I have a jagged double[][] array that may be modified concurrently by multiple threads. I should like to make it thread-safe, but if possible, without locks. The threads may well target the same element in the array, that is why the whole problem arises. I have found code to increment double values atomically using the Interlocked.CompareExchange method: Why is there no overload of Interlocked.Add that accepts Doubles as parameters?
My question is: will it stay atomic if there is a jagged array reference in Interlocked.CompareExchange? Your insights are much appreciated.
With an example:
public class Example
{
double[][] items;
public void AddToItem(int i, int j, double addendum)
{
double newCurrentValue = items[i][j];
double currentValue;
double newValue;
SpinWait spin = new SpinWait();
while (true) {
currentValue = newCurrentValue;
newValue = currentValue + addendum;
// This is the step of which I am uncertain:
newCurrentValue = Interlocked.CompareExchange(ref items[i][j], newValue, currentValue);
if (newCurrentValue == currentValue) break;
spin.SpinOnce();
}
}
}
Yes, it will still be atomic and thread-safe. Any calls to the same cell will be passing the same address-to-a-double. Details like whether it is in an array of as a field on an object are irrelevant.
However, the line:
double newCurrentValue = items[i][j];
is not atomic - that could in theory give a torn value (especially on x86). That's actually OK in this case because in the torn-value scenario it will just hit the loop, count as a collision, and redo - this time using the known-atomic value from CompareExchange.
Seems that you want eventually add some value to an array item.
I suppose there are only updates of values (array itself stays the same piece of memory) and all updates are done via this AddToItem method.
So, you have to read updated value each time (otherwise you lost changes done by other thread, or get infinite loop).
public class Example
{
double[][] items;
public void AddToItem(int i, int j, double addendum)
{
var spin = new SpinWait();
while (true)
{
var valueAtStart = Volatile.Read(ref items[i][j]);
var newValue = valueAtStart + addendum;
var oldValue = Interlocked.CompareExchange(ref items[i][j], newValue, valueAtStart);
if (oldValue.Equals(valueAtStart))
break;
spin.SpinOnce();
}
}
}
Note that we have to use some volatile method to read items[i][j]. Volatile.Read is used to avoid some unwanted optimizations that are allowed under .NET Memory Model (see ECMA-334 and ECMA-335 specifications).
Since we update value atomically (via Interlocked.CompareExchange) it's enough to read items[i][j] via Volatile.Read.
If not all changes to this array are done in this method, then it's better to write a loop in which create local copy of array, modify it and update reference to new array (using Volatile.Read and Interlocked.CompareExchange)
Related
I am performing two updates on a value I get from TryGet I would like to know that which of these is better?
Option 1: Locking only out value?
if (HubMemory.AppUsers.TryGetValue(ConID, out OnlineInfo onlineinfo))
{
lock (onlineinfo)
{
onlineinfo.SessionRequestId = 0;
onlineinfo.AudioSessionRequestId = 0;
onlineinfo.VideoSessionRequestId = 0;
}
}
Option 2: Locking whole dictionary?
if (HubMemory.AppUsers.TryGetValue(ConID, out OnlineInfo onlineinfo))
{
lock (HubMemory.AppUsers)
{
onlineinfo.SessionRequestId = 0;
onlineinfo.AudioSessionRequestId = 0;
onlineinfo.VideoSessionRequestId = 0;
}
}
I'm going to suggest something different.
Firstly, you should be storing immutable types in the dictionary to avoid a lot of threading issues. As it is, any code could modify the contents of any items in the dictionary just by retrieving an item from it and changing its properties.
Secondly, ConcurrentDictionary provides the TryUpdate() method to allow you to update values in the dictionary without having to implement explicit locking.
TryUpdate() requires three parameters: The key of the item to update, the updated item and the original item that you got from the dictionary and then updated.
TryUpdate() then checks that the original has NOT been updated by comparing the value currently in the dictionary with the original that you pass to it. Only if it is the SAME does it actually update it with the new value and return true. Otherwise it returns false without updating it.
This allows you to detect and respond appropriately to cases where some other thread has changed the value of the item you're updating while you were updating it. You can either ignore this (in which case, first change gets priority) or try again until you succeed (in which case, last change gets priority). What you do depend on your situation.
