I am building a Windows Service to read records from a table, pass record data to a WCF Service, wait for its response and update the same record in the database depending on the response from the WCF Service. This process will continue for all the records and once all the records are processed, I need to delay further execution of code for n number of minutes. After the n minutes has elapsed, I need to call the same code to read records from the table again and process them and once all the records are processed, delay execution again for n number of minutes. This need to happen infinitely and the most important point is that all the executions should happen synchronously including the delayed execution, I want to completely avoid using Threading or async/await or any other asynchronous programming techniques.
After searching for while, I have learned that with .NET Framework 4.5, the recommended way is using Task.Delay() method without using asycn/await keywords to add a delay synchronously. So I have created a simple console application having a recursive method with an infinite loop:
class Program
{
static void Main(string[] args)
{
RecursiveMethod();
}
public static void RecursiveMethod()
{
while (true)
{
DoWork();
Console.WriteLine("Task delayed...");
Task.Delay(3000).Wait();
Console.WriteLine("Calling method again recursively...");
RecursiveMethod();
}
}
public static void DoWork()
{
//Do some work
Console.WriteLine("Work Completed.");
}
}
The above code seems to be working fine but I faced big issues when implementing System.Timers.Timer in another windows service, after running properly for two days, the Timer completely stopped working without throwing any exception, so no error was logged which is very frustrating.
I want to avoid such situations, so what is best way to implement Task.Delay() for simple synchronous code? The delay will be set to 2 hours so I want to also handle situations where the Task.Delay() will get garbage collected or removed from memory or stops working on its own (without throwing any exception) and restart the whole process again.
Just use Thread.Sleep(3000). Not sure why you want to avoid that. Your code is sync, so you shouldn't be using Task.
Also, Task.Delay uses a Timer. So not sure if that's going to solve your problem.
I'd try and figure out why the Timer object stopped working. That doesn't sound right.
Was your timer callback wrapped with a try catch?
As others have noted, Task.Delay is not appropriate here, since your code is not asynchronous. Also, you already have an infinite loop (while (true)), so there is no need for recursion:
class Program
{
static void Main(string[] args)
{
while (true)
{
DoWork();
Console.WriteLine("Task delayed...");
Task.Sleep(3000);
}
}
public static void DoWork()
{
//Do some work
Console.WriteLine("Work Completed.");
}
}
Related
I've seen several posts on SO that are similar to my question, but none of them have solved my problem. I'm creating a windows service that is going to poll a Redis database every few seconds or so and perform an action based off of the result. I'd like to create a "thread pool" of sorts so that I can run multiple actions at the same time if I get a result from Redis while another command is being processed (on another thread).
One of my main problems is that when I stop my Windows service, the process still stays alive for ~30 seconds or so instead of closing down. Here are the relevant code snippets:
Thread Worker;
IDatabase db = ...;
AutoResetEvent StopRequest = new AutoResetEvent(false);
protected override void OnStart(string[] args) {
var poller = new Poller();
Worker = new Thread(() => poller.Poll(StopRequest));
Worker.Start();
}
protected override void OnStop() {
// Signal worker to stop and wait until it does
StopRequest.Set();
Worker.Join();
}
Here's an example of the Poller classes Poll method.
public async void Poll(AutoResetEvent finished)
{
var res = string.Empty;
while (!finished.WaitOne(1000))
{
res = db.StringGet($"task");
if (!String.IsNullOrEmpty(res))
{
ParseAction(res);
}
db.KeyDelete($"task");
}
}
So this code (with a lot trimmed out) stays running in the background correctly, and seems to process incoming queries from Redis just fine, but I'm having the issue with the process not closing correctly as I mentioned above. I'm also not sure if this is the best approach to take for this situation. I'd love some pointers on better or more "idiomatic" ways to handle this threading issue.
Thanks!
A better way to deal with Windows service is to move entire processing into a background task. That will allow you to handle startup and shutdown much more gracefully.
And if you use Task to simulate polling, then you can use CancellationToken to propagate shutdown event to other layers of processing. Here you can find how to simulate timer using Task. Please read
Is there a Task based replacement for System.Threading.Timer?
