Get Thread ID of the initiator of a Parallel.Foreach - c#

I've a queue of commands. One thread is trying to execute those commands.
Other threads can ask to pause the execution(and they will be blocked until the current command execution is done), and resume them.
When the thread wants to execute thoses commands(at regular interval) it flags that it want to execute commands(and is blocked until all "pause" are removed.
The only issue is that some of thoses commands might try to pause the command execution(because of some event that listen some other event, ...).
The way it has been handled until now is to store the ThreadId of the thread executing the commands, and ignore the pause request if it comes from this thread.
(You don't have to tell me it's a shity design, I know, but I've to do with it :( ).
One class is containing all this CommandQueue logic:
public void PauseDataCommandProcessing()
{
if (Thread.CurrentThread.ManagedThreadId == m_processDataCommandThreadId)
{
return;
}
lock (m_pauseLock)
{
m_pauseCounter++;
if (m_dataCommandInProgress)
{
Monitor.Wait(m_pauseLock);
}
}
}
public void ResumeDataCommandProcessing()
{
if (Thread.CurrentThread.ManagedThreadId == m_processDataCommandThreadId)
{
return;
}
lock (m_pauseLock)
{
m_pauseCounter--;
if (m_pauseCounter == 0)
{
Monitor.PulseAll(m_pauseLock);
}
}
}
//Thoses methods are called by the command executers
public void FlagCommandsExecutionInProgress()
{
m_processDataCommandThreadId = Thread.CurrentThread.ManagedThreadId;
lock (m_pauseLock)
{
while (m_pauseCounter > 0)
{
Monitor.Wait(m_pauseLock);
}
m_dataCommandInProgress = true;
}
}
public void FlagCommandsExecutionFinished()
{
lock (m_pauseLock)
{
m_dataCommandInProgress = false;
Monitor.PulseAll(m_pauseLock);
}
}
Here is how I execute them basically
CommandContainer.FlagCommandsExecutionInProgress();
try{
IEnumerable<CommandInfo> commandSet =CommandContainer.RetrieveCommands();//Get the current commands list
foreach (CommandInfo command in commandSet){
command.Execute();
}
}finally{
CommandContainer.FlagCommandsExecutionFinished();
}
In order to increase the speed of execution of thoses commands I wanted to regroup the command by "Target"(each command is applied to a specific object), and then execute in parallel each group of commands.
The idea was to execute them like this:
CommandContainer.FlagCommandsExecutionInProgress();
try{
IEnumerable<IGrouping<object, CommandInfo>> groupedCommandSet =CommandContainer.RetrieveCommands().GroupBy(c=>c.Target);//Get the current commands list
Parallel.ForEach(groupedCommandSet,commandSet=>{
foreach (CommandInfo command in commandSet){
command.Execute();
}
} );
}finally{
CommandContainer.FlagCommandsExecutionFinished();
}
But unfortunately, they will have a different ThreadId and I get some deadlocks, because they wait on themselfs to finish.
Assuming that I cannot change the way those pause are asked, do you see any way to solve my issue?

I ended by doing this: I don't know if there is a better solution, but it seems to work:
private HashSet<int> m_processDataCommandThreadIds = new HashSet<int>();
public void PauseDataCommandProcessing()
{
if (m_processDataCommandThreadIds.Contains(Thread.CurrentThread.ManagedThreadId))
{
return;
}
lock (m_pauseLock)
{
m_pauseCounter++;
if (m_dataCommandInProgress)
{
Monitor.Wait(m_pauseLock);
}
}
}
public void ResumeDataCommandProcessing()
{
if (m_processDataCommandThreadIds.Contains(Thread.CurrentThread.ManagedThreadId))
{
return;
}
lock (m_pauseLock)
{
m_pauseCounter--;
if (m_pauseCounter == 0)
{
Monitor.PulseAll(m_pauseLock);
}
}
}
//Thoses methods are called by the command executers
public void FlagCommandsExecutionInProgress()
{
m_processDataCommandThreadIds.Add(Thread.CurrentThread.ManagedThreadId);
lock (m_pauseLock)
{
while (m_pauseCounter > 0)
{
Monitor.Wait(m_pauseLock);
}
m_dataCommandInProgress = true;
}
}
public void FlagCommandsExecutionFinished()
{
m_processDataCommandThreadIds.Remove(Thread.CurrentThread.ManagedThreadId);
lock (m_pauseLock)
{
m_dataCommandInProgress = false;
Monitor.PulseAll(m_pauseLock);
}
}

Related

How do I guarantee execution of code only if and when optional main thread task and worker threads are finished?

