How to schedule async execution with different elapse times? - c#

I have 2 sets of jobs that need to be performed separately and can't run parallel. The jobs involve web communication so async is used.
Currently, I have System.Windows.Forms.Timers set up to execute the batches with Task.Run(). To avoid the possible simultaneous execution, first I thought I can simply use a lock() {} inside the timers' Tick (I update the UI with countdown at ticks). Then realized that I need to .Wait() for the task to finish, otherwise it just exits the critical section.
Then I realized that all of this is running on the UI thread, so it's like those Elmer Fudd scenes where he points his rifle in one hole and the end comes out another pointing back at him.
Is there a simple nail-hammer approach to not block the UI thread while maintaining mutually excluded execution?
Here's a sample for one of the timers:
_timer = new Timer { Interval = 1000 };
_timer.Tick += (sender, args) =>
{
var timeSpan = _nextRun - DateTime.Now;
if (timeSpan.Seconds >= 0)
{
UpdateCountdownMessage(string.Format("{0:00}:{1:00}:{2:00} to next run.", timeSpan.Hours, timeSpan.Minutes, timeSpan.Seconds));
}
else
{
lock (_runLock)
{
Task.Run(() => RunJobs(_batch1Jobs)).Wait();
}
}
};
To make it clearer, there is a 2nd timer, lets say it's called _timer2, that similarly updates a different countdown and runs _batch2Jobs when it reaches 0.

First you need to get rid of lock and switch to SemaphoreSlim
SemaphoreSlim _runLock = new SemaphoreSlim(1, 1);
Then you can use something like this
_timer.Tick += async (sender, args) =>
{
var timeSpan = _nextRun - DateTime.Now;
if (timeSpan.Seconds >= 0)
{
UpdateCountdownMessage(string.Format("{0:00}:{1:00}:{2:00} to next run.", timeSpan.Hours, timeSpan.Minutes, timeSpan.Seconds));
}
else
{
_timer.Enabled = false;
try
{
await Task.Run(async () =>
{
await _runLock.WaitAsync();
try { RunJobs(_batch1Jobs); }
finally { _runLock.Release(); }
});
}
finally { _timer.Enabled = true; }
}
};
Please note that you should never use lock or Task.Wait on the UI thread for a long running tasks. The UI code should use only async/await constructs.

You should use tasks:
Task T1 = Task.Factory.StartNew(() => {/*do work */});
Task T2 = T1.ContinueWith((antecedent) => {/*do work 2*/});

Related

multithreading and timer withing singleton

I implement a class with singleton like this
public static SingleToneClass Instance
{
get
{
return Lazy.Value;
}
}
private static readonly Lazy<SingleToneClass > Lazy = new Lazy<SingleToneClass >(() => new RABTProxy());
within SingleToneClass there's a System.Timers timer
while trying to access the class from different threads the timer suddenly stop
any idea how to fix something like this , this is a sample of what am testing
class Program
{
static void Main(string[] args)
{
//now create a timer each ten seconds create for create
var mainTimer = new Timer
{
Interval = 100
};
mainTimer.Elapsed += (sender, eventArgs) =>
{
Task.Factory.StartNew(() =>
{
while (true)
{
SingleToneClass.Instance.DoWwork();
Thread.Sleep(10);
}
});
};
mainTimer.Start();
Console.ReadLine();
}
}
is it a good idea to use a timer in Singleton,any alternative
Your comment says a timer every ten seconds but you're actually getting one ten times a second.
You then spawn new tasks on the thread pool that will run forever and will block with Thread.Sleep(). This will use all your thread pool threads and it will have to create new ones. BAD!
If all you want is for the DoWork to be called periodically you should skip the timer and launch a single task.
Task.Factory.StartNew(async () =>
{
while (true)
{
SingleToneClass.Instance.DoWwork();
await Task.Delay(TimeSpan.FromSeconds(10));
}
});
Use Microsoft's Reactive Framework (aka Rx) - just NuGet System.Reactive and add using System.Reactive.Linq;.
Then do this:
Observable
.Interval(TimeSpan.FromMilliseconds(10.0))
.Subscribe(_ => SingleToneClass.Instance.DoWwork());