Here is the code sample of windows service OnStart and OnStop handlers with background task that starts and shuts down quickly. This code is based on .NET 4.6.1.
using System;
using System.Collections.Generic;
using System.Configuration;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using System.ServiceProcess;
namespace TEST.MY.SERVICE
{
partial class MyService : ServiceBase
{
private Task _initializationTask;
private CancellationTokenSource _initializationCancelTokenSource;
private CancellationToken _intitializationCancellationToken;
public MyService()
{
InitializeComponent();
}
protected override void OnStart(string[] args)
{
_initializationCancelTokenSource = new CancellationTokenSource();
_intitializationCancellationToken = _initializationCancelTokenSource.Token;
_initializationTask = Task.Run(() =>
{
//Kick off polling from here that also uses _intitializationCancellationToken, so that when _initializationCancelTokenSource.Cancel() is invoked from OnStop it will start cancellation chain reaction to stop all running activity. You can pass it even into your methods and check _intitializationCancellationToken.IsCancellationRequested and take appropriate actions.
//using the Task timer from the other stack overflow post, You could do something like
Task perdiodicTask = PeriodicTaskFactory.Start(() =>
{
Console.WriteLine(DateTime.Now);
//execute your logic here that has to run periodically
}, intervalInMilliseconds: 5000, // fire every 5 seconds...
cancelToken: _intitializationCancellationToken); // Using same cancellation token to manage timer cancellation
perdiodicTask.ContinueWith(_ =>
{
Console.WriteLine("Finished!");
}).Wait();
}, _intitializationCancellationToken)
.ContinueWith(t =>
{
//deal with any task related errors
},TaskContinuationOptions.OnlyOnFaulted);
}
protected override void OnStop()
{
try
{
_initializationCancelTokenSource?.Cancel();
_initializationCancelTokenSource?.Dispose();
_initializationTask?.Dispose();
}
catch (Exception stopException)
{
//log any errors
}
}
}
}
Here you can find more details about how to cancel a waiting task. https://msdn.microsoft.com/en-us/library/dd321315(v=vs.110).aspx
This should give you a good idea on how to design your windows service. Make necessary tweeks for your needs. Get yourself familiarize with c# Task library.
have you pondered using a Boolean/Binary flag to find out if the service is in fact running? or perhaps performing a Call within the start of the Loop to check? I'm not familiar enough with C# in order to fully comprehend the entire task at hand, but I know that when Multi-Threading is involved, Binary/Boolean Flags are on average rather Stable.
For Example, I play a Steam Game that is in Beta (Space Engineers) that uses C# and it seems to consistently have problems with Multi-Threading errors and clearing Parent Data after every execution, but the Mod Authors on Steam Workshop have a Tendency of using Boolean and Binary Flags in order to ensure their tasks don't get stuck or crash because the Load Times to relaunch the Game are horrific, so they attempt to avoid as many crashes as possible.
It might not be Fancy, but as long as you ensure it doesn't create a runaway Memory Leak, you should be fine. I recommend, if using an Incremental Variable for your Unique Identifier for each Task, to Explicitly set an Upper Limit somewhere, and when said limit is reached, it will call that Task and reset the Incremental Variable to Zero (with lots of Buffer Space to prevent Accidental Data Loss).
If the Task is running, it will perform the call, set the Boolean, and execute, might desire another call to verify the task is still running before attempting to write to the destination, as I am assuming that without the Task, the Information does nothing, and if the Task isn't running, it will delve into the if != isRunning and get sent to the correct destination to kill the Thread.
I hope this information is helpful to you, as I mentioned before, I'm only a beginner in C#, so I'm not as familiar with the Advanced Commands as some of the other Users on here.
Writing an infinite loop is simple:
while(true){
//add whatever break condition here
}
But this will trash the CPU performance. This execution thread will take as much as possible from CPU's power.
What is the best way to lower the impact on CPU?
Adding some Thread.Sleep(n) should do the trick, but setting a high timeout value for Sleep() method may indicate an unresponsive application to the operating system.
Let's say I need to perform a task each minute or so in a console app.
I need to keep Main() running in an "infinite loop" while a timer will fire the event that will do the job. I would like to keep Main() with the lowest impact on CPU.
