C# Asynchronous operation - c#

Acctually I have hardtime in understanding BeginInvoke() and EndInvoke() pair.
class AsynchronousDemo
{
public delegate void DemoDelegate();
static void Main()
{
DemoDelegate d = PrintA;
IAsyncResult AResult = d.BeginInvoke(Callback,null);
d.EndInvoke(AResult);
Console.ReadKey(true);
}
static void PrintA()
{
Console.WriteLine("....Method in Print A Running ....");
Thread.Sleep(4000);
Console.WriteLine("....Method in Print A Completed...");
}
static void Callback(IAsyncResult ar)
{
Console.WriteLine("I will be finished after method A
completes its execution");
}
}
1) Do we use "EndInvoke()" to indicate the ending "asynchronous operation" of BeginInvoke()..?
2) What is the real use of those pair?
3) can i get some simple and nice examples to understand it more properly?

Imagine you have a long task to do, and can only do one thing at a time. Normally, in order to do it, you'd have to stop doing everything else.
// pseudocode
Main() {
DoLaundry()
GoAboutYourDay()
}
DoLaundry() {
// boring parts here
}
Now imagine you want to be able to go about your day while your laundry is being made. One solution would be to get someone else to do it. So you take it to a cleaning shop, tell them what to do, give them your clothes, and tell them to phone you when they're done. In return, they give you back a ticket so they can find your clothes again when you want them back.
// pseudocode
Main() {
ticket = DoLaundry.BeginDoing(CallMeWhenDone)
GoAboutYourDay()
ticket.WaitUntilDone()
}
CallMeWhenDone(ticket) {
cleanLaundry = DoLaundry.FinishDoing(ticket)
}
This is how asynchronous operation works.
BeginInvoke You tell the program what you need to be done (the delegate), what to call when it's done (callback), and what to do it with (state). You get back an IAsyncResult, which is the object that you need to give it back in order to receive your result. You can then do other stuff, or use the WaitHandle in the IAsyncResult to block until the operation's done.
Callback: When the asynchronous operation finishes, it will call this method, giving you the same IAsyncResult as before. At this point, you can retrieve your state object from it, or pass the IAsyncResult to EndInvoke.
EndInvoke: This function takes the IAsyncResult and finds the result of the operation. If it hasn't finished yet, it'll block until it does, which is why you usually call it inside the callback.
This is a pattern that's often used all over the framework, not just on function delegates. Things like database connections, sockets, etc. all often have Begin/End pairs.
MSDN has documentation on the pattern here: http://msdn.microsoft.com/en-us/library/2e08f6yc(VS.71).aspx

BeginInvoke is starting an Asynchronous operation EndInvoke is waiting to the end of that function and returning result. it's an another way to execute threading in C#, the great features are that begininvoke take the thread fromm thread pool, which is not correct for Thread class, and another one is that you can pass parameters and get result to thread function in more easy way. here is an example http://ondotnet.com/pub/a/dotnet/2003/02/24/asyncdelegates.html

I don't know how to explain it well enough but this article should help:
Asynchronous Programming Using Delegates on MSDN
Excerpt:
.............If the BeginInvoke method is called, the common language runtime (CLR) queues the request and returns immediately to the caller. The target method is called asynchronously on a thread from the thread pool. The original thread, which submitted the request, is free to continue executing in parallel with the target method. If a callback method has been specified in the call to the BeginInvoke method, the callback method is called when the target method ends. In the callback method, the EndInvoke method obtains the return value and any input/output or output-only parameters. If no callback method is specified when calling BeginInvoke, EndInvoke can be called from the thread that called BeginInvoke.....
1) Do we use "EndInvoke()" to indicate the ending "asynchronous operation" of BeginInvoke()..?
No, you use that to obtain the return values or... see above
2) What is the real use of those pair?
So you can make asynchronous call on a synchronous method etc
3) can i get some simple and nice examples to understand it more properly?
I'm pretty sure google can do this better than me :P

