Is it my queue mechanism thread safe? I just wonder if I need concurrent collections. Need I lock Enqueue method? Console displays queue count in incorrect order, Does it affect on maxQueueCount at Load method? Can I improve it in some way? I want queue with a maximum size, and I don't want the same item to be enqueued again.
I have many database sources with stored procedures which select documents. Each document has a unique Id but may be contained in many data sources. So I need to check if the document with the specified ID is processed in my data flow or not. I don't want to clogged my queue so If queue count equals = 1000 I don't want to enqueue new documents.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Timers;
class Program
{
public class Document : IItem
{
public Guid Id { get; set; }
}
static void Main()
{
var queueProvider = new Provider();
var docs = new List<IItem>
{
new Document { Id = Guid.NewGuid() },
new Document { Id = Guid.NewGuid() },
new Document { Id = Guid.NewGuid() },
new Document { Id = Guid.NewGuid() },
new Document { Id = Guid.NewGuid() }
};
try
{
var tasks = new List<Task>();
var task1 = Task.Factory.StartNew(() =>
{
var timer1 = new Timer(1000) { Interval = 1000 };
timer1.Elapsed += (object sender, ElapsedEventArgs e) =>
{
queueProvider.Load(docs, 1);
};
timer1.Enabled = true;
timer1.Start();
});
tasks.Add(task1);
var task2 = Task.Factory.StartNew(() =>
{
var timer1 = new Timer(1000) { Interval = 1000 };
timer1.Elapsed += (object sender, ElapsedEventArgs e) =>
{
queueProvider.Load(docs, 2);
};
timer1.Enabled = true;
timer1.Start();
});
tasks.Add(task2);
//Dequeue
//var task3 = Task.Factory.StartNew(() =>
//{
// var timer1 = new Timer(3000) { Interval = 1000 };
// timer1.Elapsed += (object sender, ElapsedEventArgs e) =>
// {
// queueProvider.Dequeue();
// };
// timer1.Enabled = true;
// timer1.Start();
//});
//tasks.Add(task3);
Task.WaitAll(tasks.ToArray());
}
catch (Exception e)
{
Console.WriteLine(e);
}
Console.ReadKey();
}
}
public interface IItem
{
Guid Id { get; set; }
}
public interface IProvider
{
void Enqueue(IItem feedingItem, int id);
}
public class Provider : IProvider
{
private readonly ConcurrentQueue<IItem> queue;
private readonly ConcurrentDictionary<Guid, DateTime> inputBuffor;
private readonly object locker = new object();
private int maxQueueCount = 3;
public Provider()
{
queue = new ConcurrentQueue<IItem>();
inputBuffor = new ConcurrentDictionary<Guid, DateTime>();
}
public IItem Dequeue()
{
queue.TryDequeue(out var item);
Console.WriteLine("Dequeue: " + item.Id);
return item;
}
public void Enqueue(IItem item, int id)
{
//lock (locker)
//{
if (inputBuffor.TryAdd(item.Id, DateTime.Now))
{
queue.Enqueue(item);
Console.WriteLine("Enqueue: " + item.Id + "taskId: " + id);
Console.WriteLine("Count: " + queue.Count + " Buffor: " + inputBuffor.Count);
}
else
{
Console.WriteLine("Not Enqueue: " + item.Id + "taskId: " + id);
}
//}
}
public void Load(IEnumerable<IItem> data, int id)
{
foreach (var item in data)
{
if (queue.Count < maxQueueCount)
Enqueue(item, id);
}
}
}
Update
I renamed Enqueu method to TryEnqueue and added BlockingCollection instead Concurent Collection.
var task1 = Task.Factory.StartNew(() =>
{
var timer1 = new Timer(1000) { Interval = 1000 };
timer1.Elapsed += (object sender, ElapsedEventArgs e) =>
{
foreach(var doc in docs)
{
if (queueProvider.TryEnqueue(doc, 1))
{
Console.WriteLine("Enqueue: " + doc.Id + "taskId: 2");
Console.WriteLine("Count: " + queueProvider.QueueCount + " Buffor: " + queueProvider.BufforCount);
}
else
{
Console.WriteLine("Not Enqueue: " + doc.Id + "taskId: 2");
}
}
};
timer1.Enabled = true;
timer1.Start();
});
tasks.Add(task1);
public bool TryEnqueue(IItem item, int id)
{
if (inputBuffor.TryAdd(item.Id, DateTime.Now))
{
if (queue.TryAdd(item))
{
return true;
}
}
return false;
}
public IItem Dequeue()
{
queue.TryTake(out var item);
return item;
}
Multiple threads could both satisfy queue.Count < maxQueueCount (at the same time) and then each thread would run your Enqueue method and push past your maxQueueCount. That is definitely not thread safe. I’d move that check into your EnqueueMethod and surround it with a lock.
