No ConcurrentList<T> in .Net 4.0? - c#

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

Related

Compare performance of Concurrent Dictionary with Dictionary+Locks

I wanted to measure the performance of Concurrent Dictionary vs Dictionary+Locks in a multithreaded environment. So I created my own SyncDict class of type<int,int[]>. Whenever there is a key match, it adds the int[] array value to itself, it also locks the whole dictionary with ReaderWriterLockSlim while updating the value.
I replicated the code through Concurrent Dictionary and I am mainly using AddOrUpdate() method.
Whole console app code can be found here https://dotnetfiddle.net/1kFbGy Just copy paste the code in console app to run. It will not run fiddle
After running both codes with the same inputs I see a considerable amount of difference in running time. For example for one particular run on my machine Concurrent dictionary took 4.5 seconds vs SyncDict took less than 1 second.
I would like to know any thoughts / suggestions explaining the above running time. Is there anything wrong am I doing here.
class SyncDict<TKey>
{
private ReaderWriterLockSlim cacheLock;
private Dictionary<TKey, int[]> dictionary;
public SyncDict()
{
cacheLock = new ReaderWriterLockSlim();
dictionary = new Dictionary<TKey, int[]>();
}
public Dictionary<TKey, int[]> Dictionary
{
get { return dictionary; }
}
public int[] Read(TKey key)
{
cacheLock.EnterReadLock();
try
{
return dictionary[key];
}
finally
{
cacheLock.ExitReadLock();
}
}
public void Add(TKey key, int[] value)
{
cacheLock.EnterWriteLock();
try
{
dictionary.Add(key, value);
}
finally
{
cacheLock.ExitWriteLock();
}
}
public AddOrUpdateStatus AddOrUpdate(TKey key, int[] value)
{
cacheLock.EnterUpgradeableReadLock();
try
{
int[] result = null;
if (dictionary.TryGetValue(key, out result))
{
if (result == value)
return AddOrUpdateStatus.Unchanged;
else
{
cacheLock.EnterWriteLock();
try
{
Parallel.For(0, value.Length,
(i, state) =>
{
result[i] = result[i] + value[i];
});
}
finally
{
cacheLock.ExitWriteLock();
}
return AddOrUpdateStatus.Updated;
}
}
else
{
Add(key, value);
return AddOrUpdateStatus.Added;
}
}
finally
{
cacheLock.ExitUpgradeableReadLock();
}
}
public void Delete(TKey key)
{
cacheLock.EnterWriteLock();
try
{
dictionary.Remove(key);
}
finally
{
cacheLock.ExitWriteLock();
}
}
public enum AddOrUpdateStatus
{
Added,
Updated,
Unchanged
};
}
There are multiple problems with your test.
1) You are populating a dictionary with ~150.000 different keys, all with the same value.
2) The shared value of all entries is an array of 30.000 integers, and you are updating every element of it at half of the calls to AddOrUpdate. But this only happens when you test the ConcurrentDictionary. At the SyncDict test there is a condition if (result == value) return AddOrUpdateStatus.Unchanged that skips all updates (because the value is shared).
3) You are feeding the two tests with different random inputs.
4) You are updating the array using a Parallel.For loop, while already being in an outer Parallel.For loop, over-parallelizing your workload.
5) When calling the method AddOrUpdate you ignore the documented fact that the updateValueFactory function is called in a thread-unsafe manner, and since multiple AddOrUpdate are executed synchronously and the value is shared, you are corrupting the state of the value.
The updateValueFactory delegate is called outside the locks to avoid the problems that can arise from executing unknown code under a lock.
ConcurrentDictionary.AddOrUpdate Method
I suggest that you modify your test to reflect the intended use of the ConcurrentDictionary class.

Why have Enumerator struct and EnumeratorImpl class?

