Can I get UI thread context while using 'async/await' - c#

I want to know if its possible to get UI Thread context when using Asyn/await method. If yes, how?
Code written using WPF/MVVM pattern:
long asyncTimeChecker = 0;
int prevSec2 = 0;
/// <summary>
/// Button Click Command
/// </summary>
private void ExeTimerActivate(object o)
{
if (!IsTimerStart)
{
ActivateAsyncTicToc();
TimerState = "Stop";
}
else if (IsTimerStart)
{
ActivateAsyncTicToc();
TimerState = "Start";
}
IsTimerStart = !IsTimerStart;
}
/// <summary>
/// Call Method By Async/Await
/// </summary>
private async void ActivateAsyncTicToc()
{
IsTimerStartAsync = !IsTimerStartAsync;
var task1 = Task.Run(() => AsyncTicToc());
await task1;
}
/// <summary>
/// I tried to UI access by other thread what use Async/Await
/// </summary>
private void AsyncTicToc()
{
while (IsTimerStartAsync)
{
System.Threading.Thread.Sleep(10);
AsyncTimeText = $"{asyncTimeChecker / 1000}.{asyncTimeChecker % 1000}";
asyncTimeChecker += 10;
/// ========================================
/// This Position Get CrossThread Problem
/// ========================================
if (prevSec2 < asyncTimeChecker / 1000)
{
prevSec2++;
if (TimerColor2.Color == Colors.Blue)
TimerColor2.Color = Colors.Red;
else
TimerColor2.Color = Colors.Blue;
}
}
}
I know we can get the UI thread using Dispatcher, but want to know if its possible using async/await.

You are wrapping your async call in a task. This defeats the whole statemachine, and ends up using a threadpool thread needlessly.
The call and any continuations ends up in another thread and therefore can't access the UI without marshalling.
At minimum you should be doing this if you absolutely need to use an async void - it's just awaiting the task, and not wrapping it.
private async void ActivateAsyncTicToc()
{
try
{
IsTimerStartAsync = !IsTimerStartAsync;
await AsyncTicToc();
}
catch (Exception e)
{
// make sure you observe exceptions in async void
}
}
Even better, let the async propagate using async Task:
private async Task ActivateAsyncTicToc()
{
IsTimerStartAsync = !IsTimerStartAsync;
await AsyncTicToc();
}
Which looks suspect anyway, you should probably be doing this (eliding async and await) and just passing the task through to someone else who will await. This is a small performance gain:
private Task ActivateAsyncTicToc()
{
IsTimerStartAsync = !IsTimerStartAsync;
return AsyncTicToc();
}
In fact this is a mine-field and I'd be here all day.
You need to start reading about async and await:
Stephen Cleary Async and Await
Stephen Cleary Eliding Async and Await
Stephen Cleary Don't Block on Async Code
Asynchronous programming with async and await (C#)
Using Async And Await To Update The Ui Thread

First of all, you could use await Task.Delay(10) instead of Thread.Sleep(10) and change your AsyncTicToc method to async Task without starting a thread. This will make changing the control in the UI thread (the context from which you awaited).
Second, to update the UI from other threads, if you don't want to use the dispatcher directly, you can use the abstraction over it: the SynchronizationContext class. See more info here.
Example: SynchronizationContext.Current.Post(action, actionParameter);
Third, It's more appropriate to use a view model and binding. If you use WPF that it synchronizes the threads for property changes for you.

While it is possible to "reach out" from another thread to the UI thread using Dispatcher or SynchronizationContext, I strongly recommend not doing this. This is because it makes your logic less testable and more tied to its environment. In the case of Dispatcher, it is strongly tied to running in a WPF environment; SynchronizationContext is better, but it is still tied to running in some kind of environment.
With this kind of an approach, you have a dependency from your logic to a UI thread like this:
UI code => background thread logic => UI thread
Instead, use IProgress<T> and Progress<T> from your background thread logic to communicate progress reports back to its caller, which decides how to display those progress reports. Then your dependency looks like this:
UI code => background thread logic
and your background thread logic doesn't rely on a UI thread being present. This makes it more resuable and more testable.

Related

How do I marshal an event from Task.Run back to the UI thread?

