How do I kill a playloop when a thread is killed? - c#

Meet Thread:
public void TimerFunc(){
...
while (true)
{
...
sound.PlayLooping();
// Displays the MessageBox and waits for user input
MessageBox.Show(message, caption, buttons);
// End the sound loop
sound.Stop();
...
}
}
Thread gets started by a button in the main interface, and can get killed by a button in the interface.
How do i get the soundloop to stop if the thread gets killed when waiting for user input?

You DO NOT kill the thread. If the thread is killed, it can't do anything.
Just politely send a message to the thread, asking it to stop playing.
private volatile bool canContinue = true;
public void TimerFunc(){
...
while (true && canContinue)
{
...
sound.PlayLooping();
// Displays the MessageBox and waits for user input
MessageBox.Show(message, caption, buttons);
// End the sound loop
sound.Stop();
...
}
}
public void StopPolitely()
{
canContinue = false;
}
The button on the main interface will then just call thread.StopPolitely() and terminate the thread in a clean way.
If you want it to terminate faster, you may consider other and more aggressive solutions, such as checking canContinue more often, or using Thread.Interrupt() to wake the thread even if it's busy in a blocking call (but then you have to manage the interrupt)
Since it's just a bool, and it's single-writer/single-reader, you can even avoid declaring it as volatile, even though you should.

Related

High CPU usage from while loop, checking for keypress event

I have a console application with two threads, one is doing repetitive time consuming work, the other is checking to see if the user has pressed the ESC key. If the ESC key was pressed, the time consuming work thread is paused, an "are you sure" message appears, and if yes is selected, the time consuming work thread finishes its current loop then exits.
The code I have to check for a key-press is using a lot of CPU resources due to the while (!breakCurrentOperation(work)) ; loop. How can I prevent this from happening?
Code:
public void runTimeConsumingWork()
{
HardWork work = new HardWork();
Thread workerThread = new Thread(() => work.StartWorking());
workerThread.Start(); // Start the hard work thread
while (!workerThread.IsAlive) ; // Hault untill Thread becomes Active
// Check if the user wants to stop the hard work
while (!breakCurrentOperation(work)) ;
// Cancle the hard work
work.Stop();
// Notify the User
UserInterfaceController.WriteToConsole("Operation Cancled...");
}
public static bool breakCurrentOperation(HardWork work)
{
if (Console.KeyAvailable)
{
var consoleKey = Console.ReadKey(true);
if (consoleKey.Key == ConsoleKey.Escape)
{
work.Pause(); // Pause
UserInterfaceController.WriteToConsole("Do you want to stop the current process? \nType s to stop or c to continue.");
string input = Console.ReadLine();
if (input == "c" || input == "C")
{
work.Pause(); // Unpause
return false; // Continue
}
else if (input == "s" || input == "S")
{
return true; // Break the loop
}
else
{
UserInterfaceController.WriteToConsole("Error: Input was not recognized, the current process will now continue. Press Esc to stop the operation.");
work.Pause(); // Unpause
}
}
}
return false;
}
If I place a Thread.Sleep(2000) in the main console UI thread, CPU usage goes way down, but the application becomes unresponsive with a 2 second delay.
Do you really have to constantly poll for input? If you are waiting for input in a separate thread, just use the Console.ReadKey. It will block the input thread, but your other thread will keep processing. You don't seem to be doing anything else on the input thread, so blocking shouldn't be an issue.
Look like your esc key press check logic running in end less loop due to while loop. Due to this the function keep utilizing the system resource.
To overcome this please use some delay in your loop using Thread.Sleep. 1 second delay will improve lot of performance.

