What is the difference between asynchronous programming and multithreading? - c#

I thought that they were basically the same thing — writing programs that split tasks between processors (on machines that have 2+ processors). Then I'm reading this, which says:
Async methods are intended to be non-blocking operations. An await
expression in an async method doesn’t block the current thread while
the awaited task is running. Instead, the expression signs up the rest
of the method as a continuation and returns control to the caller of
the async method.
The async and await keywords don't cause additional threads to be
created. Async methods don't require multithreading because an async
method doesn't run on its own thread. The method runs on the current
synchronization context and uses time on the thread only when the
method is active. You can use Task.Run to move CPU-bound work to a
background thread, but a background thread doesn't help with a process
that's just waiting for results to become available.
and I'm wondering whether someone can translate that to English for me. It seems to draw a distinction between asynchronicity (is that a word?) and threading and imply that you can have a program that has asynchronous tasks but no multithreading.
Now I understand the idea of asynchronous tasks such as the example on pg. 467 of Jon Skeet's C# In Depth, Third Edition
async void DisplayWebsiteLength ( object sender, EventArgs e )
{
label.Text = "Fetching ...";
using ( HttpClient client = new HttpClient() )
{
Task<string> task = client.GetStringAsync("http://csharpindepth.com");
string text = await task;
label.Text = text.Length.ToString();
}
}
The async keyword means "This function, whenever it is called, will not be called in a context in which its completion is required for everything after its call to be called."
In other words, writing it in the middle of some task
int x = 5;
DisplayWebsiteLength();
double y = Math.Pow((double)x,2000.0);
, since DisplayWebsiteLength() has nothing to do with x or y, will cause DisplayWebsiteLength() to be executed "in the background", like
processor 1 | processor 2
-------------------------------------------------------------------
int x = 5; | DisplayWebsiteLength()
double y = Math.Pow((double)x,2000.0); |
Obviously that's a stupid example, but am I correct or am I totally confused or what?
(Also, I'm confused about why sender and e aren't ever used in the body of the above function.)

Your misunderstanding is extremely common. Many people are taught that multithreading and asynchrony are the same thing, but they are not.
An analogy usually helps. You are cooking in a restaurant. An order comes in for eggs and toast.
Synchronous: you cook the eggs, then you cook the toast.
Asynchronous, single threaded: you start the eggs cooking and set a timer. You start the toast cooking, and set a timer. While they are both cooking, you clean the kitchen. When the timers go off you take the eggs off the heat and the toast out of the toaster and serve them.
Asynchronous, multithreaded: you hire two more cooks, one to cook eggs and one to cook toast. Now you have the problem of coordinating the cooks so that they do not conflict with each other in the kitchen when sharing resources. And you have to pay them.
Now does it make sense that multithreading is only one kind of asynchrony? Threading is about workers; asynchrony is about tasks. In multithreaded workflows you assign tasks to workers. In asynchronous single-threaded workflows you have a graph of tasks where some tasks depend on the results of others; as each task completes it invokes the code that schedules the next task that can run, given the results of the just-completed task. But you (hopefully) only need one worker to perform all the tasks, not one worker per task.
It will help to realize that many tasks are not processor-bound. For processor-bound tasks it makes sense to hire as many workers (threads) as there are processors, assign one task to each worker, assign one processor to each worker, and have each processor do the job of nothing else but computing the result as quickly as possible. But for tasks that are not waiting on a processor, you don't need to assign a worker at all. You just wait for the message to arrive that the result is available and do something else while you're waiting. When that message arrives then you can schedule the continuation of the completed task as the next thing on your to-do list to check off.
So let's look at Jon's example in more detail. What happens?
Someone invokes DisplayWebSiteLength. Who? We don't care.
It sets a label, creates a client, and asks the client to fetch something. The client returns an object representing the task of fetching something. That task is in progress.
Is it in progress on another thread? Probably not. Read Stephen's article on why there is no thread.
Now we await the task. What happens? We check to see if the task has completed between the time we created it and we awaited it. If yes, then we fetch the result and keep running. Let's suppose it has not completed. We sign up the remainder of this method as the continuation of that task and return.
Now control has returned to the caller. What does it do? Whatever it wants.
Now suppose the task completes. How did it do that? Maybe it was running on another thread, or maybe the caller that we just returned to allowed it to run to completion on the current thread. Regardless, we now have a completed task.
The completed task asks the correct thread -- again, likely the only thread -- to run the continuation of the task.
Control passes immediately back into the method we just left at the point of the await. Now there is a result available so we can assign text and run the rest of the method.
It's just like in my analogy. Someone asks you for a document. You send away in the mail for the document, and keep on doing other work. When it arrives in the mail you are signalled, and when you feel like it, you do the rest of the workflow -- open the envelope, pay the delivery fees, whatever. You don't need to hire another worker to do all that for you.

