I have an Application in C#/Winforms that is basically used to run test for customers accounts in a specific order/setup. They are all tests run in browsers and so I built it so it would automate the process since there are about 10-12 tests that need to be ran everytime a customer account is pulled up.
Basically what happens is you input the account number then it runs the tests.
Here's a sample code.
public void startTestProcess()
{
if (!cancelTests)
{
testRunning = true;
var tabPage = createTabPage(banToRun, Convert.ToInt32(banToRun));
loadingBox.Visible = true;
mainTabControl.TabPages.Insert(0, tabPage);
mainTabControl.SelectedTab = mainTabControl.TabPages[0];
runTest(tabPage, banToRun);
loadingBox.Visible = false;
}
}
private void runTest(TabPage t, string ban)
{
if (!cancelTests && !cancelCurrentOnly)
{
var tC = createInitialTabControl();
t.Controls.Add(tC);
int[] theTests = profileInfo.getSetList;
for (int i = 0; i < theTests.Length; i++)
{
if (!cancelTests && !cancelCurrentOnly)
{
var newTab = createTabPage(urlStrings.getName(theTests[i]), theTests[i]);
tC.TabPages.Add(newTab);
var webBrowser = createBrowser(urlStrings.getUrl(theTests[i], ban));
newTab.Controls.Add(webBrowser);
if (theTests[i] != 0 && theTests[i] != 1 && theTests[i] != 6
&& theTests[i] != 11 && theTests[i] != 12)
{
if (!webBrowser.IsDisposed)
{
try
{
while (webBrowser.ReadyState != WebBrowserReadyState.Complete)
{
Application.DoEvents();
}
}
catch
{
//Do Nothing
}
}
}
IntPtr pHandle = GetCurrentProcess();
SetProcessWorkingSetSize(pHandle, -1, -1);
}
}
}
if (cancelCurrentOnly)
{
cancelCurrentOnly = false;
}
banToRun = string.Empty;
testRunning = false;
}
So basically my question is, how can I optimize what I have in order to
A. Reduce lag/freezing - Note: Already implemented a way of forcing garbage collection after each test is run.
B. Improve performance of the WebBrowser controls possibly? - Already tried some webbrowser alternatives like WebKit for C# Wrapper (does not work on all tests due to some ajax based coding i believe)
C. Maybe implement multi-threaded operations. Not sure how i'd go about this without having cross-threaded exceptions thrown.
Thanks for your assistance. If you have any other questions feel free to ask.
The lag / freezing issue is caused by you not using multiple threads; therefore all of the test runs are using the UI thread, so the UI cannot respond while the tests are being run.
If the reason you are not using a backround worker(s) is that your are worried about having cross-threaded exceptions thrown, then you just need to make sure you are properly passing information between your threads (as opposed to avoiding multithreading altogether).
Update
This question addresses the issue of updating the UI based on workers' progress.
As a side note, you should not have to force garbage collection; most of the time, this will actually decrease performance. The garbage collector is specifically designed to collect when it has availability to do so (when the CPU is available). Forcing it to run takes cycles away from the real work your app is trying to do.
I see a lot of heavy lifting being performed in methods that also handle GUI, and therefore I assume that all of this is being done in the application's main thread (which will block while performing non-graphic operations related to that WebBrowser and other areas).
Try to refactor this application to run in multiple threads. The main thread should be available as much as possible to respond to user events. Background threads should do the heavy lifting of creating expensive objects, performing long-running read/write operations, etc.
Related
I wrote an API that automates a certain website. However, on the testing stage, I noticed that (not very sure), my thread is not being terminated correctly.
I am using the WebBrowser object to navigate inside a thread, so that it works synchronously with my program:
private void NavigateThroughTread(string url)
{
Console.WriteLine("Defining thread...");
var th = new Thread(() =>
{
_wb = new WebBrowser();
_wb.DocumentCompleted += PageLoaded;
_wb.Visible = true;
_wb.Navigate(url);
Console.WriteLine("Web browser navigated.");
Application.Run();
});
Console.WriteLine("Thread defined.");
th.SetApartmentState(ApartmentState.STA);
Console.WriteLine("Before thread start...");
th.Start();
Console.WriteLine("Thread started.");
while (th.IsAlive) { }
Console.WriteLine("Journey ends.");
}
private void PageLoaded(object sender, WebBrowserDocumentCompletedEventArgs e)
{
Console.WriteLine("Pages loads...");
.
.
.
switch (_action)
{
.
.
.
case ENUM.FarmActions.Idle:
_wb.Navigate(new Uri("about:blank"));
_action = ENUM.FarmActions.Exit;
return;
case ENUM.FarmActions.Exit:
Console.WriteLine("Disposing wb...");
_wb.DocumentCompleted -= PageLoaded;
_wb.Dispose();
break;
}
Application.ExitThread(); // Stops the thread
}
Here is how I call this function:
public int Attack(int x, int y, ArmyBuilder army)
{
// instruct to attack the village
_action = ENUM.FarmActions.Attack;
//get the army and coordinates
_army = army;
_enemyCoordinates[X] = x;
_enemyCoordinates[Y] = y;
//Place the attack command
_errorFlag = true; // the action is not complated, the flag will set as false once action is complete
_attackFlag = false; // attack is not made yet
Console.WriteLine("Journey starts");
NavigateThroughTread(_url.GetUrl(ENUM.Screens.RallyPoint));
return _errorFlag ? -1 : CalculateDistance();
}
So the problem is, when I call the Attack function, couple times like this:
_command.Attack(509, 355, new ArmyBuilder(testArmy_lc));
_command.Attack(509, 354, new ArmyBuilder(testArmy_lc));
_command.Attack(505, 356, new ArmyBuilder(testArmy_lc));
_command.Attack(504, 356, new ArmyBuilder(testArmy_lc));
_command.Attack(504, 359, new ArmyBuilder(testArmy_lc));
_command.Attack(505, 356, new ArmyBuilder(testArmy_lc));
_command.Attack(504, 356, new ArmyBuilder(testArmy_lc));
_command.Attack(504, 359, new ArmyBuilder(testArmy_lc));
My application most of the times, gets stuck in one of these function (usually happens after the 4th or 5th). When it gets stuck the last log that I see is
Web browser navigated.
