TLDR; version of the main questions:
While working with threads, is it safe to read a list's contents with 1 thread, while another write to it, as long you do not delete list contents (reoganize order) and only reads new object after the new object is added fully
While an Int is being updated from "Old Value" to "New Value" by one thread, is there is a risk, if another thread reads this Int that the value returned is neither "Old Value" or "New Value"
Is it possible for a thread to "skip" a critical region if its busy, instead of just going to sleep and wait for the regions release?
I have 2 pieces of code running in seperate threads and I want to have the one act as a producer for the other. I do not want either thread "sleeping" while waiting for access, but instead skip forward in their internal code if the other thread is accessing this.
My original plan were to share the data via this approach (and once counter got high enough switch to a secondary list to avoid overflows).
pseudo code of flow as I original intended it.
Producer
{
Int counterProducer;
bufferedObject newlyProducedObject;
List <buffered_Object> objectsProducer;
while(true)
{
<Do stuff until a new product is created and added to newlyProducedObject>;
objectsProducer.add(newlyProducedObject_Object);
counterProducer++
}
}
Consumer
{
Int counterConsumer;
Producer objectProducer; (contains reference to Producer class)
List <buffered_Object> personalQueue
while(true)
<Do useful work, such as working on personal queue, and polish nails if no personal queue>
//get all outstanding requests and move to personal queue
while (counterConsumer < objectProducer.GetcounterProducer())
{
personalQueue.add(objectProducer.GetItem(counterconsumer+1));
counterConsumer++;
}
}
Looking at this, everything looked fine at first glance, I knew I would not be retrieving a half constructed product from the queue, so the status of the list regardless of where it is should not be a problem even if a thread switch occour while the Producer is adding a new object. Is this assumption correct, or can there be problems here? (my guess is as the consumer is asking for a specific location in the list and new objects are added to the end, and objects are never deleted that this will not be a problem)
But what caught my eye was, could a similar problem occour that "counterProducer" is at an unknown value while it is being "counterProducer++"? Could this result in the value temporary be "null" or some unknown value? Will this be a potential issue?
My goal is to have neither of the two threads lock while waiting for a mutex but instead continue their loops, which is why I made the above first, as there is no locking.
If the usage of the list will cause problems, my workaround will be to make a linked list implementation, and share it between the two classes, still use the counters to see if new work has been added and keep last location while the personalQueue moves new stuff to personal queue. So producer add new links, consumer reads them, and deletes previous. (no counter on the list, just external counters to know how much has been added and removed)
alternative pseudo code to avoid the counterConsumer++ risk (need help with this).
Producer
{
Int publicCounterProducer;
Int privateCounterProducer;
bufferedObject newlyProducedObject;
List <buffered_Object> objectsProducer;
while(true)
{
<Do stuff until a new product is created and added to newlyProducedObject>;
objectsProducer.add(newlyProducedObject_Object);
privateCounterProducer++
<Need Help: Some code that updates the publicCounterProducer to the privateCounterProducer if that variable is not
locked, else skips ahead, and the counter will get updated at next pass, at some point the consumer must be done reading stuff, and
new stuff is prepared already>
}
}
Consumer
{
Int counterConsumer;
Producer objectProducer; (contains reference to Producer class)
List <buffered_Object> personalQueue
while(true)
<Do useful work, such as working on personal queue, and polish nails if no personal queue>
//get all outstanding requests and move to personal queue
<Need Help: tries to read the publicProducerCounter and set readProducerCounter to this, else skips this code>
while (counterConsumer < readProducerCounter)
{
personalQueue.add(objectProducer.GetItem(counterconsumer+1));
counterConsumer++;
}
}
So goal in the 2nd part of code, and I have not been able to figure out how to code this, is to make both classes not wait for the other in case the other is in the "critical region" of updating the publicCounterProducer. If I read the lock functionality correct, the threads will go to sleep waiting for the release, which is not what I want. Might end up with having to use it though, in which case, first pseudocode would do it, and just set a "lock" on the getting of the value.
Hope you can help me out with my many questions.
No it is not safe. A context switch can occur within .Add after List has added the object, but before List has updated the internal data structure.
