what is the best way to handle potential non thread safe events - c#

please consider the following scenario for .net 2.0:
I have an event that is fired on system.Timers.Timer object. The subscriber then adds an item to a Windows.Forms.Listbox upon receiving the event. This results in a cross-thread exception.
My question is what would be the best way to handle this sort of situation. The solutions that I have come up with is as follows:
private delegate void messageDel(string text);
private void ThreadSafeMsg(string text)
{
if (this.InvokeRequired)
{
messageDel d = new messageDel(ThreadSafeMsg);
this.Invoke(d, new object[] { text });
}
else
{
listBox1.Items.Add(text);
listBox1.Update();
}
}
// event
void Instance_Message(string text)
{
ThreadSafeMsg(text);
}
Is this the optimum way to handle this in .net 2? What about .net 3.5?

There's no point in using Control.InvokeRequired, you know that it always is. The Elapsed event is raised on a threadpool thread, never the UI thread.
Which makes it kinda pointless to use a System.Timers.Timer, just use the System.Windows.Forms.Timer. No need to monkey with Control.Begin/Invoke, you can't crash your program with an ObjectDisposedException when the event is raised just as the user closes the form.

You have a cross thread exception because you are trying to access items from outside the UI thread. Delegates are necessary in order to hook into the message pump and make the UI change.
If you use the Form Timer, then you'll be in the UI thread. You'll have the same problem, however, if you use a BackgroundWorkerThread and you'll need a delegate there as well.
See Threading in Windows Forms

It is pretty much the same in .net 3.5, since it is related to Windows Forms and cross-threading when you are accessing the UI thread from some another working thread.
However, you can make the code smaller, by using the generic Action<> and Func<>, avoiding creating manually the delegates.
Something like this:
private void ThreadSafeMsg(string text)
{
if (this.InvokeRequired)
this.Invoke(new Action<string>(ThreadSafeMsg), new object[] { text });
else
{
// Stuff...
}
}

The easiest solution in your case - is using System.Windows.Forms.Timer class, but in general case you may use following solution to access you GUI-stuff from non-GUI thread (this solution applicable for .net 2.0 but it more elegant for .net 3.5):
public static class ControlExtentions
{
public static void InvokeIfNeeded(this Control control, Action doit)
{
if (control.InvokeRequired)
control.Invoke(doit);
else
doit();
}
}
And you may use it like this no mater from what thread, from UI or from another one:
this.InvokeIfNeeded(()=>
{
listBox1.Items.Add(text);
listBox1.Update();
});

Depending upon what your action is doing, Control.BeginInvoke may be better than Control.Invoke. Control.Invoke will wait for the UI thread to process your message before it returns. If the UI thread is blocked, it will wait forever. Control.BeginInvoke will enqueue a message for the UI thread and return immediately. Because there's no way to avoid an exception if a control gets disposed immediately before you try to BeginInvoke it, you need to catch (possibly swallow) the exception (I think it may be either ObjectDisposedException or IllegalOperationException depending upon timing). You also need to set a flag or counter when you're about to post a message and clear or decrement it in the message handler (probably use Threading.Interlocked.Increment/Decrement), to ensure that you don't enqueue an excessive number of messages while the UI thread is blocked.

