I would like to use the QueueUserWorkItem from the ThreadPool. When I use the following code everything works well.
private int ThreadCountSemaphore = 0;
private void (...) {
var reportingDataList = new List<LBReportingData>();
ThreadCountSemaphore = reportingDataList.Count;
using (var autoResetEvent = new AutoResetEvent(false)) {
ThreadPool.QueueUserWorkItem((o) => this.FillReportingData(settings, reportingDataList[0], autoResetEvent));
ThreadPool.QueueUserWorkItem((o) => this.FillReportingData(settings, reportingDataList[1], autoResetEvent));
ThreadPool.QueueUserWorkItem((o) => this.FillReportingData(settings, reportingDataList[2], autoResetEvent));
}
}
private void FillReportingData(...) {
if (Interlocked.Decrement(ref this.ThreadCountSemaphore) == 0) {
waitHandle.Set();
}
}
But when I use a list instead the single method calls, then my program crash without an exception.
private void (...) {
var reportingDataList = new List<LBReportingData>();
ThreadCountSemaphore = reportingDataList.Count;
using (var autoResetEvent = new AutoResetEvent(false)) {
ThreadPool.QueueUserWorkItem((o) => this.FillReportingData(settings, reportingDataList[i], autoResetEvent));
}
}
What do i wrong? What should I change?
Update
Sorry, I've made a fault in the code. I use .NET 2.0 with VS2010.
Here's the complete code:
private int ThreadCountSemaphore = 0;
private IList<LBReportingData> LoadReportsForBatch() {
var reportingDataList = new List<LBReportingData>();
var settings = OnNeedEntitySettings();
if (settings.Settings.ReportDefinition != null) {
var definitionList = new List<ReportDefinitionen> { ReportDefinitionen.OrgStatus, ReportDefinitionen.Mittelwerte, ReportDefinitionen.Verteilungsstatistik };
using (var autoResetEvent = new AutoResetEvent(false)) {
foreach (var reportDefinition in definitionList) {
foreach (DataRow row in settings.Settings.ReportDefinition.Select("AuswertungsTyp = " + (int)reportDefinition)) {
reportingDataList.Add(new LBReportingData { SourceData = row, ReportType = reportDefinition });
}
}
ThreadCountSemaphore = reportingDataList.Count;
foreach(var reportingDataItem in reportingDataList) {
ThreadPool.QueueUserWorkItem((o) => this.FillReportingData(settings, reportingDataItem, autoResetEvent));
}
autoResetEvent.WaitOne();
}
}
return reportingDataList;
}
private void FillReportingData(IEntitySettings<DSLBUReportDefinition> settings, LBReportingData reportingData, AutoResetEvent waitHandle){
DoSomeWork();
if (Interlocked.Decrement(ref this.ThreadCountSemaphore) == 0) {
waitHandle.Set();
}
}
Thanks
You are disposing the WaitHandle immediately after queueing the work items. There is race between the call to Dispose in the main thread and Set in the worker thread. There may be other problems, but it is difficult to guess because the code is incomplete.
Here is how the pattern is suppose to work.
using (var finished = new CountdownEvent(1))
{
foreach (var item in reportingDataList)
{
var captured = item;
finished.AddCount();
ThreadPool.QueueUserWorkItem(
(state) =>
{
try
{
DoSomeWork(captured); // FillReportingData?
}
finally
{
finished.Signal();
}
}, null);
}
finished.Signal();
finished.Wait();
}
The code uses the CountdownEvent class. It is available in .NET 4.0 or as part of the Reactive Extensions download.
As Hans pointed out, it is not clear where "i" is coming from. But also I can see your disposing block going out and disposed because you are not using WaitOne on it (or you have not copied that part of code).
Also I would prefer to use WaitAll and not using interlocked.
Related
I tried to implement MVVM using MessagingCenter from my ViewModel.
I obtained the following error because multiples threads receive the same Message "ClearStackLayout" and don't wait the callback's end of each other :
Index was outside the bounds of the array.
