Weird C# Threading ThreadInterrupted exception - c#

I am developing an application simulating a network comprising a number of nodes that exchange messages. I try to simulate the transmission channel with a Queue where every node can place a message. Then, another entity takes over the message and delivers it to the specified node. Then, i want to signal (with an event) the end of a transmission phase when the message queue is idle for a certain amount of time, say X, namely no new messages have been added to the queue for X mseconds.
I understand that my case follows the consumer/producer paradigm. So far, i have done the following:
public class Com<T>
{
private Thread dispatcher;
private Queue<T> queue;
private int waitTime;
private Object locker;
private Timer timer;
public event EventHandler EmptyQueueEvent;
public Com()
{
queue = new Queue<T>();
locker = new Object();
waitTime = X;
timer = new Timer(FireEmpty, null, Timeout.Infinite,Timeout.Infinite);
dispatcher = new Thread(Serve);
dispatcher.IsBackground = true;
dispatcher.Start();
}
private void Serve()
{
while (true)
{
try
{
if (queue.Count == 0)
{
timer.Change(waitTime, 0);
Thread.Sleep(Timeout.Infinite);
}
}
catch (ThreadInterruptedException)
{
}
while (queue.Count != 0)
{
lock (locker)
{
deliver(queue.Dequeue());
}
}
}
}
private void deliver(T item)
{
// Do stuff
}
public void Add(T item)
{
timer.Change(Timeout.Infinite, Timeout.Infinite);
lock (locker)
{
queue.Enqueue(item);
}
dispatcher.Interrupt();
}
private void FireEmpty(object o)
{
//Fire Event
}
}
However, running my simulations proves that my synchronization is not enough, since I am sometimes getting a "ThreadInterruptedException" while trying to dequeue my message (in method Serve()). Note that the exception does not occur each time i run the simulation, but rather rarely: approximately every 850-1000 executions (i am running the execution iteratively)..
Does anybody have an idea what it is wrong with my code? :)

Have you tried locking before you attempt to get the Queue count? Like:
private void Serve()
{
while (true)
{
try
{
int count = 0;
lock(locker)
count= queue.Count;
if (count == 0)
{
timer.Change(waitTime, 0);
Thread.Sleep(Timeout.Infinite);
}
}
catch (ThreadInterruptedException)
{
}
while (queue.Count != 0)
{
lock (locker)
{
deliver(queue.Dequeue());
}
}
}
}
It's possible that an add is getting called at the same time you're trying to count the number of items. Also, you might want to consider one of the collections from System.Collections.Concurrent if you're using .net 4.0.
** UPDATE **
I just took a closer look at your code and had an "Oh duh" moment. You should be getting a ThreadInterruptException because you're calling delegate.Interrupt(). Check the MSDN documentation on that. I think what you need to do is use something like a ManualResetEvent and instead of calling Interrupt() do a WaitOne() on that event.
** UPDATE2 **
Here's some sample code that includes my other locking suggestion as well (on Gist):
https://gist.github.com/1683547