I assume it is something to do with termination of my thread. Can someone show me how I can run a thread which runs the DocumentCompleted event ?
I don't see any obvious reason for deadlock, nor did it reproduce at all when testing the code. There are a number of flaws in the code but nothing that yells "here!" loudly. I can only make recommendations:
Consider that you do not need a thread at all. The while (th.IsAlive) { } hot loop blocks your main thread while you wait for the browser code to finish the job. That is not a useful way to use a thread, you might as well use your main thread. This instantly eliminates a large number of potential hang causes.
The state logic in PageLoaded is risky. We cannot see all of it but one glaring issue is that you dispose the WebBrowser twice. If you have a case where you use return without a Navigate() call then you'll hang as described. No need to unsubscribe the event but same story, if you do unsubscribe but don't all Application.Exit() then you'll hang as described. State machines can be hard to debug, thorough logging is necessary. Minimize the risk by moving the Dispose() call and unsubscribing the event out of the logic, it doesn't belong there. And you need to test what happens when any Navigate() call ends up in failure, redirecting to a page you did not expect.
The _wb.Dispose() call is risky. Note that you destroy the WebBrowser while its DocumentCompleted event is in flight. Technically that can return code execution to code that is no longer alive or present. That can trip a race condition in the browser. As well as in the debugger, there is a dedicated MDA that checks for this problem. It is trivially avoided by moving the Dispose() call after the Application.Run() call where it belongs.
The while-loop burns 100% core, potentially starving the worker thread. Not a good enough reason to explain deadlock, but certainly unnecessary. Use Thread.Join() instead.
You create a lot of WebBrowser objects in this code. It is a very heavy object, as you can imagine, you need to keep an eye on memory usage in your program. Especially the unmanaged kind. If the browser leaks, like they so often do, you could technically create a scenario where the WB initializes okay but does not have enough memory left to load the page. Strongly favor using only one WB.
You need to consider that this might well be an environmental problem. On the top of that list is forever anti-malware and firewall, they always have a very good reason to treat a browser specially since that is the most common malware injection vector. You'll need to run your test with anti-malware and firewall disabled to ensure that it is not the cause of the hang.
Another environmental problem is one I noticed while testing this code, Google got sulky about me hitting it so often and started to throttle the requests, greatly slowing down the code. Talk to the web site owner and ask if he's got similar blocking or throttling counter-measures in place, most do. You need to test your state logic to verify that it still works properly when the browser redirects to an error page.
Yet another environmental issue is the WB will display a dialog itself in certain cases. This can deadlock in 3rd party code, very hard to diagnose. You should at least set the WebBrower.ScriptErrorsSuppressed to true but beware of Javascript code in the web page you load that itself creates new windows or displays alert dialogs. Using one WB is the workaround.
Keep in mind that your program can only be as reliable as your Internet connection and the web page server. That's not a terribly good place to be of course, both are quite out of your reach and you don't get nice exceptions to help you diagnose such a failure. And consider that you probably have not yet tested your program well enough yet to check if it can survive such a failure, it doesn't happen enough.
Quite a laundry list, focus first on eliminating the unnecessary thread and temporarily suppressing anti-malware. That's quick, focus next on using only one WebBrowser.
Hans thank you, I was able to fix this issue with one of your ideas. As you spent your time giving me a long answer, I wanted respond in same manner.
2 - I built the state machine structure carefully and with a lot logs (you can see it from my git account) also did a lot of debugs. I am sure that after I'm done navigating, I use Application.ExitThread() and wb.Dispose() only once.
3 - I tried placing the wb.Dispose() outside the event, however I couldn't find any other place where the Thread is still alive. If I try disposing WebBrowser outside the thread which is created inside the thread, the application gives me an error.
4 - I changed the code while (th.IsAlive) { } with th.Join(2000) this is absolutely a better idea but did not change anything. It optimized the code and as you mentioned, it prevented burning 100% core of my CPU.
5 - I tried using a single WebBrowser object which is instantiated in the constructor. However when I tried to navigate inside the thread, the application wouldnt even fire the events anymore. For some reason, I couldn't make it running whit a single WB object.
6,7 - I tested my application with different PC's and diffrent networks(with firewall and non-firewall protection). I changed windows firewall options as well but no travail. On my original code I do have _wb.ScriptErrorsSuppressed = true; so this shouldn't also be the issue.
8,9 - If these are the reasons, I can't do anything about it. But I doubt the real problem is caused because of them.
