Queue File Copy Operation using C# Queue<MethodInvoker> - c#

I'm trying to create a file copy application. I have a BackgroudWorker doing the work and it works fine so far. How it works, I have a form, Source and Destination Folder fields and a Copy button. The Copy button triggers the Copy operation using the BackgroundWorker. The Progressbar gets updated etc. Now I need to implemet a queue type of operation. I need to add other Source and Destination Copy operation and add it to the queue. I tried using the following:
Queue<MethodInvoker> MyQueue = new Queue<MethodInvoker>();
MyQueue.Enqueue(new MethodInvoker(() =>CopyStuff(1)));
MyQueue.Enqueue(new MethodInvoker(() =>CopyStuff(2)));
MethodInvoker bb = MyQueue.Dequeue(); //(I Forgot this part)
bb();
bb = MyQueue.Dequeue();
bb();
The problem is, because it's a BackgroundWorker, it does not wait for the first operation to complete. Any suggestions on how to go about this?
After fixing my code it works, except for it running on the UI thread, locking controls.
Update 1:
This works, but runs on main thread, user can't use controls while it's running:
BlockingCollection<MethodInvoker> bCollection = new BlockingCollection<MethodInvoker>(boundedCapacity: 2);
Task producerThread = Task.Factory.StartNew(() =>
{
for (int i = 0; i < 2; ++i)
{
bCollection.Add(CopyStuff);
}
bCollection.CompleteAdding();
});
foreach (MethodInvoker item in bCollection.GetConsumingEnumerable())
{
BeginInvoke(item);
}
Update 2:
Works in a Console App, but not a Windows Forms Application.
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace AsyncCopy
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
}
public class AsyncCopy
{
private static Queue<Action> MyQueue = new Queue<Action>();
public async Task EnqueueAndCopy(Action[] actionList)
{
foreach (var action in actionList)
{
MyQueue.Enqueue(action);
}
while (MyQueue.TryDequeue(out var copyAction)) //Here's the problem on Windows Form Applivcation
{
//If the copyaction is itself async, await directly on the method here instead of running the action in a Task
await Task.Factory.StartNew(copyAction);
}
}
}
private void button1_Click(object sender, EventArgs e)
{
var asyncCopy = new AsyncCopy();
//In a typical usage, this will call be awaited
//In your case, make this call from a async method and call it from the UI thread
asyncCopy.EnqueueAndCopy(
new Action[] {
() => CopyStuff (1),
() => CopyStuff (2)
}
);
//Loop to confirm the processing is asynchronous
for (int i = 0; i <= 20; i++)
{
Console.WriteLine($"{i}");
Thread.Sleep(300);
}
}
//Copy process simulation
static void CopyStuff(int i)
{
Console.WriteLine($"Copying {i}");
Thread.Sleep(3000);
Console.WriteLine($"Copied {i}");
}
}
}

If you need to Queue the Copy process asynchronously as the other copies are processing, I would recommend a producer consumer pattern. Refer https://www.dotnetcurry.com/patterns-practices/1407/producer-consumer-pattern-dotnet-csharp
But a simple async await would work in your case as well
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Threading;
namespace stackoverflow {
class Program {
static void Main (string[] args) {
var asyncCopy = new AsyncCopy ();
//In a typical usage, this will call be awaited
//In your case, make this call from a async method and call it from the UI thread
asyncCopy.EnqueueAndCopy (
new Action[] {
() => CopyStuff (1),
() => CopyStuff (2)
}
);
//Loop to confirm the processing is asynchronous
for(int i=0; i <= 20; i++)
{
Console.WriteLine($"{i}");
Thread.Sleep(300);
}
}
//Copy process simulation
static void CopyStuff (int i) {
Console.WriteLine ($"Copying {i}");
Thread.Sleep(3000);
Console.WriteLine ($"Copied {i}");
}
}
public class AsyncCopy {
private static Queue<Action> MyQueue = new Queue<Action> ();
public async Task EnqueueAndCopy (Action[] actionList) {
foreach (var action in actionList) {
MyQueue.Enqueue (action);
}
while (MyQueue.TryDequeue (out var copyAction)) {
//If the copyaction is itself async, await directly on the method here instead of running the action in a Task
await Task.Factory.StartNew (copyAction);
}
}
}
}
Update
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private async Task CopyAsync(IEnumerable<Action> actionList)
{
foreach (var action in actionList)
{
await Task.Factory.StartNew(action);
}
}
private async void button2_Click(object sender, EventArgs e)
{
await CopyAsync(
new Action[]
{
() => CopyStuff(1),
() => CopyStuff(2)
});
}
//Copy process simulation
static void CopyStuff(int i)
{
Thread.Sleep(3000);
MessageBox.Show(string.Format("File Copied {0}", i));
}
}
}