I have a method that is "partially" async, meaning that one code path runs async and the other runs synchronously. I can't currently make the synchronous part async, although I may be able to in the future.
public async Task UpdateSomethingAsync(){
if (ConditionIsMet){
await DoSomethingAsync;
}else{
DoSomethingSynchronous;
}
}
Both DoSomethingAsync and DoSomethingSynchronous are I/O bound. Calling this method from the Winforms UI thread with "await" causes it to block the UI thread if the Synchronous path is taken, which is to be expected.
private async void MyDropDownBox_DropDownClosed(object sender, EventArgs e)
{
//This blocks if the DoSomethingSynchronous path is taken, causing UI to
//become unresponsive.
await UpdateSomethingAsync();
}
So off to Stephen Cleary's blog I go. His suggestion (although for CPU bound code instead of I/O bound) is to run the method with Task.Run, as if it were completely synchronous, while documenting that the method is "partially" async. However, events raised by DoSomethingSynchronous now cause an exception, I believe due to the fact that they are now on a different thread from the UI.
private async void MyDropDownBox_DropDownClosed(object sender, EventArgs e)
{
//This no longer blocks, but events will not marshal back to UI Thread
//causing an exception.
await Task.Run(()=> UpdateSomethingAsync());
}
How can this be fixed?
Don't update the UI, or any model bound to the UI inside of UpdateSomethingAsync or any of the methods that it calls. Create a class that will hold the data required to update your UI, and return an instance of that class from UpdateSomethingAsync.
DoSomethingAsync will return a Task<ThatClassYouCreated> and DoSomethingSynchronous just returns an instance of ThatClassYouCreated. Then, back in MyDropDownBox_DropDownClosed after you await UpdateSomethingAsync, use the instance returned by UpdateSomethingAsync to update your UI or your model.
public class UpdatedInformation
{
public int UpdateId { get; set; }
public string UpdatedName { get; set; }
public DateTimeOffset Stamp { get; set; }
// etc, etc...
}
public class YourForm : Form
{
private async Task<UpdatedInformation> DoSomethingAsync()
{
var result = new UpdatedInformation();
// Something is awaited...
// Populate the properties of result.
// Do not modify your UI controls. Do not modify the model bound to those controls.
return result;
}
private UpdatedInformation DoSomethingSynchronous()
{
var result UpdatedInformation();
// Populate the properties of result.
// Do not modify your UI controls. Do not modify the model bound to those controls.
return result;
}
private async Task<UpdatedInformation> UpdateSomethingAsync()
{
if (ConditionIsMet)
{
return await DoSomethingAsync();
}
else
{
return await Task.Run(DoSomethingSynchronous);
}
}
private async void MyDropDownBox_DropDownClosed(object sender, EventArgs e)
{
var updatedInformation = await UpdateSomethingAsync();
// Now use updatedInformation to update your UI controls, or the model bound to
// your UI controls.
model.Id = updatedInformation.UpdateId;
// etc...
}
}
In your event handler, you can use Invoke() to update the UI like this:
private void someEventHandler() // <- it might have params
{
// ... possibly some other code that does NOT update the UI ...
this.Invoke((MethodInvoker)delegate {
// ... it's safe to update the UI from in here ...
});
// ... possibly some other code that does NOT update the UI ...
}
I don't know who keeps doing it, but my comments below this post keep getting deleted.
This answers the TITLE of the question, which was:
How do I marshal an event from Task.Run back to the UI thread?
When you receive an event from a different thread, this is a perfectly valid way of updating the UI.
Sicne you state that "[..] DoSomethingSynchronous [is] I/O bound" you could also make it async by wrapping the IO bound operation within DoSomethingSynchronous in a Task.Run.
So if DoSomethingSynchronous is something like
public void DoSomethingSynchronous(...)
{
// some UI work
// blocking sysnchornous IO operation
var res = IoOperation();
// some more UI work
}
you could rewrite it to.
public async Task DoSomethingSynchronous(...)
{
// some UI work
// no-UI-Thread blocking IO operation
var res = await Task.Run(() => IoOperation()).ConfigureAwait(true);
// some more UI work
}
the .ConfigureAwait(true) could maybe omited but ensures that the code after the await will be scheduled in the orignal sync-context i.e. the UI-Thread.
You then obviously need to rename the method and such, but this will make the code more maintainable if you someday can use a true asycn IO in DoSomethingSynchronous
Since UpdateSomethingAsync needs to access the UI context, it shouldn't be wrapped in a Task.Run call. (You should very rarely, need to call an async method from Task.Run, usually only if the method is implemented incorrectly and you can't fix it.)
Instead DoSomethingSynchronous should be the thing you call from Task.Run. After all, the purpose of that method is to asynchronously run a synchronous method in a thread pool thread. So only use it for the synchronous method you want run in a thread pool thread, not the (supposedly) asynchronous method that needs to access the UI context.
WinUI 3 respects the below method.
DispatcherQueue.TryEnqueue(() =>
{
//Code to Update the UI
});
Figured I'd answer this myself after some more research. Most of the other answers are correct in some way, but don't necessarily explain the whole deal in one go, so I'll try to sum up here.
This first snippet from the question works event wise, but blocks if the Synchronous path in UpdateSomethingAsync is taken. Events work because "await" automatically captures the SynchronizationContext (this is key) for the UI thread, such that any events raised from UpdateSomethingAsync are marshalled back to the UI, via the SynchronizationContext. This is just the normal way of using async/await:
private async void MyDropDownBox_DropDownClosed(object sender, EventArgs e)
{
//This blocks if the DoSomethingSynchronous path is taken, causing UI to
//become unresponsive, but events propagate back to the UI correctly.
await UpdateSomethingAsync();
}
Task.Run works in much the same way, if you aren't using it to run an async method. In other words, this works without blocking and will still send events to the UI thread, because UpdateSomethingAsync is replaced with a Synchronous method. This is just the normal usage of Task.Run:
private async void MyDropDownBox_DropDownClosed(object sender, EventArgs e)
{
//UpdateSomethingAsync is replaced with a Synchronous version, and run with
// Task.Run.
await Task.Run(UpdateSomethingSynchronously());
}
However, the original code in question is Async, so the above doesn't apply. The question poses the following snippet as a possible solution, but it errors out with an Illegal Cross Thread call to the UI when an event is raised, because we are using Task.Run to call an Async method, and for some reason this does not set the SynchronizationContext:
private async void MyDropDownBox_DropDownClosed(object sender, EventArgs e)
{
//This no longer blocks, but events raised from UpdateSomethingAsync
//will cause an Illegal Cross Thread Exception to the UI, because the
//SyncrhonizationContext is not correct. Without the SynchronizationContext,
//events are not marshalled back to the UI thread.
await Task.Run(()=> UpdateSomethingAsync());
}
What does seem to work is to use Task.Factory.StartNew to assign the UI SynchronizationContext to the Task using TaskScheduler.FromCurrentSynchronizationContext, like so:
private async void MyDropDownBox_DropDownClosed(object sender, EventArgs e)
{
//This doesn't block and will return events to the UI thread sucessfully,
//because we are explicitly telling it the correct SynchronizationContext to use.
await Task.Factory.StartNew(()=> UpdateSomethingAsync(),
System.Threading.CancellationToken.None,
TaskCreationOptions.None,
TaskScheduler.FromCurrentSynchronizationContext);
}
What also works, and is very simple but "lies" a little to the caller, is to simply wrap DoSomethingSynchronous in Task.Run:
public async Task UpdateSomethingAsync(){
if (ConditionIsMet){
await DoSomethingAsync;
}else{
await Task.Run(DoSomethingSynchronous);
}
}
I consider this a little bit of a lie, because the method is not really fully Async in the sense that it spins off a Thread Pool thread, but may never pose an issue to a caller.
Hopefully this makes sense. If any of this is proven incorrect please let me know, but this is what my testing has uncovered.