Related
I'm currently running into a problem with multithreading and accessing a static list. A static list holds all items with several properties. The items are identified with a Guid. A main work thread changes some properties for any item in the static list. The child threads all have their own Guid, with this Guid they read their own item in the static list. And after a specific event they remove their assigned element from the static list.
To get to the source I have broken down my code to the essential methods and classes. The work thread has the following simplified code
public void RunWork()
{
Random random = new Random();
Int32 index = -1;
while (!Kill)
{
Thread.Sleep(1);
if (MainWindow.Clients != null)
{
index = random.Next(0, MainWindow.Clients.Count);
MainWindow.Clients[index].State = MainWindow.RandomString(9);
}
}
}
Each child thread has the following simplified code
public void RunChild()
{
Random random = new Random();
while (!Kill)
{
Thread.Sleep(100);
if (MainWindow.Clients.Any(x => x.Id == Id))
{
this.State = MainWindow.Clients.First(x => x.Id == Id).State;
}
Thread.Sleep(random.Next(50));
if (random.Next(100) % 90 == 0)
{
Kill = true;
MainWindow.Clients.RemoveAll(x => x.Id == Id);
}
}
}
If a child removes itself from the MainWindow.Clients list the work thread throws a exception, that the index it is trying to access does not exist.
I have added lock statments around every access of MainWindow.Clients but this does not prevent the work thread from accessing a deleted item. I have also tried Monitor.Enter(MainWindow.Clients) and Monitor.Exit(MainWindow.Clients) but with the same result as with lock.
The static list MainWindow.Clients is created before any thread runs and never gets recreated or disposed.
If the lock statement is set around this block of code in the RunWork() method
lock (MainWindow.Clients)
{
Thread.Sleep(1);
if (MainWindow.Clients != null)
{
index = random.Next(0, MainWindow.Clients.Count);
MainWindow.Clients[index].State = MainWindow.RandomString(9);
}
}
Why does it not block the child threads from changing the list between the lines
where the random index is set and the list gets accessed?
Update 1:
The following code still throws a IndexOutOfRangeException at MainWindow.Clients[index].State = MainWindow.RandomString(9);:
public void RunWork()
{
Random random = new Random();
Int32 index = -1;
while (!Kill)
{
Thread.Sleep(1);
if (MainWindow.Clients != null)
{
lock (MainWindow.Clients)
{
index = random.Next(0, MainWindow.Clients.Count);
MainWindow.Clients[index].State = MainWindow.RandomString(9);
}
}
}
}
public void RunChild()
{
Random random = new Random();
while (!Kill)
{
Thread.Sleep(100);
if (MainWindow.Clients.Any(x => x.Id == Id))
{
this.State = MainWindow.Clients.First(x => x.Id == Id).State;
}
Thread.Sleep(random.Next(50));
if (random.Next(100) % 90 == 0)
{
Kill = true;
lock (MainWindow.Clients)
{
MainWindow.Clients.RemoveAll(x => x.Id == Id);
}
}
}
}
Update 2: Here is the complete code for the quick sample application
Update 3: I have edited my code and wrapped all accesses of MainWindow.Clients with lock statements. But still the threads access the variable while it is locked:
I'm not sure what exactly you are trying to achieve, but I've written something that might help you find the correct solution. Sorry for the lack of correctness - tight schedule ;-)
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
namespace ConcurrentCollectionTest
{
internal class Client
{
public string State
{
get; set;
}
public string Name
{
get;
internal set;
}
}
internal class MainWindow
{
private ConcurrentDictionary<int, Client> _dict = new ConcurrentDictionary<int, Client>();
public IDictionary<int, Client> Clients
{
get
{
return _dict;
}
}
}
internal class Program
{
private static bool killAll = false;
private static MainWindow mainWindow = new MainWindow();
private static int id = -100;
private static string state = "Initial";
private static Random random = new Random();
private static object lockObject = new object();
internal static string RandomString(int v)
{
int k = random.Next(0, v);
return k.ToString();
}
public static void RunChild()
{
Debug.WriteLine($"child running {Thread.CurrentThread.Name}");
bool killThis = false;
while (!killThis && !killAll)
{
Thread.Sleep(100);
Client client = null;
if (mainWindow.Clients.TryGetValue(id, out client))
{
state = client.State;
}
Thread.Sleep(random.Next(50));
if (random.Next(100) % 90 == 0)
{
Debug.WriteLine($"killing {Thread.CurrentThread.Name}");
killThis = true;
lock (lockObject)
{
mainWindow.Clients.Remove(id);
}
}
}
}
public static void RunWork()
{
Console.WriteLine("RunWork");
Random random = new Random();
Int32 index = -1;
while (!killAll)