Here is my View code :
public partial class LibraryChoicePage : DefaultBackgroundPage {
private Object thisLock = new Object();
public LibraryChoicePage() {
InitializeComponent();
/* ClearStackLayout */
MessagingCenter.Subscribe<LibraryChoiceViewModel>(this, "ClearStackLayout", (sender) => {
lock (thisLock) {
this._choices.Children.Clear();
}
});
/* AddToStackLayout */
MessagingCenter.Subscribe<LibraryChoiceViewModel, View>(this, "AddToStackLayout", (sender, arg) => {
lock (thisLock) {
this._choices.Children.Add(arg);
}
});
}
}
The number one thing is always call StackLayout.Children.Clear|Add on the UI thread. iOS does not like when removing UIView subviews off the main UI thread and will throw exceptions and can even cause native crashes
This is how I would serialized the messaging calls:
var semaphone = new SemaphoreSlim(1);
MessagingCenter.Subscribe<object>(this, "ClearStackLayout", async (sender) =>
{
await semaphone.WaitAsync();
Device.BeginInvokeOnMainThread(() =>
{
_choices.Children.Clear();
});
semaphone.Release();
});
MessagingCenter.Subscribe<object, View>(this, "AddToStackLayout", async (sender, arg) =>
{
await semaphone.WaitAsync();
Device.BeginInvokeOnMainThread(() =>
{
_choices.Children.Add(arg);
});
semaphone.Release();
});
Note: try/finally should be wrapping the SemaphoreSlim.Release and a catch to execute any recoverer code needed from add/clear failures.
UIUnit Parallel Test Method:
Random random = new Random();
var tasks = new List<Task>();
for (int i = 0; i < 50; i++)
{
if (random.NextDouble() > .1)
tasks.Add(Task.Factory.StartNew(() => { AddLayout(); }));
else
tasks.Add(Task.Factory.StartNew(() => { ClearLayout(); }));
}
var completed = Task.Factory.ContinueWhenAll(tasks.ToArray(), (messagecenterTasks) => {
foreach (var task in messagecenterTasks)
{
if (task.Status == TaskStatus.Faulted)
{
D.WriteLine("Faulted:");
D.WriteLine($" {task.Exception.Message}");
}
}
}).Wait(1000);
if (!completed)
D.WriteLine("Some tasks did not complete in time allocated");
Note: AddLayout/ClearLayout are method wrappers for the MessageCenter.Send of AddToStackLayout and ClearStackLayout.
I'm looking for the best scenario to implement one producer multiple consumer multithreaded application.
Currently I'm using one queue for shared buffer but it's much slower than the case of one producer one consumer.
I'm planning to do it like this:
Queue<item>[] buffs = new Queue<item>[N];
object[] _locks = new object[N];
static void Produce()
{
int curIndex = 0;
while(true)
{
// Produce item;
lock(_locks[curIndex])
{
buffs[curIndex].Enqueue(curItem);
Monitor.Pulse(_locks[curIndex]);
}
curIndex = (curIndex+1)%N;
}
}
static void Consume(int myIndex)
{
item curItem;
while(true)
{
lock(_locks[myIndex])
{
while(buffs[myIndex].Count == 0)
Monitor.Wait(_locks[myIndex]);
curItem = buffs[myIndex].Dequeue();
}
// Consume item;
}
}
static void main()
{
int N = 100;
Thread[] consumers = new Thread[N];
for(int i = 0; i < N; i++)
{
consumers[i] = new Thread(Consume);
consumers[i].Start(i);
}
Thread producer = new Thread(Produce);
producer.Start();
}
Use a BlockingCollection
BlockingCollection<item> _buffer = new BlockingCollection<item>();
static void Produce()
{
while(true)
{
// Produce item;
_buffer.Add(curItem);
}
// eventually stop producing
_buffer.CompleteAdding();
}
static void Consume(int myIndex)
{
foreach (var curItem in _buffer.GetConsumingEnumerable())
{
// Consume item;
}
}
static void main()
{
int N = 100;
Thread[] consumers = new Thread[N];
for(int i = 0; i < N; i++)
{
consumers[i] = new Thread(Consume);
consumers[i].Start(i);
}
Thread producer = new Thread(Produce);
producer.Start();
}
If you don't want to specify number of threads from start you can use Parallel.ForEach instead.