C# Thread Tasks Not running Sequentially

I have an application which plays a recording stream, it has a COM Interface to provide functionality to start replay stream along with other control variables. I want to accomplish the following task (test case) using an button click event (Visual Studio Desktop Form Application):
Play recording from 0 second (0 min) for 10 seconds
Then play recording from 60 second (1 min) for 15 seconds
Finally play recording from 120 second (2 min) for 20 seconds. (stream length in approx 3 min)
I am creating thread for each of the above task from 1-3 and then I am using join method to wait for each task to be completed and then start the next thread.
My code:
private void btnReplayForward_Click(object sender, EventArgs e) {
Thread replayAtThread = new Thread(() => mpd.startReplayAt3(0, 10));
replayAtThread.Start();
replayAtThread.Join();
Thread replayAtThread1 = new Thread(() => mpd.startReplayAt3(60, 15));
replayAtThread1.Start();
replayAtThread1.Join();
Thread replayAtThread2 = new Thread(() => mpd.startReplayAt3(120, 20));
replayAtThread2.Start();
replayAtThread2.Join();
replayAtThread.Abort();
replayAtThread1.Abort();
replayAtThread2.Abort();
}
mpd is just an instance of an class that uses COM Interface, in a nutshell this is what startReplayAt3 method looks like
public bool startReplayAt3(double start, double duration)
{
//Set start and duration
//Start replay at start and duration values
bool isReplay = //get replay value, true if replay running, false if stopped
while (isReplay)
isReplay = //get replay value, true if replay running, false if stopped
return isReplay;
}
However, on the actual interface I am not seeing the desired results, it performs task 1, then does something with task 2 but skip the replay part entirely, then performs task 3. Next time when I click the button, it skips task 1, goes straight to task 2 and ends without performing task 3. So as you can see it is very unpredictable and strange behavior.
Why could be the cause, I am making sure that my thread are in sync but it doesn't seem to reflect in the UI of the application I am running.
I'm not entirely sure about the issue you're seeing with the threads :\. The implementation seems a little off, the .Abort() calls seem redundant since the thread will be completed by the time you're calling the .Abort().
Why not use asynchronous functionality?
await Task.Run(() => mpd.startReplayAt3(0, 10));
await Task.Run(() => mpd.startReplayAt3(60, 15));
await Task.Run(() => mpd.startReplayAt3(120, 20));
or:
var replayTasks = new List<Task>();
replayTasks.Add(Task.Run(() => mpd.startReplayAt3(0, 10)));
replayTasks.Add(Task.Run(() => mpd.startReplayAt3(60, 15)));
replayTasks.Add(Task.Run(() => mpd.startReplayAt3(120, 20)));
Task.WaitAll(replayTasks.ToArray());
or:
var replayTasks = new Task[] {
Task.Run(() => mpd.startReplayAt3(0, 10)),
Task.Run(() => mpd.startReplayAt3(60, 15)),
Task.Run(() => mpd.startReplayAt3(120, 20))
};
Task.WaitAll(replayTasks);
Like yourself I used to create many threads for executing tasks simultaneously, but I have fallen in love with async/await.
Make sure to change your _Click method to an asynchronous method using the async keyword.
From your description of the program's behavior, it seems to me that startReplayAt3 in fact only starts the replay.
What you want to do is start the replay, then wait until it finishes, and then start the next replay.
If the COM object gives you an event that is raised when the replay completes, then you're good; you should wrap that event into a task, and use await to consume it, something like this:
public static Task ReplayAsync(this MPD mpd, int start, int duration)
{
var tcs = new TaskCompletionSource();
ReplayFinishedHandler handler = null;
handler = (s, e) => { tcs.TrySetCompleted(); mpd.ReplayFinished -= handler; };
mpd.ReplayFinished += handler;
mpd.startReplayAt3(start, duration);
return tcs.Task;
}
used as such:
private async void btnReplayForward_Click(object sender, EventArgs e)
{
await mpd.ReplayAsync(0, 10);
await mpd.ReplayAsync(60, 15);
await mpd.ReplayAsync(120, 20);
}
But some COM objects don't let you know when they're done (notably, a lot of media players are really bad at this). In that case, you'll either have to poll some kind of IsPlaying flag on the COM object, or just use a timeout like this:
public static Task ReplayAsync(this MPD mpd, int start, int duration)
{
mpd.startReplayAt3(start, duration);
return Task.Delay(TimeSpan.FromSeconds(duration));
}