In-browser Javascript is a great example of an asynchronous program that has no multithreading.
You don't have to worry about multiple pieces of code touching the same objects at the same time: each function will finish running before any other javascript is allowed to run on the page. (Update: Since this was written, JavaScript has added async functions and generator functions. These functions do not always run to completion before any other javascript is executed: whenever they reach a yield or await keyword, they yield execution to other javascript, and can continue execution later, similar to C#'s async methods.)
However, when doing something like an AJAX request, no code is running at all, so other javascript can respond to things like click events until that request comes back and invokes the callback associated with it. If one of these other event handlers is still running when the AJAX request gets back, its handler won't be called until they're done. There's only one JavaScript "thread" running, even though it's possible for you to effectively pause the thing you were doing until you have the information you need.
In C# applications, the same thing happens any time you're dealing with UI elements--you're only allowed to interact with UI elements when you're on the UI thread. If the user clicked a button, and you wanted to respond by reading a large file from the disk, an inexperienced programmer might make the mistake of reading the file within the click event handler itself, which would cause the application to "freeze" until the file finished loading because it's not allowed to respond to any more clicking, hovering, or any other UI-related events until that thread is freed.
One option programmers might use to avoid this problem is to create a new thread to load the file, and then tell that thread's code that when the file is loaded it needs to run the remaining code on the UI thread again so it can update UI elements based on what it found in the file. Until recently, this approach was very popular because it was what the C# libraries and language made easy, but it's fundamentally more complicated than it has to be.
If you think about what the CPU is doing when it reads a file at the level of the hardware and Operating System, it's basically issuing an instruction to read pieces of data from the disk into memory, and to hit the operating system with an "interrupt" when the read is complete. In other words, reading from disk (or any I/O really) is an inherently asynchronous operation. The concept of a thread waiting for that I/O to complete is an abstraction that the library developers created to make it easier to program against. It's not necessary.
Now, most I/O operations in .NET have a corresponding ...Async() method you can invoke, which returns a Task almost immediately. You can add callbacks to this Task to specify code that you want to have run when the asynchronous operation completes. You can also specify which thread you want that code to run on, and you can provide a token which the asynchronous operation can check from time to time to see if you decided to cancel the asynchronous task, giving it the opportunity to stop its work quickly and gracefully.
Until the async/await keywords were added, C# was much more obvious about how callback code gets invoked, because those callbacks were in the form of delegates that you associated with the task. In order to still give you the benefit of using the ...Async() operation, while avoiding complexity in code, async/await abstracts away the creation of those delegates. But they're still there in the compiled code.
So you can have your UI event handler await an I/O operation, freeing up the UI thread to do other things, and more-or-less automatically returning to the UI thread once you've finished reading the file--without ever having to create a new thread.

Related

Is there a neat way to force a pile of `async` C# code to run single-threadly as though it weren't actually `async`

