I require to use semaphore in my application which includes multiple threads. My usage might be a common scenario, but m stuck with the APIs.
In my usage, the semaphore can be posted from multiple spots, whereas there is only one thread which waits on the semaphore.
Now, I require the semaphore to be a binary one, i.e., I need to make sure that in case multiple threads post to the semaphore simultaneously, the semaphore count remains at one, and no error is thrown. How can I accomplish this.
In short I require the following code to work.
private static Semaphore semaphoreResetMapView = new Semaphore(0, 1); // Limiting the max value of semaphore to 1.
void threadWait(){
while (true){
semaphoreResetMapView.WaitOne();
<code>
}
}
void Main(){
tThread = new Thread(threadWait);
tThread.Start();
semaphoreResetMapView.Release(1);
semaphoreResetMapView.Release(1);
semaphoreResetMapView.Release(1); // Multiple Releases should not throw an error. Rather saturate the value of semaphore to 1.
}
I will appreciate any help on this.
It sounds like you don't really need a semaphore - you just need an AutoResetEvent. Your "posting" threads would just call Set, and the waiting thread would call WaitOne.
Or you could just use Monitor.Wait and Monitor.Pulse...
Related
I am trying to understand a section of code written in C#:
static Semaphore _transactionReceived;
static TransactionsSession _transactionsSession;
static void StartTransactionsStream()
{
WriteNewLine("Starting transactions stream ...");
_transactionsSession = new TransactionsSession(AccountID);
_transactionReceived = new Semaphore(0, 100);
_transactionsSession.DataReceived += OnTransactionReceived;
_transactionsSession.StartSession();
bool success = _transactionReceived.WaitOne(10000);
if (success)
WriteNewLine("Good news!. Transactions stream is functioning.");
else
WriteNewLine("Bad news!. Transactions stream is not functioning.");
}
but I am having trouble understanding what is happening in the code cycle in regards to the Sempahore class, particularly what the following lines are doing:
_transactionReceived = new Semaphore(0, 100);
and
_transactionReceived.WaitOne(10000)
is doing.
I have viewed and (re)viewed System.Threading.Semaphore documentation, and I see that the contructor "Initializes a new instance of the Semaphore class, specifying the initial number of entries and the maximum number of concurrent entries." But what does it mean when there are 0 entries?
Additionally, I see that the WaitOne(int32) call "Blocks the current thread until the current WaitHandle receives a signal, using a 32-bit signed integer to specify the time interval in milliseconds." But again, what does WaitOne that mean in the context of the code cycle?
Any pointers or general comments about how this is executing would be helpful.
Many thanks!
But what does it mean when there are 0 entries?
Exactly that; the Semaphore currently has no entries out of a maximum of 100.
If you had constructed the Semaphore with new Semaphore(1, 100);, then there would have been 1 entry, and another 99 remaining.
It would require a Semaphore.Release() to have 100 remaining entries.
what does WaitOne that mean in the context of the code cycle?
If the Semaphore has available entries i.e. the current number of entries is not 100, then it returns true immediately.
Otherwise it blocks the current thread until an entry is available (proabably by another thread calling Semaphore.Release()), at which point the method returns true.
If you specify a int millisecondsTimeout, that's the maximum amount of time the Semaphore will block and wait for an entry to be released.
If that timeout is exceeded, the method returns false.
Explanation on semaphores
A Semaphore is a synchronization object that allows a limited degree of parallelism in a code section.
For sake of simplicity, suppose you are instantiating a fresh new semaphore on a code block (no shared instance, global variable or other evil). Since multiple threads can execute the same piece of code at the same time, the semaphore guarantees only x of them can execute the same block at the same time.
Think of a thread as a worker person. Not by coincidence, threads are often called worker threads.
But what does it mean when there are 0 entries?
The semaphore is in a red state, so no one can execute a particular code section until some thread unlocks the semaphore. You can create a GUI where multiple threads race for the same action, but by the press of a button you unlock the semaphore and allow one thread to go.
But again, what does WaitOne that mean in the context of the code cycle?
It means that one of the following happens:
The semaphore is in a green state, i.e. has permits. The thread does not wait, the semaphore is decremented, the operation proceeds
The semaphore is in a red state, i.e. has no permits available
Either the WaitOne waits 10 seconds (10000ms) because no permit was available during that time
Or someone else unlocks the semaphore and the thread that invoked WaitOne is good to go
About your code
There must be some other method that releases the semaphore but it is not shown in the example. In fact, you have a red semaphore where you wait, but apparently nobody to release it. I believe that one of these two lines hides a Semaphore.Release method
_transactionsSession.DataReceived += OnTransactionReceived;
_transactionsSession.StartSession();
I am making a library that allows access to a system-wide shared resource and would like a mutex-like lock on it. I have used the Mutex class in the past to synchronize operations in different threads or processes.
