Confusion about the lock statement in C# - c#

This is from MSDN:
The lock keyword ensures that one thread does not enter a critical section of code while another thread is in the critical section.
Does a critical section have to be same as the critical section?
Or does it mean:
The lock keyword ensures that one thread does not enter any critical section guarded by an object of code while another thread is in any critical section guarded by the same object. ?
class Program
{
static void Main(string[] args)
{
TestDifferentCriticalSections();
Console.ReadLine();
}
private static void TestDifferentCriticalSections()
{
Test lo = new Test();
Thread t1 = new Thread(() =>
{
lo.MethodA();
});
t1.Start();
Thread t2 = new Thread(() =>
{
lo.MethodB();
});
t2.Start();
}
}
public class Test
{
private object obj = new object();
public Test()
{ }
public void MethodA()
{
lock (obj)
{
for (int i = 0; i < 5; i++)
{
Thread.Sleep(500);
Console.WriteLine("A");
}
}
}
public void MethodB()
{
lock (obj)
{
for (int i = 0; i < 5; i++)
{
Thread.Sleep(500);
Console.WriteLine("B");
}
}
}
}

The question is confusingly worded and the answers so far are not particularly clear either. Let me rephrase the question into several questions:
(1) Does the lock statement ensure that no more than one thread is in the body of the lock statement at any one time?
No. For example:
static readonly object lock1 = new object();
static readonly object lock2 = new object();
static int counter = 0;
static object M()
{
int c = Interlocked.Increment(ref counter);
return c % 2 == 0 ? lock1 : lock2;
}
...
lock(M()) { Critical(); }
It is possible for two threads to both be in the body of the lock statement at the same time, because the lock statement locks on two different objects. Thread Alpha can call M() and get lock1, and then thread Beta can call M() and get lock2.
(2) Assuming that my lock statement always locks on the same object, does a lock statement ensure that no more than one "active" thread is in the body of the lock at any one time?
Yes. If you have:
static readonly object lock1 = new object();
...
lock(lock1) { Critical(); }
then thread Alpha can take the lock, and thread Beta will block until the lock is available before entering the lock body.
(3) Assuming that I have two lock statements, and both lock statements lock on the same object every time, does a lock statement ensure that no more than one "active" thread is in the body of either lock at any one time?
Yes. If you have:
static readonly object lock1 = new object();
...
static void X()
{
lock(lock1) { CriticalX(); }
}
static void Y()
{
lock(lock1) { CriticalY(); }
}
then if thread Alpha is in X and takes the lock, and thread Beta is in Y, then thread Beta will block until the lock is available before entering the lock body.
(4) Why are you putting "active" in "scare quotes"?
To call attention to the fact that it is possible for a waiting thread to be in the lock body. You can use the Monitor.Wait method to "pause" a thread that is in a lock body, and allow a blocked thread to become active and enter that lock body (or a different lock body that locks the same object). The waiting thread will stay in its "waiting" state until pulsed. At some time after it is pulsed, it rejoins the "ready" queue and blocks until there is no "active" thread in the lock. It then resumes at the point where it left off.

You put a lock on an object. If another thread tries to access a critical section marked by that object at the same time, it will block until the lock is removed/complete.
Example:
public static object DatabaseLck= new object();
lock (DatabaseLck) {
results = db.Query<T>(query).ToList();
}
Or
lock (DatabaseLck) {
results = db.Query<T>(string.Format(query, args)).ToList();
}
Neither one of those code blocks can be run at the same time BECAUSE they use the same lock object. If you used a different lock object for each, they could run at the same time.

It is one and the same critical section.
lock (synclock)
{
// the critical section protected by the lock statement
// Only one thread can access this at any one time
}
See lock Statement on MSDN:
The lock keyword marks a statement block as a critical section by obtaining the mutual-exclusion lock for a given object, executing a statement, and then releasing the lock.
Or does it mean: The lock keyword ensures that one thread does not enter any critical section of code while another thread is in any critical section. ?
No. It does not mean that. It means the critical section protected by that lock and that lock alone.
Update, following code example:
If you use a single object to lock on, it will lock all critical sections, causing other threads to block until released. In your code example, once the lock in MethodA has been entered, all other threads reaching that lock and the lock on MethodB will block until the lock is released (this is happening because you are locking on the same object in both methods).