Continuously check if condition in different thread

I have two datetimes. One is current and another is the datetime when race starts.Now I want check this Minutes difference continuously in background thread(I dont know about thread). And when it meets the if(remainingMinutes <=4) I want to update the UI. How to implement this with thread in background?
public RelayCommand OpenSetBets
{
get { return _setBets ?? (_setBets = new RelayCommand(ExecuteSetBets, CanExecuteSetBets)); }
}
private void ExecuteSetBets()
{
_navigation.NavigationToSetBetsDialogue();
}
private bool CanExecuteSetBets()
{
// Thread t = new Thread(newthread);
double? remainingMinutes = null;
if (UK_RaceDetail.Count() != 0)
{
//t.Start();
DateTime CurrentUTCtime = DateTime.UtcNow;
DateTime NextRaceTime = UK_RaceDetail[0].One.Time;
remainingMinutes = NextRaceTime.Subtract(CurrentUTCtime).TotalMinutes;
}
if (remainingMinutes <= 4)
{
return true;
}
else
{
return false;
}
}
Updated Code.
I want to enable button if race is going to start in next 4 minutes.
If you only want to use your background task to monitor the date/time, I recommend you not to create a new Thread.
For WPF, instead of thread, you can try to use DispatcherTimer object with its Tick event
System.Windows.Threading.DispatcherTimer dispatcherTimer = new System.Windows.Threading.DispatcherTimer();
dispatcherTimer.Tick += dispatcherTimer_Tick;
For WinForms, you can use Timer object with its Tick event
System.Windows.Forms.Timer timer = new System.Windows.Forms.Timer();
timer.Tick += timer_Tick;
This way, you are rather saved from more complex solution using Thread or ThreadPool
Edit: to use Task.Delay, as some prefer this rather "cleaner" way, see the comment by Mr. Aron
You can use Task.Run like,
System.Threading.Tasks.Task.Run(async () =>
{
//starts running in threadpool parallelly
while (!CanExecuteSetBets())
{
await Task.Delay(500); //wait 500 milliseconds after every check
}
DoYourWork(); //trigger your work here
}).ConfigureAwait(false);

Forcing a Task to Wait Before Updating the UI in Continuation

All, I want to update a ToolStripMenu to show an SqlConnection failure. I want the error message to display for some time timeToWaitMs (in milli-second) and then refresh the UI back to an okay state after some time and some operations. Currently I am doing (with some un-necessary details removed)
public void ShowErrorWithReturnTimer(string errorMessage, int timeToWaitMs = 5000)
{
// Update the UI (and images/colors etc.).
this.toolStripLabelState.Text = errorMessage;
// Wait for timeToWait and return to the default UI.
Task task = null;
task = Task.Factory.StartNew(() =>
{
task.Wait(timeToWaitMs);
});
// Update the UI returning to the valid connection.
task.ContinueWith(ant =>
{
try
{
// Connection good to go (retore valid connection update UI etc.)!
this.toolStripLabelState.Text = "Connected";
}
finally
{
RefreshDatabaseStructure();
task.Dispose();
}
}, CancellationToken.None,
TaskContinuationOptions.None,
mainUiScheduler);
}
The problem I have is that task.Wait(timeToWaitMs); is causing a Cursors.WaitCursor to be displayed - I don't want this. How can I force the error message to be displayed for a period, after which I return to a non-error state?
Thanks for your time.
I wouldn't use a task at all here - at least not without the async features in C# 5. In C# 5 you could just write:
await Task.Delay(millisToWait);
But until you've got that, I'd just use a timer appropriate for your UI, e.g. System.Windows.Forms.Timer or System.Windows.Threading.DispatcherTimer. Just use what you've currently got as a continuation as the "tick" handler for the timer, and schedule it appropriately.
You can use a Timer, instead of task.Wait().You can make it wait for an amount of time. Once the timer ticks, a callback can start the update.
var timer = new Timer(timeToWaitMs);
timer.Elapsed += (s, e) =>
{
timer.Stop();
UpdateValidConnection();
};
private void UpdateValidConnection()
{
Task.Factory.StartNew(() =>
{
try
{
this.toolStripLabelState.Text = "Connected";
}
finally
{
RefreshDatabaseStructure();
}
}, CancellationToken.None, TaskCreationOptions.None, mainUiScheduler);
}