What methods do you suggest. Sleep() can be ok, but as I already mentioned, this might indicate an unresponsive thread to the operating system.
LATER EDIT:
I want to explain better what I am looking for:
I need a console app not Windows service. Console apps can simulate the Windows services on Windows Mobile 6.x systems with Compact Framework.
I need a way to keep the app alive as long as the Windows Mobile device is running.
We all know that the console app runs as long as its static Main() function runs, so I need a way to prevent Main() function exit.
In special situations (like: updating the app), I need to request the app to stop, so I need to infinitely loop and test for some exit condition. For example, this is why Console.ReadLine() is no use for me. There is no exit condition check.
Regarding the above, I still want Main() function as resource friendly as possible. Let asside the fingerprint of the function that checks for the exit condition.
To avoid the infinity loop simply use a WaitHandle. To let the process be exited from the outer world use a EventWaitHandle with a unique string. Below is an example.
If you start it the first time, it simple prints out a message every 10 seconds. If you start in the mean time a second instance of the program it will inform the other process to gracefully exit and exits itself also immediately. The CPU usage for this approach: 0%
private static void Main(string[] args)
{
// Create a IPC wait handle with a unique identifier.
bool createdNew;
var waitHandle = new EventWaitHandle(false, EventResetMode.AutoReset, "CF2D4313-33DE-489D-9721-6AFF69841DEA", out createdNew);
var signaled = false;
// If the handle was already there, inform the other process to exit itself.
// Afterwards we'll also die.
if (!createdNew)
{
Log("Inform other process to stop.");
waitHandle.Set();
Log("Informer exited.");
return;
}
// Start a another thread that does something every 10 seconds.
var timer = new Timer(OnTimerElapsed, null, TimeSpan.Zero, TimeSpan.FromSeconds(10));
// Wait if someone tells us to die or do every five seconds something else.
do
{
signaled = waitHandle.WaitOne(TimeSpan.FromSeconds(5));
// ToDo: Something else if desired.
} while (!signaled);
// The above loop with an interceptor could also be replaced by an endless waiter
//waitHandle.WaitOne();
Log("Got signal to kill myself.");
}
private static void Log(string message)
{
Console.WriteLine(DateTime.Now + ": " + message);
}
private static void OnTimerElapsed(object state)
{
Log("Timer elapsed.");
}
You can use System.Threading.Timer Class which provides ability to execute callback asynchronously in a given period of time.
public Timer(
TimerCallback callback,
Object state,
int dueTime,
int period
)
As alternative there is System.Timers.Timer class which exposes Elapsed Event which raises when a given period of time is elapsed.
Why would you condone the use of an infinite loop? For this example would setting the program up as a scheduled task, to be run every minute, not be more economical?
Why don't you write a small application and use the system's task scheduler to run it every minute, hour...etc?
Another option would be to write a Windows Service which runs in the background. The service could use a simple Alarm class like the following on MSDN:
http://msdn.microsoft.com/en-us/library/wkzf914z%28v=VS.90%29.aspx#Y2400
You can use it to periodically trigger your method. Internally this Alarm class uses a timer:
http://msdn.microsoft.com/en-us/library/system.timers.timer.aspx
Just set the timer's interval correctly (e.g. 60000 milliseconds) and it will raise the Elapsed event periodically. Attach an event handler to the Elapsed event to perform your task. No need to implement an "infinite loop" just to keep the application alive. This is handled for you by the service.
I did this for an application that had to process files as they were dropped on a folder. Your best bet is a timer (as suggested) with a Console.ReadLine() at the end of "main" without putting in a loop.
Now, your concern about telling the app to stop:
I have also done this via some rudimentary "file" monitor. Simply creating the file "quit.txt" in the root folder of the application (by either my program or another application that might request it to stop) will make the application quit. Semi-code:
<do your timer thing here>
watcher = new FileSystemWatcher();
watcher.Path = <path of your application or other known accessible path>;
watcher.Changed += new FileSystemEventHandler(OnNewFile);
Console.ReadLine();
The OnNewFile could be something like this:
private static void OnNewFile(object source, FileSystemEventArgs e)
{
if(System.IO.Path.GetFileName(e.FullPath)).ToLower()=="quit.txt")
... remove current quit.txt
Environment.Exit(1);
}
Now you mentioned that this is (or could be) for a mobile application? You might not have the file system watcher. In that case, maybe you just need to "kill" the process (you said "In special situations (like: updating the app), I need to request the app to stop". Whoever the "requester" to stop it is, should simply kill the process)
It sounds to me like you want Main() to enter an interruptable loop. For this to happen, multiple threads must be involved somewhere (or your loop must poll periodically; I am not discussing that solution here though). Either another thread in the same application, or a thread in another process, must be able to signal to your Main() loop that it should terminate.