It does not mean any, though you can protect 2 blocks of code from being entered by more than one thread at the same time by locking them both with the same object. This is a common paradigm -- you may want to lock your collection for both clears and writes.

No it means that another thread wont enter THE critical section protected by this lock statement.
The Critical section is only defined by the programmer, and in this case, you could replace it by : the section protected by a lock
So translation :
The lock keyword ensures that one thread does not enter a section of code protected by a lock while another thread is in this section of code (protected by a lock )

The critical section that it is talking about is the section guarded by the lock statements.
Any critical section that is locking on the same object will be blocked from getting access.
It is also important that your lock object be static, because the locks need to be locking (or trying to lock) on the same instance of the lock object.

Related

Why can threads change instance data if it is blocked in another thread?

I began to study lock and immediately a question arose.
It docs.microsoft says here:
The lock statement acquires the mutual-exclusion lock for a given
object, executes a statement block, and then releases the lock. While
a lock is held, the thread that holds the lock can again acquire and
release the lock. Any other thread is blocked from acquiring the lock
and waits until the lock is released.
I made a simple example proving that another thread with a method without the lock keyword can easily change the data of an instance while that instance is occupied by a method using the lock from the first thread. It is worth removing the comment from the blocking and the work is done as expected. I thought that a lock would block access to an instance from other threads, even if they don't use a lock on that instance in their methods.
Questions:
Do I understand correctly that locking an instance on one thread allows data from another thread to be modified on that instance, unless that other thread also uses that instance's lock? If so, what then does such a blocking generally give and why is it done this way?
What does this mean in simpler terms? While a lock is held, the thread that holds the lock can again acquire and release the lock.
So code formatting works well.
using System;
using System.Threading;
using System.Threading.Tasks;
namespace ConsoleApp1
{
class A
{
public int a;
}
class Program
{
static void Main(string[] args)
{
A myA = new A();
void MyMethod1()
{
lock (myA)
{
for (int i = 0; i < 10; i++)
{
Thread.Sleep(500);
myA.a += 1;
Console.WriteLine($"Work MyMethod1 a = {myA.a}");
}
}
}
void MyMethod2()
{
//lock (myA)
{
for (int i = 0; i < 10; i++)
{
Thread.Sleep(500);
myA.a += 100;
Console.WriteLine($"Work MyMethod2 a = {myA.a}");
}
}
}
Task t1 = Task.Run(MyMethod1);
Thread.Sleep(100);
Task t2 = Task.Run(MyMethod2);
Task.WaitAll(t1, t2);
}
}
}
locks are cooperative, it relies on all parties that can change the data to cooperate and take the lock before attempting to change the data. Note that the lock does not care what you are changing inside the lock. It is fairly common to use a surrogate lock object when protecting some data structure. I.e.
private object myLockObject = new object();
private int a;
private int b;
public void TransferMonety(int amount){
lock(myLockObject){
if(a > amount){
a-=amount;
b+=amount;
}
}
}
Because of this locks are very flexible, you can protect any kind of operation, but you need to write your code correctly.
Because of this it is important to be careful when using locks. Locks should preferably be private to avoid any unrelated code from taking the lock. The code inside the lock should be fairly short, and should not call any code outside the class. This is done to avoid deadlocks, if arbitrary code is run it may do things like taking other locks or waiting for events.
While locks are very useful, there are also other synchronization primitives that can be used depending on your use case.
What does this mean in simpler terms? "While a lock is held, the thread that holds the lock can again acquire and release the lock."
It means that you can do this:
lock (locker)
{
lock (locker)
{
lock (locker)
{
// Do something while holding the lock
}
}
}
You can acquire the lock many times, and then release it an equal number of times. This is called reentrancy. The lock statement is reentrant, because the underlying Monitor class is reentrant by design. Other synchronization primitives, like the SemaphoreSlim, are not reentrant.

