Is there a way to wake a sleeping thread in C#? So, have it sleep for either a long time and wake it when you want work processed?
An AutoResetEvent object (or another WaitHandle implementation) can be used to sleep until a signal from another thread is received:
// launch a calculation thread
var waitHandle = new AutoResetEvent(false);
int result;
var calculationThread = new Thread(
delegate
{
// this code will run on the calculation thread
result = FactorSomeLargeNumber();
waitHandle.Set();
});
calculationThread.Start();
// now that the other thread is launched, we can do something else.
DoOtherStuff();
// we've run out of other stuff to do, so sleep until calculation thread finishes
waitHandle.WaitOne();
If your thread is inside a call to Sleep, then there isn't (usually) a way to wake it up. (The only exception I'm aware of is Java, which allows a sleep to be ended early if some other thread calls thread.interrupt().)
The pattern that you're talking about seems to call for an event: the thread contains a loop, at the top of which it waits for an event to fire. If the event is currently unset, then the thread "sleeps" until some other thread fires the event. At that point, the sleeping thread wakes up and continues its work, until the next time through the loop when it sleeps to wait for another event.
There is actually a thread.Interrupt() method in C#.
While the accepted answer does describes a good pattern that you probably want in your case, I came to this question looking for Thread.Interrupt so I am putting it here.
The best solution would be to use Task objects with the default TaskFactory. This API (introduced in .NET 4.0) uses a pool of threads with work-stealing queues and all that fancy stuff.
If .NET 4.0 isn't available, then use the ThreadPool, which has a built-in work queue (which does some pool balancing but not on the same scope as the 4.0 thread pool).
If you really must do it yourself, then I recommend a BlockingCollection<T>, which is a blocking consumer/producer queue added in .NET 4.0.
If you really must do it yourself and can't use .NET 4.0, then you can use a ManualResetEvent or AutoResetEvent along with a lock-protected queue of work.
Expanding Wim's answer you can also specify a timeout for the WaitHandle.WaitOne() call. So you can use instead of Thread.Sleep(). CancellationToken struct provides you with one so you can signal your tasks like this:
string SleepAndWakeUp(string value,CancellationToken ct)
{
ct.WaitHandle.WaitOne(60000);
return value;
}
void Parent()
{
CancellationTokenSource cts = new CancellationTokenSource();
Task.Run(() => SleepAndWakeUp("Hello World!", cts.Token), cts.Token);
//Do some other work here
cts.Cancel(); //Wake up the asynch task
}
Would this thread help? C# has good functionality for thread Event handling. I've done most of my work in Python, but C# seems to have solid libraries for thread blocking.
Based on Ilia's suggestion:
t1 = new Thread(() =>
{
while (keepRunning) {
try {
DoWork();
Thread.Sleep(all_night_long);
}
catch (ThreadInterruptedException) { }
}
});
t1.Start();
and...
public void WakeUp()
{
t1.Interrupt();
}
public void StopRunningImmediately()
{
keepRunning = false;
WakeUp(); //immediately
}
This solution is crude, as there may be other reasons why the ThreadInterruptedException is thrown.
Related
I have an application which should finish within 30 minutes. The components of the application are run using threadpool.
So
//queue first all the components
//when the Collect method for each of the components finishes it will set the event
ManualResetEvent serverEvent = new ManualResetEvent(false);
sectionsCompleted.Add(serverEvent);
ThreadPool.QueueUserWorkItem(serverInfo.Collect,"ServerInfo ");
ManualResetEvent cpuEvent= new ManualResetEvent(false);
sectionsCompleted.Add(cpuEvent);
ThreadPool.QueueUserWorkItem(cpuInfo.Collect,"CPUInfo ");
//then wait for all the components to finish
WaitHandle.WaitAll(sectionsCompleted.ToArray());
So the logic is to call all the components in ThreadPool and use ManualResetEvent class to signal the main thread that the component has finished.
Now i want to use the ElapsedEvent Handler to make sure that the code finishes gracefully in some time frame(say 30 minutes). So after 30 minutes if there are still some threads running i want to abort them.
So my question will ElapsedEventHandler delegate be called at all? or will the main thread wait for WaitHandle.WaitAll(sectionsCompleted.ToArray()) ?
