Need help with weird Begin/EndInvoke issue which Causes "Thread Leak" - c#

I got following code executing at a ~1000ms rate. Left alone, it causes a weird "thread leak". Using WindDBG/SoS I am able to see waaay to many ThreadPool Worker threads (some of them are marked as dead) and eventually I will get a AccessVioalation Exception. Can anybody tell me if my BeginInvoke/EndInvoke use is wrong, unnecessary lock perhaps ... any clues will help as I am ... well, clueless at this point
RichTextBox tmpBox = txtIncomingData;
lock (m_TextUpdateSynch) {
try {
result = Utilities.SafeBeginInvoke(this, delegate() {
try {
if (tmpBox.Text.Length > BufferSize) {
tmpBox.Text = rawData;
}
else {
tmpBox.AppendText(rawData);
}
pageBottom(txtIncomingData);
}
catch (...) {}
});
this.EndInvoke(result);
}
public static IAsyncResult Utilities.SafeBeginInvoke(System.ComponentModel.ISynchronizeInvoke control,
ControlUpdate action, AsyncCallback callback,
params object[] args) {
IAsyncResult result = null;
Control uiControl = control as Control;
try {
result = control.BeginInvoke(action, args);
}
catch (...) { }
return result;
}

It looks like your code is using WPF, and it's my understanding that in WPF BeginInvoke will marshall the call you;re making to the UI (Dispatcher) thread; so it shouldn't be creating any extra threads as far as I'm aware.
http://msdn.microsoft.com/en-us/library/ms591206.aspx
I notice your try/catch pairs around the BeginInvoke call too; this suggests to me that you've been getting exceptions thrown by that, and I'd suggest that getting to the root of them might be a better plan than suppressing them. For example you seem to be referencing three variables - BufferSize, rawData, txtIncomingData which are defined outside of your lock - if any other code has a reference to them and is modifying them on a different (non-UI) thread then that could be causing your issues.
Lastly, I think the overload of SafeBeginInvoke you listed isn't the one being called by the code - the one listed takes 4 parameters (although one is params), the one you call takes 2.

Related

Begin Invoke is not running

Im using System.Windows.Application.Current.Dispatcher.BeginInvoke(DispatcherPriority.Input, new Action(() => ... for a wpf graphic refresh.
It works in my other function greatfully, but in my SQL delete function it wount be triggered/executed.
I tried it with System.Windows.Forms.Application.DoEvents(); but it wount do anything.
Set_Loading_Changed()
{
System.Windows.Application.Current.Dispatcher.BeginInvoke(
DispatcherPriority.Input,
new Action(() =>
{
if (BLoading)
{
DataGrid_Anzeige.IsEnabled = false;
Mouse.OverrideCursor = System.Windows.Input.Cursors.Wait;
}
else
{
DataGrid_Anzeige.IsEnabled = true;
Mouse.OverrideCursor = null;
}
}));
}
Btn_Remove()
{
...
Set_Loading_Changed();
using (OleDbConnection ODC = new OleDbConnection("..."))
{
foreach (var selectedRow in DataGrid_Anzeige.SelectedItems.OfType<DataRowView>())
{
sSQL_Statement = "...";
ODC.Open();
OleDbCommand ODCmd = new OleDbCommand(sSQL_Statement, ODC);
ODCmd.ExecuteNonQuery();
ODC.Close();
EDIT:
I insert the complete part of my Set_Load_Changed() function, hope you can get a clue with this informations.
Im using it primarly in my search Thread (Task.Factory.StartNew(() => { ... }));) so it must be the DispatcherPriority.Input.
You're running into a common issue with misunderstanding the WPF threading system. The way WPF is structured is with one thread for the program to run and modify the UI in, usually called the UI thread, and a second thread which you have no normal way of using, which automatically renders the UI, commonly called the rendering or compositing thread.
The key point you need to know here is that if you stall the UI thread with a large operation (like a database read or a large calculation) immediately after BeginInvoke(), then you're preventing the UI thread from running those commands until you allow it to invoke the next action. BeginInvoke() simply queues the action to be performed the next time the dispatcher is allowed - the dispatcher will not interrupt what is currently being done. Setting the priority to Input ensures that it will be handled ahead of other lower priority work, but still will not cause it to interrupt your current method.
If you instead call Invoke(), you are interrupting your work to ask the dispatcher to perform the action and then return to what you're doing when it's finished.
While this is preferable to the behavior you're currently getting, this isn't how you're intended to use the dispatcher, and will still cause your app to appear 'frozen' while it completes the long operation. To avoid this, the easiest thing to do is run the long operation in a Task, using the async/await keywords and the Task Parallel Library.
Stephen Cleary has an excellent blog where he covers a lot of topics related to this. His introductory post (dating back to the keywords' introduction) is here.
I would encourage poking around his blog if you have more issues in this area - he's one of the leading experts in explaining this area, and has covered most of the problems you run into.
Further reading:
What's the difference between Invoke() and BeginInvoke()?
WPF Threading Model
To change the cursor in WPF is unfortunately not as straightforward as in WinForms. I remember struggling with it myself until I stumbled upon the following solution. I didn't come up with this myself, I'll try and find the source to give credit where it is due.
using System;
using System.Collections.Generic;
using System.Windows.Input;
namespace MyNamespace
{
public class OverrideCursor : IDisposable
{
static Stack<Cursor> s_Stack = new Stack<Cursor>();
public OverrideCursor(Cursor changeToCursor = null)
{
if (changeToCursor == null)
changeToCursor = Cursors.Wait;
s_Stack.Push(changeToCursor);
if (Mouse.OverrideCursor != changeToCursor)
Mouse.OverrideCursor = changeToCursor;
}
public void Dispose()
{
s_Stack.Pop();
var cursor = _stack.Count > 0 ? _stack.Peek() : null;
if (Mouse.OverrideCursor != cursor)
Mouse.OverrideCursor = cursor;
}
}
}
Now this disposable class can be used anywhere in your project to change the cursor temporarily.
using (new OverrideCursor())
{
//your code
}
This will change the cursor to anything you want by passing the cursor as parameter of the constructor, or nothing to use Cursors.Wait by default.
For the time needed to execute any code placed inside the using-block the cursor will be changed turning back to normal afterwards.
You can also initiate an object of the class without the using-block to set it indefinitely but you shouldn't forget to call Dispose() when done.
Edit: source: https://stackoverflow.com/a/675686/4579864
If want to do whatever you are doing in Set_Loading_Changed() before you connect to the database, you should call Invoke instead of BeginInvoke:
Set_Loading_Changed()
{
System.Windows.Application.Current.Dispatcher.Invoke(...);
}
What's the difference between Invoke() and BeginInvoke()