Semaphore in KeyUp event handler -- locks keyboard input

I'm trying to understand Semaphore's.
In short, I've placed a "long" running procedure (which accesses Network resources), InitializeNamesAsync("","",""), in a KeyUp event handler. I'm trying to allow the user to do continuous typing without slowdown while viewNames is being initialized by InitializeNamesAsync(). Since the user will be continuously typing, the KeyUp event handler will be called many times while the InitializeNamesAsync() method is running.
While the below code compiles fine, it locks up forever completely stopping keyboard input.
So my questions are:
is this an appropriate use of Semaphore's?
how can I make this work?
Is there a better way?
TIA
Having defined
ResourceLock = new Semaphore(0, 1);
private async void _cboLastName_KeyUpAsync(object sender, KeyEventArgs e)
{
if (viewNames == null)
{
ResourceLock.WaitOne();
await InitializeNamesAsync("", "", "");
ResourceLock.Release();
}
}
There's fundamental issue with your design, though you are using the Semaphore to allow multiple threads to enter and execute the event inside the critical region, but challenge is, which thread are you blocking?
As the event is executed on the Ui thread, which is just 1 and unique, what's happening is:
Your code enters the Event, Calls the WaitOne for the Semaphore on the Ui Thread and it's done you are blocked, it doesn't even execute the Async method as expected
Check the out the following Console code, what do you think is the result ?
Following code leads to Deadlock, since Ui or Main Console Thread is waiting upon itself
async Task Main()
{
Semaphore s = new Semaphore(0, 2);
for(int x = 0; x < 5;x++)
{
s.WaitOne();
await Test(x);
s.Release();
}
}
async Task Test(int x)
{
$"Entering : {x}".Dump();
await Task.Delay(3000);
}
In above code await Test(x); and s.Release(); are never called
What are the options, review modified design:
async Task Main()
{
for(int x = 0; x < 5;x++)
{
await Test(x);
s.WaitOne();
}
}
Semaphore s = new Semaphore(0,2);
async Task Test(int x)
{
$"Entering : {x}".Dump();
await Task.Delay(3000);
s.Release();
}
What's different here:
Async method was called before the Semaphore WaitOne is called
Semaphore Release happens post the finish of Async method, not on same thread (in this case on threadpool thread)
And you will find this code will execute successfully without any deadlock
What's the solution:
Don't call WaitOne on a unique thread like Ui thread, that's a recipe for deadlock, especially when Release is also scheduled on same thread
Call Release on a separate thread (I have used the Async method, which is using Threadpool thread in this case)
Other Details:
Ideally Semaphore is meant for the multiple threads to enter the critical region, if you are expecting only one thread, then Sempahore may not be the right choice, but it helps signaling threads unlike lock, you may also review ManualResetEvent and AutoResetEvent, which supports Signaling / EventWaitHandle use cases
The thread is blocked because you enter it twice and semaphore doesn't allow enter the same thread twice(while e.g. Monitor.Enter allows - but then it is not clear why would you need it here).
As I understand you need to launch initialization in the background.
Since it is UI thread you might not need to use synchronization primitives(in this case, at least, not in general). I think it would be enough just having two variables like
beingInitialized
and initialized with the code like
private async void EnsureInitialized()
{
if(!initialized && !beingInitialized)
{
beingInitalized = true;
await StartInitialization();
initalized = true;
beingInitialized = false;
}
}
And call it then as fire and forget
like
private async void _cboLastName_KeyUpAsync(object sender, KeyEventArgs e)
{
EnsureInitialized();
...

