Generic BeginInvoke Scheme to ensure function calls in same threading context - c#

I'm moving some code from a winforms control object to a separate object for better modularity. However, there some calls to an external object issuing callbacks, which I have no control of and which can be fired from different threads as the main UI thread. To avoid this I use the well known BeginInvoke scheme to check, whether a call should be transfered to the main UI thread.
When I now move this code to my separated object, I have not necessary a Winforms reference anymore. I could handle over a Control object to still ensure that everything is running in the same thread. But I would rather like to have a generic mechanism which does exactly the same like ensuring, that the Threadconext in which the e.g. the object was created or a specific entry function was called is also used for subsequent calls issued e.g. by external callbacks.
How could this achieved most easily ?
Example:
public class Example
{
ThreadedComponent _Cmp = new ThreadedComponent();
public Example()
{
_Cmp.ThreadedCallback += new ThreadedComponent.CB(Callback);
}
public void StartFunction()
{
// called in ThreadContextA
_Cmp.Start();
}
void Callback(Status s)
{
// is called in ThreadContextB
if(s == SomeStatus)
_Cmp.ContinueFunction(); // must be called in ThreadContextA
}
}
For clarification
ContinueFunction must be called from the same ThreadContext like StartFunction was called. This is not necessarily a UI thread, but at the moment it is of course a button handler.

There is no 'generic' scheme, your class cannot make a lot of assumptions about what thread it is used on and what object can provide the BeginInvoke() method you need. Choose from one of the following options:
Do not help at all, simply document that the event can be raised on a worker thread. Whatever code exists in the GUI layer can of course always figure out how to use BeginInvoke() when needed.
Allow the client code to pass a Control object through your class constructor. You can store it and call its BeginInvoke() method. That works, it isn't terribly pretty because your class now is only usable in a Winforms project.
Expose a property called "SynchronizingObject" of type ISynchronizeInvoke. The GUI layer now has the option to ask you to call ISynchronizeInvoke.BeginInvoke(). Which you do if the property was set, just fire the event directly otherwise. Several .NET Framework classes do this, like Process, FileSystemWatcher, EventLog, etc. It however has the same problem as the previous solution, the interface isn't readily available in a non-Winforms application.
Demand that the client code creates your object on the UI thread. And copy SynchronizationContext.Current in your constructor. You can, later, use its Post() method to invoke. This is the most compatible option, all GUI class libraries in .NET provide a value for this property.
Do keep the trouble in mind when you choose one of the latter bullets. The client code will get the event completely unsynchronized from your thread's code execution. A concrete event handler is somewhat likely to want to access properties on your class to find out more about the state of your class. That state is unlikely to still be valid since your thread has progressed well past the BeginInvoke() call. The client code has no option at all to insert a lock to prevent that from causing trouble. You should strongly consider to not help at all if that's a real issue, it often is.

In C# you cannot assign a thread context to an object, like in Qt for example (C++).
A thread is running in itself, it does not "collect" objects or methods to call them if they were marked somehow.
However synchronizing to a GUI thread in C# is very easy. Instead of the BeginInvoke/Invoke pattern, you can create a System.Windows.Forms.Timer instance, which can call the methods on the non-WinForms objects.
Example:
public interface IMyExternalTask
{
void DoSomething();
}
// ...
List<IMyExternalTask> myTasks = new List<IMyExternalTask>();
System.Windows.Forms.Timer t = new System.Windows.Forms.Timer();
t.Interval = 1000; // Call it every second
t.Tick += delegate(object sender, EventArgs e) {
foreach (var myTask in myTasks)
myTask.DoSomething();
};
t.Start();
In the example your "external" objects must implement the interface, and they can do their tasks from the DoSomething() method, which will be synchronized to the GUI thread.
These external objects don't have to have any reference to any Windows.Forms object.