Can't execute statement with VS Debugger Interop

I'm writing a debugger extension VSPackage in which I want to execute a statement in the debugged process when a breakpoint is hit. In my extension code I have this:
void Initialize()
{
// ...standard vspackage init code omitted...
Globals.Init((DTE2)GetService(typeof(DTE)));
Globals.DebuggerEvents.OnEnterBreakMode += (dbgEventReason reason, ref dbgExecutionAction action) =>
{
try
{
var e1 = Globals.Application.Debugger.GetExpression("1+2");
Debug.WriteLine(e1.Value); // Prints "3"
Globals.Application.Debugger.ExecuteStatement("x = 1+2", 1000);
Debug.WriteLine("OK"); // Never prints this
}
catch (Exception ex)
{
Debug.WriteLine("Error: "+ex); // Nor this
}
}
}
When debugging this extension in a VS instance I load a trivial program looking like this
static void Main()
{
int x = 5;
Console.WriteLine("X is "+x); // Breakpoint on this line
}
When the breakpoint is hit in the debugged process the handler is called and the output window for the extension shows "3", so evaluating expressions works, but it never succeeds executing the statement. Nothing more is printed to the output window. No exception or timeout occurs and I can't continue debugging the process, the debugger appears to have crashed.
The globals class just holds the DTE and DebuggerEvents
public static class Globals
{
public static void Init(DTE2 dte)
{
Application = dte;
DebuggerEvents = dte.Events.DebuggerEvents;
}
public static DTE2 Application { get; private set; }
public static DebuggerEvents DebuggerEvents { get; private set; }
}
What am I doing wrong, or misunderstanding here?
This is an old question, but there is so little on Google about these issues, I thought I'd offer some help. Some important considerations:
Use GetExpresssion3(TreatAsStatement:=True), if possible, instead of ExecuteStatement (I could not get ExecuteStatement working properly).
The thread calling your delegate (OnEnterBreakMode) is the same thread that will need will to run again in order to execute your expression or statement. Therefore, call your GetExpression method on a new thread (Task.Run..)
You will have to monitor and manage the Reason value for OnEnterBreakMode. The initial Reason is UnwindFromException for the actual unhandled exception. Then, it is expected you are setting a variable, such as tempStack = New System.Diagnostics.StackTrace(True). OnEnterBreakMode will be called again following execution of this statement, but this time with Evaluation for the Reason. At this point you now call all of your GetExpressions to collect all of your data without additional OnEnterBreakMode calls.
Dim dte2 As EnvDTE80.DTE2 = GetGlobalService(GetType(EnvDTE.DTE))
Dim debugger5 as EnvDTE100.Debugger5 = Dte2.Debugger
Interesting design observation: System.Diagnostics.StackTrace is a very strangely designed class in the context of the rest of the .NET framework until you have to work on this project where you are extracting the StackTrace through this very technique and see the benefit of its otherwise odd design.
I was tinkering a lot with Visual Studio debugging, and the ultimate cause of freezing was always related to thread handling: VS allows any piece of code to run while debugging only in the main thread. Every other thread is disabled and in case your debug code depends on a different thread it will freeze too.
My guess: You initialized your DTE in a different thread than what you are debugging.
Assumed result: Delegate method tries to load the context of the initializing thread which is different from the debugged thread, and thus it is bound to get frozen.
Proposed solution: Don't use delegate method. They implicitly refer back to the original execution context. Instead register a regular method, and reinitialize your DTE in that context.