Related

Release a lock before waiting, and re-acquire it after

In Java, you can associate multiple Condition objects to a single ReentrantLock. What would the C# equivalent be?
Real-world example: The example implementation in the Java Condition documentation uses two Condition objects, notFull and notEmpty, tied to the same lock. How could that example be translated to C#?
Background: I often find Java code using two Condition objects to signal various states, associated to the same Lock; in C#, it seems that you can either
call Monitor.Enter on an object, and then Monitor.WaitOne/Monitor.Pulse, but that's just one condition.
use multiple Auto/ManualResetEvent objects, but these cannot atomically reacquire a given lock after waiting.
Note: I can think of one way: using Monitor.WaitOne/Monitor.PulseAll on a single object, and checking for the condition after waking up; that's what you do in Java as well to protect against spurious wake-ups. It doesn't really do, though, because it forces you to call PulseAll instead of Pulse, since Pulse might wake up a thread waiting on another condition. Unfortunately, using PulseAll instead of Pulse has performance implications (threads competing for the same lock).
I think if you are doing new development and can do .NET 4 or above, you'll be better served by the new concurrent collection classes, like ConcurrentQueue.
But if you can't make that move, and to strictly answer your question, in .NET this is somewhat simplified imho, to implement a prod/cons pattern you would just do wait and then pulse like below (note that I typed this on notepad)
// max is 1000 items in queue
private int _count = 1000;
private Queue<string> _myQueue = new Queue<string>();
private static object _door = new object();
public void AddItem(string someItem)
{
lock (_door)
{
while (_myQueue.Count == _count)
{
// reached max item, let's wait 'till there is room
Monitor.Wait(_door);
}
_myQueue.Enqueue(someItem);
// signal so if there are therads waiting for items to be inserted are waken up
// one at a time, so they don't try to dequeue items that are not there
Monitor.Pulse(_door);
}
}
public string RemoveItem()
{
string item = null;
lock (_door)
{
while (_myQueue.Count == 0)
{
// no items in queue, wait 'till there are items
Monitor.Wait(_door);
}
item = _myQueue.Dequeue();
// signal we've taken something out
// so if there are threads waiting, will be waken up one at a time so we don't overfill our queue
Monitor.Pulse(_door);
}
return item;
}
Update: To clear up any confusion, note that Monitor.Wait releases a lock, therefore you won't get a deadlock
#Jason If the queue is full and you wake only ONE thread, you are not guaranteed that thread is a consumer. It might be a producer and you get stuck.
I haven't come across much C# code that would want to share state within a lock. Without rolling your own you could use a SemaphoreSlim (but I recommend ConcurrentQueue(T) or BlockingCollection(T)).
public class BoundedBuffer<T>
{
private readonly SemaphoreSlim _locker = new SemaphoreSlim(1,1);
private readonly int _maxCount = 1000;
private readonly Queue<T> _items;
public int Count { get { return _items.Count; } }
public BoundedBuffer()
{
_items = new Queue<T>(_maxCount);
}
public BoundedBuffer(int maxCount)
{
_maxCount = maxCount;
_items = new Queue<T>(_maxCount);
}
public void Put(T item, CancellationToken token)
{
_locker.Wait(token);
try
{
while(_maxCount == _items.Count)
{
_locker.Release();
Thread.SpinWait(1000);
_locker.Wait(token);
}
_items.Enqueue(item);
}
catch(OperationCanceledException)
{
try
{
_locker.Release();
}
catch(SemaphoreFullException) { }
throw;
}
finally
{
if(!token.IsCancellationRequested)
{
_locker.Release();
}
}
}
public T Take(CancellationToken token)
{
_locker.Wait(token);
try
{
while(0 == _items.Count)
{
_locker.Release();
Thread.SpinWait(1000);
_locker.Wait(token);
}
return _items.Dequeue();
}
catch(OperationCanceledException)
{
try
{
_locker.Release();
}
catch(SemaphoreFullException) { }
throw;
}
finally
{
if(!token.IsCancellationRequested)
{
_locker.Release();
}
}
}
}