1 - This one was a good suggestion. I tried implementing my code without using a thread and it is now working fine. Here is how it looks like (still needs a lot optimization)
// Constructer
public FarmActions(string token)
{
// set the urls using the token
_url = new URL(token);
// define web browser properties
_wb = new WebBrowser();
_wb.DocumentCompleted += PageLoaded;
_wb.Visible = true;
_wb.AllowNavigation = true;
_wb.ScriptErrorsSuppressed = true;
}
public int Attack(int x, int y, ArmyBuilder army)
{
// instruct to attack the village
_action = ENUM.FarmActions.Attack;
//get the army and coordinates
_army = army;
_enemyCoordinates[X] = x;
_enemyCoordinates[Y] = y;
//Place the attack command
_errorFlag = true; // the action is not complated, the flag will set as false once action is complete
_attackFlag = false; // attack is not made yet
_isAlive = true;
Console.WriteLine("-------------------------");
Console.WriteLine("Journey starts");
NavigateThroughTread(_url.GetUrl(ENUM.Screens.RallyPoint));
return _errorFlag ? -1 : CalculateDistance();
}
private void NavigateThroughTread(string url)
{
Console.WriteLine("Defining thread...");
_wb.Navigate(url);
while (_isAlive) Application.DoEvents();
}
private void PageLoaded(object sender, WebBrowserDocumentCompletedEventArgs e)
{
Console.WriteLine("Pages loads...");
.
.
.
switch (_action)
{
.
.
.
case ENUM.FarmActions.Idle:
_wb.Navigate(new Uri("about:blank"));
_action = ENUM.FarmActions.Exit;
return;
case ENUM.FarmActions.Exit:
break;
}
_isAlive = false;
}
This is how I was able to wait without using a thread.
The main problem was probably as you mentioned in number 3 or 5. But I wasn't able to fix the problem as I spent couple of hours.
Anyway thanks for your help it works.
I'm working on a Web API application which connects to a backend system via an API. One challenge of working with the API is that it requires a remote session to be maintained that is shared between all threads/requests to the Web API. The session expires every few hours and needs to be "refreshed" via a login.
A simplified version of my current implementation is below:
private static Object loginLock = new Object();
if(!Api.IsLoggedIn)
{
lock(loginLock)
{
if(!Api.IsLoggedIn)
{
Api.Login();
}
}
}
// Do stuff with the API
Under high concurrent load, when a login is required, threads get stacked up at the lock and are let through one at a time upon a successful login which is causing a performance bottleneck.
What I'm looking for is a way to block all threads when a login is required, but let them all through upon successful login.
Is there a better pattern for addressing this issue? Googling seems to indicate that ReaderWriterLockSlim or Monitor Wait/Pulse/PulseAll might be better candidates than a standard lock.
It's an unusual problem, and I'm not aware of anything built in that specifically addresses this.
Bearing in mind that I've knocked this up in a few minutes, and so I'd definitely advise not using this until plenty of people have had a chance to look at it and point out its flaws, this is what I thought of:
private Task _loginLock = null;
public void DoLoggedInCheck()
{
if (!Api.IsLoggedIn)
{
var tcs = new TaskCompletionSource<int>();
var tsk = tcs.Task;
var result = Interlocked.CompareExchange(ref _loginLock, tsk, null);
if (result == null)
{
if (!Api.IsLoggedIn)
{
Api.Login();
}
Interlocked.Exchange(ref _loginLock, null);
tcs.SetResult(1);
}
else
{
result.Wait();
}
}
}
The logic being that, out of all of the threads that spot that a login is required, they all compete (via the CompareExchange) to be the one to volunteer to fix the problem. One of them wins and does the task, the remainder just wait for the winner to signal their success.
There's still a small amount of raciness here, but it should be rare.
If you want to resolve it only using worker threads I don't see any other ways, there is a critical section and this is nature of critical section that only 1 thread can pass it at a time. Completely other approach would be do delegate handling of critical section to separate thread. I am not sure that it will be more performant (most probably it will be much slower) but once Api is logged in there will be no traffic jam.
private static AutoResetEvent requestLogin = new AutoResetEvent();
private static ManualResetEvent responseLogin = new ManualResetEvent();
//Worker thread:
if(!Api.IsLoggedIn)
{
requestLogin.Set();
responseLogin.WaitOne();
}
//Login thread
requestLogin.WaitOne();
if(!Api.IsLoggedIn)
{
Api.Login();
}
responseLogin.Set();
I have a relatively large system (~25000 lines so far) for monitoring radio-related devices. It shows graphs and such using latest version of ZedGraph.
The program is coded using C# on VS2010 with Win7.
The problem is:
when I run the program from within VS, it runs slow
when I run the program from the built EXE, it runs slow
when I run the program though Performance Wizard / CPU Profiler, it runs Blazing Fast.
when I run the program from the built EXE, and then start VS and Attach a profiler to ANY OTHER PROCESS, my program speeds up!
I want the program to always run that fast!
Every project in the solution is set to RELEASE, Debug unmanaged code is DISABLED, Define DEBUG and TRACE constants is DISABLED, Optimize Code - I tried either, Warning Level - I tried either, Suppress JIT - I tried either,
in short I tried all the solutions already proposed on StackOverflow - none worked. Program is slow outside profiler, fast in profiler.
I don't think the problem is in my code, because it becomes fast if I attach the profiler to other, unrelated process as well!
Please help!
I really need it to be that fast everywhere, because it's a business critical application and performance issues are not tolerated...
UPDATES 1 - 8 follow
--------------------Update1:--------------------
The problem seems to Not be ZedGraph related, because it still manifests after I replaced ZedGraph with my own basic drawing.
--------------------Update2:--------------------
Running the program in a Virtual machine, the program still runs slow, and running profiler from the Host machine doesn't make it fast.
--------------------Update3:--------------------
Starting screen capture to video also speeds the program up!
--------------------Update4:--------------------
If I open the Intel graphics driver settings window (this thing: http://www.intel.com/support/graphics/sb/img/resolution_new.jpg)
and just constantly hover with the cursor over buttons, so they glow, etc, my program speeds up!.