Detect Boolean value changes inside Thread

I have a c++ dll function that i want to run inside the C# thread.
Some times I need to cancel that thread, and here is the issue :
Thread.Abort() is evil from the multitude of articles I've read on
the topic
The only way to do that was to use a bool and check it's value periodically.
My problem that even i set this value to true it didn't change and still equal to false in c++ code. However when I show a MessageBox that value changed and it works fine.
Any ideas why that value changed only when the MessageBox showed and please tell me how to fix that issue.
C#
public void AbortMesh()
{
if (currMeshStruct.Value.MeshThread != null && currMeshStruct.Value.MeshThread.IsAlive)
{
//here is my c++ Object and cancel mesh used to set bool to true;
MeshCreator.CancelMesh();
}
}
C++
STDMETHODIMP MeshCreator::CancelMesh(void)
{
this->m_StopMesh = TRUE;
return S_OK;
}
when I test the boolean value
if (m_StopMesh)
return S_FALSE;
The value here is always false even i call AbortMesh()
if (m_StopMesh)
return S_FALSE;
MessageBox(NULL,aMessage,L"Test",NULL);
if (m_StopMesh) // here the value is changed to true
return S_FALSE;
The non-deterministic thread abortion (like with Thread.Abort) is a really bad practice. The problem is that it is the only practice that allows you to stop your job when job does not know that it could be stopped.
There is no library or framework in .NET I know of that allows to write threaded code that could allow you to run an arbitrary task and abort it at any time without dire consequences.
So, you was completely write when you decided to use manual abort using some synchronization technique.
Solutions:
1) The simplest one is using of a volatile Boolean variable as it was already suggested:
C#
public void AbortMesh()
{
if (currMeshStruct.Value.MeshThread != null && currMeshStruct.Value.MeshThread.IsAlive)
{
MeshCreator.CancelMesh();
}
}
C++/CLI
public ref class MeshCreator
{
private:
volatile System::Boolean m_StopMesh;
...
}
STDMETHODIMP MeshCreator::CancelMesh(void)
{
this->m_StopMesh = TRUE;
return S_OK;
}
void MeshCreator::ProcessMesh(void)
{
Int32 processedParts = 0;
while(processedParts != totalPartsToProcess)
{
ContinueProcessing(processedParts);
processedParts++;
if (this->m_StopMesh)
{
this->MakeCleanup();
MessageBox(NULL,aMessage,L"Test",NULL);
}
}
}
Such code should not require any synchronization if you do not make any assumptions on completion of thread after the CancelMesh call - it is not instantaneous and may take variable amount of time to happen.
I don't know why the use of the volatile didn't help you, but there are few moments you could check:
Are you sure that the MeshCreator.CancelMesh(); method call actually happen?
Are you sure that m_StopMesh is properly initialized before the actual processing begins?
Are you sure that you check the variable inside the ProcessMesh often enough to have decent response time from your worker and not expecting something instantaneous?
2)Also if you use .NET 4 or higher you could also try to use the CancellationToken-CancellationTokenSource model. It was initially designed to work with Tasks model but works well with standard threads. It won't really simplify your code but taking into an account the async nature of your processing code will possibly simplify future integration with TPL
CancellationTokenSource cancTokenSource = new CancellationTokenSource();
CancellationToken cancToken = cancTokenSource.Token;
Thread thread = new Thread(() =>
{
Int32 iteration = 0;
while (true)
{
Console.WriteLine("Iteration {0}", iteration);
iteration++;
Thread.Sleep(1000);
if (cancToken.IsCancellationRequested)
break;
}
});
thread.Start();
Console.WriteLine("Press any key to cancel...");
Console.ReadKey();
cancTokenSource.Cancel();
3) You may want to read about interlocked class,monitor locks, autoresetevents and other synchronization, but they are not actually needed in this application
EDIT:
Well, I don't know how it couldn't help(it is not the best idea, but should work for such a scenario), so I'll try later to mock your app and check the issue - possibly it has something to do with how MSVC and CSC handle volatile specifier.
For now try to use Interlocked reads and writes in your app:
public ref class MeshCreator
{
private:
System::Boolean m_StopMesh;
...
}
STDMETHODIMP MeshCreator::CancelMesh(void)
{
Interlocked::Exchange(%(this->m_StopMesh), true);
return S_OK;
}
void MeshCreator::ProcessMesh(void)
{
Int32 processedParts = 0;
while(processedParts != totalPartsToProcess)
{
ContinueProcessing(processedParts);
processedParts++;
if (Interlocked::Read(%(this->m_StopMesh))
{
this->MakeCleanup();
MessageBox(NULL,aMessage,L"Test",NULL);
}
}
}
P.S.: Can you post the code that actually processes the data and checks the variable(I don't mean your full meshes calculations method, just its main stages and elements)?
EDIT: AT LEAST IT'S CLEAR WHAT THE SYSTEM IS ABOUT
It is possible that your child processes are just not exterminated quick enough. Read this SO thread about process killing.
P.S.: And edit your question to more clearly describe your system and problem. It is difficult to get the right answer to a wrong or incomplete question.
Try putting volatile before the field m_StopMesh:
volatile BOOL m_StopMesh;
I launched the c++ process using a thread and it worked fine.
If you want to communicate across process boundaries, you will need to use some sort of cross-process communication.
http://msdn.microsoft.com/en-us/library/windows/desktop/aa365574(v=vs.85).aspx
I find Named Pipes convenient and easy to use.
UPDATE
Your comment clarifies that the C++ code is running in-process.
I would suggest a ManualResetEvent. For a great overview of thread synchronization (and threads in general) check out http://www.albahari.com/threading/

