I'm having some issues with thread synchronization in C#. I have a shared object which gets manipulated by two threads, I've made access to the object mutually exclusive using lock(), but I also want to block each thread depending on the state of the shared object. Specially block thread A when the object is empty, block thread B when the object is full, and have the other thread signal the blocked thread when the object state changes.
I tried doing this with a ManualResetEvent, but have run into a race condition where thread B will detect the object is full, move to WaitOne, and thread A will come in and empty the object (signalling the MRE every access, and block itself once the object is empty) before thread A hits its WaitOne, meaning thread A is waiting for the thread to not be full, even though it isn't.
I figure that if I could call a function like 'SignalAndWaitOne', that would atomically signal before waiting, it would prevent that race condition?
Thanks!
A typical way to do this is to use Monitor.Enter, Monitor.Wait and Monitor.Pulse to control access to the shared queue. A sketch:
shared object sync = new object()
shared Queue q = new Queue()
Producer()
Enter(sync)
// This blocks until the lock is acquired
while(true)
while(q.IsFull)
Wait(sync)
// this releases the lock and blocks the thread
// until the lock is acquired again
// We have the lock and the queue is not full.
q.Enqueue(something)
Pulse(sync)
// This puts the waiting consumer thread to the head of the list of
// threads to be woken up when this thread releases the lock
Consumer()
Enter(sync)
// This blocks until the lock is acquired
while(true)
while(q.IsEmpty)
Wait(sync)
// this releases the lock and blocks the thread
// until the lock is acquired again
// We have the lock and the queue is not empty.
q.Dequeue()
Pulse(sync)
// This puts the waiting producer thread to the head of the list of
// threads to be woken up when this thread releases the lock
A BlockingCollection is already provided by .NET 4.0.
If you're on an earlier version, then you can use the Monitor class directly.
EDIT: The following code is totally untested, and does not handle maxCount values that are small (<= 2). It also doesn't have any provisions for timeouts or cancellation:
public sealed class BlockingList<T>
{
private readonly List<T> data;
private readonly int maxCount;
public BlockingList(int maxCount)
{
this.data = new List<T>();
this.maxCount = maxCount;
}
public void Add(T item)
{
lock (data)
{
// Wait until the collection is not full.
while (data.Count == maxCount)
Monitor.Wait(data);
// Add our item.
data.Add(item);
// If the collection is no longer empty, signal waiting threads.
if (data.Count == 1)
Monitor.PulseAll(data);
}
}
public T Remove()
{
lock (data)
{
// Wait until the collection is not empty.
while (data.Count == 0)
Monitor.Wait(data);
// Remove our item.
T ret = data.RemoveAt(data.Count - 1);
// If the collection is no longer full, signal waiting threads.
if (data.Count == maxCount - 1)
Monitor.PulseAll(data);
}
}
}
Related
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.
I'm still unsure on the differences between these two calls. From MSDN,
Monitor.Enter(Object) Acquires an exclusive lock on the specified object.
Monitor.Wait(Object) Releases the lock on an object and blocks the current thread until it reacquires the lock.
From that I assume that Monitor.Wait is the same as Monitor.Enter except that it releases the lock on the object first before reacquiring.
Does the current thread have to have the lock in the first place? How could a different thread force a release on a lock of an object? Why would the same thread want to reacquire a lock?
According to MSDN: Monitor.Wait Method(Object)
SynchronizationLockException: The calling thread does not own the lock for the specified object.
In other words: You can only call Monitor.Wait(Object), when you already own the lock, whereas you call Monitor.Enter(Object) in order to acquire the lock.
As for why Monitor.Wait is needed: If your thread realizes, that it is lacking information to continue execution (e.g. it's waiting for a signal), you might want to let other threads enter the critical section, because not all threads have the same prerequisites.
For the waiting thread to continue execution, you will need to call Monitor.Pulse(Object) or Monitor.PulseAll(Object) before releasing the lock (otherwise, you're going to get the same kind of exception as with Monitor.Wait(Object)).
Keep in mind, that the next thread that acquires the lock after a pulse and after the lock was released, is not necessarily the thread that received the pulse.
Also keep in mind, that receiving a pulse, is not equivalent to having your condition met. You might still need to wait just a little longer:
// make sure to synchronize this correctly ;)
while (ConditionNotMet)
{
Monitor.Wait(mutex);
if (ConditionNotMet) // We woke up, but our condition is still not met
Monitor.Pulse(mutex); // Perhaps another waiting thread wants to wake up?
}
Consider this example:
public class EnterExitExample
{
private object myLock;
private bool running;
private void ThreadProc1()
{
while (running)
{
lock (myLock)
{
// Do stuff here...