Related

Asynchronous operations within a loop - how to keep control of execution?

Follow-on question to this one.
I am trying to generate and save a series of images. Rendering is done by Helix Toolkit, which I am told utilises the WPF composite render thread. This is causing problems because it executes asynchronously.
My original problem was that I couldn't save a given image because it hadn't yet been rendered at that time I was trying to save it. The above answer provides a workaround to this by putting the 'save' operation inside an Action which is called with low priority, thus ensuring that the rendering completes first.
This is fine for one image, but in my application I require multiple images. As it stands I cannot keep control of the sequence of events because they occur asynchronously. I am using a For loop which just continues regardless of the progress of rendering and saving the images. I need the images to be generated one by one, with enough time for rendering and saving before starting the next one.
I have tried putting delays in the loop but that causes its own problems. For instance an async await as commented in the code causes cross-threading issues because the data was created on a different thread from where the rendering is being done. I tried putting in a simple delay but then that just locks everything up - I think in part because the save operation I am waiting on has very low priority.
I cannot simply treat it as a batch of separate unrelated asynchronous tasks because I am using a single HelixViewport3D control in the GUI. The images have to be generated sequentially.
I did try a recursive method where SaveHelixPlotAsBitmap() calls DrawStuff() but that wasn't working out very well, and it doesn't seem a good approach.
I tried setting a flag ('busy') on each loop and waiting for it to be reset before continuing but that wasn't working - again, because of the asynchronous execution. Similarly I tried using a counter to keep the loop in step with the number of images that had been generated but ran into similar problems.
I seem to be going down a rabbit hole of threading and asynchronous operations that I don't want to be in.
How can I resolve this?
class Foo {
public List<Point3D> points;
public Color PointColor;
public Foo(Color col) { // constructor creates three arbitrary 3D points
points = new List<Point3D>() { new Point3D(0, 0, 0), new Point3D(1, 0, 0), new Point3D(0, 0, 1) };
PointColor = col;
}
}
public partial class MainWindow : Window
{
int i = -1; // counter
public MainWindow()
{
InitializeComponent();
}
private void Go_Click(object sender, RoutedEventArgs e) // STARTING POINT
{
// Create list of objects each with three 3D points...
List<Foo> bar = new List<Foo>(){ new Foo(Colors.Red), new Foo(Colors.Green), new Foo(Colors.Blue) };
foreach (Foo b in bar)
{
i++;
DrawStuff(b, SaveHelixPlotAsBitmap); // plot to helixViewport3D control ('points' = list of 3D points)
// This is fine the first time but then it runs away with itself because the rendering and image grabbing
// are asynchronous. I need to keep it sequential i.e.
// Render image 1 -> save image 1
// Render image 2 -> save image 2
// Etc.
}
}
private void DrawStuff(Foo thisFoo, Action renderingCompleted)
{
//await System.Threading.Tasks.Task.Run(() =>
//{
Point3DCollection dataList = new Point3DCollection();
PointsVisual3D cloudPoints = new PointsVisual3D { Color = thisFoo.PointColor, Size = 5.0f };
foreach (Point3D p in thisFoo.points)
{
dataList.Add(p);
}
cloudPoints.Points = dataList;
// Add geometry to helixPlot. It renders asynchronously in the WPF composite render thread...
helixViewport3D.Children.Add(cloudPoints);
helixViewport3D.CameraController.ZoomExtents();
// Save image (low priority means rendering finishes first, which is critical)..
Dispatcher.BeginInvoke(renderingCompleted, DispatcherPriority.ContextIdle);
//});
}
private void SaveHelixPlotAsBitmap()
{
Viewport3DHelper.SaveBitmap(helixViewport3D.Viewport, $#"E:\test{i}.png", null, 4, BitmapExporter.OutputFormat.Png);
}
}
Note These examples are just to prove a concept, there is work needed on the TaskCompletionSource to handle errors
Given this test window
<Window x:Class="WpfApp2.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
Title="MainWindow" Height="450" Width="800">
<Grid>
<StackPanel x:Name="StackPanel"/>
</Grid>
</Window>
Here is an example of how to use events to know when the view is in the state that you want.