Make my COM assembly call asynchronous

I've just "earned" the privilege to maintain a legacy library coded in C# at my current work.
This dll:
Exposes methods for a big legacy system made with Uniface, that has no choice but calling COM objects.
Serves as a link between this legacy system, and another system's API.
Uses WinForm for its UI in some cases.
More visually, as I understand the components :
*[Big legacy system in Uniface]* ==[COM]==> [C# Library] ==[Managed API]==> *[Big EDM Management System]*
The question is: One of the methods in this C# Library takes too long to run and I "should" make it asynchronous!
I'm used to C#, but not to COM at all. I've already done concurrent programming, but COM seems to add a lot of complexity to it and all my trials so far end in either:
A crash with no error message at all
My Dll only partially working (displaying only part of its UI, and then closing), and still not giving me any error at all
I'm out of ideas and resources about how to handle threads within a COM dll, and I would appreciate any hint or help.
So far, the biggest part of the code I've changed to make my method asynchronous :
// my public method called by the external system
public int ComparedSearch(string application, out string errMsg) {
errMsg = "";
try {
Action<string> asyncOp = AsyncComparedSearch;
asyncOp.BeginInvoke(application, null, null);
} catch (ex) {
// ...
}
return 0;
}
private int AsyncComparedSearch(string application) {
// my actual method doing the work, that was the called method before
}
Any hint or useful resource would be appreciated.
Thank you.
UPDATE 1:
Following answers and clues below (especially about the SynchronizationContext, and with the help of this example) I was able to refactor my code and making it to work, but only when called from another Window application in C#, and not through COM.
The legacy system encounters a quite obscure error when I call the function and doesn't give any details about the crash.
UPDATE 2:
Latest updates in my trials: I managed to make the multithreading work when the calls are made from a test project, and not from the Uniface system.
After multiple trials, we tend to think that our legacy system doesn't support well multithreading in its current config. But that's not the point of the question any more :)
Here is a exerpt of the code that seems to work:
string application;
SynchronizationContext context;
// my public method called by the external system
public int ComparedSearch(string application, out string errMsg) {
this.application = application;
context = WindowsFormsSynchronizationContext.Current;
Thread t = new Thread(new ThreadStart(AsyncComparedSearchAndShowDocs));
t.Start();
errMsg = "";
return 0;
}
private void AsyncComparedSearch() {
// ANY WORK THAT AS NOTHING TO DO WITH UI
context.Send(new SendOrPostCallback(
delegate(object state)
{
// METHODS THAT MANAGE UI SOMEHOW
}
), null);
}
We are now considering other solutions than modifying this COM assembly, like encapsulating this library in a Windows Service and creating an interface between the system and the service. It should be more sustainable..
It is hard to tell without knowing more details, but there are few issues here.
You execute the delegate on another thread via BeginInvoke but you don't wait for it. Your try\catch block won't catch anything as it has already passed while the remote call is still being executed. Instead, you should put try\catch block inside AsyncComparedSearch.
As you don't wait for the end of the execution of remote method (EndInvoke or via callback) I am not sure how do you handle the results of the COM call. I guess then that you update the GUI from within AsyncComparedSearch. If so, it is wrong, as it is running on another thread and you should never update GUI from anywhere but the GUI thread - it will most likely result with a crash or other unexpected behavior. Therefore, you need to sync the GUI update work to GUI thread. In WinForms you need to use Control.BeginInvoke (don't confuse it with Delegate.BeginInvoke) or some other way (e.g. SynchronizationContext) to sync the code to GUI thread. I use something similar to this:
private delegate void ExecuteActionHandler(Action action);
public static void ExecuteOnUiThread(this Form form, Action action)
{
if (form.InvokeRequired) { // we are not on UI thread
// Invoke or BeginInvoke, depending on what you need
form.Invoke(new ExecuteActionHandler(ExecuteOnUiThread), action);
}
else { // we are on UI thread so just execute the action
action();
}
}
then I call it like this from any thread:
theForm.ExecuteOnUiThread( () => theForm.SomeMethodWhichUpdatesControls() );
Besides, read this answer for some caveats.