c# why put object in the lock statement

Can someone clarify me:
The statements inside the lock will be locked no one can go through unless it's finished and release the lock. then what is the object inside the lock used for
lock (obj)
{
///statement
}
Does that mean the obj is being locked and cannot be used from anywhere else unless the lock has done his work.
I've made a very simple class to illustrate what the object in the lock is there for.
public class Account
{
private decimal _balance = 0m;
private object _transactionLock = new object();
private object _saveLock = new object();
public void Deposit(decimal amount)
{
lock (_transactionLock)
{
_balance += amount;
}
}
public void Withdraw(decimal amount)
{
lock (_transactionLock)
{
_balance -= amount;
}
}
public void Save()
{
lock (_saveLock)
{
File.WriteAllText(#"C:\Balance.txt", _balance.ToString());
}
}
}
You'll notice that I have three locks, but only two variables.
The lines lock (_transactionLock) mutually lock the regions of code to only allow the current thread to enter - and this could mean that the current thread can re-enter the locked region. Other threads are blocked no matter which of the lock (_transactionLock) they hit if a thread already has the lock.
The second lock, lock (_saveLock), is there to show you that the object in the lock statement is there to identify the lock. So, if a thread were in one of the lock (_transactionLock) statements then there is nothing stopping a thread to enter the lock (_saveLock) block (unless another thread were already there).
Read up on semaphores and monitors. When it comes to multi-threading, you want to protect the Critical Section of the code, so that the object in question is not being accessed while an operation is being performed on it. The critical section is what's being enclosed inside the lock.
This is all done to avoid dead locks and live locks. Once again, you only need the lock if your application is multi-threaded.

Why doesn't Lock'ing on same object cause a deadlock? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Re-entrant locks in C#
If I write some code like this:
class Program {
static void Main(string[] args) {
Foo();
Console.ReadLine();
}
static void Foo() {
lock(_lock) {
Console.WriteLine("Foo");
Bar();
}
}
static void Bar() {
lock(_lock) {
Console.WriteLine("Bar");
}
}
private static readonly object _lock = new object();
}
I get as output:
Foo
Bar
I expected this to deadlock, because Foo acquires a lock, and then waits for Bar to acquire the lock. But this doesn't happen.
Does the locking mechanism simply allow this because the code is executed on the same thread?
For the same thread a lock is always reentrant, so the thread can lock an object as often as it wants.
Because you have only one thread here.
lock is shortcut for
bool lockWasTaken = false;
var temp = obj;
try {
Monitor.Enter(temp, ref lockWasTaken);
// your thread safe code
}
finally { if (lockWasTaken) Monitor.Exit(temp); }
Monitor.Enter acquire the Monitor on the object passed as the parameter. If another thread has executed an Enter on the object but has not yet executed the corresponding Exit, the current thread will block until the other thread releases the object. It is legal for the same thread to invoke Enter more than once without it blocking; however, an equal number of Exit calls must be invoked before other threads waiting on the object will unblock.
One word: Reentrant lock. If a thread has already acquired a lock, then it does not wait if it wants to acquire the lock again. This is very much needed otherwise it could have turned simple recursive functions into a nightmare.!
The lock statement is smarter than that, and it is designed to prevent just this. The lock is "owned" by the thread once it gets inside of it, so anytime it reaches another lock statement that locks on the same object it will realize that it already has access to that lock.

Is the following code reentrant and thread-safe?

Is the following code is reentrant?
Is it thread-safe, if this.NextToExecuteIndex is declared private int NextToExecuteIndex = 0; and not computed anywhere else?
protected override void Poll(object sender, System.Timers.ElapsedEventArgs e)
{
int index;
object locker = new object();
lock (locker)
{
Interlocked.Increment(ref this.NextToExecuteIndex);
if (this.NextToExecuteIndex >= this.ReportingAgentsTypes.Count())
{
this.NextToExecuteIndex = 0;
}
index = this.NextToExecuteIndex;
}
var t = this.ReportingAgentsTypes[index];
Console.WriteLine(t.ToString());
}
No this is not thread-safe at all. The lock has no effect since the object is local to the thread. It needs to be shared by all calling threads. Once you fix that you don't need to use interlocked increment because the lock serialises execution.
As a general rule you should place locker at the same level as the resource you are protecting. If the resource is owned by the instance then so should be locker. Similarly if the resource is owned by the class.
As for re-entrancy, the lock keyword uses a re-entrant lock, i.e. one that lets the same thread in if the lock is held by that thread. That's probably not what you want. But if you had a non re-entrant lock then you would just deadlock yourself with a re-entrant call. And I don't think you'd want that either.
You look like you want a wrap around increment. So long as the collection is not being modified, this can be achieved with interlocked operations, i.e. lock free. If so then it can be written like this:
do
{
int original = this.NextToExecuteIndex;
int next = original+1;
if (next == this.ReportingAgentsTypes.Count())
next = 0;
}
while (Interlocked.CompareExchange(ref this.NextToExecuteIndex, next, original) != original);
Note: You should declare NextToExecuteIndex as volatile.
Absolutely not. This is your problem object locker = new object();. You will create a new object and lock on it every time.