static void Consume(item curItem)
{
// consume item
}
void Main()
{
Thread producer = new Thread(Produce);
producer.Start();
Parallel.ForEach(_buffer.GetConsumingPartitioner(), Consumer)
}
Using more threads won't help. It may even reduce performance. I suggest you try to use ThreadPool where every work item is one item created by the producer. However, that doesn't guarantee the produced items to be consumed in the order they were produced.
Another way could be to reduce the number of consumers to 4, for example and modify the way they work as follows:
The producer adds the new work to the queue. There's only one global queue for all worker threads. It then sets a flag to indicate there is new work like this:
ManualResetEvent workPresent = new ManualResetEvent(false);
Queue<item> workQueue = new Queue<item>();
static void Produce()
{
while(true)
{
// Produce item;
lock(workQueue)
{
workQueue.Enqueue(newItem);
workPresent.Set();
}
}
}
The consumers wait for work to be added to the queue. Only one consumer will get to do its job. It then takes all the work from the queue and resets the flag. The producer will not be able to add new work until that is done.
static void Consume()
{
while(true)
{
if (WaitHandle.WaitOne(workPresent))
{
workPresent.Reset();
Queue<item> localWorkQueue = new Queue<item>();
lock(workQueue)
{
while (workQueue.Count > 0)
localWorkQueue.Enqueue(workQueue.Dequeue());
}
// Handle items in local work queue
...
}
}
}
That outcome of this, however, is a bit unpredictable. It could be that one thread is doing all the work and the others do nothing.
I don't see why you have to use multiple queues. Just reduce the amount of locking. Here is an sample where you can have a large number of consumers and they all wait for new work.
public class MyWorkGenerator
{
ConcurrentQueue<object> _queuedItems = new ConcurrentQueue<object>();
private object _lock = new object();
public void Produce()
{
while (true)
{
_queuedItems.Enqueue(new object());
Monitor.Pulse(_lock);
}
}
public object Consume(TimeSpan maxWaitTime)
{
if (!Monitor.Wait(_lock, maxWaitTime))
return null;
object workItem;
if (_queuedItems.TryDequeue(out workItem))
{
return workItem;
}
return null;
}
}
Do note that Pulse() will only trigger one consumer at a time.
Example usage:
static void main()
{
var generator = new MyWorkGenerator();
var consumers = new Thread[20];
for (int i = 0; i < consumers.Length; i++)
{
consumers[i] = new Thread(DoWork);
consumers[i].Start(generator);
}
generator.Produce();
}
public static void DoWork(object state)
{
var generator = (MyWorkGenerator) state;
var workItem = generator.Consume(TimeSpan.FromHours(1));
while (workItem != null)
{
// do work
workItem = generator.Consume(TimeSpan.FromHours(1));
}
}
Note that the actual queue is hidden in the producer as it's imho an implementation detail. The consumers doesn't really have to know how the work items are generated.
I have a list of string and if I run spell checking using NHunspell in sequential manner then everything works fine; but if I use Parallel.For loop against the List the application stops working in the middle( some address violation error )
public static bool IsSpellingRight(string inputword, byte[] frDic, byte[] frAff, byte[] enDic, byte[] enAff)
{
if (inputword.Length != 0)
{
bool correct;
if (IsEnglish(inputword))
{
using (var hunspell = new Hunspell(enAff, enDic))
{
correct = hunspell.Spell(inputword);
}
}
else
{
using (var hunspell = new Hunspell(frAff, frDic))
{
correct = hunspell.Spell(inputword);
}
}
return correct ;
}
return false;
}
Edit:
var tokenSource = new CancellationTokenSource();
CancellationToken ct = tokenSource.Token;
var poptions = new ParallelOptions();
// Keep one core/CPU free...
