does using IEnumerable interface reduce concurrency issues - c#

According to Albahari brothers[Page No.273],IEnumerable is used because:
By defining a single method returning an enumerator,IEnumerable provides flexibility in that the
->iteration logic can be framed off to another class(Understood)
->Moreover it means that several consumers can enumerate the collection at once without interfering with each other(Not understood)
I am not able to understand the second point!
How can IEnumerable instead of using IEnumerator enable multiple consumers to enumerate the collection at once?

IEnumerable implements a single method, GetEnumerator(), which returns an IEnumerator. Since each time the method is called, a new IEnumerator is returned, which has its own state. In this way, multiple threads can iterate over the same collection without there being any danger of one thread changing the current pointer of another one.
If a collection implements IEnumerator, then it effectively can only be iterated over by a single thread at a time. Consider the following code:
public class EnumeratorList : IEnumerator
{
private object[] _list = new object[10];
private int _currentIndex = -1;
public object Current { get { return _list[_currentIndex] } };
public bool MoveNext()
{
return ++_currentIndex < 10;
}
public void Reset()
{
_currentIndex = -1;
}
}
Given that implementation, if two threads attempt to loop through the EnumeratorList at the same time, they will get interleaved results, and will not see the entire list.
If we refactor it into an IEnumerable, multiple threads can access the same list without such issues.
public class EnumerableList : IEnumerable
{
private object[] _list = new object[10];
public IEnumerator GetEnumerator()
{
return new ListEnumerator(this);
}
private object this[int i]
{
return _list[i];
}
private class ListEnumerator : IEnumerator
{
private EnumeratorList _list;
private int _currentIndex = -1;
public ListEnumerator(EnumeratorList list)
{
_list = list;
}
public object Current { get { return _list[_currentIndex] } };
public bool MoveNext()
{
return ++_currentIndex < 10;
}
public void Reset()
{
_currentIndex = -1;
}
}
}
Now this is a simple, contrived example, of course, but I hope this helps make it more clear.

The MSDN article for IEnumerable provides a good example of proper usage.
To directly answer your question, when correctly implemented, the IEnumerator object being used to go through the collection is unique for each caller. This means that you can have several consumers call foreach on your collection, and each will have their own enumerator, with its own index into the collection.
Note that this provides only basic protection from modifications to the collection. For that, you must employ proper lock() blocks (see here) .

Consider the code:
class Program
{
static void Main(string[] args)
{
var test = new EnumTest();
test.ConsumeEnumerable2Times();
Console.ReadKey();
}
}
public class EnumTest
{
public IEnumerable<int> CountTo10()
{
for (var i = 0; i <= 10; i++)
yield return i;
}
public void ConsumeEnumerable2Times()
{
var enumerable = CountTo10();
foreach (var n in enumerable)
{
foreach (int i in enumerable)
{
Console.WriteLine("Outer: {0}, Inner: {1}", n, i);
}
}
}
}
This code will produce the output:
Outer: 0, Inner: 1
Outer: 0, Inner: 2
...
Outer: 1, Inner: 0
Outer: 1, Inner: 1
...
Outer: 10, Inner: 10
Using IEnumerable you can enumerate the same collection over and over. IEnumerable actually will return a new instance of IEnumerator for every request for enumeration.
In the example above the method EnumTest() was called once but the IEnumerable returned was used 2 times. Each time counted to 10 independently.
This is why "several consumers can enumerate the collection at once without interfering with each other". You can pass the same IEnumerable object to 2 methods and they will enumerate the collection independently. With IEnumerator you can't achieve that.
Sorry about my english.

A type that implements IEnumerator must have a method and properties such that you can iterate over it, namely MoveNext(), Reset(), and Current. What happens if you have multiple threads that try to iterate over this object at the same time? They'll step on each other as they both call the same MoveNext() function, which modifies the same Current property.
A type that implements IEnumerable must be able to provide an instance of an IEnumerator. Now what happens when multiple threads iterate over the object? Each thread will have a separate instance of an IEnumerator object. The IEnumerator's returned are not the same type of object as your collection. They are something different entirely. However, they do know how to get the next item and show the current item of your collection, and each of those objects will have it's own internal data about the current state of the enumeration. Thus, they don't step on each other and safely iterate your collection from separate threads.
Sometimes, a collection type will implement IEnumerator for itself (it is it's own enumerator), and then implement IEnumerable by just returning itself. In this case, you would gain nothing for multiple threads, because they are still all using the same object for the enumeration. This is backwards. Instead, the correct procedure is to first implement a separate (can be nested) enumerator type for your collection. You then implement IEnumerable by returning new instances of the type and implement IEnumerator by keeping a private instance.

Related

How to do suitable GetEnumerator() method for my own Stack<T> implementation?