{
if (!mainWindow.Clients.Any())
{
killAll = true;
break;
}
Thread.Sleep(100);
// edit: still need lock here as count can change in between
Client client = null;
lock (lockObject)
{
index = random.Next(0, mainWindow.Clients.Count);
client = mainWindow.Clients[index];
}
Debug.WriteLine($"Changing {client.Name}");
client.State = RandomString(9);
}
Console.WriteLine("Worker killed");
}
private static void Main(string[] args)
{
Console.WriteLine("Starting. Enter id or kill");
for (int i = 0; i < 100; i++)
{
mainWindow.Clients.Add(i, new Client
{
Name = $"Client {i:000}",
State = "Unknown"
});
}
var worker = new Thread(RunWork);
worker.Start();
var threadList = new List<Thread>();
threadList.Add(worker);
for (int i = 0; i < 10; i++)
{
var thread = new Thread(RunChild)
{
Name = $"Child {i:00}"
};
threadList.Add(thread);
thread.Start();
}
while (!killAll)
{
var str = Console.ReadLine();
if (str.Equals("kill", StringComparison.InvariantCultureIgnoreCase))
{
killAll = true;
break;
}
int enteredId = -1;
if (int.TryParse(str, out enteredId))
{
id = enteredId;
}
}
foreach (var thread in threadList)
{
thread.Join();
}
Console.WriteLine("all dead");
}
}
}
CODE UPDATED TO REFLECT ANSWER: SAME PROBLEM STILL OCCURS
This class is supposed to run all tasks in the list, sleep and then wake up and repeat the process infinitely. For some reason though, after the first sleep, the sleepThread.RunWorkerAsync() call gets called twice for some reason. I can obviously solve this by:
if (!sleepThread.IsBusy) { sleepThread.RunWorkerAsync(); }
but that feels like a work around.
Here is the main routine class:
public class ServiceRoutine
{
private static volatile ServiceRoutine instance;
private static object instanceLock = new object();
private static object listLock = new object();
private static readonly List<Task> taskList = new List<Task>()
{
new UpdateWaferQueueTask(),
new UpdateCommentsTask(),
new UpdateFromTestDataTask(),
new UpdateFromTestStationLogsTask(),
new UpdateFromWatchmanLogsTask(),
new UpdateStationsStatusTask()
};
private List<Task> runningTasks;
private BackgroundWorker sleepThread;
private Logger log;
private ServiceRoutine()
{
log = new Logger();
runningTasks = new List<Task>();
sleepThread = new BackgroundWorker();
sleepThread.WorkerReportsProgress = false;
sleepThread.WorkerSupportsCancellation = false;
sleepThread.DoWork += (sender, e) =>
{
int sleepTime = ConfigReader.Instance.GetSleepTime();
log.Log(Logger.LogType.Info,
"service sleeping for " + sleepTime / 1000 + " seconds");
Thread.Sleep(sleepTime);
};
sleepThread.RunWorkerCompleted += (sender, e) => { Run(); };
}
public static ServiceRoutine Instance
{
get
{
if (instance == null)
{
lock (instanceLock)
{
if (instance == null)
{
instance = new ServiceRoutine();
}
}
}
return instance;
}
}
public void Run()
{
foreach (Task task in taskList)
{
lock (listLock)
{
runningTasks.Add(task);
task.TaskComplete += (completedTask) =>
{
runningTasks.Remove(completedTask);
if (runningTasks.Count <= 0)
{
sleepThread.RunWorkerAsync();
}
};
task.Execute();
}
}
}
}
this is called like this:
ServiceRoutine.Instance.Run();
from the service start method. Here is the Task class as well:
public abstract class Task
{
private Logger log;
protected BackgroundWorker thread;
public delegate void TaskPointer(Task task);
public TaskPointer TaskComplete;
public Task()
{
log = new Logger();
thread = new BackgroundWorker();
thread.WorkerReportsProgress = false;
thread.DoWork += WorkLoad;
thread.RunWorkerCompleted += FinalizeTask;
}
protected abstract string Name { get; }
protected abstract void WorkLoad(object sender, DoWorkEventArgs e);
private string GetInnerMostException(Exception ex)
{
string innerMostExceptionMessage = string.Empty;
if (ex.InnerException == null) { innerMostExceptionMessage = ex.Message; }
else
{
while (ex.InnerException != null)
{
innerMostExceptionMessage = ex.InnerException.Message;
}
}
return innerMostExceptionMessage;
}
protected void FinalizeTask(object sender, RunWorkerCompletedEventArgs e)
{
try
{
if (e.Error != null)
{
string errorMessage = GetInnerMostException(e.Error);
log.Log(Logger.LogType.Error, this.Name + " failed: " + errorMessage);
}
else
{
log.Log(Logger.LogType.Info, "command complete: " + this.Name);
}
}
catch (Exception ex)
{
string errorMessage = GetInnerMostException(ex);
log.Log(Logger.LogType.Error, this.Name + " failed: " + errorMessage);
}
finally { TaskComplete(this); }
}
public void Execute()
{
log.Log(Logger.LogType.Info, "starting: " + this.Name);
thread.RunWorkerAsync();
}
}
The question is, why is sleepThread.RunWorkerAsync() getting called twice and is there a better way to get this work without checking if the thread is busy before calling it?
