According to MSDN, Monitor.Wait():
Releases the lock on an object and blocks the current thread until it
reacquires the lock.
However, everything I have read about Wait() and Pulse() seems to indicate that simply releasing the lock on another thread is not enough. I need to call Pulse() first to wake up the waiting thread.
My question is why? Threads waiting for the lock on a Monitor.Enter() just get it when it's released. There is no need to "wake them up". It seems to defeat the usefulness of Wait().
eg.
static object _lock = new Object();
static void Main()
{
new Thread(Count).Start();
Sleep(10);
lock (_lock)
{
Console.WriteLine("Main thread grabbed lock");
Monitor.Pulse(_lock) //Why is this required when we're about to release the lock anyway?
}
}
static void Count()
{
lock (_lock)
{
int count = 0;
while(true)
{
Writeline("Count: " + count++);
//give other threads a chance every 10th iteration
if (count % 10 == 0)
Monitor.Wait(_lock);
}
}
}
If I use Exit() and Enter() instead of Wait() I can do:
static object _lock = new Object();
static void Main()
{
new Thread(Count).Start();
Sleep(10);
lock (_lock) Console.WriteLine("Main thread grabbed lock");
}
static void Count()
{
lock (_lock)
{
int count = 0;
while(true)
{
Writeline("Count: " + count++);
//give other threads a chance every 10th iteration
if (count % 10 == 0)
{
Monitor.Exit(_lock);
Monitor.Enter(_lock);
}
}
}
}
You use Enter / Exit to acquire exclusive access to a lock.
You use Wait / Pulse to allow co-operative notification: I want to wait for something to occur, so I enter the lock and call Wait; the notifying code will enter the lock and call Pulse.
The two schemes are related, but they're not trying to accomplish the same thing.
Consider how you'd implement a producer/consumer queue where the consumer can say "Wake me up when you've got an item for me to consume" without something like this.
I myself had this same doubt, and despite some interesting answers (some of them present here), I still kept searching for a more convincing answer.
I think an interesting and simple thought on this matter would be: I can call Monitor.Wait(lockObj) at a particular moment in which no other thread is waiting to acquire a lock on the lockObj object. I just want to wait for something to happen (some object's state to change, for instance), which is something I know that will happen eventually, on some other thread. As soon as this condition is achieved, I want to be able to reacquire the lock as soon as the other thread releases its lock.
By the definition of the Monitor.Wait method, it releases the lock and tries to acquire it again. If it didn't wait for the Monitor.Pulse method to be called before trying to acquire the lock again, it would simply release the lock and immediately acquire it again (depending on your code, possibly in loop).
That is, I think it's interesting trying to understand the need of the Monitor.Pulse method by looking at its usefulness in the functioning of the Monitor.Wait method.
Think like this: "I don't want to release this lock and immediately try to acquire it again, because I DON'T WANT to be ME the next thread to acquire this lock. And I also don't want to stay in a loop containing a call to Thread.Sleep checking some flag or something in order to know when the condition I'm waiting for has been achieved so that I can try to reacquire the lock. I just want to 'hibernate' and be awaken automatically, as soon as someone tells me the condition I'm waiting for has been achieved.".
Read the Remarks section of the linked MSDN page:
When a thread calls Wait, it releases the lock on the object and enters the object's waiting queue. The next thread in the object's ready queue (if there is one) acquires the lock and has exclusive use of the object. All threads that call Wait remain in the waiting queue until they receive a signal from Pulse or PulseAll, sent by the owner of the lock. If Pulse is sent, only the thread at the head of the waiting queue is affected. If PulseAll is sent, all threads that are waiting for the object are affected. When the signal is received, one or more threads leave the waiting queue and enter the ready queue. A thread in the ready queue is permitted to reacquire the lock.
This method returns when the calling thread reacquires the lock on the object. Note that this method blocks indefinitely if the holder of the lock does not call Pulse or PulseAll.