How to properly lock an object

I am just reading a great tutorial about threads and have a problem with locks. I need some tip/advice that will point me in right direction. I'd like to understand why the output isn't ordered as i expect. The code shows my simple example.
class Program {
class A {
public object obj = new object();
public int i;
}
class B {
public object obj = new object();
public int j;
}
static void Main() {
Console.Write("Thread1: ");
A a = new A();
for (a.i = 0; a.i < 9; a.i++) {
lock (a) {
new Thread(() => { Console.Write(a.i); }).Start();
}
}
Thread.Sleep(500);
Console.Write("\nThread2: ");
B b = new B();
for (b.j = 0; b.j < 9; b.j++) {
new Thread(() => { lock (b) { Console.Write(b.j); } }).Start();
}
Console.ReadLine();
}
}
Example output:
Thread1: 222456799
Thread2: 233357889
Link to the tutorial:
http://www.albahari.com/threading/
You are only locking while you create the thread, or (in the second case), access the value. Locks must be used by all threads, otherwise they do nothing. It is the act of trying to acquire the lock that blocks. Even if you did lock in both threads, that wouldn't help you marry each thread to the value of a.i (etc) at a particular point in time (that no longer exists).
Equally, threads work at their own pace; you cannot guarantee order unless you have a single worker and queue; or you implement your own re-ordering.
it will run at its own pace, and since you are capturing the variable a, it is entirely likely that the field a.i has changed by the time the thread gets as far as Console.Write. Instead, you should capture the value, by making a copy:
A a = new A();
for (a.i = 0; a.i < 9; a.i++) {
var tmp = a.i;
new Thread(() => { Console.Write(tmp); }).Start();
}
(or probably remove a completely)
for (int i = 0; i < 9; i++) {
var tmp = i;
new Thread(() => { Console.Write(tmp); }).Start();
}
there are several issues here:
First, you are locking on a when you create a thread, so the thread is created, but your original main thread then releases the lock and keeps on trucking in the loop, while the created threads run concurrently.
You want to move the first lock into the thread that uses A to the Thread delegate like this:
for(a.i=0;a.i<9;a.i++)
{
int id=a.i;
new Thread(()=>{ lock(a){Console.Out.WriteLine("Thread{0} sees{1}",id,a.i)};}).Start(); // lots of smileys here :)
}
If you look closely, you will notice that the threads are not locked the same way for A and B, which tells you that threads live their own lives and Thread creation != Thread life.
Even with locking your thread runners, you can and will end-up in situations where thread 1 runs AFTER thread 2... but they will never run at the same time thanks to your lock.
You also reference a shared member in all your threads: a.i. This member is initialized in the main thread which doesn't lock anything so your behaviour is not predictable. This is why I added the captured variable i that grabs the value of a.i when the thread is created, and is used in the thread delegate in a safe way.
Also, always lock on a non-public instance. if you lock on A, make sure no-one sees A and gets the opportunity to lock on it.
Because the lock is always held by the main thread, as you are starting threads after acquiring lock and once you acquire there is no contention. Now the threads are free to run however they want, the threads which started by main thread aren't synchronized by any lock. Something which comes close to your expections is following (only order) count again depends on how fast and how many cores you've got. Observe b.j++ is now inside a lock.
for (b.j = 0; b.j < 9; )
{
new Thread(() => { lock (b) { Console.Write(b.j); b.j++; } }).Start();
}
Basic idea behind locking or critical section is to only allow one thing to happen, not the order, in the above modification I've locked the increment operation, that gaurantees that before next thread starts running code under lock, current thread has to finish running all the code under its acquired lock, before it releases the lock.

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