Related

Weird InvokeRequired issue

I have a UserControl with a TreeView control called mTreeView on it. I can get data updates from multiple different threads, and these cause the TreeView to be updated. To do this, I've devised the following pattern:
all data update event handlers must acquire a lock and then check for InvokeRequired; if so, do the work by calling Invoke. Here's the relevant code:
public partial class TreeViewControl : UserControl
{
object mLock = new object();
void LockAndInvoke(Control c, Action a)
{
lock (mLock)
{
if (c.InvokeRequired)
{
c.Invoke(a);
}
else
{
a();
}
}
}
public void DataChanged(object sender, NewDataEventArgs e)
{
LockAndInvoke(mTreeView, () =>
{
// get the data
mTreeView.BeginUpdate();
// perform update
mTreeView.EndUpdate();
});
}
}
My problem is, sometimes, upon startup, I will get an InvalidOperationException on mTreeView.BeginUpdate(), saying mTreeView is being updated from a thread different than the one it was created. I go back in the call stack to my LockAndInvoke, and lo and behold, c.InvokeRequired is true but the else branch was taken! It's as if InvokeRequired had been set to true on a different thread after the else branch was taken.
Is there anything wrong with my approach, and what can I do to prevent this?
EDIT: my colleague tells me that the problem is that InvokeRequired is false until the control is created, so this is why it happens on startup. He's not sure what to do about it though. Any ideas?
It is a standard threading race. You are starting the thread too soon, before the TreeView is created. So your code sees InvokeRequired as false and fails when a split second later the native control gets created. Fix this by only starting the thread when the form's Load event fires, the first event that guarantees that all the control handles are valid.
Some mis-conceptions in the code btw. Using lock is unnecessary, both InvokeRequired and Begin/Invoke are thread-safe. And InvokeRequired is an anti-pattern. You almost always know that the method is going to be called by a worker thread. So use InvokeRequired only to throw an exception when it is false. Which would have allowed diagnosing this problem early.
When you marshal back to the UI thread, it's one thread--it can do only one thing at at time. You don't need any locks when you call Invoke.
The problem with Invoke is that it blocks the calling thread. That calling thread usually doesn't care about what get's completed on the UI thread. In that case I recommend using BeginInvoke to marshal the action back to the UI thread asynchronously. There are circumstances where the background thread can be blocked on Invoke while the UI thread can be waiting for the background thread to complete something and you end up with a deadlock: For example:
private bool b;
public void EventHandler(object sender, EventArgs e)
{
while(b) Thread.Sleep(1); // give up time to any other waiting threads
if(InvokeRequired)
{
b = true;
Invoke((MethodInvoker)(()=>EventHandler(sender, e)), null);
b = false;
}
}
... the above will deadlock on the while loop while because Invoke won't return until the call to EventHandler returns and EventHandler won't return until b is false...
Note my use of a bool to stop certain sections of code from running. This is very similar to lock. So, yes, you can end up having a deadlock by using lock.
Simply do this:
public void DataChanged(object sender, NewDataEventArgs e)
{
if(InvokeRequired)
{
BeginInvoke((MethodInvoker)(()=>DataChanged(sender, e)), null);
return;
}
// get the data
mTreeView.BeginUpdate();
// perform update
mTreeView.EndUpdate();
}
This simply re-invokes the DataChanged method asynchronously on the UI thread.
The pattern as you have shown it above looks 100% fine to me (albeit with some extra unnecessary locking, however I can't see how this would cause the problem you have described).
As David W points out, the only difference between what you are doing and this extension method is that you directly access mTreeView on the UI thread instead of passing it in as an argument to your action, however this will only make a difference if the value of mTreeView changes, and in any case you would have to try fairly hard to get this to cause the problem you have described.
Which means that the problem must be something else.
The only thing that I can think of is that you may have created mTreeView on a thread other than the UI thread - if this is the case then accessing the tree view will be 100% safe, however if you try and add that tree view to a form which was created on a different thread then it will go bang with an exception similar to the one that you describe.