If it is int32, or if it is int64 and you are running in an x64 process, then there is no risk. But if you have any doubts, use the Interlocked class.
Yes, you can use a Semaphore, and when it is time to enter the critical region, use WaitOne overload that takes a timeout. Pass a timeout of 0. If WaitOne returns true, then you successfully acquired the lock and can enter. If it returns false, then you did not acquire the lock and should not enter.
You should really look at the System.Collections.Concurrent namespace. In particular, look at the BlockingCollection. It has a bunch of Try* operators you can use to add/remove items from the collection without blocking.
While working with threads, is it safe to read a list's contents with 1 thread, while another write to it, as long you do not delete list contents (reoganize order) and only reads new object after the new object is added fully
No, it is not. A side-effect of adding an item to a list may be to reallocate its underlying array. Current implementations of List<T> update the internal reference before copying the old data to it, so multiple threads may observe a list of the correct size but containing no data.
While an Int is being updated from "Old Value" to "New Value" by one thread, is there is a risk, if another thread reads this Int that the value returned is neither "Old Value" or "New Value"
Nope, int updates are atomic. But if two threads are both incrementing counterProducer at once, it will go wrong. You should use Interlocked.Increment() to increment it.
Is it possible for a thread to "skip" a critical region if its busy, instead of just going to sleep and wait for the regions release?
No, but you can use (for example) WaitHandle.WaitOne(int) to see if a wait succeeded, and branch accordingly. WaitHandle is implemented by several synchronization classes, such as ManualResetEvent.
Incidentally, is there a reason you are not using the built-in Producer/Consumer classes such as BlockingCollection<T>? BlockingCollection is easy to use (after you read the documentation!) and I'd recommend using it instead.
Related
I have a program that is constantly reading and parsing a large stream of data from a WebSocket. All of the parsing happens on one thread within the client, and the data is organized into a SortedSet<T> tree for fast operation.
All of the data is added, updated, and removed without a hitch.
The problem comes when I try to access the data from another thread. It will run fine, but somewhere along the lines is a race condition that will be hit within a minute or two.
Consider this code (running on its own thread) to update the UI in near real-time:
private async Task RenderOrderBook()
{
var book = _client.OrderBook;
while (true)
{
try
{
var asks = book.Asks.OrderBy(i => i.Price).Take(5).OrderByDescending(i => i.Price);
var bids = book.Bids.OrderByDescending(i => i.Price).Take(5);
orderBookView.BeginInvoke(new MethodInvoker(() =>
{
...omitted due to irrelevance
}));
await Task.Delay(500);
}
catch (Exception ex)
{
ex.ToString();
}
}
}
The race condition lies within the LINQ operations on book. The common error is that i.Price (a decimal variable), or perhaps just the object i is referring to, is null. Additionally, my shoddy attempt to just swallow the exception does not actually work.
Regardless, my guess is that the data is being parsed and manipulated so fast that eventually, when using the LINQ OrderBy operation, it will hit a case where a node has been removed by the client, attempt to read from it, and throw an exception.
The book.Asks and book.Bids properties were initially of type SortedSet<T> and pointed directly to the data member itself. In an attempt to mitigate this race condition scenario, I attempted to change them to an array of the node, and use a _asks.ToArray() call to essentially make a copy to read from. This helped make the problem occur a bit less frequently, but nonetheless it still does happen.
How can I make this thread-safe?
Additional Code Snippets
public PriceNode[] Asks
{
get { return _asks.ToArray(); }
}
public PriceNode[] Bids
{
get { return _bids.ToArray(); }
}
My first rule of UI development is that you never perform I/O on the UI thread. Sounds like you've got that one covered.
My second rule is that once something is visible to the UI thread, you can't touch it from any other thread. There is exactly one exception to this rule, and that is for immutable data: if an object will not change, then any thread can touch it. Mutable data? No touch. Keep in mind that "mutable data" includes most collections.