In UI applications a problem can occur. The library I'm making is used in multiple products, of which some are plugins that sit in the same host UI application. Because of this, the UI thread is the same for each instance of the library - so mutex.WaitOne() will return true even if the resource is already being accessed.
The 'resource' is the user's attention. I don't want more than one specific child window open regardless of which host process wants to open it. Additionally, it may be a different thread that knows when the mutex can be released (child window closed).
Is there a class, or pattern I can apply, that will allow me to easily solve this?
To summarize my intentions, this might be the ideal fictional class:
var specialMutex = new SpecialMutex("UserToastNotification");
specialMutex.WaitOne(0); // Returns true only once, even on the same thread,
// and is respected across different processes.
specialMutex.Release(); // Can be called from threads other than the one
// that called WaitOne();
Yes, Release looks dangerous, but it's only called by the resource.
I think you want a Semaphore that has an initial value of 1. Any call to WaitOne() on a Semaphore tries to decrement the count, regardless of the thread. And any call to Release, regardless of the thread that calls it, results in incrementing the count.
So if a single thread initializes a semaphore with a value of 1 and then calls WaitOne, the count will go to 0. If that same thread calls WaitOne again on the same semaphore, the thread will lock waiting for a release.
Some other thread could come along and call Release to increment the count.
So, whereas a Semaphore isn't exactly like a Mutex, it might be similar enough to let your program work.
You could use a compare/exchange operation to accomplish this. Something like this:
class Lock {
int locked = 0;
bool Enter() { return Interlocked.CompareExchange(ref locked, 1, 0) == 0; }
void Leave() { Interlocked.CompareExchange(ref locked, 0, 1); }
}
Here, Enter will only ever return true once, regardless from which thread it is called, untill you call leave.
I have a method that works on a queue. After consuming the first object in the queue, it goes to sleep for a predefined period (say 10 secs). Is there a way to wake that thread up if the queue is modified by any other thread on the 3rd or 4th second?
You should be using a collection specifically designed for such a purpose. One example is BlockingCollection, which allows you to take an item from the collection and, if there are no items to take, the method will block until there is an item to give to you. It is also a collection that is specifically designed to be manipulated from multiple threads, easing your burden on synchronization.
Note that BlockingCollection can be initialized so that it's backed with different types of collections. By default it will use a ConcurrentQueue, but there are other collections in the System.Collections.Concurrent namespace that you can use if you don't want queue semantics (it seems you do though). You can also implement your own collection implementing IProducerConsumerCollection<T> if you really need something unique.
Instead of Thread.Sleep:
You can use Monitor.Wait with a timeout and you can use Monitor.Pulseto wake it up if you need to from any thread.
Really good example/explanation here
In any case i'd recomend not to use Thread.Sleep() because it blocks thread completely.
It's much better to use AutoResetEvent or ManualResetEvent to synchronize two or more threads:
https://msdn.microsoft.com/en-us/library/system.threading.autoresetevent(v=vs.110).aspx
Servy has the correct answer for this using the Blocking Collection.
Just to add further: It creates a new thread pooled thread when "work" items become available on the queue and processes them asynchronously on that thread.
You can use one in a producer/consumer queue:
E.g.:
/// <summary>
/// Producer/consumer queue. Used when a task needs executing, it’s enqueued to ensure order,
/// allowing the caller to get on with other things. The number of consumers can be defined,
/// each running on a thread pool task thread.
/// Adapted from: http://www.albahari.com/threading/part5.aspx#_BlockingCollectionT
/// </summary>
public class ProducerConsumerQueue : IDisposable
{
private BlockingCollection<Action> _taskQ = new BlockingCollection<Action>();
public ProducerConsumerQueue(int workerCount)
{
// Create and start a separate Task for each consumer:
for (int i = 0; i < workerCount; i++)
{
Task.Factory.StartNew(Consume);
}
}
public void Dispose()
{
_taskQ.CompleteAdding();
}
public void EnqueueTask(Action action)
{
_taskQ.Add(action);
}
private void Consume()
{
// This sequence that we’re enumerating will block when no elements
// are available and will end when CompleteAdding is called.
// Note: This removes AND returns items from the collection.
foreach (Action action in _taskQ.GetConsumingEnumerable())
{
// Perform task.
action();
}
}
}
Thank you all for the options you suggested. I finally settled on AutoResetEvent for this requirement. After consuming the first object in the queue, instead of putting the main thread to Sleep, I spawned a new thread from the main thread where I called sleep. The main thread would just wait. Once the new thread wakes up, it will signal the main thread using Set and the main thread will resume. That is one part.
