I am currently reading this excellent article on threading and read the following text:
Thread.Sleep(0) relinquishes the thread’s current time slice immediately, voluntarily handing over the CPU to other threads.
I wanted to test this and below is my test code:
static string s = "";
static void Main(string[] args)
{
//Create two threads that append string s
Thread threadPoints = new Thread(SetPoints);
Thread threadNewLines = new Thread(SetNewLines);
//Start threads
threadPoints.Start();
threadNewLines.Start();
//Wait one second for threads to manipulate string s
Thread.Sleep(1000);
//Threads have an infinite loop so we have to close them forcefully.
threadPoints.Abort();
threadNewLines.Abort();
//Print string s and wait for user-input
Console.WriteLine(s);
Console.ReadKey();
}
The functions that threadPoints and threadNewLines run:
static void SetPoints()
{
while(true)
{
s += ".";
}
}
static void SetNewLines()
{
while(true)
{
s += "\n";
Thread.Sleep(0);
}
}
If I understand Thread.Sleep(0) correctly, the output should be something like this:
............ |
.............. |
................ | <- End of console
.......... |
............. |
............... |
But I get this as output:
....................|
....................|
.... |
|
|
....................|
....................|
................. |
|
Seeing as the article mentioned in the beginning of the post is highly recommended by many programmers, I can only assume that my understanding of Thread.Sleep(0) is wrong. So if someone could clarify, I'd be much obliged.
What thread.sleep(0) is to free the cpu to handle other threads, but that doesn't mean that another thread couldn't be the current one. If you're trying to send the context to another thread, try to use some sort of signal.
If you have access to a machine (or perhaps a VM) with only a single core/processor, try running your code on that machine. You may be surprised with how the results vary. Just because two threads refer to the same variable "s", does not mean they actually refer to the same value at the same time, due to various levels of caching that can occur on modern multi-core (and even just parallel pipeline) CPUs. If you want to see how the yielding works irrespective of the caching issues, try wrapping each s += expression inside a lock statement.
If you'd expand the width of the console to be 5 time larger than current then you'd see what you expect, lines not reaching the console width. The problem is one time slice is actually very long. So, to have the expected effect with normal console with you'd have to slow down the Points thread, but without using Sleep. Instead of while (true) loop try this
for (int i = 0;; i++)
{
if (int % 10 == 0)
s += ".";
}
To slow down the thread even more replace number 10 with bigger number.
The next thread the processor handles is random thread and it even could be the same thread you just called Thread.Sleep(0). To ensure that next thread will be not the same thread you can call Thread.Yield() and check it's return result - if os has another thread that can run true will be returned else false.
You should (almost) never abort threads. The best practice is to signal them to die (commit suicide).
This is normally accomplished by setting some boolean variable and the threads should inspect its value to whether continue or not its execution.
You are setting a string variable named "s". You will incur in race conditions. String is not thread safe. You can wrap the operations that manipulate it in a lock or use a built-in type that is thread-safe.
Always pay attention, in the documentation, to know if the types you use are thread-safe.
Because of this you can't rely on your results because your program is not thread-safe.
If you run the program several times my guess is that you'll get different outputs.
Note: When using a boolean to share some state to cancel threads, make sure it is marked as volatile. JIT might optimize the code and never looks at its changed value.
Related
I have just did a sample for multithreading using This Link like below:
Console.WriteLine("Number of Threads: {0}", System.Diagnostics.Process.GetCurrentProcess().Threads.Count);
int count = 0;
Parallel.For(0, 50000, options,(i, state) =>
{
count++;
});
Console.WriteLine("Number of Threads: {0}", System.Diagnostics.Process.GetCurrentProcess().Threads.Count);
Console.ReadKey();
It gives me 15 thread before Parellel.For and after it gives me 17 thread only. So only 2 thread is occupy with Parellel.For.
Then I have created a another sample code using This Link like below:
var options = new ParallelOptions { MaxDegreeOfParallelism = Environment.ProcessorCount * 10 };
Console.WriteLine("MaxDegreeOfParallelism : {0}", Environment.ProcessorCount * 10);
Console.WriteLine("Number of Threads: {0}", System.Diagnostics.Process.GetCurrentProcess().Threads.Count);
int count = 0;
Parallel.For(0, 50000, options,(i, state) =>
{
count++;
});
Console.WriteLine("Number of Threads: {0}", System.Diagnostics.Process.GetCurrentProcess().Threads.Count);
Console.ReadKey();
In above code, I have set MaxDegreeOfParallelism where it sets 40 but is still taking same threads for Parallel.For.