How do I call a function in a threadsafe manner

I have been playing around with methods of calling of calling a method safely in threadsafe manner in .net 2.0.
My treeview is populated from a call to a database on a separate thread;
Below is my attempt to use my InvokeFunction method ( shown below) ...it works, but I was hoping that there was a nicer way to write this...any thoughts on this?
InvokeFunction(delegate() { TreeView1.Nodes.Clear(); });
delegate void FunctionDelegate();
private delegate void ThreadSafeProcess(FunctionDelegate func);
private void InvokeFunction(FunctionDelegate func)
{
if (this.InvokeRequired)
{
ThreadSafeProcess d = new ThreadSafeProcess(InvokeFunction);
this.Invoke(d, new object[] { func });
}
else
{
func();
}
}
BackgroundWorker is a cleaner solution in .NET 2.0.
It will create a thread for you and take care of synchronization.
You add BackgroundWorker component to you Form in the design mode.
You subscribe to DoWork event. The method subscribed to this will be execute in a background thread when you call backgroundWorker.RunWorkerAsync() in your UI thread.
When you need to interact with UI thread from your background thread you call backgroundWorker.ReportProgress.
This will trigger ProgressChanged event. ProgressChanged event is always executed in UI thread.
You can use userState parameter of backgroundWorker.ReportProgress to pass any data to UI thread. For example in your case the data that is needed to add new TreeView nodes.
You will actually add new nodes inside of ProgressChanged event handler.
Here is the link to MSDN: http://msdn.microsoft.com/en-us/library/system.componentmodel.backgroundworker.aspx.
Keep in mind you don't have to use percentProgress parameter of the method ReportProgress method. Although it is convenient when you have a progress bar to reflect background work progress.
You dont have to worry abbout thread safety unless you share some state. Functions always receive their parameters on the stack and stack is local for each thread. So functions are not your problem. Instead focus on the state. "TreeView1" objects is a candidate to worry about.

C# Multi threading- Move objects between threads

i am working with a winforms control that is both a GUI element and also does some internal processing that has not been exposed to the developer. When this component is instantiated it may take between 5 and 15 seconds to become ready so what i want to do is put it on another thread and when its done bring it back to the gui thread and place it on my form. The problem is that this will (and has) cause a cross thread exception.
Normally when i work with worker threads its just with simple data objects i can push back when processing is complete and then use with controls already on the main thread but ive never needed to move an entire control in this fashion.
Does anyone know if this is possible and if so how? If not how does one deal with a problem like this where there is the potential to lock the main gui?
You don't need to lock the GUI, you just need to call invoke:
Controls in Windows Forms are bound to
a specific thread and are not thread
safe. Therefore, if you are calling a
control's method from a different
thread, you must use one of the
control's invoke methods to marshal
the call to the proper thread. This
property can be used to determine if
you must call an invoke method, which
can be useful if you do not know what
thread owns a control. ref
Here is how it looks in code:
public delegate void ComponentReadyDelegate(YourComponent component);
public void LoadComponent(YourComponent component)
{
if (this.InvokeRequired)
{
ComponentReadyDelegate e = new ComponentReadyDelegate(LoadComponent);
this.BeginInvoke(e, new object[]{component});
}
else
{
// The component is used by a UI control