I have a problem with implementation GetEnumerator() method for my own generic Stack implementation. Below is fragment with code in my Stack class which extends generic IEnumerable, stack field is type: List. How can I create GetEnumerator() method so that the unit tests passed ? Or perhaps I made a mistake with creating Push and Pop methods ? Please help me and explain how and why my solution is not good enough.
public void Push(T item)
{
this.stack.Add(item);
}
public T Pop()
{
if (this.stack.Count == 0)
{
throw new InvalidOperationException("Invalid operation pop, stack is empty.");
}
T value = this.stack[this.stack.Count - 1];
this.stack.RemoveAt(this.stack.Count - 1);
return value;
}
public IEnumerator<T> GetEnumerator()
{
if (this.stack == null)
{
throw new InvalidOperationException("Stack cannot be changed during iteration.");
}
for (int index = this.Count - 1; index >= 0; index--)
{
yield return this.stack[index];
}
}
IEnumerator IEnumerable.GetEnumerator()
{
return this.GetEnumerator();
}
There are nunit tests, which are not passed with this code in my stack implementation.
[Test]
[Order(7)]
public void Iterator_PopFromStack_Throw_InvalidOperationException()
{
Assert.Throws<InvalidOperationException>(
() =>
{
foreach (var item in this.stack)
{
this.stack.Pop();
}
}, "Stack cannot be changed during iteration.");
}
[Test]
[Order(8)]
public void Iterator_PushIntoStack_Throw_InvalidOperationException()
{
Assert.Throws<InvalidOperationException>(
() =>
{
foreach (var item in this.stack)
{
this.stack.Push(this.value);
}
}, "Stack cannot be changed during iteration.");
}
Please help me and explain how and why my solution is not good enough.
It is not good enough cause it does not monitor for collection change during enumeration as the build in one does (and as provided unit tests require):
An enumerator remains valid as long as the collection remains unchanged. If changes are made to the collection, such as adding, modifying, or deleting elements, the enumerator is irrecoverably invalidated and the next call to MoveNext or IEnumerator.Reset throws an InvalidOperationException.
You can always look at the build into the framework implementation - it maintains _version field which is bumped on every manipulation (i.e. Push or Pop), is "cached" at the start of the enumeration and is checked on every MoveNext invocation.
Since, it seems, that you are not using array as underlying storage you can use simpler implementation - the one #Blindy suggests.
Well for one thing a stack isn't enumerable, since you can only ever access one element ever. So if you want it to be enumerable, what you're building isn't a stack, and you know that, because the backing collection you chose is List<>, not Stack<>.
With that out of the way, you seem to want the enumeration to throw an exception when the backing collection is changed. There are many ways of doing this, but the work is already done for you in the backing list, so you could simply do:
public IEnumerator<T> GetEnumerator() => stack.GetEnumerator();

How to implement Iterator pattern (IEnumerator<T>) without the yield statement

How could I rewrite GetEnumerator method without using yield keyword?
Code of method:
public IEnumerator<int> GetEnumerator()
{
yield return 1;
Console.WriteLine("1");
yield return 2;
}
I just what to know how it can be implemented manually.
In fact, the yield statement is a syntactic sugar that makes the compiler actually generate a class which implements the IEnumerator<T> interface and rewrites the body of the method using the yield statement into a state machine.
Each state is associated with a portion of code that ultimately generates the next element in the sequence. This is embedded in the MoveNext() method. A state machine can represent all necessary constructs (a sequence, a selection, an iteration) and hence all C# code (meaning statements within a method) can be rewritten like that. That is the underlying 'magic' of yield.
In your specific case, such rewriting into a state machine and the corresponding full implementation of IEnumerator<T> (and its inherited IEnumerator (non-generic) and IDisposable interfaces) will look like this:
public class CustomEnumerator : IEnumerator<int>
{
public int Current { get; private set; }
object IEnumerator.Current => this.Current;
// internal 'position' in the sequence, i.e. the current state of the state machine
private int position = 0;
public bool MoveNext()
{
// advance to next state
// (works for linear algorithms; an alternative is to select the next state at the end of processing the current state)
position++;
// perform the code associated with the current state and produce an element
switch (position)
{
// state 1: line 'yield return 1;'
case 1:
Current = 1;
return true;
// state 2: lines 'Console.WriteLine("1");' and 'yield return 2;'
case 2:
Console.WriteLine("1"); // see also note at the end of this answer
Current = 2;
return true;
// there are no other states in this state machine
default:
return false;
}
}
public void Reset()
{
position = 0;
}
public void Dispose()
{
// nothing to do here
}
}
Each call to MoveNext(), which is what happens internally in each iteration of a foreach statement, causes a portion of the code to be executed—until the next element in the sequence is produced.
For this implementation to be usable, a corresponding IEnumerable<T> implementation is necessary, which is pretty trivial:
public class CustomEnumerable : IEnumerable<int>
{
public IEnumerator<int> GetEnumerator()
{
return new CustomEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return this.GetEnumerator();
}
}
Then the following two foreach loops will produce the exact same results:
void Main()
{
// custom implementation of IEnumerator<T>
foreach (int i in new CustomEnumerable())
{
Console.WriteLine(i);
}
// your original implementation—will produce same results
// note: I assume someObject implements IEnumerable<T> and hence your GetEnumerator() method
foreach (int i in someObject)
{
Console.WriteLine(i);
}
}
Note: In your GetEnumerator() code the call to Console.WriteLine("1"); is after the enumerator returns 1 (and the caller processes it) so that looks a little bit odd.