Your life will be so much easier if you can follow these two rules. Following one without breaking the other can be tricky, but there are ways to do it, and once you have a decent grip of them, you'll be in a better place. The path to enlightenment begins here:
Your read thread (the thread reading off the socket) is allowed to create all the new objects it wants, but it can't update existing objects. It also can't modify any collections that the UI thread is using. If you're only adding new objects, this isn't so bad: your read thread can pull data off the socket and use it to cook up new objects. When those objects are ready, it has to hand them over to the UI thread, and the UI thread can add them to the relevant collections. The bulk of the work (and all of the I/O) happens on the read thread, which is what we want, per Strobel's Rule #1. The act of "committing" the already-populated objects should be trivial by comparison. Per Rule #2, once any mutable objects get handed off to the UI thread, your read thread can't touch them again. Ever.
Updating existing objects is trickier. There's a couple ways you can approach this. One is to have the read thread use the latest data to create new objects, which it then hands off to the UI thread. If you have very simple object graphs, the easiest option might be to simply replace the old objects with their newer versions, keeping in mind that any UI code referencing an old object will need to know that it's been replaced. Alternatively, the UI thread can use the data from the new object to update the existing object. If you're following Rule #2, this will be totally thread-safe, and any UI code that pointed to the old object automatically sees the new data without any torn reads or other race-related nastiness. This approach is probably your best bet.
If, after trying out the approaches in the previous paragraph, you find that you are generating unacceptable amounts of garbage, there is a third option. The read thread can copy the raw data for each object into a temporary buffer, then hand the buffers over to the UI thread, which can use the data in the buffers to update the existing objects. This means more work occurring on the UI thread, but at least the data is already in memory (the socket I/O is already done). Since the point of this approach is to create less garbage, it only makes sense if you reuse the buffers. That means you need a thread-safe buffer pool. The read thread acquires a temporary buffer, fills it from the socket, hands it to the UI thread, which returns it to the pool when it's done. Astute readers will note that passing mutable buffers between threads bumps up against Rule #2, so take care that once a thread hands over a buffer, it immediately forgets about it. Because this approach requires a stronger grasp of thread safety to make the pool work, I recommend it only as a last resort. If you can get away with one of the options in the previous paragraph, please do so.
Regardless of which approach you use for updating existing objects, you'll need a way to match up the new objects/data with the old objects. If each object has a unique identifier, you can use a Dictionary<,> as an efficient lookup mechanism. Replacing old objects with their newer copies is a bit more involved, because the old versions may be scattered across multiple collections, some of which may not support efficient replacement.
One last thing: when you hand over new/updated objects to the UI thread, it is vastly preferable to do it in batches. For example, you're better off posting a single operation to your UI thread to update 100 objects than posting 100 separate operations that each update one object.
I've created a game emulation program using c# async socks. I need to remove/add & do iterations on a collection (a list that holds clients) concurrently. I am currently using "lock", however, it's a a huge performance drop. I also do not want to use "local lists/copies" to keep the list up-to-date. I've heard about "ConcurrentBags", however, I am not sure how thread safe they are for iterations (for instance if a thread removes an element from the list while another thread is doing an iteration on it!?).
What do you suggest?
Edit: here is a situation
this is when a packet is sent to all the users in a room
lock (parent.gameClientList)
{
for (int i = 0; i <= parent.gameClientList.Count() - 1; i++) if (parent.gameClientList[i].zoneId == zoneId) parent.gameClientList[i].SendXt(packetElements); //if room matches - SendXt sends a packet
}
When a new client connects
Client connectedClient = new Client(socket, this);
lock (gameClientList)
{
gameClientList.Add(connectedClient);
}
Same case when a client disconnects.
I am asking for a better alternative (performance-wise) because the locks slow down everything.
It sounds like the problem is that you're doing all the work within your foreach loop, and it's locking out the add/remove methods for too long. The way around this is to quickly make a copy of the collection while it's locked, and then you can close the lock and iterate on the copy.