So how can I increase running thread for Parallel.For?
I am facing a problem that some numbers is skipped inside the Parallel.For when I perform some heavy and complex functionality inside it. So here I want to increase the maximum thread and override the skipping issue.
What you're saying is something like: "My car is shaking when driving too fast. I'm trying to avoid this by driving even faster." That doesn't make any sense. What you need is to fix the car, not change the speed.
How exactly to do that depends on what are you actually doing in the loop. The code you showed is obviously placeholder, but even that's wrong. So I think what you should do first is to learn about thread safety.
Using a lock is one option, and it's the easiest one to get correct. But it's also hard to make it efficient. What you need is to lock only for a short amount of time each iteration.
There are other options how to achieve thread safety, including using Interlocked, overloads of Parallel.For that use thread-local data and approaches other than Parallel.For(), like PLINQ or TPL Dataflow.
After you made sure your code is thread safe, only then it's time to worry about things like the number of threads. And regarding that, I think there are two things to note:
For CPU-bound computations, it doesn't make sense to use more threads than the number of cores your CPU has. Using more threads than that will actually usually lead to slower code, since switching between threads has some overhead.
I don't think you can measure the number of threads used by Parallel.For() like that. Parallel.For() uses the thread pool and it's quite possible that there already are some threads in the pool before the loop begins.
Parallel loops use hardware CPU cores. If your CPU has 2 cores, this is the maximum degree of paralellism that you can get in your machine.
Taken from MSDN:
What to Expect
By default, the degree of parallelism (that is, how many iterations run at the same time in hardware) depends on the
number of available cores. In typical scenarios, the more cores you
have, the faster your loop executes, until you reach the point of
diminishing returns that Amdahl's Law predicts. How much faster
depends on the kind of work your loop does.
Further reading:
Threading vs Parallelism, how do they differ?
Threading vs. Parallel Processing
Parallel loops will give you wrong result for summation operations without locks as result of each iteration depends on a single variable 'Count' and value of 'Count' in parallel loop is not predictable. However, using locks in parallel loops do not achieve actual parallelism. so, u should try something else for testing parallel loop instead of summation.
I can already see it's not by the incorrect increments, but there's just one small piece of the puzzle I can't quite seem to catch.
We have the following code:
internal class StupidObject
{
static public SemaphoreSlim semaphore = new SemaphoreSlim(0, 100);
private int counter;
public bool MethodCall() => counter++ == 0;
public int GetCounter() => counter;
}
And the following test code to try and see if it's an atomic operation:
var sharedObj = new StupidObject();
var resultTasks = new Task[100];
for (int i = 0; i < 100; i++)
{
resultTasks[i] = Task.Run(async () =>
{
await StupidObject.semaphore.WaitAsync();
if (sharedObj.MethodCall())
{
Console.WriteLine("True");
};
});
}
Console.WriteLine("Done");
Console.ReadLine();
StupidObject.semaphore.Release(100);
Console.ReadLine();
Console.WriteLine(sharedObj.GetCounter());
Console.ReadLine();
I expect to see multiple True's written to the console, but I ever see a single one.
Why is that? By my understanding, a ++ operation reads the value, increments the read value, and then stores that value to the variable.
Those are 3 operations. If we had a race condition, where thread A did the following:
Reads value to be 0.
Increments read value by 1.
And another thread B did the same things, but beat thread A to the third operation as following:
Writes read value to variable.
When A finishes writing the incremented read value, it should print back 0, same with thread B after it has done its write operation.
Am I missing something at the design aspect of things, or is my test not good enough to make this exact situation come to fruition?
Example without the Task Parallel Library (still yields a single True to the console):
var sharedObj = new StupidObject();
var resultTasks = new Thread[10000];
for (int i = 0; i < 10000; i++)
{
resultTasks[i] = new Thread(() =>
{
StupidObject.semaphore.Wait();
if (sharedObj.MethodCall())
{
Console.WriteLine("True");
};
});
resultTasks[i].IsBackground = false;
resultTasks[i].Start();
}
Console.WriteLine("Done");
Console.ReadLine();
StupidObject.semaphore.Release(10000);
What Liam said about Console.WriteLine is possible, but also there's another thing.
