Invoker.csproj -> Program.cs
namespace InvokeLibrary
{
public class Invoke
{
public static void Invoker(Delegate method, params object[] data)
{
for (int i = 0; i < 1000000; i++)
method.DynamicInvoke(data);
}
}
}
Caller.csproj -> Program.cs
using InvokeLibrary;
object obj = new A("Message from caller");
Invoke.Invoker(ToBeInvoked, obj);
void ToBeInvoked(A obj) =>
Console.WriteLine("A: " + obj.Message);
record A(string Message);
What would be the most efficient way for the library to invoke given delegates?
The library will call the same methods multiple times and the given data will always match the function's parameters.
Is there a way to improve performance or make the call less 'dynamic' trading for a slow overhead? Functions will be called many times so I don't mind if the first invoke will be slow.
I know about MethodInfo.Invoke but it takes too much memory to store in a list and Delegate.DynamicInvoke is too slow for my requirements
Check out the EfficientInvoker implementation from Tom Dupont which he claims is 10 times faster than Delegate.DynamicInvoke
GitHub path:
https://github.com/tdupont750/tact.net/blob/master/framework/src/Tact/Reflection/EfficientInvoker.cs
The Tests class contains examples of usage:
https://github.com/tdupont750/tact.net/blob/master/framework/tests/Tact.Tests/Reflection/EfficientInvokerTests.cs
Related
After much research and searching on SO; I've failed to find an answer that encompasses my specific situation. I wish to add modding capabilities to my project; currently I use a 3rd-party C# API which can convert scripts written in a particular interpreted language (specifically the functions in these scripts) into C# delegates.
Is there a way to wrap all of the delegates I get from the 3rd party API, into the a generic Func Delegate? My thoughts (in code) follow...
//The goal signature for all 'imported' delegates
public delegate object GenericSignature(object[] args);
//A fictional example...
public class Program
{
public static void Main()
{
GenericSignature desiredFunc = GenerateFromArbitraryMethod(
Program.FictionalArbitraryMethod);
object retVal = desiredFunc(1, new object(), "If only this worked");
}
public static FictionalArbitraryMethod(int num, object stuff, string name)
{
//code from mod author would be here
}
}
//Attempt #1
//If my understanding about Delegate.CreateDelegate() is correct,
//this will not work...
public GenericSignature GenerateFromArbitraryMethod(Delegate d) {
MethodInfo mInfo = d.Method;
return (GenericSignature) Delegate.CreateDelegate(typeof(GenericSignature), mInfo);
}
//Attempt #2
//seems a bit... better?; I can do some validation, but how do I actually call the
//function represented by MethodInfo since it's signature is arbitrary?
public GenericSignature GenerateFromArbitraryMethod(Delegate d) {
MethodInfo mInfo = d.Method;
return delegate(object[] args) {
ParameterInfo[] pInfo = mInfo.GetParameters();
if(args.length != pInfo.length) {
throw new Exception("Argument count does not match");
}
for(int i = 0; i < args.length; i++) {
if(pInfo[i].ParameterType != args[i].GetType()) {
throw new Exception("Incorrect Type for argument");
}
}
//At a loss of how to do the following; fake psuedo-code follows
/*
Foreach(object currentArg in arg) {
d.AppendArgAndCast(currentArg);
}
return d.Call();
or...
return d(EachOrUnpackAndCast(args));
*/
};
}
Apologies if there are any errors in the syntax; I'm mainly trying to get across the concept of what I'm trying to achieve. Some additional notes:
Based on info from here; Unity supports .NET 3.5 features; so the solution I would use can leverage up to .NET 3.5.
It is ok if any suggested solution is 'slow/heavy' due to heavy use of reflection; as long as I can generate a delegate, which I can cache and just call many, many times (to amortize the initial delegate creation cost)
Delegate.DynamicInvoke() does not meet my project's performance requirements. My understanding is reflection APIs are used per DynamicInvoke() call. Using reflection one time to create the faster delegate is preferable.
You need to compile your own bytecode to cast each argument from object to the correct type.
If you can upgrade from .Net 2, Expression makes this very easy.
If not, you'll need to use ILGenerator, or a wrapper such as Sigil.