If this is true, then I think you want to use a ManualResetEvent or an EventWaitHandle . You can wait on that event until it is signalled (and the signalling would have to be done by another thread).
For example:
using System;
using System.Threading;
using System.Threading.Tasks;
namespace Demo
{
class Program
{
static void Main(string[] args)
{
startThreadThatSignalsTerminatorAfterSomeTime();
Console.WriteLine("Waiting for terminator to be signalled.");
waitForTerminatorToBeSignalled();
Console.WriteLine("Finished waiting.");
Console.ReadLine();
}
private static void waitForTerminatorToBeSignalled()
{
_terminator.WaitOne(); // Waits forever, but you can specify a timeout if needed.
}
private static void startThreadThatSignalsTerminatorAfterSomeTime()
{
// Instead of this thread signalling the event, a thread in a completely
// different process could do so.
Task.Factory.StartNew(() =>
{
Thread.Sleep(5000);
_terminator.Set();
});
}
// I'm using an EventWaitHandle rather than a ManualResetEvent because that can be named and therefore
// used by threads in a different process. For intra-process use you can use a ManualResetEvent, which
// uses slightly fewer resources and so may be a better choice.
static readonly EventWaitHandle _terminator = new EventWaitHandle(false, EventResetMode.ManualReset, "MyEventName");
}
}
You can use Begin-/End-Invoke to yield to other threads. E.g.
public static void ExecuteAsyncLoop(Func<bool> loopBody)
{
loopBody.BeginInvoke(ExecuteAsyncLoop, loopBody);
}
private static void ExecuteAsyncLoop(IAsyncResult result)
{
var func = ((Func<bool>)result.AsyncState);
try
{
if (!func.EndInvoke(result))
return;
}
catch
{
// Do something with exception.
return;
}
func.BeginInvoke(ExecuteAsyncLoop, func);
}
You would use it as such:
ExecuteAsyncLoop(() =>
{
// Do something.
return true; // Loop indefinitely.
});
This used 60% of one core on my machine (completely empty loop). Alternatively, you can use this (Source) code in the body of your loop:
private static readonly bool IsSingleCpuMachine = (Environment.ProcessorCount == 1);
[DllImport("kernel32", ExactSpelling = true)]
private static extern void SwitchToThread();
private static void StallThread()
{
// On a single-CPU system, spinning does no good
if (IsSingleCpuMachine) SwitchToThread();
// Multi-CPU system might be hyper-threaded, let other thread run
else Thread.SpinWait(1);
}
while (true)
{
// Do something.
StallThread();
}
That used 20% of one core on my machine.
To expound on a comment CodeInChaos made:
You can set a given thread's priority. Threads are scheduled for execution based on their priority. The scheduling algorithm used to determine the order of thread execution varies with each operating system. All threads default to "normal" priority, but if you set your loop to low; it shouldn't steal time from threads set to normal.
The Timer approach is probably your best bet, but since you mention Thread.Sleep there is an interesting Thread.SpinWait or SpinWait struct alternative for similar problems that can sometimes be better than short Thread.Sleep invocations.
Also see this question: What's the purpose of Thread.SpinWait method?
Lots of "advanced" answers here but IMO simply using a Thread.Sleep(lowvalue) should suffice for most.
Timers are also a solution, but the code behind a timer is also an infinity loop - I would assume - that fires your code on elapsed intervals, but they have the correct infinity-loop setup.
If you need a large sleep, you can cut it into smaller sleeps.