I use the Begin Invoke / End Invoke construct to run Window's services.
For example:
public ServiceName()
{
//constructor code goes here
}
protected override void OnStart(string[] args)
{
ExecuteDelegate ed = new ExecuteDelegate(Execute);
AsyncCallback ac = new AsyncCallback(EndExecution);
IAsyncResult ar = ed.BeginInvoke(ac, ed);
Log.WriteEntry("Service has started.");
}
protected void EndExecution(IAsyncResult ar)
{
ExecuteDelegate ed = (ExecuteDelegate)ar.AsyncState;
ed.EndInvoke(ar);
Stop();
Log.WriteEntry("Service has stopped.");
}
protected void Execute()
{
//Code goes here
...
}
protected override void OnStop()
{
Log.WriteEntry("Service has stopped.");
}
Essentially: Call BeginInvoke to start execution of a method in a new thread. When the thread is over then the method that is called when the thread is joined should call EndInvoke.

Related

Delegate method not being run on UI thread

I am building an Windows Form-based app that listens on a port and when it receives a specific command, it opens a window (Form) that requests input.
My problem is that even though I am using a delegated method to open the window, only the window furniture/border is drawn. The contents of the form are not rendered at all.
From searching other answers on S.O., there seem to be two causes for this:
InitializeComponent() not being called
Trying to open the window from a non-UI thread
It appears that #2 is my problem. When I compare the ManagedThreadId in the form constructor and from the callback delegate, they are different.
As far as I can tell from the docs, the delegate should ensure that the callback is run on the UI thread.
Can anyone suggest why it isn't?
Below is a simplified version of what my code looks like.
The form
public wPrompt(bool silent, bool listen)
{
InitializeComponent();
// Thread.CurrentThread.ManagedThreadId returns 1
// Register a handler for scan requests received via the network
SocketListener.OpenFormRequest += OpenFormCommandHandler;
// Class that contains the code to open a socket and listen for commands
SocketListener.StartListening();
}
private void wPrompt_Load(object sender, System.EventArgs e)
{
// Thread.CurrentThread.ManagedThreadId returns 3
}
// The callback that gets called by the delegate
private void OpenFormCommandHandler()
{
// Thread.CurrentThread.ManagedThreadId returns 3
// Open the form
Visible = true;
}
The SocketListener class
class SocketListener
{
public delegate void OpenFormRequestEventHandler();
public static event OpenFormRequestEventHandler OpenFormRequest;
public static void StartListening()
{
// Thread.CurrentThread.ManagedThreadId returns 1
// Initialise and start worker thread
workerThread = new Thread(new ThreadStart(ListenThread));
workerThread.Start();
}
// A slightly modified version of the Synchronous Server Socket Example at
// https://learn.microsoft.com/en-us/dotnet/framework/network-programming/synchronous-server-socket-example
private static void ListenThread()
{
// Thread.CurrentThread.ManagedThreadId returns 3
// Opens socket and listens for command
if (/* command received */) {
OpenFormRequest?.Invoke();
}
}
}
The delegate callback function is run on the same thread as the socket listener. Not the UI thread as expected.
Can anyone explain what's happening please? I don't do a lot of .net development, so I am having trouble nutting this out.
As far as I can tell from the docs, the delegate should ensure that the callback is run on the UI thread. Can anyone suggest why it isn't?
There are no docs that should suggest that. I.e. it's not sufficient simply to use a delegate. You have to invoke the delegate using a mechanism that would move that invocation onto the UI thread, and there's nothing like that in the code you posted above. You seem to have misunderstood whatever it was that you read.
The issue with your code is that you appear to have confused the compiler-generated Invoke() method for a delegate with the framework-provided Control.Invoke() method. Your code calls the former, while you should be calling the latter. All that the former does is to actually invoke the delegate; the latter is what handles marshaling the execution of a delegate onto the UI thread so it can be executed there.
Frankly, it's a mistake for the socket-related code to try to address this at all. In the ListenThread() method, just raise the event normally (which ironically is the syntax you're using, so actually you don't need to change anything there). In your OpenFormCommandHandler() method, then you should call the Control.Invoke() method to execute whatever code you need to execute there, such as creating and showing a new form.
Based on your recent edit, in theory here is how you would change your event handler:
private void OpenFormCommandHandler()
{
// Thread.CurrentThread.ManagedThreadId returns 3
// Open the form
this.Invoke((MethodInvoker)(() => Visible = true;));
}
But I infer from your problem description that the form has not actually been shown once yet, which means it hasn't yet been tied to main thread and so Control.Invoke() is unlikely to work (you'd probably get an exception reporting that the window handle hadn't been created yet…I forget the exact wording, and it's not important enough for me to go looking it up right now).
Assuming that's the case, you need to get a synchronization context from elsewhere. Unfortunately, the question still lacks the specifics that would allow a more explicit answer showing exactly how to do that. But depending on what else is going on in your program, you could:
Pass a different Form instance to the wPrompt constructor and use that instance when calling Invoke(). Or,
Pass SynchronizationContext.Current to the wPrompt constructor, and call that object's Send() or Post() method (equivalent to Control.Invoke() and Control.BeginInvoke(), respectively).
There are other mechanisms you could use to capture and then use the synchronization context, but I'd say based on the details in your question, one of those two will be preferable to you.