It doesn't speed up if I run GPUz or Kombustor though, so no downclocking on the GPU - it stays steady 850Mhz.
--------------------Update5:--------------------
Tests on different machines:
-On my Core i5-2400S with Intel HD2000, UI runs slow and CPU usage is ~15%.
-On a colleague's Core 2 Duo with Intel G41 Express, UI runs fast, but CPU usage is ~90% (which isn't normal either)
-On Core i5-2400S with dedicated Radeon X1650, UI runs blazing fast, CPU usage is ~50%.
--------------------Update6:--------------------
A snip of code showing how I update a single graph (graphFFT is an encapsulation of ZedGraphControl for ease of use):
public void LoopDataRefresh() //executes in a new thread
{
while (true)
{
while (!d.Connected)
Thread.Sleep(1000);
if (IsDisposed)
return;
//... other graphs update here
if (signalNewFFT && PanelFFT.Visible)
{
signalNewFFT = false;
#region FFT
bool newRange = false;
if (graphFFT.MaxY != d.fftRangeYMax)
{
graphFFT.MaxY = d.fftRangeYMax;
newRange = true;
}
if (graphFFT.MinY != d.fftRangeYMin)
{
graphFFT.MinY = d.fftRangeYMin;
newRange = true;
}
List<PointF> points = new List<PointF>(2048);
int tempLength = 0;
short[] tempData = new short[2048];
int i = 0;
lock (d.fftDataLock)
{
tempLength = d.fftLength;
tempData = (short[])d.fftData.Clone();
}
foreach (short s in tempData)
points.Add(new PointF(i++, s));
graphFFT.SetLine("FFT", points);
if (newRange)
graphFFT.RefreshGraphComplete();
else if (PanelFFT.Visible)
graphFFT.RefreshGraph();
#endregion
}
//... other graphs update here
Thread.Sleep(5);
}
}
SetLine is:
public void SetLine(String lineTitle, List<PointF> values)
{
IPointListEdit ip = zgcGraph.GraphPane.CurveList[lineTitle].Points as IPointListEdit;
int tmp = Math.Min(ip.Count, values.Count);
int i = 0;
while(i < tmp)
{
if (values[i].X > peakX)
peakX = values[i].X;
if (values[i].Y > peakY)
peakY = values[i].Y;
ip[i].X = values[i].X;
ip[i].Y = values[i].Y;
i++;
}
while(ip.Count < values.Count)
{
if (values[i].X > peakX)
peakX = values[i].X;
if (values[i].Y > peakY)
peakY = values[i].Y;
ip.Add(values[i].X, values[i].Y);
i++;
}
while(values.Count > ip.Count)
{
ip.RemoveAt(ip.Count - 1);
}
}
RefreshGraph is:
public void RefreshGraph()
{
if (!explicidX && autoScrollFlag)
{
zgcGraph.GraphPane.XAxis.Scale.Max = Math.Max(peakX + grace.X, rangeX);
zgcGraph.GraphPane.XAxis.Scale.Min = zgcGraph.GraphPane.XAxis.Scale.Max - rangeX;
}
if (!explicidY)
{
zgcGraph.GraphPane.YAxis.Scale.Max = Math.Max(peakY + grace.Y, maxY);
zgcGraph.GraphPane.YAxis.Scale.Min = minY;
}
zgcGraph.Refresh();
}
.
--------------------Update7:--------------------
Just ran it through the ANTS profiler. It tells me that the ZedGraph refresh counts when the program is fast are precisely two times higher compared to when it's slow.
Here are the screenshots:
I find it VERY strange that, considering the small difference in the length of the sections, performance differs twice with mathematical precision.
Also, I updated the GPU driver, that didn't help.
--------------------Update8:--------------------
Unfortunately, for a few days now, I'm unable to reproduce the issue... I'm getting constant acceptable speed (which still appear a bit slower than what I had in the profiler two weeks ago) which isn't affected by any of the factors that used to affect it two weeks ago - profiler, video capturing or GPU driver window. I still have no explanation of what was causing it...
Luaan posted the solution in the comments above, it's the system wide timer resolution. Default resolution is 15.6 ms, the profiler sets the resolution to 1ms.
I had the exact same problem, very slow execution that would speed up when the profiler was opened. The problem went away on my PC but popped back up on other PCs seemingly at random. We also noticed the problem disappeared when running a Join Me window in Chrome.
My application transmits a file over a CAN bus. The app loads a CAN message with eight bytes of data, transmits it and waits for an acknowledgment. With the timer set to 15.6ms each round trip took exactly 15.6ms and the entire file transfer would take about 14 minutes. With the timer set to 1ms round trip time varied but would be as low as 4ms and the entire transfer time would drop to less than two minutes.
You can verify your system timer resolution as well as find out which program increased the resolution by opening a command prompt as administrator and entering:
powercfg -energy duration 5
The output file will have the following in it somewhere:
Platform Timer Resolution:Platform Timer Resolution
The default platform timer resolution is 15.6ms (15625000ns) and should be used whenever the system is idle. If the timer resolution is increased, processor power management technologies may not be effective. The timer resolution may be increased due to multimedia playback or graphical animations.
Current Timer Resolution (100ns units) 10000
Maximum Timer Period (100ns units) 156001
My current resolution is 1 ms (10,000 units of 100nS) and is followed by a list of the programs that requested the increased resolution.