So, basically, when you call Monitor.Wait, your thread is in the waiting queue. For it to re-acquire the lock, it needs to be in the ready queue. Monitor.Pulse moves the first thread in the waiting queue to the ready queue and thus allows for it to re-acquire the lock.
Related
Jeffrey Richter pointed out in his book 'CLR via C#' the example of a possible deadlock I don't understand (page 702, bordered paragraph).
The example is a thread that runs Task and call Wait() for this Task. If the Task is not started it should possible that the Wait() call is not blocking, instead it's running the not started Task. If a lock is entered before the Wait() call and the Task also try to enter this lock can result in a deadlock.
But the locks are entered in the same thread, should this end up in a deadlock scenario?
The following code produce the expected output.
class Program
{
static object lockObj = new object();
static void Main(string[] args)
{
Task.Run(() =>
{
Console.WriteLine("Program starts running on thread {0}",
Thread.CurrentThread.ManagedThreadId);
var taskToRun = new Task(() =>
{
lock (lockObj)
{
for (int i = 0; i < 10; i++)
Console.WriteLine("{0} from Thread {1}",
i, Thread.CurrentThread.ManagedThreadId);
}
});
taskToRun.Start();
lock (lockObj)
{
taskToRun.Wait();
}
}).Wait() ;
}
}
/* Console output
Program starts running on thread 3
0 from Thread 3
1 from Thread 3
2 from Thread 3
3 from Thread 3
4 from Thread 3
5 from Thread 3
6 from Thread 3
7 from Thread 3
8 from Thread 3
9 from Thread 3
*/
No deadlock occured.
J. Richter wrote in his book "CLR via C#" 4th Edition on page 702:
When a thread calls the Wait method, the system checks if the Task that the thread is waiting for has started executing. If it has, then the thread calling Wait will block until the Task has completed running. But if the Task has not started executing yet, then the system may (depending on the TaskScheduler) execute the Trask by using the thread that called Wait. If this happens, then the thread calling Wait does not block; it executes the Task and returns immediatlely. This is good in that no thread has blocked, thereby reducing resource usage (by not creating a thread to replace the blocked thread) while improving performance (no time is spet to create a thread an there is no contexte switcing). But it can also be bad if, for example, thre thread has taken a thread synchronization lock before calling Wait and thren the Task tries to take the same lock, resulting in a deadlocked thread!
If I'm understand the paragraph correctly, the code above has to end in a deadlock!?
You're taking my usage of the word "lock" too literally. The C# "lock" statement (which my book discourages the use of), internally leverages Monitor.Enter/Exit. The Monitor lock is a lock that supports thread ownership & recursion. Therefore, a single thread can acquire this kind of lock multiple times successfully. But, if you use a different kind of lock, like a Semaphore(Slim), an AutoResetEvent(Slim) or a ReaderWriterLockSlim (without recursion), then when a single thread tries to acquire any of these locks multiple times, deadlock occurs.
In this example, you're dealing with task inlining, a not-so-rare behavior of the TPL's default task scheduler. It results in the task being executed on the same thread which is already waiting for it with Task.Wait(), rather than on a random pool thread. In which case, there is no deadlock.
Change your code like below and you'll have a dealock:
taskToRun.Start();
lock (lockObj)
{
//taskToRun.Wait();
((IAsyncResult)taskToRun).AsyncWaitHandle.WaitOne();
}
The task inlining is nondeterministic, it may or may not happen. You should make no assumptions. Check Task.Wait and “Inlining” by Stephen Toub for more details.
Updated, the lock does not affect the task inlining here. Your code still runs without deadlock if you move taskToRun.Start() inside the lock:
lock (lockObj)
{
taskToRun.Start();
taskToRun.Wait();
}
What does cause the inlining here is the circumstance that the main thread is calling taskToRun.Wait() right after taskToRun.Start(). Here's what happens behind the scene:
taskToRun.Start() queues the task for execution by the task scheduler, but it hasn't been allocated a pool thread yet.
On the same thread, the TPL code inside taskToRun.Wait() checks if the task has already been allocated a pool thread (it hasn't) and executes it inline on the main thread. In which case, it's OK to acquired the same lock twice without a deadlock.