Background:
I have an application I am developing that deals with a large number of addons for another application. One if its primary uses is to safely modify file records in files with fewer records so that they may be treated as one file (almost as if it is combing the files together into one set of records. To do this safely it keeps track of vital information about those files and changes made to them so that those changes can be undone if they don't work as expected.
When my application starts, it analyzes those files and keeps essential properties in a cache (to reduce load times). If a file is missing from the cache, the most important stuff is retrieved and then a background worker must process the file for more information. If a file that was previously modified has been updated with a new version of the file, the UI must confirm this with the user and its modification data removed. All of this information, including information on its modification is stored in the cache.
My Problem:
My problem is that neither of these processes are guaranteed to run (the confirmation window or the background file processor). If either of them run, then the cache must be updated by the main thread. I don't know enough about worker threads, and which thread runs the BackgroundWorker.RunWorkerCompleted event handler in order to effectively decide how to approach guaranteeing that the cache updater is run after either (or both) processes are completed.
To sum up: if either process is run, they both must finish and (potentially) wait for the other to be completed before running the cache update code. How can I do this?
ADJUNCT INFO (My current intervention that doesn't seem to work very well):
I have a line in the RunWorkerCompleted handler that waits until the form reference is null before continuing and exiting but maybe this was a mistake as it sometimes locks my program up.
SpinWait.SpinUntil(() => overwriteForm == null);
I haven't included any more code because I anticipate that this is more of a conceptual question than a code one. However, if necessary, I can supply code if it helps.
I think CountDownTask is what you need
using System;
using System.Threading;
public class Program
{
public class AtomicInteger
{
protected int value = 0;
public AtomicInteger(int value)
{
this.value = value;
}
public int DecrementAndGet()
{
int answer = Interlocked.Decrement(ref value);
return answer;
}
}
public interface Runnable
{
void Run();
}
public class CountDownTask
{
private AtomicInteger count;
private Runnable task;
private Object lk = new Object();
private volatile bool runnable;
private bool cancelled;
public CountDownTask(Int32 count, Runnable task)
{
this.count = new AtomicInteger(count);
this.task = task;
this.runnable = false;
this.cancelled = false;
}
public void CountDown()
{
if (count.DecrementAndGet() == 0)
{
lock (lk)
{
runnable = true;
Monitor.Pulse(lk);
}
}
}
public void Await()
{
lock (lk)
{
while (!runnable)
{
Monitor.Wait(lk);
}
if (cancelled)
{
Console.WriteLine("Sorry! I was cancelled");
}
else {
task.Run();
}
}
}
public void Cancel()
{
lock (lk)
{
runnable = true;
cancelled = true;
Monitor.Pulse(lk);
}
}
}
public class HelloWorldTask : Runnable
{
public void Run()
{
Console.WriteLine("Hello World, I'm last one");
}
}
public static void Main()
{
Thread.CurrentThread.Name = "Main";
Console.WriteLine("Current Thread: " + Thread.CurrentThread.Name);
CountDownTask countDownTask = new CountDownTask(3, new HelloWorldTask());
Thread worker1 = new Thread(() => {
Console.WriteLine("Worker 1 run");
countDownTask.CountDown();
});
Thread worker2 = new Thread(() => {
Console.WriteLine("Worker 2 run");
countDownTask.CountDown();
});
Thread lastThread = new Thread(() => countDownTask.Await());
lastThread.Start();
worker1.Start();
worker2.Start();
//countDownTask.Cancel();
Console.WriteLine("Main Thread Run");
countDownTask.CountDown();
Thread.Sleep(1000);
}
}
let me explain (but you can refer Java CountDownLatch)
1. To ensure a task must run after another tasks, we need create a Wait function to wait for they done, so I used
while(!runnable) {
Monitor.Wait(lk);
}
2. When there is a task done, we need count down, and if count down to zero (it means all of the tasks was done) we will need notify to blocked thread to wake up and process task
if(count.decrementAndGet() == 0) {
lock(lk) {
runnable = true;
Monitor.Pulse(lk);
}
}
Let read more about volatile, thanks
While dung ta van's "CountDownTask" answer isn't quite what I needed, it heavily inspired the solution below (see it for more info). Basically all I did was add some extra functionality and most importantly: made it so that each task "vote" on the outcome (true or false). Thanks dung ta van!
To be fair, dung ta van's solution DOES work to guarantee execution which as it turns out isn't quite what I needed. My solution adds the ability to make that execution conditional.
This was my solution which worked:
public enum PendingBool
{
Unknown = -1,
False,
True
}
public interface IRunnableTask
{
void Run();
}
public class AtomicInteger
{
int integer;
public int Value { get { return integer; } }
public AtomicInteger(int value) { integer = value; }
public int Decrement() { return Interlocked.Decrement(ref integer); }
public static implicit operator int(AtomicInteger ai) { return ai.integer; }
}
public class TaskElectionEventArgs
{
public bool VoteResult { get; private set; }
public TaskElectionEventArgs(bool vote) { VoteResult = vote; }
}
public delegate void VoteEventHandler(object sender, TaskElectionEventArgs e);
public class SingleVoteTask
{
private AtomicInteger votesLeft;
private IRunnableTask task;
private volatile bool runTask = false;
private object _lock = new object();
public event VoteEventHandler VoteCast;
public event VoteEventHandler TaskCompleted;
public bool IsWaiting { get { return votesLeft.Value > 0; } }
public PendingBool Result
{
get
{
if (votesLeft > 0)
return PendingBool.Unknown;
else if (runTask)
return PendingBool.True;
else
return PendingBool.False;
}
}
public SingleVoteTask(int numberOfVotes, IRunnableTask taskToRun)
{
votesLeft = new AtomicInteger(numberOfVotes);
task = taskToRun;
}
public void CastVote(bool vote)
{
votesLeft.Decrement();
runTask |= vote;
VoteCast?.Invoke(this, new TaskElectionEventArgs(vote));
if (votesLeft == 0)
lock (_lock)
{
Monitor.Pulse(_lock);
}
}
public void Await()
{
lock(_lock)
{
while (votesLeft > 0)
Monitor.Wait(_lock);
if (runTask)
task.Run();
TaskCompleted?.Invoke(this, new TaskElectionEventArgs(runTask));
}
}
}
Implementing the above solution was as simple as creating the SingleVoteTask in the UI thread and then having each thread affecting the outcome cast a vote.