This information as well as more detail can be found here: https://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
Here is some code to increase the timer resolution (originally posted as the answer to this question: how to set timer resolution from C# to 1 ms?):
public static class WinApi
{
/// <summary>TimeBeginPeriod(). See the Windows API documentation for details.</summary>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Interoperability", "CA1401:PInvokesShouldNotBeVisible"), System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Security", "CA2118:ReviewSuppressUnmanagedCodeSecurityUsage"), SuppressUnmanagedCodeSecurity]
[DllImport("winmm.dll", EntryPoint = "timeBeginPeriod", SetLastError = true)]
public static extern uint TimeBeginPeriod(uint uMilliseconds);
/// <summary>TimeEndPeriod(). See the Windows API documentation for details.</summary>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Interoperability", "CA1401:PInvokesShouldNotBeVisible"), System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Security", "CA2118:ReviewSuppressUnmanagedCodeSecurityUsage"), SuppressUnmanagedCodeSecurity]
[DllImport("winmm.dll", EntryPoint = "timeEndPeriod", SetLastError = true)]
public static extern uint TimeEndPeriod(uint uMilliseconds);
}
Use it like this to increase resolution :WinApi.TimeBeginPeriod(1);
And like this to return to the default :WinApi.TimeEndPeriod(1);
The parameter passed to TimeEndPeriod() must match the parameter that was passed to TimeBeginPeriod().
There are situations when slowing down a thread can speed up other threads significantly, usually when one thread is polling or locking some common resource frequently.
For instance (this is a windows-forms example) when the main thread is checking overall progress in a tight loop instead of using a timer, for example:
private void SomeWork() {
// start the worker thread here
while(!PollDone()) {
progressBar1.Value = PollProgress();
Application.DoEvents(); // keep the GUI responisive
}
}
Slowing it down could improve performance:
private void SomeWork() {
// start the worker thread here
while(!PollDone()) {
progressBar1.Value = PollProgress();
System.Threading.Thread.Sleep(300); // give the polled thread some time to work instead of responding to your poll
Application.DoEvents(); // keep the GUI responisive
}
}
Doing it correctly, one should avoid using the DoEvents call alltogether:
private Timer tim = new Timer(){ Interval=300 };
private void SomeWork() {
// start the worker thread here
tim.Tick += tim_Tick;
tim.Start();
}
private void tim_Tick(object sender, EventArgs e){
tim.Enabled = false; // prevent timer messages from piling up
if(PollDone()){
tim.Tick -= tim_Tick;
return;
}
progressBar1.Value = PollProgress();
tim.Enabled = true;
}
Calling Application.DoEvents() can potentially cause allot of headaches when GUI stuff has not been disabled and the user kicks off other events or the same event a 2nd time simultaneously, causing stack climbs which by nature queue the first action behind the new one, but I'm going off topic.
Probably that example is too winforms specific, I'll try making a more general example. If you have a thread that is filling a buffer that is processed by other threads, be sure to leave some System.Threading.Thread.Sleep() slack in the loop to allow the other threads to do some processing before checking if the buffer needs to be filled again:
public class WorkItem {
// populate with something usefull
}
public static object WorkItemsSyncRoot = new object();
public static Queue<WorkItem> workitems = new Queue<WorkItem>();
public void FillBuffer() {
while(!done) {
lock(WorkItemsSyncRoot) {
if(workitems.Count < 30) {
workitems.Enqueue(new WorkItem(/* load a file or something */ ));
}
}
}
}
The worker thread's will have difficulty to obtain anything from the queue since its constantly being locked by the filling thread. Adding a Sleep() (outside the lock) could significantly speed up other threads:
public void FillBuffer() {
while(!done) {
lock(WorkItemsSyncRoot) {
if(workitems.Count < 30) {
workitems.Enqueue(new WorkItem(/* load a file or something */ ));
}
}
System.Threading.Thread.Sleep(50);
}
}
Hooking up a profiler could in some cases have the same effect as the sleep function.
I'm not sure if I've given representative examples (it's quite hard to come up with something simple) but I guess the point is clear, putting sleep() in the correct place can help improve the flow of other threads.
---------- Edit after Update7 -------------
I'd remove that LoopDataRefresh() thread altogether. Rather put a timer in your window with an interval of at least 20 (which would be 50 frames a second if none were skipped):
private void tim_Tick(object sender, EventArgs e) {
tim.Enabled = false; // skip frames that come while we're still drawing
if(IsDisposed) {
tim.Tick -= tim_Tick;
return;
}
// Your code follows, I've tried to optimize it here and there, but no guarantee that it compiles or works, not tested at all
if(signalNewFFT && PanelFFT.Visible) {
signalNewFFT = false;
#region FFT
bool newRange = false;
if(graphFFT.MaxY != d.fftRangeYMax) {
graphFFT.MaxY = d.fftRangeYMax;
newRange = true;
}
if(graphFFT.MinY != d.fftRangeYMin) {
graphFFT.MinY = d.fftRangeYMin;
newRange = true;
}
int tempLength = 0;
short[] tempData;
int i = 0;
lock(d.fftDataLock) {
tempLength = d.fftLength;
tempData = (short[])d.fftData.Clone();
}
graphFFT.SetLine("FFT", tempData);
if(newRange) graphFFT.RefreshGraphComplete();
else if(PanelFFT.Visible) graphFFT.RefreshGraph();
#endregion
// End of your code
tim.Enabled = true; // Drawing is done, allow new frames to come in.