C# run a thread every X minutes, but only if that thread is not running already

I have a C# program that needs to dispatch a thread every X minutes, but only if the previously dispatched thread (from X minutes) ago is not currently still running.
A plain old Timer alone will not work (because it dispatches an event every X minutes regardless or whether or not the previously dispatched process has finished yet).
The process that's going to get dispatched varies wildly in the time it takes to perform it's task - sometimes it might take a second, sometimes it might take several hours. I don't want to start the process again if it's still processing from the last time it was started.
Can anyone provide some working C# sample code?
In my opinion the way to go in this situation is to use System.ComponentModel.BackgroundWorker class and then simply check its IsBusy property each time you want to dispatch (or not) the new thread. The code is pretty simple; here's an example:
class MyClass
{
private BackgroundWorker worker;
public MyClass()
{
worker = new BackgroundWorker();
worker.DoWork += worker_DoWork;
Timer timer = new Timer(1000);
timer.Elapsed += timer_Elapsed;
timer.Start();
}
void timer_Elapsed(object sender, ElapsedEventArgs e)
{
if(!worker.IsBusy)
worker.RunWorkerAsync();
}
void worker_DoWork(object sender, DoWorkEventArgs e)
{
//whatever You want the background thread to do...
}
}
In this example I used System.Timers.Timer, but I believe it should also work with other timers. The BackgroundWorker class also supports progress reporting and cancellation, and uses event-driven model of communication with the dispatching thread, so you don't have to worry about volatile variables and the like...
EDIT
Here's more elaborate example including cancelling and progress reporting:
class MyClass
{
private BackgroundWorker worker;
public MyClass()
{
worker = new BackgroundWorker()
{
WorkerSupportsCancellation = true,
WorkerReportsProgress = true
};
worker.DoWork += worker_DoWork;
worker.ProgressChanged += worker_ProgressChanged;
worker.RunWorkerCompleted += worker_RunWorkerCompleted;
Timer timer = new Timer(1000);
timer.Elapsed += timer_Elapsed;
timer.Start();
}
void timer_Elapsed(object sender, ElapsedEventArgs e)
{
if(!worker.IsBusy)
worker.RunWorkerAsync();
}
void worker_DoWork(object sender, DoWorkEventArgs e)
{
BackgroundWorker w = (BackgroundWorker)sender;
while(/*condition*/)
{
//check if cancellation was requested
if(w.CancellationPending)
{
//take any necessary action upon cancelling (rollback, etc.)
//notify the RunWorkerCompleted event handler
//that the operation was cancelled
e.Cancel = true;
return;
}
//report progress; this method has an overload which can also take
//custom object (usually representing state) as an argument
w.ReportProgress(/*percentage*/);
//do whatever You want the background thread to do...
}
}
void worker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
//display the progress using e.ProgressPercentage and/or e.UserState
}
void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
if(e.Cancelled)
{
//do something
}
else
{
//do something else
}
}
}
Then, in order to cancel further execution simply call worker.CancelAsync(). Note that this is completely user-handled cancellation mechanism (it does not support thread aborting or anything like that out-of-the-box).
You can just maintain a volatile bool to achieve what you asked:
private volatile bool _executing;
private void TimerElapsed(object state)
{
if (_executing)
return;
_executing = true;
try
{
// do the real work here
}
catch (Exception e)
{
// handle your error
}
finally
{
_executing = false;
}
}
You can disable and enable your timer in its elapsed callback.
public void TimerElapsed(object sender, EventArgs e)
{
_timer.Stop();
//Do Work
_timer.Start();
}
You can just use the System.Threading.Timer and just set the Timeout to Infinite before you process your data/method, then when it completes restart the Timer ready for the next call.
private System.Threading.Timer _timerThread;
private int _period = 2000;
public MainWindow()
{
InitializeComponent();
_timerThread = new System.Threading.Timer((o) =>
{
// Stop the timer;
_timerThread.Change(-1, -1);
// Process your data
ProcessData();
// start timer again (BeginTime, Interval)
_timerThread.Change(_period, _period);
}, null, 0, _period);
}
private void ProcessData()
{
// do stuff;
}
Using the PeriodicTaskFactory from my post here
CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
Task task = PeriodicTaskFactory.Start(() =>
{
Console.WriteLine(DateTime.Now);
Thread.Sleep(5000);
}, intervalInMilliseconds: 1000, synchronous: true, cancelToken: cancellationTokenSource.Token);
Console.WriteLine("Press any key to stop iterations...");
Console.ReadKey(true);
cancellationTokenSource.Cancel();
Console.WriteLine("Waiting for the task to complete...");
Task.WaitAny(task);