I solve the problem using a separate queue which runs its own thread. Function Calls are added to the Queue with a Proxyinterface. It's probably not the most elegant way, but it ensures, that everything added to the queue is executed in the queue's threadcontext. This is a very primitive implementation example just to show the basic idea:
public class Example
{
ThreadQueue _QA = new ThreadQueue();
ThreadedComponent _Cmp = new ThreadedComponent();
public Example()
{
_Cmp.ThreadedCallback += new ThreadedComponent.CB(Callback);
_QA.Start();
}
public void StartFunction()
{
_QA.Enqueue(AT.Start, _Cmp);
}
void Callback(Status s)
{
// is called in ThreadContextB
if(s == SomeStatus)
_QA.Enqueue(new ThreadCompAction(AT.Continue, _Cmp);
}
}
public class ThreadQueue
{
public Queue<IThreadAction> _qActions = new Queue<IThreadAction>();
public Enqueue(IThreadAction a)
{
lock(_qActions)
_qActions.Enqueue(a);
}
public void Start()
{
_thWatchLoop = new Thread(new ThreadStart(ThreadWatchLoop));
_thWatchLoop.Start();
}
void ThreadWatchLoop()
{
// ThreadContext C
while(!bExitLoop)
{
lock (_qActions)
{
while(_qActions.Count > 0)
{
IThreadAction a = _qActions.Dequeue();
a.Execute();
}
}
}
}
}
public class ThreadCmpAction : IThreadAction
{
ThreadedComponent _Inst;
ActionType _AT;
ThreadCmpAction(ActionType AT, ThreadedComponent _Inst)
{
_Inst = Inst;
_AT = AT;
}
void Do()
{
switch(AT)
{
case AT.Start:
_Inst.Start();
case AT.Continue:
_Inst.ContinueFunction;
}
}
}

Related

Object that can receive a delegate and invoking every N time each delegate [duplicate]

This question already has answers here:
Where is the WPF Timer control?
(4 answers)
Closed 4 years ago.
How can I create an async structure that will be consist of stack of delegates and popping them and invoke each of them every N ms?
The problem is now I have lot delegates that invoke changes on ui and it causes ui freezing so how to make this delegates invoking every N ms if stack is not empty.
Now I have this
class CallbackRestriction
{
private Stack<KeyValuePair<Action<ImageWrapper>, ImageWrapper>> _callbackList =
new Stack<KeyValuePair<Action<ImageWrapper>, ImageWrapper>>();
public void AddCallback(Action<ImageWrapper> action, ImageWrapper payload)
{
_callbackList.Push(new KeyValuePair<Action<ImageWrapper>, ImageWrapper>(action, payload));
}
private async Task CallbackEmitLoop()
{
while (true)
{
await Task.Delay(TimeSpan.FromMilliseconds(20));
try
{
var callback = _callbackList.Pop();
callback.Key.Invoke(callback.Value);
}
catch (Exception e)
{
await Task.Delay(200);
}
}
}
}
But how can I make CallbackEmitLoop start in the background? Or any other solution for this?
Update 1
I do not need the dispather timer because is tighten with wpf and maybe for "timer" things I should use synchronization context. And I don't have problems with calling to my collection from others context because collection can be made concurrency ready. I need something like a valve that would restrict invoking delegates once they have been added. So how I described problem above I can get a lot of "updates"(delegates) at one time and if I just apply them(call delegates) the ui thread would be busy significant time that will cause freezing and because of this I somehow should keep times before apply next "update".
Here's one way. The code below uses your CallbackRestriction class and my dummy implementation of ImageWrapper. I've made the CallbackEmitLoop method public so that my window can start it with Task.Run.
Because I maintain the delegate emitter instance in my window, it will run as long as the window is alive. A real app would likely run it from some other service class.
The callback needs to use Dispatcher to invoke code on the UI thread if it needs to work with WPF UI elements because the Task runs on a thread pool thread, and any delegate invocations will run on that thread too.
Regarding the comment that this may be a duplication question, the OP is asking how to have a running Task invoke delegates that interact with the UI, and while DispatcherTimer is certainly a reasonable approach, it doesn't address the OP's question, nor does it offer an explanation as to why DispatcherTimer would be a more appropriate implementation.
// My dummy ImageWrapper
public class ImageWrapper
{
public string Val { get; set; }
}
public partial class MainWindow
{
private CallbackRestriction _restriction = new CallbackRestriction();
public MainWindow()
{
InitializeComponent();
_restriction.AddCallback(MyCallback, new ImageWrapper() {Val = "Hello"});
Task.Run(_restriction.CallbackEmitLoop);
}
private void MyCallback(ImageWrapper wrapper)
{
// since the callback will be running on the
// thread associated with the task, if you
// want to interact with the UI in the callback
// you need to use Dispatcher
Dispatcher.BeginInvoke(new Action(() =>
{
Debug.WriteLine(wrapper.Val);
}));
}
}