Note that this requires that your type implements IEquatable<T>, since that is used by the ConcurrentDictionary to compare values.
Here's a sample console app that demonstrates this:
using System;
using System.Collections.Concurrent;
using System.Threading;
using System.Threading.Tasks;
namespace Demo
{
sealed class Test: IEquatable<Test>
{
public Test(int value1, int value2, int value3)
{
Value1 = value1;
Value2 = value2;
Value3 = value3;
}
public Test(Test other) // Copy ctor.
{
Value1 = other.Value1;
Value2 = other.Value2;
Value3 = other.Value3;
}
public int Value1 { get; }
public int Value2 { get; }
public int Value3 { get; }
#region IEquatable<Test> implementation (generated using Resharper)
public bool Equals(Test other)
{
if (other is null)
return false;
if (ReferenceEquals(this, other))
return true;
return Value1 == other.Value1 && Value2 == other.Value2 && Value2 == other.Value3;
}
public override bool Equals(object obj)
{
return ReferenceEquals(this, obj) || obj is Test other && Equals(other);
}
public override int GetHashCode()
{
unchecked
{
return (Value1 * 397) ^ Value2;
}
}
public static bool operator ==(Test left, Test right)
{
return Equals(left, right);
}
public static bool operator !=(Test left, Test right)
{
return !Equals(left, right);
}
#endregion
}
static class Program
{
static void Main()
{
var dict = new ConcurrentDictionary<int, Test>();
dict.TryAdd(0, new Test(1000, 2000, 3000));
dict.TryAdd(1, new Test(4000, 5000, 6000));
dict.TryAdd(2, new Test(7000, 8000, 9000));
Parallel.Invoke(() => update(dict), () => update(dict));
}
static void update(ConcurrentDictionary<int, Test> dict)
{
for (int i = 0; i < 100000; ++i)
{
for (int attempt = 0 ;; ++attempt)
{
var original = dict[0];
var modified = new Test(original.Value1 + 1, original.Value2 + 1, original.Value3 + 1);
var updatedOk = dict.TryUpdate(1, modified, original);
if (updatedOk) // Updated OK so don't try again.
break; // In some cases you might not care, so you would never try again.
Console.WriteLine($"dict.TryUpdate() returned false in iteration {i} attempt {attempt} on thread {Thread.CurrentThread.ManagedThreadId}");
}
}
}
}
}
There's a lot of boilerplate code there to support the IEquatable<T> implementation and also to support the immutability.
Fortunately, C# 9 has introduced the record type which makes immutable types much easier to implement. Here's the same sample console app that uses a record instead. Note that record types are immutable and also implement IEquality<T> for you:
using System;
using System.Collections.Concurrent;
using System.Threading;
using System.Threading.Tasks;
namespace System.Runtime.CompilerServices // Remove this if compiling with .Net 5
{ // This is to allow earlier versions of .Net to use records.
class IsExternalInit {}
}
namespace Demo
{
record Test(int Value1, int Value2, int Value3);
static class Program
{
static void Main()
{
var dict = new ConcurrentDictionary<int, Test>();
dict.TryAdd(0, new Test(1000, 2000, 3000));
dict.TryAdd(1, new Test(4000, 5000, 6000));
dict.TryAdd(2, new Test(7000, 8000, 9000));
Parallel.Invoke(() => update(dict), () => update(dict));
}
static void update(ConcurrentDictionary<int, Test> dict)
{
for (int i = 0; i < 100000; ++i)
{
for (int attempt = 0 ;; ++attempt)
{
var original = dict[0];
var modified = original with
{
Value1 = original.Value1 + 1,
Value2 = original.Value2 + 1,
Value3 = original.Value3 + 1
};
var updatedOk = dict.TryUpdate(1, modified, original);
if (updatedOk) // Updated OK so don't try again.
break; // In some cases you might not care, so you would never try again.
Console.WriteLine($"dict.TryUpdate() returned false in iteration {i} attempt {attempt} on thread {Thread.CurrentThread.ManagedThreadId}");
}
}
}
}
}
Note how much shorter record Test is compared to class Test, even though it provides the same functionality. (Also note that I added class IsExternalInit to allow records to be used with .Net versions prior to .Net 5. If you're using .Net 5, you don't need that.)