Returning IEnumerable<T> with yield from IDisposable instance

I have found an interesting thing. c#,.NET 4.0.
I have a class what represents the IDisposable interface. In the mentioned class I have a function, what returns with IEnumerable with yield return.
At call, the controll jumps over that function. Do not step in.
Example:
class Program
{
static void Main(string[] args)
{
using (DispClass d = new DispClass())
{
d.Get2();
d.Get1();
}
}
}
public class DispClass: IDisposable
{
public DispClass()
{
Console.WriteLine("Constructor");
}
public void Dispose()
{
Console.WriteLine("Dispose");
}
public int Get1()
{
Console.WriteLine("Getting one");
return 1;
}
public IEnumerable<int> Get2()
{
Console.WriteLine("Getting 1");
yield return 1;
Console.WriteLine("Getting 2");
yield return 2;
}
}
The output:
"Constructor"
"Getting one"
"Dispose"
Where are the "Getting 1", "Getting 2"?
Without yield return with returning a local list I can see these...
Please explain!
This is expected behavior and by design. When you use yield, what's actually happening is that the Get2 method is returning an instance of a type that is automatically implemented by the compiler. That types implements IEnumerable<T> interface. The code inside your iterator method doesn't actually get called until the enumerable object is enumerated. Since you aren't enumerating over the result of the Get2 call, your code is never being called. To force it, use something like ToArray() or ToList():
d.Get2().ToList();
the code inside the method Get2() will execute only when you iterate over the IEnumerable returned by the method.
Since the IEnumerable in this case contains two elements, it will enter this code twice - during the first iteration it will execute the 1st two lines and exit the function at "yield return 1;
During the next iteration it will enter the function and start execution at the line "Console.WriteLine("Getting 2");" and continue form there onwards.
Consequently if you do not iterate over both the items i.e. after getting the value 1, you do not move to the next item in the IEnumerable, then the function will not be entered again.
Try changing your program to the following code to get a better understanding.
static void Main(string[] args)
{
using (DispClass d = new DispClass())
{
var lst = d.Get2();
//d.Get1();
foreach (var a in lst)
{
break;
}
}
Console.ReadKey();
}

No ConcurrentList<T> in .Net 4.0?