The output below shows that even though the interval is set 1000 milliseconds, each iteration doesn't start until the work of the task action is complete. This is accomplished using the synchronous: true optional parameter.
Press any key to stop iterations...
9/6/2013 1:01:52 PM
9/6/2013 1:01:58 PM
9/6/2013 1:02:04 PM
9/6/2013 1:02:10 PM
9/6/2013 1:02:16 PM
Waiting for the task to complete...
Press any key to continue . . .
UPDATE
If you want the "skipped event" behavior with the PeriodicTaskFactory simply don't use the synchronous option and implement the Monitor.TryEnter like what Bob did here https://stackoverflow.com/a/18665948/222434
Task task = PeriodicTaskFactory.Start(() =>
{
if (!Monitor.TryEnter(_locker)) { return; } // Don't let multiple threads in here at the same time.
try
{
Console.WriteLine(DateTime.Now);
Thread.Sleep(5000);
}
finally
{
Monitor.Exit(_locker);
}
}, intervalInMilliseconds: 1000, synchronous: false, cancelToken: cancellationTokenSource.Token);
The nice thing about the PeriodicTaskFactory is that a Task is returned that can be used with all the TPL API, e.g. Task.Wait, continuations, etc.
This question already has a number of good answers, including a slightly newer one that is based on some of the features in the TPL. But I feel a lack here:
The TPL-based solution a) isn't really contained wholly here, but rather refers to another answer, b) doesn't show how one could use async/await to implement the timing mechanism in a single method, and c) the referenced implementation is fairly complicated, which somewhat obfuscates the underlying relevant point to this particular question.
The original question here is somewhat vague on the specific parameters of the desired implementation (though some of that is clarified in comments). At the same time, other readers may have similar but not identical needs, and no one answer addresses the variety of design options that might be desired.
I particularly like implementing periodic behavior using Task and async/await this way, because of the way it simplifies the code. The async/await feature in particular is so valuable in taking code that would otherwise be fractured by a continuation/callback implementation detail, and preserving its natural, linear logic in a single method. But no answer here demonstrates that simplicity.
So, with that rationale motivating me to add yet another answer to this question…
To me, the first thing to consider is "what exact behavior is desired here?" The question here starts with a basic premise: that the period task initiated by the timer should not run concurrently, even if the task takes longer than the timer period. But there are multiple ways that premise can be fulfilled, including:
Don't even run the timer while the task is running.
Run the timer (this and the remaining options I'm presenting here all assume the timer continues to run during the execution of the task), but if the task takes longer than the timer period, run the task again immediately after it's completed from the previous timer tick.
Only ever initiate execution of the task on a timer tick. If the task takes longer than the timer period, don't start a new task while the current one is executed, and even once the current one has completed, don't start a new one until the next timer tick.
If the task takes longer than the timer interval, not only run the task again immediately after it's completed, but run it as many times as necessary until the task has "caught up". I.e. over time, make a best effort to execute the task once for every timer tick.
Based on the comments, I have the impression that the #3 option most closely matches the OP's original request, though it sounds like the #1 option possibly would work too. But options #2 and #4 might be preferable to someone else.
In the following code example, I have implemented these options with five different methods (two of them implement option #3, but in slightly different ways). Of course, one would select the appropriate implementation for one's needs. You likely don't need all five in one program! :)
The key point is that in all of these implementations, they naturally and in a very simple way, execute the task in a period-but-non-concurrent way. That is, they effectively implement a timer-based execution model, while ensuring that the task is only ever being executed by one thread at a time, per the primary request of the question.
This example also illustrates how CancellationTokenSource can be used to interrupt the period task, taking advantage of await to handle the exception-based model in a clean, simple way.
class Program
{
const int timerSeconds = 5, actionMinSeconds = 1, actionMaxSeconds = 7;
static Random _rnd = new Random();
static void Main(string[] args)
{
Console.WriteLine("Press any key to interrupt timer and exit...");
Console.WriteLine();