How async task doesn't block UI

I have this code:
private async void Button_Click(object sender, RoutedEventArgs e)
{
Task<int> i = LongTaskAsync(); // first break point here
int k = await i;
print("Done, i=" + i);
}
private async Task<int> LongTaskAsync()
{
await System.Threading.Tasks.Task.Delay(5 * 1000); // second break point here
return 10;
}
When debugging, I knew that LongTaskAsync was running on UI thread. So, why it doesn't block UI and how?
Information from MSDN
The method runs synchronously until it reaches its first await expression, at which point the method is suspended until the awaited task is complete.In the meantime, control returns to the caller of the method
Function button_click is declared async. This function calls an async function. Calling an async function does not run the code immediately as calling a normal function would do. Instead the code is scheduled as a request to run a Task by one of the threads in a collection of available threads that is known as the thread pool.
After scheduling the task, the caller of the async function continues with the next statements until it reaches the statement to await for the result of the scheduled task. Quite often, the await is immediately after the call to the async function, but it does not have to.
Task<int> longRunningTask = LongTaskAsync();
// because of not awaiting, your thread is free to do other things:
DoSomethingElse();
// now I need the result: await for the longRunningTask
int i = await longRunningTask;
ProcessResult(i);
Whenever one of the threads in the thread pool is free, it will check if a piece of code is scheduled and if so it will run the code. If this thread calls another async function, the task is scheduled etc.
Most async functions will somewhere await for the results of the tasks they scheduled. In fact, your compiler will warn you if you forget to await the task. To enable your callers to await for your async function to complete, your function returns Task or Task<TResult> instead of void or TResult.
The only exception is the event handler: this method can return void. This has the effect that the task will be scheduled, but that the caller cannot await for it.
This caller is your application. The application schedules a task to handle the button clicked event but does not await until this event is finished. Hence your application will remain responsive.
Because button_click is async, your UI thread does not wait for this function to finish. Hence your program could enter this function again before LongTaskAsync is finished. Quite often this is an undesired effect and you should take care that this does not happen, for instance by disabling the button at the entrance of the event function and enable it when the event is finished. Something like this:
private async void Button_Click(object sender, RoutedEventArgs e)
{
// Prevent entering again before this function is finished:
Button clickedButton = (Button)sender;
clickedButton.Enabled = false;
// process the clicked button:
Task<int> i = LongTaskAsync(); // first break point here
int k = await i;
print("Done, i=" + i);
// Finished processing, enable the button again:
clickedButton.Enabled = true;
}
Because async/await construction is running asynchronously - so it doesn't block UI. In your method "int k = await i;" runs asynchronously.
"Use the async modifier to specify that a method, lambda expression, or anonymous method is asynchronous. The method runs synchronously until it reaches its first await expression, at which point the method is suspended until the awaited task is complete. In the meantime, control returns to the caller of the method". That's why your UI is not blocked.
I had the same question when I tried writing Android code. Background task is different from the foreground UI task and they run independently.
AsyncTasks usually uses up threads in the foreground to update UI and do UI related tasks
For example,
AsyncTask(params)-> {
#Override
protected void onPreExecute() {
super.onPreExecute();
..........
}
#Override
protected String doInBackground(String... params) {
...............
}
#Override
protected void onProgressUpdate(Integer... values) {
...............
}
#Override
protected void onPostExecute(String result) {
.................
}
}
Here, each of the tasks could be handled in its own UI thread without interfering with the background job and when the background job is finished, you could update the UI. In the mean time, you could use some UI animation to keep the UI busy.
Your sample is not enough to test the asynchronous behavoiur, I tested the behavior with a console application.
static void Main(string[] args)
{
string value1 = "First";
Console.WriteLine(value1);
GetSecondFromAsync();
string value3 = "Third";
Console.WriteLine(value3);
string value4 = "Fourth";
Console.WriteLine(value4);
Console.ReadKey();
}
private static async void GetSecondFromAsync()
{
await Task.Delay(3000);
Console.WriteLine("Second");
}
Information from MSDN,
The method runs synchronously until it reaches its first await
expression, at which point the method is suspended until the awaited
task is complete.In the meantime, control returns to the caller of the
method
At the point of first await in GetSecondFromAsync(), only this method is suspended and the control returns to the caller and executes the remaining.
So the output will be like
First
Third
Fourth
Second
That means the thread comes in the Main is not blocked, it goes on..

SynchronizationContext Send() supposed to be the same thread?