Starting Tasks doesn't equal starting threads, and even starting threads doesn't guarantee that all threads will begin immediatelly. Starting 100 short tasks probably won't even fill .Net's thread pool significantly, because those tasks end quickly and thread pool's manager probably won't start more than 3-5 threads. That's not the "immediate" and "parallel" you'd like to see when you want to start parallel 100 increments to race with each other, right? Remember that Tasks are queued first, then assigned to threads.
Note that the StupidObject's counter starts with zero and that's the ONLY MOMENT EVER that the value is zero. If ANY thread wins the race and successfully writes an update to that integer, you'll get FALSE in all future tasks, because it's already 1.
And if there are many tasks on the thread pool's queue, something first has to notice that fact. At program's start, thread pool lacks threads. They are not started in dozens right at program start. They are started on demand. Most probably you fill up the queue with 100 tasks, threadpool's thread is created, picks first task, bumps counter to 1, then maybe thread pool starts new threads to consume tasks faster.
To get a bit better image what's happening, instead of printing out 'true', collect values observed by return counter++: let each task run, finish, store its value in Task's .Result, then run threads/tasks, then wait for all of then to stop, then collect .Results and write a histogram of those values. Even if you don't see 5 zeros, maybe you will see 3 ones, 7 twos, 2 threes and so on.
I have been rewriting some process intensive looping to use TPL to increase speed. This is the first time I have tried threading, so want to check what I am doing is the correct way to do it.
The results are good - processing the data from 1000 Rows in a DataTable has reduced processing time from 34 minutes to 9 minutes when moving from a standard foreach loop into a Parallel.ForEach loop. For this test, I removed non thread safe operations, such as writing data to a log file and incrementing a counter.
I still need to write back into a log file and increment a counter, so i tried implementing a lock which encases the streamwriter/increment code block.
FileStream filestream = new FileStream("path_to_file.txt", FileMode.Create);
StreamWriter streamwriter = new StreamWriter(filestream);
streamwriter.AutoFlush = true;
try
{
object locker = new object();
// Lets assume we have a DataTable containing 1000 rows of data.
DataTable datatable_results;
if (datatable_results.Rows.Count > 0)
{
int row_counter = 0;
Parallel.ForEach(datatable_results.AsEnumerable(), data_row =>
{
// Process data_row as normal.
// When ready to write to log, do so.
lock (locker)
{
row_counter++;
streamwriter.WriteLine("Processing row: {0}", row_counter);
// Write any data we want to log.
}
});
}
}
catch (Exception e)
{
// Catch the exception.
}
streamwriter.Close();
The above seems to work as expected, with minimal performance costs (still 9 minutes execution time). Granted, the actions contained in the lock are hardly significant themselves - I assume that as the time taken to process code within the lock increases, the longer the thread is locked for, the more it affects processing time.
My question: is the above an efficient way of doing this or is there a different way of achieving the above that is either faster or safer?
Also, lets say our original DataTable actually contains 30000 rows. Is there anything to be gained by splitting this DataTable into chunks of 1000 rows each and then processing them in the Parallel.ForEach, instead of processing all 300000 rows in one go?
Writing to the file is expensive, you're holding a exclusive lock while writing to the file, that's bad. It's going to introduce contention.
You could add it in a buffer, then write to the file all at once. That should remove contention and provide way to scale.
if (datatable_results.Rows.Count > 0)
{
ConcurrentQueue<string> buffer = new ConcurrentQueue<string>();
Parallel.ForEach(datatable_results.AsEnumerable(), (data_row, state, index) =>
{
// Process data_row as normal.
// When ready to write to log, do so.
buffer.Enqueue(string.Format( "Processing row: {0}", index));
});
streamwriter.AutoFlush = false;
string line;
while (buffer.TryDequeue(out line))
{
streamwriter.WriteLine(line);
}
streamwriter.Flush();//Flush once when needed
}
Note that you don't need to maintain a loop counter,
Parallel.ForEach provides you one. Difference is that it is not
the counter but index. If I've changed the expected behavior you can
still add the counter back and use Interlocked.Increment to
increment it.
I see that you're using streamwriter.AutoFlush = true, that will hurt performance, you can set it to false and flush it once you're done writing all the data.
If possible, wrap the StreamWriter in using statement, so that you don't even need to flush the stream(you get it for free).