Suppose (entirely hypothetically ;)) I have a big pile of async code.
10s of classes; 100s of async methods, of which 10s are actually doing async work (e.g. where we WriteToDbAsync(data) or we ReadFileFromInternetAsync(uri), or when WhenAll(parallelTasks).
And I want to do a bunch of diagnostic debugging on it. I want to perf profile it, and step through a bunch of it manually to see what's what.
All my tools are designed around synchronous C# code. They will sort of work with async, but it's definitely much less effective, and debugging is way harder, even when I try to directly manage the threads a bit.
If I'm only interested in a small portion of the code, then it's definitely a LOT easier to temporarily un-async that portion of the code. Read and Write synchronously, and just Task.Wait() on each of my "parallel" Tasks in sequence. But that's not viable for to do if I want to poke around in a large swathe of the code.
Is there anyway to ask C# to run some "async" code like that for me?
i.e. some sort of (() => MyAsyncMethod()).RunAsThoughAsyncDidntExist() which knows that any time it does real async communication with the outside world, it should just spin (within the same thread) until it gets an answer. Any time it's asked to run code in parallel ... don't; just run them in series on its single thread. etc. etc.
I'm NOT talking about just awaiting for the Task to finish, or calling Task.Wait(). Those won't change how that Task executes itself
I strongly assume that this sort of thing doesn't exist, and I just have to live with my tools not being well architected for async code.
But it would be great if someone with some expertise in the area, could confirm that.
EDIT: (Because SO told me to explain why the suggestion isn't an answer)...
Sinatr suggested this: How do I create a custom SynchronizationContext so that all continuations can be processed by my own single-threaded event loop? but (as I understand it) that is going to ensure that each time there's an await command then the code after that await continues on the same thread. But I want the actual contents of the await to be on the same thread.
Keep in mind that asynchronous != parallel.
Parallel means running two or more pieces of code at the same time, which can only be done with multithreading. It's about how code runs.
Asynchronous code frees the current thread to do other things while it is waiting for something else. It is about how code waits.
Asynchronous code with a synchronization context can run on a single thread. It starts running on one thread, then fires off an I/O request (like an HTTP request), and while it waits there is no thread. Then the continuation (because there is a synchronization context) can happen on the same thread depending on what the synchronization context requires, like in a UI application where the continuation happens on the UI thread.
When there is no synchronization context, then the continuation can be run on any ThreadPool thread (but might still happen on the same thread).
So if your goal is to make it initially run and then resume all on the same thread, then the answer you were already referred to is indeed the best way to do it, because it's that synchronization context that decides how the continuation is executed.
However, that won't help you if there are any calls to Task.Run, because the entire purpose of that method is to start a new thread (and give you an asynchronous way to wait for that thread to finish).
It also may not help if the code uses .ConfigureAwait(false) in any of the await calls, since that explicitly means "I don't need to resume on the synchronization context", so it may still run on a ThreadPool thread. I don't know if Stephen's solution does anything for that.
But if you really want it to "RunAsThoughAsyncDidntExist" and lock the current thread while it waits, then that's not possible. Take this code for example:
var myTask = DoSomethingAsync();
DoSomethingElse();
var results = await myTask;
This code starts an I/O request, then does something else while waiting for that request to finish, then finishes waiting and processes the results after. The only way to make that behave synchronously is to refactor it, since synchronous code isn't capable of doing other work while waiting. A decision would have to be made whether to do the I/O request before or after DoSomethingElse().

Is it pointless to use Threads inside Tasks in C#?