CancellationTokenSource cancelSource = new CancellationTokenSource();
new Thread(() => CancelOnInput(cancelSource)).Start();
Console.WriteLine(
"Starting at {0:HH:mm:ss.f}, timer interval is {1} seconds",
DateTime.Now, timerSeconds);
Console.WriteLine();
Console.WriteLine();
// NOTE: the call to Wait() is for the purpose of this
// specific demonstration in a console program. One does
// not normally use a blocking wait like this for asynchronous
// operations.
// Specify the specific implementation to test by providing the method
// name as the second argument.
RunTimer(cancelSource.Token, M1).Wait();
}
static async Task RunTimer(
CancellationToken cancelToken, Func<Action, TimeSpan, Task> timerMethod)
{
Console.WriteLine("Testing method {0}()", timerMethod.Method.Name);
Console.WriteLine();
try
{
await timerMethod(() =>
{
cancelToken.ThrowIfCancellationRequested();
DummyAction();
}, TimeSpan.FromSeconds(timerSeconds));
}
catch (OperationCanceledException)
{
Console.WriteLine();
Console.WriteLine("Operation cancelled");
}
}
static void CancelOnInput(CancellationTokenSource cancelSource)
{
Console.ReadKey();
cancelSource.Cancel();
}
static void DummyAction()
{
int duration = _rnd.Next(actionMinSeconds, actionMaxSeconds + 1);
Console.WriteLine("dummy action: {0} seconds", duration);
Console.Write(" start: {0:HH:mm:ss.f}", DateTime.Now);
Thread.Sleep(TimeSpan.FromSeconds(duration));
Console.WriteLine(" - end: {0:HH:mm:ss.f}", DateTime.Now);
}
static async Task M1(Action taskAction, TimeSpan timer)
{
// Most basic: always wait specified duration between
// each execution of taskAction
while (true)
{
await Task.Delay(timer);
await Task.Run(() => taskAction());
}
}
static async Task M2(Action taskAction, TimeSpan timer)
{
// Simple: wait for specified interval, minus the duration of
// the execution of taskAction. Run taskAction immediately if
// the previous execution too longer than timer.
TimeSpan remainingDelay = timer;
while (true)
{
if (remainingDelay > TimeSpan.Zero)
{
await Task.Delay(remainingDelay);
}
Stopwatch sw = Stopwatch.StartNew();
await Task.Run(() => taskAction());
remainingDelay = timer - sw.Elapsed;
}
}
static async Task M3a(Action taskAction, TimeSpan timer)
{
// More complicated: only start action on time intervals that
// are multiples of the specified timer interval. If execution
// of taskAction takes longer than the specified timer interval,
// wait until next multiple.
// NOTE: this implementation may drift over time relative to the
// initial start time, as it considers only the time for the executed
// action and there is a small amount of overhead in the loop. See
// M3b() for an implementation that always executes on multiples of
// the interval relative to the original start time.
TimeSpan remainingDelay = timer;
while (true)
{
await Task.Delay(remainingDelay);
Stopwatch sw = Stopwatch.StartNew();
await Task.Run(() => taskAction());
long remainder = sw.Elapsed.Ticks % timer.Ticks;
remainingDelay = TimeSpan.FromTicks(timer.Ticks - remainder);
}
}
static async Task M3b(Action taskAction, TimeSpan timer)
{
// More complicated: only start action on time intervals that
// are multiples of the specified timer interval. If execution
// of taskAction takes longer than the specified timer interval,
// wait until next multiple.
// NOTE: this implementation computes the intervals based on the
// original start time of the loop, and thus will not drift over
// time (not counting any drift that exists in the computer's clock
// itself).
TimeSpan remainingDelay = timer;
Stopwatch swTotal = Stopwatch.StartNew();
while (true)
{
await Task.Delay(remainingDelay);
await Task.Run(() => taskAction());
long remainder = swTotal.Elapsed.Ticks % timer.Ticks;
remainingDelay = TimeSpan.FromTicks(timer.Ticks - remainder);
}
}
static async Task M4(Action taskAction, TimeSpan timer)
{
// More complicated: this implementation is very different from
// the others, in that while each execution of the task action
// is serialized, they are effectively queued. In all of the others,
// if the task is executing when a timer tick would have happened,
// the execution for that tick is simply ignored. But here, each time
// the timer would have ticked, the task action will be executed.
//
// If the task action takes longer than the timer for an extended
// period of time, it will repeatedly execute. If and when it
// "catches up" (which it can do only if it then eventually
// executes more quickly than the timer period for some number
// of iterations), it reverts to the "execute on a fixed
// interval" behavior.
TimeSpan nextTick = timer;
Stopwatch swTotal = Stopwatch.StartNew();
while (true)
{
TimeSpan remainingDelay = nextTick - swTotal.Elapsed;
if (remainingDelay > TimeSpan.Zero)
{
await Task.Delay(remainingDelay);
}
await Task.Run(() => taskAction());
nextTick += timer;
}
}
}
