I have this code that many threads can call to update the GUI:
MethodInvoker del = () => { lblInfo.Text = tmp; };
lblInfo.BeginInvoke(del);
(lblInfo is created by the GUI thread)
I also have this method called at button click executed by the GUI thread:
public void Stop()
{
isStopping = true;
crawler.Join();
foreach (Thread t in txtWorkers)
{
t.Join();
}
indexer.Join();
lblStatus.Text = "Stopped";
lblInfo.Text = "";
}
1 time over 100 run the program deadlock at Stop button click. I was not debugging when i saw the deadlock so i can't be sure about the state of the various threads but i'm almost sure that all the threads i'm joining will eventually reach the point where they check for
isStopping value and terminate. This leads me to think that there may be a problem with the BeginInvoke but can't really find it. It should be async so threads calling it (crawler & indexer) should not block. What happens if the GUI thread is executing Stop() and also must execute a call from BeginInvoke? Could this be the problem? Is there something i can't see about the thread i'm joining?
EDIT:
What the code looks like after the suggested changes:
public void Stop()
{
/*
...disable GUI
*/
isStopping = true; // Declared as volatile
lblStatus.Text = "Stopping...";
// Creating a thread that will wait for other threads to terminate
Task.Factory.StartNew(() =>
{
crawler.Join();
foreach (Thread t in txtWorkers)
{
t.Join();
}
indexer.Join();
// Adjust UI now that all threads are terminated
MethodInvoker del = () =>
{
/*
...enable GUI
*/
lblStatus.Text = "Not Running";
isStopping = false;
};
lblStatus.BeginInvoke(del);
});
}
It seems to be working, i hope that deadlock is gone...
I don't think it should be a problem, because you're using BeginInvoke rather than Invoke - the background threads will just proceed past that line without waiting for the GUI to catch up. If you're using Control.Invoke anywhere, that could cause a deadlock.
More importantly, using Join in your GUI thread is fundamentally a bad idea - the UI will be frozen until everything's finished. It would be better to disable any controls which could start anything new, set your isStopping flag, and then create a new thread to wait for all the threads to stop - and when all the threads have finished, then update the UI with BeginInvoke again. (If you're using .NET 4.5 you could also use an asynchronous method for this, creating and awaiting a task to wait for all the threads.)
Finally, if isStopping is just a bool field, there's no guarantee that your background threads will "see" the change from the UI thread. It's possible that making the field volatile would fix this, but the precise meaning of volatile scares me. An alternative would be to use the Interlocked class, or make it a property which obtains a lock for both reading and writing - that ensures appropriate memory barriers are in place.
Related
I have a WinForms application on .NET 3.5. In this form, the user triggers an operation which is executed in another thread (a BackgroundWorker to be precise) so as to not block the UI thread. I'm in MVP, so all this is being done by a presenter which interacts with an interface to the view (implemented by the Windows Form). So far so good.
I would like to introduce functionality whereby a timeout period is introduced for the background operation to complete before cancelling it. Sounds simple enough. But the background operation calls a single function on a third-party component which may never return, so the cancellation capabilities of the BackgroundWorker are of no use to me here. Also, the BackgroundWorker.RunWorkerCompleted allowed me to get back on the UI thread, so I need to wait for the timeout or success and be able to get back to my calling thread (namely the UI thread).
I tried this using a plain old Thread (which does support Abort()) and a Timer running on a second thread, but can't seem to get it to work quite right since Join() is blocking my UI thread despite the description stating that it will block "while continuing to perform standard COM and SendMessage pumping". Admittedly I assumed this implied that it would continue to process Windows Messages, which was not the case.
int timeoutInMsec = 10000;
Thread connectThread = new Thread(Connect);
Thread timerThread = new Thread(() =>
{
var timer = new System.Windows.Forms.Timer() { Interval = timeoutInMsec };
timer.Tick += (_s, _e) =>
{
timer.Stop();
if (connectThread.ThreadState == ThreadState.Running)
connectThread.Abort();
};
};
connectThread.Start();
timerThread.Start();
timerThread.Join();
connectThread.Join();
Based on this question, I tried removing the second timer thread and adding a ManualResetEvent and calling Set() when the timer ticked, or when the Connect method did indeed complete. Here, instead of Join I used WaitOne, but unfortunately this also blocks my UI thread. I also found this other question, which a CancellationTokenSource which unfortunately is not available in .NET 3.5.