I was thrilled to see the new System.Collections.Concurrent namespace in .Net 4.0, quite nice! I've seen ConcurrentDictionary, ConcurrentQueue, ConcurrentStack, ConcurrentBag and BlockingCollection.
One thing that seems to be mysteriously missing is a ConcurrentList<T>. Do I have to write that myself (or get it off the web :) )?
Am I missing something obvious here?
I gave it a try a while back (also: on GitHub). My implementation had some problems, which I won't get into here. Let me tell you, more importantly, what I learned.
Firstly, there's no way you're going to get a full implementation of IList<T> that is lockless and thread-safe. In particular, random insertions and removals are not going to work, unless you also forget about O(1) random access (i.e., unless you "cheat" and just use some sort of linked list and let the indexing suck).
What I thought might be worthwhile was a thread-safe, limited subset of IList<T>: in particular, one that would allow an Add and provide random read-only access by index (but no Insert, RemoveAt, etc., and also no random write access).
This was the goal of my ConcurrentList<T> implementation. But when I tested its performance in multithreaded scenarios, I found that simply synchronizing adds to a List<T> was faster. Basically, adding to a List<T> is lightning fast already; the complexity of the computational steps involved is miniscule (increment an index and assign to an element in an array; that's really it). You would need a ton of concurrent writes to see any sort of lock contention on this; and even then, the average performance of each write would still beat out the more expensive albeit lockless implementation in ConcurrentList<T>.
In the relatively rare event that the list's internal array needs to resize itself, you do pay a small cost. So ultimately I concluded that this was the one niche scenario where an add-only ConcurrentList<T> collection type would make sense: when you want guaranteed low overhead of adding an element on every single call (so, as opposed to an amortized performance goal).
It's simply not nearly as useful a class as you would think.
What would you use a ConcurrentList for?
The concept of a Random Access container in a threaded world isn't as useful as it may appear. The statement
if (i < MyConcurrentList.Count)
x = MyConcurrentList[i];
as a whole would still not be thread-safe.
Instead of creating a ConcurrentList, try to build solutions with what's there. The most common classes are the ConcurrentBag and especially the BlockingCollection.
With all due respect to the great answers provided already, there are times that I simply want a thread-safe IList. Nothing advanced or fancy. Performance is important in many cases but at times that just isn't a concern. Yes, there are always going to be challenges without methods like "TryGetValue" etc, but most cases I just want something that I can enumerate without needing to worry about putting locks around everything. And yes, somebody can probably find some "bug" in my implementation that might lead to a deadlock or something (I suppose) but lets be honest: When it comes to multi-threading, if you don't write your code correctly, it is going deadlock anyway. With that in mind I decided to make a simple ConcurrentList implementation that provides these basic needs.
And for what its worth: I did a basic test of adding 10,000,000 items to regular List and ConcurrentList and the results were:
List finished in: 7793 milliseconds.
Concurrent finished in: 8064 milliseconds.
public class ConcurrentList<T> : IList<T>, IDisposable
{
#region Fields
private readonly List<T> _list;
private readonly ReaderWriterLockSlim _lock;
#endregion
#region Constructors
public ConcurrentList()
{
this._lock = new ReaderWriterLockSlim(LockRecursionPolicy.NoRecursion);
this._list = new List<T>();
}
public ConcurrentList(int capacity)
{
this._lock = new ReaderWriterLockSlim(LockRecursionPolicy.NoRecursion);
this._list = new List<T>(capacity);
}
public ConcurrentList(IEnumerable<T> items)
{
this._lock = new ReaderWriterLockSlim(LockRecursionPolicy.NoRecursion);
this._list = new List<T>(items);
}
#endregion
#region Methods
public void Add(T item)
{
try
{
this._lock.EnterWriteLock();
this._list.Add(item);
}
finally
{
this._lock.ExitWriteLock();
}
}
public void Insert(int index, T item)
{
try
{
this._lock.EnterWriteLock();
this._list.Insert(index, item);
}
finally
{
this._lock.ExitWriteLock();
}
}
public bool Remove(T item)
{
try
{
this._lock.EnterWriteLock();
return this._list.Remove(item);
}
finally
{
this._lock.ExitWriteLock();
}
}
public void RemoveAt(int index)
{
try
{
this._lock.EnterWriteLock();
this._list.RemoveAt(index);
}
finally
{
this._lock.ExitWriteLock();
}
}
public int IndexOf(T item)
{
try
{
this._lock.EnterReadLock();
return this._list.IndexOf(item);
}
finally
{
this._lock.ExitReadLock();
}
}
public void Clear()
{
try
{
this._lock.EnterWriteLock();
this._list.Clear();
}
finally
{
this._lock.ExitWriteLock();
}
}
public bool Contains(T item)
{
try
{
this._lock.EnterReadLock();
return this._list.Contains(item);
}
finally
{
this._lock.ExitReadLock();
}
}
public void CopyTo(T[] array, int arrayIndex)
{
try
{
this._lock.EnterReadLock();
this._list.CopyTo(array, arrayIndex);
}
finally
{
this._lock.ExitReadLock();
}
}
public IEnumerator<T> GetEnumerator()
{
return new ConcurrentEnumerator<T>(this._list, this._lock);
}
IEnumerator IEnumerable.GetEnumerator()
{
return new ConcurrentEnumerator<T>(this._list, this._lock);
}
~ConcurrentList()
{
this.Dispose(false);
}
public void Dispose()
{
this.Dispose(true);
}
private void Dispose(bool disposing)
{
if (disposing)
GC.SuppressFinalize(this);
this._lock.Dispose();
}
#endregion
#region Properties
public T this[int index]
{
get
{
try
{
this._lock.EnterReadLock();
return this._list[index];
}
finally
{
this._lock.ExitReadLock();
}
}
set
{
try
{
this._lock.EnterWriteLock();
this._list[index] = value;
}
finally
{
this._lock.ExitWriteLock();
}
}
}
public int Count
{
get
{
try
{
this._lock.EnterReadLock();
return this._list.Count;
}
finally
{
this._lock.ExitReadLock();
}
}
}
public bool IsReadOnly
{
get { return false; }
}
#endregion
}
public class ConcurrentEnumerator<T> : IEnumerator<T>
{
#region Fields
private readonly IEnumerator<T> _inner;
private readonly ReaderWriterLockSlim _lock;
#endregion
#region Constructor
public ConcurrentEnumerator(IEnumerable<T> inner, ReaderWriterLockSlim #lock)
{
this._lock = #lock;
this._lock.EnterReadLock();
this._inner = inner.GetEnumerator();
}
#endregion
#region Methods
public bool MoveNext()
{
return _inner.MoveNext();
}
public void Reset()
{
_inner.Reset();
}
public void Dispose()
{
this._lock.ExitReadLock();
}
#endregion
#region Properties
public T Current
{
get { return _inner.Current; }
}
object IEnumerator.Current
{
get { return _inner.Current; }
}
#endregion
}
The reason why there is no ConcurrentList is because it fundamentally cannot be written. The reason why is that several important operations in IList rely on indices, and that just plain won't work. For example:
int catIndex = list.IndexOf("cat");
list.Insert(catIndex, "dog");
The effect that the author is going after is to insert "dog" before "cat", but in a multithreaded environment, anything can happen to the list between those two lines of code. For example, another thread might do list.RemoveAt(0), shifting the entire list to the left, but crucially, catIndex will not change. The impact here is that the Insert operation will actually put the "dog" after the cat, not before it.