There is also a TPL Task Scheduler thread. If this thread gets a chance to execute before taskToRun.Wait() is called on the main thread, inlining doesn't happen and you get a deadlock. Adding Thread.Sleep(100) before Task.Wait() would be modelling this scenario. Inlining also doesn't happen if you don't use Task.Wait() and rather use something like AsyncWaitHandle.WaitOne() above.
As to the quote you've added to your question, it depends on how you read it. One thing is for sure: the same lock from the main thread can be entered inside the task, when the task gets inlined, without a deadlock. You just cannot make any assumptions that it will get inlined.
In your example, no deadlock occurs because the thread scheduling the task and the thread executing the task happen to be the same. If you were to modify the code such that your task ran on a different thread, you would see the deadlock occur, because two threads would then be contending for a lock on the same object.
Your example, modified to create a deadlock:
class Program {
static object lockObj = new object();
static void Main(string[] args) {
Console.WriteLine("Program starts running on thread {0}",
Thread.CurrentThread.ManagedThreadId);
var taskToRun = new Task(() => {
lock (lockObj) {
for (int i = 0; i < 10; i++)
Console.WriteLine("{0} from Thread {1}",
i, Thread.CurrentThread.ManagedThreadId);
}
});
lock (lockObj) {
taskToRun.Start();
taskToRun.Wait();
}
}
}
This example code has two standard threading problems. To understand it, you first have to understand thread races. When you start a thread, you can never assume it will start running right away. Nor can you assume that the code inside the thread arrives at a particular statement at a particular moment in time.
What matters a great deal here is whether or not the task arrives at the lock statement before the main thread does. In other words, whether it races ahead of the code in the main thread. Do model this as a horse race, the thread that acquired the lock is the horse that wins.
If it is the task that wins, pretty common on modern machines with multiple processor cores or a simple program that doesn't have any other threads active (and probably when you test the code) then nothing goes wrong. It acquires the lock and prevents the main thread from doing the same when it, later, arrives at the lock statement. So you'll see the console output, the task finishes, the main thread now acquires the lock and the Wait() call quickly completes.
But if the thread pool is already busy with other threads, or the machine is busy executing threads in other programs, or you are unlucky and you get an email just as the task starts running, then the code in the task doesn't start running right away and it is the main thread that acquired the lock first. The task can now no longer enter the lock statement so it cannot complete. And the main thread can not complete, Wait() will never return. A deadly embrace called deadlock.
Deadlock is relatively easy to debug, you've got all the time in the world to attach a debugger and look at the active threads to see why they are blocked. Threading race bugs are incredibly difficult to debug, they happen too infrequently and it can be very difficult to reason through the ordering problem that causes them. A common approach to diagnose thread races is to add tracing to the program so you can see the order. Which changes the timing and can make the bug disappear. Lots of programs were shipped with the tracing left on because they couldn't diagnose the problem :)
Thanks #jeffrey-richter for pointing it out, #embee there are scenario when we use locks other than Monitor than a single thread tries to acquire any of these locks multiple times, deadlock occurs. Check out the example below
The following code produce the expected deadlock. It need not be nested task the deadlock can occur without nesting also
class Program
{
static AutoResetEvent signalEvent = new AutoResetEvent(false);
static void Main(string[] args)
{
Task.Run(() =>
{
Console.WriteLine("Program starts running on thread {0}",
Thread.CurrentThread.ManagedThreadId);
var taskToRun = new Task(() =>
{
signalEvent.WaitOne();
for (int i = 0; i < 10; i++)
Console.WriteLine("{0} from Thread {1}",
i, Thread.CurrentThread.ManagedThreadId);
});
taskToRun.Start();
signalEvent.Set();
taskToRun.Wait();
}).Wait() ;
}
}
I have been coding with C# for a good little while, but this locking sequence does not make any sense to me. My understanding of locking is that once a lock is obtained with lock(object), the code has to exit the lock scope to unlock the object.