So, how can I spin my worker up and be able to terminate it after a given amount of time in .NET 3.5, while at the same time be able to get back to the thread where I spun up the worker thread to execute a sort of OnCompleted handler?
Many thanks in advance!
PS: I don't have a lot of experience in multi-threaded programming in .NET, so I'm sorry if this is trivial.
If I understood your question correctly, the following algorithm should solve your problem:
As before, create a BackgroundWorker to do your background work.
In BackgroundWorker_DoWork,
create a new thread (let's call it the "third-party thread") to call your third-party library, and then
wait for the third-party thread to finish or the timeout to elapse. (*)
That way, your UI won't block, since only the Backgroundworker thread is waiting, not the main thread.
Now about the interesting part: How do you wait for the third-party thread to finish (the step marked with (*))?
My suggestion would be to simply use "loop waiting with sleep", i.e. (pseudo-code, you can use the Stopwatch class for the timeout):
do until (third-party thread has finished or x seconds have elapsed):
Thread.Sleep for 100ms
if third-party thread has not finished:
Abort it // we don't have another choice
else
Process the result
It's not best practice, but it's simple, it gets the job done and you can always replace it with fancy cross-thread-syncronization stuff (which is non-trivial to get right) once you got it all working.
It's useless to create a Forms.Timer on a non-gui thread. Don't create it on a separate thread. Why are you Joining the threads? The usage of Join is to block the current thread until the other thread is finished.
This is untested pseudo code, this is for example purpose.
public class Form1: Form1
{
private int timeoutInMsec = 10000;
private System.Windows.Forms.Timer _timer;
private Thread _connectThread;
public Form1()
{
_connectThread = new Thread(Connect);
_connectThread.Start();
_timer = new System.Windows.Forms.Timer() { Interval = timeoutInMsec };
_timer.Tick += (_s, _e) =>
{
_timer.Stop();
if (_connectThread.ThreadState == ThreadState.Running)
_connectThread.Abort();
};
};
}
private void Connected()
{
}
private void Aborted()
{
}
private void Connect()
{
try
{
DoConnect3rdPartyStuff();
this.Invoke(Connected);
}
catch(ThreadAbortException)
{
// aborted
this.Invoke(Aborted);
}
}
}
I have started a special course in multithreading but I have some fundamental issues I want to clear up. say I have a thread
Thread t1 = new Thread(() =>
{
Thread.CurrentThread.IsBackground = true;
IsCancel = false;
this.workProj.DoWorkWithRefSync(ref IsCancel);
});
t1.Start();
Followed by
while(t1.IsAlive)
{
}
or
t1.Join();
or
myAutoResetEvent.WaitOne(); // myAutoResetEvent.Set() called in thread when it finished processing
I am not sure but, this might not be a good example but looking forward to one.
I know that they are all some form of signaling from the background thread to inform the calling/UI thread that the work has completed.
But using them end up blocking the UI until the thread completes. So I would like to know a real life scenario implementation of this.
I am thinking why not just run this process on the UI thread since you don't mind blocking it.
Edit: In otherwords, I am looking for the real uses of these blocking elements such as thread.Join() etc
A real life scenario relevant to your example would be where the reference to the thread is stored in a member of the window class, and it gets checked or waited for if some event triggers such as closing the window or the application exiting.
pseudo code:
class Window
{
private Thread _thread = null;
public void OnButtonClick()
{
_thread = CreateAndStartThread();
}
public void OnCloseWindow()
{
if(null != _thread)
_thread.Wait();
}
}
I have a thread that I am trying to discontinue. What I have done is the following.
randomImages = new Thread(new ThreadStart(this.chooseRandomImage));
randomImages.Start();
This is the method called by the thread
bool threadAlive = true;
public void chooseRandomImage()
{
while(threadAlive)
{
try
{
//do stuff
}
catch (Exception exe)
{
MessageBox.Show(exe.Message, "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
}
Now, upon clicking a stop thread button I simply set threadAlive to false.
Problem is the thread doesnt stop immediately, as if it has gathered a form of momentum.