}
Thread.Yield();
}
}
private void ThreadProc2()
{
while (running)
{
lock (myLock)
{
// Do other stuff here...
}
Thread.Yield();
}
}
}
Now you have two threads, each waiting for lock, then doing their stuff, then releasing the lock. The lock (myLock) syntax is just sugar for Monitor.Enter(myLock) and Monitor.Exit(myLock).
Let us now look at a more complicated example, where Wait and Pulse come into play.
public class PulseWaitExample
{
private Queue<object> queue;
private bool running;
private void ProducerThreadProc()
{
while (running)
{
object produced = ...; // Do production stuff here.
lock (queue)
{
queue.Enqueue(produced);
Monitor.Pulse(queue);
}
}
}
private void ConsumerThreadProc()
{
while (running)
{
object toBeConsumed;
lock (queue)
{
Monitor.Wait(queue);
toBeConsumed = queue.Dequeue();
}
// Do consuming stuff with toBeConsumed here.
}
}
}
What do we have here?
The producer produces an object whenever he feels like it. As soon as he has, he obtains lock on the queue, enqueues the object, then does a Pulse call.
At the same time, the consumer does NOT have lock, he left it by calling Wait. As soon as he gets a Pulse on that object, he will re-lock, and do his consuming stuff.
So what you have here is a direct thread-to-thread notification that there is something to do for the consumer. If you wouldn't have that, all you could do is have the consumer keep polling on the collection if there is something to do yet. Using Wait, you can make sure that there is.
As Cristi mentioned, a naive wait/pulse code does not work. Because your are completely missing the crucial point here : The monitor is NOT a message queue. If you pulse and no one is waiting, the pulse is LOST.
The right philosophy is that your are waiting for a condition, and if the condition is not satisfied, there is a way to wait for it, without eating cpu and without holding the lock. Here, the condition for the consumer is that there is something in the queue.
See https://ideone.com/tWqTS1 which work (a fork from by Cristi's example).
public class PulseWaitExample
{
private Queue<object> queue;
private bool running;
private void ProducerThreadProc()
{
while (running)
{
object produced = ...; // Do production stuff here.
lock (queue)
{
queue.Enqueue(produced);
Monitor.Pulse(queue);
}
}
}
private void ConsumerThreadProc()
{
while (running)
{
object toBeConsumed;
lock (queue)
{
// here is the fix
if (queue.Count == 0)
{
Monitor.Wait(queue);
}
toBeConsumed = queue.Dequeue();
}
// Do consuming stuff with toBeConsumed here.
}
}
}
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.
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.
I have asked this question before - but I have spent some time thinking about it and have implemented a working version.
Overview
1) Threads are being created to perform a certain task.
2) Only one thread can perform the task at a time.
3) Each thread performs the exact same task. (Does a bunch of checks and validations on a system)
3) The threads are being created faster than the task can be performed. (I have no control over the thread creation)
Result is that overtime I get a backlog of threads to perform the task.
What I have implemented goes as follows
1) Thread checks to see how many active threads there are.
2) If there are 0 threads it is marked to PerformTask and it starts the task
3) If there is 1 thread it is marked to PerformTak and it blocks
4) If there is more than 1 thread the thread is not marked to PerformTasks and just dies
The idea is that if there is a thread waiting to perform the task already I just kill the thread.
Here is the code that I came up with
bool tvPerformTask = false;
ivNumberOfProcessesSemaphore.WaitOne();
if (ivNumberOfProcessesWaiting == 0 ||
ivNumberOfProcessesWaiting == 1)
{
ivNumberOfProcessesWaiting++;
tvPerformTask = true;
}
ivNumberOfProcessesSemaphore.Release();
if (tvPerformTask)
{
//Here we perform the work
ivProcessSemaphore.WaitOne();
//Thread save
ivProcessSemaphore.Release();
ivNumberOfProcessesSemaphore.WaitOne();
ivNumberOfProcessesWaiting--;
ivNumberOfProcessesSemaphore.Release();
}
else
{
//we just let the thread die
}
The problem that I have is not that it doesn't work it is just that I do not find the code elegant specifically I am not very happy that I need 2 semaphores an integer and a local flag to control it all. If there a way to implement this or pattern that would make the code simpler.
How about this?
private readonly _lock = new object();
private readonly _semaphore = new Semaphore(2, 2);
private void DoWork()
{
if (_semaphore.WaitOne(0))
{
try
{
lock (_lock)
{
// ...
}
}
finally
{
_semaphore.Release();
}
}
}
Consider using a ThreadPool instead of trying to managing the creation and destruction of individual threads on your own.