Timer Delay Degrades or becomes inconsistent over time? - c#

I'm hoping someone can shed some light on what might be happening for me. Here's a summary of whats happening.
I have an application that does lots of "stuff". Its a pretty hefty application that does lots of number crunching using many threads. There are several timers that are used. Over a long period of time, the timers stop consistently invoking the elapsed handler.
For instance: I have a timer set to elapse every second. After a period of hours the timer starts randomly triggering late. If I do not restart the application the performance just degrades and the timers fire later and later eventually turning into 3 or 4 seconds, forcing me to restart the application. I have not been able to identify any leaks. CPU usage does not go up, memory does not go up, and the server is no where near being maxed out. Can anyone give me some ideas as to what may be causing this?
private void Timer_Elapsed(object source, ElapsedEventArgs e)
{
if (seconds > 0)
{
seconds--;
timer.Start();
}
}

Is it possible you're exhausting the thread pool? Most timers invoke the handler using a threadpool thread. If all threadpool threads are in use, it will just get queued until one is available.
If that's the case switch some of your processing to use your own threads, not threadpool threads.
To test if you're exhausting the thread pool start up a background thread that periodically (a few times a second) checks ThreadPool.GetAvailableThreads and logs a message when the available is small (even if it's never actually zero when you check, if it sometimes approaches zero then it's likely this is the problem).
The size of the pool can be changed with ThreadPool.SetMaxThreads although that may not be the best solution. If you're using threadpool threads for longer running tasks, stop it. For long-running tasks use your own threads.

the timer class you use is really important
http://msdn.microsoft.com/en-us/magazine/cc164015.aspx
but I don't think the problem is the timer itself,
for instance try making an application using the same timer class
that ONLY writes the current DateTime to a log file
and leave it running for an extremely long period of time, you'll see that there's no such a 3/4 seconds delay
review your timer code and check that no shared resources are being accessed at the same time,
maybe the Timer is OK, but there's a bottleneck in the event handler function or in "something" that function uses

Sounds like maybe it's not really the same timer, and so the resources being "leaked" here are GDI handles.

Possible workaround:
DateTime mayContinue = DateTime.MinValue;
bool blockingUi = false;
private void Timer_Elapsed(object source, ElapsedEventArgs e)
{
if( blockingUi )
{
if( DateTime.Now < mayContinue )
{
// Notify time remaining
// Update the UI with a BeginInvoke
}
else
{
blockingUi = false;
// Notify ready
// Update the UI with a BeginInvoke
}
}
}
private void BlockUi()
{
mayContinue = DateTime.Now.AddSeconds(30);
blockingUi = true;
}

Related

When to use and what is the difference of a timer and thread?

Just now have some confusion about timer and thread, see below example, Both codes provide the same result (Do some checking every 60 seconds), so when should I use a timer and when should I use a thread to handle jobs when they're providing the same result?
Use Thread:
Thread checkJob = new Thread(checkStatus);
checkJob.Start();
protected void checkStatus()
{
//Do Checking here
Thread.Sleep(60000);
}
Use Timer:
public Form1()
{
InitializeComponent();
Timer time = new Timer();
time.Interval = 60000;
time.Tick += time_Tick;
time.Enabled = true;
}
void time_Tick(object sender, EventArgs e)
{
//Do Checking here
}
If the task that is performed periodically is very short, and will not get in the way of processing on the thread that the timer runs, then a timer is a reasonable choice.
On the other hand, if the periodic task takes a significant amount of time, and you cannot afford to have the main thread interrupted to perform it, then a separate dedicated thread is a good choice.
It depends on the timer you're using. If you're using a WinForms timer then your callback will fire on the gui thread. If you've got a lot of work to do then this will cause your application to block until you've finished, which will make for a bad user experience.
If you're using one of the other timers then they'll fire on a thread in the thread pool. Even here you'll want to avoid doing anything to long, but it won't block your gui thread. However, you're need to ensure you marshal any calls into the gui using the BeginInvoke method.
Starting your own thread is good if you're got long running tasks to do every time the timer fires, but once again you'll want to marshal calls back to the gui thread. Rather than using Thread.Sleep it's better to use an Event so that you can detect when the rest of the system is shutting down:
ManualResetEvent stopEvent = new ManualResetEvent(false);
Thread checkJob = new Thread(checkStatus);
checkJob.Start();
protected void checkStatus()
{
//Do Checking here
while(stopEvent.Wait(60000) == false)
{
// Do processing
}
}
Now you can stop the thread by calling stopEvent.Set()
You can view a thread as a "sub-process"; a process can have multiple threads, allowing it to perform several operations in parallel. A thread is an expensive system resource; it uses a CPU when it's active, and allocates its own call stack (1MB by default). Using a thread to perform periodic actions is a waste of precious resources, and doesn't scale well.
A timer, in the other hand, is much cheaper. It's just a time-controlled trigger that does nothing most of the time, except when it's time to execute your code. It's the right choice in your case.
I would recommend to use Timer - it is more suitable when it comes to resource consumption.
Setting up a new thread is quite expansive.
By the way in case you would like to use Thread you should set it to IsBackground=true, so that it can finish its execution when the application is shutdown.