While analyzing an performance hit in our Windows CE based software, I stumbled upon a very
fascinating mystery:
Look at these two methods:
void Method1(List<int> list)
{
foreach (var item in list)
{
if (item == 2000)
break;
}
}
void Method2(List<int> list)
{
foreach (var item in (IEnumerable<int>)list)
{
if (item == 2000)
break;
}
}
void StartTest()
{
var list = new List<int>();
for (var i = 0; i < 3000; i++)
list.Add(i);
StartMeasurement();
Method1(list);
StopMeasurement(); // 1 ms
StartMeasurement();
Method2(list);
StopMeasurement(); // 721 ms
}
void StartMeasurement()
{
_currentStartTime = Environment.TickCount;
}
void StopMeasurement()
{
var time = Environment.TickCount - _currentStartTime;
Debug.WriteLine(time);
}
Method1 takes 1 ms to run. Method2 needs nearly 700 ms !
Don't try to reproduce this performance hit: it won't appear in a normal program on PC.
Unfortunately we can reproduce it in our software on our smart devices very reliably. The program runs on Compact Framework 3.5, Windows Forms, Windows CE 6.0.
The measurement uses Environment.TickCount.
As it is quite clear that there must be a strange bug in our software which slows down the enumerator, I simply can't imagine what kind of error could let the List class slow down, only if the iteration is using the IEnumerable interface of List.
And one more hint: After opening and closing a modal dialog (Windows Forms), suddenly both methods take the same time: 1 ms.
You need to run tests several times, because in a single run the CPU might get suspended, etc. It is for instance possible that while running method2, you are moving with your mouse resulting in the OS temporary letting the mouse driver run, etc. Or a network package arrives, or the timer says it is time to let another application run,... In other words there are a lot of reasons why all of a sudden your program stops running for a few milliseconds.
If I run the following program (note that using DateTime's, etc.) is not recommended:
var list = new List<int>();
for (var i = 0; i < 3000; i++)
list.Add(i);
DateTime t0 = DateTime.Now;
for(int i = 0; i < 50000; i++) {
Method1(list);
}
DateTime t1 = DateTime.Now;
for(int i = 0; i < 50000; i++) {
Method2(list);
}
DateTime t2 = DateTime.Now;
Console.WriteLine(t1-t0);
Console.WriteLine(t2-t1);
I get:
00:00:00.6522770 (method1)
00:00:01.2461630 (method2)
Swapping the order of testing results in:
00:00:01.1278890 (method2)
00:00:00.5473190 (method1)
So it's only 100% slower. Furthermore the performance of the first method (method1) is probably a bit better since for method1, the JIT compiler will first need to translate the code to machine instructions. In other words, the first method calls you do tend to be a bit slower than the ones later in the process..
The delay is probably caused because if you use a List<T>, the compiler can specialize the foreach loop: it already knows the structure of the IEnumerator<T> at compile time and can inline it if necessary.
If you use an IEnumerable<T>, the compiler must use virtual calls and lookup the exact methods using a vtable. This explains the time difference. Especially since you don't do much in your loop. In other words, the runtime must lookup which method to actually use, since the IEnumerable<T> could be anything: a LinkedList<T>, a HashSet<T>, a datastructure you made yourself,...
A general rule is: the higher the type of object in the class hierarchy the less the compiler knows about the real instance, the less it can optimize performance.
Maybe generating the template code the first time for the IEnumerable?
Many thanks for all your comments.
Our development team is analyzing this performance bug for nearly a week now
We run these tests several times in different order and different modules of the program
with and without compiler optimization. #CommuSoft: You are right that JIT needs more time to run code
for the first time. Unfortunately the result is always the same:
Method2 is about 700 times slower than Method1.
Maybe it's worth to mention again, that the performance hit appears untill we open and close any modal dialog in the program. It's not important what modal dialog. The performance hit will be fixed right after the
method Dispose() of the base class Form has been called. (The Dispose method hasn't been
overriden by a derived class)
On my way of analyzing the bug I stepped deeply into the framework and found out now,
that List can't be the reason for the performance hit. Look at this piece of code:
class Test
{
void Test()
{
var myClass = new MyClass();
StartMeasurement();
for (int i = 0; i < 5000; i++)
{
myClass.DoSth();
}
StopMeasurement(); // ==> 46 ms
var a = (IMyInterface)myClass;
StartMeasurement();
for (int i = 0; i < 5000; i++)
{
a.DoSth();
}
StopMeasurement(); // ==> 665 ms
}
}
public interface IMyInterface
{
void DoSth();
}
public class MyClass : IMyInterface
{
public void DoSth()
{
for (int i = 0; i < 10; i++ )
{
double a = 1.2345;
a = a / 19.44;
}
}
}
To call a method via the interface needs much more time than calling it directly.