Alternatively, you could look at the logging frameworks which does their job pretty well. Example: NLog, Log4net etc.
You may try to improve this, if you avoid logging, or log into only thread specific log file (not sure if that makes sense to you)
TPL start as many threads as many cores you have Does Parallel.ForEach limits the number of active threads?.
So what you can do is:
1) Get numbers of core on target machine
2) Create a list of counters, with as many elements inside as many cores you have
3) Update counter for every core
4) Sum all them up after parallel execution terminates.
So, in practice :
//KEY(THREAD ID, VALUE: THREAD LOCAL COUNTER)
Dictionary<int,int> counters = new Dictionary<int, int>(NUMBER_OF_CORES);
....
Parallel.ForEach(datatable_results.AsEnumerable(), data_row =>
{
// Process data_row as normal.
// When ready to write to log, do so.
//lock (locker) //NO NEED FOR LOCK, EVERY THREAD UPDATES ITS _OWN_ COUNTER
//{
//row_counter++;
counters[Thread.CurrentThread.ManagedThreadId].Value +=1;
//NO WRITING< OR WRITING THREAD SPECIFIC FILE ONLY
//streamwriter.WriteLine("Processing row: {0}", row_counter);
//}
});
....
//AFTER EXECUTION OF PARALLEL LOOP SUM ALL COUNTERS AND GET TOTAL OF ALL THREADS.
The benefit of this that no locking envolved at all, which will drammatically improve performance. When you use .net concurent collections, they are always use some kind of locking inside.
This is naturally a basic idea, may not work as it expected if you copy paste. We are talking about multi threading , which is always a hard topic. But, hopefully, it provides to you some ideas to relay on.
First of all, it takes about 2 seconds to process a row in your table and perhaps a few milliseconds to increment the counter and write to the log file. With the actual processing being 1000x more than the part you need to serialize, the method doesn't matter too much.
Furthermore, the way you have implemented it is perfectly solid. There are ways to optimize it, but none that are worth implementing in your situation.
One useful way to avoid locking on the increment is to use Interlocked.Increment. It is a bit slower than x++ but much faster than lock {x++;}. In your case, though, it doesn't matter.
As for the file output, remember that the output is going to be serialized anyway, so at best you can minimize the amount of time spent in the lock. You can do this by buffering all of your output before entering the lock, then just perform the write operation inside the lock. You probably want to do async writes to avoid unnecessary blocking on I/O.
You can transfer the parallel code in new method. For example :
// Class scope
private string GetLogRecord(int rowCounter, DataRow row)
{
return string.Format("Processing row: {0}", rowCounter); // Write any data we want to log.
}
//....
Parallel.ForEach(datatable_results.AsEnumerable(), data_row =>
{
// Process data_row as normal.
// When ready to write to log, do so.
lock (locker)
row_counter++;
var logRecord = GetLogRecord(row_counter, data_row);
lock (locker)
streamwriter.WriteLine(logRecord);
});
This is my code that uses a parallel for. The concept is similar, and perhaps easier for you to implement. FYI, for debugging, I keep a regular for loop in the code and conditionally compile the parallel code. Hope this helps. The value of i in this scenario isn't the same as the number of records processed, however. You could create a counter and use a lock and add values for that. For my other code where I do have a counter, I didn't use a lock and just allowed the value to be potentially off to avoid the slower code. I have a status mechanism to indicate number of records processed. For my implementation, the slight chance that the count is not an issue - at the end of the loop I put out a message saying all the records have been processed.
#if DEBUG
for (int i = 0; i < stend.PBBIBuckets.Count; i++)
{
//int serverIndex = 0;
#else
ParallelOptions options = new ParallelOptions();
options.MaxDegreeOfParallelism = m_maxThreads;
Parallel.For(0, stend.PBBIBuckets.Count, options, (i) =>
{
#endif
g1client.Message request;
DataTable requestTable;
request = new g1client.Message();
requestTable = request.GetDataTable();
requestTable.Columns.AddRange(
Locations.Columns.Cast<DataColumn>().Select(x => new DataColumn(x.ColumnName, x.DataType)).ToArray
());
FillPBBIRequestTables(requestTable, request, stend.PBBIBuckets[i], stend.BucketLen[i], stend.Hierarchies);
#if DEBUG
}
#else
});
#endif
I'm working on a console application which will be scheduled and run at set intervals, say every 30 minutes. Its only purpose is to query a Web Service to update a batch of database rows.