overlooping in C#

I am going to create a system service in C#.
In the onstart section I would like to loop every 30 seconds and query a mysql database. If numrows are greater than 0 I will process some faxes using the faxcom library.
My question is: Would looping every 30 seconds exhaust the program/computer? What would be the best function/method to use for the loop and sleep? Do you have any example code for the loop and sleep?
Using Thread.Sleep() would be a bad solution, because even while sleeping your thread is active. Use Timer class instead and handle its Elapsed event.
This article examines different ways to tackle the periodical execution of your service.
Here is what your OnStart method might look like:
using System.Timers;
private timer = new Timer();
protected override void OnStart(string[] args)
{
timer.Elapsed += new ElapsedEventHandler(OnElapsedTime);
timer.Interval = 30000; // every 30 seconds
timer.Enabled = true;
}
Private void OnElapsedTime(object source, ElapsedEventArgs e)
{
// Execute your code here
}
I wouldn't use looping constructs for such a thing.
I would use one of the timer controls in the BCL and set it to fire every 30 seconds.
As for the question of if this is "too much", the answer entirely depends on the amount of work being done and the load it generates.
No, you would not be using the CPU, because sleeping threads are not scheduled for execution until their sleep time expires. Use Thread.Sleep to make the current thread sleep for timeout miliseconds. Something like:
while(!stop) // boolean variable to indicate when to stop the service.
{
Thread.Sleep(30000);
// do work
}
You will, of course, need to run this on a separate thread, otherwise you will block the main thread.
I would avoid using System.Timers.Timer in your case solely because you are writing a Windows Service. While you can use it, you won't have a GUI available and therefore don't need anything that this timer would expose as if you were using a GUI (it inherits from System.ComponentModel.Component for this reason). It's pretty simple
to use.

c# new thread from timer handle issue

Im experimenting with the following code
private void timer1_Tick(object sender, EventArgs e)
{
Thread nT = new Thread(new ThreadStart (checkThread));
nT.Start();
}
The cheackThread() function carries out a web-request and the timer's tick property is 2000ms. All objects in the checkThread() are disposed of after use. When the program is run for long periods e.g 3 hours the OS complains about low resources. I notices that in ctrl-alt-delete the handle count is increasing when the app runs. Does the thread not release its memory automatically once it has executed all its code or is this one of those times gc.collect is permitted?
the timer's tick property is 2ms
First, your timer will not honor this. The resolution is ~20 ms.
But even 20 ms is not very long for a Webrequest. If your checkThread exceeds 20ms (every now and then) then you would be starting Threads quicker than they can finish. And so they pile up. The fact that it takes a few hours makes me think this is the most likely cause.
You could use a debugger, or a simple counter activeThreads (use Interlocked) to diagnose this.
Using the ThreadPool or the TPL (Fx4) would solve some of your issues but you would still need to check and limit the number of simultaneous requests.
You should let the Framework handle the threads, instead of using Thread go for ThreadPool.QueueUserWorkItem

Is Thread.Sleep the proper way to implement my own Timer in C#?