This brings me to the question at hand. I cut out the code below which happens to appear in an animation class in my code. The way the method works is that settings are passed to the method and modified and then passed to a another overloaded method. That other overloaded method will pass all the information to another thread to handle and actually animate the object in some way. When the animation completes, the other thread calls the OnComplete method. This actually all works perfectly, but I do not understand why!
The other thread is able to call OnComplete, obtain a lock on the object and signal to the original thread that it should continue. Should the code not freeze at this point since the object is held in a lock on another thread?
So this is not a need for help in fixing my code, it is a need for clarification on why it works. Any help in understanding is appreciated!
public void tween(string type, object to, JsDictionaryObject properties) {
// Settings class that has a delegate field OnComplete.
Tween.Settings settings = new Tween.Settings();
object wait_object = new object();
settings.OnComplete = () => {
// Why are we able to obtain a lock when the wait_object already has a lock below?
lock(wait_object) {
// Let the waiting thread know it is ok to continue now.
Monitor.Pulse(wait_object);
}
};
// Send settings to other thread and start the animation.
tween(type, null, to, settings);
// Obtain a lock to ensure that the wait object is in synchronous code.
lock(wait_object) {
// Wait here if the script tells us to. Time out with total duration time + one second to ensure that we actually DO progress.
Monitor.Wait(wait_object, settings.Duration + 1000);
}
}
As documented, Monitor.Wait releases the monitor it's called with. So by the time you try to acquire the lock in OnComplete, there won't be another thread holding the lock.
When the monitor is pulsed (or the call times out) it reacquires it before returning.
From the docs:
Releases the lock on an object and blocks the current thread until it reacquires the lock.
I wrote an article about this: Wait and Pulse demystified
There's more going on than meets the eye!
Remember that :
lock(someObj)
{
int uselessDemoCode = 3;
}
Is equivalent to:
Monitor.Enter(someObj);
try
{
int uselessDemoCode = 3;
}
finally
{
Monitor.Exit(someObj);
}
Actually there are variants of this that varies from version to version.
Already, it should be clear that we could mess with this with:
lock(someObj)
{
Monitor.Exit(someObj);
//Don't have the lock here!
Monitor.Enter(someObj);
//Have the lock again!
}
You might wonder why someone would do this, and well, so would I, it's a silly way to make code less clear and less reliable, but it does come into play when you want to use Pulse and Wait, which the version with explicit Enter and Exit calls makes clearer. Personally, I prefer to use them over lock if I'm going to Pulse or Wait for that reason; I find that lock stops making code cleaner and starts making it opaque.
I tend to avoid this style, but, as Jon already said, Monitor.Wait releases the monitor it's called with, so there is no locking at that point.
But the example is slightly flawed IMHO. The problem is, generally, that if Monitor.Pulse gets called before Monitor.Wait, the waiting thread will never be signaled. Having that in mind, the author decided to "play safe" and used an overload which specified a timeout. So, putting aside the unnecessary acquiring and releasing of the lock, the code just doesn't feel right.
To explain this better, consider the following modification:
public static void tween()
{
object wait_object = new object();
Action OnComplete = () =>
{
lock (wait_object)
{
Monitor.Pulse(wait_object);
}
};
// let's say that a background thread
// finished really quickly here
OnComplete();
lock (wait_object)
{
// this will wait for a Pulse indefinitely
Monitor.Wait(wait_object);
}
}
If OnComplete gets called before the lock is acquired in the main thread, and there is no timeout, we will get a deadlock. In your case, Monitor.Wait will simply hang for a while and continue after a timeout, but you get the idea.
That is why I usually recommend a simpler approach:
public static void tween()
{
using (AutoResetEvent evt = new AutoResetEvent(false))
{
Action OnComplete = () => evt.Set();
// let's say that a background thread
// finished really quickly here
OnComplete();
// event is properly set even in this case
evt.WaitOne();
}
}
To quote MSDN:
The Monitor class does not maintain state indicating that the Pulse method has been called. Thus, if you call Pulse when no threads are waiting, the next thread that calls Wait blocks as if Pulse had never been called. If two threads are using Pulse and Wait to interact, this could result in a deadlock.