So something like this is a simple and easy 0% CPU solution for a non-UI app.
static void Main(string[] args)
{
bool wait = true;
int sleepLen = 1 * 60 * 1000; // 1 minute
while (wait)
{
//... your code
var sleepCount = sleepLen / 100;
for (int i = 0; i < sleepCount; i++)
{
Thread.Sleep(100);
}
}
}
Regarding how the OS detects if the app is unresponsive. I do not know of any other tests than on UI applications, where there are methods to check if the UI thread processes UI code. Thread sleeps on the UI will easily be discovered. The Windows "Application is unresponsive" uses a simple native method "SendMessageTimeout" to see detect if the app has an unresponse UI.
Any infinity loop on an UI app should always be run in a separate thread.
To keep console applications running just add a Console.ReadLine() to the end of your code in Main().
If the user shouldn't be able to terminate the application you can do this with a loop like the following:
while (true){
Console.ReadLine();
}
I'm looking at implementing a "Heartbeat" process to do a lot of repeated cleanup tasks throughout the day.
This seemed like a good chance to use the Command pattern, so I have an interface that looks like:
public interface ICommand
{
void Execute();
bool IsReady();
}
I've then created several tasks that I want to be run. Here is a basic example:
public class ProcessFilesCommand : ICommand
{
private int secondsDelay;
private DateTime? lastRunTime;
public ProcessFilesCommand(int secondsDelay)
{
this.secondsDelay = secondsDelay;
}
public void Execute()
{
Console.WriteLine("Processing Pending Files...");
Thread.Sleep(5000); // Simulate long running task
lastRunTime = DateTime.Now;
}
public bool IsReady()
{
if (lastRunTime == null) return true;
TimeSpan timeSinceLastRun = DateTime.Now.Subtract(lastRunTime.Value);
return (timeSinceLastRun.TotalSeconds > secondsDelay);
}
}
Finally, my console application runs in this loop looking for waiting tasks to add to the ThreadPool:
class Program
{
static void Main(string[] args)
{
bool running = true;
Queue<ICommand> taskList = new Queue<ICommand>();
taskList.Enqueue(new ProcessFilesCommand(60)); // 1 minute interval
taskList.Enqueue(new DeleteOrphanedFilesCommand(300)); // 5 minute interval
while (running)
{
ICommand currentTask = taskList.Dequeue();
if (currentTask.IsReady())
{
ThreadPool.QueueUserWorkItem(t => currentTask.Execute());
}
taskList.Enqueue(currentTask);
Thread.Sleep(100);
}
}
}
I don't have much experience with multi-threading beyond some work I did in Operating Systems class. However, as far as I can tell none of my threads are accessing any shared state so they should be fine.
Does this seem like an "OK" design for what I want to do? Is there anything you would change?
This is a great start. We've done a bunch of things like this recently so I can offer a few suggestions.
Don't use thread pool for long running tasks. The thread pool is designed to run lots of tiny little tasks. If you're doing long running tasks, use a separate thread. If you starve the thread pool (use up all the tasks), everything that gets queued up just waits for a threadpool thread to become available, significantly impacting the effective performance of the threadpool.
Have the Main() routine keep track of when things ran and how long till each runs next. Instead of each command saying "yes I'm ready" or "no I'm not" which will be the same for each command, just have LastRun and Interval fields which Main() can then use to determine when each command needs to run.
Don't use a Queue. While it may seem like a Queue type operation, since each command has it's own interval, it's really not a normal Queue. Instead put all the commands in a List and then sort the list by shortest time to next run. Sleep the thread until the first command is needed to run. Run that command. Resort the list by next command to run. Sleep. Repeat.
Don't use multiple threads. If each command's interval is a minute or few minutes, you probably don't need to use threads at all. You can simplify by doing everything on the same thread.
Error handling. This kind of thing needs extensive error handling to make sure a problem in one command doesn't make the whole loop fail, and so you can debug a problem when it occurs. You also may want to decide if a command should get immediately retried on error or wait until it's next scheduled run, or even delay it more than normal. You may also want to not log an error in a command if the error happens every time (an error in a command that runs often can easily create huge log files).
Instead of writing everything from scratch, you could choose to build your application using a framework that handles all of the scheduling and threading for you. The open-source library NCron is designed for exactly this purpose, and it is very easy to use.
Define your job like this:
class MyFirstJob : CronJob
{
public override void Execute()
{
// Put your logic here.