You are facing a race condition here. The problem is in the TaskComplete callback. Last two tasks remove themselves from the runningTasks list before executing the if condition. When it is executed, the list count is zero. You should lock the list before changing its. The lock needs to be taken in the TaskComplete callback:
runningTasks.Add(task);
task.TaskComplete += (completedTask) =>
{
lock (runningTasks)
{
runningTasks.Remove(completedTask);
if (runningTasks.Count <= 0)
{
sleepThread.RunWorkerAsync();
}
}
};
task.Execute();
SOLVED
I tried several different locking techniques on the runningTasks list but nothing worked. After changing runningTasks to a BlockingCollection, everything worked perfectly.
Here is the new add/remove implementation using a BlockingCollection instead of a List:
foreach (Task task in taskList)
{
runningTasks.Add(task);
task.TaskComplete += (completedTask) =>
{
runningTasks.TryTake(out completedTask);
if (runningTasks.Count <= 0 && completedTask != null)
{
sleepThread.RunWorkerAsync();
}
};
task.Execute();
}
Inside my application I have list of persons from my database.
For every person I must call 5 (for now) services to search for some informations.
If service returns info I' adding it to that person (list of orders for specific person)
Because services work independent I thought I could try to run them parallel.
I've created my code as so:
using System;
using System.Collections.Generic;
using System.Threading;
namespace Testy
{
internal class Program
{
internal class Person
{
public int Id { get; set; }
public string Name { get; set; }
public List<string> Orders { get; private set; }
public Person()
{
// thanks for tip #juharr
Orders = new List<string>();
}
public void AddOrder(string order)
{
lock (Orders) //access across threads
{
Orders.Add(order);
}
}
}
internal class Service
{
public int Id { get; private set; }
public Service(int id)
{
Id = id;
}
//I get error when I use IList instead of List
public void Search(ref List<Person> list)
{
foreach (Person p in list)
{
lock (p) //should I lock Person here? and like this???
{
Search(p);
}
}
}
private void Search(Person p)
{
Thread.Sleep(50);
p.AddOrder(string.Format("test order from {0,2}",
Thread.CurrentThread.ManagedThreadId));
Thread.Sleep(100);
}
}
private static void Main()
{
//here I load my services from external dll's
var services = new List<Service>();
for (int i = 1; i <= 5; i++)
{
services.Add(new Service(i));
}
//sample data load from db
var persons = new List<Person>();
for (int i = 1; i <= 10; i++)
{
persons.Add(
new Person {Id = i,
Name = string.Format("Test {0}", i)});
}
Console.WriteLine("Number of services: {0}", services.Count);
Console.WriteLine("Number of persons: {0}", persons.Count);
ManualResetEvent resetEvent = new ManualResetEvent(false);
int toProcess = services.Count;
foreach (Service service in services)
{
new Thread(() =>
{
service.Search(ref persons);
if (Interlocked.Decrement(ref toProcess) == 0)
resetEvent.Set();
}
).Start();
}
// Wait for workers.
resetEvent.WaitOne();
foreach (Person p in persons)
{
Console.WriteLine("{0,2} Person name: {1}",p.Id,p.Name);
if (null != p.Orders)
{
Console.WriteLine(" Orders:");
foreach (string order in p.Orders)
{
Console.WriteLine(" Order: {0}", order);
}
}
else
{
Console.WriteLine(" No orders!");
}
}
Console.ReadLine();
}
}
}
I have 2 problems with my code:
When I run my app I should get list of 10 persons and for every person 5 orders, but from time to time (ones for 3-5 runs) for first person I get only 4 orders. How I can prevent such behaviour? solved! thanks to #juharr
How can I report progress from my threads? What I would like to get is one Function from my Program class that will be called every time order is added from service - I need that to show some kind of progress for every report. I was trying solution described here: https://stackoverflow.com/a/3874184/965722, but I'm wondering if there is an easier way. Ideally I would like to add delegate to Service class and place all Thread code there.