How can a stop a thread instantly, and possibly restart it again?
private void butStopThread_Click(object sender, EventArgs e)
{
threadAlive = false;
if(threadAlive == false)
{
//do stuff
}
}
I am sorry, that IS the best way to do it. Using .NET 4.0 upward you should use tasks, not threads, and then there is this thing called CancellationToken that pretty much does the same as your variable.
Then, after cancelling, you wait until the processing is finishing. If that needs to happen fast, then - well - make the check for the cancellation more granular, i.e. check more often.
Aborting threads has possibly significant side effects as explained at http://www.interact-sw.co.uk/iangblog/2004/11/12/cancellation - this is why the method generally should not be used.
And no, stopped threads etc. can not be restarted magically - this you have to put into your logic (restart points, save points ,long running transaction in steps, remembering where it finished).
As a sidenote - if you insist on not using tasks and have access to the latest versin of .NET, Volatile is not needed if you use the Interlocked access class methods, which ago down to some assembler instructions that are thread safe per definition.
It is possible to terminate a thread from another thread with a call
to Abort, but this forcefully terminates the affected thread without
concern for whether it has completed its task and provides no
opportunity for the cleanup of resources. The technique shown in this
example is preferred.
You need to use Abort method BUT IS NOT RECOMMENDED
From the information provided by you, it seems the threadAlive variable is being accessed by both the worker thread and the UI thread. Try declaring threadAlive using volatile keyword which is ensure cross-thread access happens without synchronization issues.
volatile bool threadAlive;
To restart the thread, you first need to ensure that it performs all necessary cleanup. Use the Join method call on your thread object in the main/UI thread to make sure your thread terminates safely. To restart, simply invoke the Start method on the thread.
randomImages.Join();
Not sure if my title is worded well, but whatever :)
I have two threads: the main thread with the work that needs to be done, and a worker thread that contains a form with a progress bar and a cancel button. In normal code, it would be the other way around, but I can't do that in this case.
When the user clicks the cancel button, a prompt is displayed asking if he wants to really cancel the work. The problem is that work continues on the main thread. I can get the main thread to stop work and such, but I would like for it to stop doing work when he clicks "Yes" on the prompt.
Example:
// Main thread work starts here
t1 = new Thread(new ThreadStart(progressForm_Start));
t1.Start();
// Working
for (i = 0; i <= 10000; i++)
{
semaphore.WaitOne();
if (pBar.Running)
bgworker_ProgressChanged(i);
semaphore.Release();
if (pBar.IsCancelled) break;
}
t1.Abort();
// Main thread work ends here
// Start progress bar form in another thread
void progressForm_Start()
{
pBar.Status("Starting");
pBar.ShowDialog();
}
I could theoretically include a prompt in the cancelWatch() function, but then I would have to do that everywhere I'm implementing this class.
I have a couple of quick comments:
Avoid using Thread.Abort() here's why.
Make your thread a background thread: Thread.IsBackground = true (this will automatically exit the thread when your app exits).
Here is a detailed discussion on how to safely stop a thread from running: Is it safe to use a boolean flag to stop a thread from running in C#
To stop the work on the main thread you'd have to do something like this:
boolean volatile isRunning = true;
static void Main(...)
{
// ...
// Working
for (i = 0; i <= 10000; i++)
{
semaphore.WaitOne();
if (!isRunning) break; // exit if not running
if (pBar.Running)
bgworker_ProgressChanged(i);
semaphore.Release();
}
//...
t1.Interrupt();// make the worker thread catch the exception
}
//
void cancelButton_Click(object sender, EventArgs e)
{
isRunning = false; // optimistic stop
semaphore.Release();
}
I recommend using CancellationTokenSource, which can handle this kind of complex scenario. It's part of the Task Parallel Library but does not actually have to be used with Task objects; it can just as easily be used with old-style Thread objects.
Of course, if you have the time, I'd recommend defining the main thread's work as a Task object (running on the main UI thread by using TaskScheduler.FromCurrentSynchronizationContext).
Note that everything above assumes .NET 4.0. If you're still stuck on the old platform, you'll just have to have a bool cancelled; field protected by a lock or some such thing. Tip: don't call Thread.Abort; it's evil.
I want to otherwise block code execution on the main thread while still allowing UI changes to be displayed.
I tried to come up with a simplified example version of what I'm trying to do; and this is the best I could come up with. Obviously it doesn't demonstrate the behavior I'm wanting or I wouldn't be posting the question. I just hope it gives some code context to back my poor explanation of the problem I'm hoping to solve.