I have this scenario where I try to handle an event on the same thread as it was created. Which is commonly done in the UiThread, but I'm not on the UiThread to start with. I have some test with basically the following steps. I have left out some details. I am not really sure whether or not this should act as I think it should .
First I check the Id of the current thread
var myThreadId = Thread.CurrentThread.ManagedThreadId;
I create a SynchronizationContext and set is as current
var _context = new SynchronizationContext();
SynchronizationContext.SetSynchronizationContext(_context);
Then I send some action to the context (We are now on another thread)
_context.Send(x => _action(sender, e), null);
Inside this action, I check the ThreadId again
Assert.Equal(myThreadId, Thread.CurrentThread.ManagedThreadId);
This fails. Am I not supposed to be on my original thread again?
If you create a new SynchronizationContext, it will always wrap the Thread Pool and never execute Send or Post on the UI thread.
From MSDN;
The SynchronizationContext class is a base class that provides a
free-threaded context with no synchronization.
For example;
void Button_Click(object sender, EventArgs e)
{
var context = SynchronizationContext.Current;
// this is executred on the UI thread.
context.Send(() =>
{
// this is also executed on the UI thread.
});
Task.Run(() =>
{
// this is executed on a worker thread
context.Send(() =>
{
// this is still executed on the UI thread!
});
}
// what you are doing will always execute on a worker thread.
var myNewContext = new SynchronizationContext();
SynchronizationContext.SetSynchronizationContext(myNewContext);
myNewContext.Send(() =>
{
// this will run on a worker thread.
}
}
Further Reading
Parallel Computing - It's All About the SynchronizationContext
Creating a new SynchronizationContext and using Send or Post is exactly the same as a synchronous delegate invocation as if you'd do it yourself. The code is rather simple (taken from the source):
public virtual void Send(SendOrPostCallback d, Object state)
{
d(state);
}
You're trying to mimic the operation of custom contexts, such as the DispatcherSynchronizationContext for example, which is aware of the WPF's UI message loop thread. That behavior does not happen here.
If you're coming from the UI thread, you'll need to capture the context and pass it along.
You can see this more clearly inside the DispatcherSynchronizationContext which queues work to the UI using the Dispatcher class:
/// <summary>
/// Synchronously invoke the callback in the SynchronizationContext.
/// </summary>
public override void Send(SendOrPostCallback d, Object state)
{
// Call the Invoke overload that preserves the behavior of passing
// exceptions to Dispatcher.UnhandledException.
if(BaseCompatibilityPreferences.GetInlineDispatcherSynchronizationContextSend() &&
_dispatcher.CheckAccess())
{
// Same-thread, use send priority to avoid any reentrancy.
_dispatcher.Invoke(DispatcherPriority.Send, d, state);
}
else
{
// Cross-thread, use the cached priority.
_dispatcher.Invoke(_priority, d, state);
}
}