Finally, note that you don't need to make your class immutable. The code I posted for the first example will work perfectly well if your class is mutable; it just won't stop other code from breaking things.
Addendum 1:
You may look at the output and wonder why so many retry attempts are made when the TryUpdate() fails. You might expect it to only need to retry a few times (depending on how many threads are concurrently attempting to modify the data). The answer to this is simply that the Console.WriteLine() takes so long that it's much more likely that some other thread changed the value in the dictionary again while we were writing to the console.
We can change the code slightly to only print the number of attempts OUTSIDE the loop like so (modifying the second example):
static void update(ConcurrentDictionary<int, Test> dict)
{
for (int i = 0; i < 100000; ++i)
{
int attempt = 0;
while (true)
{
var original = dict[1];
var modified = original with
{
Value1 = original.Value1 + 1,
Value2 = original.Value2 + 1,
Value3 = original.Value3 + 1
};
var updatedOk = dict.TryUpdate(1, modified, original);
if (updatedOk) // Updated OK so don't try again.
break; // In some cases you might not care, so you would never try again.
++attempt;
}
if (attempt > 0)
Console.WriteLine($"dict.TryUpdate() took {attempt} retries in iteration {i} on thread {Thread.CurrentThread.ManagedThreadId}");
}
}
With this change, we see that the number of retry attempts drops significantly. This shows the importance of minimising the amount of time spent in code between TryUpdate() attempts.
Addendum 2:
As noted by Theodor Zoulias below, you could also use ConcurrentDictionary<TKey,TValue>.AddOrUpdate(), as the example below shows. This is probably a better approach, but it is slightly harder to understand:
static void update(ConcurrentDictionary<int, Test> dict)
{
for (int i = 0; i < 100000; ++i)
{
int attempt = 0;
dict.AddOrUpdate(
1, // Key to update.
key => new Test(1, 2, 3), // Create new element; won't actually be called for this example.
(key, existing) => // Update existing element. Key not needed for this example.
{
++attempt;
return existing with
{
Value1 = existing.Value1 + 1,
Value2 = existing.Value2 + 1,
Value3 = existing.Value3 + 1
};
}
);
if (attempt > 1)
Console.WriteLine($"dict.TryUpdate() took {attempt-1} retries in iteration {i} on thread {Thread.CurrentThread.ManagedThreadId}");
}
}
If you just need to lock the dictionary value, for instance to make sure the 3 values are set at the same time. Then it doesn't really matter what reference type you lock over, just as long as it is a reference type, it's the same instance, and everything else that needs to read or modify those values are also locked on the same instance.
You can read more on how the Microsoft CLR implementation deals with locking and how and why locks work with a reference types here
Why Do Locks Require Instances In C#?
If you are trying to have internal consistency with the dictionary and the value, that's to say, if you are trying to protect not only the internal consistency of the dictionary and the setting and reading of object in the dictionary. Then the your lock is not appropriate at all.
You would need to place a lock around the entire statement (including the TryGetValue) and every other place where you add to the dictionary or read/modify the value. Once again, the object you lock over is not important, just as long as it's consistent.
Note 1 : it is normal to use a dedicated instance to lock over (i.e. some instantiated object) either statically or an instance member depending on your needs, as there is less chance of you shooting yourself in the foot.
Note 2 : there are a lot more ways that can implement thread safety here, depending on your needs, if you are happy with stale values, whether you need every ounce of performance, and if you have a degree in minimal lock coding and how much effort and innate safety you want to bake in. And that is entirely up to you and your solution.
The first option (locking on the entry of the dictionary) is more efficient because it is unlikely to create significant contention for the lock. For this to happen, two threads should try to update the same entry at the same time. The second option (locking on the entire dictionary) is quite possible to create contention under heavy usage, because two threads will be synchronized even if they try to update different entries concurrently.
The first option is also more in the spirit of using a ConcurrentDictionary<K,V> in the first place. If you are going to lock on the entire dictionary, you might as well use a normal Dictionary<K,V> instead. Regarding this dilemma, you may find this question interesting: When should I use ConcurrentDictionary and Dictionary?
I have question about ConcurrencyDictionary in .NET C#.
My app is going to be async (I try to do that :)).