Notify thread when data is added in queue

I have one thread which is adding data in the queue, now I want that other thread should get notified when the data is added so that it can start processing data from queue.
one option is thread will poll the queue continuously to see if count is more than zero but I think this is not good way, any other suggestion will be greatly appreciated
Any suggestion how I can achieve this, I am using .net framework 3.5.
and what if i have two thread one is doing q.Enqueue(data) and other is doing q.dequeue(), in this case do i need to manage the lock..?
You can use ManualResetEvent to notify a thread.
ManualResetEvent e = new ManualResetEvent(false);
After each q.enqueue(); do e.Set() and in the processing thread, you wait for items with e.WaitOne().
If you do processing inside a loop, you should do e.Reset() right after e.WaitOne().
I don't use queue's, because I'd rather batch process them. This is more usefull when you have to open/close (log)files, open/close databases. Here is an example how I create such:
// J. van Langen
public abstract class QueueHandler<T> : IDisposable
{
// some events to trigger.
ManualResetEvent _terminating = new ManualResetEvent(false);
ManualResetEvent _terminated = new ManualResetEvent(false);
AutoResetEvent _needProcessing = new AutoResetEvent(false);
// my 'queue'
private List<T> _queue = new List<T>();
public QueueHandler()
{
new Thread(new ThreadStart(() =>
{
// what handles it should wait on.
WaitHandle[] handles = new WaitHandle[] { _terminating, _needProcessing };
// while not terminating, loop (0 timeout)
while (!_terminating.WaitOne(0))
{
// wait on the _terminating and the _needprocessing handle.
WaitHandle.WaitAny(handles);
// my temporay array to store the current items.
T[] itemsCopy;
// lock the queue
lock (_queue)
{
// create a 'copy'
itemsCopy = _queue.ToArray();
// clear the queue.
_queue.Clear();
}
if (itemsCopy.Length > 0)
HandleItems(itemsCopy);
}
// the thread is done.
_terminated.Set();
})).Start();
}
public abstract void HandleItems(T[] items);
public void Enqueue(T item)
{
// lock the queue to add the item.
lock (_queue)
_queue.Add(item);
_needProcessing.Set();
}
// batch
public void Enqueue(IEnumerable<T> items)
{
// lock the queue to add multiple items.
lock (_queue)
_queue.AddRange(items);
_needProcessing.Set();
}
public void Dispose()
{
// let the thread know it should stop.
_terminating.Set();
// wait until the thread is stopped.
_terminated.WaitOne();
}
}
For the _terminating/_terminated I use a ManualResetEvent because those are only set ones.
For the _needProcessing I use an AutoResetEvent It can't be done with a ManualResetEvent, because when it's triggered, another thread could Set it again, so if you Reset it after the WaitHandle.WaitAny you could undone newly added items. (hmmm, if anyone could explain this easier, be welcome. :)
Example:
public class QueueItem
{
}
public class MyQueue : QueueHandler<QueueItem>
{
public override void HandleItems(QueueItem[] items)
{
// do your thing.
}
}
public void Test()
{
MyQueue queue = new MyQueue();
QueueItem item = new QueueItem();
queue.Enqueue(item);
QueueItem[] batch = new QueueItem[]
{
new QueueItem(),
new QueueItem()
};
queue.Enqueue(batch);
// even on dispose, all queued items will be processed in order to stop the QueueHandler.
queue.Dispose();
}
Use the BlockingCollection class. This nice thing about it is that the Take method blocks (without polling) if the queue is empty. It is included in .NET 4.0+ or as part of the Reactive Extension download or maybe even the TPL backport via NuGet. If you want you can use the following unoptimized variation of the class.
public class BlockingCollection<T>
{
private readonly Queue<T> m_Queue = new Queue<T>();
public void Add(T item)
{
lock (m_Queue)
{
m_Queue.Enqueue(item);
Monitor.Pulse(m_Queue);
}
}
public T Take()
{
lock (m_Queue)
{
while (m_Queue.Count == 0)
{
Monitor.Wait(m_Queue);
}
return m_Queue.Dequeue();
}
}
public bool TryTake(out T item)
{
item = default(T);
lock (m_Queue)
{
if (m_Queue.Count > 0)
{
item = m_Queue.Dequeue();
}
}
return item != null;
}
}
I think BlockingCollection would do better then Queue. Other then that, continuously checking queue size (and pausing the thread when its zero) is quite ok approach.
Btw, we are talking producer-consumer pattern here. I guess you can google it for some other approaches.

Checking a Queue<T> Continuously

I would like a function to check a Queue for new additions continuously on one thread
Obviously there is the option of a continuous loop with sleeps, but I want something less wasteful.
I considered a wait handle of some type and then having the queue signal it, but I can't override Enqueue safely as it is not virtual.
Now I'm considering encapsulating a Queue<T> as my best option but I wanted to ask you fine folks if there were a better one!
The idea is: I want many threads to access a socket connection while guaranteeing they read only the response for their message, so I was going to have one thread dispatch and read responses and then execute a callback with the response data (in plain text)
Try the blocking queue: Creating a blocking Queue<T> in .NET?
The basic idea is that when you call TryDequeue it will block until there is something in the queue. As you can see "beauty" of the blocking queue is that you don't have to poll/sleep or do anything crazy like that... it's the fundamental backbone for a Producer/Consumer pattern.
My version of the blocking queue is:
public class BlockingQueue<T> where T : class
{
private bool closing;
private readonly Queue<T> queue = new Queue<T>();
public int Count
{
get
{
lock (queue)
{
return queue.Count;
}
}
}
public BlockingQueue()
{
lock (queue)
{
closing = false;
Monitor.PulseAll(queue);
}
}
public bool Enqueue(T item)
{
lock (queue)
{
if (closing || null == item)
{
return false;
}
queue.Enqueue(item);
if (queue.Count == 1)
{
// wake up any blocked dequeue
Monitor.PulseAll(queue);
}
return true;
}
}
public void Close()
{
lock (queue)
{
if (!closing)
{
closing = true;
queue.Clear();
Monitor.PulseAll(queue);
}
}
}
public bool TryDequeue(out T value, int timeout = Timeout.Infinite)
{
lock (queue)
{
while (queue.Count == 0)
{
if (closing || (timeout < Timeout.Infinite) || !Monitor.Wait(queue, timeout))
{
value = default(T);
return false;
}
}
value = queue.Dequeue();
return true;
}
}
public void Clear()
{
lock (queue)
{
queue.Clear();
Monitor.Pulse(queue);
}
}
}
Many thanks to Marc Gravell for this one!

