Should a class with a Thread member implement IDisposable? - c#

Let's say I have this class Logger that is logging strings in a low-priority worker thread, which isn't a background thread. Strings are queued in Logger.WriteLine and munched in Logger.Worker. No queued strings are allowed to be lost. Roughly like this (implementation, locking, synchronizing, etc. omitted for clarity):
public class Logger
{
private Thread workerThread;
private Queue<String> logTexts;
private AutoResetEvent logEvent;
private AutoResetEvent stopEvent;
// Locks the queue, adds the text to it and sets the log event.
public void WriteLine(String text);
// Sets the stop event without waiting for the thread to stop.
public void AsyncStop();
// Waits for any of the log event or stop event to be signalled.
// If log event is set, it locks the queue, grabs the texts and logs them.
// If stop event is set, it exits the function and the thread.
private void Worker();
}
Since the worker thread is a foreground thread, I have to be able to deterministically stop it if the process should be able to finish.
Question: Is the general recommendation in this scenario to let Logger implement IDisposable and stop the worker thread in Dispose()? Something like this:
public class Logger : IDisposable
{
...
public void Dispose()
{
AsyncStop();
this.workerThread.Join();
}
}
Or are there better ways of handling it?

That would certainly work - a Thread qualifies as a resource, etc. The main benefit of IDisposable comes from the using statement, so it really depends on whether the typical use for the owner of the object is to use the object for a duration of time in a single method - i.e.
void Foo() {
...
using(var obj = YourObject()) {
... some loop?
}
...
}
If that makes sense (perhaps a work pump), then fine; IDisposable would be helpful for the case when an exception is thrown. If that isn't the typical use then other than highlighting that it needs some kind of cleanup, it isn't quite so helpful.

That's usually the best, as long as you have a deterministic way to dispose the logger (using block on the main part of the app, try/finally, shutdown handler, etc).

It may be a good idea to have the thread hold a WeakReference to the managing object, and periodically check to ensure that it still exists. In theory, you could use a finalizer to nudge your thread (note that the finalizer, unlike the Dispose, should not do a Thread.Join), but it may be a good idea to allow for the possibility of the finalizer failing.

You should be aware that if user doesn't call Dispose manually (via using or otherwise) application will never exit, as Thread object will hold strong reference to your Logger. Answer provided by supercat is much better general solution to this problem.

Related

dedicated thread for logging .net

I am considering creating an asynchronous logging component having a dedicated thread that will read new items from queue and write to database, file, etc. If I create a thread as a background one - it will be terminated as soon as the process ends thus all items in queue will be lost. If I create it is a foreground one - I will have to figure out when to stop it as it will prevent the application from closing. Is there any way not to make developers remember to 'stop' logging functionality before application exits?
I believe you can:
Subscribe to the AppDomain.ProcessExit event;
Use a Volatile sentinel variable as a shutdown flag;
Set the flag when the ProcessExit event fires up;
Monitor the state of the flag inside your thread, and gracefully shut down accordingly.
This way you may keep a foreground thread aware of impending doom.
First of all I have to agree with the comments above. I would just use something like NLog rather than trying to roll my own. While it may seem like there is a lot to learn at first, it is still better than writing and debugging your own.
If you really want to travel this road, my recommendation would be to use a 'using' statement and IDisposable to control the asynchronous behavior. Just start a normal thread in the ctor and signal & Join the thread on Dispose().
Example usage:
void Main()
{
using (new Logging())
{
...
}
}
Example class (untested):
class Logging :IDisposable
{
ManualResetEvent _stop = new ManualResetEvent(false);
Thread _worker = null;
public Logging()
{
_worker = new Thread(AsyncThread);
_worker.Start();
}
public void Dispose()
{
_stop.Set();
_worker.Join();
}
public void AsyncThread()
{
...
}
}
In your logging routine, you will want to test if the thread is running and then decide between queuing the log write or directly appending to the log output. This way log messages before and after the async thread will continue to work correctly.