component.DoSomething();
component.GetSomething();
}
}
// From the other thread just initialize the component
// and call the LoadComponent method on the GUI.
component.Initialize(); // 5-15 seconds
yourForm.LoadComponent(component);
Normally calling the LoadComponent from another thread will cause a cross-thread exception, but with the above implementation the method will be invoked on the GUI thread.
InvokeRequired tells you if:
the caller must call an invoke method
when making method calls to the
control because the caller is on a
different thread than the one the
control was created on.
ref
Update:
So if I understand you correctly the control object is created on a thread other than the GUI thread, therefore even if you were able to pass it to the GUI thread you still won't be able to use it without causing a cross-thread exception. The solution would be to create the object on the GUI thread, but initialize it on a separate thread:
public partial class MyForm : Form
{
public delegate void ComponentReadyDelegate(YourComponent component);
private YourComponent _component;
public MyForm()
{
InitializeComponent();
// The componet is created on the same thread as the GUI
_component = new YourComponent();
ThreadPool.QueueUserWorkItem(o =>
{
// The initialization takes 5-10 seconds
// so just initialize the component in separate thread
_component.Initialize();
LoadComponent(_component);
});
}
public void LoadComponent(YourComponent component)
{
if (this.InvokeRequired)
{
ComponentReadyDelegate e = new ComponentReadyDelegate(LoadComponent);
this.BeginInvoke(e, new object[]{component});
}
else
{
// The component is used by a UI control
component.DoSomething();
component.GetSomething();
}
}
}
Without knowing too much about the object. To avoid cross thread exceptions, you can make the initial thread invoke a call (Even if you are calling from a thread).
Copied and pasted from one of my own applications :
private delegate void UpdateStatusBoxDel(string status);
private void UpdateStatusBox(string status)
{
listBoxStats.Items.Add(status);
listBoxStats.SelectedIndex = listBoxStats.Items.Count - 1;
labelSuccessful.Text = SuccessfulSubmits.ToString();
labelFailed.Text = FailedSubmits.ToString();
}
private void UpdateStatusBoxAsync(string status)
{
if(!areWeStopping)
this.BeginInvoke(new UpdateStatusBoxDel(UpdateStatusBox), status);
}
So essentially the threaded task will call the "Async" method. Which will then tell the main form to begininvoke (Actually async itself).
I believe there is probably a shorter way to do all of this, without the need for creating delegates and two different methods. But this way is just ingrained into me. And it's what the Microsoft books teach to you do :p
The BackgroundWorker class is designed for exactly this situation. It will manage the thread for you, and let you start the thread, as well as cancel the thread. The thread can send events back to the GUI thread for status updates, or completion. The event handlers for these status and completion events are in the main GUI thread, and can update your WinForm controls. And the WinForm doesn't get locked. It's everything you need. (And works equally well in WPF and Silverlight, too.)
The control must be created and modified from the UI thread, there's no way around that.
In order to keep the UI responsive while doing long-running initialization, keep the process on a background thread and invoke any control access. The UI should remain responsive, but if it doesn't, you can add some wait time to the background thread. This is an example, using .Net 4 parallel tools: http://www.lovethedot.net/2009/01/parallel-programming-in-net-40-and_30.html
If interaction with the specific control being initialized can't be allowed until initialization finishes, then hide or disable it until complete.