How should I add event and delegate to Service class and how to subscribe to it in Main method?
I'm using .NET 3.5
I've added this code to be able to get progress reports:
using System;
using System.Collections.Generic;
using System.Threading;
namespace Testy
{
internal class Program
{
public class ServiceEventArgs : EventArgs
{
public ServiceEventArgs(int sId, int progress)
{
SId = sId;
Progress = progress;
}
public int SId { get; private set; }
public int Progress { get; private set; }
}
internal class Person
{
private static readonly object ordersLock = new object();
public int Id { get; set; }
public string Name { get; set; }
public List<string> Orders { get; private set; }
public Person()
{
Orders = new List<string>();
}
public void AddOrder(string order)
{
lock (ordersLock) //access across threads
{
Orders.Add(order);
}
}
}
internal class Service
{
public event EventHandler<ServiceEventArgs> ReportProgress;
public int Id { get; private set; }
public string Name { get; private set; }
private int counter;
public Service(int id, string name)
{
Id = id;
Name = name;
}
public void Search(List<Person> list) //I get error when I use IList instead of List
{
counter = 0;
foreach (Person p in list)
{
counter++;
Search(p);
Thread.Sleep(3000);
}
}
private void Search(Person p)
{
p.AddOrder(string.Format("Order from {0,2}", Thread.CurrentThread.ManagedThreadId));
EventHandler<ServiceEventArgs> handler = ReportProgress;
if (handler != null)
{
var e = new ServiceEventArgs(Id, counter);
handler(this, e);
}
}
}
private static void Main()
{
const int count = 5;
var services = new List<Service>();
for (int i = 1; i <= count; i++)
{
services.Add(new Service(i, "Service " + i));
}
var persons = new List<Person>();
for (int i = 1; i <= 10; i++)
{
persons.Add(new Person {Id = i, Name = string.Format("Test {0}", i)});
}
Console.WriteLine("Number of services: {0}", services.Count);
Console.WriteLine("Number of persons: {0}", persons.Count);
Console.WriteLine("Press ENTER to start...");
Console.ReadLine();
ManualResetEvent resetEvent = new ManualResetEvent(false);
int toProcess = services.Count;
foreach (Service service in services)
{
new Thread(() =>
{
service.ReportProgress += service_ReportProgress;
service.Search(persons);
if (Interlocked.Decrement(ref toProcess) == 0)
resetEvent.Set();
}
).Start();
}
// Wait for workers.
resetEvent.WaitOne();
foreach (Person p in persons)
{
if (p.Orders.Count != count)
Console.WriteLine("{0,2} Person name: {1}, orders: {2}", p.Id, p.Name, p.Orders.Count);
}
Console.WriteLine("END :)");
Console.ReadLine();
}
private static void service_ReportProgress(object sender, ServiceEventArgs e)
{
Console.CursorLeft = 0;
Console.CursorTop = e.SId;
Console.WriteLine("Id: {0,2}, Name: {1,2} - Progress: {2,2}", e.SId, ((Service) sender).Name, e.Progress);
}
}
}
I've added custom EventArgs, event for Service class.
In this configuration I should have 5 services running, but only 3 of them report progress.
I imagined that if I have 5 services I should have 5 events (5 lines showing progress).
This is probably because of threads, but I have no ideas how to solve this.
Sample output now looks like this:
Number of services: 5
Number of persons: 10
Press ENTER to start...
Id: 3, Name: Service 3 - Progress: 10
Id: 4, Name: Service 4 - Progress: 10
Id: 5, Name: Service 5 - Progress: 19
END :)
It should look like this:
Number of services: 5
Number of persons: 10
Press ENTER to start...