The second part - If any other thread modifies the queue, even that thread will call Set on the same EventWaitHandle, thus again making the main thread to resume.
This might not be an optimal solution but simpler than other approaches.
I would put the thread into a while iteration, then reduce the sleeptimer to something like 200 milliseconds.
But in every iteration I would check whether the queue was modified.
This way the Thread is constantly in the sleep-mode and kind of wakes up, when the queue was modified.
When you want to stop the thread you just set the while condition to false.
I have asked a similar question before here, but after much thought, and implementations from those that answered me, I found that my approach might have been incorrect.
When I implement the solution given to me on this previous question the following test result appeared:
When I 'simulate' multiple tasks running concurrently on multiple threads from the threadpool (by making the threads sleep at random times from 1 to 20 seconds for instance), then the model seems to work fine. I set the system to poll every 1 second to see if it can spawn another thread and all seems fine. Longer running (sleeping) threads would complete later on and threads would start and die all over the place. If I happen to run out of threads (I set it to spawn no more than 10) it would sit and wait for one to become available.
When I however make the system do actual processing in each thread (which would take anything from 3 seconds upwards), which would involve reading data, generating XMLs saving data, sending emails and the like, the system would spawn 1, 2 or 3 threads, do processing and then just close the threads (3...2...1...) and then say 0 threads running (I added console.writelines everywhere to document the process). It would then hang around 0 threads, never picking any more work!
So I decided to state my issue again the hopes that someone has a solution. I have tried various solutions so far:
ThreadPool: There's always the mention that you shouldn't over-work the ThreadPool and jobs has to be 'quick', but what is the definition of 'quick'? How do I know how big/busy the ThreadPool is?
Threads: It's always stated that Threads are expensive and you have to handle them starting up and ending, but how do I limit them, I have tried Semaphores, 'lock' objects, public variables, but it no no avail
So here is what I would like to accomplish:
I have the same job that needs to run at regular intervals, i.e. like gmail would check it's server for new email for you every 5 seconds.
If there is work to be done (i.e. you have new emails to be sent to your inbox), then spawn an async thread and make it start the work. This work will typically take longer than the interval stated in (1), hence the async thread, if an interval passes and the system checks again to see if there's new work and see you have more work, it will spawn another thread and make it start the work.
As in my example, all the jobs are the same kind of job (check of new mail), and are totally independent of eachother, they do not influence each other. If one of them fails, the rest can continue on working with no issue.
I need there to be a limit of how many concurrent threads and maximum threads I can have. If I pick '10', then the system should start checking for jobs as in (1), and keep on spawning threads as in (1), until it reaches 10 threads. All new attempts on an interval to spawn a new thread should just fail (do nothing) until a thread is released again. Here I suppose the choice will be: (a) when it's released there will already be some work queued waiting to be given to the new open thread or (b) on the next interval check if there's new work and assign it to the new open thread.
If there is no work, then typically the system should sit and wait, having no threads and in essence the only thing that should be running is some sort of timer
I currently use the sample in the previous question to do the following:
I start a timer, that ticks every 1 sec
On every tick I 'ThreadPool.QueueUserWorkItem(new WaitCallback(DoWork)'
In DoWork I I instantiate a class and call various methods that does some work
...but this leads to what I mentioned before, only 3 threads that die off and then nothing.
I as thinking of doing the following:
Set the ThreadPool to 10 thread's
Start a timer and in each tick ThreadPool.QueueUserWorkItem', and just keep on doing this, hoping that the ThreadPool will handle everything else. Isn't this what the ThreadPool is supposed to do?
Any help will be fantastic! (Sorry for the involved explanation!)
Try to have a look at the Semaphore class. You can use that to set a limit to how many threads can concurrently access a particular resource (and when I say resource, it can be anything).
Ok, edited for details:
In your class managing the threads, you create:
Semaphore concurrentThreadsEnforcer = new Semaphore(value1, value2);
Then, each thread you start will call:
concurrentThreadsEnforcer.WaitOne();
That will either take one slot from the semaphore and give it to the new thread, or block the new thread until a slot becomes available.
Whenever your new thread finishes its work, he (I like personalizing) MUST call, for obvious reasons:
concurrentThreadsEnforcer.Release().
Now, regarding the constructor, the second parameter is fairly simple: states how many concurrent threads can access the resource at any given time.
The first one is a bit trickier. The difference between the second parameter and the first one will state how many semaphore slots are reserved for the calling thread. That is, all your newly spawned threads will have access to the number of slots stated by the first parameter, and the rest of them up to the second parameter's value will be reserved for the original thread that created the semaphore (calling thread).
In your case, for 10 max threads, you would use:
... = new Semaphore(10, 10);
Since I posted a story anyway, let me gibe more details.