}
}
And create a main entry point for your application including scheduling setup like this:
class Program
{
static void Main(string[] args)
{
Bootstrap.Init(args, ServiceSetup);
}
static void ServiceSetup(SchedulingService service)
{
service.Hourly().Run<MyFirstJob>();
service.Daily().Run<MySecondJob>();
}
}
This is all the code you will need to write if you choose to go down this path. You also get the option to do more complex schedules or dependency injection if needed, and logging is included out-of-the-box.
Disclaimer: I am the lead programmer on NCron, so I might just be a tad biased! ;-)
I would make all your Command classes immutable to insure that you don't have to worry about changes to state.
Now a days 'Parallel Extensions' from microsoft should be the viable option to write concurrent code or doing any thread related tasks. It provides good abstraction on top of thread pool and system threads such that you need not to think in an imperative manner to get the task done.
In my opinion consider using it. By the way, your code is clean.
Thanks.
running variable will need to be marked as volatile if its state is going to be changed by another thread.
As to the suitability, why not just use a Timer?
how do set a timeout for a busy method +C#.
Ok, here's the real answer.
...
void LongRunningMethod(object monitorSync)
{
//do stuff
lock (monitorSync) {
Monitor.Pulse(monitorSync);
}
}
void ImpatientMethod() {
Action<object> longMethod = LongRunningMethod;
object monitorSync = new object();
bool timedOut;
lock (monitorSync) {
longMethod.BeginInvoke(monitorSync, null, null);
timedOut = !Monitor.Wait(monitorSync, TimeSpan.FromSeconds(30)); // waiting 30 secs
}
if (timedOut) {
// it timed out.
}
}
...
This combines two of the most fun parts of using C#. First off, to call the method asynchronously, use a delegate which has the fancy-pants BeginInvoke magic.
Then, use a monitor to send a message from the LongRunningMethod back to the ImpatientMethod to let it know when it's done, or if it hasn't heard from it in a certain amount of time, just give up on it.
(p.s.- Just kidding about this being the real answer. I know there are 2^9303 ways to skin a cat. Especially in .Net)
You can not do that, unless you change the method.
There are two ways:
The method is built in such a way that it itself measures how long it has been running, and then returns prematurely if it exceeds some threshold.
The method is built in such a way that it monitors a variable/event that says "when this variable is set, please exit", and then you have another thread measure the time spent in the first method, and then set that variable when the time elapsed has exceeded some threshold.
The most obvious, but unfortunately wrong, answer you can get here is "Just run the method in a thread and use Thread.Abort when it has ran for too long".
The only correct way is for the method to cooperate in such a way that it will do a clean exit when it has been running too long.
There's also a third way, where you execute the method on a separate thread, but after waiting for it to finish, and it takes too long to do that, you simply say "I am not going to wait for it to finish, but just discard it". In this case, the method will still run, and eventually finish, but that other thread that was waiting for it will simply give up.
Think of the third way as calling someone and asking them to search their house for that book you lent them, and after you waiting on your end of the phone for 5 minutes you simply say "aw, chuck it", and hang up. Eventually that other person will find the book and get back to the phone, only to notice that you no longer care for the result.
This is an old question but it has a simpler solution now that was not available then: Tasks!
Here is a sample code:
var task = Task.Run(() => LongRunningMethod());//you can pass parameters to the method as well
if (task.Wait(TimeSpan.FromSeconds(30)))
return task.Result; //the method returns elegantly
else
throw new TimeoutException();//the method timed-out
While MojoFilter's answer is nice it can lead to leaks if the "LongMethod" freezes. You should ABORT the operation if you're not interested in the result anymore.
public void LongMethod()
{
//do stuff
}
public void ImpatientMethod()
{
Action longMethod = LongMethod; //use Func if you need a return value
ManualResetEvent mre = new ManualResetEvent(false);
Thread actionThread = new Thread(new ThreadStart(() =>
{
var iar = longMethod.BeginInvoke(null, null);
longMethod.EndInvoke(iar); //always call endinvoke
mre.Set();
}));
actionThread.Start();
mre.WaitOne(30000); // waiting 30 secs (or less)
if (actionThread.IsAlive) actionThread.Abort();
}
You can run the method in a separate thread, and monitor it and force it to exit if it works too long. A good way, if you can call it as such, would be to develop an attribute for the method in Post Sharp so the watching code isn't littering your application.