DataGridView.Invoke freezes

I have an Action delegate:
public static Action SubscribeForTable;
I loaded it with my Objects method
public void SubscribeMe()
{
Parallel.For(0, ACCESS.GetAppCount(), AppCheck);
CheckTable(true);
}
So I have a delegate, which contains the same function but for different objects.
Then I do this:
Parallel.Invoke(SubscribeForTable);
So it launched to run, and I wait...I wait...and nothing happens! The application is stuck! Then I started my debugger.
return to SubscribeMe() function
Parallel.For(0, ACCESS.GetAppCount(), AppCheck); //OK
CheckTable(true); // lets see what is in
Then I looked to this function..
delegate void CheckTableCallback(bool check);
private void CheckTable(bool Subscribed)
{
if (DataGridView1.InvokeRequired) // OK
{
CheckTableCallback Safe = new CheckTableCallback(CheckTable); // OK
DataGridView1.Invoke(Safe, new Object[] {Subscribed}); //HANGS HERE!
}
else
{
....
So it hangs on DataGridView.Invoke. Why so? Hope I have explained my problem correctly.
Control.Invoke, by design, blocks the current thread until the UI thread can process messages.
If you're calling your Parallel.For loop from the UI thread, that will block the UI thread until it completes.
The two cause a condition where one operation (the Invoke call) can't finish until the other completes and free's up the UI thread (Parallel.For), but the second can't complete until the individual work items finish.
You may be able to use BeginInvoke instead of Invoke to avoid the dead lock here, if you're just updating the UI. This will cause the actual method (CheckTable) to run and set the values after the entire operation completes.

I've written a threadpool, how do I notify methods using it that the task has been completed?

So let's say I have a method such as ThreadPool.QueueTask(Delegate d).
Some of these delegates need to return values, but as they cannot do this (being passed as delegates) they will need to take a value by reference as a parameter. Once the task is completed this value will have been altered, so the calling method needs to know this.
Essentially, the method passing the task to the threadpool should be waiting until it has completed.
What is the best way to do this? Should I just do Threadpool.QueueTask(Delegate d, EventWaitHandle e), or is there a more elegant way which would be obvious to people unfamiliar with that kind of thing?
Kind regards,
Fugu
You can use a ManualResetEvent:
public void TaskStartMethod()
{
ManualResetEvent waitHandle = new ManualResetEvent(false);
ThreadPool.QueueUserWorkItem(o=>
{
// Perform the task here
// Signal when done
waitHandle.Signal();
});
// Wait until the task is complete
waitHandle.WaitOne();
}
Essentially, the method passing the
task to the threadpool should be
waiting until it has completed.
The above code does that, but now I have a question: if your method is waiting for the task to be completed, then why do you even bother to perform the task on a separate thread? In other words, what you're describing is sequential execution of code rather than parallel, so the use of the ThradPool is pointless.
Alternately, you might might want to use a separate delegate as a callback:
public delegate void OnTaskCompleteDelegate(Result someResult);
public void TaskStartMethod()
{
OnTaskCompleteDelegate callback = new OnTaskCompleteDelegate(OnTaskComplete);
ThradPool.QueueUserWorkItem(o=>
{
// Perform the task
// Use the callback to notify that the
// task is complete. You can send a result
// or whatever you find necessary.
callback(new Result(...));
});
}
public void OnTaskComplete(Result someResult)
{
// Process the result
}
Update (1/24/2011):
You might not even need the callback delegate, you can just directly call OnTaskComplete and that should do the job too:
public void TaskStartMethod()
{
ThradPool.QueueUserWorkItem(o=>
{
// Perform the task
// Call the method when the task is complete
OnTaskComplete(new Result(...));
});
}
Depends on how you are doing it. To me it sounds a little like you have thread A putting a single task on the thread pool, then waiting for that to finish. That does not sound very helpful. If you are putting one task on the thread pool and waiting, just do it in your own thread.
But that is probably not what your doing!
I can see two possible good ways for using the thread pool. Thread A has multiple things that it wants to kick off in parallel, and then wait for them all to finish. In this case you need to store a handle to all of the tasks (or a result class), so you can wait for them all to finish. You can make use of semiphores or various synchronization tools (I don't do c# specifically) to avoid having to busy poll.
Another way is to use a callback at the end of the task. Thread A kicks off the task on the thread pool, then exists. The task has a handle back to the class that kicked it off, and calls a callback type function when it is completed to do finalisation type stuff.