Threading: Waiting for window to open to do action

I have written a Window Manager for my program, which keeps certain windows open for the life of the Program (on background threads) (if the user wants them open).
I just implemented an action for the contacts window. The problem is that, the action works when the window is already open, but if the action is invoked when the window isn't open yet, then the window opens, but the action is not carried out (pressing the button again will carry out the action).
the code:
private static SetupContacts _contactsWindow;
private static Thread _contactthread;
public static void ShowContact(repUserObject uo, ContactFormAction action, int contactID)
{
if (_contactsWindow == null)
CreateContactThread(uo, contactID);
// make sure it is still alive
if (!_contactthread.IsAlive)
CreateContactThread(uo, contactID);
if (_contactsWindow != null)
{
_contactsWindow.BringToFront();
_contactsWindow.Focus();
switch (action)
{
case ContactFormAction.ViewContact:
if (contactID > 0)
_contactsWindow.LoadCustomer(contactID); // load the contact
break;
case ContactFormAction.AddNewContact:
_contactsWindow.AddCustomer();
break;
}
}
}
private static void CreateContactThread(repUserObject uo, int contactID)
{
if (_contactthread == null || !_contactthread.IsAlive)
{
_contactthread = new Thread(delegate()
{
_contactsWindow = new SetupContacts(uo, contactID);
_contactsWindow.CerberusContactScreenClosed += delegate { _contactsWindow = null; };
_contactsWindow.CerberusContactHasBeenSaved += delegate(object sender, ContactBeenSavedEventArgs args)
{
if (CerberusContactHasBeenSaved != null)
CerberusContactHasBeenSaved.Raise(sender, args);
};
Application.EnableVisualStyles();
BonusSkins.Register();
SkinManager.EnableFormSkins();
UserLookAndFeel.Default.SetSkinStyle("iMaginary");
Application.Run(_contactsWindow);
});
_contactthread.SetApartmentState(ApartmentState.STA);
_contactthread.Start();
}
}
What happens when the routine runs for the first time, (by calling ShowTime), that it hits the first if statement and goes to CreateContactThread() routine. That does it job, but when it returns, the _contactsWindow is still null. The next time the routine is called (ie, call by pressing the button the second time), it all works fine as the _contactWindow is not null.
How do i get it to do it all in one go ?
I am in vehement agreement with commenter Blorgbeard, who advises that it's a bad idea to run more than one UI thread. The API itself works best when used in a single thread, and many of the kinds of actions and operations one might want to do in code with respect to the UI objects are most easily handled in a single thread, because doing so inherently ensures things happen in the order one expects (e.g. variables are initialized before being used).
That said, if for some reason you really must run your new window in a different thread, you can synchronize the two threads so that the initial thread cannot proceed until the new thread has gotten far enough for the operations you want to perform on the newly-initialized object to have a reasonable chance of success (including, of course, that object having been created in the first place).
There are lots of techniques for synchronizing threads, but I prefer the new TaskCompletionSource<T> object. It's simple to use, and if and when you update the code to use async/await, it will readily mesh with that.
For example:
public static void ShowContact(repUserObject uo, ContactFormAction action, int contactID)
{
CreateContactThread(uo, contactID);
if (_contactsWindow != null)
{
_contactsWindow.BringToFront();
_contactsWindow.Focus();
switch (action)
{
case ContactFormAction.ViewContact:
if (contactID > 0)
_contactsWindow.LoadCustomer(contactID); // load the contact
break;
case ContactFormAction.AddNewContact:
_contactsWindow.AddCustomer();
break;
}
}
}
private static void CreateContactThread(repUserObject uo, int contactID)
{
if (_contactthread == null || !_contactthread.IsAlive)
{
TaskCompletionSource<bool> tcs = new TaskCompletionSource<bool>();
_contactthread = new Thread(delegate()
{
_contactsWindow = new SetupContacts(uo, contactID);
_contactsWindow.CerberusContactScreenClosed += delegate { _contactsWindow = null; };
_contactsWindow.CerberusContactHasBeenSaved += delegate(object sender, ContactBeenSavedEventArgs args)
{
if (CerberusContactHasBeenSaved != null)
CerberusContactHasBeenSaved.Raise(sender, args);
};
_contactsWindow.Loaded += (sender, e) =>
{
tcs.SetResult(true);
};
Application.EnableVisualStyles();
BonusSkins.Register();
SkinManager.EnableFormSkins();
UserLookAndFeel.Default.SetSkinStyle("iMaginary");
Application.Run(_contactsWindow);
});
_contactthread.SetApartmentState(ApartmentState.STA);
_contactthread.Start();
tcs.Task.Wait();
}
}
Notes:
You had what appears to me to be redundant checks in your code. The CreateContactThread() method itself checks for null and !IsAlive, and restarts the thread if either of those are false. So in theory, by the time that method returns, the caller should be guaranteed that everything has been initialized as desired. And you should only have to call the method once. So I changed the code to do just that: call the method exactly once, and do so unconditionally (since the method will just do nothing if there is nothing to do).
The calling thread will wait in the CreateContactThread() method after starting the new thread, until the new window's Loaded event has been raised. Of course, the window object itself has been created earlier than that, and you could in fact release the calling thread at that time. But it seems likely to me that you want the window object fully initialized before you start trying to do things to it. So I've delayed the synchronization to that point.
As Blorgbeard has noted, one of the risks of running UI objects in multiple threads is that it's harder to access those objects without getting InvalidOperationExceptions. Even if it works, you should not really be accessing _contactsWindow outside of the thread where it was created, but the code above does just that (i.e. calls BringToFront(), Focus(), LoadCustomer(), and AddCustomer() from the original thread). I make no assurances that the code above is actually fully correct. Only that it addresses the primary synchronization issue that you are asking about.
Speaking of other possible bugs, you probably have an unresolved race condition, in that the new contacts-form thread might be exiting just as you are checking its IsAlive property. If you check the property just before it exits, but then try to access the thread and/or the window after it has exited, your code is likely to do something bad (like crash with an exception). This is yet another example of something that would be a lot easier to address if all of your UI objects were being handled in a single thread.
I admit that some of the above is speculative. It's impossible for me to say for sure how your code will behave without seeing a good, minimal, complete code example. But I feel the likelihood of all of the above being accurate and applicable is very high. :)