Contrast this with the behavior of the AutoResetEvent class: If you signal an AutoResetEvent by calling its Set method, and there are no threads waiting, the AutoResetEvent remains in a signaled state until a thread calls WaitOne, WaitAny, or WaitAll. The AutoResetEvent releases that thread and returns to the unsignaled state.
I have two methods, ProcessQueue and AddToQueue, which happen on different threads. Sometimes I will attempt to Process the Queue before an item is added to a queue, at which point I want to wait for an item to be added to a queue. I also want to make sure that I will never get a situation where I wait, after the Queue is evaluated as being empty and then after the Queue is added to on a different thread. Below is my attempt at doing this, but a deadlock is created because the Auto Reset Event waits with a lock still in force.
There has to be a more elegant way of doing this. Any suggestions?
private readonly object m_Locker = new object();
private readonly Queue<int> m_Queue = new Queue<int>();
private readonly AutoResetEvent m_AutoResetEvent = new AutoResetEvent(false);
void ProcessQueue()
{
lock (m_Locker)
{
if (m_Queue.Count == 0)
{
// nothing is happening, so wait for it to happen
m_AutoResetEvent.WaitOne();
}
}
Console.WriteLine("Processed {0}", m_Queue.Dequeue());
}
// on another thread
void AddToQueue(int i)
{
lock (m_Locker)
{
m_Queue.Enqueue(i);
m_AutoResetEvent.Set();
}
}
You must release the lock on the queue m_locker before you issue the wait. You could do that manually with a Monitor, reacquire and recheck after your wait is satisfied. This way you only hold the lock while you are checking for non-zero element count.
If you are on .Net 4 you can use BlockingCollection<T> or ConcurrentQueue<T> instead, from System.Collections.Concurrent. There's really no reason to build this by hand any more.
This code won't work if you have > 1 concurrent consumer - you'd need a Semaphore instead of AutoResetEvent in that case to ensure the correct number of consumers get signaled.
Since you can't use .Net 4, there are guidelines for this scenario here. Note that the comments on that article include some approaches you can use to make this bulletproof.
The following example demonstrates
thread synchronization between the
primary thread and two worker threads
using the lock keyword, and the
AutoResetEvent and ManualResetEvent
classes.
The problem is that you keep the queue locked in while you're waiting for the event.
This way the other process can't add to the queue because it is already locked. Try this:
int value = 0;
while (true)
{
lock (m_Locker)
{
if (m_Queue.Count > 0)
{
value = m_Queue.Dequeue();
break;
}
}
m_AutoResetEvent.WaitOne();
}
With the example above, you also dequeue in the lock, so you are sure that no other thread has a chance to dequeue between the moment you waited and the moment that you check the queue actually had an item.
Well, this is textbook deadlock example. The bottom line is you don't want to enter the Wait state on your AutoResetEvent while locking on m_locker in the ProcessQueue function.
Also, note that the generic Queue implementation in .NET is not thread-safe so you should also guard access to the Dequeue call in ProcessQueue.
Wouldn't you want to do:
// no lock up here
while (true)
{
// nothing is happening, so wait for it to happen
m_AutoResetEvent.WaitOne();
lock (m_locker)
{
// ProcessTheQueue(); // process the queue after the reset event is Set
}
}
and then:
lock (m_Locker)
{
m_Queue.Enqueue(i);
}
m_AutoResetEvent.Set();
?
If you are using .NET 4 the new BlockingCollection<T> provides the most elegant way to handle this.
Why bothering with the AutoResetEvent in the first place?
When you call the Process function, if it doesn't find anything than it should exit. I don't see the point in waiting since you'll probably just call it again after a while...
What does it mean when one says no polling is allowed when implimenting your thread solution since it's wasteful, it has latency and it's non-deterministic. Threads should not use polling to signal each other.