}
}
Here's the optimized SetLine() which no longer takes a list of points but the raw data:
public class GraphFFT {
public void SetLine(String lineTitle, short[] values) {
IPointListEdit ip = zgcGraph.GraphPane.CurveList[lineTitle].Points as IPointListEdit;
int tmp = Math.Min(ip.Count, values.Length);
int i = 0;
peakX = values.Length;
while(i < tmp) {
if(values[i] > peakY) peakY = values[i];
ip[i].X = i;
ip[i].Y = values[i];
i++;
}
while(ip.Count < values.Count) {
if(values[i] > peakY) peakY = values[i];
ip.Add(i, values[i]);
i++;
}
while(values.Count > ip.Count) {
ip.RemoveAt(ip.Count - 1);
}
}
}
I hope you get that working, as I commented before, I hav'nt got the chance to compile or check it so there could be some bugs there. There's more to be optimized there, but the optimizations should be marginal compared to the boost of skipping frames and only collecting data when we have the time to actually draw the frame before the next one comes in.
If you closely study the graphs in the video at iZotope, you'll notice that they too are skipping frames, and sometimes are a bit jumpy. That's not bad at all, it's a trade-off you make between the processing power of the foreground thread and the background workers.
If you really want the drawing to be done in a separate thread, you'll have to draw the graph to a bitmap (calling Draw() and passing the bitmaps device context). Then pass the bitmap on to the main thread and have it update. That way you do lose the convenience of the designer and property grid in your IDE, but you can make use of otherwise vacant processor cores.
---------- edit answer to remarks --------
Yes there is a way to tell what calls what. Look at your first screen-shot, you have selected the "call tree" graph. Each next line jumps in a bit (it's a tree-view, not just a list!). In a call-graph, each tree-node represents a method that has been called by its parent tree-node (method).
In the first image, WndProc was called about 1800 times, it handled 872 messages of which 62 triggered ZedGraphControl.OnPaint() (which in turn accounts for 53% of the main threads total time).
The reason you don't see another rootnode, is because the 3rd dropdown box has selected "[604] Mian Thread" which I didn't notice before.
As for the more fluent graphs, I have 2nd thoughts on that now after looking more closely to the screen-shots. The main thread has clearly received more (double) update messages, and the CPU still has some headroom.
It looks like the threads are out-of-sync and in-sync at different times, where the update messages arrive just too late (when WndProc was done and went to sleep for a while), and then suddenly in time for a while. I'm not very familiar with Ants, but does it have a side-by side thread timeline including sleep time? You should be able to see what's going on in such a view. Microsofts threads view tool would come in handy for this:
When I have never heard or seen something similar; I’d recommend the common sense approach of commenting out sections of code/injecting returns at tops of functions until you find the logic that’s producing the side effect. You know your code and likely have an educated guess where to start chopping. Else chop mostly all as a sanity test and start adding blocks back. I’m often amazed how fast one can find those seemingly impossible bugs to track. Once you find the related code, you will have more clues to solve your issue.
There is an array of potential causes. Without stating completeness, here is how you could approach your search for the actual cause:
Environment variables: the timer issue in another answer is only one example. There might be modifications to the Path and to other variables, new variables could be set by the profiler. Write the current environment variables to a file and compare both configurations. Try to find suspicious entries, unset them one by one (or in combinations) until you get the same behavior in both cases.
Processor frequency. This can easily happen on laptops. Potentially, the energy saving system sets the frequency of the processor(s) to a lower value to save energy. Some apps may 'wake' the system up, increasing the frequency. Check this via performance monitor (permon).
If the apps runs slower than possible there must be some inefficient resource utilization. Use the profiler to investigate this! You can attache the profiler to the (slow) running process to see which resources are under-/ over-utilized. Mostly, there are two major categories of causes for too slow execution: memory bound and compute bound execution. Both can give more insight into what is triggering the slow-down.
If, however, your app actually changes its efficiency by attaching to a profiler you can still use your favorite monitor app to see, which performance indicators do actually change. Again, perfmon is your friend.
If you have a method which throws a lot of exceptions, it can run slowly in debug mode and fast in CPU Profiling mode.
As detailed here, debug performance can be improved by using the DebuggerNonUserCode attribute. For example:
[DebuggerNonUserCode]
public static bool IsArchive(string filename)
{
bool result = false;
try
{
//this calls an external library, which throws an exception if the file is not an archive
result = ExternalLibrary.IsArchive(filename);
}
catch
{
}
return result;
}
In my c# application multiple clients will access the same server, to process one client ata a time below code is written.In the code i used Moniter class and also the queue class.will this code affect the performance.if i use Monitor class, then shall i remove queue class from the code.
Sometimes my remote server machine where my application running as service is totally down.is the below code is the reasond behind, coz all the clients go in a queue, when i check the netstatus -an command using command prompt, for 8 clients it shows 50 connections are holding in Time-wait...
Below is my code where client acces the server ...
if (Id == "")
{
System.Threading.Monitor.Enter(this);
try
{
if (Request.AcceptTypes == null)
{
queue.Enqueue(Request.QueryString["sessionid"].Value);
string que = "";
que = queue.Dequeue();
TypeController.session_id = que;
langStr = SessionDatabase.Language;
filter = new AllThingzFilter(SessionDatabase, parameters, langStr);
TypeController.session_id = "";
filter.Execute();
Request.Clear();
return filter.XML;
}
else
{
TypeController.session_id = "";
filter = new AllThingzFilter(SessionDatabase, parameters, langStr);
filter.Execute();
}
}
finally
{
System.Threading.Monitor.Exit(this);
}
}
Locking this is pretty wrong, it won't work at all if every thread uses a different instance of whatever class this code lives in. It isn't clear from the snippet if that's the case but fix that first. Create a separate object just to store the lock and make it static or give it the same scope as the shared object you are trying to protect (also not clear).