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
namespace WpfApp2
{
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
DoWorkAsync();
}
private async Task DoWorkAsync()
{
for (int i = 0; i < 10; i++)
{
await RenderAndCapture();
}
}
private async Task RenderAndCapture()
{
await RenderAsync();
CaptureScreen();
}
private Task RenderAsync()
{
var taskCompletionSource = new TaskCompletionSource<object>();
Dispatcher.Invoke(() =>
{
var panel = new TextBlock {Text = "NewBlock"};
panel.Loaded += OnPanelOnLoaded;
StackPanel.Children.Add(panel);
void OnPanelOnLoaded(object sender, RoutedEventArgs args)
{
panel.Loaded -= OnPanelOnLoaded;
taskCompletionSource.TrySetResult(null);
}
});
return taskCompletionSource.Task;
}
private void CaptureScreen()
{
// Capture Image
}
}
}
If you want to have your sync method called from outside you can implement a task queue.
using System;
using System.Threading;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
namespace WpfApp2
{
public class TaskQueue
{
private readonly SemaphoreSlim _semaphore;
public TaskQueue()
{
_semaphore = new SemaphoreSlim(1);
}
public async Task Enqueue(Func<Task> taskFactory)
{
await _semaphore.WaitAsync();
try
{
await taskFactory();
}
finally
{
_semaphore.Release();
}
}
}
public partial class MainWindow : Window
{
private readonly TaskQueue _taskQueue;
public MainWindow()
{
_taskQueue = new TaskQueue();
InitializeComponent();
DoWork();
}
private void DoWork()
{
for (int i = 0; i < 10; i++)
{
QueueRenderAndCapture();
}
}
private void QueueRenderAndCapture()
{
_taskQueue.Enqueue(() => RenderAndCapture());
}
private async Task RenderAndCapture()
{
await RenderAsync();
CaptureScreen();
}
private Task RenderAsync()
{
var taskCompletionSource = new TaskCompletionSource<object>();
Dispatcher.Invoke(() =>
{
var panel = new TextBlock {Text = "NewBlock"};
panel.Loaded += OnPanelOnLoaded;
StackPanel.Children.Add(panel);
void OnPanelOnLoaded(object sender, RoutedEventArgs args)
{
panel.Loaded -= OnPanelOnLoaded;
taskCompletionSource.TrySetResult(null);
}
});
return taskCompletionSource.Task;
}
private void CaptureScreen()
{
// Capture Screenshot
}
}
}
This will make sure the UI is in the state required for each iteration
You will of course need to expand this so that you listen to the Loaded event of each point that you wish to render.
Edit:
As PointsVisual3D does not have the Loaded event you can complete the task by hooking onto the event you had previously used. Not ideal, but it should work.
private Task RenderAsync()
{
var taskCompletionSource = new TaskCompletionSource<object>();
Dispatcher.Invoke(() =>
{
var panel = new TextBlock {Text = "NewBlock"};
StackPanel.Children.Add(panel);
Dispatcher.BeginInvoke(new Action(() =>
{
taskCompletionSource.TrySetResult(null);
}), DispatcherPriority.ContextIdle);
});
return taskCompletionSource.Task;
}
Solution below. This is my implementation of the code provided in Jason's answer. All credit to Jason for the important bits.
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
private void Go_Click(object sender, RoutedEventArgs e) // STARTING POINT
{
DoWorkAsync();
}
private async Task DoWorkAsync()
{
// Create list of objects each with three 3D points...
List<Foo> bar = new List<Foo>() { new Foo(Colors.Red), new Foo(Colors.Green), new Foo(Colors.Blue) };
int i = -1; // init counter
foreach (Foo b in bar)
{
i++;
await RenderAndCapture(b, i);
}
}
private async Task RenderAndCapture(Foo b, int i)
{
await RenderAsync(b);
SaveHelixPlotAsBitmap(i);
}
private Task RenderAsync(Foo b)
{
var taskCompletionSource = new TaskCompletionSource<object>();
Dispatcher.Invoke(() =>
{
DrawStuff(b);
Dispatcher.BeginInvoke(new Action(() =>
{
taskCompletionSource.TrySetResult(null);
}), DispatcherPriority.ContextIdle);
});
return taskCompletionSource.Task;
}
private void DrawStuff(Foo thisFoo)
{
Point3DCollection dataList = new Point3DCollection();
PointsVisual3D cloudPoints = new PointsVisual3D { Color = thisFoo.PointColor, Size = 5.0f };
foreach (Point3D p in thisFoo.points)
{
dataList.Add(p);
}
cloudPoints.Points = dataList;
// Add geometry to helixPlot. It renders asynchronously in the WPF composite render thread...
helixPlot.Children.Add(cloudPoints);
helixPlot.CameraController.ZoomExtents();
}
private void SaveHelixPlotAsBitmap(int i) // screenshot
{
Viewport3DHelper.SaveBitmap(helixPlot.Viewport, $#"E:\test{i}.png", null, 4, BitmapExporter.OutputFormat.Png);
}
}