How to run and interact with an async Task from a WPF gui

I have a WPF GUI, where I want to press a button to start a long task without freezing the window for the duration of the task. While the task is running I would like to get reports on progress, and I would like to incorporate another button that will stop the task at any time I choose.
I cannot figure the correct way to use async/await/task. I can't include everything I've tried, but this is what I have at the moment.
A WPF window class :
public partial class MainWindow : Window
{
readonly otherClass _burnBabyBurn = new OtherClass();
internal bool StopWorking = false;
//A button method to start the long running method
private async void Button_Click_3(object sender, RoutedEventArgs e)
{
Task slowBurn = _burnBabyBurn.ExecuteLongProcedureAsync(this, intParam1, intParam2, intParam3);
await slowBurn;
}
//A button Method to interrupt and stop the long running method
private void StopButton_Click(object sender, RoutedEventArgs e)
{
StopWorking = true;
}
//A method to allow the worker method to call back and update the gui
internal void UpdateWindow(string message)
{
TextBox1.Text = message;
}
}
And a class for the worker method:
class OtherClass
{
internal Task ExecuteLongProcedureAsync(MainWindow gui, int param1, int param2, int param3)
{
var tcs = new TaskCompletionSource<int>();
//Start doing work
gui.UpdateWindow("Work Started");
While(stillWorking)
{
//Mid procedure progress report
gui.UpdateWindow("Bath water n% thrown out");
if (gui.StopTraining) return tcs.Task;
}
//Exit message
gui.UpdateWindow("Done and Done");
return tcs.Task;
}
}
This runs, but the WPF function window is still blocked once the worker method starts.
I need to know how to arrange the async/await/task declarations to allow
A) the worker method to not block the gui window
B) let the worker method update the gui window
C) allow the gui window to stop interrupt and stop the worker method
Any help or pointers are much appreciated.
Long story short:
private async void ButtonClickAsync(object sender, RoutedEventArgs e)
{
// modify UI object in UI thread
txt.Text = "started";
// run a method in another thread
await HeavyMethodAsync(txt);
// <<method execution is finished here>>
// modify UI object in UI thread
txt.Text = "done";
}
// This is a thread-safe method. You can run it in any thread
internal async Task HeavyMethodAsync(TextBox textBox)
{
while (stillWorking)
{
textBox.Dispatcher.Invoke(() =>
{
// UI operation goes inside of Invoke
textBox.Text += ".";
// Note that:
// Dispatcher.Invoke() blocks the UI thread anyway
// but without it you can't modify UI objects from another thread
});
// CPU-bound or I/O-bound operation goes outside of Invoke
// await won't block UI thread, unless it's run in a synchronous context
await Task.Delay(51);
}
}
Result:
started....................done
You need to know about (1) how to write async code (2) how to run UI operations in another thread and (3) how to cancel a task.
I'm not getting into (3) cancellation mechanism in this post. Just know that you can create a CancellationTokenSource, which gives you a CancellationToken which you can pass into any method. You cancel the source, all tokens will know.
async and await:
Basics of async and await
You can only await in an async method.
You can only await an awaitable object (i.e. Task, ValueTask, Task<T>, IAsyncEnumerable<T>, etc.) These objects wrap around the return type of an async method and await keyword unwraps them. (see Wrapping and Unwrapping section)
Asynchronous method names should always end with Async to increase readability and to prevent mistakes.
// Synchronous method:
TResult MethodName(params) { }
// Asynchronous method:
async Task<TResult> MethodNameAsync(params) { }
The magic of async and await
The async-await syntactic feature, uses a state-machine to let the compiler give up and take back the control over the awaited Task in an async method.
The execution waits at await for the task to finish and returns back its results, without blocking the main thread.
Task.Run queues a Task in the thread pool. (Unless the it's a pure operation.)
i.e. The async method does not run in another thread. async and await by themselves don't have anything to do with thread creation.
So
When you run a Task (e.g. Task.Run(action)) you (re)use a thread for that action. And you can put that task in an async method to control its flow. By putting async in the method signature you tell the compiler to use state-machine to control the flow of that method (this does not mean threading at all). And by awaiting the task you prevent the execution flow within that method from moving past the awaited statement without blocking UI thread. If you want to pass the flow onto the caller then the async method itself can become a Task so you'll be able to cascade the same pattern out into the caller and so forth:
async Task Caller() { await Method(); }
async Task Method() { await Inner(); }
async Task Inner() { await Task.Run(action); }
The event handler looks like the code below.
Two possible cases for presense of async in the signature of ExecuteLongProcedure (case 1 and 2) and MyButton_ClickAsync (case A and B) are explained:
private async void MyButton_ClickAsync(object sender, RoutedEventArgs e)
{
//queue a task to run on threadpool
// 1. if ExecuteLongProcedure is a normal method and returns void
Task task = Task.Run(()=>
ExecuteLongProcedure(this, intParam1, intParam2, intParam3)
);
// or
// 2. if ExecuteLongProcedure is an async method and returns Task
Task task = ExecuteLongProcedureAsync(this, intParam1, intParam2, intParam3);
// either way ExecuteLongProcedure is running asynchronously here
// the method will exit if you don't wait for the Task to finish
// A. wait without blocking the main thread
// -> requires MyButton_ClickAsync to be async
await task;
// or
// B. wait and block the thread (NOT RECOMMENDED AT ALL)
// -> does not require MyButton_ClickAsync to be async
task.Wait();
}
Async method return types:
Suppose you have the following declaration:
private async ReturnType MethodAsync() { ... }
If ReturnType is Task then await MethodAsync(); returns void
If ReturnType is Task<T> then await MethodAsync(); returns a value of type T
This is called Unwrapping, see the next section (Wrapping and Unrwapping).
If ReturnType is void you can't await it
If you try writing await MethodAsync();, you will get a compile error saying:
cannot await void
You can only fire and forget i.e. just call the method normally: MethodAsync(); and then go on with your life.
The MethodAsync execution will be synchronous, however since it has async it will allow you to take advantage of the magic, i.e. you can write await task within the method to control the flow of execution.
This is how WPF handles your button click event handler, obviously because your event handler returns void.
The return type of an async method must be void, Task, Task<T>, a task-like type, IAsyncEnumerable<T>, or IAsyncEnumerator<T>
Wrapping and Unrwapping:
Wrapping:
async methods wrap their return values in a Task.
E.g., this method wraps a Task around an int and returns it:
// async Task<int>
private async Task<int> GetOneAsync()