You might still have trouble since this sounds like a deadlock rather than a race. Deadlocks are pretty easy to troubleshoot with the debugger since the code got stuck and is not executing at all. Debug + Break All, then Debug + Windows + Threads. Locate the worker threads in the thread list. Double click one to select it and use Debug + Call Stack to see where it got stuck. Repeat for other threads. Look back through the stack trace to see where one of them acquired a lock and compare to other threads to see what lock they are blocking on.
That could still be tricky if the deadlock is intricate and involves multiple interleaved locks. In which case logging might help. Really hard to diagnose mandelbugs might require a rewrite that cuts back on the amount of threading.
I've been trying to get what I believe to be the simplest possible form of threading to work in my application but I just can't do it.
What I want to do: I have a main form with a status strip and a progress bar on it. I have to read something between 3 and 99 files and add their hashes to a string[] which I want to add to a list of all files with their respective hashes. Afterwards I have to compare the items on that list to a database (which comes in text files).
Once all that is done, I have to update a textbox in the main form and the progressbar to 33%; mostly I just don't want the main form to freeze during processing.
The files I'm working with always sum up to 1.2GB (+/- a few MB), meaning I should be able to read them into byte[]s and process them from there (I have to calculate CRC32, MD5 and SHA1 of each of those files so that should be faster than reading all of them from a HDD 3 times).
Also I should note that some files may be 1MB while another one may be 1GB. I initially wanted to create 99 threads for 99 files but that seems not wise, I suppose it would be best to reuse threads of small files while bigger file threads are still running. But that sounds pretty complicated to me so I'm not sure if that's wise either.
So far I've tried workerThreads and backgroundWorkers but neither seem to work too well for me; at least the backgroundWorkers worked SOME of the time, but I can't even figure out why they won't the other times... either way the main form still froze.
Now I've read about the Task Parallel Library in .NET 4.0 but I thought I should better ask someone who knows what he's doing before wasting more time on this.
What I want to do looks something like this (without threading):
List<string[]> fileSpecifics = new List<string[]>();
int fileMaxNumber = 42; // something between 3 and 99, depending on file set
for (int i = 1; i <= fileMaxNumber; i++)
{
string fileName = "C:\\path\\to\\file" + i.ToString("D2") + ".ext"; // file01.ext - file99.ext
string fileSize = new FileInfo(fileName).Length.ToString();
byte[] file = File.ReadAllBytes(fileName);
// hash calculations (using SHA1CryptoServiceProvider() etc., no problems with that so I'll spare you that, return strings)
file = null; // I didn't yet check if this made any actual difference but I figured it couldn't hurt
fileSpecifics.Add(new string[] { fileName, fileSize, fileCRC, fileMD5, fileSHA1 });
}
// look for files in text database mentioned above, i.e. first check for "file bundles" with the same amount of files I have here; then compare file sizes, then hashes
// again, no problems with that so I'll spare you that; the database text files are pretty small so parsing them doesn't need to be done in an extra thread.
Would anybody be kind enough to point me in the right direction? I'm looking for the easiest way to read and hash those files quickly (I believe the hashing takes some time in which other files could already be read) and save the output to a string[], without the main form freezing, nothing more, nothing less.
I'm thankful for any input.
EDIT to clarify: by "backgroundWorkers working some of the time" I meant that (for the very same set of files), maybe the first and fourth execution of my code produces the correct output and the UI unfreezes within 5 seconds, for the second, third and fifth execution it freezes the form (and after 60 seconds I get an error message saying some thread didn't respond within that time frame) and I have to stop execution via VS.
Thanks for all your suggestions and pointers, as you all have correctly guessed I'm completely new to threading and will have to read up on the great links you guys posted.
Then I'll give those methods a try and flag the answer that helped me the most. Thanks again!
With .NET Framework 4.X
Use Directory.EnumerateFiles Method for efficient/lazy files enumeration
Use Parallel.For() to delegate parallelism work to PLINQ framework or use TPL to delegate single Task per pipeline Stage
Use Pipelines pattern to pipeline following stages: calculating hashcodes, compare with pattern, update UI
To avoid UI freeze use appropriate techniques: for WPF use Dispatcher.BeginInvoke(), for WinForms use Invoke(), see this SO answer
Considering that all this stuff has UI it might be useful adding some cancellation feature to abandon long running operation if needed, take a look at the CreateLinkedTokenSource class which allows triggering CancellationToken from the "external scope"
I can try adding an example but it's worth do it yourself so you would learn all this stuff rather than simply copy/paste - > got it working -> forgot about it.
PS: Must read - Pipelines paper at MSDN
TPL specific pipeline implementation
Pipeline pattern implementation: three stages: calculate hash, match, update UI
Three tasks, one per stage
Two Blocking Queues
//
// 1) CalculateHashesImpl() should store all calculated hashes here
// 2) CompareMatchesImpl() should read input hashes from this queue
// Tuple.Item1 - hash, Typle.Item2 - file path
var calculatedHashes = new BlockingCollection<Tuple<string, string>>();
// 1) CompareMatchesImpl() should store all pattern matching results here
// 2) SyncUiImpl() method should read from this collection and update
// UI with available results
var comparedMatches = new BlockingCollection<string>();
var factory = new TaskFactory(TaskCreationOptions.LongRunning,
TaskContinuationOptions.None);
var calculateHashesWorker = factory.StartNew(() => CalculateHashesImpl(...));
var comparedMatchesWorker = factory.StartNew(() => CompareMatchesImpl(...));
var syncUiWorker= factory.StartNew(() => SyncUiImpl(...));
Task.WaitAll(calculateHashesWorker, comparedMatchesWorker, syncUiWorker);
CalculateHashesImpl():
private void CalculateHashesImpl(string directoryPath)
{
foreach (var file in Directory.EnumerateFiles(directoryPath))
{
var hash = CalculateHashTODO(file);
calculatedHashes.Add(new Tuple<string, string>(hash, file.Path));
}
}
CompareMatchesImpl():
private void CompareMatchesImpl()
{
foreach (var hashEntry in calculatedHashes.GetConsumingEnumerable())
{
// TODO: obviously return type is up to you
string matchResult = GetMathResultTODO(hashEntry.Item1, hashEntry.Item2);
comparedMatches.Add(matchResult);
}
}
SyncUiImpl():
private void UpdateUiImpl()
{
foreach (var matchResult in comparedMatches.GetConsumingEnumerable())
{
// TODO: track progress in UI using UI framework specific features
// to do not freeze it
}
}
TODO: Consider using CancellationToken as a parameter for all GetConsumingEnumerable() calls so you easily can stop a pipeline execution when needed.