The Web Service API reccommends calling once every 30 seconds, and timeout after a set interval. The following pseudocode is given as an example:
listId := updateList(<list of terms>)
LOOP
WHILE NOT isUpdatingComplete(listId)
END LOOP
statuses := getStatuses(“LIST_ID = {listId}”)
I have coded this roughly in C# as:
int callCount = 0;
while( callCount < 5 && !client.isUpdateComplete(listId, out messages) )
{
listId = client.updateList(options, terms, out messages);
callCount++;
Thread.Sleep(30000);
}
// Get resulting status...
Is it OK in this situation to use Thread.Sleep()? I'm aware it is not generally good practice but from reading reasons not to use it this seems like acceptable usage.
Thanks.
Thread.Sleep ensures the current thread doesn't return until at least the specified milliseconds have passed. There are plenty of places it's appropriate to do that, and your example seems fine, assuming it's running on a background thread.
Some example places you don't want to use it - on the UI thread or where you need to do exact timing.
Generally speaking, Thread.Sleep is like any other tool: perfectly OK to use, except when it's terribly misused. I disagree with the "not generally good practice" part, which is the result of people abusing Thread.Sleep when they should be doing something else (i.e. blocking on a synchronization object).
In your case the program is single-threaded, it has no UI (i.e. the thread has no message loop) and you do not want to synchronize with external events. Therefore Thread.Sleep is just fine.
The general objection against Sleep() is that it wastes a Thread.
In your case there is only 1 Thread (maybe 2) so that is not really a problem.
So I think it looks fine (but I would sleep 29 seconds to cut some slack).
It's fine, except that you cannot interrupt it once it goes into sleep, without aborting the thread (which is not recommended).
That's why a ManualResetEvent might be a better idea, since it can be signalled ("awaken") from a different thread.
you could stick with the Thread.Sleep method. But it would be more elegant to schedule it to run every 30 minutes - so you don't have to take care of the waiting inside your application.
Thread.Sleep isn't the best for executing periodic logic. Thread.Sleep(n) means your thread will relinquish control for n milliseconds. There is no guarantee that it will regain control after n milliseconds, it depends on the CPU load.
If you are locking the thread for 30 mins case you should schedule a windows task every 30 mins, so the program executes and then ends. That way you are not locking a thread for so long.
For shorter times, like 30 secs / 1 min, System.Thread.Sleep() is perfectly fine. For more than 5 mins i would use a windows task. (Im spanish i think on the english version are called like that, im talking about the tasks you schedule from the control panel ;-) )
Im trying to figure out the output of this code:
Dictionary<int, MyRequest> request = new Dictionary<int, MyRequest>();
for (int i = 0; i < 1000; i++ )
{
request.Add(i, new MyRequest() { Name = i.ToString() });
}
var ids = request.Keys.ToList();
Parallel.For(0, ids.Count, (t) =>
{
var id = ids[t];
var b = request[id];
lock (b)
{
if (b.Name == 4.ToString())
{
Thread.Sleep(10000);
}
Console.WriteLine(b.Name);
}
});
Console.WriteLine("done");
Console.Read();
output:
789
800
875
.
.
.
4
5
6
7
done
MyRequest is just a dummy class used for demonstration (it is not doing anything but holding values). Is my lock blocking the execution or are the last 4 being put on their own thread?
This is a .NET 4.0 demo.
UPDATE
Ok I did figure out they were on teh same thread, but i would still like to know if the lock does anything to block execution. I cant imagine it does.
If ids does not contain duplicates, that lock won't block anything. But if there are duplicates in ids, then yes, there might be contention at the lock, as different threads fight for access to the same request.
Your lock will only be blocking execution if the ids line up such that you retrieve the same request more than once. Since different names are being printed each time, that shouldn't be a concern.
Parallel.For uses a thread pool to process your loop. As soon as one of its threads is free, it assigns it to the next element. This is non-deterministic, because you don't know how many threads there are in the pool, and you don't control the CPU time given to each thread. This means that some threads may finish sooner or later than you would "naturally" expect.
Your lock isn't doing anything. A lock blocks delimits sections of code that attempt to use the same object. In your case, you're not ever using the same object twice in the loop. The fact that the last IDs processed seem consistent is probably purely coincidental.