Thing[] copy;
lock(myLock) {
copy = _collection.ToArray();
}
foreach(var thing in copy) {...}
The drawback is that by the time you get around to operating on some object of that copy, it may have been removed from the original collection and so maybe you don't want to operate on it anymore. That's another thing you'll just have to figure out the requirements. If that's a problem, a simple option would be to lock each iteration of the loop, which of course will slow things down but at least it won't lock for the entire duration the loop is running:
foreac(var thing in copy) {
lock(myLock) {
if (_collection.Contains(thing)) //check that it's still in the original colleciton
DoWork(thing); //If you can move this outside the lock it'd make your app snappier, but it could also cause problems if you're doing something "dangerous" in DoWork.
}
}
If this is what you meant by "local copies", then you can disregard this option, but I figured I'd offer it in case you meant something else.
Every time you do something concurrently you are going to have loss due to task management (i.e. locks). I suggest you look at what is the bottleneck in your process. You seem to have a shared memory model, as opposed to a message passing model. If you know you need to modify the entire collection at once, there may not be a good solution. But if you are making changes in a particular order you can leverage that order to prevent delays. Locks is an implementation of pessimistic concurrency. You could switch to an optimistic concurrency model. In one the cost is waiting in the other the cost is retrying. Again the actual solution depends on your use case.
On problem with ConcurrentBag is that it is unordered so you cannot pull items out by index the same way you are doing it currently. However, you can iterate it via foreach to get the same effect. This iteration will be thread-safe. It will not go bizerk if an item is added or removed while the iteration is happening.
There is another problem with ConcurrentBag though. It actually copies the contents to a new List internally to make the enumerator work correctly. So even if you wanted to just pick off a single item via the enumerator it would still be a O(n) operation because of the way enumerator works. You can verify this by disassembling it.
However, based on context clues from your update I assume that this collection is going to be small. It appears that there is only one entry per "game client" which means it is probably going to store a small number of items right? If that is correct then the performance of the GetEnumerator method will be mostly insignificant.
You should also consider ConcurrentDictionary as well. I noticed that you are trying to match items from the collection based on zoneId. If you store the items in the ConcurrentDictionary keyed by zoneId then you would not need to iterate the collection at all. Of course, this assumes that there is only one entry per zoneId which may not be the case.
You mentioned that you did not want to use "local lists/copies", but you never said why. I think you should reconsider this for the following reasons.
Iterations could be lock-free.
Adding and removing items appears to be infrequent based context clues from your code.
There are a couple of patterns you can use to make the list copying strategy work really well. I talk about them in my answers here and here.
I've an application that makes use of parallelization for processing data.
The main program is in C#, while one of the routine for analyzing data is on an external C++ dll. This library scans data and calls a callback everytime a certain signal is found within the data. Data should be collected, sorted and then stored into HD.
Here is my first simple implementation of the method invoked by the callback and of the method for sorting and storing data:
// collection where saving found signals
List<MySignal> mySignalList = new List<MySignal>();
// method invoked by the callback
private void Collect(int type, long time)
{
lock(locker) { mySignalList.Add(new MySignal(type, time)); }
}
// store signals to disk
private void Store()
{
// sort the signals
mySignalList.Sort();
// file is a object that manages the writing of data to a FileStream
file.Write(mySignalList.ToArray());
}
Data is made up of a bidimensional array (short[][] data) of size 10000 x n, with n variable. I use parallelization in this way:
Parallel.For(0, 10000, (int i) =>
{
// wrapper for the external c++ dll
ProcessData(data[i]);
}
Now for each of the 10000 arrays I estimate that 0 to 4 callbacks could be fired. I'm facing a bottleneck and given that my CPU resources are not over-utilized, I suppose that the lock (together with thousand of callbacks) is the problem (am I right or there could be something else?). I've tried the ConcurrentBag collection but performances are still worse (in line with other user findings).
I thought that a possible solution for use lock-free code would be to have multiple collections. Then it would be necessary a strategy to make each thread of the parallel process working on a single collection. Collections could be for instance inside a dictionary with thread ID as key, but I do not know any .NET facility for this (I should know the threads ID for initialize the dictionary before launching the parallelization). Could be this idea feasible and, in case yes, does exist some .NET tool for this? Or alternatively, any other idea to speed up the process?