Within a button click handler on a form I have this:
private void button2_Click(object sender, EventArgs e)
{
AutoResetEvent autoResetEvent = new AutoResetEvent(false);
new Thread(delegate()
{
// do something that takes a while.
Thread.Sleep(1000);
// Update UI w/BeginInvoke
this.BeginInvoke(new ThreadStart(
delegate() {
this.Text = "Working... 1";
this.Refresh();
Thread.Sleep(1000); // gimme a chance to see the new text
}));
// do something else that takes a while.
Thread.Sleep(1000);
// Update UI w/Invoke
this.Invoke(new ThreadStart(
delegate() {
this.Text = "Working... 2";
this.Refresh();
Thread.Sleep(1000); // gimme a chance to see the new text
}));
// do something else that takes a while.
Thread.Sleep(1000);
autoResetEvent.Set();
}).Start();
// I want the UI to update during this 4 seconds, even though I'm
// blocking the mainthread
if (autoResetEvent.WaitOne(4000, false))
{
this.Text = "Event Signalled";
}
else
{
this.Text = "Event Wait Timeout";
}
Thread.Sleep(1000); // gimme a chance to see the new text
this.Refresh();
}
If I didn't set a timout on the WaitOne() the app would deadlock on the Invoke() call.
As to why I'd want to do this, I've been tasked with moving one subsystem of an app to do work in a background thread, but still have it block user's workflow (the main thread) only sometimes and for certain types of work related to that subsystem only.
You want to use the "BackgroundWorker" class, which will take most of this pain out of this for you.. but as mentioned before, you'll also want to structure it so that the main thread is updating the UI and the worker is doing the heavy lifting.
It is easyer then you might think.
Suggestion: when you need a thread to perform some occasional work, get it from the threadpool, so you will not need strange/error prone recycling code.
When you want something on another thread to update your UI, you just need a reference to the form and to call Form.Invoke passing the UI code you want the main thread to execute; it's a best pactice, in an event, to release the UI thread as soon as possible.
Ie:
private void button1_Click(object sender, EventArgs e)
{
// this is the UI thread
ThreadPool.QueueUserWorkItem(delegate(object state)
{
// this is the background thread
// get the job done
Thread.Sleep(5000);
int result = 2 + 2;
// next call is to the Invoke method of the form
this.Invoke(new Action<int>(delegate(int res)
{
// this is the UI thread
// update it!
label1.Text = res.ToString();
}), result);
});
}
Hope this helps you:)
EDIT: I am sorry, I didn't read the "blocking user workflow" part.
WindowsForms is not designed to do that, blocking the main thread is BAD (it handles the messages from the OS).
You don't have to block the user workflow via freezing a form (which would then be considered "Not Responding" by windows), the way to block user workflow is by disabling any control you want (with the Invoke method above if from another thread), even the entire form!!
Common activities which 'block' the main thread are things like opening messages boxes or modal dialog. The main code appears to block at the MessageBox or ShowDialog call.
The way those items work (and MessageBox is just a specialized modal dialog) is that they contain their own message pump while they're blocking.
Although it's a nasty hack, you can do something like this in your app by looping calling Application.DoEvents() to keep the user messages pumping while you're waiting for your other task to complete. You need to be careful because all sorts of nasty things might lead from pumping messages like this - for example someone close the form or reenter your current message handler - the modal dialogs avoid this by effectively disabling input from the form which launches them.
I did mean to say that BackgroundWorker is a better solution, if you can make it fit. I sometimes combine it with a modal 'progress dialog' to give me the background thread / message pumping and the blocking of the UI thread.
Edit - to expand on the last bit:
One approach I've used is to have a 'progress form' class, which takes a BackgroundWorker object as a constructor parameter, and contains handlers for the progress and completion events of the background worker which gets passed to it.
The form which wants the work done creates the background worker and hooks up the 'work' event (can't remember what it's called right now), and then creates a progress dialog to which it passes the background worker. It then modally shows the progress dialog, which means it will wait (but pumping messages) until the progress dialog closes.
The progress form is responsible for starting the BackgroundWorker from its OnLoad override, and closes itself when it sees the BackgroundWorker complete. Obviously you can add message text, progress bars, cancel buttons, whatever to the progress form.
structure your app so that the main thread only performs UI updates, and all other work is done on secondary threads via a work queue; then add a waiting-for-godot flag to your main thread and use it to guard the method that adds items to the work queue
out of curiosity: why do you want to do this?