C# once the main thread sleep, all thread stopped

I have a class running the Producer-Consumer model like this:
public class SyncEvents
{
public bool waiting;
public SyncEvents()
{
waiting = true;
}
}
public class Producer
{
private readonly Queue<Delegate> _queue;
private SyncEvents _sync;
private Object _waitAck;
public Producer(Queue<Delegate> q, SyncEvents sync, Object obj)
{
_queue = q;
_sync = sync;
_waitAck = obj;
}
public void ThreadRun()
{
lock (_sync)
{
while (true)
{
Monitor.Wait(_sync, 0);
if (_queue.Count > 0)
{
_sync.waiting = false;
}
else
{
_sync.waiting = true;
lock (_waitAck)
{
Monitor.Pulse(_waitAck);
}
}
Monitor.Pulse(_sync);
}
}
}
}
public class Consumer
{
private readonly Queue<Delegate> _queue;
private SyncEvents _sync;
private int count = 0;
public Consumer(Queue<Delegate> q, SyncEvents sync)
{
_queue = q;
_sync = sync;
}
public void ThreadRun()
{
lock (_sync)
{
while (true)
{
while (_queue.Count == 0)
{
Monitor.Wait(_sync);
}
Delegate query = _queue.Dequeue();
query.DynamicInvoke(null);
count++;
Monitor.Pulse(_sync);
}
}
}
}
/// <summary>
/// Act as a consumer to the queries produced by the DataGridViewCustomCell
/// </summary>
public class QueryThread
{
private SyncEvents _syncEvents = new SyncEvents();
private Object waitAck = new Object();
private Queue<Delegate> _queryQueue = new Queue<Delegate>();
Producer queryProducer;
Consumer queryConsumer;
public QueryThread()
{
queryProducer = new Producer(_queryQueue, _syncEvents, waitAck);
queryConsumer = new Consumer(_queryQueue, _syncEvents);
Thread producerThread = new Thread(queryProducer.ThreadRun);
Thread consumerThread = new Thread(queryConsumer.ThreadRun);
producerThread.IsBackground = true;
consumerThread.IsBackground = true;
producerThread.Start();
consumerThread.Start();
}
public bool isQueueEmpty()
{
return _syncEvents.waiting;
}
public void wait()
{
lock (waitAck)
{
while (_queryQueue.Count > 0)
{
Monitor.Wait(waitAck);
}
}
}
public void Enqueue(Delegate item)
{
_queryQueue.Enqueue(item);
}
}
The code run smoothly but the wait() function.
In some case I want to wait until all the function in the queue were finished running so I made the wait() function.
The producer will fire the waitAck pulse at suitable time.
However, when the line "Monitor.Wait(waitAck);" is ran in the wait() function, all thread stop, includeing the producer and consumer thread.
Why would this happen and how can I solve it? thanks!
It seems very unlikely that all the threads will actually stop, although I should point out that to avoid false wake-ups you should probably have a while loop instead of an if statement:
lock (waitAck)
{
while(queryProducer.secondQueue.Count > 0)
{
Monitor.Wait(waitAck);
}
}
The fact that you're calling Monitor.Wait means that waitAck should be released so it shouldn't prevent the consumer threads from locking...
Could you give more information about the way in which the producer/consumer threads are "stopping"? Does it look like they've just deadlocked?
Is your producer using Notify or NotifyAll? You've got an extra waiting thread now, so if you only use Notify it's only going to release a single thread... it's hard to see whether or not that's a problem without the details of your Producer and Consumer classes.
If you could show a short but complete program to demonstrate the problem, that would help.
EDIT: Okay, now you've posted the code I can see a number of issues:
Having so many public variables is a recipe for disaster. Your classes should encapsulate their functionality so that other code doesn't have to go poking around for implementation bits and pieces. (For example, your calling code here really shouldn't have access to the queue.)
You're adding items directly to the second queue, which means you can't efficiently wake up the producer to add them to the first queue. Why do you even have multiple queues?
You're always waiting on _sync in the producer thread... why? What's going to notify it to start with? Generally speaking the producer thread shouldn't have to wait, unless you have a bounded buffer
You have a static variable (_waitAck) which is being overwritten every time you create a new instance. That's a bad idea.
You also haven't shown your SyncEvents class - is that meant to be doing anything interesting?
To be honest, it seems like you've got quite a strange design - you may well be best starting again from scratch. Try to encapsulate the whole producer/consumer queue in a single class, which has Produce and Consume methods, as well as WaitForEmpty (or something like that). I think you'll find the synchronization logic a lot easier that way.