I know the differences between a thread and a task., but I cannot understand if creating threads inside tasks is the same as creating only threads.
It depends on how you use the multithreaded capabilities and the asynchronous programming semantics of the language.
Simple facts first. Assume you have an initial, simple, single-threaded, and near empty application (that just reads a line of input with Console.ReadLine for simplicity sake). If you create a new Thread, then you've created it from within another thread, the main thread. Therefore, creating a thread from within a thread is a perfectly valid operation, and the starting point of any multithreaded application.
Now, a Task is not a thread per se, but it gets executed in one when you do Task.Run which is selected from a .NET managed thread pool. As such, if you create a new thread from within a task, you're essentially creating a thread from within a thread (same as above, no harm done). The caveat here is, that you don't have control of the thread or its lifetime, that is, you can't kill it, suspend it, resume it, etc., because you don't have a handle to that thread. If you want some unit of work done, and you don't care which thread does it, just that's it not the current one, then Task.Run is basically the way to go. With that said, you can always start a new thread from within a task, actually, you can even start a task from within a task, and here is some official documentation on unwrapping nested tasks.
Also, you can await inside a task, and create a new thread inside an async method if you want. However, the usability pattern for async and await is that you use them for I/O bound operations, these are operations that require little CPU time but can take long because they need to wait for something, such as network requests, and disk access. For responsive UI implementations, this technique is often used to prevent blocking of the UI by another operation.
As for being pointless or not, it's a use case scenario. I've faced situations where that could have been the solution, but found that redesigning my program logic so that if I need to use a thread from within a task, then what I do is to have two tasks instead of one task plus the inner thread, gave me a cleaner, and more readable code structure, but that it's just personal flair.
As a final note, here are some links to official documentation and another post regarding multithreaded programming in C#:
Async in Depth
Task based asynchronous programming
Chaining Tasks using Continuation Tasks
Start multiple async Tasks and process them as they complete
Should one use Task.Run within another Task
It depends how you use tasks and what your reason is for wanting another thread.
Task.Run
If you use Task.Run, the work will "run on the ThreadPool". It will be done on a different thread than the one you call it from. This is useful in a desktop application where you have a long-running processor-intensive operation that you just need to get off the UI thread.
The difference is that you don't have a handle to the thread, so you can't control that thread in any way (suspend, resume, kill, reuse, etc.). Essentially, you use Task.Run when you don't care which thread the work happens on, as long as it's not the current one.
So if you use Task.Run to start a task, there's nothing stopping you from starting a new thread within, if you know why you're doing it. You could pass the thread handle between tasks if you specifically want to reuse it for a specific purpose.
Async methods
Methods that use async and await are used for operations that use very little processing time, but have I/O operations - operations that require waiting. For example, network requests, read/writing local storage, etc. Using async and await means that the thread is free to do other things while you wait for a response. The benefits depend on the type of application:
Desktop app: The UI thread will be free to respond to user input while you wait for a response. I'm sure you've seen some programs that totally freeze while waiting for a response from something. This is what asynchronous programming helps you avoid.
Web app: The current thread will be freed up to do any other work required. This can include serving other incoming requests. The result is that your application can handle a bigger load than it could if you didn't use async and await.
There is nothing stopping you from starting a thread inside an async method too. You might want to move some processor-intensive work to another thread. But in that case you could use Task.Run too. So it all depends on why you want another thread.
It would be pointless in most cases of everyday programming.
There are situations where you would create threads.

What's so special about UI thread?

