Thread safe Queue <t> in C# - c#

I need to create a generic queue that can be queued my multiple producers, and de-queued by multiple consumers.
I want the system to at least try twice in case it attempts an operation during changes to the system, so if a process thread fails, The now flagged qBit is queued again, then when processed again, the thread performing that operation will know that another thread has already tried this operation once, and if it fails, ship this particular one off to a remediation queue for outside intervention.
So.... to the actual question, I realize that the state of the queue could change between contains() and a queue operation, like sockets checking is just a form of error control, not a substitution. I did t this way because two producer threads may otherwise toss an error when two of the same id (identified by GUIDs) try and queue what would otherwise be different object instances of a qBit.
The question is, is this a reasonable implementation? I cannot see it ever becoming deadlocked because all the methods would return regardless of the result of processing a qBit, and this allows me to somewhat prevent some of those..
Thoughts and or second set of eyes please?
public class tsQueue<t>
{
object syncLock = new object();
private Queue<qBit<t>> Q = new Queue<qBit<t>>();
List<t> contents = new List<t>();
public qBit<t> deQueue()
{
lock (syncLock)
{
qBit<t> pop = Q.Dequeue();
contents.Remove(pop.item);
return pop;
}
}
public void enQueue(qBit<t> push)
{
lock (syncLock)
{
contents.Add(push.item);
Q.Enqueue(push);
}
}
public bool contains(t check) {
lock (syncLock)
{
return contents.Contains(check);
}
}
public class qBit<t>
{
public bool flag { get; set; }
private t _item;
public t item { get { return _item; } }
public qBit(t item)
{
this._item = item;
}
}
}

ConcurrentQueue is a thread safe implementation that does exactly what you need. It will also definitely be faster that your own code. Use this link to see the source code of the ConcurrentQueue implementation.

Related

Concurrency with reading but locking with mutating

I'm looking for a solution that allows multiple threads to read the shared resource (concurrency permitted) but then locks these reading threads once a thread enters a mutating block, to achieve best of both world.
I've looked up this reference but it seems the solution is to lock both reading and writing threads.
class Foo {
List<string> sharedResource;
public void reading() // multiple reading threads allowed, concurrency ok, lock this only if a thread enters the mutating block below.
{
}
public void mutating() // this should lock any threads entering this block as well as lock the reading threads above
{
lock(this)
{
}
}
}
Is there such a solution in C#?
Edit
All threads entering in both GetMultiton and constructor should return the same instance. want them to be thread safe.
class Foo: IFoo {
public static IFoo GetMultiton(string key, Func<IFoo> fooRef)
{
if (instances.TryGetValue(key, out IFoo obj))
{
return obj;
}
return fooRef();
}
public Foo(string key) {
instances.Add(key, this);
}
}
protected static readonly IDictionary<string, IFoo> instances = new ConcurrentDictionary<string, IFoo>();
Use
Foo.GetMultiton("key1", () => new Foo("key1"));
There is a pre-built class for this behavior ReaderWriterLockSlim
class Foo {
List<string> sharedResource;
ReaderWriterLockSlim _lock = new ReaderWriterLockSlim();
public void reading() // multiple reading threads allowed, concurrency ok, lock this only if a thread enters the mutating block below.
{
_lock.EnterReadLock();
try
{
//Do reading stuff here.
}
finally
{
_lock.ExitReadLock();
}
}
public void mutating() // this should lock any threads entering this block as well as lock the reading threads above
{
_lock.EnterWriteLock();
try
{
//Do writing stuff here.
}
finally
{
_lock.ExitWriteLock();
}
}
}
Multiple threads can enter the read lock at the same time but if a write lock tries to be taken it will block till all current readers finish then block all new writers and new readers till the write lock finishes.
With your update you don't need locks at all. Just use GetOrAdd from ConcurrentDictionary
class Foo: IFoo {
public static IFoo GetMultiton(string key, Func<IFoo> fooRef)
{
return instances.GetOrAdd(key, k=> fooRef());
}
public Foo(string key) {
instances.Add(key, this);
}
}
Note that fooRef() may be called more than once, but only the first one to return will be used as the result for all the threads. If you want fooRef() to only be called once it will require slightly more complicated code.
class Foo: IFoo {
public static IFoo GetMultiton(string key, Func<IFoo> fooRef)
{
return instances.GetOrAdd(key, k=> new Lazy<IFoo>(fooRef)).Value;
}
public Foo(string key) {
instances.Add(key, new Lazy<IFoo>(()=>this);
}
}
protected static readonly IDictionary<string, Lazy<IFoo>> instances = new ConcurrentDictionary<string, Lazy<IFoo>>();
The solution depends on your requirements. If performance of ReaderWriterLockSlim (note that it's approximately twice slower than regular lock in current .NET Framework, so maximum performance you can achieve if you modify rarely and reading is quite heavy operation, otherwise overhead will be more than profit), you can try to create copy of data, modify it and atomically swap reference with help of Interlocked class (if it's not a requirement to have the most recent data in each thread as soon as it was changed).
class Foo
{
IReadOnlyList<string> sharedResource = new List<string>();
public void reading()
{
// Here you can safely* read from sharedResource
}
public void mutating()
{
var copyOfData = new List<string>(sharedResource);
// modify copyOfData here
// Following line is correct only in case of single writer:
Interlocked.Exchange(ref sharedResource, copyOfData);
}
}
Benefits of lock-free case:
We have no locks on read, so we get maximum performance.
Drawbacks:
We have to copy data => memory traffic (allocations, garbage collection)
Reader thread can observe not the most recent update (if it reads reference before it was updated)
If reader uses sharedResource reference multiple times, then we must copy this reference to local variable via Interlocked.Exchange (if this usages of reference assume that it's the same collection)
If sharedResource is a list of mutable objects, then we must be careful with updating this objects in mutating since reader might be using them at the same moment => in this case it's better to make copies of these objects as well
If there are several updater threads, then we must use Interlocked.CompareExchange instead of Interlocked.Exchange in mutating and a kind of a loop
So, if you want to go lock-free, then it's better to use immutable objects. And anyway you will pay with memory allocations/GC for the performance.
UPDATE
Here is version that allows multiple writers as well:
class Foo
{
IReadOnlyList<string> sharedResource = new List<string>();
public void reading()
{
// Here you can safely* read from sharedResource
}
public void mutating()
{
IReadOnlyList<string> referenceToCollectionForCopying;
List<string> copyOfData;
do
{
referenceToCollectionForCopying = Volatile.Read(ref sharedResource);
copyOfData = new List<string>(referenceToCollectionForCopying);
// modify copyOfData here
} while (!ReferenceEquals(Interlocked.CompareExchange(ref sharedResource, copyOfData,
referenceToCollectionForCopying), referenceToCollectionForCopying));
}
}