I've written the following as sample code(note the sample code part, it works, but could suffer issues from multithreading, or if the method in question captures the ThreadAbortException would break it):
static void ActualMethodWrapper(Action method, Action callBackMethod)
{
try
{
method.Invoke();
} catch (ThreadAbortException)
{
Console.WriteLine("Method aborted early");
} finally
{
callBackMethod.Invoke();
}
}
static void CallTimedOutMethod(Action method, Action callBackMethod, int milliseconds)
{
new Thread(new ThreadStart(() =>
{
Thread actionThread = new Thread(new ThreadStart(() =>
{
ActualMethodWrapper(method, callBackMethod);
}));
actionThread.Start();
Thread.Sleep(milliseconds);
if (actionThread.IsAlive) actionThread.Abort();
})).Start();
}
With the following invocation:
CallTimedOutMethod(() =>
{
Console.WriteLine("In method");
Thread.Sleep(2000);
Console.WriteLine("Method done");
}, () =>
{
Console.WriteLine("In CallBackMethod");
}, 1000);
I need to work on my code readability.
Methods don't have timeouts in C#, unless your in the debugger or the OS believes your app has 'hung'. Even then processing still continues and as long as you don't kill the application a response is returned and the app continues to work.
Calls to databases can have timeouts.
Could you create an Asynchronous Method so that you can continue doing other stuff whilst the "busy" method completes?
I regularly write apps where I have to synchronize time critical tasks across platforms. If you can avoid thread.abort you should. See http://blogs.msdn.com/b/ericlippert/archive/2010/02/22/should-i-specify-a-timeout.aspx and http://www.interact-sw.co.uk/iangblog/2004/11/12/cancellation for guidelines on when thread.abort is appropriate. Here are the concept I implement:
Selective execution: Only run if a reasonable chance of success exists (based on ability to meet timeout or likelihood of success result relative to other queued items). If you break code into segments and know roughly the expected time between task chunks, you can predict if you should skip any further processing. Total time can be measured by wrapping an object bin tasks with a recursive function for time calculation or by having a controller class that watches workers to know expected wait times.
Selective orphaning: Only wait for return if reasonable chance of success exists. Indexed tasks are run in a managed queue. Tasks that exceed their timeout or risk causing other timeouts are orphaned and a null record is returned in their stead. Longer running tasks can be wrapped in async calls. See example async call wrapper: http://www.vbusers.com/codecsharp/codeget.asp?ThreadID=67&PostID=1
Conditional selection: Similar to selective execution but based on group instead of individual task. If many of your tasks are interconnected such that one success or fail renders additional processing irrelevant, create a flag that is checked before execution begins and again before long running sub-tasks begin. This is especially useful when you are using parallel.for or other such queued concurrency tasks.
I need to do a sort of "timeout" or pause in my method for 10 seconds (10000 milliseconds), but I'm not sure if the following would work as i do not have multi-threading.
Thread.Sleep(10000);
I will try to use that current code, but I would appreciate if someone could explain the best and correct way of doing this, especially if the above code does not work properly. Thanks!
UPDATE: This program is actually a console application that in the function in question is doing many HTTPWebRequests to one server, so I wish to delay them for a specified amount of milliseconds. Thus, no callback is required - all that is needed is an "unconditional pause" - basically just the whole thing stops for 10 seconds and then keeps going. I'm pleased that C# still considers this as a thread, so Thread.Sleep(...) would work. Thanks everybody!
You may not have multi-threading, but you're still executing within a thread: all code executes in a thread.
Calling Thread.Sleep will indeed pause the current thread. Do you really want it to unconditionally pause for 10 seconds, or do you want to be able to be "woken up" by something else happening? If you're only actually using one thread, calling Sleep may well be the best way forward, but it will depend on the situation.
In particular, if you're writing a GUI app you don't want to use Thread.Sleep from the UI thread, as otherwise your whole app will become unresponsive for 10 seconds.
If you could give more information about your application, that would help us to advise you better.