Is there any other way i can achieve this functionality of stopping all threads in a thread pool after some time interval.
If you setup the timer, the event handler for the timer, and start the timer before the above code (or at least before the WaitAll) then
your timer's Elapsed event will fire,
your Main thread will wait at the WaitAll
but you could just as easily do something like:
if (!WaitHandle.WaitAll(sectionsCompleted.ToArray(), TimeSpan.FromMinutes(30)))
{
// did not finish in the 30 minute timespan, so kill the threads
}
If you do the above you won't have to worry about synchronising your event handler for the timer (which may try and kill a thread just as it completes) and the Main method which is waiting on the WaitHandles (and may therefore complete while the event handler thinks the thread is being killed).
If you are able (.NET version depending) then Tasks would be very well suited to this as you could use a CancellationToken to allow you to kill each task gracefully if it has not completed. See MSDN: Task Cancellation for something like the below. If you can't use Task you can just wire this same solution up yourself. One possible technique is to use more WaitHandles (also see below).
This approach will also let you move the Wait+Cancel code into a separate thread. You can therefore release your UI or main code thread immediately the worker threads are created. This has the added advantage that you can also signal from the control thread to the single instance of the Wait+Cancel code to trigger a premature cancellation.
// use the same CancellationTokenSource to create all tasks
var tokenSource2 = new CancellationTokenSource();
// for each task, use the following structure
CancellationToken ct = tokenSource2.Token;
var task = Task.Factory.StartNew(() =>
{
// Were we already canceled?
ct.ThrowIfCancellationRequested();
bool moreToDo = true;
// make sure any loops and other methods check the ct.IsCancellationRequested regularly
while (moreToDo)
{
if (ct.IsCancellationRequested)
{
// Clean up any resources, transactions etc. here, then...
ct.ThrowIfCancellationRequested();
}
}
}, tokenSource2.Token); // Pass same token to StartNew.
// add each task to the tasks list
tasks.Add(task);
// once all tasks created, wait on them and cancel if they overrun
// by passing the token, another thread could even cancel the whole operation ahead of time
if (!Task.WaitAll(tasks.ToArray(), (int)TimeSpan.FromMinutes(30).TotalMilliseconds,
tokenSource2.Token))
{
// did not finish in the 30 minute timespan, so kill the threads
tokenSource2.Cancel();
try
{
// Now wait for the tasks to cancel
Task.WaitAll(tasks.ToArray());
}
catch (AggregateException ae)
{
// handle any unexpected task exceptions here
}
}
Or in .NET 2.0 without Tasks:
// in Main thread ...
ManualResetEvent serverEventCancelled = new ManualResetEvent(false);
cancellationMres.Add(serverEventCancelled);
// Inside the thread, do this regularly - zero timeout returns instantly ...
if (serverEventCancelled.WaitOne(0))
{
// do cancellation and ...
// now set the "completed" waithandle (or do something similar to let Main know we are done)
serverEvent.Set();
return;
}
// In Main thread ...
if (!WaitHandle.WaitAll(sectionsCompleted.ToArray(), TimeSpan.FromMinutes(30)))
{
foreach (var cancellationMre in cancellationMres)
{
cancellationMre.Set();
}
WaitHandle.WaitAll(sectionsCompleted.ToArray());
}
ElapsedEventHandler delegate be called at all?
yes
will the main thread wait for WaitHandle.WaitAll(sectionsCompleted.ToArray()) ?
yes
but you need to signal the eventhandler in your thread(like cpuInfo.Collect) ,
in .net 4.5, you also can use CancellationTokenSource(TimeSpan) to cancel the thread after period time.
btw: you should put WaitHandle.WaitAll(sectionsCompleted.ToArray()) in non-ui thread, or it will block your UI.
I have a little c# app with multiple threads runing, but my main thread has to wait for all of threads to finish then it can do the rest.
problem now is that im using .join() for each thread, this seems wait for each thread to finish then it goes to next thread, which makes app not really multi-threading and take long time to finish.
so I wonder if there is any way I can get around this problem or just a way to check if there are no more threads is active.
thanks
If you're hanging on to the Thread object, you can use Thread.IsAlive.
Alternately, you might want to consider firing an event from your thread when it is done.
Thread.Join() doesn't mean your application isn't multithreaded - it tells the current thread to wait for the other thread to finish, which is exactly what you want.