Id: 1, Name: Service 1 - Progress: 10
Id: 2, Name: Service 2 - Progress: 10
Id: 3, Name: Service 3 - Progress: 10
Id: 4, Name: Service 4 - Progress: 10
Id: 5, Name: Service 5 - Progress: 10
END :)
Last edit
I've moved all my thread creation to separate class ServiceManager now my code looks like so:
using System;
using System.Collections.Generic;
using System.Threading;
namespace Testy
{
internal class Program
{
public class ServiceEventArgs : EventArgs
{
public ServiceEventArgs(int sId, int progress)
{
SId = sId;
Progress = progress;
}
public int SId { get; private set; } // service id
public int Progress { get; private set; }
}
internal class Person
{
private static readonly object ordersLock = new object();
public int Id { get; set; }
public string Name { get; set; }
public List<string> Orders { get; private set; }
public Person()
{
Orders = new List<string>();
}
public void AddOrder(string order)
{
lock (ordersLock) //access across threads
{
Orders.Add(order);
}
}
}
internal class Service
{
public event EventHandler<ServiceEventArgs> ReportProgress;
public int Id { get; private set; }
public string Name { get; private set; }
public Service(int id, string name)
{
Id = id;
Name = name;
}
public void Search(List<Person> list)
{
int counter = 0;
foreach (Person p in list)
{
counter++;
Search(p);
var e = new ServiceEventArgs(Id, counter);
OnReportProgress(e);
}
}
private void Search(Person p)
{
p.AddOrder(string.Format("Order from {0,2}", Thread.CurrentThread.ManagedThreadId));
Thread.Sleep(50*Id);
}
protected virtual void OnReportProgress(ServiceEventArgs e)
{
var handler = ReportProgress;
if (handler != null)
{
handler(this, e);
}
}
}
internal static class ServiceManager
{
private static IList<Service> _services;
public static IList<Service> Services
{
get
{
if (null == _services)
Reload();
return _services;
}
}
public static void RunAll(List<Person> persons)
{
ManualResetEvent resetEvent = new ManualResetEvent(false);
int toProcess = _services.Count;
foreach (Service service in _services)
{
var local = service;
local.ReportProgress += ServiceReportProgress;
new Thread(() =>
{
local.Search(persons);
if (Interlocked.Decrement(ref toProcess) == 0)
resetEvent.Set();
}
).Start();
}
// Wait for workers.
resetEvent.WaitOne();
}
private static readonly object consoleLock = new object();
private static void ServiceReportProgress(object sender, ServiceEventArgs e)
{
lock (consoleLock)
{
Console.CursorTop = 1 + (e.SId - 1)*2;
int progress = (100*e.Progress)/100;
RenderConsoleProgress(progress, '■', ConsoleColor.Cyan, String.Format("{0} - {1,3}%", ((Service) sender).Name, progress));
}
}
private static void ConsoleMessage(string message)
{
Console.CursorLeft = 0;
int maxCharacterWidth = Console.WindowWidth - 1;
if (message.Length > maxCharacterWidth)
{
message = message.Substring(0, maxCharacterWidth - 3) + "...";
}
message = message + new string(' ', maxCharacterWidth - message.Length);
Console.Write(message);
}
private static void RenderConsoleProgress(int percentage, char progressBarCharacter,
ConsoleColor color, string message)
{
ConsoleColor originalColor = Console.ForegroundColor;
Console.ForegroundColor = color;
Console.CursorLeft = 0;
int width = Console.WindowWidth - 1;
var newWidth = (int) ((width*percentage)/100d);
string progBar = new string(progressBarCharacter, newWidth) + new string(' ', width - newWidth);
Console.Write(progBar);
if (!String.IsNullOrEmpty(message))
{
Console.CursorTop++;
ConsoleMessage(message);
Console.CursorTop--;
}
Console.ForegroundColor = originalColor;
}
private static void Reload()
{
if (null == _services)
_services = new List<Service>();
else
_services.Clear();
for (int i = 1; i <= 5; i++)
{
_services.Add(new Service(i, "Service " + i));
}
}
}
private static void Main()
{
var services = ServiceManager.Services;
int count = services.Count;
var persons = new List<Person>();
for (int i = 1; i <= 100; i++)
{
persons.Add(new Person {Id = i, Name = string.Format("Test {0}", i)});
}
Console.WriteLine("Services: {0}, Persons: {1}", services.Count, persons.Count);
Console.WriteLine("Press ENTER to start...");
Console.ReadLine();
Console.Clear();
Console.CursorVisible = false;
ServiceManager.RunAll(persons);
foreach (Person p in persons)
{
if (p.Orders.Count != count)
Console.WriteLine("{0,2} Person name: {1}, orders: {2}", p.Id, p.Name, p.Orders.Count);
}
Console.CursorTop = 12;
Console.CursorLeft = 0;
Console.WriteLine("END :)");
Console.CursorVisible = true;
Console.ReadLine();
}
}
}
Basically you have a race condition with the create of the Orders. Imagine the following execution of two threads.