I am aware that System.Threading.Timer exists, but I already have a Thread. This thread is supposed to stay alive all the time, but only execute every X seconds. The test implementation looks like this:
public class MailClass
{
private Action<string> LoggerAction;
private bool _exit;
public MailClass(Action<string> loggerAction)
{
LoggerAction = loggerAction;
}
public void Run()
{
LoggerAction("Run called");
_exit = false;
while(!_exit)
{
Thread.Sleep(TimeSpan.FromSeconds(300));
LoggerAction("Waking up");
}
LoggerAction("Run ended");
}
public void Stop()
{
LoggerAction("Stop called");
_exit = true;
}
}
The Run method executes, then sleeps for 5 Minutes, then executes again. So it's basically a timer that fires every 5 Minutes + the time it takes to execute the action. (and yes, I should cache the TimeSpan instead of re-creating it over and over)
Is this the proper way to do it? (In the real app, the Run action checks a Web Service, so I have no way to signal my Thread to wake up earlier)
Or should I use some other concept to have the thread? One problem I see is the implementation of Stop. The Run Thread runs a loop that checks a bool every time, but if I call Stop() I have to wait until the Sleep Interval is over, which is inconvenient.
Thread.Abort would be harsh, so I guess Thread.Interrupt would work somehow? The Stop() Method should allow Run to finish it's current iteration, so no hard abort. AutoResetEvent looks a bit like what I could need, but I don't fully understand what it does.
Edit: One way I would see this possible is to add a Timer (so a separate thread) and then have Run() end not with Thread.Sleep but with some "Wait until some object changes". I would then change that object either from the second Thread (when the 5 minutes expire) or from the Stop action. But that seems excessive? Essentially, Run needs to react to two conditions: 5 Minutes expire or some external signal (like the change of the _exit flag). Something tells me there should be something built-in, but maybe having another Timer Thread solely focused on sending a signal every 5 minutes is the way to go?
If you're forced to poll, then you're forced to poll. Thread.Sleep() is fine for that.
However with regards to you're interrupt concerns...
I'd re-write your solution a bit to use Monitor.Wait/Pulse. That does require you keep an object around solely to lock(...){} on it, but it strikes me as a cleaner solution.
I say cleaner because using Thread.Interrupt() is effectively using exceptions for "normal" control flow. Stopping a Timer is in no way unexpected. But its a design smell really (if such things exist), nothing more.
Quicky outline:
//Instead of Thread.Sleep(FIVE_MIN) in Run()...
lock(some_obj)
{
if(Monitor.Wait(some_obj, FIVE_MIN)) //Wait for 5 min (or whatever) or until some_obj is Pulse'd
{
//Got Pulse
}
else
{
//Timeout expired
}
}
//And in Stop()...
_exit = true;
lock(some_obj)
{
Monitor.Pulse(some_obj); //Wakeup the thread in Run() if it's currently Wait'ing
}
yeah that's cool, you can also call Thread.Interrupt() to interrupt the sleep, rather than waiting for sleep to return normally.
in the case the thread is not blocking when you interrupt it, it will continue processing normally until it tries to sleep again.
Is there a reason you couldn't just use a timer inside the thread? You'd get what you want, a thread that stays alive forever while firing off your method, plus you could just stop the timer at any point without waiting for 5 minutes or interrupting threads?
(I'm not very experienced in threading, so I might be missing something obvious?)
If time interval is critical then prefer high resolution timers provided in windows which will trigger with higher accuracy.
Seems like a good solution to me. If you're worried about stopping sooner, you can set the sleep time to be less and keep a count so you only run the actual code every 5 minutes. That way it's checking the boolean more often and can break out sooner.
You could look into System.Timers.Timer as well, though truthfully just sleeping is not a bad solution.