C# async await with dataflow BlockBuffer<T>

I have a Winform application that needs to manage several state machines concurrently. Each state machine may have a socket, serial port or other external connection.
Here is my state machine shell implemented using async/await and dataflow BlockBuffer as a message queue.
using System.Threading;
using System.Threading.Tasks;
using System.Threading.Tasks.Dataflow;
using System.Windows.Forms;
public class StateMachineMessage
{
private static int id = 1;
public int Id { get; } = 0;
public string Name { get; }
public string Text { get; }
public BufferBlock<StateMachineMessage> Queue { get; set; }
public StateMachineMessage(string name, string text)
{
Id = Interlocked.Increment(ref id);
Name = name;
Text = text;
Queue = null;
}
public StateMachineMessage(string name, string text, BufferBlock<StateMachineMessage> queue)
{
Id = Interlocked.Increment(ref id);
Name = name;
Text = text;
Queue = queue;
}
public override string ToString()
{
return "(" + Id + ":" + Name + ":" + Text + ")";
}
}
public class StateMachine
{
private int State { get; }
public string Name { get; }
RichTextBox TextBox { get; }
BufferBlock<StateMachineMessage> Queue { get; }
public StateMachine(string name, BufferBlock<StateMachineMessage> queue, RichTextBox textBox)
{
Name = name;
Queue = queue;
TextBox = textBox;
}
public async Task StartAsync()
{
while (await Queue.OutputAvailableAsync())
{
var request = await Queue.ReceiveAsync();
TextBox.AppendText(string.Format("{0}: {1}: {2}\n",
Thread.CurrentThread.ManagedThreadId,
Name, request));
if (request.Queue != null)
{
var response = new StateMachineMessage("RESPONSE", "Good Morning!");
TextBox.AppendText(string.Format("{0}: {1}: {2}\n",
Thread.CurrentThread.ManagedThreadId,
Name, response));
await request.Queue.SendAsync(response);
}
}
}
}
The main form creates the dataflow block buffers and state machines on initialization.
using System;
using System.Threading;
using System.Threading.Tasks;
using System.Threading.Tasks.Dataflow;
using System.Windows.Forms;
namespace DataflowThread
{
public partial class Form1 : Form
{
// Enables the user interface to signal cancellation.
CancellationTokenSource cancellationSource;
// The worker state machine and dataflow node
StateMachine workerMachine;
BufferBlock<StateMachineMessage> workQueue;
// The main thread state machine
StateMachine mainMachine;
BufferBlock<StateMachineMessage> mainQueue;
// Enables progress bar actions to run on the UI thread.
TaskScheduler uiTaskScheduler;
public Form1()
{
InitializeComponent();
InitializeDataflow();
StartStateMachines();
}
public void InitializeDataflow()
{
// Create the cancellation source.
cancellationSource = new CancellationTokenSource();