EDIT
Based on your answers so far, I believe my threading implementation (taken from: http://www.albahari.com/threading/part2.aspx#_AutoResetEvent) below is not using polling. Please correct me if I am wrong.
using System;
using System.Threading;
using System.Collections.Generic;
class ProducerConsumerQueue : IDisposable {
EventWaitHandle _wh = new AutoResetEvent (false);
Thread _worker;
readonly object _locker = new object();
Queue<string> _tasks = new Queue<string>();
public ProducerConsumerQueue() (
_worker = new Thread (Work);
_worker.Start();
}
public void EnqueueTask (string task) (
lock (_locker) _tasks.Enqueue (task);
_wh.Set();
}
public void Dispose() (
EnqueueTask (null); // Signal the consumer to exit.
_worker.Join(); // Wait for the consumer's thread to finish.
_wh.Close(); // Release any OS resources.
}
void Work() (
while (true)
{
string task = null;
lock (_locker)
if (_tasks.Count > 0)
{
task = _tasks.Dequeue();
if (task == null) return;
}
if (task != null)
{
Console.WriteLine ("Performing task: " + task);
Thread.Sleep (1000); // simulate work...
}
else
_wh.WaitOne(); // No more tasks - wait for a signal
}
}
}
Your question is very unclear, but typically "polling" refers to periodically checking for a condition, or sampling a value. For example:
while (true)
{
Task task = GetNextTask();
if (task != null)
{
task.Execute();
}
else
{
Thread.Sleep(5000); // Avoid tight-looping
}
}
Just sleeping is a relatively inefficient way of doing this - it's better if there's some coordination so that the thread can wake up immediately when something interesting happens, e.g. via Monitor.Wait/Pulse or Manual/AutoResetEvent... but depending on the context, that's not always possible.
In some contexts you may not want the thread to actually sleep - you may want it to become available for other work. For example, you might use a Timer of one sort or other to periodically poll a mailbox to see whether there's any incoming mail - but you don't need the thread to actually be sleeping when it's not checking; it can be reused by another thread-pool task.
Here you go: check out this website:
http://msdn.microsoft.com/en-us/library/dsw9f9ts%28VS.71%29.aspx
Synchronization Techniques
There are two approaches to synchronization, polling and using synchronization objects. Polling repeatedly checks the status of an asynchronous call from within a loop. Polling is the least efficient way to manage threads because it wastes resources by repeatedly checking the status of the various thread properties.
For example, the IsAlive property can be used when polling to see if a thread has exited. Use this property with caution because a thread that is alive is not necessarily running. You can use the thread's ThreadState property to get more detailed information about a thread's status. Because threads can be in more than one state at any given time, the value stored in ThreadState can be a combination of the values in the System.Threading.Threadstate enumeration. Consequently, you should carefully check all relevant thread states when polling. For example, if a thread's state indicates that it is not Running, it may be done. On the other hand, it may be suspended or sleeping.
Waiting for a Thread to Finish
The Thread.Join method is useful for determining if a thread has completed before starting another task. The Join method waits a specified amount of time for a thread to end. If the thread ends before the timeout, Join returns True; otherwise it returns False. For information on Join, see Thread.Join Method
Polling sacrifices many of the advantages of multithreading in return for control over the order that threads run. Because it is so inefficient, polling generally not recommended. A more efficient approach would use the Join method to control threads. Join causes a calling procedure to wait either until a thread is done or until the call times out if a timeout is specified. The name, join, is based on the idea that creating a new thread is a fork in the execution path. You use Join to merge separate execution paths into a single thread again
One point should be clear: Join is a synchronous or blocking call. Once you call Join or a wait method of a wait handle, the calling procedure stops and waits for the thread to signal that it is done.
Copy
Sub JoinThreads()
Dim Thread1 As New System.Threading.Thread(AddressOf SomeTask)
Thread1.Start()
Thread1.Join() ' Wait for the thread to finish.
MsgBox("Thread is done")
End Sub
These simple ways of controlling threads, which are useful when you are managing a small number of threads, are difficult to use with large projects. The next section discusses some advanced techniques you can use to synchronize threads.
Hope this helps.