One final note: I came across this Q&A after following it as a duplicate of another question. In that other question, unlike here, the OP had specifically noted they were using the System.Windows.Forms.Timer class. Of course, this class is used mainly because it has the nice feature that the Tick event is raised in the UI thread.
Now, both it and this question involve a task that is actually executed in a background thread, so the UI-thread-affinitied behavior of that timer class isn't really of particular use in those scenarios. The code here is implemented to match that "start a background task" paradigm, but it can easily be changed so that the taskAction delegate is simply invoked directly, rather than being run in a Task and awaited. The nice thing about using async/await, in addition to the structural advantage I noted above, is that it preserves the thread-affinitied behavior that is desirable from the System.Windows.Forms.Timer class.
You can stop timer before the task and start it again after task completion this can make your take perform periodiacally on even interval of time.
public void myTimer_Elapsed(object sender, EventArgs e)
{
myTimer.Stop();
// Do something you want here.
myTimer.Start();
}
If you want the timer's callback to fire on a background thread, you could use a System.Threading.Timer. This Timer class allows you to "Specify Timeout.Infinite to disable periodic signaling." as part of the constructor, which causes the timer to fire only a single time.
You can then construct a new timer when your first timer's callback fires and completes, preventing multiple timers from being scheduled until you are ready for them to occur.
The advantage here is you don't create timers, then cancel them repeatedly, as you're never scheduling more than your "next event" at a time.
There are at least 20 different ways to accomplish this, from using a timer and a semaphore, to volatile variables, to using the TPL, to using an opensource scheduling tool like Quartz etc al.
Creating a thread is an expensive exercise, so why not just create ONE and leave it running in the background, since it will spend the majority of its time IDLE, it causes no real drain on the system. Wake up periodically and do work, then go back to sleep for the time period. No matter how long the task takes, you will always wait at least the "waitForWork" timespan after completing before starting a new one.
//wait 5 seconds for testing purposes
static TimeSpan waitForWork = new TimeSpan(0, 0, 0, 5, 0);
static ManualResetEventSlim shutdownEvent = new ManualResetEventSlim(false);
static void Main(string[] args)
{
System.Threading.Thread thread = new Thread(DoWork);
thread.Name = "My Worker Thread, Dude";
thread.Start();
Console.ReadLine();
shutdownEvent.Set();
thread.Join();
}
public static void DoWork()
{
do
{
//wait for work timeout or shudown event notification
shutdownEvent.Wait(waitForWork);
//if shutting down, exit the thread
if(shutdownEvent.IsSet)
return;
//TODO: Do Work here
} while (true);
}
You can use System.Threading.Timer. Trick is to set the initial time only. Initial time is set again when previous interval is finished or when job is finished (this will happen when job is taking longer then the interval). Here is the sample code.
class Program
{
static System.Threading.Timer timer;
static bool workAvailable = false;
static int timeInMs = 5000;
static object o = new object();
static void Main(string[] args)
{
timer = new Timer((o) =>
{
try
{
if (workAvailable)
{
// do the work, whatever is required.
// if another thread is started use Thread.Join to wait for the thread to finish
}
}
catch (Exception)
{
// handle
}
finally
{
// only set the initial time, do not set the recurring time
timer.Change(timeInMs, Timeout.Infinite);
}
});
// only set the initial time, do not set the recurring time
timer.Change(timeInMs, Timeout.Infinite);
}
Why not use a timer with Monitor.TryEnter()? If OnTimerElapsed() is called again before the previous thread finishes, it will just be discarded and another attempt won't happen again until the timer fires again.
private static readonly object _locker = new object();
private void OnTimerElapsed(object sender, ElapsedEventArgs e)
{
if (!Monitor.TryEnter(_locker)) { return; } // Don't let multiple threads in here at the same time.
try
{
// do stuff
}
finally
{
Monitor.Exit(_locker);
}
}
I had the same problem some time ago and all I had done was using the lock{} statement. With this, even if the Timer wants to do anything, he is forced to wait, until the end of the lock-Block.
i.e.
lock
{
// this code will never be interrupted or started again until it has finished
}
This is a great way to be sure, your process will work until the end without interrupting.
If I understand you correctly, you actually just want to ensure your thread is not running before you dispatch another thread. Let's say you have a thread defined in your class like so.