What's a good non-networked example of the new C# Async feature?

Microsoft just announced the new C# Async feature. Every example I've seen so far is about asynchronously downloading something from HTTP. Surely there are other important async things?
Suppose I'm not writing a new RSS client or Twitter app. What's interesting about C# Async for me?
Edit I had an Aha! moment while watching Anders' PDC session. In the past I have worked on programs that used "watcher" threads. These threads sit waiting for something to happen, like watching for a file to change. They aren't doing work, they're just idle, and notify the main thread when something happens. These threads could be replaced with await/async code in the new model.
Ooh, this sounds interesting. I'm not playing with the CTP just yet, just reviewing the whitepaper. After seeing Anders Hejlsberg's talk about it, I think I can see how it could prove useful.
As I understand, async makes writing asynchronous calls easier to read and implement. Very much in the same way writing iterators is easier right now (as opposed to writing out the functionality by hand). This is essential blocking processes since no useful work can be done, until it is unblocked. If you were downloading a file, you cannot do anything useful until you get that file letting the thread go to waste. Consider how one would call a function which you know will block for an undetermined length and returns some result, then process it (e.g., store the results in a file). How would you write that? Here's a simple example:
static object DoSomeBlockingOperation(object args)
{
// block for 5 minutes
Thread.Sleep(5 * 60 * 1000);
return args;
}
static void ProcessTheResult(object result)
{
Console.WriteLine(result);
}
static void CalculateAndProcess(object args)
{
// let's calculate! (synchronously)
object result = DoSomeBlockingOperation(args);
// let's process!
ProcessTheResult(result);
}
Ok good, we have it implemented. But wait, the calculation takes minutes to complete. What if we wanted to have an interactive application and do other things while the calculation took place (such as rendering the UI)? This is no good, since we called the function synchronously and we have to wait for it to finish effectively freezing the application since the thread is waiting to be unblocked.
Answer, call the function expensive function asynchronously. That way we're not bound to waiting for the blocking operation to complete. But how do we do that? We'd call the function asynchronously and register a callback function to be called when unblocked so we may process the result.
static void CalculateAndProcessAsyncOld(object args)
{
// obtain a delegate to call asynchronously
Func<object, object> calculate = DoSomeBlockingOperation;
// define the callback when the call completes so we can process afterwards
AsyncCallback cb = ar =>
{
Func<object, object> calc = (Func<object, object>)ar.AsyncState;
object result = calc.EndInvoke(ar);
// let's process!
ProcessTheResult(result);
};
// let's calculate! (asynchronously)
calculate.BeginInvoke(args, cb, calculate);
}
Note: Sure we could start another thread to do this but that would mean we're spawning a thread that just sits there waiting to be unblocked, then do some useful work. That would be a waste.
Now the call is asynchronous and we don't have to worry about waiting for the calculation to finish and process, it's done asynchronously. It will finish when it can. An alternative to calling code asynchronously directly, you could use a Task:
static void CalculateAndProcessAsyncTask(object args)
{
// create a task
Task<object> task = new Task<object>(DoSomeBlockingOperation, args);
// define the callback when the call completes so we can process afterwards
task.ContinueWith(t =>
{
// let's process!
ProcessTheResult(t.Result);
});
// let's calculate! (asynchronously)
task.Start();
}
Now we called our function asynchronously. But what did it take to get it that way? First of all, we needed the delegate/task to be able to call it asynchronously, we needed a callback function to be able to process the results, then call the function. We've turned a two line function call to much more just to call something asynchronously. Not only that, the logic in the code has gotten more complex then it was or could be. Although using a task helped simplify the process, we still needed to do stuff to make it happen. We just want to run asynchronously then process the result. Why can't we just do that? Well now we can:
// need to have an asynchronous version
static async Task<object> DoSomeBlockingOperationAsync(object args)
{
//it is my understanding that async will take this method and convert it to a task automatically
return DoSomeBlockingOperation(args);
}
static async void CalculateAndProcessAsyncNew(object args)
{
// let's calculate! (asynchronously)
object result = await DoSomeBlockingOperationAsync(args);
// let's process!
ProcessTheResult(result);
}
Now this was a very simplified example with simple operations (calculate, process). Imagine if each operation couldn't conveniently be put into a separate function but instead have hundreds of lines of code. That's a lot of added complexity just to gain the benefit of asynchronous calling.