I have some external devices, which send data to my core (C# .NET) via some TCPIP communication. I store the objects in values of ConcurrentDictionary for each device. I have some operations with that data, where I need to read it and sometimes change some in the object.
Now it looks good without deadlock (when I increase the number of external/simulated devices, it does not slow, but it can handle more messages in same time (and without data lose)
But: I am not sure if I'm using it correctly.
I need to change some values inside of the object, call some functions and store all changes in the dict. All objects in the dict must be available to be read by other processes (I know during the "DoJob" other processes can have old values in dict until I will save value, but in my case it is ok). I just need to avoid blocking/locking other tasks and make it as fast as possible.
Which way is better:
1 way (i use it now):
var dict = new ConcurentDictionary<MyClass>(concurrencyLevel, initalCapacity);
private async Task DoJob(string myKey)
{
MyClass myClass;
MyClass myClassInitState;
dict.TryGetValue(myKey, out myClass);
dict.TryGetValue(myKey, out myClassInitState);
var value = myClass.SomeValueToRead;
myClass.Prop1 = 10;
await myClass.DoSomeAnotherJob();
dict.TryUpdate(myKey, myClass, myClassInitState);
}
2 way:
var dict = new ConcurentDictionary<MyClass>(concurrencyLevel, initalCapacity);
private async Task DoJob(string myKey)
{
var value = dict[myKey].SomeValueToRead;
dict[myKey].ChangeProp1(10);
await dict[myKey].DoSomeAnotherJob();
}
The second way looks much more clear and simple. But I am not sure if I can do that because of async.
Will I block the other threads/tasks?
Which way will be faster? I expect first one, because inside of DoJob I do not work with dict, but with some copy of object and after all I will update the dict.
Does the reading of values directly (#2) could slow down the whole process?
Could other processes read last-actualised value from dict even during #2 way without any troubles?
What happen when I call:
dict[myKey].DoSomeAnotherJob();
It is awaitable, so it should not block the threads. But in fact it is called in shared dict in some its value.
The thread-safe ConcurrentDictionary (as opposed to a plain old Dictionary) has nothing to do with async/await.
What this does:
await dict[myKey].DoSomeAnotherJob();
Is this:
var temp = dict[myKey];
await temp.DoSomeAnotherJob();
You do not need a ConcurrentDictionary in order to call that async method, dict can just as well be a regular Dictionary.
Also, assuming MyClass is a reference type (a class as opposed to a struct), saving its original reference in a temporary variable and updating the dictionary, as you do, is unnecessary. The moment after you called myClass.Prop1 = 10, this change is propagated to all other places where you have a reference to that same myClass instance.
You only want to call TryUpdate() if you want to replace the value, but you don't, as it's still the same reference - there's nothing to replace, both myClass and myClassInitState point to the same object.
The only reason to use a ConcurrentDictionary (as opposed to a Dictionary), is when the dictionary is accessed from multiple threads. So if you call DoJob() from different threads, that's when you should use a ConcurrentDictionary.
Also, when multithreading is involved, this is dangerous:
var value = dict[myKey].SomeValueToRead;
dict[myKey].ChangeProp1(10);
await dict[myKey].DoSomeAnotherJob();
Because in the meantime, another thread could change the value for myKey, meaning you obtain a different reference each time you call dict[myKey]. So saving it in a temporary variable is the way to go.
Also, using the indexer property (myDict[]) instead of TryGetValue() has its own issues, but still no threading issues.
Both ways are equal in effect. The first way uses methods to read from the collection and the second way uses an indexer to achieve the same. In fact the indexer internally invokes TryGetValue().
When invoking MyClass myClass = concurrentDictionary[key] (or concurrentDictionary[key].MyClassOperation()) the dictionary internally executes the getter of the indexer property:
public TValue this[TKey key]
{
get
{
if (!TryGetValue(key, out TValue value))
{
throw new KeyNotFoundException();
}
return value;
}
set
{
if (key == null) throw new ArgumentNullException("key");
TryAddInternal(key, value, true, true, out TValue dummy);
}
}
The internal ConcurrentDictionary code shows that
concurrentDictionary.TryGetValue(key, out value)
and
var value = concurrentDictionary[key]
are the same except the indexer will throw an KeyNotFoundException if the key doesn't exist.