Doing the following:
List<Thread> threads = new List<Thread>();
/** create each thread, Start() it, and add it to the list **/
foreach (Thread thread in threads)
{
thread.Join()
}
will continue to run the other threads, except the current/main thread (it will wait until the other threads are done).
Just use Thread.Join()
Ye, as said by Cuong Le, using Task Parallel Library would be much efficient.
However, you can Create a list of Threads and then check if they are alive or not.
var threadsList = new List<Thread>();
threadsList.Add(myThread); // to add
bool areDone = true;
foreach (Thread t in threadsList) {
if (t.IsAlive)
{
areDone = false;
break;
}
}
if (areDone)
{
// Everything is finished :O
}
Run multiple at same time but wanted to wait for all of them to finish, here's a way of doing the same with Parallel.ForEach:
var arrStr = new string[] {"1st", "2nd", "3rd"};
Parallel.ForEach<string>(arrStr, str =>
{
DoSomething(str); // your custom method you wanted to use
Debug.Print("Finished task for: " + str);
});
Debug.Print("All tasks finished");
That was the most simplest and efficient i guess it can go if in C# 4.0 if you want all tasks to run through same method
Try using BackgroundWorker
It raises an event in the main thread (RunWorkerCompleted) after its work is done
Here is one sample from previously answered question
https://stackoverflow.com/a/5551376/148697
As part of a windows service
I'm accepting incoming socket connection using
myListener.BeginAcceptSocket(acceptAsync, null)
The acceptAsync function executes on a seperate thread (just as expected).
When the service is requested to shutdown, I "signal" the threads that accepted and are currently working on the sockets, to finish up.
After signaling each thread to end,I need to block until they are all done. I have a list of threads, that I thought I could iterate through and Join each thread until they were all done.
Howerver it seems that these threads don't end, but return to the pool, so the Join will wait for ever.
How do I block until a thread is returned to the pool?
You shouldn't use Join in this case. Rather, you should use a series of WaitHandles (specifically, an AutoResetEvent or ManualResetEvent) which your threads will signal when they are done with their work.
You would then call the static WaitAll method on the WaitHandle class, passing all of the events to wait on.
The canonical pattern for doing this is to use a CountdownEvent. The main thread will increment the event to indicate that it is participating and the worker threads will do the same once they start. After the worker threads have finished they will decrement the event. When the main thread is ready to wait for completion it should decrement the event and then wait on it. If you are not using .NET 4.0 then you can get an implemention of a countdown event from part 4 of Joe Albahari's threading ebook.
public class Example
{
private CountdownEvent m_Finisher = new CountdownEvent(0);
public void MainThread()
{
m_Finisher.AddCount();
// Your stuff goes here.
// myListener.BeginAcceptSocket(OnAcceptSocket, null);
m_Finisher.Signal();
m_Finisher.Wait();
}
private void OnAcceptSocket(object state)
{
m_Finisher.AddCount()
try
{
// Your stuff goes here.
}
finally
{
m_Finisher.Signal();
}
}
}
The best way would be to change acceptAsync so that it signals on a semaphore, your main thread can then wait on that semaphore.
You don't have a lot of acces to or control over Threapool threads.
In C# I can perform a Console.Beep(). However, if you specify a duration of say 1000, or 1 second, it will not execute the next line of code until that second passes.
Is there any way possible to execute Console.Beep() in a non-blocking fashion so it will continue to beep and still continue executing the code below it while beeping?
You can run it in a separate thread.
new Thread(() => Console.Beep()).Start();
I woke this morning to find flurry of comments on this answer. So I thought I would chime in with some other ideas.
The above can also be achieved running the thread on the Thread Pool, by using the following.
Action beep = Console.Beep;
beep.BeginInvoke((a) => { beep.EndInvoke(a); }, null);
The important thing in the above code is to call EndInvoke on your delegate if you use BeginInvoke otherwise you will experience memory leaks.