Reader-Writer lock implementation

For sake of practice, I am trying to write a solution to the readers-writers problem.
The expected behavior should be that multiple reads can run concurrently, but writes need to wait for all readers to finish.
My solution is below in Read(), Write() methods, and the book I am referencing suggests Write2() for the writers.
1) I don't entirely understand why they chose to implement this way, specifically why the read lock is trying to be acquired again, after being awoken when numOfReaders == 0.
Is that to give readers priority, if one came right after Write acquired the read lock, and right before it actually wrote anything?
2) Are there any other issues with the my suggested Write implementation?
Thanks!!
class ReaderWriter
{
private int numOfReaders = 0;
private readonly object readLock = new object();
private readonly object writeLock = new object();
public void Read()
{
lock (readLock)
{
this.numOfReaders++;
}
// Read stuff
lock (readLock)
{
this.numOfReaders--;
Monitor.Pulse(readLock);
}
}
// My solution
public void Write()
{
lock (writeLock)
{
lock (readLock)
{
while (this.numOfReaders > 0)
{
Monitor.Wait(readLock);
}
// Write stuff
}
}
}
// Alternative solution
public void Write2()
{
lock (writeLock)
{
bool done = false;
while (!done)
{
lock (readLock)
{
if (this.numOfReaders == 0)
{
// Write stuff
done = true;
}
else
{
while (this.numOfReaders > 0)
{
Monitor.Wait(readLock);
}
}
}
}
}
}
}

Is this a safe way to execute threads alternatively?