Thread.Sleep is fine, and AFAIK the proper way. Even if you are not Multithreaded: There is always at least one Thread, and if you send that to sleep, it sleeps.
Another (bad) way is a spinlock, something like:
// Do never ever use this
private void DoNothing(){ }
private void KillCPU()
{
DateTime target = DateTime.Now.AddSeconds(10);
while(DateTime.Now < target) DoNothing();
DoStuffAfterWaiting10Seconds();
}
This is sadly still being used by people and while it will halt your program for 10 seconds, it will run at 100% CPU Utilization (Well, on Multi-Core systems it's one core).
That will indeed pause the executing thread/method for 10 seconds. Are you seeing a specific problem?
Note that you shouldn't Sleep the UI thread - it would be better to do a callback instead.
Note also that there are other ways of blocking a thread that allow simpler access to get it going again (if you find it is OK after 2s); such as Monitor.Wait(obj, 10000) (allowing another thread to Pulse if needed to wake it up):
static void Main() {
object lockObj = new object();
lock (lockObj) {
new Thread(GetInput).Start(lockObj);
Monitor.Wait(lockObj, 10000);
}
Console.WriteLine("Main exiting");
}
static void GetInput(object state) {
Console.WriteLine("press return...");
string s = Console.ReadLine();
lock (state) {
Monitor.Pulse(state);
}
Console.WriteLine("GetInput exiting");
}
You can do this with Thread.Interrupt too, but IMO that is messier.
You could use a separate thread to do it:
ThreadPool.QueueUserWorkItem(
delegate(object state)
{
Thread.Sleep(1000);
Console.WriteLine("done");
});
But, if this is a Windows Forms app, you will need to invoke the code after the delay from the Gui thread (this article, for example: How to update the GUI from another thread in C#?).
[Edit] Just saw your update. If it's a console app, then this will work. But if you haven't used multiple threads so far, then you need to be aware that this code will be executed in a different thread, which means you will have to take care about thread synchronization issues.
If you don't need background workers, stick to "keeping it simple".
Here is a pause class that will pause for the desired milliseconds and wont consume your CPU resources.
public class PauseClass
{
//(C) Michael Roberg
//Please feel free to distribute this class but include my credentials.
System.Timers.Timer pauseTimer = null;
public void BreakPause()
{
if (pauseTimer != null)
{
pauseTimer.Stop();
pauseTimer.Enabled = false;
}
}
public bool Pause(int miliseconds)
{
ThreadPriority CurrentPriority = Thread.CurrentThread.Priority;
if (miliseconds > 0)
{
Thread.CurrentThread.Priority = ThreadPriority.Lowest;
pauseTimer = new System.Timers.Timer();
pauseTimer.Elapsed += new ElapsedEventHandler(pauseTimer_Elapsed);
pauseTimer.Interval = miliseconds;
pauseTimer.Enabled = true;
while (pauseTimer.Enabled)
{
Thread.Sleep(10);
Application.DoEvents();
//pausThread.Sleep(1);
}
pauseTimer.Elapsed -= new ElapsedEventHandler(pauseTimer_Elapsed);
}
Thread.CurrentThread.Priority = CurrentPriority;
return true;
}
private void pauseTimer_Elapsed(object sender, ElapsedEventArgs e)
{
pauseTimer.Enabled = false;
}
}
Yes, that works just fine.
You don't have to have multiple threads to make use of some of the methods in the Thread class. You always have at least one thread.
For a timeout, you should have a static volatile boolean isRunning class field. When the new thread starts, the isRunning must become true, and at the end must become false.
The main thread should have a method that loops for the isRunning during the timeout you define. When the timeout ends, you should implement the logic. But, never use the abort thread method.
A pause... there isn't a straightforward solution. It depends on what you are doing inside the thread. However, you could look at Monitor.Wait.
If you can have an async method, you can do something like to pause the function at a certain location. Once pause is set false it will continue executing the rest of the code in the method. Since this is an async method and delay is async too UI execution wouldn't be affected.
* Please note that asyn is supported only in .net 4.5 and higher.
bool pause = true;
void async foo()
{
//some code
while (pause)
{
await Task.Delay(100);
}
//some code
}