// Create the UI task scheduler from the current sychronization context.
uiTaskScheduler = TaskScheduler.FromCurrentSynchronizationContext();
// Create dataflow options
var options = new ExecutionDataflowBlockOptions();
options.CancellationToken = cancellationSource.Token;
options.TaskScheduler = uiTaskScheduler;
// Create dataflow nodes for the main thread and worker state machines
mainQueue = new BufferBlock<StateMachineMessage>(options);
workQueue = new BufferBlock<StateMachineMessage>(options);
// Create the state machines for the worker and main thread
mainMachine = new StateMachine("MainMach", mainQueue, richTextBox1);
workerMachine = new StateMachine("WorkerMach", workQueue, richTextBox2);
}
public void StartStateMachines()
{
var mainTask = mainMachine.StartAsync();
var workerTask = workerMachine.StartAsync();
}
~Form1()
{
cancellationSource.Dispose();
}
private void sendButton_Click(object sender, EventArgs e)
{
var request = new StateMachineMessage("REQUEST", "Hello World!", mainQueue);
richTextBox1.AppendText(string.Format("{0}: {1}: {2}\n",
Thread.CurrentThread.ManagedThreadId,
mainMachine.Name, request));
workQueue.Post(request);
}
private async void cancelButton_Click(object sender, EventArgs e)
{
try
{
workQueue.Complete();
mainQueue.Complete();
await Task.WhenAll(workQueue.Completion, mainQueue.Completion);
richTextBox1.AppendText("All queues Completed\n");
resetButton.Enabled = true;
}
catch (OperationCanceledException ex)
{
richTextBox1.AppendText(ex.ToString());
}
}
private void sendTenButton_Click(object sender, EventArgs e)
{
for (int i = 0; i < 10; i ++)
{
var request = new StateMachineMessage("REQUEST", "Hello World!", mainQueue);
richTextBox1.AppendText(string.Format("{0}: {1}: {2}\n",
Thread.CurrentThread.ManagedThreadId,
mainMachine.Name, request));
workQueue.Post(request);
}
}
private void resetButton_Click(object sender, EventArgs e)
{
resetButton.Enabled = false;
InitializeDataflow();
StartStateMachines();
richTextBox1.Clear();
richTextBox2.Clear();
}
}
}
One started each state machine loops on the BlockBuffer until cancelled. My question:
What is the correct async/await usage for the outermost StartStateMachines() method?
Silently ignoring the Tasks returned from each state machine start feels funny. I am relatively new to C# and am trying to use the async / await patterns where I would normally use a message queue and thread. I am also trying to be a bit modern and not use Invoke/BeginInvoke everywhere. Any help is appreciated.
Thanks in advance.
Sean
EDIT - I added the full state machine source and Program.cs here:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace DataflowThread
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
}