{
int val = await CalculateStuffAsync();
return val;
// returns an integer
}
Unwrapping:
To retrieve or unwrap the value which is wrapped inside a Task<>:
asynchronous option: await
synchronous option: task.Result or task.GetAwaiter().GetResult() or task.WaitAndUnwrapException() or read How to call asynchronous method from synchronous method in C#?
e.g. await unwraps the int out of the Task:
Task<int> task = GetOneAsync();
int number = await task;
//int <- Task<int>
Different ways to wrap and unwrap:
private Task<int> GetNumber()
{
Task<int> task;
task = Task.FromResult(1); // the correct way to wrap a quasi-atomic operation, the method GetNumber is not async
task = Task.Run(() => 1); // not the best way to wrap a number
return task;
}
private async Task<int> GetNumberAsync()
{
int number = await Task.Run(GetNumber); // unwrap int from Task<int>
// bad practices:
// int number = Task.Run(GetNumber).GetAwaiter().GetResult(); // sync over async
// int number = Task.Run(GetNumber).Result; // sync over async
// int number = Task.Run(GetNumber).Wait(); // sync over async
return number; // wrap int in Task<int>
}
Still confused? Read async return types on MSDN.
To unwrap a task result, Always try to use await instead of .Result otherwise there will be no asynchronous benefit but only asynchronous disadvantages. The latter is called "sync over async".
Note:
await is a asynchronous and is different from task.Wait() which is synchronous. But they both do the same thing which is waiting for the task to finish.
await is a asynchronous and is different from task.Result which is synchronous. But they both do the same thing which is waiting for the task to finish and unwrapping and returning back the results.
To have a wrapped value, you can always use Task.FromResult(1) instead of creating a new thread by using Task.Run(() => 1).
Task.Run is newer (.NetFX4.5) and simpler version of Task.Factory.StartNew
WPF GUI:
This is where I explain how to run UI operations in another thread.
Blocking:
First thing you need to know about WPF async event handlers is that the Dispatcher will provide a synchronization context. Explained here
CPU-bound or IO-bound operations such as Sleep and task.Wait() will block and consume the thread even if they are called in a method with async keyword. but await Task.Delay() tells the state-machine to stop the flow of execution on the thread so it does not consume it; meaning that the thread resources can be used elsewhere:
private async void Button_Click(object sender, RoutedEventArgs e)
{
Thread.Sleep(1000);//stops, blocks and consumes threadpool resources
await Task.Delay(1000);//stops without consuming threadpool resources
Task.Run(() => Thread.Sleep(1000));//does not stop but consumes threadpool resources
await Task.Run(() => Thread.Sleep(1000));//literally the WORST thing to do
}
Thread Safety:
If you have to access GUI asynchronously (inside ExecuteLongProcedure method), invoke any operation which involves modification to any non-thread-safe object. For instance, any WPF GUI object must be invoked using a Dispatcher object which is associated with the GUI thread:
void UpdateWindow(string text)
{
//safe call
Dispatcher.Invoke(() =>
{
txt.Text += text;
});
}
However, If a task is started as a result of a property changed callback from the ViewModel, there is no need to use Dispatcher.Invoke because the callback is actually executed from the UI thread.
Accessing collections on non-UI Threads
WPF enables you to access and modify data collections on threads other than the one that created the collection. This enables you to use a background thread to receive data from an external source, such as a database, and display the data on the UI thread. By using another thread to modify the collection, your user interface remains responsive to user interaction.
Value changes fired by INotifyPropertyChanged are automatically marshalled back onto the dispatcher.
How to enable cross-thread access
Remember, async method itself runs on the main thread. So this is valid:
private async void MyButton_ClickAsync(object sender, RoutedEventArgs e)
{
txt.Text = "starting"; // UI Thread
await Task.Run(()=> ExecuteLongProcedure1());
txt.Text = "waiting"; // UI Thread
await Task.Run(()=> ExecuteLongProcedure2());
txt.Text = "finished"; // UI Thread
}
Another way to invoke UI operations from UI thread is to use SynchronizationContext as described here. SynchronizationContext is a stronger abstraction than Dispatcher and it's cross-platform.
var uiContext = SynchronizationContext.Current;
while (stillWorking)
{
uiContext.Post(o =>
{
textBox.Text += ".";
}, null);
await Task.Delay(51);
}
Patterns:
Fire and forget pattern:
For obvious reasons this is how your WPF GUI event handlers such as Button_ClickAsync are called.
void Do()
{
// CPU-Bound or IO-Bound operations
}
async void DoAsync() // returns void
{
await Task.Run(Do);
}
void FireAndForget() // not blocks, not waits
{
DoAsync();
}
Fire and observe:
Task-returning methods are better since unhandled exceptions trigger the TaskScheduler.UnobservedTaskException.
void Do()
{
// CPU-Bound or IO-Bound operations
}
async Task DoAsync() // returns Task
{
await Task.Run(Do);
}
void FireAndWait() // not blocks, not waits
{
Task.Run(DoAsync);
}
Fire and wait synchronously while wasting thread resources:
This is known as Sync over async, it is a synchronous operation but it uses more than one thread which may cause starvation. This happens when you call Wait() or try to read results directly from task.Result before the task is finished.
(AVOID THIS PATTERN)
void Do()
{
// CPU-Bound or IO-Bound operations
}
async Task DoAsync() // returns Task
{
await Task.Run(Do);
}
void FireAndWait() // blocks, waits and uses 2 more threads. Yikes!
{
var task = Task.Run(DoAsync);
task.Wait();
}
Is that all to it?
No. There is a lot more to learn about async, its context and its continuation. This blogpost is especially recommended.
Task uses Thread? Are you sure?
Not necessarily. Read this answer to know more about the true face of async.
Stephen Cleary has explained async-await perfectly. He also explains in his other blog post when there is no thread involved.
Read more
ValueTask and Task
MSDN explains Task
MSDN explains async
how-to-call-asynchronous-method-from-synchronous-method
async await - Behind the scenes
async await - FAQ
Make sure you know the difference between Asynchronous, Parallel and Concurrent.
You may also read a simple asynchronous file writer to know where you should concurrent.
Investigate concurrent namespace
Ultimately, read this e-book: Patterns_of_Parallel_Programming_CSharp
Your use of TaskCompletionSource<T> is incorrect. TaskCompletionSource<T> is a way to create TAP-compatible wrappers for asynchronous operations. In your ExecuteLongProcedureAsync method, the sample code is all CPU-bound (i.e., inherently synchronous, not asynchronous).
So, it's much more natural to write ExecuteLongProcedure as a synchronous method. It's also a good idea to use standard types for standard behaviors, in particular using IProgress<T> for progress updates and CancellationToken for cancellation:
internal void ExecuteLongProcedure(int param1, int param2, int param3,
CancellationToken cancellationToken, IProgress<string> progress)
{
//Start doing work
if (progress != null)
progress.Report("Work Started");
while (true)
{
//Mid procedure progress report
if (progress != null)
progress.Report("Bath water n% thrown out");
cancellationToken.ThrowIfCancellationRequested();
}
//Exit message
if (progress != null)
progress.Report("Done and Done");
}
Now you have a more reusable type (no GUI dependencies) that uses the appropriate conventions. It can be used as such:
public partial class MainWindow : Window
{
readonly otherClass _burnBabyBurn = new OtherClass();
CancellationTokenSource _stopWorkingCts = new CancellationTokenSource();
//A button method to start the long running method
private async void Button_Click_3(object sender, RoutedEventArgs e)
{
var progress = new Progress<string>(data => UpdateWindow(data));
try
{
await Task.Run(() => _burnBabyBurn.ExecuteLongProcedure(intParam1, intParam2, intParam3,
_stopWorkingCts.Token, progress));
}
catch (OperationCanceledException)
{
// TODO: update the GUI to indicate the method was canceled.
}
}
//A button Method to interrupt and stop the long running method
private void StopButton_Click(object sender, RoutedEventArgs e)
{
_stopWorkingCts.Cancel();
}
//A method to allow the worker method to call back and update the gui
void UpdateWindow(string message)
{
TextBox1.Text = message;
}
}
Here is an example using async/await, IProgress<T> and CancellationTokenSource. These are the modern C# and .Net Framework language features that you should be using. The other solutions are making my eyes bleed a bit.
Code Features
Count to 100 over a period of 10 seconds
Display progress on a progress bar
Long running work (a 'wait' period) performed without blocking the UI
User triggered cancellation
Incremental progress updates
Post operation status report
The view
<Window x:Class="ProgressExample.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" SizeToContent="WidthAndHeight" Height="93.258" Width="316.945">
<StackPanel>
<Button x:Name="Button_Start" Click="Button_Click">Start</Button>
<ProgressBar x:Name="ProgressBar_Progress" Height="20" Maximum="100"/>
<Button x:Name="Button_Cancel" IsEnabled="False" Click="Button_Cancel_Click">Cancel</Button>
</StackPanel>
</Window>
The code
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private CancellationTokenSource currentCancellationSource;
public MainWindow()
{
InitializeComponent();
}
private async void Button_Click(object sender, RoutedEventArgs e)
{
// Enable/disabled buttons so that only one counting task runs at a time.
this.Button_Start.IsEnabled = false;
this.Button_Cancel.IsEnabled = true;
try
{
// Set up the progress event handler - this instance automatically invokes to the UI for UI updates
// this.ProgressBar_Progress is the progress bar control
IProgress<int> progress = new Progress<int>(count => this.ProgressBar_Progress.Value = count);
currentCancellationSource = new CancellationTokenSource();
await CountToOneHundredAsync(progress, this.currentCancellationSource.Token);
// Operation was successful. Let the user know!
MessageBox.Show("Done counting!");
}
catch (OperationCanceledException)
{
// Operation was cancelled. Let the user know!
MessageBox.Show("Operation cancelled.");
}
finally
{
// Reset controls in a finally block so that they ALWAYS go
// back to the correct state once the counting ends,
// regardless of any exceptions
this.Button_Start.IsEnabled = true;
this.Button_Cancel.IsEnabled = false;
this.ProgressBar_Progress.Value = 0;
// Dispose of the cancellation source as it is no longer needed
this.currentCancellationSource.Dispose();
this.currentCancellationSource = null;
}
}
private async Task CountToOneHundredAsync(IProgress<int> progress, CancellationToken cancellationToken)
{
for (int i = 1; i <= 100; i++)
{
// This is where the 'work' is performed.
// Feel free to swap out Task.Delay for your own Task-returning code!
// You can even await many tasks here
// ConfigureAwait(false) tells the task that we dont need to come back to the UI after awaiting
// This is a good read on the subject - https://blog.stephencleary.com/2012/07/dont-block-on-async-code.html
await Task.Delay(100, cancellationToken).ConfigureAwait(false);
// If cancelled, an exception will be thrown by the call the task.Delay
// and will bubble up to the calling method because we used await!
// Report progress with the current number
progress.Report(i);
}
}
private void Button_Cancel_Click(object sender, RoutedEventArgs e)
{
// Cancel the cancellation token
this.currentCancellationSource.Cancel();
}
}
This is a simplified version of the most popular answer here by Bijan. I simplified Bijan's answer to help me think through the problem using the nice formatting provided by Stack Overflow.
By carefully reading and editing Bijan's post I finally understood: How to wait for async method to complete?
In my case the chosen answer for that other post is what ultimately led me to solve my problem:
"Avoid async void. Have your methods return Task instead of void. Then you can await them."
My simplified version of Bijan's (excellent) answer follows:
1) This starts a task using async and await:
private async void Button_Click_3(object sender, RoutedEventArgs e)
{
// if ExecuteLongProcedureAsync has a return value
var returnValue = await Task.Run(()=>
ExecuteLongProcedureAsync(this, intParam1, intParam2, intParam3));
}
2) This is the method to execute asynchronously:
bool stillWorking = true;
internal void ExecuteLongProcedureAsync(MainWindow gui, int param1, int param2, int param3)
{
//Start doing work
gui.UpdateWindow("Work Started");
while (stillWorking)
{
//put a dot in the window showing the progress
gui.UpdateWindow(".");
//the following line blocks main thread unless
//ExecuteLongProcedureAsync is called with await keyword
System.Threading.Thread.Sleep(50);
}
gui.UpdateWindow("Done and Done");
}
3) Invoke the operation which involves a property from gui:
void UpdateWindow(string text)
{
//safe call
Dispatcher.Invoke(() =>
{
txt.Text += text;
});
}
Or,
void UpdateWindow(string text)
{
//simply
txt.Text += text;
}
Closing comments) In most cases you have two methods.
First method (Button_Click_3) calls the second method and has the async modifier which tells the compiler to enable threading for that method.
Thread.Sleep in an async method blocks the main thread. but awaiting a task does not.
Execution stops on current thread (second thread) on await statements until task is finished.
You can't use await outside an async method
Second method (ExecuteLongProcedureAsync) is wrapped within a task and returns a generic Task<original return type> object which can be instructed to be processed asynchronously by adding await before it.
Everything in this method in executed asynchronously
Important:
Liero brought up an important issue. When you are Binding an element to a ViewModel property, the property changed callback is executed in UI thread. So there is no need to use Dispatcher.Invoke. Value changes fired by INotifyPropertyChanged are automatically marshalled back onto the dispatcher.

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