Thread 1 checks if Orders is null and it is.
Thread 2 checks if Orders is null and it is.
Thread 1 sets Orders to a new list.
Thread 1 gets the lock.
Thread 1 adds to the Orders list.
Thread 2 sets Order to a new list. (you just lost what Thread 1 added)
You need to include the creation of the Orders inside the lock.
public void AddOrder(string order)
{
lock (Orders) //access across threads
{
if (null == Orders)
Orders = new List<string>();
Orders.Add(order);
}
}
Or you really should create the Order list in a Person constructor
public Person()
{
Orders = new List<Order>();
}
Also you should really create a separate object for locking.
private object ordersLock = new object();
public void AddOrder(string order)
{
lock (ordersLock) //access across threads
{
Orders.Add(order);
}
}
EDIT:
In your foreach where you create the threads you need to create a local copy of the service to use inside the lambda expression. This is because the foreach will update the service variable and the thread can end up capturing the wrong variable. So something like this.
foreach (Service service in services)
{
Service local = service;
local.ReportProgress += service_ReportProgress;
new Thread(() =>
{
local.Search(persons);
if (Interlocked.Decrement(ref toProcess) == 0)
resetEvent.Set();
}
).Start();
}
Note the subscription doesn't need to be inside the thread.
Alternatively you could move the creation of the thread inside the Search method of your Service class.
Additionally you might want to create a OnReportProgress method in the Service class like so:
protected virtual void OnReportProgress(ServiceEventArgs e)
{
EventHandler<ServiceEventArgs> handler = ReportProgress;
if (handler != null)
{
handler(this, e);
}
}
Then call that inside your Search method. Personally I'd call it in the public Search method and make the counter a local variable as well to allow for reuse of the Service object on another list.
Finally you will need an additional lock in the event handler when writing to the console to make sure one thread doesn't change the cursor position before another one writes it's output.
private static object consoleLock = new object();
private static void service_ReportProgress(object sender, ServiceEventArgs e)
{
lock (consoleLock)
{
Console.CursorLeft = 0;
Console.CursorTop = e.SId;
Console.WriteLine("Id: {0}, Name: {1} - Progress: {2}", e.SId, ((Service)sender).Name, e.Progress);
}
}
Also you might want to use Console.Clear() in the following locaiton:
...
Console.WriteLine("Number of services: {0}", services.Count);
Console.WriteLine("Number of persons: {0}", persons.Count);
Console.WriteLine("Press ENTER to start...");
Console.Clear();
Console.ReadLine();
...
And you'll need to update the cursor position before your write out your end statement.
Console.CursorTop = 6;
Console.WriteLine("END :)");
This might not totally answer your question (but I think you might have a race condition), when you start dealing with threads you need to implement proper synchronization when updating objects from different threads. You should make sure only one thread is able to update an instance of the person class at any given time.
The p.AddOrder( should have mutex that ensures only one thread is updating the Person object.
I have the following code with one producer thread and multiple consumer threads. Do you know if multiple consumers are thread safe. For example is there any chance that thread 1 is consuming and while do that thread 2 consume in parallel and change the value of the item that is used in thread 1?
namespace BlockingColl
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
try
{
for (int i = 0; i < 3; i++)
{
ThreadPool.QueueUserWorkItem((x) =>
{
foreach (var item in bc.GetConsumingEnumerable())
{
Console.WriteLine(Thread.CurrentThread.ManagedThreadId + " - " + item + " - " + DateTime.Now.ToString("MM/dd/yyyy hh:mm:ss.fff tt"));
}
});
}
}
catch (Exception)
{
throw;
}
}
private void button2_Click(object sender, EventArgs e)
{
for (int i = 0; i < 3; i++)
{
ThreadPool.QueueUserWorkItem((x) =>
{
Cache.Consume();
});
}
for (int i = 0; i < 50000; i++)
{
Cache.bc.TryAdd(new Client() { ClientId = i, ClientName = "Name" + i });
}
}
}
static class Cache
{
public static BlockingCollection<Client> bc = new BlockingCollection<Client>();
public static void Consume()
{
foreach (var item in bc.GetConsumingEnumerable())
{
Console.WriteLine(Thread.CurrentThread.ManagedThreadId + " - " + item + " - " + DateTime.Now.ToString("MM/dd/yyyy hh:mm:ss.fff tt"));
}
}
}
public class Client
{
public int ClientId { get; set; }
public string ClientName { get; set; }
}
}
Thanks in advance
Once you've consumed an element it is removed from the collection, so no other thread will be able to access it (at least through the collection).