poptions.MaxDegreeOfParallelism = Environment.ProcessorCount - 1;
Task task = Task.Factory.StartNew(delegate
{
Parallel.For(0, total, poptions, i =>
{
if (words[i] != "")
{
_totalWords++;
if (IsSpellingRight(words[i],dictFileBytes,
affFileBytes,dictFileBytesE,affFileBytesE))
{
// do something
}
else
{
BeginInvoke((Action) (() =>
{
//do something on UI thread
}));
}
}
});
}, tokenSource.Token);
task.ContinueWith((t) => BeginInvoke((Action) (() =>
{
MessaageBox.Show("Done");
})));
I think you should forget about your parallel loop implement the things right.
Are you aware of the fact that this code loads and constructs the dictionary:
using (var hunspell = new Hunspell(enAff, enDic))
{
correct = hunspell.Spell(inputword);
}
Your are loading and construction the dictionary over and over again with your code. This is awfully slow! Load Your dictionary once and check all words, then dispose it. And don't do this in parallel because Hunspell objects are not thread safe.
Pseodocode:
Hunspell hunspell = null;
try
{
hunspell = new Hunspell(enAff, enDic)
for( ... )
{
hunspell.Spell(inputword[i]);
}
}
}
finally
{
if( hunspell != null ) hunspell.Dispose();
}
If you need to check words massive in parallel consider to read this article:
http://www.codeproject.com/Articles/43769/Spell-Check-Hyphenation-and-Thesaurus-for-NET-with
Ok, now I can see a potential problem. In line
_totalWords++;
you're incrementing a value, that (I suppose) is declared somewhere outside the loop. Use locking mechanism.
edit:
Also, you could use Interlocked.Increment(ref val);, which would be faster, than simple locking.
edit2:
Here's how the locking I described in comment should look like for the problem you encounter:
static object Locker = new object(); //anywhere in the class
//then in your method
if (inputword.Length != 0)
{
bool correct;
bool isEnglish;
lock(Locker) {isEnglish = IsEnglish(inputword);}
if(isEnglish)
{
//..do your stuff
}
//rest of your function
}
I want know when all thread has been finished in a multithread program
without something like pooling
while(!allThreadFinished){
thread.sleep(100);
}
The solution should be used Monitor but i can't how can i approve that it's correct.
since the "SomeMethod" in the following code using network, it consume times.
public object SomeMethod(string input);
public object[] MultiThreadMethod(string[] inputs) {
var result = new object[inputs.Count()];
int i = 0;
foreach (var item in inputs) {
BackgroundWorker work = new BackgroundWorker();
work.DoWork += (sender, doWorkEventArgs) => { doWorkEventArgs.Result = SomeMethod(item); };
work.RunWorkerCompleted += (sender, runWorkerCompletedEventArgs) => {
result[i] = runWorkerCompletedEventArgs.Result;
};
i++;
work.RunWorkerAsync();
}
/////////////////////////////////////////////////////////////
//**wait while all thread has been completed**
/////////////////////////////////////////////////////////////
return result;
}
Try using the TPL http://msdn.microsoft.com/en-us/library/dd460717.aspx.
List<Task> tasks = new List<Task>();
Task t1 = new Task(() =>
{
// Do something here...
});
t1.Start();
tasks.Add(t1);
Task t2 = new Task(() =>
{
// Do something here...