The several implementations that you see offered as "answers" to this question are well-meaning, but as the above shows, they don't offer reliable results. If you really want list-like semantics in a multithreaded environment, you can't get there by putting locks inside the list implementation methods. You have to ensure that any index you use lives entirely inside the context of the lock. The upshot is that you can use a List in a multithreaded environment with the right locking, but the list itself cannot be made to exist in that world.
If you think you need a concurrent list, there are really just two possibilities:
What you really need is a ConcurrentBag
You need to create your own collection, perhaps implemented with a List and your own concurrency control.
If you have a ConcurrentBag and are in a position where you need to pass it as an IList, then you have a problem, because the method you're calling has specified that they might try to do something like I did above with the cat & dog. In most worlds, what that means is that the method you're calling is simply not built to work in a multi-threaded environment. That means you either refactor it so that it is or, if you can't, you're going to have to handle it very carefully. You you'll almost certainly be required to create your own collection with its own locks, and call the offending method within a lock.
ConcurrentList (as a resizeable array, not a linked list) is not easy to write with nonblocking operations. Its API doesn't translate well to a "concurrent" version.
In cases where reads greatly outnumber writes, or (however frequent) writes are non-concurrent, a copy-on-write approach may be appropriate.
The implementation shown below is
lockless
blazingly fast for concurrent reads, even while concurrent modifications are ongoing - no matter how long they take
because "snapshots" are immutable, lockless atomicity is possible, i.e. var snap = _list; snap[snap.Count - 1]; will never (well, except for an empty list of course) throw, and you also get thread-safe enumeration with snapshot semantics for free.. how I LOVE immutability!
implemented generically, applicable to any data structure and any type of modification
dead simple, i.e. easy to test, debug, verify by reading the code
usable in .Net 3.5
For copy-on-write to work, you have to keep your data structures effectively immutable, i.e. no one is allowed to change them after you made them available to other threads. When you want to modify, you
clone the structure
make modifications on the clone
atomically swap in the reference to the modified clone
Code
static class CopyOnWriteSwapper
{
public static void Swap<T>(ref T obj, Func<T, T> cloner, Action<T> op)
where T : class
{
while (true)
{
var objBefore = Volatile.Read(ref obj);
var newObj = cloner(objBefore);
op(newObj);
if (Interlocked.CompareExchange(ref obj, newObj, objBefore) == objBefore)
return;
}
}
}
Usage
CopyOnWriteSwapper.Swap(ref _myList,
orig => new List<string>(orig),
clone => clone.Add("asdf"));
If you need more performance, it will help to ungenerify the method, e.g. create one method for every type of modification (Add, Remove, ...) you want, and hard code the function pointers cloner and op.
N.B. #1 It is your responsibility to make sure the no one modifies the (supposedly) immutable data structure. There's nothing we can do in a generic implementation to prevent that, but when specializing to List<T>, you could guard against modification using List.AsReadOnly()
N.B. #2 Be careful about the values in the list. The copy on write approach above guards their list membership only, but if you'd put not strings, but some other mutable objects in there, you have to take care of thread safety (e.g. locking). But that is orthogonal to this solution and e.g. locking of the mutable values can be easily used without issues. You just need to be aware of it.
N.B. #3 If your data structure is huge and you modify it frequently, the copy-all-on-write approach might be prohibitive both in terms of memory consumption and the CPU cost of copying involved. In that case, you might want to use MS's Immutable Collections instead.
System.Collections.Generic.List<t> is already thread safe for multiple readers. Trying to make it thread safe for multiple writers wouldn't make sense. (For reasons Henk and Stephen already mentioned)
Some people hilighted some goods points (and some of my thoughts):
It could looklikes insane to unable random accesser (indexer) but to me it appears fine. You only have to think that there is many methods on multi-threaded collections that could fail like Indexer and Delete. You could also define failure (fallback) action for write accessor like "fail" or simply "add at the end".
It is not because it is a multithreaded collection that it will always be used in a multithreaded context. Or it could also be used by only one writer and one reader.
Another way to be able to use indexer in a safe manner could be to wrap actions into a lock of the collection using its root (if made public).
For many people, making a rootLock visible goes agaist "Good practice". I'm not 100% sure about this point because if it is hidden you remove a lot of flexibility to the user. We always have to remember that programming multithread is not for anybody. We can't prevent every kind of wrong usage.
Microsoft will have to do some work and define some new standard to introduce proper usage of Multithreaded collection. First the IEnumerator should not have a moveNext but should have a GetNext that return true or false and get an out paramter of type T (this way the iteration would not be blocking anymore). Also, Microsoft already use "using" internally in the foreach but sometimes use the IEnumerator directly without wrapping it with "using" (a bug in collection view and probably at more places) - Wrapping usage of IEnumerator is a recommended pratice by Microsoft. This bug remove good potential for safe iterator... Iterator that lock collection in constructor and unlock on its Dispose method - for a blocking foreach method.
That is not an answer. This is only comments that do not really fit to a specific place.
... My conclusion, Microsoft has to make some deep changes to the "foreach" to make MultiThreaded collection easier to use. Also it has to follow there own rules of IEnumerator usage. Until that, we can write a MultiThreadList easily that would use a blocking iterator but that will not follow "IList". Instead, you will have to define own "IListPersonnal" interface that could fail on "insert", "remove" and random accessor (indexer) without exception. But who will want to use it if it is not standard ?
I implemented one similar to Brian's. Mine is different:
I manage the array directly.
I don't enter the locks within the try block.
I use yield return for producing an enumerator.
I support lock recursion. This allows reads from list during iteration.
I use upgradable read locks where possible.
DoSync and GetSync methods allowing sequential interactions that require exclusive access to the list.
The code:
public class ConcurrentList<T> : IList<T>, IDisposable
{
private ReaderWriterLockSlim _lock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion);