Thread.Join never returns in FormClosing event if using Invoke method in worker thread [duplicate]

This question already has answers here:
Control.Invoke is hanging
(2 answers)
Closed 9 years ago.
I am writing an application using multithread. The application basically has a UI and a thread doing some work in the background and updating the UI. When I close the form, In the formclosing event, I notify the worker thread to stop. However, for some reasons It blocks and I have no ideas what caused it to block. Below is the simplified code of my problem, my actual code is more complicated.
namespace CmdTest
{
public partial class Form1 : Form
{
Thread _workerThread;
static object _lock;
static bool _stopFlag;
public Form1()
{
_lock = new object();
_stopFlag = false;
_workerThread = new Thread(new ThreadStart(ThreadDoWork));
InitializeComponent();
_workerThread.Start();
}
delegate void UpdateUI();
public void UpdateUICallback()
{
//Doing stupid things
int i = 0;
while (i < 10000)
{
i++;
}
}
public void ThreadDoWork()
{
if (this.InvokeRequired)
{
UpdateUI updateUI = new UpdateUI(UpdateUICallback);
while (true)
{
//telling the UI thread to update UI.
this.Invoke(updateUI);
lock (_lock)
{
if (_stopFlag)
return;
}
}
}
}
private void Form1_FormClosing(object sender, FormClosingEventArgs e)
{
//tell the worker thread to terminate.
lock (_lock)
{
_stopFlag = true;
Monitor.Pulse(_lock);
}
while (!_workerThread.Join(0))
{
}
}
}
}
The problem is if I use
lock (_lock)
{
_stopFlag = true;
Monitor.Pulse(_lock);
}
to stop the worker thread in a button event, the worker thread will stop but not in the form closing event. Any help would be appreciated. Thanks.
Your FormClosing event is waiting for the background thread to close before it lets the method end. Note that it will be running in the UI thread.
Your background thread is, in a loop, invoking a method in the UI thread and, since you use Invoke rather than BeginInvoke, it is waiting for that method to complete before continuing.
The UI is running the closing event, sitting there doing nothing. Since it's doing nothing, it can't process any of the other events in the message loop, including the one method that the background thread is waiting on.
Both threads are each waiting on each other, and no productive work is being done. This is the definition of a deadlock. It will sit that way forever.
Note that this is a race condition though; if you're lucky enough for the form to be closed after a given Invoke call completes and before the flag is next checked (which is hard; it spends very little time between those operations) then your program won't deadlock.
As for how to fix it; that's hard to say. The whole example is somewhat contrived.
Perhaps you don't need to be invoking to the UI at all from the background worker; if you're not actually doing UI work, you probably shouldn't be doing this.
Do you really need to wait for the background worker to finish in your closing handler? It's possible that you do, but often you wouldn't.

Is it possible to show a wait message while a semaphore is locked in C#?