First off, you should be using a higher level of abstraction to solve this problem. You have a bunch of tasks to complete, so use the "task" abstraction. You should be using the Task Parallel Library to do this sort of thing. Let the TPL deal with the question of how many worker threads to create -- the answer could be as low as one if the work is gated on I/O.
If you do want to do your own threading, some good advice:
Do not ever block on the UI thread. That's is what is freezing your application. Come up with a protocol by which working threads can communicate with your UI thread, which then does nothing except for responding to UI events. Remember that methods of user interface controls like task completion bars must never be called by any other thread other than the UI thread.
Do not create 99 threads to read 99 files. That's like getting 99 pieces of mail and hiring 99 assistants to write responses: an extraordinarily expensive solution to a simple problem. If your work is CPU intensive then there is no point in "hiring" more threads than you have CPUs to service them. (That's like hiring 99 assistants in an office that only has four desks. The assistants spend most of their time waiting for a desk to sit at instead of reading your mail.) If your work is disk-intensive then most of those threads are going to be idle most of the time waiting for the disk, which is an even bigger waste of resources.
First, I hope you are using a built-in library for calculating hashes. It's possible to write your own, but it's far safer to use something that has been around for a while.
You may need only create as many threads as CPUs if your process is CPU intensive. If it is bound by I/O, you might be able to get away with more threads.
I do not recommend loading the entire file into memory. Your hashing library should support updating a chunk at a time. Read a chunk into memory, use it to update the hashes of each algorighm, read the next chunk, and repeat until end of file. The chunked approach will help lower your program's memory demands.
As others have suggested, look into the Task Parallel Library, particularly Data Parallelism. It might be as easy as this:
Parallel.ForEach(fileSpecifics, item => CalculateHashes(item));
Check out TPL Dataflow. You can use a throttled ActionBlock which will manage the hard part for you.
If my understanding that you are looking to perform some tasks in the background and not block your UI, then the UI BackgroundWorker would be an appropriate choice. You mentioned that you got it working some of the time, so my recommendation would be to take what you had in a semi-working state, and improve upon it by tracking down the failures. If my hunch is correct, your worker was throwing an exception, which it does not appear you are handling in your code. Unhandled exceptions that bubble out of their containing threads make bad things happen.
This code hashing one file (stream) using two tasks - one for reading, second for hashing, for more robust way you should read more chunks forward.
Because bandwidth of processor is much higher than of disk, unless you use some high speed Flash drive you gain nothing from hashing more files concurrently.
public void TransformStream(Stream a_stream, long a_length = -1)
{
Debug.Assert((a_length == -1 || a_length > 0));
if (a_stream.CanSeek)
{
if (a_length > -1)
{
if (a_stream.Position + a_length > a_stream.Length)
throw new IndexOutOfRangeException();
}
if (a_stream.Position >= a_stream.Length)
return;
}
System.Collections.Concurrent.ConcurrentQueue<byte[]> queue =
new System.Collections.Concurrent.ConcurrentQueue<byte[]>();
System.Threading.AutoResetEvent data_ready = new System.Threading.AutoResetEvent(false);
System.Threading.AutoResetEvent prepare_data = new System.Threading.AutoResetEvent(false);
Task reader = Task.Factory.StartNew(() =>
{
long total = 0;
for (; ; )
{
byte[] data = new byte[BUFFER_SIZE];
int readed = a_stream.Read(data, 0, data.Length);
if ((a_length == -1) && (readed != BUFFER_SIZE))
data = data.SubArray(0, readed);
else if ((a_length != -1) && (total + readed >= a_length))
data = data.SubArray(0, (int)(a_length - total));
total += data.Length;
queue.Enqueue(data);
data_ready.Set();
if (a_length == -1)
{
if (readed != BUFFER_SIZE)
break;
}
else if (a_length == total)
break;
else if (readed != BUFFER_SIZE)
throw new EndOfStreamException();
prepare_data.WaitOne();
}
});
Task hasher = Task.Factory.StartNew((obj) =>
{
IHash h = (IHash)obj;
long total = 0;
for (; ; )
{
data_ready.WaitOne();
byte[] data;
queue.TryDequeue(out data);
prepare_data.Set();
total += data.Length;
if ((a_length == -1) || (total < a_length))
{
h.TransformBytes(data, 0, data.Length);
}
else
{
int readed = data.Length;
readed = readed - (int)(total - a_length);
h.TransformBytes(data, 0, data.Length);
}
if (a_length == -1)
{
if (data.Length != BUFFER_SIZE)
break;
}
else if (a_length == total)
break;
else if (data.Length != BUFFER_SIZE)
throw new EndOfStreamException();
}
}, this);
reader.Wait();
hasher.Wait();
}
Rest of code here: http://hashlib.codeplex.com/SourceControl/changeset/view/71730#514336