private int _count = 0;
public int Count
{
get
{
_lock.EnterReadLock();
try
{
return _count;
}
finally
{
_lock.ExitReadLock();
}
}
}
public int InternalArrayLength
{
get
{
_lock.EnterReadLock();
try
{
return _arr.Length;
}
finally
{
_lock.ExitReadLock();
}
}
}
private T[] _arr;
public ConcurrentList(int initialCapacity)
{
_arr = new T[initialCapacity];
}
public ConcurrentList():this(4)
{ }
public ConcurrentList(IEnumerable<T> items)
{
_arr = items.ToArray();
_count = _arr.Length;
}
public void Add(T item)
{
_lock.EnterWriteLock();
try
{
var newCount = _count + 1;
EnsureCapacity(newCount);
_arr[_count] = item;
_count = newCount;
}
finally
{
_lock.ExitWriteLock();
}
}
public void AddRange(IEnumerable<T> items)
{
if (items == null)
throw new ArgumentNullException("items");
_lock.EnterWriteLock();
try
{
var arr = items as T[] ?? items.ToArray();
var newCount = _count + arr.Length;
EnsureCapacity(newCount);
Array.Copy(arr, 0, _arr, _count, arr.Length);
_count = newCount;
}
finally
{
_lock.ExitWriteLock();
}
}
private void EnsureCapacity(int capacity)
{
if (_arr.Length >= capacity)
return;
int doubled;
checked
{
try
{
doubled = _arr.Length * 2;
}
catch (OverflowException)
{
doubled = int.MaxValue;
}
}
var newLength = Math.Max(doubled, capacity);
Array.Resize(ref _arr, newLength);
}
public bool Remove(T item)
{
_lock.EnterUpgradeableReadLock();
try
{
var i = IndexOfInternal(item);
if (i == -1)
return false;
_lock.EnterWriteLock();
try
{
RemoveAtInternal(i);
return true;
}
finally
{
_lock.ExitWriteLock();
}
}
finally
{
_lock.ExitUpgradeableReadLock();
}
}
public IEnumerator<T> GetEnumerator()
{
_lock.EnterReadLock();
try
{
for (int i = 0; i < _count; i++)
// deadlocking potential mitigated by lock recursion enforcement
yield return _arr[i];
}
finally
{
_lock.ExitReadLock();
}
}
IEnumerator IEnumerable.GetEnumerator()
{
return this.GetEnumerator();
}
public int IndexOf(T item)
{
_lock.EnterReadLock();
try
{
return IndexOfInternal(item);
}
finally
{
_lock.ExitReadLock();
}
}
private int IndexOfInternal(T item)
{
return Array.FindIndex(_arr, 0, _count, x => x.Equals(item));
}
public void Insert(int index, T item)
{
_lock.EnterUpgradeableReadLock();
try
{
if (index > _count)
throw new ArgumentOutOfRangeException("index");
_lock.EnterWriteLock();
try
{
var newCount = _count + 1;
EnsureCapacity(newCount);
// shift everything right by one, starting at index
Array.Copy(_arr, index, _arr, index + 1, _count - index);
// insert
_arr[index] = item;
_count = newCount;
}
finally
{
_lock.ExitWriteLock();
}
}
finally
{
_lock.ExitUpgradeableReadLock();
}
}
public void RemoveAt(int index)
{
_lock.EnterUpgradeableReadLock();
try
{
if (index >= _count)
throw new ArgumentOutOfRangeException("index");
_lock.EnterWriteLock();
try
{
RemoveAtInternal(index);
}
finally
{
_lock.ExitWriteLock();
}
}
finally
{
_lock.ExitUpgradeableReadLock();
}
}
private void RemoveAtInternal(int index)
{
Array.Copy(_arr, index + 1, _arr, index, _count - index-1);
_count--;
// release last element
Array.Clear(_arr, _count, 1);
}
public void Clear()
{
_lock.EnterWriteLock();
try
{
Array.Clear(_arr, 0, _count);
_count = 0;
}
finally
{
_lock.ExitWriteLock();
}
}
public bool Contains(T item)
{
_lock.EnterReadLock();
try
{
return IndexOfInternal(item) != -1;
}
finally
{
_lock.ExitReadLock();
}
}
public void CopyTo(T[] array, int arrayIndex)
{
_lock.EnterReadLock();
try
{
if(_count > array.Length - arrayIndex)
throw new ArgumentException("Destination array was not long enough.");
Array.Copy(_arr, 0, array, arrayIndex, _count);
}
finally
{
_lock.ExitReadLock();
}
}
public bool IsReadOnly
{
get { return false; }
}
public T this[int index]
{
get
{
_lock.EnterReadLock();
try
{
if (index >= _count)
throw new ArgumentOutOfRangeException("index");
return _arr[index];
}
finally
{
_lock.ExitReadLock();
}
}
set
{
_lock.EnterUpgradeableReadLock();
try
{
if (index >= _count)
throw new ArgumentOutOfRangeException("index");
_lock.EnterWriteLock();
try
{
_arr[index] = value;
}
finally
{
_lock.ExitWriteLock();
}
}
finally
{
_lock.ExitUpgradeableReadLock();
}
}
}
public void DoSync(Action<ConcurrentList<T>> action)
{
GetSync(l =>
{
action(l);
return 0;
});
}
public TResult GetSync<TResult>(Func<ConcurrentList<T>,TResult> func)
{
_lock.EnterWriteLock();
try
{
return func(this);
}
finally
{
_lock.ExitWriteLock();
}
}
public void Dispose()
{
_lock.Dispose();
}
}
In sequentially executing code the data structures used are different from (well written) concurrently executing code. The reason is that sequential code implies implicit order. Concurrent code however does not imply any order; better yet it implies the lack of any defined order!
Due to this, data structures with implied order (like List) are not very useful for solving concurrent problems. A list implies order, but it does not clearly define what that order is. Because of this the execution order of the code manipulating the list will determine (to some degree) the implicit order of the list, which is in direct conflict with an efficient concurrent solution.
Remember concurrency is a data problem, not a code problem! You cannot Implement the code first (or rewriting existing sequential code) and get a well designed concurrent solution. You need to design the data structures first while keeping in mind that implicit ordering doesn’t exist in a concurrent system.
lockless Copy and Write approach works great if you're not dealing with too many items.
Here's a class I wrote:
public class CopyAndWriteList<T>
{
public static List<T> Clear(List<T> list)
{
var a = new List<T>(list);
a.Clear();
return a;
}
public static List<T> Add(List<T> list, T item)
{
var a = new List<T>(list);
a.Add(item);
return a;
}
public static List<T> RemoveAt(List<T> list, int index)
{
var a = new List<T>(list);
a.RemoveAt(index);
return a;
}
public static List<T> Remove(List<T> list, T item)
{
var a = new List<T>(list);
a.Remove(item);
return a;
}
}
example usage:
orders_BUY = CopyAndWriteList.Clear(orders_BUY);
I'm surprised no-one has mentioned using LinkedList as a base for writing a specialised class.
Often we don't need the full API's of the various collection classes, and if you write mostly functional side effect free code, using immutable classes as far as possible, then you'll actually NOT want to mutate the collection favouring various snapshot implementations.
LinkedList solves some difficult problems of creating snapshot copies/clones of large collections. I also use it to create "threadsafe" enumerators to enumerate over the collection. I can cheat, because I know that I'm not changing the collection in any way other than appending, I can keep track of the list size, and only lock on changes to list size. Then my enumerator code simply enumerates from 0 to n for any thread that wants a "snapshot" of the append only collection, that will be guaranteed to represent a "snapshot" of the collection at any moment in time, regardless of what other threads are appending to the head of the collection.
I'm pretty certain that most requirements are often extremely simple, and you need 2 or 3 methods only. Writing a truly generic library is awfully difficult, but solving your own codes needs can sometimes be easy with a trick or two.
Long live LinkedList and good functional programming.
Cheers, ... love ya all!
Al
p.s. sample hack AppendOnly class here : https://github.com/goblinfactory/AppendOnly