I'm currently making a program to simulate a set of ATMs in visual C#. It's supposed to stop somebody accessing their account if it has already been accessed from a different location. Is it possible to show a message that the account has already been accessed while a semaphore is waiting?
Here is the part of the code where the semaphore is used:
private void button1_Click(object sender, EventArgs e)
{
count++;
if (count == 1)
{
account = findAccount();
if (findAccount() != 5)
{
textBox1.Text = "Please Enter Your Pin";
}
else
{
textBox1.Text = "Please Enter Your Account Number";
count = 0;
}
textBox2.Clear();
}
if (count == 2)
{
if (findPin(account) == true)
{
semaphore.WaitOne();
textBox1.Text = "1: Take Out Cash \r\n2: Balance \r\n3: Exit";
}
else
{
semaphore.Release();
textBox1.Text = "Please Enter Your Account Number";
count = 0;
}
textBox2.Clear();
}
if (count == 3)
{
atm();
}
if (count == 4)
{
withdraw();
}
if (count == 5)
{
int value = Convert.ToInt32(textBox2.Text);
customWithdrawl(value);
}
}
Consider doing two calls to WaitOne. The first call will have a timeout of zero and return a bool that will tell you whether or not you got the semaphore, or someone else still owns it. Two things can happen from there:
1) If someone else owns it, pop up a message that says "Someone else owns the semaphore" and call WaitOne again, but without a timeout (like you're doing now). After the 2nd call to WaitOne returns, close the window that you popped up a second ago..
2) If your call to waitOne with 0 timeout returns true, then you got the semaphore on the 1st try. No need to pop up a window.
Example:
if( semaphore.WaitOne(0) ) //This returns immediately
{
//We own the semaphore now.
DoWhateverYouNeedToDo();
}
else
{
//Looks like someone else already owns the semaphore.
PopUpNotification();
semaphore.WaitOne(); //This one will block until the semaphore is available
DoWhateverYouNeedToDo();
CloseNotification();
}
semaphore.Release();
Note, there are some other issues lurking here.
You probably want to use a try/finally block to release the semaphore to ensure that it gets released across all exception paths.
It's also probably a bad idea to call semaphore.WaitOne() from the GUI thread because the application will become non-responsive while it waits. In fact, you may not see the result of PopUpNotification() if you've hung the GUI thread while doing the 2nd Wait. Consider doing the long wait on a 2nd thread and raising an event back on the GUI thread once you own the semaphore
Consider the following design to resolve Issue 2:
private void button1_Click(object sender, EventArgs e)
{
if(AcquireSemaphoreAndGenerateCallback())
{
//Semaphore was acquired right away. Go ahead and do whatever we need to do
DoWhateverYouNeedToDo();
semaphore.Release()
}
else
{
//Semaphore was not acquired right away. Callback will occur in a bit
//Because we're not blocking the GUI thread, this text will appear right away
textBox1.Text = "Waiting on the Semaphore!";
//Notice that the method returns right here, so the GUI will be able to redraw itself
}
}
//This method will either acquire the semaphore right away and return true, or
//have a worker thread wait on the semaphore and return false. In the 2nd case,
//"CallbackMethod" will run on the GUI thread once the semaphore has been acquired
private void AcquireSemaphoreAndGenerateCallback()
{
if( semaphore.WaitOne(0) ) //This returns immediately
{
return true; //We have the semaphore and didn't have to wait!
}
else
{
ThreadPool.QueueUserWorkItem(new WaitCallback(Waiter));
return false; //Indicate that we didn't acquire right away
}
}
//Wait on the semaphore and invoke "CallbackMethod" once we own it. This method
//is meant to run on a background thread.
private void Waiter(object unused)
{
//This is running on a separate thread
Semaphore.WaitOne(); //Could take a while
//Because we're running on a separate thread, we need to use "BeginInvoke" so
//that the method we're calling runs on the GUI thread
this.BeginInvoke(new Action(CallbackMethod));
}
private void CallbackMethod()
{
textBox1.Text = string.Empty; //Get rid of the "Waiting For Semaphore" text. Can't do this if we're not running on the GUI thread
DoWhateverYouNeedToDo();
semaphore.Release();
}
Now, this solution could also be fraught with peril. It's kind of hard to follow the execution of the program because it jumps around from method to method. If you have an exception, it could be difficult to recover from and make sure all of your program state is correct. You also have to keep track of things like the account number and the pin numbers through all of these method calls. In order to do that, Waiter and CallbackMethod should probably take some parameter that tracks this state that gets passed along to each step. There's also no way to abort waiting (a time out). It will probably work, but shouldn't make it into any production code because it would be too difficult to maintain or extend.
If you really wanted to do it right, you should consider encapsulating the ATM logic in an object that will raise events that the GUI can subscribe to. You could have a method like ATM.LogInAsync(Account,Pin) that you could call. This method would return immediately, but some time later, an event on the ATM class like "LogInComplete" would fire. This event would have a custom EventArgs object that would contain data to trace which log-in has occurred (mainly the Account number). This is called the Event-based Asynchronous Pattern
Alternatively, if you're using C# 5.0, you can use the new Async/Await syntax in the AcquireSemaphoreAndGenerateCallback() method. That's probably the easiest way because the compiler will handle most of the complexities for you
Yes, you may show your message/form/messagebox right before the Wait method. Then when it receives the signal to unblock, you hide your message.