Mandatory Event not subscibed

Problem:
I am working on a application where in for some time consuming operation, i am supposed to show a progress bar on a form (WinForm) with a cancel button. So obviously i am using BackgroundWorker thread for it. Below is the code which simulates roughly of what i am trying to achieve.
namespace WindowsFormsApplication1
{
public delegate void SomeDelegateHandler();
public partial class Form1 : Form
{
public event SomeDelegateHandler DoSomeAction;
BackgroundWorker bgWorker;
public Form1()
{
InitializeComponent();
bgWorker = new BackgroundWorker();
bgWorker.DoWork += new DoWorkEventHandler(bgWorker_DoWork);
}
void bgWorker_DoWork(object sender, DoWorkEventArgs e)
{
//Some logic code here.
for (int i = 0; i < 100; i++)
{
DoSomeAction();
}
}
private void Form1_Shown(object sender, EventArgs e)
{
if (DoSomeAction != null)
bgWorker.RunWorkerAsync();
else throw new EventNotSubscribedException();//Is this a valid style??
}
}
public class EventNotSubscribedException : ApplicationException
{
//Some custom code here
}
}
My Solution
As per the above code, as soon as the form is displayed to the user (OnShown event) i am starting the backgroundworker thread. This is because, the user need not to initiate any action for this to happen. So onshown does time consuming operation job. But the issue is, as i have shown above, the main time consuming job is executed on other class/component where it is kind of tight bounded too (legacy code: cant refactor). Hence i have subscribed to the event DoSomeAction in that legacy code class which launches this form.
Doubt/Question:
Is it valid to throw exception as shown above? (Please read my justification below).
Justification:
The OnShown event does check for null on event handler object. This is because, to make this form usable, the event has to be subscribed by the subscriber (usage code), then only it shall work. If not, then the form just displays and does noting at all and usage code may not know why it is happenings so. The usage code may assume that subscribing to the event is option just like button click events per say.
Hope my post is clear and understandable.
Thanks & Happy Coding,
Zen :)
Do you mean that you need to throw an exception to the caller of the form? Is it called using showDialog or Show?
BTW, I dont prefer to generate an exception from an event. Rather it would be rather nice to keep it such that it returns from the place with some status set on the Form class.
for instance, I would prefer using
IsEventSubscribed = false
this.Close()
rather than EventNotSubscribedException
BTW, One problem I can see in the code, when the bgWorker_DoWork is called, you should check DoSomeAction to null, because otherwise it might cause NullReferenceException.
Preferably,
Start the run the RunWorkerAsync from Form_shown
Check Delegate to null in DoWork, if it is null, do not call DoSomeAction otherwise call it.
On RunWorkerCompleted of the BackgroundWorker, close the form.
Let me know if you need anything more.
I would suggest making the consuming code construct the BackgroundWorker and pass it to the form's constructor. You can do a null test in the constructor and side-step this whole issue. Alternatively, take the delegate as a constructor argument instead. I mean, how likely is it that the consuming code will need to change the worker delegate mid-operation?
Another approach is to have the dialog monitor a task, instead of having a dialog control a task (as you have here). For example, you could have an interface like this:
public interface IMonitorableTask {
void Start();
event EventHandler<TData> TaskProgress;
}
Where TData is a type that provides any information you might need to update the dialog (such as percent completed).
The downside to this is that each task needs to be a type of its own. This can lead to very ugly, cluttered code. You could mitigate that issue somewhat by creating a helper class, something like:
public class DelegateTask : IMonitorableTask {