I would like to run code alternatively, so I could stop execution at any moment. Is this code safe?
static class Program
{
static void Main()
{
var foo = new Foo();
//wait for interaction (this will be GUI app, so eg. btnNext_click)
foo.Continue();
//wait again etc.
foo.Continue();
foo.Continue();
foo.Continue();
foo.Continue();
foo.Continue();
}
}
class Foo
{
public Foo()
{
new Thread(Run).Start();
}
private void Run()
{
Break();
OnRun();
}
protected virtual void OnRun()
{
for (var i = 0; i < 5; i++)
{
Console.WriteLine(i);
Break();
}
//do something else and break;
}
private void Break()
{
lock (this)
{
Monitor.Pulse(this);
Monitor.Wait(this);
}
}
public void Continue()
{
lock (this)
{
Monitor.Pulse(this);
Monitor.Wait(this);
}
}
}
Of course I know, that now the application will never ends, but that's not the point.
I need this, because I would like to present steps in some kind of an algorithm and describe what is going on in particular moment, and making everything in one thread would lead to many complications even when using small amount of loops in the code. For example those lines:
for (var i = 0; i < 5; i++)
{
Console.WriteLine(i);
Break();
}
should be then replaced with:
if (this.i < 5)
{
Console.WriteLine(i++);
}
And that is just a small example of what I want to present. The code will be more complicated than a dummy for loop.
I recommend you check out this blog post about implementing fibers.
Code (In case the site goes down.)
public class Fiber
{
private readonly Stack<IEnumerator> stackFrame = new Stack<IEnumerator>();
private IEnumerator currentRoutine;
public Fiber(IEnumerator entryPoint)
{
this.currentRoutine = entryPoint;
}
public bool Step()
{
if (currentRoutine.MoveNext())
{
var subRoutine = currentRoutine.Current
as IEnumerator;
if (subRoutine != null)
{
stackFrame.Push(currentRoutine);
currentRoutine = subRoutine;
}
}
else if (stackFrame.Count > 0)
{
currentRoutine = stackFrame.Pop();
}
else
{
OnFiberTerminated(
new FiberTerminatedEventArgs(
currentRoutine.Current
)
);
return false;
}
return true;
}
public event EventHandler<FiberTerminatedEventArgs> FiberTerminated;
private void OnFiberTerminated(FiberTerminatedEventArgs e)
{
var handler = FiberTerminated;
if (handler != null)
{
handler(this, e);
}
}
}
public class FiberTerminatedEventArgs : EventArgs
{
private readonly object result;
public FiberTerminatedEventArgs(object result)
{
this.result = result;
}
public object Result
{
get { return this.result; }
}
}
class FiberTest
{
private static IEnumerator Recurse(int n)
{
Console.WriteLine(n);
yield return n;
if (n > 0)
{
yield return Recurse(n - 1);
}
}
static void Main(string[] args)
{
var fiber = new Fiber(Recurse(5));
while (fiber.Step()) ;
}
}
"...this will be GUI app..."
Then you probably do not want and will not have sequential code like above in Main().
I.e. the main GUI thread will not execute a serial code like above, but generally be idle, repainting, etc. or handling the Continue button click.
In that event handler you may better use an Auto|ManualResetEvent to signal the worker to proceed.
In the worker, just wait for the event.
I would suggest that any time one considers using Monitor.Wait(), one should write code so that it would work correctly if the Wait sometimes spontaneously acted as though it received a pulse. Typically, this means one should use the pattern:
lock(monitorObj)
{
while(notYetReady)
Monitor.Wait(monitorObj);
}
For your scenario, I'd suggest doing something like:
lock(monitorObj)
{
turn = [[identifier for this "thread"]];
Monitor.PulseAll(monitorObj);
while(turn != [[identifier for this "thread"]])
Monitor.Wait(monitorObj);
}
It is not possible for turn to change between its being checked whether it's the current thread's turn to proceed and the Monitor.Wait. Thus, if the Wait isn't skipped, the PulseAll is guaranteed to awaken it. Note that the code would work just fine if Wait spontaneously acted as though it received a pulse--it would simply spin around, observe turn wasn't set for the current thread, and go back to waiting.