Another practical example used in the whitepaper is using it on UI apps. Modified to use the above example:
private async void doCalculation_Click(object sender, RoutedEventArgs e) {
    doCalculation.IsEnabled = false;
    await DoSomeBlockingOperationAsync(GetArgs());
    doCalculation.IsEnabled = true;
}
If you've done any UI programming (be it WinForms or WPF) and attempted to call an expensive function within a handler, you'll know this is handy. Using a background worker for this wouldn't be that much helpful since the background thread will be sitting there waiting until it can work.
Suppose you had a way to control some external device, let's say a printer. And you wanted to restart the device after a failure. Naturally it will take some time for the printer to start up and be ready for operation. You might have to account for the restart not helping and attempt to restart again. You have no choice but to wait for it. Not if you did it asynchronously.
static async void RestartPrinter()
{
Printer printer = GetPrinter();
do
{
printer.Restart();
printer = await printer.WaitUntilReadyAsync();
} while (printer.HasFailed);
}
Imagine writing the loop without async.
One last example I have. Imagine if you had to do multiple blocking operations in a function and wanted to call asynchronously. What would you prefer?
static void DoOperationsAsyncOld()
{
Task op1 = new Task(DoOperation1Async);
op1.ContinueWith(t1 =>
{
Task op2 = new Task(DoOperation2Async);
op2.ContinueWith(t2 =>
{
Task op3 = new Task(DoOperation3Async);
op3.ContinueWith(t3 =>
{
DoQuickOperation();
}
op3.Start();
}
op2.Start();
}
op1.Start();
}
static async void DoOperationsAsyncNew()
{
await DoOperation1Async();
await DoOperation2Async();
await DoOperation3Async();
DoQuickOperation();
}
Read the whitepaper, it actually has a lot of practical examples like writing parallel tasks and others.
I can't wait to start playing with this either in the CTP or when .NET 5.0 finally makes it out.
The main scenarios are any scenario that involves high latency. That is, lots of time between "ask for a result" and "obtain a result". Network requests are the most obvious example of high latency scenarios, followed closely by I/O in general, and then by lengthy computations that are CPU bound on another core.
However, there are potentially other scenarios that this technology will mesh nicely with. For example, consider scripting the logic of a FPS game. Suppose you have a button click event handler. When the player clicks the button you want to play a siren for two seconds to alert the enemies, and then open the door for ten seconds. Wouldn't it be nice to say something like:
button.Disable();
await siren.Activate();
await Delay(2000);
await siren.Deactivate();
await door.Open();
await Delay(10000);
await door.Close();
await Delay(1000);
button.Enable();
Each task gets queued up on the UI thread, so nothing blocks, and each one resumes the click handler at the right point after its job is finished.
I've found another nice use-case for this today: you can await user interaction.
For example, if one form has a button that opens another form:
Form toolWindow;
async void button_Click(object sender, EventArgs e) {
if (toolWindow != null) {
toolWindow.Focus();
} else {
toolWindow = new Form();
toolWindow.Show();
await toolWindow.OnClosed();
toolWindow = null;
}
}
Granted, this isn't really any simpler than
toolWindow.Closed += delegate { toolWindow = null; }
But I think it nicely demonstrates what await can do. And once the code in the event handler is non-trivial, await make programming much easier. Think about the user having to click a sequence of buttons:
async void ButtonSeries()
{
for (int i = 0; i < 10; i++) {
Button b = new Button();
b.Text = i.ToString();
this.Controls.Add(b);
await b.OnClick();
this.Controls.Remove(b);
}
}
Sure, you could do this with normal event handlers, but it would require you to take apart the loop and convert it into something much harder to understand.
Remember that await can be used with anything that gets completed at some point in the future. Here's the extension method Button.OnClick() to make the above work:
public static AwaitableEvent OnClick(this Button button)
{
return new AwaitableEvent(h => button.Click += h, h => button.Click -= h);
}
sealed class AwaitableEvent
{
Action<EventHandler> register, deregister;
public AwaitableEvent(Action<EventHandler> register, Action<EventHandler> deregister)
{
this.register = register;
this.deregister = deregister;
}
public EventAwaiter GetAwaiter()
{
return new EventAwaiter(this);
}
}
sealed class EventAwaiter
{
AwaitableEvent e;
public EventAwaiter(AwaitableEvent e) { this.e = e; }
Action callback;
public bool BeginAwait(Action callback)
{
this.callback = callback;
e.register(Handler);
return true;
}
public void Handler(object sender, EventArgs e)
{
callback();
}
public void EndAwait()
{
e.deregister(Handler);
}
}
Unfortunately it doesn't seem possible to add the GetAwaiter() method directly to EventHandler (allowing await button.Click;) because then the method wouldn't know how to register/deregister that event.
It's a bit of boilerplate, but the AwaitableEvent class can be re-used for all events (not just UI). And with a minor modification and adding some generics, you could allow retrieving the EventArgs:
MouseEventArgs e = await button.OnMouseDown();
I could see this being useful with some more complex UI gestures (drag'n'drop, mouse gestures, ...) - though you'd have to add support for cancelling the current gesture.
There are some samples and demos in the CTP that don't use the Net, and even some that don't do any I/O.
And it does apply to all multithreaded / parallel problem areas (that already exist).
Async and Await are a new (easier) way of structuring all parallel code, be it CPU-bound or I/O bound. The biggest improvement is in areas where before C#5 you had to use the APM (IAsyncResult) model, or the event model (BackgroundWorker, WebClient). I think that is why those examples lead the parade now.
A GUI clock is a good example; say you want to draw a clock, that updates the time shown every second. Conceptually, you want to write
while true do
sleep for 1 second
display the new time on the clock
and with await (or with F# async) to asynchronously sleep, you can write this code to run on the UI thread in a non-blocking fashion.
http://lorgonblog.wordpress.com/2010/03/27/f-async-on-the-client-side/
The async extensions are useful in some cases when you have an asynchronous operation. An asynchronous operation has a definite start and completion. When asynchronous operations complete, they may have a result or an error. (Cancellation is treated as a special kind of error).
Asynchronous operations are useful in three situations (broadly speaking):
Keeping your UI responsive. Any time you have a long-running operation (whether CPU-bound or I/O-bound), make it asynchronous.
Scaling your servers. Using asynchronous operations judiciously on the server side may help your severs to scale. e.g., asynchronous ASP.NET pages may make use of async operations. However, this is not always a win; you need to evaluate your scalability bottlenecks first.
Providing a clean asynchronous API in a library or shared code. async is excellent for reusability.
As you begin to adopt the async way of doing things, you'll find the third situation becoming more common. async code works best with other async code, so asynchronous code kind of "grows" through the codebase.
There are a couple of types of concurrency where async is not the best tool:
Parallelization. A parallel algorithm may use many cores (CPUs, GPUs, computers) to solve a problem more quickly.
Asynchronous events. Asynchronous events happen all the time, independent of your program. They often do not have a "completion." Normally, your program will subscribe to an asynchronous event stream, receive some number of updates, and then unsubscribe. Your program can treat the subscribe and unsubscribe as a "start" and "completion", but the actual event stream never really stops.
Parallel operations are best expressed using PLINQ or Parallel, since they have a lot of built-in support for partitioning, limited concurrency, etc. A parallel operation may easily be wrapped in an awaitable by running it from a ThreadPool thread (Task.Factory.StartNew).
Asynchronous events do not map well to asynchronous operations. One problem is that an asynchronous operation has a single result at its point of completion. Asynchronous events may have any number of updates. Rx is the natural language for dealing with asynchronous events.
There are some mappings from an Rx event stream to an asynchronous operation, but none of them are ideal for all situations. It's more natural to consume asynchronous operations by Rx, rather than the other way around. IMO, the best way of approaching this is to use asynchronous operations in your libraries and lower-level code as much as possible, and if you need Rx at some point, then use Rx from there on up.
Here is probably a good example of how not to use the new async feature (that's not writing a new RSS client or Twitter app), mid-method overload points in a virtual method call. To be honest, i am not sure there is any way to create more than a single overload point per method.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Threading;
namespace AsyncText
{
class Program
{
static void Main(string[] args)
{
Derived d = new Derived();
TaskEx.Run(() => d.DoStuff()).Wait();
System.Console.Read();
}
public class Base
{
protected string SomeData { get; set; }
protected async Task DeferProcessing()
{
await TaskEx.Run(() => Thread.Sleep(1) );
return;
}
public async virtual Task DoStuff() {
Console.WriteLine("Begin Base");
Console.WriteLine(SomeData);
await DeferProcessing();
Console.WriteLine("End Base");
Console.WriteLine(SomeData);
}
}
public class Derived : Base
{
public async override Task DoStuff()
{
Console.WriteLine("Begin Derived");
SomeData = "Hello";
var x = base.DoStuff();
SomeData = "World";
Console.WriteLine("Mid 1 Derived");
await x;
Console.WriteLine("EndDerived");
}
}
}
}
Output Is:
Begin Derived
Begin Base
Hello
Mid 1 Derived
End Base
World
EndDerived
With certain inheritance hierarchies (namely using command pattern) i find myself wanting to do stuff like this occasionally.
here is an article about showing how to use the 'async' syntax in a non-networked scenario that involves UI and multiple actions.