private Action<Action<TData>> taskDelegate;
public event EventHandler<TData> TaskProgress;
public DelegateTask(Action<Action<TData>> taskDelegate) {
if (taskDelegate == null)
throw new ArgumentNullException("taskDelegate");
this.taskDelegate = taskDelegate;
}
protected void FireTaskProgress(TData data) {
var handler = TaskProgress;
if (handler != null)
handler(this, data);
}
public void Start() {
taskDelegate(FireTaskProgress);
}
}
Then your task methods become factories:
public IMonitorableTask CreateFooTask(object argument) {
return new DelegateTask(progress => {
DoStuffWith(argument);
progress(new TData(0.5));
DoMoreStuffWith(argument);
progress(new TData(1));
});
}
And now you can easily(*) support, say, a command-line interface. Just attach a different monitor object to the task's event.
(*) Depending on how clean your UI/logic separation already is, of course.

How to pass values between threads?

I have a windows forms program with a form MainForm. On a button press I start a code that runs (pulses) on every 0.5secs on another thread. I want to modify many things, like labels, progressbars on my MainForm, from the Pulse method. How is this possible?
So I would like to know, how to interract with variables, values, in that thread, and the MainForm. Modify each other, etc..
On foo button click, I tell my pulsator to start.
Pulsator.Initialize();
Here is the Pulsator class:
public static class Pulsator
{
private static Thread _worker;
public static void Initialize()
{
_worker = new Thread(Pulse);
_worker.IsBackground = true;
_worker.Start();
}
public static void Close()
{
if (_worker != null)
{
_worker.Abort();
while (_worker.IsAlive || _worker.ThreadState != ThreadState.Stopped)
{
//closing
}
}
}
public static void Pulse()
{
if (_worker != null)
{
while (true)
{
SomeOtherClass.Pulse();
Thread.Sleep(500);
}
}
else
{
SomeOtherClass.Pulse(); // yeah I know this doesnt needed
}
}
}
SomeOtherClass Pulse method looks like :
public static void Pulse()
{
//here I will have several values, variables, and I want to show results,
// values on my MainForm, like:
Random random = new Random();
MainForm.label1.Text = random.Next(123,321).ToString(); // I hope you know what I mean
}
Of course it's much complicated, it's just a silly example.
Generally, in WinForms it's not safe to modify the state of visual controls outside the thread that owns the control's underlying unmanaged resources (window handle). You have to use the Control.Invoke method to schedule executing the modification on the control's owning thread.
As others already mentioned, you have to use Control.Invoke to change the UI controls from the background thread.
Another option is to use System.ComponentModel.BackgroundWorker (it's available in the form designer toolbox). You could then take a regular forms timer, to call the RunWorkerAsync-Method and do your background work in the DoWork event handler, which is automatically called from another thread.
From there, you can hand data back to the main thread, by calling ReportProgress. This will raise the ProgressChanged event in the main thread, where you are free to update all your UI controls.
Why not use a System.Timers.Timer?
E.g.:
trainPassageTimer = new Timer(500);
trainPassageTimer.AutoReset = true;
trainPassageTimer.Elapsed += TimeElapsed;
...
private void TimeElapsed(object sender, ElapsedEventArgs elapsedEventArgs)
{
// Do stuff
// Remember to use BeginInvoke or Invoke to access Windows.Forms controls
}
C# 2 or higher (VS2005) has anonymous delegates (and C# 3 has lambdas which are a slightly neater version of the same idea).
These allow a thread to be started with a function that can "see" variables in the surrounding scope. So there is no need to explicitly pass it anything. On the downside, there is the danger that the thread will accidentally depend on something that it should not (e.g. a variable that is changing in other threads).
_worker = new Thread(delegate
{
// can refer to variables in enclosing scope(s).
});