Thread-safe List<T> property

I want an implementation of List<T> as a property which can be used thread-safely without any doubt.
Something like this:
private List<T> _list;
private List<T> MyT
{
get { // return a copy of _list; }
set { _list = value; }
}
It seems still I need to return a copy (cloned) of collection so if somewhere we are iterating the collection and at the same time the collection is set, then no exception is raised.
How to implement a thread-safe collection property?
If you are targetting .Net 4 there are a few options in System.Collections.Concurrent Namespace
You could use ConcurrentBag<T> in this case instead of List<T>
Even as it got the most votes, one usually can't take System.Collections.Concurrent.ConcurrentBag<T> as a thread-safe replacement for System.Collections.Generic.List<T> as it is (Radek Stromský already pointed it out) not ordered.
But there is a class called System.Collections.Generic.SynchronizedCollection<T> that is already since .NET 3.0 part of the framework, but it is that well hidden in a location where one does not expect it that it is little known and probably you have never ever stumbled over it (at least I never did).
SynchronizedCollection<T> is compiled into assembly System.ServiceModel.dll (which is part of the client profile but not of the portable class library).
I would think making a sample ThreadSafeList class would be easy:
public class ThreadSafeList<T> : IList<T>
{
protected List<T> _internalList = new List<T>();
// Other Elements of IList implementation
public IEnumerator<T> GetEnumerator()
{
return Clone().GetEnumerator();
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
{
return Clone().GetEnumerator();
}
protected static object _lock = new object();
public List<T> Clone()
{
List<T> newList = new List<T>();
lock (_lock)
{
_internalList.ForEach(x => newList.Add(x));
}
return newList;
}
}
You simply clone the list before requesting an enumerator, and thus any enumeration is working off a copy that can't be modified while running.
Even accepted answer is ConcurrentBag, I don't think it's real replacement of list in all cases, as Radek's comment to the answer says: "ConcurrentBag is unordered collection, so unlike List it does not guarantee ordering. Also you cannot access items by index".
So if you use .NET 4.0 or higher, a workaround could be to use ConcurrentDictionary with integer TKey as array index and TValue as array value. This is recommended way of replacing list in Pluralsight's C# Concurrent Collections course. ConcurrentDictionary solves both problems mentioned above: index accessing and ordering (we can not rely on ordering as it's hash table under the hood, but current .NET implementation saves order of elements adding).
C#'s ArrayList class has a Synchronized method.
var threadSafeArrayList = ArrayList.Synchronized(new ArrayList());
This returns a thread safe wrapper around any instance of IList. All operations need to be performed through the wrapper to ensure thread safety.
In .NET Core (any version), you can use ImmutableList, which has all the functionality of List<T>.
If you look at the source code for List of T (https://referencesource.microsoft.com/#mscorlib/system/collections/generic/list.cs,c66df6f36c131877) you will notice there is a class there (which is of course internal - why, Microsoft, why?!?!) called SynchronizedList of T. I am copy pasting the code here:
[Serializable()]
internal class SynchronizedList : IList<T> {
private List<T> _list;
private Object _root;
internal SynchronizedList(List<T> list) {
_list = list;
_root = ((System.Collections.ICollection)list).SyncRoot;
}
public int Count {
get {
lock (_root) {
return _list.Count;
}
}
}
public bool IsReadOnly {
get {
return ((ICollection<T>)_list).IsReadOnly;
}
}
public void Add(T item) {
lock (_root) {
_list.Add(item);
}
}
public void Clear() {
lock (_root) {
_list.Clear();
}
}
public bool Contains(T item) {
lock (_root) {
return _list.Contains(item);
}
}
public void CopyTo(T[] array, int arrayIndex) {
lock (_root) {
_list.CopyTo(array, arrayIndex);
}
}
public bool Remove(T item) {
lock (_root) {
return _list.Remove(item);
}
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() {
lock (_root) {
return _list.GetEnumerator();
}
}
IEnumerator<T> IEnumerable<T>.GetEnumerator() {
lock (_root) {
return ((IEnumerable<T>)_list).GetEnumerator();
}
}
public T this[int index] {
get {
lock(_root) {
return _list[index];
}
}
set {
lock(_root) {
_list[index] = value;
}
}
}
public int IndexOf(T item) {
lock (_root) {
return _list.IndexOf(item);
}
}
public void Insert(int index, T item) {
lock (_root) {
_list.Insert(index, item);
}
}
public void RemoveAt(int index) {
lock (_root) {
_list.RemoveAt(index);
}
}
}
Personally I think they knew a better implementation using SemaphoreSlim could be created, but didn't get to it.
I would suggest anyone dealing with a List<T> in multi-threading scenarios to take look at Immutable Collections in particular the ImmutableArray.
I've found it very useful when you have:
Relatively few items in the list
Not so many read/write operations
A LOT of concurrent access (i.e. many threads that access the list in reading mode)
Also can be useful when you need to implement some sort of transaction-like behavior (i.e. revert an insert/update/delete operation in case of fail)
It seems like many of the people finding this are wanting a thread safe indexed dynamically sized collection. The closest and easiest thing I know of would be.
System.Collections.Concurrent.ConcurrentDictionary<int, YourDataType>