From MSDN:Important: Always call EndInvoke to complete your asynchronous call.
http://msdn.microsoft.com/en-us/library/2e08f6yc(VS.80).aspx
Alternatively, you can use the dedicated Beep thread to have beeps run in the background when on demand without creating a new thread everytime or using the thread pool (see Simon Chadwick's comment). As a simple example, you could have the following. Notice that I pass 1 as the maxStackSize, this will ensure that the minimum (not 1, minimum) stack space is committed for this thread, see MSDN for more detail on this.
class BackgroundBeep
{
static Thread _beepThread;
static AutoResetEvent _signalBeep;
static BackgroundBeep()
{
_signalBeep = new AutoResetEvent(false);
_beepThread = new Thread(() =>
{
for (; ; )
{
_signalBeep.WaitOne();
Console.Beep();
}
}, 1);
_beepThread.IsBackground = true;
_beepThread.Start();
}
public static void Beep()
{
_signalBeep.Set();
}
}
With this, all you need to do to run a backround beep at anytime with out creating new threads is make the following call
BackgroundBeep.Beep();
You could use SoundPlayer.Play() and asynchronously annoy the user with something that sounds better than BEEP.
I may be missing something, but why not use:
System.Media.SystemSounds.Beep.Play();
This will play a nicer beep, asynchronously, and doesn't require the code or the overhead of the other proposed solutions.
Here's a resource friendly way to play a beep asynchronously :
Action beep = Console.Beep;
beep.BeginInvoke(null, null);
You can use the following code to run Console.Beep() in another thread:
System.Threading.Thread thread = new System.Threading.Thread(
new System.Threading.ThreadStart(
delegate()
{
Console.Beep();
}
));
thread.Start();
You can run Console.Beep in a separate thread.
Very simple!
Task.Run(() => Console.Beep(440, 1000));
Or if you're in an async environment:
await Task.Run(() => Console.Beep(440, 1000));
https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.task.run?view=net-5.0#System_Threading_Tasks_Task_Run_System_Action_
I've been working on a web crawling .NET app in my free time, and one of the features of this app that I wanted to included was a pause button to pause a specific thread.
I'm relatively new to multi-threading and I haven't been able to figure out a way to pause a thread indefinitely that is currently supported. I can't remember the exact class/method, but I know there is a way to do this but it has been flagged as obsolete by the .NET framework.
Is there any good general purpose way to indefinitely pause a worker thread in C# .NET.
I haven't had a lot of time lately to work on this app and the last time I touched it was in the .NET 2.0 framework. I'm open to any new features (if any) that exist in the .NET 3.5 framework, but I'd like to know of solution that also works in the 2.0 framework since that's what I use at work and it would be good to know just in case.
Never, ever use Thread.Suspend. The major problem with it is that 99% of the time you can't know what that thread is doing when you suspend it. If that thread holds a lock, you make it easier to get into a deadlock situation, etc. Keep in mind that code you are calling may be acquiring/releasing locks behind the scenes. Win32 has a similar API: SuspendThread and ResumeThread. The following docs for SuspendThread give a nice summary of the dangers of the API:
http://msdn.microsoft.com/en-us/library/ms686345(VS.85).aspx
This function is primarily designed for use by debuggers. It is not intended to be used for thread synchronization. Calling SuspendThread on a thread that owns a synchronization object, such as a mutex or critical section, can lead to a deadlock if the calling thread tries to obtain a synchronization object owned by a suspended thread. To avoid this situation, a thread within an application that is not a debugger should signal the other thread to suspend itself. The target thread must be designed to watch for this signal and respond appropriately.
The proper way to suspend a thread indefinitely is to use a ManualResetEvent. The thread is most likely looping, performing some work. The easiest way to suspend the thread is to have the thread "check" the event each iteration, like so:
while (true)
{
_suspendEvent.WaitOne(Timeout.Infinite);
// Do some work...
}
You specify an infinite timeout so when the event is not signaled, the thread will block indefinitely, until the event is signaled at which point the thread will resume where it left off.
You would create the event like so:
ManualResetEvent _suspendEvent = new ManualResetEvent(true);
The true parameter tells the event to start out in the signaled state.
When you want to pause the thread, you do the following:
_suspendEvent.Reset();
And to resume the thread:
_suspendEvent.Set();
You can use a similar mechanism to signal the thread to exit and wait on both events, detecting which event was signaled.