});
t2.Start();
tasks.Add(t2);
Task.WaitAll(tasks.ToArray());
You can use TPL to do the same, you will avoid using Thread.Sleep(), and it will be much clearer. Check this out: http://msdn.microsoft.com/en-us/library/dd537610.aspx
Your example with TPL would look like this (untested code):
private ConcurrentBag<object> _results;
public object[] MultiThreadMethod(string[] inputs)
{
_results = new ConcurrentBag<object>();
var tasks = new Task[inputs.Length];
for (int i = 0; i < inputs.Length; i++)
{
tasks[i] = Task.Factory.StartNew(() => DoWork(inputs[i]));
}
Task.WaitAll(tasks);
return _results.ToArray();
}
private void DoWork(string item)
{
_results.Add(SomeMethod(item));
}
EDIT: Without ConcurrentBag:
public object[] MultiThreadMethod(string[] inputs)
{
var tasks = new Task<object>[inputs.Length];
for (int i = 0; i < inputs.Length; i++)
{
tasks[i] = Task<object>.Factory.StartNew(() => DoWork(inputs[i]));
}
Task.WaitAll(tasks);
return tasks.Select(task => task.Result).ToArray();
}
private object DoWork(string item)
{
return SomeMethod(item);
}
Hook the RunWorkerCompleted event on the BackgroundWorker. It will fire when the work is done.
A complete example of how to use the BackgroundWorker properly can be found here.
http://msdn.microsoft.com/en-us/library/dd537608.aspx
// Sequential version
foreach (var item in sourceCollection)
Process(item);
// Parallel equivalent
Parallel.ForEach(sourceCollection, item => Process(item));
Using Rx, I desire pause and resume functionality in the following code:
How to implement Pause() and Resume() ?
static IDisposable _subscription;
static void Main(string[] args)
{
Subscribe();
Thread.Sleep(500);
// Second value should not be shown after two seconds:
Pause();
Thread.Sleep(5000);
// Continue and show second value and beyond now:
Resume();
}
static void Subscribe()
{
var list = new List<int> { 1, 2, 3, 4, 5 };
var obs = list.ToObservable();
_subscription = obs.SubscribeOn(Scheduler.NewThread).Subscribe(p =>
{
Console.WriteLine(p.ToString());
Thread.Sleep(2000);
},
err => Console.WriteLine("Error"),
() => Console.WriteLine("Sequence Completed")
);
}
static void Pause()
{
// Pseudocode:
//_subscription.Pause();
}
static void Resume()
{
// Pseudocode:
//_subscription.Resume();
}
Rx Solution?
I believe I could make it work with some kind of Boolean field gating combined with thread locking (Monitor.Wait and Monitor.Pulse)
But is there an Rx operator or some other reactive shorthand to achieve the same aim?
Here's a reasonably simple Rx way to do what you want. I've created an extension method called Pausable that takes a source observable and a second observable of boolean that pauses or resumes the observable.
public static IObservable<T> Pausable<T>(
this IObservable<T> source,
IObservable<bool> pauser)
{
return Observable.Create<T>(o =>
{
var paused = new SerialDisposable();
var subscription = Observable.Publish(source, ps =>
{
var values = new ReplaySubject<T>();
Func<bool, IObservable<T>> switcher = b =>
{
if (b)
{
values.Dispose();
values = new ReplaySubject<T>();
paused.Disposable = ps.Subscribe(values);
return Observable.Empty<T>();
}
else
{
return values.Concat(ps);
}
};
return pauser.StartWith(false).DistinctUntilChanged()
.Select(p => switcher(p))
.Switch();
}).Subscribe(o);
return new CompositeDisposable(subscription, paused);
});
}
It can be used like this:
var xs = Observable.Generate(
0,
x => x < 100,
x => x + 1,
x => x,
x => TimeSpan.FromSeconds(0.1));
var bs = new Subject<bool>();
var pxs = xs.Pausable(bs);
pxs.Subscribe(x => { /* Do stuff */ });
Thread.Sleep(500);
bs.OnNext(true);
Thread.Sleep(5000);
bs.OnNext(false);
Thread.Sleep(500);
bs.OnNext(true);
Thread.Sleep(5000);
bs.OnNext(false);
It should be fairly easy for you to put this in your code with the Pause & Resume methods.