[EDIT]
I've followed the Reed Copsey's suggestion and I used the following solution (according to the profiler of VS2010, before the burden for locking and adding to the list was taking 15% of the resources, while now only 1%):
// master collection where saving found signals
List<MySignal> mySignalList = new List<MySignal>();
// thread-local storage of data (each thread is working on its List<MySignal>)
ThreadLocal<List<MySignal>> threadLocal;
// analyze data
private void AnalizeData()
{
using(threadLocal = new ThreadLocal<List<MySignal>>(() =>
{ return new List<MySignal>(); }))
{
Parallel.For<int>(0, 10000,
() =>
{ return 0;},
(i, loopState, localState) =>
{
// wrapper for the external c++ dll
ProcessData(data[i]);
return 0;
},
(localState) =>
{
lock(this)
{
// add thread-local lists to the master collection
mySignalList.AddRange(local.Value);
local.Value.Clear();
}
});
}
}
// method invoked by the callback
private void Collect(int type, long time)
{
local.Value.Add(new MySignal(type, time));
}
thought that a possible solution for use lock-free code would be to have multiple collections. Then it would be necessary a strategy to make each thread of the parallel process working on a single collection. Collections could be for instance inside a dictionary with thread ID as key, but I do not know any .NET facility for this (I should know the threads ID for initialize the dictionary before launching the parallelization). Could be this idea feasible and, in case yes, does exist some .NET tool for this? Or alternatively, any other idea to speed up the process?
You might want to look at using ThreadLocal<T> to hold your collections. This automatically allocates a separate collection per thread.
That being said, there are overloads of Parallel.For which work with local state, and have a collection pass at the end. This, potentially, would allow you to spawn your ProcessData wrapper, where each loop body was working on its own collection, and then recombine at the end. This would, potentially, eliminate the need for locking (since each thread is working on it's own data set) until the recombination phase, which happens once per thread (instead of once per task,ie: 10000 times). This could reduce the number of locks you're taking from ~25000 (0-4*10000) down to a few (system and algorithm dependent, but on a quad core system, probably around 10 in my experience).
For details, see my blog post on aggregating data with Parallel.For/ForEach. It demonstrates the overloads and explains how they work in more detail.
You don't say how much of a "bottleneck" you're encountering. But let's look at the locks.
On my machine (quad core, 2.4 GHz), a lock costs about 70 nanoseconds if it's not contended. I don't know how long it takes to add an item to a list, but I can't imagine that it takes more than a few microseconds. But let's it takes 100 microseconds (I would be very surprised to find that it's even 10 microseconds) to add an item to the list, taking into account lock contention. So if you're adding 40,000 items to the list, that's 4,000,000 microseconds, or 4 seconds. And I would expect one core to be pegged if this were the case.
I haven't used ConcurrentBag, but I've found the performance of BlockingCollection to be very good.
I suspect, though, that your bottleneck is somewhere else. Have you done any profiling?
The basic collections in C# aren't thread safe.
The problem you're having is due to the fact that you're locking the entire collection just to call an add() method.
You could create a thread-safe collection that only locks single elements inside the collection, instead of the whole collection.
Lets look at a linked list for example.
Implement an add(item (or list)) method that does the following:
Lock collection.
A = get last item.
set last item reference to the new item (or last item in new list).
lock last item (A).
unclock collection.
add new items/list to the end of A.
unlock locked item.
This will lock the whole collection for just 3 simple tasks when adding.
Then when iterating over the list, just do a trylock() on each object. if it's locked, wait for the lock to be free (that way you're sure that the add() finished).
In C# you can do an empty lock() block on the object as a trylock().
So now you can add safely and still iterate over the list at the same time.
Similar solutions can be implemented for the other commands if needed.
Any built-in solution for a collection is going to involve some locking. There may be ways to avoid it, perhaps by segregating the actual data constructs being read/written, but you're going to have to lock SOMEWHERE.
Also, understand that Parallel.For() will use the thread pool. While simple to implement, you lose fine-grained control over creation/destruction of threads, and the thread pool involves some serious overhead when starting up a big parallel task.