C# Timer or Thread.Sleep

I am running a windows service and using a loop and Thread.Sleep to repeat a task, would it be better to use a timer method?
If yes a code example would be great
I am currently using this code to repeat
int curMinute;
int lastMinute = DateTime.Now.AddMinutes(-1).Minute;
while (condition)
{
curMinute = DateTime.Now.Minute;
if (lastMinute < curMinute) {
// do your once-per-minute code here
lastMinute = curMinute;
}
Thread.Sleep(50000); // sleeps for 50 seconds
if (error condition that would break you out of this) {
break; // leaves looping structure
}
}
A timer is a better idea, IMO. That way, if your service is asked to stop, it can respond to that very quickly, and just not call the timer tick handler again... if you're sleeping, the service manager will either have to wait 50 seconds or kill your thread, neither of which is terribly nice.
class Program
{
static void Main(string[] args)
{
Timer timer = new Timer(new TimerCallback(TimeCallBack),null,1000,50000);
Console.Read();
timer.Dispose();
}
public static void TimeCallBack(object o)
{
curMinute = DateTime.Now.Minute;
if (lastMinute < curMinute) {
// do your once-per-minute code here
lastMinute = curMinute;
}
}
The code could resemble something like the one above
It's important to understand that your code will sleep for 50 seconds between ending one loop, and starting the next...
A timer will call your loop every 50 seconds, which isn't exactly the same.
They're both valid, but a timer is probably what you're looking for here.
Beware that calling Sleep() will freeze the service, so if the service is requested to stop, it won't react for the duration of the Sleep() call.
Yes, using a Timer will free up a Thread that is currently spending most of its time sleeping. A Timer will also more accurately fire every minute so you probably won't need to keep track of lastMinute anymore.
Not quite answering the question, but rather than having
if (error condition that would break you out of this) {
break; // leaves looping structure
}
You should probably have
while(condition && !error_condition)
Also, I'd go with a Timer.
I have used both timers and Thread.Sleep(x), or either, depending on the situation.
If I have a short piece of code that needs to run repeadedly, I probably use a timer.
If I have a piece of code that might take longer to run than the delay timer (such as retrieving files from a remote server via FTP, where I don't control or know the network delay or file sizes / count), I will wait for a fixed period of time between cycles.
Both are valid, but as pointed out earlier they do different things. The timer runs your code every x milliseconds, even if the previous instance hasn't finished. The Thread.Sleep(x) waits for a period of time after completing each iteration, so the total delay per loop will always be longer (perhaps not by much) than the sleep period.
I required a thread to fire once every minute (see question here) and I've now used a DispatchTimer based on the answers I received.
The answers provide some references which you might find useful.
I agree as well, using a timer is the best option. I have tried a solution similar to yours in the past and started having issues where the loop would misfire, and I would have to wait for another Thread.Sleep() before it would fire again. Also, it did cause all sorts of issues with stopping the service, I would get constant errors about how it wasn't responding and had to be closed.
#Prashanth's code should be exactly what you need.
You can use either one. But I think Sleep() is easy, clear and shorter to implement.
I would have to say a sleep is a better implementation with a state machine behind it. This would still keep you in control of the application at all times, but allowing any response needed at any specific time. This also will handle timer callbacks that are shorter than the "Processing execution time in the loop"
For example..
<!-- language: c# -->
public enum State
{
Idle = 0,
Processing = 1,
Stop = 100,
}
public void Run()
{
State state = State.Idle; // could be a member variable, so a service could stop this too
double intervalInSeconds = 60;
System.DateTime nextExecution = System.DateTime.Now.AddSeconds(intervalInSeconds);
while (state != State.Stop)
{
switch (state)
{
case State.Idle:
{
if (nextExecution > System.DateTime.Now)
{
state = State.Processing;
}
}
break;
case State.Processing:
{
// do your once-per-minute code here
// if you want it to stop, just set it state to stop.
// if this was a service, you could stop execution by setting state to stop, also
// only time it would not stop is if it was waiting for the process to finish, which you can handle in other ways
state = State.Idle;
nextExecution = System.DateTime.Now.AddSeconds(intervalInSeconds);
}
break;
default:
break;
}
System.Threading.Thread.Sleep(1);
}
}

Categories

Resources