You should probably restructure your code as others have suggested, but depending on the behavior you're looking for, you might also want to have a look at using a Thread.Join on your background worker thread. Join actually allows the calling thread to process COM and SendMessage events while it waits for the other thread to finish. This seems like it could be dangerous in come cases, but I've actually had a couple scenarios where it was the only way to wait for another thread to finish cleanly.
Thread..::.Join Method
Blocks the calling thread until a
thread terminates, while continuing to
perform standard COM and SendMessage
pumping.
(from http://msdn.microsoft.com/en-us/library/95hbf2ta.aspx)
I agree with the others that are suggesting you use Background Worker. It does the heavy lifting and allows the UI to continue. You can use the Report Progress of Background Worker to initiate times where the Main Form can be set to be disabled while it performs the actions in the background and then re-enable once the 'certain instances' have completed processing.
Let me know if this helps!
JFV
If you could adjust your code so that you set a flag once a process has begun and then check that in the UI before you start an additional operation I think you'd have a much easier time coding this. I would create a delegate that could be called from the thread in the threadpool or user created thread to update on progress in the UI. Once the background process has been completed switch the flag and now normal UI operations can continue. The only caveat you need to be aware of is that when you update UI components you must do it on the thread they were created on, the main/UI thread. In order to accomplish this you can call the Invoke() method on any control that lives on that thread and pass it the delegate and parameters you need to call it.
Here's a link to a tutorial I wrote some time ago about how to use Control.Invoke():
http://xsdev.net/tutorials/pop3fetcher/
Just a code snippet: don't have much time sorry :)
private void StartMyDoSomethingThread() {
Thread d = new Thread(new ThreadStart(DoSomething));
d.Start();
}
private void DoSomething() {
Thread.Sleep(1000);
ReportBack("I'm still working");
Thread.Sleep(1000);
ReportBack("I'm done");
}
private void ReportBack(string p) {
if (this.InvokeRequired) {
this.Invoke(new Action<string>(ReportBack), new object[] { p });
return;
}
this.Text = p;
}
It is best to dispatch the work but if you must, maybe something like this. Just call this method to wait for the signal rather than calling the waitone.
private static TimeSpan InfiniteTimeout = TimeSpan.FromMilliseconds(-1);
private const Int32 MAX_WAIT = 100;
public static bool Wait(WaitHandle handle, TimeSpan timeout)
{
Int32 expireTicks;
bool signaled;
Int32 waitTime;
bool exitLoop;
// guard the inputs
if (handle == null) {
throw new ArgumentNullException("handle");
}
else if ((handle.SafeWaitHandle.IsClosed)) {
throw new ArgumentException("closed wait handle", "handle");
}
else if ((handle.SafeWaitHandle.IsInvalid)) {
throw new ArgumentException("invalid wait handle", "handle");
}
else if ((timeout < InfiniteTimeout)) {
throw new ArgumentException("invalid timeout <-1", "timeout");
}
// wait for the signal
expireTicks = (int)Environment.TickCount + timeout.TotalMilliseconds;
do {
if (timeout.Equals(InfiniteTimeout)) {
waitTime = MAX_WAIT;
}
else {
waitTime = (expireTicks - Environment.TickCount);
if (waitTime <= 0) {
exitLoop = true;
waitTime = 0;
}
else if (waitTime > MAX_WAIT) {
waitTime = MAX_WAIT;
}
}
if ((handle.SafeWaitHandle.IsClosed)) {
exitLoop = true;
}
else if (handle.WaitOne(waitTime, false)) {
exitLoop = true;
signaled = true;
}
else {
if (Application.MessageLoop) {
Application.DoEvents();
}
else {
Thread.Sleep(1);
}
}
}
while (!exitLoop);
return signaled;
}
I went with something I haven't seen posted yet which is to use MessageQueues.
The MainThread blocks while waiting for the next message on a queue.
The background thread posts different types of messages to the MessageQueue.
Some of the message types signal the MainThread to update UI elements.
Of course, there is a message to tell the MainThread to stop blocking and waiting for messages.
Seems over the top considering the windows message loop already exists somewhere, but it works.