This would require you to ensure your key is properly incremented if you want normal indexing behavior. If you are careful .count() could suffice as the key for any new key value pairs you add.
You can also use the more primitive
Monitor.Enter(lock);
Monitor.Exit(lock);
which lock uses (see this post C# Locking an object that is reassigned in lock block).
If you are expecting exceptions in the code this is not safe but it allows you to do something like the following:
using System;
using System.Collections.Generic;
using System.Threading;
using System.Linq;
public class Something
{
private readonly object _lock;
private readonly List<string> _contents;
public Something()
{
_lock = new object();
_contents = new List<string>();
}
public Modifier StartModifying()
{
return new Modifier(this);
}
public class Modifier : IDisposable
{
private readonly Something _thing;
public Modifier(Something thing)
{
_thing = thing;
Monitor.Enter(Lock);
}
public void OneOfLotsOfDifferentOperations(string input)
{
DoSomethingWith(input);
}
private void DoSomethingWith(string input)
{
Contents.Add(input);
}
private List<string> Contents
{
get { return _thing._contents; }
}
private object Lock
{
get { return _thing._lock; }
}
public void Dispose()
{
Monitor.Exit(Lock);
}
}
}
public class Caller
{
public void Use(Something thing)
{
using (var modifier = thing.StartModifying())
{
modifier.OneOfLotsOfDifferentOperations("A");
modifier.OneOfLotsOfDifferentOperations("B");
modifier.OneOfLotsOfDifferentOperations("A");
modifier.OneOfLotsOfDifferentOperations("A");
modifier.OneOfLotsOfDifferentOperations("A");
}
}
}
One of the nice things about this is you'll get the lock for the duration of the series of operations (rather than locking in each operation). Which means that the output should come out in the right chunks (my usage of this was getting some output onto screen from an external process)
I do really like the simplicity + transparency of the ThreadSafeList + that does the important bit in stopping crashes
I believe _list.ToList() will make you a copy. You can also query it if you need to such as :
_list.Select("query here").ToList();
Anyways, msdn says this is indeed a copy and not simply a reference. Oh, and yes, you will need to lock in the set method as the others have pointed out.
Looking at the original sample one may guess that the intention was to be able to simply replace the list with the new one. The setter on the property tells us about it.
The Micrisoft's Thread-Safe Collections are for safely adding and removing items from collection. But if in the application logic you are intending to replace the collection with the new one, one may guess, again, that the adding and deleting functionality of the List is not required.
If this is the case then, the simple answer would be to use IReadOnlyList interface:
private IReadOnlyList<T> _readOnlyList = new List<T>();
private IReadOnlyList<T> MyT
{
get { return _readOnlyList; }
set { _readOnlyList = value; }
}
One doesn't need to use any locking in this situation because there is no way to modify the collection. If in the setter the "_readOnlyList = value;" will be replaced by something more complicated then the lock could be required.
Basically if you want to enumerate safely, you need to use lock.
Please refer to MSDN on this. http://msdn.microsoft.com/en-us/library/6sh2ey19.aspx
Here is part of MSDN that you might be interested:
Public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.
A List can support multiple readers concurrently, as long as the collection is not modified. Enumerating through a collection is intrinsically not a thread-safe procedure. In the rare case where an enumeration contends with one or more write accesses, the only way to ensure thread safety is to lock the collection during the entire enumeration. To allow the collection to be accessed by multiple threads for reading and writing, you must implement your own synchronization.
Here is the class for thread safe list without lock
public class ConcurrentList
{
private long _i = 1;
private ConcurrentDictionary<long, T> dict = new ConcurrentDictionary<long, T>();
public int Count()
{
return dict.Count;
}
public List<T> ToList()
{
return dict.Values.ToList();
}
public T this[int i]
{
get
{
long ii = dict.Keys.ToArray()[i];
return dict[ii];
}
}
public void Remove(T item)
{
T ov;
var dicItem = dict.Where(c => c.Value.Equals(item)).FirstOrDefault();
if (dicItem.Key > 0)
{
dict.TryRemove(dicItem.Key, out ov);
}
this.CheckReset();
}
public void RemoveAt(int i)
{
long v = dict.Keys.ToArray()[i];
T ov;
dict.TryRemove(v, out ov);
this.CheckReset();
}
public void Add(T item)
{
dict.TryAdd(_i, item);
_i++;
}
public IEnumerable<T> Where(Func<T, bool> p)
{
return dict.Values.Where(p);
}
public T FirstOrDefault(Func<T, bool> p)
{
return dict.Values.Where(p).FirstOrDefault();
}
public bool Any(Func<T, bool> p)
{
return dict.Values.Where(p).Count() > 0 ? true : false;
}
public void Clear()
{
dict.Clear();
}
private void CheckReset()
{
if (dict.Count == 0)
{
this.Reset();
}
}
private void Reset()
{
_i = 1;
}
}
Use the lock statement to do this. (Read here for more information.)
private List<T> _list;
private List<T> MyT
{
get { return _list; }
set
{
//Lock so only one thread can change the value at any given time.
lock (_list)
{
_list = value;
}
}
}
FYI this probably isn't exactly what your asking - you likely want to lock farther out in your code but I can't assume that. Have a look at the lock keyword and tailor its use to your specific situation.
If you need to, you could lock in both the get and set block using the _list variable which would make it so a read/write can not occur at the same time.

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