The way I will do it in the new threads, will be like this:
bool aquired = false;
try
{
aquired = concurrentThreadsEnforcer.WaitOne();
// Do some work here
} // Optional catch statements
finally
{
if (aquired)
concurrentThreadsEnforcer.Release();;
}
I would use a combination of BlockingCollection and Parallel.ForEach
Something like this:
private BlockingCollection<Job> jobs = new BlockingCollection<Job>();
private Task jobprocessor;
public void StartWork() {
timer.Start();
jobprocessor = Task.Factory.StartNew(RunJobs);
}
public void EndWork() {
timer.Stop();
jobs.CompleteAdding();
jobprocessor.Wait();
}
public void TimerTick() {
var job = new Job();
if (job.NeedsMoreWork())
jobs.Add(job);
}
public void RunJobs() {
var options = new ParallelOptions { MaxDegreeOfParallelism = 10 };
Parallel.ForEach(jobs.GetConsumingPartitioner(), options,
job => job.DoSomething());
}
I need to design a thread-safe logger. My logger must have a Log() method that simply queues a text to be logged. Also a logger must be lock-free - so that other thread can log messages without locking the logger. I need to design a worker thread that must wait
for some synchronization event and then log all messages from the queue using standard .NET logging (that is not thread-safe). So what i am interested in is synchronization of worker thread - and Log function. Below is a sketch of the class that i designed. I think I must use Monitor.Wait/Pulse here or any other means to suspend and resume worker thread. I don;t want to spend CPU cycles when there is no job for logger.
Let me put it another way - I want to design a logger that will not block a caller threads that use it. I have a high performance system - and that is a requirement.
class MyLogger
{
// This is a lockfree queue - threads can directly enqueue and dequeue
private LockFreeQueue<String> _logQueue;
// worker thread
Thread _workerThread;
bool _IsRunning = true;
// this function is used by other threads to queue log messages
public void Log(String text)
{
_logQueue.Enqueue(text);
}
// this is worker thread function
private void ThreadRoutine()
{
while(IsRunning)
{
// do something here
}
}
}
"lock-free"does not mean that threads won't block each other. It means that they block each other through very efficient but also very tricky mechanisms. Only needed for very high performance scenarios and even the experts get it wrong (a lot).
Best advice: forget "lock-free"and just use a "thread-safe" queue.
I would recommend the "Blocking Queue" from this page.
And it's a matter of choice to include the ThreadRoutine (the Consumer) in the class itself.
To the second part of your question, it depends on what "some synchronization event" exactly is. If you are going to use a Method call, then let that start a one-shot thread. If you want to wait on a Semaphore than don't use Monitor and Pulse. They are not reliable here. Use an AutoResetEvent/ManualResetEvent.
How to surface that depends on how you want to use it.
Your basic ingredients should look like this:
class Logger
{
private AutoResetEvent _waitEvent = new AutoResetEvent(false);
private object _locker = new object();
private bool _isRunning = true;
public void Log(string msg)
{
lock(_locker) { _queue.Enqueue(msg); }
}
public void FlushQueue()
{
_waitEvent.Set();
}
private void WorkerProc(object state)
{
while (_isRunning)
{
_waitEvent.WaitOne();
// process queue,
// ***
while(true)
{
string s = null;
lock(_locker)
{
if (_queue.IsEmpty)
break;
s = _queue.Dequeu();
}
if (s != null)
// process s
}
}
}
}
Part of the discussion seems to be what to do when processing the Queue (marked ***). You can lock the Queue and process all items, during which adding of new entries will be blocked (longer), or lock and retrieve entries one by one and only lock (very) shortly each time. I've adde that last scenario.
A summary: You don't want a Lock-Free solution but a Block-Free one. Block-Free doesn't exist, you will have to settle for something that blocks as little as possible. The last iteration of mys sample (incomplete) show how to only lock around the Enqueue and Dequeue calls. I think that will be fast enough.
Has your profiler shown you that you are experiencing a large overhead by using a simple lock statement? Lock-free programming is very hard to get right, and if you really need it I would suggest taking something existing from a reliable source.
It's not hard to make this lock-free if you have atomic operations. Take a singly linked list; you just need the head pointer.
Log function:
1. Locally prepare the log item (node with logging string).
2. Set the local node's next pointer to head.
3. ATOMIC: Compare head with local node's next, if equal, replace head with address of local node.
4. If the operation failed, repeat from step 2, otherwise, the item is in the "queue".
Worker:
1. Copy head locally.
2. ATOMIC: Compare head with local one, if equal, replace head with NULL.
3. If the operation failed, repeat from step 1.
4. If it succeeded, process the items; which are now local and out of the "queue".