From a conceptual standpoint, I would try two things in tandem to speed up this algorithm:
Create threads yourself, using the Thread class. This frees you from the scheduling slowdowns of the thread pool; a thread starts processing (or waiting for CPU time) when you tell it to start, instead of the thread pool feeding requests for threads into its internal workings at its own pace. You should be aware of the number of threads you have going at once; the rule of thumb is that the benefits of multithreading are overcome by the overhead when you have more than twice the number of active threads as "execution units" available to execute threads. However, you should be able to architect a system that takes this into account relatively simply.
Segregate the collection of results, by creating a dictionary of collections of results. Each results collection is keyed to some token carried by the thread doing the processing and passed to the callback. The dictionary can have multiple elements READ at one time without locking, and as each thread is WRITING to a different collection within the Dictionary there shouldn't be a need to lock those lists (and even if you did lock them you wouldn't be blocking other threads). The result is that the only collection that has to be locked such that it would block threads is the main dictionary, when a new collection for a new thread is added to it. That shouldn't have to happen often if you're smart about recycling tokens.
I'm working on an image processing application where I have two threads on top of my main thread:
1 - CameraThread that captures images from the webcam and writes them into a buffer
2 - ImageProcessingThread that takes the latest image from that buffer for filtering.
The reason why this is multithreaded is because speed is critical and I need to have CameraThread to keep grabbing pictures and making the latest capture ready to pick up by ImageProcessingThread while it's still processing the previous image.
My problem is about finding a fast and thread-safe way to access that common buffer and I've figured that, ideally, it should be a triple buffer (image[3]) so that if ImageProcessingThread is slow, then CameraThread can keep on writing on the two other images and vice versa.
What sort of locking mechanism would be the most appropriate for this to be thread-safe ?
I looked at the lock statement but it seems like it would make a thread block-waiting for another one to be finished and that would be against the point of triple buffering.
Thanks in advance for any idea or advice.
J.
This could be a textbook example of the Producer-Consumer Pattern.
If you're going to be working in .NET 4, you can use the IProducerConsumerCollection<T> and associated concrete classes to provide your functionality.
If not, have a read of this article for more information on the pattern, and this question for guidance in writing your own thread-safe implementation of a blocking First-In First-Out structure.
Personally I think you might want to look at a different approach for this, rather than writing to a centralized "buffer" that you have to manage access to, could you switch to an approach that uses events. Once the camera thread has "received" an image it could raise an event, that passed the image data off to the process that actually handles the image processing.
An alternative would be to use a Queue, which the queue is a FIFO (First in First Out) data structure, now it is not thread-safe for access so you would have to lock it, but your locking time would be very minimal to put the item in the queue. There are also other Queue classes out there that are thread-safe that you could use.
Using your approach there are a number of issues that you would have to contend with. Blocking as you are accessing the array, limitations as to what happens after you run out of available array slots, blocking, etc..
Given the amount of precessing needed for a picture, I don't think that a simple locking scheme would be your bottleneck. Measure before you start wasting time on the wrong problem.
Be very careful with 'lock-free' solutions, they are always more complicated than they look.
And you need a Queue, not an array.
If you can use dotNET4 I would use the ConcurrentQuue.
You will have to run some performance metrics, but take a look at lock free queues.
See this question and its associated answers, for example.
In your particular application, though, you processor is only really interested in the most recent image. In effect this means you only really want to maintain a queue of two items (the new item and the previous item) so that there is no contention between reading and writing. You could, for example, have your producer remove old entries from the queue once a new one is written.
Edit: having said all this, I think there is a lot of merit in what is said in Mitchel Sellers's answer.
I would look at using a ReaderWriterLockSlim which allows fast read and upgradable locks for writes.
This isn't a direct answer to your question, but it may be better to rethink your concurrency model. Locks are a terrible way to syncronize anything -- too low level, error prone, etc. Try to rethink your problem in terms of message passing concurrency:
The idea here is that each thread is its own tightly contained message loop, and each thread has a "mailbox" for sending and receiving messages -- we're going to use the term MailboxThread to distinguish these types of objects from plain jane threads.