private System.Threading.Thread myThread;
You can do:
//inside some executed method
System.Threading.Timer t = new System.Threading.Timer(timerCallBackMethod, null, 0, 5000);
then add the callBack like so
private void timerCallBackMethod(object state)
{
if(myThread.ThreadState == System.Threading.ThreadState.Stopped || myThread.ThreadState == System.Threading.ThreadState.Unstarted)
{
//dispatch new thread
}
}
This should do what you want. It executes a thread, then joins the thread until it has finished. Goes into a timer loop to make sure it is not executing a thread prematurely, then goes off again and executes.
using System.Threading;
public class MyThread
{
public void ThreadFunc()
{
// do nothing apart from sleep a bit
System.Console.WriteLine("In Timer Function!");
Thread.Sleep(new TimeSpan(0, 0, 5));
}
};
class Program
{
static void Main(string[] args)
{
bool bExit = false;
DateTime tmeLastExecuted;
// while we don't have a condition to exit the thread loop
while (!bExit)
{
// create a new instance of our thread class and ThreadStart paramter
MyThread myThreadClass = new MyThread();
Thread newThread = new Thread(new ThreadStart(myThreadClass.ThreadFunc));
// just as well join the thread until it exits
tmeLastExecuted = DateTime.Now; // update timing flag
newThread.Start();
newThread.Join();
// when we are in the timing threshold to execute a new thread, we can exit
// this loop
System.Console.WriteLine("Sleeping for a bit!");
// only allowed to execute a thread every 10 seconds minimum
while (DateTime.Now - tmeLastExecuted < new TimeSpan(0, 0, 10));
{
Thread.Sleep(100); // sleep to make sure program has no tight loops
}
System.Console.WriteLine("Ok, going in for another thread creation!");
}
}
}
Should produce something like:
In Timer Function!
Sleeping for a bit!
Ok, going in for another thread creation!
In Timer Function!
Sleeping for a bit!
Ok, going in for another thread creation!
In Timer Function!
...
...
Hope this helps!
SR
The guts of this is the ExecuteTaskCallback method. This bit is charged with doing some work, but only if it is not already doing so. For this I have used a ManualResetEvent (canExecute) that is initially set to be signalled in the StartTaskCallbacks method.
Note the way I use canExecute.WaitOne(0). The zero means that WaitOne will return immediately with the state of the WaitHandle (MSDN). If the zero is omitted, you would end up with every call to ExecuteTaskCallback eventually running the task, which could be fairly disastrous.
The other important thing is to be able to end processing cleanly. I have chosen to prevent the Timer from executing any further methods in StopTaskCallbacks because it seems preferable to do so while other work may be ongoing. This ensures that both no new work will be undertaken, and that the subsequent call to canExecute.WaitOne(); will indeed cover the last task if there is one.
private static void ExecuteTaskCallback(object state)
{
ManualResetEvent canExecute = (ManualResetEvent)state;
if (canExecute.WaitOne(0))
{
canExecute.Reset();
Console.WriteLine("Doing some work...");
//Simulate doing work.
Thread.Sleep(3000);
Console.WriteLine("...work completed");
canExecute.Set();
}
else
{
Console.WriteLine("Returning as method is already running");
}
}
private static void StartTaskCallbacks()
{
ManualResetEvent canExecute = new ManualResetEvent(true),
stopRunning = new ManualResetEvent(false);
int interval = 1000;
//Periodic invocations. Begins immediately.
Timer timer = new Timer(ExecuteTaskCallback, canExecute, 0, interval);
//Simulate being stopped.
Timer stopTimer = new Timer(StopTaskCallbacks, new object[]
{
canExecute, stopRunning, timer
}, 10000, Timeout.Infinite);
stopRunning.WaitOne();
//Clean up.
timer.Dispose();
stopTimer.Dispose();
}
private static void StopTaskCallbacks(object state)
{
object[] stateArray = (object[])state;
ManualResetEvent canExecute = (ManualResetEvent)stateArray[0];
ManualResetEvent stopRunning = (ManualResetEvent)stateArray[1];
Timer timer = (Timer)stateArray[2];
//Stop the periodic invocations.
timer.Change(Timeout.Infinite, Timeout.Infinite);
Console.WriteLine("Waiting for existing work to complete");
canExecute.WaitOne();
stopRunning.Set();
}
I recommend to use Timer instead of thread, as it's lighter object. To achieve your goal you can do following.
using System.Timers;
namespace sample_code_1
{
public class ClassName
{
Timer myTimer;
static volatile bool isRunning;
public OnboardingTaskService()
{
myTimer= new Timer();
myTimer.Interval = 60000;
myTimer.Elapsed += myTimer_Elapsed;
myTimer.Start();
}
private void myTimer_Elapsed(object sender, ElapsedEventArgs e)
{
if (isRunning) return;
isRunning = true;
try
{
//Your Code....
}
catch (Exception ex)
{
//Handle Exception
}
finally { isRunning = false; }
}
}
}
Let me know if it helps.

Categories

Resources