Improved Thread locking advice needed

I have the following scenario:
I'm trying to lock a thread in place, if that threads 'custom' id matches the one that has already entered the locked section off code, but not if the id differs.
I created some sample code to explain the behaviour I want
class A
{
private static Dictionary<int, object> _idLocks = new Dictionary<int, object>();
private static readonly object _DictionaryLock = new object();
private int _id;
private void A (int id)
{
_id = id;
}
private object getObject()
{
lock (_DictionaryLock)
{
if (!_idLocks.ContainsKey(_id))
_idLocks.Add(_id, new object());
}
lock (_idLocks[_id])
{
if (TestObject.Exists(_id))
return TestObject(_id);
else
return CreateTestObject(_id);
}
}
}
Now this works 100% for what I extended, where id example 1 does not check to see if its object has been created while another thread with id 1 is already busy creating that object.
But having two locks and a static dictionary does not seem correct way of doing it at all, so I'm hoping someone can show me an improved method of stopping a thread from accessing code only if that thread was created with the same id as the one already busy executing the code in the locked section.
I was looking at the ReaderWriterLockSlim class but to me it didn't really make sense to be used cause I don't want object TestObject(id) to be read at all while it's still being created.
I don't care about locking the thread from accessing a dictionary.
What I'm trying to avoid at all cost is the _id which that thread runs should not be used inside CreateTestObject(_id) while there is already one busy, because files are being created and deleted with that id which will throw exceptions if two threads are trying to access the same files
Which is fixable with just a normal lock, but in this case I still want a thread whose _id is not currently running inside the CreateTestObject(_id) method to be able to enter the code within the lock.
This is all because what happens inside CreateTestObject takes time and performance will be impacted if a thread is waiting to access it.
It looks like you're using this code to populate a dictionary in a thread-safe manner - could you use a ConcurrentDictionary instead?
class A {
private static ConcurrentDictionary<int, object> _dictionary = new ConcurrentDictionary<int, object>();
private int _id;
private object GetObject() {
object output = null;
if(_dictionary.TryGetValue(_id, output)) {
return output;
} else {
return _dictionary.GetOrAdd(_id, CreateTestObject(_id));
}
}
}
Edit: If you want to completely eliminate the possibility of invoking duplicate CreateTestObject methods then you can store a wrapper in _dictionary that lazily sets object
class Wrapper {
private volatile object _obj = null;
public object GetObj() {
while(_obj == null) {
// spin, or sleep, or whatever
}
return _obj;
}
public void SetObj(object obj) {
_obj = obj;
}
}
class A {
private static ConcurrentDictionary<int, Wrapper> _dictionary = new ConcurrentDictionary<int, Wrapper>();
private int _id;
private object GetObject() {
Wrapper wrapper = null;
if(_dictionary.TryGetValue(_id, wrapper)) {
return wrapper.GetObj();
} else {
Wrapper newWrapper = new Wrapper();
wrapper = _dictionary.GetOrAdd(_id, newWrapper);
if(wrapper == newWrapper) {
wrapper.SetObj(CreateTestObject(_id));
}
return wrapper.GetObj();
}
}
}
Only one thread will be able to put a new Wrapper in _dictionary at the specified _id - that thread will initialize the object inside of the wrapper == newWrapper conditional. Wrapper#GetObj spins until the object is set, this can be rewritten to block instead.
This can't work, because Monitor (which is used internally by the lock statement) is re-entrant. That means that a thread can enter any lock it already owns any number of times.
You could solve this by using a Semaphore instead of a Monitor, but stop for a while and listen to what you're asking - you want the thread to block on a lock owned by that same thread. How is that thread ever going to wake up? It will deadlock forever - waiting for the lock to be released, while also being the one holding the lock.
Or are you just trying to handle lazy initialization of some object without having to block all the other threads? That's actually quite simple:
ConcurrentDictionary<int, YourObject> dictionary;
return dictionary.GetOrAdd(id, i => CreateTestObject(i));
Note that CreateTextObject is called only if the key doesn't exist in the dictionary yet.