That Cache looks more like a buffer to me. What does it add on top of the blocking collection anyway? It's weird that the cache would be able to consume its own elements.
A BlockingCollection blocks only the collection itself. Not the objects in the list.
public class Consumer
{
Queue<int> queue;
Object lockObject;
public Consumer(Queue<int> queue, Object lockObject)
{
this.queue = queue;
this.lockObject = lockObject;
}
public void consume(string filepath)
{
int item = 0;
while (true)
{
lock (lockObject)
{
if (queue.Count == 0)
{
Monitor.PulseAll(lockObject);
continue;
}
item = queue.Dequeue();
if (item == 0)
{
break;
}
//do some staff
}
}
}
}
public class Producer
{
Queue<int> queue;
Object lockObject;
public int ProgressPercent = 0;
int TotalProducedElements = 0;
public bool check1 = false;
public Producer(Queue<int> queue, Object lockObject)
{
this.queue = queue;
this.lockObject = lockObject;
}
private bool IsPrime(int num)
{
if (num == 0)
return true;
num = Math.Abs(num);
for (int i = 2; i <= Math.Sqrt(num); i++)
if (num % i == 0)
return false;
return true;
}
public void produce(int target)
{
try
{
int seq = 0;
while (seq++ < target)
{
lock (lockObject)
{
int item = seq;
if (IsPrime(item))
{
queue.Enqueue(item);
}
TotalProducedElements++;
ProgressPercent = seq;
if (queue.Count == 0)
{
Monitor.PulseAll(lockObject);
}
}
}
queue.Enqueue(0);
}
catch (Exception e)
{
}
}
}
}
private void Start_Click(object sender, EventArgs e)
{
Object lockObj = new object();
Queue<int> queue = new Queue<int>();
Producer p = new Producer(queue, lockObj);
Consumer c = new Consumer(queue, lockObj);
int target = int.Parse(TargetText.Text);
string path = Path.Text;
Thread Thread1 = new Thread(() => p.produce(target));
Thread Thread2 = new Thread(()=>c.consume(path));
Thread1.Start();
Thread2.Start();
progressBar1.Maximum = target;
while(true)
{
if(p.ProgressPercent==0)
{
Thread.sleep(1000);
}
else
{
progressBar1.Value=p.ProgressPercent;
}
}
}
I have two classes working on same queue. one to produce a set of integers and the second is to consume that integers from queue.
And during all this I want to update my progress bar by that percentage.
So how to update progress bar from consumer without blocking for my GUI?
Note I have used progressbar.Invoke and delegate but didn't work.
You need two things. First is obviously a thread, the other is invoker.
Invokers will let you change window's controls from inside of a thread. Here's the example:
Invoke((MethodInvoker)delegate
{
Label1.text = "asd";
}
Threads are ran like this:
some_thread = new Thread
(delegate()
{
{
//some_thread code
}
});
some_thread.Start();
You also need to add using System.Threading; at the beginning of the file.
So, the final code should look like this:
some_thread = new Thread
(delegate()
{
{
for(;;)
{
Invoke((MethodInvoker)delegate
{
//update the progress bar here
}
}
}
});
some_thread.Start();
You could use a BackgroundWorker (System.ComponentModel) to accomplish this easily. Take a look at:
http://www.codeproject.com/Tips/83317/BackgroundWorker-and-ProgressBar-demo
Clear:
while(true)
{
if(p.ProgressPercent==0)
{
Thread.sleep(1000);
}
else
{
progressBar1.Value=p.ProgressPercent;
}
}
Replace:
ProgressPercent = seq;
to
UpdateProgres(seq);
Add:
public void UpdateProgres(int _value)
{
if (InvokeRequired)
{
Invoke(new Action<int>(UpdateProgres), _value);
return;
}
progressBar1.Value = _value;
}
Summary your needed function;
public void UpdateProgres(int _value)
{
if (InvokeRequired)
{
Invoke(new Action<int>(UpdateProgres), _value);
return;
}
progressBar1.Value = _value;
}
Or need Lock the value. For Example;
while(true)
{
lock (p.ProgressPercent)
{
int _p = p.ProgressPercent;
}
if(_p==0)
{
Thread.sleep(1000);
}
else
{
progressBar1.Value=_p;
}
}