Here is my take on your code:
public class ProducerConsumer
{
private ManualResetEvent _ready;
private Queue<Delegate> _queue;
private Thread _consumerService;
private static Object _sync = new Object();
public ProducerConsumer(Queue<Delegate> queue)
{
lock (_sync)
{
// Note: I would recommend that you don't even
// bother with taking in a queue. You should be able
// to just instantiate a new Queue<Delegate>()
// and use it when you Enqueue. There is nothing that
// you really need to pass into the constructor.
_queue = queue;
_ready = new ManualResetEvent(false);
_consumerService = new Thread(Run);
_consumerService.IsBackground = true;
_consumerService.Start();
}
}
public override void Enqueue(Delegate value)
{
lock (_sync)
{
_queue.Enqueue(value);
_ready.Set();
}
}
// The consumer blocks until the producer puts something in the queue.
private void Run()
{
Delegate query;
try
{
while (true)
{
_ready.WaitOne();
lock (_sync)
{
if (_queue.Count > 0)
{
query = _queue.Dequeue();
query.DynamicInvoke(null);
}
else
{
_ready.Reset();
continue;
}
}
}
}
catch (ThreadInterruptedException)
{
_queue.Clear();
return;
}
}
protected override void Dispose(bool disposing)
{
lock (_sync)
{
if (_consumerService != null)
{
_consumerService.Interrupt();
}
}
base.Dispose(disposing);
}
}
I'm not exactly sure what you're trying to achieve with the wait function... I'm assuming you're trying to put some type of a limit to the number of items that can be queued. In that case simply throw an exception or return a failure signal when you have too many items in the queue, the client that is calling Enqueue will keep retrying until the queue can take more items. Taking an optimistic approach will save you a LOT of headaches and it simply helps you get rid of a lot of complex logic.
If you REALLY want to have the wait in there, then I can probably help you figure out a better approach. Let me know what are you trying to achieve with the wait and I'll help you out.
Note: I took this code from one of my projects, modified it a little and posted it here... there might be some minor syntax errors, but the logic should be correct.
UPDATE: Based on your comments I made some modifications: I added another ManualResetEvent to the class, so when you call BlockQueue() it gives you an event which you can wait on and sets a flag to stop the Enqueue function from queuing more elements. Once all the queries in the queue are serviced, the flag is set to true and the _wait event is set so whoever is waiting on it gets the signal.
public class ProducerConsumer
{
private bool _canEnqueue;
private ManualResetEvent _ready;
private Queue<Delegate> _queue;
private Thread _consumerService;
private static Object _sync = new Object();
private static ManualResetEvent _wait = new ManualResetEvent(false);
public ProducerConsumer()
{
lock (_sync)
{
_queue = new Queue<Delegate> _queue;
_canEnqueue = true;
_ready = new ManualResetEvent(false);
_consumerService = new Thread(Run);
_consumerService.IsBackground = true;
_consumerService.Start();
}
}
public bool Enqueue(Delegate value)
{
lock (_sync)
{
// Don't allow anybody to enqueue
if( _canEnqueue )
{
_queue.Enqueue(value);
_ready.Set();
return true;
}
}
// Whoever is calling Enqueue should try again later.
return false;
}
// The consumer blocks until the producer puts something in the queue.
private void Run()
{
try
{
while (true)
{
// Wait for a query to be enqueued
_ready.WaitOne();
// Process the query
lock (_sync)
{
if (_queue.Count > 0)
{
Delegate query = _queue.Dequeue();
query.DynamicInvoke(null);
}
else
{
_canEnqueue = true;
_ready.Reset();
_wait.Set();
continue;
}
}
}
}
catch (ThreadInterruptedException)
{
_queue.Clear();
return;
}
}
// Block your queue from enqueuing, return null
// if the queue is already empty.
public ManualResetEvent BlockQueue()
{
lock(_sync)
{
if( _queue.Count > 0 )
{
_canEnqueue = false;
_wait.Reset();
}
else
{
// You need to tell the caller that they can't
// block your queue while it's empty. The caller
// should check if the result is null before calling
// WaitOne().
return null;
}
}
return _wait;
}
protected override void Dispose(bool disposing)
{
lock (_sync)
{
if (_consumerService != null)
{
_consumerService.Interrupt();
// Set wait when you're disposing the queue
// so that nobody is left with a lingering wait.
_wait.Set();
}
}
base.Dispose(disposing);
}
}