Why am I getting this error:"Cross-thread operation not valid: Control lbFolders accessed from a thread other than the thread it was created on."?

This is baffling me, maybe somebody can shine the light of education on my ignorance. This is in a C# windows app. I am accessing the contents of a listbox from a thread. When I try to access it like thisprgAll.Maximum = lbFolders.SelectedItems.Count;
I get the error. However, here is the part I don't get. If I comment out that line, the very next lineforeach (string dir in lbFolders.SelectedItems)
executes just fine.
Edit:
As usual, my communication skills are lacking. Let me clarify.
I know that accessing GUI items from threads other than the ones they were created on causes problems. I know the right way to access them is via delegate.
My question was mainly this:
Why can I access and iterate through the SelectedItems object just fine, but when I try to get (not set) the Count property of it, it blows up.
You can't access GUI elements from a separate thread. Use a delegate to make the change.
eg.
lblStatus.Invoke((Action)(() => lblStatus.Text = counter.ToString()));
or older skool:
lblTest.Invoke((MethodInvoker)(delegate()
{
lblTest.Text = i.ToString();
}));
I've got a blog post on how to do this in all the .Net releases here.
prgAll.Maximum = lbFolders.SelectedItems.Count;
On that line you perform an assignment (set/add), which by default is not thread-safe.
On the second line it's just a get operation, where thread-safety merely doesn't matter.
EDIT: I don't mean access to the prgAll element.
Accessing the Count property changes the internal state of the ListBox inner collection, that is why it throws the exception.
The Count property of SelectedItems is not thread-safe, so you can't use it cross-thread.
You're trying to write to a control from a thread other than the main thread. Use Invoke or BeginInvoke.
void SetMax()
{
if (prgAll.InvokeRequired)
{
prgAll.BeginInvoke(new MethodInvoker(SetMax));
return;
}
prgAll.Maximum = lbFolders.SelectedItems.Count;
}
You can't touch a GUI object from a thread that isn't the main GUI thread. See here for more details and the solution.
Because you created a control in a thread and you're trying to reach it from another one. Call the InvokeRequired property as shown here:
private void RunMe()
{
if (!InvokeRequired)
{
myLabel.Text = "You pushed the button!";
}
else
{
Invoke(new ThreadStart(RunMe));
}
}
Try this:
private delegate void xThreadCallBack();
private void ThreadCallBack()
{
if (this.InvokeRequired)
{
this.BeginInvoke(new xThreadCallBack(ThreadCallBack));
}
else
{
//do what you want
}
}
Though, the answer with the lambda expression would suffice.

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