Update UI from multiple worker threads (.NET)

I have a pet project that I'm working on that has multiple worker threads. Outputting everything to the console is getting hard to follow, so I want to develop a UI that will have one output area per thread. I want to know the best way for the threads to send updates to the UI. I have two ideas:
1) Have each thread set a "DataUpdated" flag when new data is available, and have the UI periodically check for new data.
2) Create each thread with a callback to a UI Update(...) method to be called when new data becomes available.
I am currently leaning toward (2) for two reasons: I dislike the idea of "checking" each thread, and because this is my first multithreaded application and (2) seems simpler than it probably is. I want to know:
Which option is preferable in terms of simplicity and efficiency?
Do you have any tips for implementing (2) or something like it (i.e. more event-driven)?
You can easily implement (2) by creating BackgroundWorker components and doing the work in their DoWork handlers:
BackgroundWorker bw = new BackgroundWorker();
bw.WorkerReportsProgress = true;
bw.DoWork += /* your background work here */;
bw.ProgressChanged += /* your UI update method here */;
bw.RunWorkerAsync();
Each BackgroundWorker can report progress to the UI thread by calling ReportProgress: although this is primarily designed for reporting progress on a bounded process, that's not mandatory -- you can pass your own custom data as well if that's what your UI update requires. You would call ReportProgress from your DoWork handler.
The nice thing about BackgroundWorker is that it takes care of a lot of messy cross-threading details for you. It also conforms to the event-driven model of updates which you (rightly) prefer to explicit callbacks.
In most cases the easiest thing to do would be to use the BackgroundWorker component as suggested in itowlson's answer, and I would strongly suggest using that approach if possible. If, for some reason, you can't use a BackgroundWorker component for your purpose, such as if you're developing with .Net 1.1 (yikes!) or with compact framework, then you might need to use an alternative approach:
With Winform controls you have to avoid modifying controls on any thread other than the thread that originally created the control. The BackgroundWorker component handles this for you, but if you aren't using that, then you can and should use the InvokeRequired property and Invoke method found on the System.Windows.Forms.Control class. Below is an example that uses this property and method:
public partial class MultithreadingForm : Form
{
public MultithreadingForm()
{
InitializeComponent();
}
// a simple button event handler that starts a worker thread
private void btnDoWork_Click(object sender, EventArgs e)
{
Thread t = new Thread(WorkerMethod);
t.Start();
}
private void ReportProgress(string message)
{
// check whether or not the current thread is the main UI thread
// if not, InvokeRequired will be true
if (this.InvokeRequired)
{
// create a delegate pointing back to this same function
// the Invoke method will cause the delegate to be invoked on the main UI thread
this.Invoke(new Action<string>(ReportProgress), message);
}
else
{
// txtOutput is a UI control, therefore it must be updated by the main UI thread
if (string.IsNullOrEmpty(this.txtOutput.Text))
this.txtOutput.Text = message;
else
this.txtOutput.Text += "\r\n" + message;
}
}
// a generic method that does work and reports progress
private void WorkerMethod()
{
// step 1
// ...
ReportProgress("Step 1 completed");
// step 2
// ...
ReportProgress("Step 2 completed");
// step 3
// ...
ReportProgress("Step 3 completed");
}
}
I vote for #2 as well but with BackgroundWorkers instead of System.Threading.Threads.
You can have your worker threads raise events and have the main UI thread add event handlers. You need to be careful you're not raising too many events as it could get ugly if your worker threads are raising multiple events per second.
This article gives a quick overview.
The preferred way to implement multithreading in your application is to use the BackgroundWorker component. The BackgroundWorker component uses an event-driven model for multithreading. The worker thread runs your DoWork event handler, and the thread that creates your controls runs your ProgressChanged and RunWorkerCompleted event handlers.
When you update your UI controls in the ProgressChanged eventhandler, they are automatically updated on main thread which will prevent you from getting crossthread exceptions.
Look here for an example on how to use the backgroundworker.
If you're creating your own threads (non BackgroundWorker or ThreadPool threads) you can pass a callback method from your main thread that's called from the worker thread. This also lets you pass arguments to the callback and even return a value (such as a go/no-go flag). In your callback you update the UI through the target control's Dispatcher:
public void UpdateUI(object arg)
{
controlToUpdate.Dispatcher.BeginInvoke(
System.Windows.Threading.DispatcherPriority.Normal
, new System.Windows.Threading.DispatcherOperationCallback(delegate
{
controToUpdate.property = arg;
return null;
}), null);
}
}

Is it possible to put an event handler on a different thread to the caller?