Parameter crossing on Threads C# ERROR

I've a little problem with this code:
This is the "main" method of the app:
private Thread main_process;
private Clases.GestorTR processor;
public void begin()
{
processor = new Clases.GestorTR();
main_process = new Thread(new ThreadStart(processor.ExecuteP));
main_process.Start();
}
I've created a Thread to process other "Transacction Threads" to avoid blocking the GUI.
This is the method ExecuteP, on processor object:
public void ExecuteP()
{
// Readed an DataTable with BD transacction, filled with numbers
foreach (DataRow dr in dtResults.Rows)
{
int Local_number = Convert.toInt32(dr["autonum"].ToString());
ThreadStart starter;
starter = delegate { new QueryBD.QueryCounter(Local_number); };
new Thread(starter).Start();
}
}
This is QueryCounter method of QueryBD class:
....
private void QueryCounter(int _counter)
{
logs.log("ON QUERY_PROCESS: " + _counter);
}
...
Now, the problem. When calling the delegate, some threads are crossing parameters. For example, in the foreach method the log shows correct (1,2,3,4,5,6,7,8) but, in the QueryCounter method (called each time with the new thread, the log shows (1,1,1,4,5,6,6,8) for example. I've also tried to use locks, but the problem is the same. Also testing with the ThreadPool way with the same result.
I think I'm missing something in the foreach loop, because if I debug the first run, the thread is Started, but without action in the log.
Thanks!,
You should try to change some parts of your code like that:
public void ExecuteP()
{
QueryBD facade = new QueryBD.
foreach (DataRow dr in dtResults.Rows)
{
int Local_number = Convert.toInt32(dr["autonum"].ToString());
new Thread(new ParameterizedThreadStart(facade.QueryCounter)).Start(Local_number);
}
}
public void QueryCounter(object _counter)
{
...
}
Hope it works.
Btw. I've created one object called facade and I'm passing that object to various threads. It can also result in some side effects if there will be thread sensitive part of code in the facade object, so you can also consider locking there:
public void QueryCounter(object _counter)
{
lock(this)
{
//
}
}
or providing new QueryBD to each thread, but it can affect performance.
EDIT: Hey, 4 things:
While using ParametrizedThread, the variable passed to Start method of the thread (thread.Start(variable)) is copied at the time of call. Such copied variable is then used in the child thread. Anonymous delegate works different. It keeps the reference to the variable, so when the variable is used by the child thread, it can be changed by the time in your parent thread. That is why you had unpredicted behaviour.
Better explanation you can find here: Differing behavior when starting a thread: ParameterizedThreadStart vs. Anonymous Delegate. Why does it matter?.
The performance depends. If creation of your object is heavy (ex. it creates new connection to DB each time it is created) performance can be seriously affected by creation of many such objects - it is where lock is better. If creation of the object is light, you can create as many objects as you want. It depends.
If you want your code to be run in defined order, you shouldn't use threads at all. If you want to preserve execution order, sequential invoking is the right way - see Hans Passant explanation.

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