Let's say I have a method fooCPU that runs synchronously (it doesn't call pure async methods performing I/O, or use other threads to run its code by calling Task.Run or similar ways). That method performs some heavy calculations - it's CPU bound.
Now I call fooCPU in my program without delegating it to be executed by a worker thread. If one line of fooCPU will take long to run, no other lines will be executed until it finishes. So for example, calling it from the UI thread causes the UI thread to freeze (GUI will become unresponsive).
When I stated that async/await is an imitation of mutlithreading. The lines of two different pieces of code are executed in turns, on a single thread. If one of these lines will take long to run, no other lines will be executed until it finishes.,
I've been told that it's true for async used on the UI thread, but it's not true for all other cases (ASP.NET, async on the thread pool, console apps, etc).
Could anyone tell me what this might mean? How is UI thread different from the main thread of a console program?
I think nobody wants anyone here on this forum to continue the discussion of related topics, as they appear in the comments for instance, so it's better to ask a new question.
I recommend you read my async intro post; it explains how the async and await keywords work. Then, if you're interested in writing asynchronous code, continue with my async best practices article.
The relevant parts of the intro post:
The beginning of an async method is executed just like any other method. That is, it runs synchronously until it hits an “await” (or throws an exception).
So this is why the inner method in your console code example (without an await) was running synchronously.
Await examines that awaitable to see if it has already completed; if the awaitable has already completed, then the method just continues running (synchronously, just like a regular method).
So this is why the outer method in your console code example (that was awaiting the inner method which was synchronous) was running synchronously.
Later on, when the awaitable completes, it will execute the remainder of the async method. If you’re awaiting a built-in awaitable (such as a task), then the remainder of the async method will execute on a “context” that was captured before the “await” returned.
This "context" is SynchronizationContext.Current unless it is null, in which case it is TaskScheduler.Current. Or, the simpler version:
What exactly is that “context”?
Simple answer:
If you’re on a UI thread, then it’s a UI context.
If you’re responding to an ASP.NET request, then it’s an ASP.NET request context.
Otherwise, it’s usually a thread pool context.
Putting all of this together, you can visualize async/await as working like this: the method is split into several "chunks", with each await acting as a point where the method is split. The first chunk is always run synchronously, and at each split point it may continue either synchronously or asynchronously. If it continues asynchronously, then it will continue in a captured context (by default). UI threads provide a context that will execute the next chunk on the UI thread.
So, to answer this question, the special thing about UI threads is that they provide a SynchronizationContext that queues work back to that same UI thread.
I think nobody wants anyone here on this forum to continue the discussion of related topics, as they appear in the comments for instance, so it's better to ask a new question.
Well, Stack Overflow is specifically not intended to be a forum; it's a Question & Answer site. So it's not a place to ask for exhaustive tutorials; it's a place to come when you're stuck trying to get code working or if you don't understand something after having researched everything you can about it. This is why the comments on SO are (purposefully) restricted - they have to be short, no nice code formatting, etc. Comments on this site are intended for clarification, not as a discussion or forum thread.
It is pretty simple, a thread can do only one thing at a time. So if you send your UI thread out in the woods doing something non-UI related, say a dbase query, then all UI activity stops. No more screen updates, no response to mouse clicks and key presses. It looks and acts frozen.
You'll probably say, "well, I'll just use another thread to do the UI then". Works in a console mode, kind of. But not in a GUI app, making code thread-safe is difficult and UI is not thread-safe at all because so much code is involved. Not the kind you wrote, the kind you use with a fancy class library wrapper.
The universal solution is to invert that, do the non-UI related stuff on a worker thread and leave the UI thread to only take care of the easy UI stuff. Async/await helps you do that, what's on the right of await runs on a worker. The only way to mess that up, and it is not uncommon, is to ask the UI thread to still do too much work. Like adding a line of text to a textbox once every millisecond. That's just bad UI design, humans don't read that fast.
Given
async void Foo() {
Bar();
await Task.Yield();
Baz();
}
you're right that if Foo() gets called on the UI thread, then Bar() gets called immediately, and Baz() gets called at some later time, but still on the UI thread.
However, this is not a property of the threads themselves.
What's actually going on is that this method gets split up into something similar to
Task Foo() {
Bar();
return Task.Yield().Continue(() => {
Baz();
});
}
This is not actually correct, but the ways in which it's wrong don't matter.
The argument that gets passed to my hypothetical Continue method is code that can be invoked in some way to be determined by the task. The task may decide to execute it immediately, it may decide to execute it at some later point on the same thread, or it may decide to execute it at some later point on a different thread.
Actually, the tasks themselves don't decide, they simply pass on the delegate to a SynchronizationContext. It's this synchronisation context that determines what to do with to-be-executed code.
And that's what's different between the thread types: once you access any WinForms control from a thread, then WinForms installs a synchronisation context for that specific thread, which will schedule the to-be-executed code at some later point on the same thread.
ASP.NET, background threads, it's all different synchronisation contexts, and that's what's causing the changes in how code gets scheduled.