Lets say I have a component called Tasking (that I cannot modify) which exposes a method “DoTask” that does some possibly lengthy calculations and returns the result in via an event TaskCompleted. Normally this is called in a windows form that the user closes after she gets the results.
In my particular scenario I need to associate some data (a database record) with the data returned in TaskCompleted and use that to update the database record.
I’ve investigated the use of AutoResetEvent to notify when the event is handled. The problem with that is AutoResetEvent.WaitOne() will block and the event handler will never get called. Normally AutoResetEvents is called be a separate thread, so I guess that means that the event handler is on the same thread as the method that calls.
Essentially I want to turn an asynchronous call, where the results are returned via an event, into a synchronous call (ie call DoSyncTask from another class) by blocking until the event is handled and the results placed in a location accessible to both the event handler and the method that called the method that started the async call.
public class SyncTask
{
TaskCompletedEventArgs data;
AutoResetEvent taskDone;
public SyncTask()
{
taskDone = new AutoResetEvent(false);
}
public string DoSyncTask(int latitude, int longitude)
{
Task t = new Task();
t.Completed = new TaskCompletedEventHandler(TaskCompleted);
t.DoTask(latitude, longitude);
taskDone.WaitOne(); // but something more like Application.DoEvents(); in WinForms.
taskDone.Reset();
return data.Street;
}
private void TaskCompleted(object sender, TaskCompletedEventArgs e)
{
data = e;
taskDone.Set(); //or some other mechanism to signal to DoSyncTask that the work is complete.
}
}
In a Windows App the following works correctly.
public class SyncTask
{
TaskCompletedEventArgs data;
public SyncTask()
{
taskDone = new AutoResetEvent(false);
}
public string DoSyncTask(int latitude, int longitude)
{
Task t = new Task();
t.Completed = new TaskCompletedEventHandler(TaskCompleted);
t.DoTask(latitude, longitude);
while (data == null) Application.DoEvents();
return data.Street;
}
private void TaskCompleted(object sender, TaskCompletedEventArgs e)
{
data = e;
}
}
I just need to replicate that behaviour in a window service, where Application.Run isn’t called and the ApplicationContext object isn’t available.
I've had some trouble lately with making asynchronous calls and events at threads and returning them to the main thread.
I used SynchronizationContext to keep track of things. The (pseudo)code below shows what is working for me at the moment.
SynchronizationContext context;
void start()
{
//First store the current context
//to call back to it later
context = SynchronizationContext.Current;
//Start a thread and make it call
//the async method, for example:
Proxy.BeginCodeLookup(aVariable,
new AsyncCallback(LookupResult),
AsyncState);
//Now continue with what you were doing
//and let the lookup finish
}
void LookupResult(IAsyncResult result)
{
//when the async function is finished
//this method is called. It's on
//the same thread as the the caller,
//BeginCodeLookup in this case.
result.AsyncWaitHandle.WaitOne();
var LookupResult= Proxy.EndCodeLookup(result);
//The SynchronizationContext.Send method
//performs a callback to the thread of the
//context, in this case the main thread
context.Send(new SendOrPostCallback(OnLookupCompleted),
result.AsyncState);
}
void OnLookupCompleted(object state)
{
//now this code will be executed on the
//main thread.
}
I hope this helps, as it fixed the problem for me.
Maybe you could get DoSyncTask to start a timer object that checks for the value of your data variable at some appropriate interval. Once data has a value, you could then have another event fire to tell you that data now has a value (and shut the timer off of course).
Pretty ugly hack, but it could work... in theory.
Sorry, that's the best I can come up with half asleep. Time for bed...
I worked out a solution to the async to sync problem, at least using all .NET classes.
Link
It still doesn't work with COM. I suspect because of STA threading. The Event raised by the .NET component that hosts the COM OCX is never handled by my worker thread, so I get a deadlock on WaitOne().
someone else may appreciate the solution though :)
If Task is a WinForms component, it might be very aware of threading issues and Invoke the event handler on the main thread -- which seems to be what you're seeing.
So, it might be that it relies on a message pump happening or something. Application.Run has overloads that are for non-GUI apps. You might consider getting a thread to startup and pump to see if that fixes the issue.
I'd also recommend using Reflector to get a look at the source code of the component to figure out what it's doing.
You've almost got it. You need the DoTask method to run on a different thread so the WaitOne call won't prevent work from being done. Something like this:
Action<int, int> doTaskAction = t.DoTask;
doTaskAction.BeginInvoke(latitude, longitude, cb => doTaskAction.EndInvoke(cb), null);
taskDone.WaitOne();
My comment on Scott W's answer seems a little cryptic after I re-read it. So let me be more explicit:
while( !done )
{
taskDone.WaitOne( 200 );
Application.DoEvents();
}
The WaitOne( 200 ) will cause it to return control to your UI thread 5 times per second (you can adjust this as you wish). The DoEvents() call will flush the windows event queue (the one that handles all windows event handling like painting, etc.). Add two members to your class (one bool flag "done" in this example, and one return data "street" in your example).
That is the simplest way to get what you want done. (I have very similar code in an app of my own, so I know it works)
Your code is almost right... I just changed
t.DoTask(latitude, longitude);
for
new Thread(() => t.DoTask(latitude, longitude)).Start();
TaskCompleted will be executed in the same thread as DoTask does. This should work.

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