But of course after closing our dubious dialog we measured between 44 and 45 ms for both loops.
Take the following C# code
namespace lib.foo {
public class A {
public A (int x) {}
public int GetNumber() { return calculateNumber(); }
private int calculateNumber() { return lib.bar.B.ProduceNumber(); }
public void irrelevantMethod() {}
}
}
namespace lib.bar {
public class B {
public static int ProduceNumber() { return something; }
public void IrrelevantMethod() {}
}
}
I want to produce an assembly that contains the functionality of lib.foo.A.GetNumber(), store it, and later load it dynamically and then execute it.
In order for that to work, I'd need a program that can trace all the required dependencies (listed below), and emit them - including their implementation(!) - in one assembly for storage.
* lib.foo.A(int)
* lib.foo.A.getNumber()
* lib.foo.A.calculateNumer()
* lib.bar.B.ProduceNumber()
Can it be done? How?
In case anyone is wondering, I want to build a system where machine A tells machine B (using WCF) what to do. Since serializing delegates is impossible, my plan is to
1) transport an assembly from machine A to B,
2) load the assembly on machine B,
3) have machine A instruct machine B to invoke the desired method, which is implemented in this new assembly.
Note - this isn't really an answer, more of a nitpicking correction (of sorts)..
When you say "Since serializing delegates is impossible", this isn't strictly true, although I would NOT recommend doing it. This example code effectively "serializes" a delegate:
void Main()
{
Func<int,int> dlgt = FuncHolder.SomeMethod;
var ser = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();
byte[] buffer;
using(var ms = new MemoryStream())
{
ser.Serialize(ms, dlgt);
buffer = ms.ToArray();
}
Console.WriteLine("{0} was serialized to {1} bytes", dlgt.GetType().Name, buffer.Length);
using(var ms = new MemoryStream(buffer))
{
dynamic whatzit = ser.Deserialize(ms);
whatzit(1);
}
}
[Serializable]
public struct FuncHolder
{
public static int SomeMethod(int i)
{
Console.WriteLine("I was called with {0}, returning {1}", i, i+1);
return i+1;
}
}
Output:
Func`2 was serialized to 978 bytes
I was called with 1, returning 2
I must emphasize, however, that you probably shouldn't do this. :)
As for the original question:
I'd be very careful about transporting and executing arbitrary code, especially in a production environment; the potential for security breaches is considerable, mainly via injection routes. If you were to take, for example, one of the above suggestions and just blast over the source to execute dynamically, there's little stopping someone from injecting who-knows-what into your "Give me code to run" service.
You'd really need to spell out your exact needs here to really come up with a "good" solution, as there are multiple ways to accomplish the same basic idea:
as mentioned, pass actual source code to the service to load/compile/execute, potentially in a "sandbox" for some aspect of security/protection
distribute all executable code paths in a shared plugin/assembly which is pushed by some trusted process to all remote servers, and reduce your executor code to a single "DoWork" method invocation (i.e., wrap all the details inside the plugin)
Cobble together a rough DSL or other type of pseudo-language, restricted in what it can/can't do, and pass that source around.
rely on .NET remoting: actually go remotely call the methods in the assembly on a remote object via proxy.
I'm doing practice problems from MCTS Exam 70-536 Microsft .Net Framework Application Dev Foundation, and one of the problems is to create two classes, one generic, one object type that both perform the same thing; in which a loop uses the class and iterated over thousand times. And using the timer, time the performance of both. There was another post at C# generics question that seeks the same questoion but nonone replied.
Basically if in my code I run the generic class first it takes loger to process. If I run the object class first than the object class takes longer to process. The whole idea was to prove that generics perform faster.
I used the original users code to save me some time. I didn't particularly see anything wrong with the code and was puzzled by the outcome. Can some one explain why the unusual results?
