcurrentQueue to buffer your objects
var bufferBlock = new BufferBlock<object>();
// An ActionBlock to process each object and do something with it
var actionBlock = new ActionBlock<object>(obj =>
{
// Do stuff with the objects from the bufferblock
});
bufferBlock.LinkTo(actionBlock);
bufferBlock.Completion.ContinueWith(t => actionBlock.Complete());
You may pass each Block a ExecutionDataflowBlockOptions which may limit the Bounded Capacity (The number of objects inside the BufferBlock) and MaxDegreeOfParallelism which tells the block the number of maximum concurrency you may want.
There is a good example here to get you started.
Glad you asked, because you're right in the sense that - this is not the best approach.
The concept of Task should not be confused with a Thread. A Thread can be compared to a chef in a kitchen, while a Task is a dish ordered by a customer. You have a bunch of chefs, and they process the dish orders in some ordering (usually FIFO). A chef finishes a dish then moves on to the next. The concept of Thread Pool is the same. You create a bunch of Tasks to be completed, but you do not need to assign a new thread to each task.
Ok so the actual bits to do it. There are a few. The first one is ThreadPoll.QueueUserWorkItem. (http://msdn.microsoft.com/en-us/library/system.threading.threadpool.queueuserworkitem(v=vs.110).aspx). Using the Parallel library, Parallel.For can also be used, it will automatically spawn threads based on the number of actual CPU cores available in the system.
Parallel.For(0, 100, i=>{
//here, this method will be called 100 times, and i will be 0 to 100
WaitForGrassToGrow();
Console.WriteLine(string.Format("The {0}-th task has completed!",i));
});
Note that there is no guarantee that the method called by Parallel.For is called in sequence (0,1,2,3,4,5...). The actual sequence depends on the execution.