From an consuming point of view the first version using TryGetValue enables to write more readable code:
// Only get value if key exists
if (concurrentDictionary.TryGetValue(key, out MyClass value))
{
value.Operation();
}
vs
// Only get value if key exists to avoid an exception
if (concurrentDictionary.Contains(key))
{
MyClass myClass = concurrentDictionary[key];
myClass.Operation();
}
Talking about readability, your code can be simplified as followed:
private async Task DoJob(string myKey)
{
if (dict.TryGetValue(myKey, out MyClass myClass))
{
var value = myClass.SomeValueToRead;
myClass.Prop1 = 10;
await myClass.DoSomeAnotherJob();
}
}
As async/await was designed to asynchronously execute operation on
the UI thread, await myClass.DoSomeAnotherJob() won't block.
neither will TryGetValue nor this[] block other threads
both access variants execute at the same speed as they share the same implementation
dict[myKey].Operation()
is equal to
MyClass myclass = dict.[myKey];
myClass.Operation();.
It's the same when
GetMyClass().Operation()
is equal to
MyClass myClass = GetMyClass();
myClass.Operation();
your perception is wrong. Nothing is called "inside" the dictionary. As you can see from the internal code snippet dict[key] returns a value.
Remarks
ConcurrentDictionary is a way to provide thread-safe access to a collection. E.g., this means the thread that accesses the collection will always access a defined state of the collection.
But be aware that the items itself are not thread-safe because they are stored in a thread-safe collection:
Consider the following method is executed by two threads simultaneously.
Both threads share the same ConcurrentDictionary containing therefore shared objects.
// Thread 1
private async Task DoJob(string myKey)
{
if (dict.TryGetValue(myKey, out MyClass myClass))
{
var value = myClass.SomeValueToRead;
myClass.Prop1 = 10;
await myClass.DoSomeLongRunningJob();
// The result is now '100' and not '20' because myClass.Prop1 is not thread-safe. The second thread was allowed to change the value while this thread was reading it
int result = 2 * myClass.Prop1;
}
}
// Thread 2
private async Task DoJob(string myKey)
{
if (dict.TryGetValue(myKey, out MyClass myClass))
{
var value = myClass.SomeValueToRead;
myClass.Prop1 = 50;
await myClass.DoSomeLongRunningJob();
int result = 2 * myClass.Prop1; // '100'
}
}
Also ConcurrentDictionary.TryUpdate(key, newValue, comparisonValue) is the same like the following code:
if (dict.Contains(key))
{
var value = dict[key];
if (value == comparisonValue)
{
dict[key] = newValue;
}
}
Example: Let's say the dictionary contains a numeric element at key "Amount" with a value of 50. Thread 1 only wants to modify this value if Thread 2 hasn't changed it in the meantime. Thread 2 value is more important (has precedence). You now can use the TryUpdate method to apply this rule:
if (dict.TryGetValue("Amount", out int oldIntValue))
{
// Change value according to rule
if (oldIntValue > 0)
{
// Calculate a new value
int newIntValue = oldIintValue *= 2;
// Replace the old value inside the dictionary ONLY if thread 2 hasn't change it already
dict.TryUpdate("Amount", newIntValue, oldIntValue);
}
else // Change value without rule
{
dict["Amount"] = 1;
}
}
I am doing some heavy computations in C# .NET and when doing these computations in parallel.for loop I must collect some data in collection, but because of limited memory I can't collect all results, so I only store the best ones.
Those computations must be as fast as possible because they are already taking too much time. So after optimizing a lot I find out that the slowest thing was my ConcurrentDictionary collection. I am wondering if I should switch to something with faster add, remove and find the highest (perhaps a sorted collection) and just use locks for my main operation or I can do something good using ConcurrentColletion and speed up it a little.