Thanks,
Risho
Here is the code:
class Program
{
class Object_Sample
{
public Object_Sample()
{
Console.WriteLine("Object_Sample Class");
}
public long getTicks()
{
return DateTime.Now.Ticks;
}
public void display(Object a)
{
Console.WriteLine("{0}", a);
}
}
class Generics_Samle<T>
{
public Generics_Samle()
{
Console.WriteLine("Generics_Sample Class");
}
public long getTicks()
{
return DateTime.Now.Ticks;
}
public void display(T a)
{
Console.WriteLine("{0}", a);
}
}
static void Main(string[] args)
{
long ticks_initial, ticks_final, diff_generics, diff_object;
Object_Sample OS = new Object_Sample();
Generics_Samle<int> GS = new Generics_Samle<int>();
//Generic Sample
ticks_initial = 0;
ticks_final = 0;
ticks_initial = GS.getTicks();
for (int i = 0; i < 50000; i++)
{
GS.display(i);
}
ticks_final = GS.getTicks();
diff_generics = ticks_final - ticks_initial;
//Object Sample
ticks_initial = 0;
ticks_final = 0;
ticks_initial = OS.getTicks();
for (int j = 0; j < 50000; j++)
{
OS.display(j);
}
ticks_final = OS.getTicks();
diff_object = ticks_final - ticks_initial;
Console.WriteLine("\nPerformance of Generics {0}", diff_generics);
Console.WriteLine("Performance of Object {0}", diff_object);
Console.ReadKey();
}
}
Well, the first problem I can see is that you're using the DateTime object to measure time in your application (for a very small interval).
You should be using the Stopwatch class. It offers better precision when trying to benchmark code.
The second problem is that you're not allowing for JIT (Just-In-Time compilation). The first call to your code is going to take longer simply because it has to be JIT'd. After that, you'll get your results.
I would make a single call in to your code before you start timing things so you can get an accurate idea of what is happening during the loop.
You should run both classes a separate time before timing it to allow the JITter to run.
Your test is incorrect. Here are your methods:
public void display(T a)
{
Console.WriteLine("{0}", a); // Console.WriteLine(string format, params object[] args) <- boxing is performed here
}
public void display(Object a)// <- boxing is performed here
{
Console.WriteLine("{0}", a);
}
So, in both cases you are using boxing. Much better would be if your class, for example, will count total sum of values, like:
public void add(long a)
{
Total += a;
}
public void display(Object a)// <- boxing is performed here
{
Total += (long) a;// <- unboxing is performed here
}
Your timed code includes a Console.WriteLine(). That will take up 99.999999% of the time.
Your assumption that generic will be faster in this situation is wrong. You may have misinterpreted a remark about non-generic collection classes.
This won't be on he exam.
why would it be faster? both ints must be boxed in order to use Console.WriteLine(string, object)
edit: ToString() itself does not seem to cause boxing
http://weblogs.asp.net/ngur/archive/2003/12/16/43856.aspx
so when you use Console.WriteLine(a); which would call Console.WriteLine(Int32) that should work i guess (i would need to look into reflector to confirm this)
This question already has answers here:
Where do I use delegates? [closed]
(8 answers)
Closed 9 years ago.
I think I understand the concept of a delegate in C# as a pointer to a method, but I cant find any good examples of where it would be a good idea to use them. What are some examples that are either significantly more elegant/better with delegates or cant be solved using other methods?
The .NET 1.0 delegates:
this.myButton.Click += new EventHandler(this.MyMethod);
The .NET 2.0 delegates:
this.myOtherButton.Click += delegate {
var res = PerformSomeAction();
if(res > 5)
PerformSomeOtherAction();
};
They seem pretty useful. How about:
new Thread(new ThreadStart(delegate {
// do some worker-thread processing
})).Start();
What exactly do you mean by delegates? Here are two ways in which they can be used:
void Foo(Func<int, string> f) {
//do stuff
string s = f(42);
// do more stuff
}
and
void Bar() {
Func<int, string> f = delegate(i) { return i.ToString(); }
//do stuff
string s = f(42);
// do more stuff
}
The point in the second one is that you can declare new functions on the fly, as delegates. This can be largely replaced by lambda expressions,and is useful any time you have a small piece of logic you want to 1) pass to another function, or 2) just execute repeatedly. LINQ is a good example. Every LINQ function takes a lambda expression as its argument, specifying the behavior. For example, if you have a List<int> l then l.Select(x=>(x.ToString()) will call ToString() on every element in the list. And the lambda expression I wrote is implemented as a delegate.
The first case shows how Select might be implemented. You take a delegate as your argument, and then you call it when needed. This allows the caller to customize the behavior of the function. Taking Select() as an example again, the function itself guarantees that the delegate you pass to it will be called on every element in the list, and the output of each will be returned. What that delegate actually does is up to you. That makes it an amazingly flexible and general function.