Just for fun I'll provide a complete example:
public class Worker
{
ManualResetEvent _shutdownEvent = new ManualResetEvent(false);
ManualResetEvent _pauseEvent = new ManualResetEvent(true);
Thread _thread;
public Worker() { }
public void Start()
{
_thread = new Thread(DoWork);
_thread.Start();
}
public void Pause()
{
_pauseEvent.Reset();
}
public void Resume()
{
_pauseEvent.Set();
}
public void Stop()
{
// Signal the shutdown event
_shutdownEvent.Set();
// Make sure to resume any paused threads
_pauseEvent.Set();
// Wait for the thread to exit
_thread.Join();
}
public void DoWork()
{
while (true)
{
_pauseEvent.WaitOne(Timeout.Infinite);
if (_shutdownEvent.WaitOne(0))
break;
// Do the work here..
}
}
}
The Threading in C# ebook summarises Thread.Suspend and Thread.Resume thusly:
The deprecated Suspend and Resume methods have two modes – dangerous and useless!
The book recommends using a synchronization construct such as an AutoResetEvent or Monitor.Wait to perform thread suspending and resuming.
If there are no synchronization requirements:
Thread.Sleep(Timeout.Infinite);
I just implemented a LoopingThread class which loops an action passed to the constructor. It is based on Brannon's post. I've put some other stuff into that like WaitForPause(), WaitForStop(), and a TimeBetween property, that indicates the time that should be waited before next looping.
I also decided to change the while-loop to an do-while-loop. This will give us a deterministic behavior for a successive Start() and Pause(). With deterministic I mean, that the action is executed at least once after a Start() command. In Brannon's implementation this might not be the case.
I omitted some things for the root of the matter. Things like "check if the thread was already started", or the IDisposable pattern.
public class LoopingThread
{
private readonly Action _loopedAction;
private readonly AutoResetEvent _pauseEvent;
private readonly AutoResetEvent _resumeEvent;
private readonly AutoResetEvent _stopEvent;
private readonly AutoResetEvent _waitEvent;
private readonly Thread _thread;
public LoopingThread (Action loopedAction)
{
_loopedAction = loopedAction;
_thread = new Thread (Loop);
_pauseEvent = new AutoResetEvent (false);
_resumeEvent = new AutoResetEvent (false);
_stopEvent = new AutoResetEvent (false);
_waitEvent = new AutoResetEvent (false);
}
public void Start ()
{
_thread.Start();
}
public void Pause (int timeout = 0)
{
_pauseEvent.Set();
_waitEvent.WaitOne (timeout);
}
public void Resume ()
{
_resumeEvent.Set ();
}
public void Stop (int timeout = 0)
{
_stopEvent.Set();
_resumeEvent.Set();
_thread.Join (timeout);
}
public void WaitForPause ()
{
Pause (Timeout.Infinite);
}
public void WaitForStop ()
{
Stop (Timeout.Infinite);
}
public int PauseBetween { get; set; }
private void Loop ()
{
do
{
_loopedAction ();
if (_pauseEvent.WaitOne (PauseBetween))
{
_waitEvent.Set ();
_resumeEvent.WaitOne (Timeout.Infinite);
}
} while (!_stopEvent.WaitOne (0));
}
}
Beside suggestions above, I'd like to add one tip. In some cases, use BackgroundWorker can simplify your code (especially when you use anonymous method to define DoWork and other events of it).
In line with what the others said - don't do it. What you really want to do is to "pause work", and let your threads roam free. Can you give us some more details about the thread(s) you want to suspend? If you didn't start the thread, you definitely shouldn't even consider suspending it - its not yours. If it is your thread, then I suggest instead of suspending it, you just have it sit, waiting for more work to do. Brannon has some excellent suggestions for this option in his response. Alternatively, just let it end; and spin up a new one when you need it.
The Suspend() and Resume() may be depricated, however they are in no way useless.
If, for example, you have a thread doing a lengthy work altering data, and the user wishes to stop it, he clicks on a button. Of course, you need to ask for verification, but, at the same time you do not want that thread to continue altering data, if the user decides that he really wants to abort.
Suspending the Thread while waiting for the user to click that Yes or No button at the confirmation dialog is the only way to prevent it from altering the data, before you signal the designated abort event that will allow it to stop.
Events may be nice for simple threads having one loop, but complicated threads with complex processing is another issue.
Certainly, Suspend() must never be used for syncronising, since its usefulness is not for this function.
Just my opinion.