I am looking at the Roslyn September 2012 CTP with Reflector, and I noticed that the ChildSyntaxList struct has the following:
public struct ChildSyntaxList : IEnumerable<SyntaxNodeOrToken>
{
private readonly SyntaxNode node;
private readonly int count;
public Enumerator GetEnumerator()
{
return node == null ? new Enumerator() : new Enumerator(node, count);
}
IEnumerator<SyntaxNodeOrToken> IEnumerable<SyntaxNodeOrToken>.GetEnumerator()
{
return node == null
? SpecializedCollections.EmptyEnumerator<SyntaxNodeOrToken>()
: new EnumeratorImpl(node, count);
}
IEnumerator IEnumerable.GetEnumerator()
{
return node == null
? SpecializedCollections.EmptyEnumerator<SyntaxNodeOrToken>()
: new EnumeratorImpl(node, count);
}
public struct Enumerator
{
internal Enumerator(SyntaxNode node, int count)
{
/* logic */
}
public SyntaxNodeOrToken Current { get { /* logic */ } }
public bool MoveNext()
{
/* logic */
}
public void Reset()
{
/* logic */
}
}
private class EnumeratorImpl : IEnumerator<SyntaxNodeOrToken>
{
private Enumerator enumerator;
internal EnumeratorImpl(SyntaxNode node, int count)
{
enumerator = new Enumerator(node, count);
}
public SyntaxNodeOrToken Current { get { return enumerator.Current; } }
object IEnumerator.Current { get { return enumerator.Current; } }
public void Dispose()
{
}
public bool MoveNext()
{
return enumerator.MoveNext();
}
public void Reset()
{
enumerator.Reset();
}
}
}
That is, there is a GetEnumerator method which returns a struct.
It looks like that
using a struct is a performance gain similar to the BCL List<T>.Enumerator struct, as noted in this answer, and that
the struct does not implement IDisposable so as to not have to worry about bugs that could arise from doing so, as noted on Eric Lippert's blog.
However, unlike the BCL List<T> class, there is a nested EnumeratorImpl class. Is the purpose of this to
avoid having a disposable struct, and
avoid boxing within the explicitly implemented IEnumerable<SyntaxNodeOrToken>.GetEnumerator and IEnumerable.GetEnumerator methods?
Are there any other reasons?
Are there any other reasons?
None come to mind. You seem to have accurately described the purposes of this rather odd implementation of the sequence pattern.
I hasten to add: Roslyn is an unusual .NET application in its complexity, in its performance requirements, and in the number of objects that it generates. A compiler that analyzes programs with thousands of files, millions of lines and tens of millions of characters while the user is typing has to do some pretty unusual things to ensure that it does not overwhelm the garbage collector. Roslyn therefore uses pooling strategies, uses mutable value types, and other out-of-the-mainstream practices to help achieve these performance goals. I do not recommend taking on the expense and difficulty associated with these practices unless you have empirical evidence identifying a serious performance problem that these practices mitigate. Just because this code was written by the C# compiler team does not mean that this is the gold standard for how you should be writing your mainstream business objects.

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.

How to know if an enumerator has reached the end of the collection in C#?

I am porting a library from C++ to C#. The old library uses vectors from C++ and in the C# I am using generic Dictionaries because they're actually a good data structure for what I'm doing (each element has an ID, then I just use using TypeDictionary = Dictionary<String, Type>;). Now, in the C# code I use a loop like this one
TypeDictionary.Enumerator tdEnum = MyTypeDictionary.GetEnumerator();
while( tdEnum.MoveNext() )
{
Type element = typeElement.Current.Value;
// More code here
}
to iterate through the elements of the collection. The problem is that in particular cases I need to check if a certain enumerator has reached the end of the collection, in C++ I would have done a check like this:
if ( tdEnum == MyTypeDictionary.end() ) // More code here
But I just don't know how to handle this situation in C#, any ideas?
Thank you
Tommaso
Here's a pretty simple way of accomplishing this.
bool hasNext = tdEnum.MoveNext();
while (hasNext) {
int i = tdEnum.Current;
hasNext = tdEnum.MoveNext();
}
I found an online tutorial that also may help you understand how this works.
http://www.c-sharpcorner.com/UploadFile/prasadh/Enumerators11132005232321PM/Enumerators.aspx
You know that you're at the end of an iterator when MoveNext() returns false. Otherwise you need to upgrade to a more descriptive data structure like IList<T>.
I have a "smart iterator" class in MiscUtil which you may find useful. It lets you test whether you're currently looking at the start or end of the sequence, and the index within the sequence. See the usage page for more information.
Of course in most cases you can just get away with doing this manually using the result of MoveNext(), but occasionally the extra encapsulation comes in handy.
Note that by necessity, this iterator will always have actually consumed one more value than it's yielded, in order to know whether or not it's reached the end. In most cases that isn't an issue, but it could occasionally give some odd experiences when debugging.
Using the decorator pattern to hold a value if the enumerator has ended is a valid approach.
Since it implements IEnumerator, you won't find difficulties to replace it in your code.
Here's a test class:
using System.Collections.Generic;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using MyDictionary = System.Collections.Generic.Dictionary<int, string>;
using MyKeyValue = System.Collections.Generic.KeyValuePair<int, string>;
namespace TestEnumerator
{
[TestClass]
public class UnitTest1
{
[TestMethod]
public void TestingMyEnumeradorPlus()
{
var itens = new MyDictionary()
{
{ 1, "aaa" },
{ 2, "bbb" }
};
var enumerator = new EnumeradorPlus<MyKeyValue>(itens.GetEnumerator());
enumerator.MoveNext();
Assert.IsFalse(enumerator.Ended);
enumerator.MoveNext();
Assert.IsFalse(enumerator.Ended);
enumerator.MoveNext();
Assert.IsTrue(enumerator.Ended);
}
}
public class EnumeradorPlus<T> : IEnumerator<T>
{
private IEnumerator<T> _internal;
private bool _hasEnded = false;
public EnumeradorPlus(IEnumerator<T> enumerator)
{
_internal = enumerator;
}
public T Current
{
get { return _internal.Current; }
}
public void Dispose()
{
_internal.Dispose();
}
object System.Collections.IEnumerator.Current
{
get { return _internal.Current; }
}
public bool MoveNext()
{
bool moved = _internal.MoveNext();
if (!moved)
_hasEnded = true;
return moved;
}
public void Reset()
{
_internal.Reset();
_hasEnded = false;
}
public bool Ended
{
get { return _hasEnded; }
}
}
}
Coming from C++ you might not be up to date on C# syntax. Perhaps you could simply use the foreach construct to avoid the test all together. The following code will be executed once for each element in your dictionary:
foreach (var element in MyTypeDictionary)
{
// More code here
}