C# Thread Queue Synchronize

Greetings, I am trying to play some audio files without holding up the GUI. Below is a sample of the code:
if (audio)
{
if (ThreadPool.QueueUserWorkItem(new WaitCallback(CoordinateProc), fireResult))
{
}
else
{
MessageBox.Show("false");
}
}
if (audio)
{
if (ThreadPool.QueueUserWorkItem(new WaitCallback(FireProc), fireResult))
{
}
else
{
MessageBox.Show("false");
}
}
if (audio)
{
if (ThreadPool.QueueUserWorkItem(new WaitCallback(HitProc), fireResult))
{
}
else
{
MessageBox.Show("false");
}
}
The situation is the samples are not being played in order. some play before the other and I need to fix this so the samples are played one after another in order.
How do I implement this please?
Thank you.
EDIT: ThreadPool.QueueUserWorkItem(new WaitCallback(FireAttackProc), fireResult);
I have placed all my sound clips in FireAttackProc. What this does not do and I want is: wait until the thread stops running before starting a new thread so the samples dont overlap.
Why not just create one "WorkItem" and do everything there?
You can't guarrantee the order of execution of thread pool threads. Rather than that, as suggested by others, use a single thread to run the procs in order. Add the audio procs to a queue, run a single thread that pulls each proc off the queue in order and calls them. Use an event wait handle to signal the thread each time a proc is added to the queue.
An example (this doesn't completely implement the Dispose pattern... but you get the idea):
public class ConcurrentAudio : IDisposable
{
public ConcurrentAudio()
{
_queue = new ConcurrentQueue<WaitCallback>();
_waitHandle = new AutoResetEvent(false);
_disposed = false;
_thread = new Thread(RunAudioProcs);
_thread.IsBackground = true;
_thread.Name = "run-audio";
_thread.Start(null); // pass whatever "state" you need
}
public void AddAudio(WaitCallback proc)
{
_queue.Enqueue(proc);
_waitHandle.Set();
}
public void Dispose()
{
_disposed = true;
_thread.Join(1000); // don't feel like waiting forever
GC.SuppressFinalize(this);
}
private void RunAudioProcs(object state)
{
while (!_disposed)
{
try
{
WaitCallback proc = null;
if (_queue.TryDequeue(out proc))
proc(state);
else
_waitHandle.WaitOne();
}
catch (Exception x)
{
// Do something about the error...
Trace.WriteLine(string.Format("Error: {0}", x.Message), "error");
}
}
}
private ConcurrentQueue<WaitCallback> _queue;
private EventWaitHandle _waitHandle;
private bool _disposed;
private Thread _thread;
}
You should have a look at the BackgroundWorker option !