Pause and Resume a Thread

I have this code to pause and resume a thread:
public partial class frmMain : Form
{
(...)
ManualResetEvent wait_handle = new ManualResetEvent(true);
(...)
}
private void frmMain_Shown(object sender, EventArgs e)
{
ThreadPool.QueueUserWorkItem(new WaitCallback(TheLoop));
}
private void TheLoop(object stateinfo)
{
bool hasInfo = true;
while (doLoop)
{
wait_handle.WaitOne();
bool hasLines = GetInfo();
if (hasLines)
{
//Consuming time Operation 1
System.Threading.Thread.Sleep(7000);
if (CurrentLine < line.Count - 1)
CurrentLine++;
else
{
bool hasInfo2 = GetInfo2();
if (hasInfo2)
{
//Consuming time Operation 2
System.Threading.Thread.Sleep(7000);
}
CurrentLine = 0;
}
}
else
System.Threading.Thread.Sleep(40000); //Wait to query again
}
}
private void btnPauseResume_Click(object sender, EventArgs e)
{
if (btnPauseResume.Text == "Pause")
{
btnPauseResume.Text = "Resume";
wait_handle.Reset();
}
else
{
btnPauseResume.Text = "Pause";
wait_handle.Set();
}
}
The code above shows a cycle information, it works find to pause and resume the "first consuming time operation" but doesn't work for the second one, if I press the button to pause the thread in the second consuming time operation, this one continues and when the first one appears again, then it pauses there.
What am I missing here?
Thx
Have you considered using a Background Worker instead since you are using WinForms? It would probably be easier than trying to 'Pause' a thread. You can check the CancellationPending property to see if a user has elected to cancel the operation. The link has a good sample to look at.
I have never seen someone pausing a thread. Create a delegate and event inside the class or method that you are executing on a separate threat. Execute that event whenever you wish to pause your thred.
There is not any reason that I can see that would prevent a second call to WaitOne from working if placed before the 2nd time consuming operation. Since you are using a ManualResetEvent the wait handle's state will persist until either Set or Reset is called. That means if you resume the thread by calling Set then both calls to WaitOne will pass through. Likewise, if you pause the thread by calling Reset then both calls to WaitOne will block. Of course, it will not be possible to predict where the worker thread will pause if there is more than one call to WaitOne.
Got it guys! the thing is where you put the WaitOne(). For instance, if I have a While Loop (like my example) if I put the wait before it, no matter how many times I hit the pause button, it won't stop the thread, it's logic since the loop already began, but if I put it at the end, then it will work.
Appreciated your help.

How to correctly stop thread which is using Control.Invoke

I tried the following (pseudocode) but I always get a deadlock when Iam trying to stop my thread.
The problem is that Join() waits for the thread to complete and a pending Invoke() operation is also waiting to complete. How can I solve this?
Thread workerThread = new Thread(BackupThreadRunner);
volatile bool cancel;
// this is the thread worker routine
void BackupThreadRunner()
{
while (!cancel)
{
DoStuff();
ReportProgress();
}
}
// main thread
void ReportProgress()
{
if (InvokeRequired)
{
Invoke(ReportProgress);
}
UpdateStatusBarAndStuff();
}
// main thread
void DoCancel()
{
cancel=true;
workerThread.Join();
}
You could use BeginInvoke(ReportProgress) - that way your worker thread doesn't have to wait for the UpdateStatusBarAndStuff method to finish.
use `BeginInvoke' instead
I would do it a slightly different way:
private Thread workerThread;
void StartButtonClick()
{
workerThread = new Thread(ReportProgress);
thread.Start();
}
void CancelButtonClick()
{
// If you use a while(bool), it will repeat the task forever
// or with no while and just a bool, you'll have to check the value of the bool in each line
// so simply aborting it (providing you clean up) is accceptable.
workerThread.Abort();
// If you don't mind your user waiting:
// workerThread.Join(1000);
}
void ReportProgress()
{
if (InvokeRequired)
{
Invoke(ReportProgress);
return;
}
UpdateStatusBarAndStuff();
}
The best practice advice is "don't abort". This is based on the fact you don't know at what point the abort call will exit your code - it could be half way through creating a Stream. So you end up with a choice: can you guarantee that at whatever line the code exits, it will be in a reasonable state to do so?
If you can't then you will need to use a Thread.Join().
Even with a Thread.Join, the user may get bored and quit (ALT+F4) the app, and you have exactly the same situation as you had with the Thread.Abort() call.

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