ObjectPool<T> or similar for .NET already in a library?

I don't want to write my own because i'm afraid i might miss something and/or rip off other people's work, so is there an ObjectPool (or similar) class existing in a library for .NET?
By object pool, i mean a class that assists caching of objects that take a long time to create, generally used to improve performance.
In the upcoming version of .NET (4.0), there's a ConcurrentBag<T> class which can easily be utilized in an ObjectPool<T> implementation; in fact the there's an article on MSDN that shows you how to do precisely this.
If you don't have access to the latest .NET framework, you can get the System.Collections.Concurrent namespace (which has ConcurrentBag<T>) in .NET 3.5 from Microsoft's Reactive Extensions (Rx) library (in System.Threading.dll).
UPDATE:
I'd also put forward BufferBlock<T> from TPL DataFlow. IIRC it's part of .net now. The great thing about BufferBlock<T> is that you can wait asynchronously for items to become available using the Post<T> and ReceiveAsync<T> extension methods. Pretty handy in an async/await world.
ORIGINAL ANSWER
A while back I faced this problem and came up with a lightweight (rough'n'ready) threadsafe (I hope) pool that has proved very useful, reusable and robust:
public class Pool<T> where T : class
{
private readonly Queue<AsyncResult<T>> asyncQueue = new Queue<AsyncResult<T>>();
private readonly Func<T> createFunction;
private readonly HashSet<T> pool;
private readonly Action<T> resetFunction;
public Pool(Func<T> createFunction, Action<T> resetFunction, int poolCapacity)
{
this.createFunction = createFunction;
this.resetFunction = resetFunction;
pool = new HashSet<T>();
CreatePoolItems(poolCapacity);
}
public Pool(Func<T> createFunction, int poolCapacity) : this(createFunction, null, poolCapacity)
{
}
public int Count
{
get
{
return pool.Count;
}
}
private void CreatePoolItems(int numItems)
{
for (var i = 0; i < numItems; i++)
{
var item = createFunction();
pool.Add(item);
}
}
public void Push(T item)
{
if (item == null)
{
Console.WriteLine("Push-ing null item. ERROR");
throw new ArgumentNullException();
}
if (resetFunction != null)
{
resetFunction(item);
}
lock (asyncQueue)
{
if (asyncQueue.Count > 0)
{
var result = asyncQueue.Dequeue();
result.SetAsCompletedAsync(item);
return;
}
}
lock (pool)
{
pool.Add(item);
}
}
public T Pop()
{
T item;
lock (pool)
{
if (pool.Count == 0)
{
return null;
}
item = pool.First();
pool.Remove(item);
}
return item;
}
public IAsyncResult BeginPop(AsyncCallback callback)
{
var result = new AsyncResult<T>();
result.AsyncCallback = callback;
lock (pool)
{
if (pool.Count == 0)
{
lock (asyncQueue)
{
asyncQueue.Enqueue(result);
return result;
}
}
var poppedItem = pool.First();
pool.Remove(poppedItem);
result.SetAsCompleted(poppedItem);
return result;
}
}
public T EndPop(IAsyncResult asyncResult)
{
var result = (AsyncResult<T>) asyncResult;
return result.EndInvoke();
}
}
In order to avoid any interface requirements of the pooled objects, both the creation and resetting of the objects is performed by user supplied delegates: i.e.
Pool<MemoryStream> msPool = new Pool<MemoryStream>(() => new MemoryStream(2048), pms => {
pms.Position = 0;
pms.SetLength(0);
}, 500);
In the case that the pool is empty, the BeginPop/EndPop pair provide an APM (ish) means of retrieving the object asynchronously when one becomes available (using Jeff Richter's excellent AsyncResult<TResult> implementation).
I can't quite remember why it is constained to T : class... there's probably none.
CodeProject has a sample ObjectPool implementation. Have a look here. Alternatively, there are some implementations here, here, and here.
How about System.Collections.Generic.Dictionary?
Sounds like you need a Factory pattern with caching.
You can try use .net reflector to look at the ThreadPool implementation.

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