How to execute a method after every 12 hours inside console application

The requirement is to call a method after every 12 hours. The code below the method call should keep on running in different thread, how can we achieve this?
void ExecuteAfterTimeInterval()
{
//some code
}
public static void main(string[] args)
{
//call the below method after every 12 hours
ExecuteAfterTimeInterval();
// run the below code in separate thread
// some code here
//some code here
//some code here
}
Give this a try. Look for //SET BREAK POINT HERE and run.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Threading;
namespace MyConsole
{
class Program
{
static void Main(string[] args)
{
Program console = new Program();
console.MyMethodAsync();
}
void ExecuteAfterTimeInterval()
{
//some code
}
public async Task MyMethodAsync()
{
Task<int> longRunningTask = LongRunningOperationAsync();
// run the below code in separate thread
//some code here
//some code here
for (int i = 0; i < 10000000000; i++)
{
Console.WriteLine(i); //SET BREAK POINT HERE
}
//some code here
//and now we call await on the task
int result = await longRunningTask;
}
public async Task<int> LongRunningOperationAsync() // assume we return an int from this long running operation
{
bool retry = true;
using (AutoResetEvent wait = new AutoResetEvent(false))
{
while (retry)
{
//Do Work here
//await Task.Delay(43200000); //12 hour delay
await Task.Delay(3000); //SET BREAK POINT HERE
}
}
return 1;
}
}
}

Why my windows form freezes and deadlock?

For my producer-consumer application, I clicked the button to trigger it. However it freezes. The basic idea of the project is to find how many even numbers in the queue when clicking Start button. Click Cancel button to stop it. I want to print the result on the console. But both are not working, which means no output(empty on the screen). It may be deadlock? Anyway the screen freezes.
The entire clean code:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Threading.Tasks.Dataflow;
using System.Windows.Forms;
using System.Runtime.InteropServices;
namespace CancellationTokenStop
{
public partial class Form1 : Form
{
public static BufferBlock<int> m_Queue = new BufferBlock<int>(new DataflowBlockOptions { BoundedCapacity = 1000 });
private static int evenNumber;
private static CancellationTokenSource cTokenSource;
private static CancellationToken cToken;
private static Object obj = new object();
[DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool AllocConsole();
public Form1()
{
InitializeComponent();
AllocConsole();
}
private void btnCancel_Click(object sender, EventArgs e)
{
cTokenSource.Cancel();
}
private void btnStart_Click(object sender, EventArgs e)
{
try
{
cTokenSource = new CancellationTokenSource();
cToken = cTokenSource.Token;
var producer = Producer();
var consumer = Consumer();
Task.WhenAll(producer, consumer).Wait();
Report();
}
catch (AggregateException ex)
{
Console.WriteLine(ex.InnerException);
Console.Read();
}
}
static async Task Producer()
{
for (int i = 0; i < 200; i++)
{
// Send a value to the consumer and wait for the value to be processed
await m_Queue.SendAsync(i);
}
// Signal the consumer that there will be no more values
m_Queue.Complete();
}
static async Task Consumer()
{
try
{
var executionDataflowBlockOptions = new ExecutionDataflowBlockOptions
{
MaxDegreeOfParallelism = 4
};
var consumerBlock = new ActionBlock<int>(x =>
{
DoWork(x, cToken);
if (x % 2 == 0)
// Increment the counter in a thread-safe way
Interlocked.Increment(ref evenNumber);
}, executionDataflowBlockOptions);
// Link the buffer to the consumer
using (m_Queue.LinkTo(consumerBlock, new DataflowLinkOptions { PropagateCompletion = true }))
{
// Wait for the consumer to finish.
// This method will exit after all the data from the buffer was processed.
await consumerBlock.Completion;
}
}
catch (OperationCanceledException ex)
{
Console.WriteLine(ex.Message);
Console.Read();
}
}
static void DoWork(int x, CancellationToken cToken)
{
cToken.Register(() =>
{
Console.WriteLine("Stop at "+x);
});
Thread.Sleep(100);
}
public static void Report()
{
Console.WriteLine("There are {0} even numbers", evenNumber);
}
}
}
The producer part is simple, it just sends data to a BufferBlock. Consumer part is complicated, using ActionBlock and pass a cancellation token.
The expected result is stored in the variable evenNumber.
You are blocking your UI in your button click with the .Wait you need to await instead.
private async void btnStart_Click(object sender, EventArgs e)
{
try
{
cTokenSource = new CancellationTokenSource();
cToken = cTokenSource.Token;
var producer = Producer();
var consumer = Consumer();
await Task.WhenAll(producer, consumer);
Report();
}
catch (AggregateException ex)
{
Console.WriteLine(ex.InnerException);
Console.Read();
}
}