PK
Polling can be used in reference to the four asyncronous patterns .NET uses for delegate execution.
The 4 types (I've taken these descriptions from this well explained answer) are:
Polling: waiting in a loop for IAsyncResult.Completed to be true
I'll call you
You call me
I don't care what happens (fire and forget)
So for an example of 1:
Action<IAsyncResult> myAction = (IAsyncResult ar) =>
{
// Send Nigerian Prince emails
Console.WriteLine("Starting task");
Thread.Sleep(2000);
// Finished
Console.WriteLine("Finished task");
};
IAsyncResult result = myAction.BeginInvoke(null,null,null);
while (!result.IsCompleted)
{
// Do something while you wait
Console.WriteLine("I'm waiting...");
}
There's alternative ways of polling, but in general it means "I we there yet", "I we there yet", "I we there yet"
What does it mean when one says no
polling is allowed when implimenting
your thread solution since it's
wasteful, it has latency and it's
non-deterministic. Threads should not
use polling to signal each other.
I would have to see the context in which this statement was made to express an opinion on it either way. However, taken as-is it is patently false. Polling is a very common and very accepted strategy for signaling threads.
Pretty much all lock-free thread signaling strategies use polling in some form or another. This is clearly evident in how these strategies typically spin around in a loop until a certain condition is met.
The most frequently used scenario is the case of signaling a worker thread that it is time to terminate. The worker thread will periodically poll a bool flag at safe points to see if a shutdown was requested.
private volatile bool shutdownRequested;
void WorkerThread()
{
while (true)
{
// Do some work here.
// This is a safe point so see if a shutdown was requested.
if (shutdownRequested) break;
// Do some more work here.
}
}
can anybody explain me with simple example to handle Monitor.PulseAll().I have already gone some examples from this stackoverflow.As i am a beginner i feel those are above my head.
How about (to show the interaction):
static void Main()
{
object obj = new object();
Console.WriteLine("Main thread wants the lock");
lock (obj)
{
Console.WriteLine("Main thread has the lock...");
ThreadPool.QueueUserWorkItem(ThreadMethod, obj);
Thread.Sleep(1000);
Console.WriteLine("Main thread about to wait...");
Monitor.Wait(obj); // this releases and re-acquires the lock
Console.WriteLine("Main thread woke up");
}
Console.WriteLine("Main thread has released the lock");
}
static void ThreadMethod(object obj)
{
Console.WriteLine("Pool thread wants the lock");
lock (obj)
{
Console.WriteLine("Pool thread has the lock");
Console.WriteLine("(press return)");
Console.ReadLine();
Monitor.PulseAll(obj); // this signals, but doesn't release the lock
Console.WriteLine("Pool thread has pulsed");
}
Console.WriteLine("Pool thread has released the lock");
}
Re signalling; when dealing with Monitor (aka lock), there are two types of blocking; there is the "ready queue", where threads are queued waiting to execute. On the line after Console.WriteLine("Pool thread wants the lock"); the pool queue enters the ready queue. When the lock is released a thread from the ready queue can acquire the lock.
The second queue is for threads that need waking; the call to Wait places the thread in this second queue (and releases the lock temporarily). The call to PulseAll moves all threads from this second queue into the ready queue (Pulse moves only one thread), so that when the pool thread releases the lock the main thread is allowed to pick up the lock again.
It sounds complex (and perhaps it is) - but it isn't as bad as it sounds... honestly. However, threading code is always tricky, and needs to be approached with both caution and a clear head.
Monitor.Wait() will always wait for a pulse.
So, the principal is:
When in doubt, Monitor.Pulse()
When still in doubt, Monitor.PulseAll()
Other than that, I'm not sure what you are asking. Could you please elaborate?
Edit:
Your general layout should be:
Monitor.Enter(lock);
try
{
while(!done)
{
while(!ready)
{
Monitor.Wait(lock);
}
// do something, and...
if(weChangedState)
{
Monitor.Pulse(lock);
}
}
}
finally
{
Monitor.Exit(lock);
}