Here it is as an application of IConnectableObservable that I corrected slightly for the newer api (original here):
public static class ObservableHelper {
public static IConnectableObservable<TSource> WhileResumable<TSource>(Func<bool> condition, IObservable<TSource> source) {
var buffer = new Queue<TSource>();
var subscriptionsCount = 0;
var isRunning = System.Reactive.Disposables.Disposable.Create(() => {
lock (buffer)
{
subscriptionsCount--;
}
});
var raw = Observable.Create<TSource>(subscriber => {
lock (buffer)
{
subscriptionsCount++;
if (subscriptionsCount == 1)
{
while (buffer.Count > 0) {
subscriber.OnNext(buffer.Dequeue());
}
Observable.While(() => subscriptionsCount > 0 && condition(), source)
.Subscribe(
v => { if (subscriptionsCount == 0) buffer.Enqueue(v); else subscriber.OnNext(v); },
e => subscriber.OnError(e),
() => { if (subscriptionsCount > 0) subscriber.OnCompleted(); }
);
}
}
return isRunning;
});
return raw.Publish();
}
}
Here is my answer. I believe there may be a race condition around pause resume, however this can be mitigated by serializing all activity onto a scheduler. (favor Serializing over synchronizing).
using System;
using System.Reactive.Concurrency;
using System.Reactive.Disposables;
using System.Reactive.Linq;
using System.Reactive.Subjects;
using Microsoft.Reactive.Testing;
using NUnit.Framework;
namespace StackOverflow.Tests.Q7620182_PauseResume
{
[TestFixture]
public class PauseAndResumeTests
{
[Test]
public void Should_pause_and_resume()
{
//Arrange
var scheduler = new TestScheduler();
var isRunningTrigger = new BehaviorSubject<bool>(true);
Action pause = () => isRunningTrigger.OnNext(false);
Action resume = () => isRunningTrigger.OnNext(true);
var source = scheduler.CreateHotObservable(
ReactiveTest.OnNext(0.1.Seconds(), 1),
ReactiveTest.OnNext(2.0.Seconds(), 2),
ReactiveTest.OnNext(4.0.Seconds(), 3),
ReactiveTest.OnNext(6.0.Seconds(), 4),
ReactiveTest.OnNext(8.0.Seconds(), 5));
scheduler.Schedule(TimeSpan.FromSeconds(0.5), () => { pause(); });
scheduler.Schedule(TimeSpan.FromSeconds(5.0), () => { resume(); });
//Act
var sut = Observable.Create<IObservable<int>>(o =>
{
var current = source.Replay();
var connection = new SerialDisposable();
connection.Disposable = current.Connect();
return isRunningTrigger
.DistinctUntilChanged()
.Select(isRunning =>
{
if (isRunning)
{
//Return the current replayed values.
return current;
}
else
{
//Disconnect and replace current.
current = source.Replay();
connection.Disposable = current.Connect();
//yield silence until the next time we resume.
return Observable.Never<int>();
}
})
.Subscribe(o);
}).Switch();
var observer = scheduler.CreateObserver<int>();
using (sut.Subscribe(observer))
{
scheduler.Start();
}
//Assert
var expected = new[]
{
ReactiveTest.OnNext(0.1.Seconds(), 1),
ReactiveTest.OnNext(5.0.Seconds(), 2),
ReactiveTest.OnNext(5.0.Seconds(), 3),
ReactiveTest.OnNext(6.0.Seconds(), 4),
ReactiveTest.OnNext(8.0.Seconds(), 5)
};
CollectionAssert.AreEqual(expected, observer.Messages);
}
}
}
It just works:
class SimpleWaitPulse
{
static readonly object _locker = new object();
static bool _go;
static void Main()
{ // The new thread will block
new Thread (Work).Start(); // because _go==false.
Console.ReadLine(); // Wait for user to hit Enter
lock (_locker) // Let's now wake up the thread by
{ // setting _go=true and pulsing.
_go = true;
Monitor.Pulse (_locker);
}
}
static void Work()
{
lock (_locker)
while (!_go)
Monitor.Wait (_locker); // Lock is released while we’re waiting
Console.WriteLine ("Woken!!!");
}
}
Please, see How to Use Wait and Pulse for more details