Wait for Collection to be Updated

I need a certain bit of code to wait for an item to be added to a collection. The thread itself needs to wait until this completes before it continues. The item gets added to the collection from another thread (kicked off from elsewhere), and I have no way to signal the current thread that this has occurred.
A naive implementation might look something like (ignoring thread safety on the collection, etc. for now):
public static List<string> myList = new List<string>();
public void WaitingMethod(string id)
{
bool waiting = true;
while (waiting)
{
int index = myList.IndexOf(id);
if (index >= 0)
{
waiting = false;
}
}
//thread continues here
}
I believe this would block the thread and peg the processor.
What would be a more efficient way to achieve this?
Could you instead use an observable collection, and subscribe to CollectionChanged event?
namespace ConsoleApplication3
{
using System;
using System.Collections.ObjectModel;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
internal class Program
{
private static readonly ObservableCollection<string> MyList = new ObservableCollection<string>();
private static AutoResetEvent resetEvent = new AutoResetEvent(false);
private static void Main(string[] args)
{
Task.Factory.StartNew(
() =>
{
for (int i = 0; i < 10; i++)
{
string item = i.ToString("0000");
MyList.Add(item);
Console.WriteLine(item);
Thread.Sleep(1000);
}
});
MyList.CollectionChanged += (sender, eventArgs) =>
{ if (eventArgs.NewItems.Cast<string>().Any(a => a.Equals("0005"))) resetEvent.Set(); };
resetEvent.WaitOne();
}
}
}
Here is how you can also control the loop generating the items being added to the collection:
namespace ConsoleApplication3
{
using System;
using System.Collections.ObjectModel;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
internal class Program
{
#region Static Fields
private static readonly CancellationTokenSource Cts = new CancellationTokenSource();
private static readonly ObservableCollection<string> MyList = new ObservableCollection<string>();
private static readonly AutoResetEvent ResetEvent = new AutoResetEvent(false);
#endregion
#region Methods
private static void Main(string[] args)
{
Task task = Task.Factory.StartNew(
() =>
{
for (int i = 0; i < 10 && !Cts.IsCancellationRequested; i++)
{
string item = i.ToString("0000");
MyList.Add(item);
Console.WriteLine(item);
Thread.Sleep(100);
}
},
Cts.Token);
Task finish = task.ContinueWith(antecedent => { Console.WriteLine("Task finished. Status {0}", antecedent.Status); });
MyList.CollectionChanged += (sender, eventArgs) =>
{
if (eventArgs.NewItems.Cast<string>().Any(a => a.Equals("0005")))
{
Cts.Cancel();
ResetEvent.Set();
}
};
ResetEvent.WaitOne();
Task.WaitAll(finish);
}
#endregion
}
}
As the others have said, use ObservableCollection. But, you also need an AutoResetEvent:
In the class, during instantiation or program initialization, you register a Collection Changed event handler with the ObservableCollection. When this method is called, it calls the AutoResetEvent's Set method to signal that the collection was changed.
When your thread gets to the point that it needs to wait, you wait for the AutoResetEvent.
Your other thread does its thing and changes the collection. That calls the method you registered with the collection, which raises the AutoResetEvent. That signals your thread that's waiting to wake up.
This way, the thread that's waiting has no impact on the CPU.

Categories

Resources