So instead of having two threads accessing the same buffer, you instead have two MailboxThreads sending and receiving messages between one another (pseudocode):
let filter =
while true
let image = getNextMsg() // blocks until the next message is recieved
process image
let camera(filterMailbox) =
while true
let image = takePicture()
filterMailbox.SendMsg(image) // sends a message asyncronous
let filterMailbox = Mailbox.Start(filter)
let cameraMailbox = Mailbox.Start(camera(filterMailbox))
Now you're processing threads don't know or care about any buffers at all. They just wait for messages and process them whenever they're available. If you send to many message for the filterMailbox to handle, those messages get enqueued to be processed later.
The hard part here is actually implementing your MailboxThread object. Although it requires some creativity to get right, its wholly possible to implement these types of objects so that they only hold a thread open while processing a message, and release the executing thread back to the thread-pool when there are no messages left to handle (this implementation allows you to terminate your application without dangling threads).
The advantage here is how threads send and receive messages without worrying about locking or syncronization. Behind the scenes, you need to lock your message queue between enqueing or dequeuing a message, but that implementation detail is completely transparent to your client-side code.
Just an Idea.
Since we're talking about only two threads, we can make some assumptions.
Lets use your tripple buffer idea. Assuming there is only 1 writer and 1 reader thread, we can toss a "flag" back-and-forth in the form of an integer. Both threads will continuously spin but update their buffers.
WARNING: This will only work for 1 reader thread
Pseudo Code
Shared Variables:
int Status = 0; //0 = ready to write; 1 = ready to read
Buffer1 = New bytes[]
Buffer2 = New bytes[]
Buffer3 = New bytes[]
BufferTmp = null
thread1
{
while(true)
{
WriteData(Buffer1);
if (Status == 0)
{
BufferTmp = Buffer1;
Buffer1 = Buffer2;
Buffer2 = BufferTmp;
Status = 1;
}
}
}
thread2
{
while(true)
{
ReadData(Buffer3);
if (Status == 1)
{
BufferTmp = Buffer1;
Buffer2 = Buffer3;
Buffer3 = BufferTmp;
Status = 0;
}
}
}
just remember, you're writedata method wouldn't create new byte objects, but update the current one. Creating new objects is expensive.
Also, you may want a thread.sleep(1) in an ELSE statement to accompany the IF statements, otherwise one a single core CPU, a spinning thread will increase the latency before the other thread gets scheduled. eg. The write thread may run spin 2-3 times before the read thread gets scheduled, because the schedulers sees the write thread doing "work"
Greetings.
I'm trying to implement some multithreaded code in an application. The purpose of this code is to validate items that the database gives it. Validation can take quite a while (a few hundred ms to a few seconds), so this process needs to be forked off into its own thread for each item.
The database may give it 20 or 30 items a second in the beginning, but that begins to decline rapidly, eventually reaching about 65K items over 24 hours, at which point the application exits.
I'd like it if anyone more knowledgeable could take a peek at my code and see if there's any obvious problems. No one I work with knows multithreading, so I'm really just on my own, on this one.
Here's the code. It's kinda long but should be pretty clear. Let me know if you have any feedback or advice. Thanks!
public class ItemValidationService
{
/// <summary>
/// The object to lock on in this class, for multithreading purposes.
/// </summary>
private static object locker = new object();
/// <summary>Items that have been validated.</summary>
private HashSet<int> validatedItems;
/// <summary>Items that are currently being validated.</summary>
private HashSet<int> validatingItems;
/// <summary>Remove an item from the index if its links are bad.</summary>
/// <param name="id">The ID of the item.</param>
public void ValidateItem(int id)
{
lock (locker)
{
if
(
!this.validatedItems.Contains(id) &&
!this.validatingItems.Contains(id)
){
ThreadPool.QueueUserWorkItem(sender =>
{
this.Validate(id);
});
}
}
} // method
private void Validate(int itemId)
{
lock (locker)
{
this.validatingItems.Add(itemId);
}
// *********************************************
// Time-consuming routine to validate an item...
// *********************************************
lock (locker)
{
this.validatingItems.Remove(itemId);
this.validatedItems.Add(itemId);
}
} // method
} // class
The thread pool is a convenient choice if you have light weight sporadic processing that isn't time sensitive. However, I recall reading on MSDN that it's not appropriate for large scale processing of this nature.