Here is my actual code, I know it's bad because of this huge lock, but without it I seem to lose consistency and a lot of my remove attempts are failing.
public class SignalsMultiValueConcurrentDictionary : ConcurrentDictionary<double, ConcurrentBag<Signal>>
{
public int Limit { get; set; }
public double WorstError { get; private set; }
public SignalsDictionaryState TryAddSignal(double key, Signal signal, out Signal removed)
{
SignalsDictionaryState state;
removed = null;
if (this.Count >= Limit && signal.AbsoluteError > WorstError)
return SignalsDictionaryState.NoAddedNoRemoved;
lock (this)
{
if (this.Count >= Limit)
{
ConcurrentBag<Signal> signals;
if (TryRemove(WorstError, out signals))
{
removed = signals.FirstOrDefault();
state = SignalsDictionaryState.AddedAndRemoved;
}
else
state = SignalsDictionaryState.AddedFailedRemoved;
}
else
state = SignalsDictionaryState.AddedNoRemoved;
this.Add(key, signal);
WorstError = Keys.Max();
}
return state;
}
private void Add(double key, Signal value)
{
ConcurrentBag<Signal> values;
if (!TryGetValue(key, out values))
{
values = new ConcurrentBag<Signal>();
this[key] = values;
}
values.Add(value);
}
}
Note also because I use absolute error of signal, sometimes (should be very rare) I store more than one value on one key.
The only operation used in my computations is TryAddSignal because it does what I want -> if I have more signlas than limit then it removes signal with highest error and adds new signal.
Because of the fact that I set Limit property at the start of the computations I don't need a resizable collection.
The main problem here is even without that huge lock, Keys.Max is a little too slow. So maybe I need other collection?
Keys.Max() is the killer. That's O(N). No need for a dictionary if you do this.
You can't incrementally compute the max value because you are adding and removing. So you better use a data structure that is made for this. Trees usually are. The BCL has SortedList and SortedSet and SortedDictionary I believe. One of them was based on a fast tree. It has min and max operations.
Or, use a .NET collection library with a priority queue.
Bug: Add is racy. You might overwrite a non-empty collection.
The large lock statement is at least dubious. An easier improvement, if you say that Keys.Max() is slow, is to calculate the maximum value incrementally. You'll need to refresh it only after removing a key:
//...
if (TryRemove(WorstError, out signals))
{
WorstError = Keys.Max();
//...
WorstError = Math.Max(WorstError, key);
What I did in the end was to implement Heap based on binary-tree as was suggested by #usr. My final collection was not concurrent but synchronized (I used locks). I checked performance thought and it does the job fast enough.
Here is pseudocode:
public class SynchronizedCollectionWithMaxOnTop
{
double Max => _items[0].AbsoluteError;
public ItemChangeState TryAdd(Item item, out Item removed)
{
ItemChangeState state;
removed = null;
if (_items.Count >= Limit && signal.AbsoluteError > Max)
return ItemChangeState.NoAddedNoRemoved;
lock (this)
{
if (_items.Count >= Limit)
{
removed = Remove();
state = ItemChangeState.AddedAndRemoved;
}
else
state = ItemChangeState.AddedNoRemoved;
Insert(item);
}
return state;
}
private void Insert(Item item)
{
_items.Add(item);
HeapifyUp(_items.Count - 1);
}
private void Remove()
{
var result = new Item(_items[0]);
var lastIndex = _items.Count - 1;
_items[0] = _items[lastIndex];
_items.RemoveAt(lastIndex);
HeapifyDown(0);
return result;
}
}
I am trying to Increment an element in a list in C#, but I need it to be thread safe, so the count does not get affected.
I know you can do this for integers:
Interlocked.Increment(ref sdmpobjectlist1Count);
but this does not work on a list I have the following so far:
lock (padlock)
{
DifferenceList[diff[d].PropertyName] = DifferenceList[diff[d].PropertyName] + 1;
}
I know this works, but I'm not sure if there is another way to do this?
As David Heffernan said, ConcurrentDictionary should provider better performance. But, the performance gain might be negligible depending upon how frequently multiple threads try to access the cache.
using System;
using System.Collections.Concurrent;
using System.Threading;
namespace ConcurrentCollections
{
class Program
{
static void Main()
{
var cache = new ConcurrentDictionary<string, int>();
for (int threadId = 0; threadId < 2; threadId++)
{
new Thread(
() =>
{
while (true)
{
var newValue = cache.AddOrUpdate("key", 0, (key, value) => value + 1);
Console.WriteLine("Thread {0} incremented value to {1}",
Thread.CurrentThread.ManagedThreadId, newValue);
}
}).Start();
}
Thread.Sleep(TimeSpan.FromMinutes(2));
}
}
}
If you use a List<int[]> rather than a List<int>, and have each element in the list be a single-item array, you will be able to do Increment(ref List[whatever][0]) and have it be atomic. One could improve storage efficiency slightly if one defined
class ExposedFieldHolder<T> {public T Value;}
and then used a List<ExposedFieldHolder<int>> and used the statement Increment(ref List[whatever].Value) to perform the increment. Things could be more efficient yet if the built-in types provided a means of exposing an item as a ref or allowed derived classes sufficient access to their internals to provide such ability themselves. They don't, however, so one must either define one's own collection types from scratch or encapsulate each item in its own class object [using an array or a wrapper class].