How do I perform both a read and a write of a boolean in one atomic operation?

Let's say I have a method that gets called by multiple threads
public class MultiThreadClass
{
public void Gogogo()
{
// method implementation
}
private volatile bool running;
}
in Gogogo(), I want to check if running is true, and if so, return from the method. However, if it is false, I want to set it to true and continue the method. The solution I see is to do the following:
public class MultiThreadClass
{
public void Gogogo()
{
lock (this.locker)
{
if (this.running)
{
return;
}
this.running = true;
}
// rest of method
this.running = false;
}
private volatile bool running;
private readonly object locker = new object();
}
Is there another way to do this? I've found out that if I leave out the lock, running could be false for 2 different threads, set to true, and the rest of the method would execute on both threads simultaneously.
I guess my goal is to have the rest of my method execute on a single thread (I don't care which one) and not get executed by the other threads, even if all of them (2-4 in this case) call Gogogo() simultaneously.
I could also lock on the entire method, but would the method run slower then? It needs to run as fast as possible, but part of it on only one thread at a time.
(Details: I have a dicionary of ConcurrentQueue's which contain "results" which have "job names". I am trying to dequeue one result per key in the dictionary (one result per job name) and call this a "complete result" which is sent by an event to subscribers. The results are sent via an event to the class, and that event is raised from multiple threads (one per job name; each job raises a "result ready" event on it's own thread)
You can use Interlocked.CompareExchange if you change your bool to an int:
private volatile int running = 0;
if(Interlocked.CompareExchange(ref running, 1, 0) == 0)
{
//running changed from false to true
}
I think Interlocked.Exchange should do the trick.
You can use Interlocked to handle this case without a lock, if you really want to:
public class MultiThreadClass
{
public void Gogogo()
{
if (Interlocked.Exchange(ref running, 1) == 0)
{
//Do stuff
running = 0;
}
}
private volatile int running = 0;
}
That said, unless there is a really high contention rate (which I would not expect) then your code should be entirely adequate. Using Interlocked also suffers a bit in the readability department due to not having bool overloads for their methods.
You need to use Monitor class instead of boolean flag. Use Monitor.TryEnter:
public void Gogogo()
{
if Monitor.TryEnter(this.locker)
{
try
{
// Do stuff
}
finally
{
Monitor.Exit(this.locker);
}
}
}

How to prevent a method from running across multiple threads?