What is wrong with my custom thread pool?

I've created a custom thread pool utility, but there seems to be a problem that I cannot find.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
namespace iWallpaper.S3Uploader
{
public class QueueManager<T>
{
private readonly Queue queue = Queue.Synchronized(new Queue());
private readonly AutoResetEvent res = new AutoResetEvent(true);
private readonly AutoResetEvent res_thr = new AutoResetEvent(true);
private readonly Semaphore sem = new Semaphore(1, 4);
private readonly Thread thread;
private Action<T> DoWork;
private int Num_Of_Threads;
private QueueManager()
{
Num_Of_Threads = 0;
maxThread = 5;
thread = new Thread(Worker) {Name = "S3Uploader EventRegisterer"};
thread.Start();
// log.Info(String.Format("{0} [QUEUE] FileUploadQueueManager created", DateTime.Now.ToLongTimeString()));
}
public int maxThread { get; set; }
public static FileUploadQueueManager<T> Instance
{
get { return Nested.instance; }
}
/// <summary>
/// Executes multythreaded operation under items
/// </summary>
/// <param name="list">List of items to proceed</param>
/// <param name="action">Action under item</param>
/// <param name="MaxThreads">Maximum threads</param>
public void Execute(IEnumerable<T> list, Action<T> action, int MaxThreads)
{
maxThread = MaxThreads;
DoWork = action;
foreach (T item in list)
{
Add(item);
}
}
public void ExecuteNoThread(IEnumerable<T> list, Action<T> action)
{
ExecuteNoThread(list, action, 0);
}
public void ExecuteNoThread(IEnumerable<T> list, Action<T> action, int MaxThreads)
{
foreach (T wallpaper in list)
{
action(wallpaper);
}
}
/// <summary>
/// Default 10 threads
/// </summary>
/// <param name="list"></param>
/// <param name="action"></param>
public void Execute(IEnumerable<T> list, Action<T> action)
{
Execute(list, action, 10);
}
private void Add(T item)
{
lock (queue)
{
queue.Enqueue(item);
}
res.Set();
}
private void Worker()
{
while (true)
{
if (queue.Count == 0)
{
res.WaitOne();
}
if (Num_Of_Threads < maxThread)
{
var t = new Thread(Proceed);
t.Start();
}
else
{
res_thr.WaitOne();
}
}
}
private void Proceed()
{
Interlocked.Increment(ref Num_Of_Threads);
if (queue.Count > 0)
{
var item = (T) queue.Dequeue();
sem.WaitOne();
ProceedItem(item);
sem.Release();
}
res_thr.Set();
Interlocked.Decrement(ref Num_Of_Threads);
}
private void ProceedItem(T activity)
{
if (DoWork != null)
DoWork(activity);
lock (Instance)
{
Console.Title = string.Format("ThrId:{0}/{4}, {1}, Activity({2} left):{3}",
thread.ManagedThreadId, DateTime.Now, queue.Count, activity,
Num_Of_Threads);
}
}
#region Nested type: Nested
protected class Nested
{
// Explicit static constructor to tell C# compiler
// not to mark type as beforefieldinit
internal static readonly QueueManager<T> instance = new FileUploadQueueManager<T>();
}
#endregion
}
}
Problem is here:
Console.Title = string.Format("ThrId:{0}/{4}, {1}, Activity({2} left):{3}",
thread.ManagedThreadId, DateTime.Now, queue.Count, activity,
Num_Of_Threads);
There is always ONE thread id in title. And program seems to be working in one thread.
Sample usage:
var i_list = new int[] {1, 2, 4, 5, 6, 7, 8, 6};
QueueManager<int>.Instance.Execute(i_list,
i =>
{
Console.WriteLine("Some action under element number {0}", i);
}, 5);
P.S.: it's pretty messy, but I'm still working on it.
I looked through your code and here are a couple of issues I saw.
You lock the queue object even though it is synchronized queue. This is unnecessary
You inconsistently lock the queue object. It should either be locked for every access or not locked and depending on the Synchronized behavior.
The Proceed method is not thread safe. These two lines are the issue
if (queue.Count > 0) {