Synchronization issues: everything seems correct, but

I wrote a multithreaded application for .NET and in a very important portion of code I have the following:
public class ContainerClass {
private object list_lock;
private ArrayList list;
private object init_lock = new object();
private ThreadClass thread;
public void Start() {
lock(init_lock) {
if (thread == null) {
thread = new ThreadClass();
...
}
}
}
public void Stop() {
lock(init_lock) {
if (thread != null) {
thread.processList(0);
thread.finish();
thread.waitUntilFinished();
thread = null;
} else {
throw new ApplicationException("Assertion failed - already stopped.");
}
...
}
}
private class ThreadedClass {
private ContainerClass container;
private Thread thread;
private bool finished;
private bool actually_finished;
public ThreadedClass(ContainerClass container) {
this.container = container;
thread = new Thread(run);
thread.IsBackground = true;
thread.Start();
}
private void run() {
bool local_finished = false;
while (!local_finished) {
ArrayList to_process = null;
lock (container.list_lock) {
if (container.list.Count > 0) {
to_process = new ArrayList();
to_process.AddRange(container.list);
}
}
if (to_process == null) {
// Nothing to process so wait
lock (this) {
if (!finished) {
try {
Monitor.Wait(this);
} catch (ThreadInterruptedException) {
}
}
}
} else if (to_process.Count > 0) {
// Something to process, so go ahead and process the journals,
int sz = to_process.Count;
// For all elements
for (int i = 0; i < sz; ++i) {
// Pick the lowest element to process
object obj = to_process[i];
try {
// process the element...
...
} catch (IOException e) {
...
// If there is an error processing the best thing to do is finish
lock (this) {
finished = true;
}
}
}
}
lock (this) {
local_finished = finished;
// Remove the elements that we have just processed.
if (to_process != null) {
lock (container.list_lock) {
int sz = to_process.Count;
for (int i = 0; i < sz; ++i) {
container.list.RemoveAt(0);
}
}
}
// Notify any threads waiting
Monitor.PulseAll(this);
}
}
lock (this) {
actually_finished = true;
Monitor.PulseAll(this);
}
}
public void waitUntilFinished() {
lock (this) {
try {
while (!actually_finished) {
Monitor.Wait(this);
}
} catch (ThreadInterruptedException e) {
throw new ApplicationException("Interrupted: " + e.Message);
}
}
}
public void processList(int until_size) {
lock (this) {
Monitor.PulseAll(this);
int sz;
lock (container.list_lock) {
sz = container.list.Count;
}
// Wait until the sz is smaller than 'until_size'
while (sz > until_size) {
try {
Monitor.Wait(this);
} catch (ThreadInterruptedException ) {
}
lock (container.list_lock) {
sz = container.list.Count;
}
}
}
}
}
}
As you can see, the thread waits until the collection is empty but it seems that the synchronization clashes forbids the thread to enter at the point (the only one in the whole code) where an element is removed from the collection list in the ContainerClass.
This clash provokes the code to never return and the application to continue running if the method processList is called with the value of until_size of 0.
I beg any better developer than me (and I guess there are a lot out there) to help me fixing this small piece of code, since I really can't understand why the list isn't decremented...
Thank you very much from the bottom of my heart.
PS. I would like to underline that the code works perfectly for all the time: the only situation in which it brakes it's when calling thread.processList(0) from ContainerClass.Stop().
Could the problem be that you are locking the ThreadClass object itself rather than a synchronizing object?
Try adding another private variable to lock on:
private static readonly object lockObject = new object()
and replace all the calls of lock(this) with lock(lockObject)
MSDN clearly advises against what your doing:
In general, avoid locking on a public
type, or instances beyond your code's
control. The common constructs lock
(this), lock (typeof (MyType)), and
lock ("myLock") violate this
guideline:
lock (this) is a problem if the instance can be accessed publicly.
Edit:
I think I see a deadlock condition. If you call run() when there are no objects to process, or you get to no objects to process, you lock(this), then call Monitor.Wait(this) and the thread waits:
if (to_process == null) {
// Nothing to process so wait
lock (this) { /* nothing's going to get this lock again until Monitor.PulseAll(this) is called from somewhere */
if (!finished) {
try {
Monitor.Wait(this); /* thread is waiting for Pulse(this) or PulseAll(this) */
} catch (ThreadInterruptedException) {
}
}
}
}
If you are in this condition when you call Container.Stop(), when ThreadProcess.processList(int) is called, you call lock(this) again, which can't enter the section because the run() method still has the lock:
lock (this) { /* run still holds this lock, waiting for PulseAll(this) to be called */
Monitor.PulseAll(this); /* this isn't called so run() never continues */
int sz;
lock (container.list_lock) {
sz = container.list.Count;
}
So, Monitor.PulseAll() can't be called to free the waiting thread in the run() method to exit the lock(this) area, so they are deadlocked waiting on each other. Right?
I think you should try to explain better what you actually want to achieve.
public void processList(int until_size) {
lock (this) {
Monitor.PulseAll(this);
This looks very strange as you should call the Monitor.Pulse when changing the lock state and not when beginning with locking.
Where are you creating the worker threads - this section is not clear as I see only Thread.Start()?
Btw I would advise you to look at PowerCollections - maybe you find what you need there.

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