Of course, they're also used for subscribing to events. In a nutshell, delegates allow you to reference functions, using them as argument in function calls, assigning them to variables and whatever else you like to do.
I primarily use the for easy asynch programming. Kicking off a method using a delegates Begin... method is really easy if you want to fire and forget.
A delegate can also be used like an interface when interfaces are not available. E.g. calling methods from COM classes, external .Net classes etc.
Events are the most obvious example. Compare how the observer pattern is implemented in Java (interfaces) and C# (delegates).
Also, a whole lot of the new C# 3 features (for example lambda expressions) are based on delegates and simplify their usage even further.
For example in multithread apps. If you want several threads to use some control, You shoul use delegates. Sorry, the code is in VisualBasic.
First you declare a delegate
Private Delegate Sub ButtonInvoke(ByVal enabled As Boolean)
Write a function to enable/disable button from several threads
Private Sub enable_button(ByVal enabled As Boolean)
If Me.ButtonConnect.InvokeRequired Then
Dim del As New ButtonInvoke(AddressOf enable_button)
Me.ButtonConnect.Invoke(del, New Object() {enabled})
Else
ButtonConnect.Enabled = enabled
End If
End Sub
I use them all the time with LINQ, especially with lambda expressions, to provide a function to evaluate a condition or return a selection. Also use them to provide a function that will compare two items for sorting. This latter is important for generic collections where the default sorting may or may not be appropriate.
var query = collection.Where( c => c.Kind == ChosenKind )
.Select( c => new { Name = c.Name, Value = c.Value } )
.OrderBy( (a,b) => a.Name.CompareTo( b.Name ) );
One of the benefits of Delegates is in asynchronous execution.
when you call a method asynchronously you do not know when it will finish executing, so you need to pass a delegate to that method that point to another method that will be called when the first method has completed execution. In the second method you can write some code that inform you the execution has completed.
Technically delegate is a reference type used to encapsulate a method with a specific signature and return type
Some other comments touched on the async world... but I'll comment anyway since my favorite 'flavor' of doing such has been mentioned:
ThreadPool.QueueUserWorkItem(delegate
{
// This code will run on it's own thread!
});
Also, a huge reason for delegates is for "CallBacks". Let's say I make a bit of functionality (asynchronously), and you want me to call some method (let's say "AlertWhenDone")... you could pass in a "delegate" to your method as follows:
TimmysSpecialClass.DoSomethingCool(this.AlertWhenDone);
Outside of their role in events, which your probably familiar with if you've used winforms or asp.net, delegates are useful for making classes more flexible (e.g. the way they're used in LINQ).
Flexibility for "Finding" things is pretty common. You have a collection of things, and you want to provide a way to find things. Rather than guessing each way that someone might want to find things, you can now allow the caller to provide the algorithm so that they can search your collection however they see fit.
Here's a trivial code sample:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Delegates
{
class Program
{
static void Main(string[] args)
{
Collection coll = new Collection(5);
coll[0] = "This";
coll[1] = "is";
coll[2] = "a";
coll[3] = "test";
var result = coll.Find(x => x == "is");
Console.WriteLine(result);
result = coll.Find(x => x.StartsWith("te"));
Console.WriteLine(result);
}
}
public class Collection
{
string[] _Items;
public delegate bool FindDelegate(string FindParam);
public Collection(int Size)
{
_Items = new string[Size];
}
public string this[int i]
{
get { return _Items[i]; }
set { _Items[i] = value; }
}
public string Find(FindDelegate findDelegate)
{
foreach (string s in _Items)
{
if (findDelegate(s))
return s;
}
return null;
}
}
}
Output
is
test
there isn't really anything delgates will solve that can't be solved with other methods, but they provide a more elegant solution.
With delegates, any function can be used as long as it has the required parameters.
The alternative is often to use a kind of custom built event system in the program, creating extra work and more areas for bugs to creep in
Is there an advantage to use a delegate when dealing with external calls to a database?
For example can code A :
static void Main(string[] args) {
DatabaseCode("test");
}
public void DatabaseCode(string arg) {
.... code here ...
}
Be improved in code B :
static void Main(string[] args) {
DatabaseCodeDelegate slave = DatabaseCode;
slave ("test");
}
public void DatabaseCode(string arg) {
.... code here ...
}
public delegate void DatabaseCodeDelegate(string arg);
It seems that this is subjective, but an area where there are strong conflicting view points?