var item = (T)queue.Dequeue();
...
}
Using a synchronized queue only guarantees that individual accesses are safe. So both the .Count and the .Dequeue method won't mess with te internal structure of the queue. However imagine the scenario where two threads run these lines of code at the same time with a queue of count 1
Thread1: if (...) -> true
Thread2: if (...) -> true
Thread1: dequeue -> sucess
Thread2: dequeue -> fails because the queue is empty
There is a race condition between Worker and Proceed that can lead to deadlock. The following two lines of code should be switched.
Code:
res_thr.Set()
Interlocked.Decrement(ref Num_Of_Threads);
The first line will unblock the Worker method. If it runs quickly enough it will go back through the look, notice that Num_Of_Threads < maxThreads and go right back into res_thr.WaitOne(). If no other threads are currently running then this will lead to a deadlock in your code. This is very easy to hit with a low number of maximum threads (say 1). Inverting these two lines of code should fix the issue.
The maxThread count property does not seem to be useful beyond 4. The sem object is initialized to accept only 4 maximum concurrent entries. All code that actually executes an item must go through this semaphore. So you've effectively limited the maximum number of concurrent items to 4 regardless of how high maxThread is set.
Writing robust threaded code is not trivial. There are numerous thread-pools around that you might look at for reference, but also note that Parallel Extensions (available as CTP, or later in .NET 4.0) includes a lot of additional threading constructs out-of-the-box (in the TPL/CCR). For example, Parallel.For / Parallel.ForEach, which deal with work-stealing, and handling the available cores effectively.
For an example of a pre-rolled thread-pool, see Jon Skeet's CustomThreadPool here.
I think you can simply things considerably.
Here is a modified form (I didn't test the modifications) of the thread pool I use:
The only sync. primitive you need is a Monitor, locked on the thread pool. You don't need a semaphore, or the reset events.
internal class ThreadPool
{
private readonly Thread[] m_threads;
private readonly Queue<Action> m_queue;
private bool m_shutdown;
private object m_lockObj;
public ThreadPool(int numberOfThreads)
{
Util.Assume(numberOfThreads > 0, "Invalid thread count!");
m_queue = new Queue<Action>();
m_threads = new Thread[numberOfThreads];
m_lockObj = new object();
lock (m_lockObj)
{
for (int i = 0; i < numberOfWriteThreads; ++i)
{
m_threads[i] = new Thread(ThreadLoop);
m_threads[i].Start();
}
}
}
public void Shutdown()
{
lock (m_lockObj)
{
m_shutdown = true;
Monitor.PulseAll(m_lockObj);
if (OnShuttingDown != null)
{
OnShuttingDown();
}
}
foreach (var thread in m_threads)
{
thread.Join();
}
}
public void Enqueue(Action a)
{
lock (m_lockObj)
{
m_queue.Enqueue(a);
Monitor.Pulse(m_lockObj);
}
}
private void ThreadLoop()
{
Monitor.Enter(m_lockObj);
while (!m_shutdown)
{
if (m_queue.Count == 0)
{
Monitor.Wait(m_lockObj);
}
else
{
var a = m_queue.Dequeue();
Monitor.Pulse(m_lockObj);
Monitor.Exit(m_lockObj);
try
{
a();
}
catch (Exception ex)
{
Console.WriteLine("An unhandled exception occured!\n:{0}", ex.Message, null);
}
Monitor.Enter(m_lockObj);
}
}
Monitor.Exit(m_lockObj);
}
}
You should probally use the built in thread pool. When running your code I noticed that your spining up a bunch of threads but since the queue count is <1 you just exit, this continues until the queue is actually populated then your next thread processes everything. This is a very expensive process. You should only spin up threads if you have something to do.

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