I am working on a web application, where several users can update the same record. So to avoid a problem if users are updating the same record at the same time, I am saving their changes in a queue. When each save occurs, I want to call a method that processes the queue on another thread, but I need to make sure that the method cannot run in another thread if it is called again. I’ve read several posts on the subject, but not sure what is best for my situation. Below is the code I have now. Is this the correct way to handle it?
public static class Queue {
static volatile bool isProcessing;
static volatile object locker = new Object();
public static void Process() {
lock (locker) {
if (!isProcessing) {
isProcessing = true;
//Process Queue...
isProcessing = false;
}
}
}
}
New answer
If you are persisting these records to a database (or data files, or similar persistence system) you should let that underlying system handle the synchronization. As JohnSaunders pointed out Databases already handle simultaneous updates.
Given you want to persist the records… the problem presented by John is that you are only synchronizing the access to the data in a single instance of the web application. Still, there could be multiple instances running at the same time (for example in a server farm, which may be a good idea if you have high traffic). In this scenario using a queue to prevent simultaneous writes is not good enough because there is still a race condition among the multiple instances of the web page.
In that case, when you get updates for the same record from different instances, then the underlying system will have to handle the collision anyway, yet it will not be able to do it reliably because the order of the updates has been lost.
In addition to that problem, if you are using this data structure as a cache, then it will provide incorrect data because it is not aware of the updates that happen in another instance.
With that said, for the scenarios where it may be worth to use a Thread-Safe Queue. For those cases you could use ConcurrentQueue (as I mention at the end of my original answer).
I'll keep my original answer, because I see value in helping understand the threading synchronization mechanism available in .NET (of which I present a few).
Original answer
Using lock is enough to prevent the access of multiple threads to a code segment at the same time (this is mutual exclusion).
Here I have commented out what you don't need:
public static class Queue {
// static volatile bool isProcessing;
static /*volatile*/ object locker = new Object();
public static void Process() {
lock (locker) {
// if (!isProcessing) {
// isProcessing = true;
//Process Queue...
// isProcessing = false;
// }
}
}
}
The lock does NOT need volatile to work. However you might still need the variable to be volatile due to other code not included here.
With that said, all the threads that try to enter in the lock will be waiting in a queue. Which as I understand is not what you want. Instead you want all the other threads to skip the block and leave only one do the work. This can be done with Monitor.TryEnter:
public static class Queue
{
static object locker = new Object();
public static void Process()
{
bool lockWasTaken = false;
try
{
if (Monitor.TryEnter(locker))
{
lockWasTaken = true;
//Process Queue…
}
}
finally
{
if (lockWasTaken)
{
Monitor.Exit(locker);
}
}
}
}
Another good alternative is to use Interlocked:
public static class Queue
{
static int status = 0;
public static void Process()
{
bool lockWasTaken = false;
try
{
lockWasTaken = Interlocked.CompareExchange(ref status, 1, 0) == 0;
if (lockWasTaken)
{
//Process Queue…
}
}
finally
{
if (lockWasTaken)
{
Volatile.Write(ref status, 0);
// For .NET Framework under .NET 4.5 use Thread.VolatileWrite instead.
}
}
}
}
Anyway, you don't have the need to implement your own thread-safe queue. You could use ConcurrentQueue.
A lock is good but it won't work for async await. You will get the following error if you try to await a method call in a lock:
CS1996 Cannot await in the body of a lock statement
In this case you should use a SemaphoreSlim
Example:
public class TestModel : PageModel
{
private readonly ILogger<TestModel> _logger;
private static readonly SemaphoreSlim _semaphoreSlim = new SemaphoreSlim(1, 1);
public TestModel(ILogger<TestModel> logger)
{
_logger = logger;
}
public async Task OnGet()
{
await _semaphoreSlim.WaitAsync();
try
{
await Stuff();
}
finally
{
_semaphoreSlim.Release();
}
}
}
It is important to not new SemaphoreSlim in the constructor or anywhere else because then it won't work.
https://stackoverflow.com/a/18257065/3850405
https://learn.microsoft.com/en-us/dotnet/api/system.threading.semaphoreslim?view=net-5.0

how to prevent a deadlock when you need to lock multiple objects

Image this code:
You have 2 arrays, and you need to lock both of them in same moment (for any reason - you just need to keep locked both of them because they are somehow depending on each other) - you could nest the lock
lock (array1)
{
lock (array2)
{
... do your code
}
}
but this may result in a deadlock in case that someone in other part of your code would do
lock (array2)
{
lock (array1)
{
... do your code
}
}
and array 1 was locked - execution context switched - then array 2 was locked by second thread.
Is there a way to atomically lock them? such as
lock_array(array1, array2)
{
....
}
I know I could just create some extra "lock object" and lock that instead of both arrays everywhere in my code, but that just doesn't seem correct to me...
In general you should avoid locking on publicly accessible members (the arrays in your case). You'd rather have a private static object you'd lock on.
You should never allow locking on publicly accessible variable as Darin said. For example
public class Foo
{
public object Locker = new object();
}
public class Bar
{
public void DoStuff()
{
var foo = new Foo();
lock(foo.Locker)
{
// doing something here
}
}
}
rather do something like this.
public class Foo
{
private List<int> toBeProtected = new List<int>();
private object locker = new object();
public void Add(int value)
{
lock(locker)
{
toBeProtected.Add(value);
}
}
}
The reason for this is if you have multiple threads accessing multiple public synchronization constructs then run the very real possiblity of deadlock. Then you have to be very careful about how you code. If you are making your library available to others can you be sure that you can grab the lock? Perhaps someone using your library has also grabbed the lock and between the two of you have worked your way into a deadlock scenario. This is the reason Microsoft recommend not using SyncRoot.
I am not sure what you mean by lock to arrays.
You can easily perform operation on both arrays in single lock.
static readonly object a = new object();
lock(a){
//Perform operation on both arrays
}

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