I used it for something quite similar to this and regret it. I took a worker-thread approach in subsequent apps and am much happier with the level of control I have.
My favorite pattern in the worker-thread model is to create a master thread which holds a queue of tasks items. Then fork a bunch of workers that pop items off that queue to process. I use a blocking queue so that when there are no items the process, the workers just block until something is pushed onto the queue. In this model, the master thread produces work items from some source (db, etc.) and the worker threads consume them.
I second the idea of using a blocking queue and worker threads. Here is a blocking queue implementation that I've used in the past with good results:
https://www.codeproject.com/Articles/8018/Bounded-Blocking-Queue-One-Lock
What's involved in your validation logic? If its mainly CPU bound then I would create no more than 1 worker thread per processor/core on the box. This will tell you the number of processors:
Environment.ProcessorCount
If your validation involves I/O such as File Access or database access then you could use a few more threads than the number of processors.
Be careful, QueueUserWorkItem might fail
There is a possible logic error in the code posted with the question, depending on where the item id in ValidateItem(int id) comes from. Why? Because although you correctly lock your validatingItems and validatedItems queues before queing a work item, you do not add the item to the validatingItems queue until the new thread spins up. That means there could be a time gap where another thread calls ValidateItem(id) with the same id (unless this is running on a single main thread).
I would add item to the validatingItems queue just before queuing the item, inside the lock.
Edit: also QueueUserWorkItem() returns a bool so you should use the return value to make sure the item was queued and THEN add it to the validatingItems queue.
ThreadPool may not be optimal for jamming so much at once into it. You may want to research the upper limits of its capabilities and/or roll your own.
Also, there is a race condition that exists in your code, if you expect no duplicate validations. The call to
this.validatingItems.Add(itemId);
needs to happen in the main thread (ValidateItem), not in the thread pool thread (Validate method). This call should occur a line before the queueing of the work item to the pool.
A worse bug is found by not checking the return of QueueUserWorkItem. Queueing can fail, and why it doesn't throw an exception is a mystery to us all. If it returns false, you need to remove the item that was added to the validatingItems list, and handle the error (throw exeception probably).
I would be concerned about performance here. You indicated that the database may give it 20-30 items per second and an item could take up to a few seconds to be validated. That could be quite a large number of threads -- using your metrics, worst case 60-90 threads! I think you need to reconsider the design here. Michael mentioned a nice pattern. The use of the queue really helps keep things under control and organized. A semaphore could also be employed to control number of threads created -- i.e. you could have a maximum number of threads allowed, but under smaller loads, you wouldn't necessarily have to create the maximum number if fewer ended up getting the job done -- i.e. your own pool size could be dynamic with a cap.
When using the thread-pool, I also find it more difficult to monitor the execution of threads from the pool in their performing the work. So, unless it's fire and forget, I am in favor of more controlled execution. I know you mentioned that your app exits after the 65K items are all completed. How are you monitoring you threads to determine if they have completed their work -- i.e. all queued workers are done. Are you monitoring the status of all items in the HashSets? I think by queuing your items up and having your own worker threads consume off that queue, you can gain more control. Albeit, this can come at the cost of more overhead in terms of signaling between threads to indicate when all items have been queued allowing them to exit.
You could also try using the CCR - Concurrency and Coordination Runtime. It's buried inside Microsoft Robotics Studio, but provides an excellent API for doing this sort of thing.
You'd just need to create a "Port" (essentially a queue), hook up a receiver (method that gets called when something is posted to it), and then post work items to it. The CCR handles the queue and the worker thread to run it on.
Here's a video on Channel9 about the CCR.
It's very high-performance and is even being used for non-Robotics stuff (Myspace.com uses it behind the scenese for their content-delivery network).
I would recommend looking into MSDN: Task Parallel Library - DataFlow. You can find examples of implementing Producer-Consumer in your case would be the database producing items to validate and the validation routine becomes the consumer.
Also recommend using ConcurrentDictionary<TKey, TValue> as a "Concurrent" hash set where you just populate the keys with no values :). You can potentially make your code lock-free.