Calling synchronous methods asynchronously on the UI thread

I have written a class that checks a POP3 account and I'd like it to execute on a thread other than the UI thread.
To do this, I've chosen the asynchronous route.
In order to get the result from pop3delegate.BeginInvoke(null,null) I need to call EndInvoke but doing this in the UI thread blocks rendering the UI unusable.
I could use the IAsyncResult object and check the IsComplete property, but this involves putting in a loop which checks and this in turn locks up the UI.
What I'm looking for is a way to get a percentage complete or some sort of a status from the POP3 class, which in turn updates the UI and also allows the UI to be usable to do other tasks. I'll also need to call the EndInvoke method at some point in order to catch any exceptions thrown on the worker thread.
Any suggestions?
Try using BackgroundWorker class, its was designed to do exactly what you need.
Example and more details on msdn: http://msdn.microsoft.com/en-us/library/system.componentmodel.backgroundworker.aspx
Try the Backgroundworker class.
Use a BackgroundWorker. It also saves you the trouble of marshalling data back and forth between UI and background trheads, and it allows progress notifications and cancelling.
Use event and threadpool
var asyncResult = pop3delegate.BeginInvoke(null,null);
ThreadPool.RegisterWaitForSingleObject(
asyncResult.WaitHandle, FunctionToCallWhenDone, null, TimeSpan.Infinite, true);
This will call your FunctionToCallWhenDone when data arrives. You're also using ThreadPool which should be cheaper than creating own thread. However, as Kurt Schelfthout noted you'll have to do something like uielement.Invoke(()=>{some code}) to change UI.
You don't need to block or loop, you can simply pass a callback method (delegate) as the first parameter of your BeginInvoke call, here you can call EndInvoke process exceptions etc.
private delegate int LongRunningTaskHandler();
static void Main(string[] args) {
LongRunningTaskHandler handler = LongRunningTask;
handler.BeginInvoke(MyCallBack, null);
Console.ReadLine();
}
private static void MyCallBack(IAsyncResult ar) {
var result = (LongRunningTaskHandler)((AsyncResult) ar).AsyncDelegate;
Console.WriteLine(result.EndInvoke(ar));
}
public static int LongRunningTask()
{
Thread.Sleep(5000);
return 42;
}

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