check the variable you locked on "padLock", normally, you can define it as private static Object padLock = new Object(). if you do not define it as static, each object has its own copy, thus it will not work.
Yes, I'm aware of that the following question could be answered with "Use the lock keyword instead" or something similar. But since this is just for "fun", I don't care about those.
I've made a simple lock using atomic operations:
public class LowLock
{
volatile int locked = 0;
public void Enter(Action action)
{
var s = new SpinWait();
while (true)
{
var inLock = locked; // release-fence (read)
// If CompareExchange equals 1, we won the race.
if (Interlocked.CompareExchange(ref locked, 1, inLock) == 1)
{
action();
locked = 0; // acquire fence (write)
break; // exit the while loop
}
else s.SpinOnce(); // lost the race. Spin and try again.
}
}
}
I'm using the lock above in a simple for loop, that adds a string to a normal List<string>, with the purpose of making the add method thread-safe, when wrapped inside the Enter method from a LowLock.
The code looks like:
static void Main(string[] args)
{
var numbers = new List<int>();
var sw = Stopwatch.StartNew();
var cd = new CountdownEvent(10000);
for (int i = 0; i < 10000; i++)
{
ThreadPool.QueueUserWorkItem(o =>
{
low.Enter(() => numbers.Add(i));
cd.Signal();
});
}
cd.Wait();
sw.Stop();
Console.WriteLine("Time = {0} | results = {1}", sw.ElapsedMilliseconds, numbers.Count);
Console.ReadKey();
}
Now the tricky part is that when the main thread hits the Console.WriteLine that prints time and number of elements in the list, the number of elements should be equal to the count given to the CountdownEvent (10000) - It works most of the time, but sometimes there's only 9983 elements in the list, other times 9993. What am I overlooking?
I suggest you take a look at the SpinLock structure as it appears to do exactly what you want.
That said, this all looks really dicey, but I'll have a stab at it.
You appear to be trying to use 0 to mean 'unlocked' and 1 to mean 'locked'.
In which case the line:
if (Interlocked.CompareExchange(ref locked, 1, inLock) == 1)
isn't correct at all. It's just replacing the locked variable with the value of 1 (locked) if its current value is the same as the last time you read it via inLock = locked (and acquiring the lock if so). Worse, it is entering the mutual exclusion section if the original value was 1 (locked), which is the exact opposite of what you want to be doing.
You should actually be atomically checking that the lock has not been taken (original value == 0) and take it if you can (new value == 1), by using 0 (unlocked) as both the comparand argument as well as the value to test the return value against:
if (Interlocked.CompareExchange(ref locked, 1, 0) == 0)
Now even if you fixed this, we also need to be certain that the List<T>.Add method will 'see' an up to date internal-state of the list to perform the append correctly. I think Interlocked.CompareExchange uses a full memory barrier, which should create this pleasant side-effect, but this does seem a little dangerous to rely on (I've never seen this documented anywhere).
I strongly recommend staying away from such low-lock patterns except in the most trivial (and obviously correct) of scenarios unless you are a genuine expert in low-lock programming. We mere mortals will get it wrong.
EDIT: Updated the compare value to 0.
Interlocked.CompareExchange returns the original value of the variable, so you want something like this:
public class LowLock
{
int locked = 0;
public void Enter( Action action )
{
var s = new SpinWait();
while ( true )
{
// If CompareExchange equals 0, we won the race.
if ( Interlocked.CompareExchange( ref locked, 1, 0 ) == 0 )
{
action();
Interlocked.Exchange( ref locked, 0 );
break; // exit the while loop
}
s.SpinOnce(); // lost the race. Spin and try again.
}
}
}
I've removed the volatile and used a full fence to reset the flag, because volatile is hard