Asynchronous operation and thread in C#

Asynchronous programming is a technique that calls a long running method in the background so that the UI thread remains responsive. It should be used while calling a web service or database query or any I/O bound operation. when the asynchronous method completes, it returns the result to the main thread. In this way, the program's main thread does not have to wait for the result of an I/O bound operation and continues to execute further without blocking/freezing the UI. This is ok.
As far as I know the asynchronous method executes on a background worker thread. The runtime makes availabe the thread either from the threadpool or it may create a brand new thread for its execution.
But I have read in many posts that an asynchronous operation may execute on a separate thread or without using any thread. Now I am very confused.
1) Could you please help clarifying in what situation an asynchronous operation will not use a thread?
2) What is the role of processor core in asynchronous operation?
3) How it is different from multithreading? I know one thing that multithreading is usefult with compute-bound operation.
Please help.
IO (let's say a database-operation over the network) is a good example for all three:
you basically just register a callback the OS will finally call (maybe on a then newly created thread) when the IO-Operation finished. There is no thread sitting around and waiting - the resurrection will be triggered by hardware-events (or at least by a OS process usually outside user-space)
it might have none (see 1)
in Multithreading you use more than one thread (your background-thread) and there one might idle sit there doing nothing (but using up system-resources) - this is of course different if you have something to compute (so the thread is not idle waiting for external results) - there it makes sense to use a background-worker-thread
Asynchronous operations don't actually imply much of anything about how they are processed, only that they would like the option to get back to you later with your results. By way of example:
They may (as you've mentioned) split off a compute-bound task onto an independent thread, but this is not the only use case.
They may sometimes complete synchronously within the call that launches them, in which case no additional thread is used. This may happen with an I/O request if there is already enough buffer content (input) or free buffer space (output) to service the request.
They may simply drop off a long-running I/O request to the system; in this case the callback is likely to occur on a background thread after receiving notification from an I/O completion port.
On completion, a callback may be delivered later on the same thread; this is especially common with events within a UI framework, such as navigation in a WebBrowser.
Asynchronity doesn't say anything about thread. Its about having some kind of callbacks which will be handled inside a "statemachine" (not really correct but you can think of it like events ). Asynchronity does not raise threads nor significantly allocate system ressources. You can run as many asynchronous methods as you want to.
Threads do have a real imply on your system and you have a hughe but limited number you can have at once.
Io operations are mostly related to others controllers (HDD, NIC,...) What now happens if you create a thread is that a thread of your application which has nothing to do waits for the controllers to finish. In async as Carsten and Jeffrey already mentioned you just get some kind of callback mechanism so your thread continues to do other work, methods and so on.
Also keep in mind that each thread costs ressources (RAM, Performance,handles Garbage Collection got worse,...) and may even and up in exceptions (OutOfMemoryException...)
So when to use Threads? Absolutly only if you really need it. If there is a async api use it unless you have really important reasons to not use it.
In past days the async api was really painfull, thats why many people used threads when ever they need just asynchronity.
For example node.js refuses the use of mulptile thread at all!
This is specially important if you handle multiple requests for example in services / websites where there is always work to do. There is also a this short webcast with Jeffrey Richter about this which helped me to understand
Also have a look at this MSDN article
PS: As a side effect sourcecode with async and await tend to be more readable

Threads, Task, async/await, Threadpool

I am getting really confused here about multithreading :(
I am reading about the C# Async/Await keywords. I often read, that by using this async feature, the code gets executed "non-blocking". People put code examples in two categories "IO-Bound" and "CPU-bound" - and that I should not use a thread when I execute io-bound things, because that thread will just wait ..
I dont get it... If I do not want a user have to wait for an operation, I have to execute that operation on another thread, right ?
If I use the Threadpool, an instance of "Thread"-class, delegate.BeginInvoke or the TPL -- every asynchronous execution is done on another thread. (with or without a callback)
What you are missing is that not every asynchronous operation is done on another thread. Waiting on an IO operation or a web service call does not require the creation of a thread. On Windows this is done by using the OS I/O Completion Ports.
What happens when you call something like Stream.ReadAsync is that the OS will issue a read command to the disk and then return to the caller. Once the disk completes the read the notifies the OS kernel which will then trigger a call back to your processes. So there is no need to create a new threadpool thread that will just sit and block.
What is meant is this:
Suppose you query some data from a database (on another server) - you will send a request and just wait for the answer. Instead of having a thread block and wait for the return it's better to register an callback that get's called when the data comes back - this is (more or less) what async/await does.
It will free the thread to do other things (give it back to the pool) but once your data come back asynchronously it will get another thread and continue your code at the point you left (it's really some kind of state-machine that handles that).
If your calculation is really CPU intensive (let's say you are calculating prime-numbers) things are different - you are not waiting for some external IO, you are doing heavy work on the CPU - here it's a better idea to use a thread so that your UI will not block.
I dont get it... If I do not want a user have to wait for an operation, I have to execute that operation on another thread, right ?
Not exactly. An operation will take however long it is going to take. When you have a single-user application, running long-running things on a separate thread lets the user interface remain responsive. At the very least this allows the UI to have something like a "Cancel" button that can take user input and cancel processing on the other thread. For some single-user applications, it makes sense to allow the user to keep doing other things while a long-running task completes (for example let them work on one file while another file is uploading or downloading).
For web applications, you do not want to block a thread from the thread pool during lengthy(ish) IO, for example while reading from a database or calling another web service. This is because there are only a limited number of threads available in the thread pool, and if they are all in use, the web server will not be able to accept additional HTTP requests.

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