C# Firing events within the thread they are added

Consider two classes; Producer and Consumer (the same as classical pattern, each with their own threads). Is it possible for Producer to have an Event which Consumer can register to and when the producer triggers the event, the consumer's event handler is run in its own thread? Here are my assumptions:
Consumer does not know if the Producer's event is triggered
within his own thread or another.
Neither Producer nor Consumer are descendants of Control so they don't have
BeginInvoke method inherited.
PS. I'm not trying to implement Producer - Consumer pattern. These are two simple classes which I'm trying to refactor the producer so it incorporates threads.
[UPDATE]
To further expand my problem, I'm trying to wrap a hardware driver to be worked with in the simplest way possible. For instance my wrapper will have a StateChanged event which the main application will register to so it will be notified when hardware is disconnected. As the actual driver has no means other than polling to check its presence , I will need to start a thread to check it periodically. Once it is not available anymore I will trigger the event which needs to be executed in the same thread as it was added. I know this is a classical Producer-Consumer pattern but since I'm trying to simplify using my driver-wrapper, I don't want the user code to implement consumer.
[UPDATE]
Due to some comments suggesting that there's no solution to this problem, I would like to add few lines which might change their minds. Considering the BeginInvoke can do what I want, so it shouldn't be impossible (at least in theory). Implementing my own BeginInvoke and calling it within the Producer is one way to look at it. It's just that I don't know how BeginInvoke does it!
You want to do inter thread communication. Yes it is possible.
Use System.Windows.Threading.Dispatcher
http://msdn.microsoft.com/en-us/library/system.windows.threading.dispatcher.aspx
The Dispatcher maintains a prioritized queue of work items for a specific thread.
When a Dispatcher is created on a thread, it becomes the only Dispatcher that can be associated with the thread, even if the Dispatcher is shut down.
If you attempt to get the CurrentDispatcher for the current thread and a Dispatcher is not associated with the thread, a Dispatcher will be created. A Dispatcher is also created when you create a DispatcherObject. If you create a Dispatcher on a background thread, be sure to shut down the dispatcher before exiting the thread.
Yes there is a way to do this. It relies on using the SynchronizationContext class (docs). The sync context abstracts the operations of sending messages from one thread to another via the methods Send (synchronous for the calling thread) and Post(async for the calling thread).
Let's take a slightly simpler situation where you only want the capture one sync context, the context of the "creator" thread. You would do something like this:
using System.Threading;
class HardwareEvents
{
private SynchronizationContext context;
private Timer timer;
public HardwareEvents()
{
context = SynchronizationContext.Current ?? new SynchronizationContext();
timer = new Timer(TimerMethod, null, 0, 1000); // start immediately, 1 sec interval.
}
private void TimerMethod(object state)
{
bool hardwareStateChanged = GetHardwareState();
if (hardwareStateChanged)
context.Post(s => StateChanged(this, EventArgs.Empty), null);
}
public event EventHandler StateChanged;
private bool GetHardwareState()
{
// do something to get the state here.
return true;
}
}
Now, the creating thread's sync context will be used when events are invoked. If the creating thread was a UI thread it will have a sync context supplied by the framework. If there is no sync context, then the default implementation is used, which invokes on the thread pool. SynchronizationContext is a class that you can subclass if you want to provide a custom way to send a message from the producer to the consumer thread. Just override Post and Send to send said message.
If you wanted every event subscriber to get called back on their own thread, you would have to capture the sync context in the add method. You then hold on to pairs of sync contexts and delegates. Then when raising the event, you would loop through the sync context / delegate pairs and Post each one in turn.
There are several other ways you could improve this. For example, you may want to suspend polling the hardware if there no subscribers to the event. Or you might want to back off your polling frequency if the hardware does not respond.
First, please note that in .NET / the Base Class Library, it is usually the event subscriber's obligation to ensure that its callback code is executing on the correct thread. That makes it easy for the event producer: it may just trigger its event without having to care about any thread affinities of its various subscribers.
Here's a complete example step-by-step of a possible implementation.
Let's start with something simple: The Producer class and its event, Event. My example won't include how and when this event gets triggered:
class Producer
{
public event EventHandler Event; // raised e.g. with `Event(this, EventArgs.Empty);`
}
Next, we want to be able to subscribe our Consumer instances to this event and be called back on a specific thread (I'll call this kind of thread a "worker thread"):
class Consumer
{
public void SubscribeToEventOf(Producer producer, WorkerThread targetWorkerThread) {…}
}
How do we implement this?
First, we need the means to "send" code to a specific worker thread. Since there is no way to force a thread to execute a particular method whenever you want it to, you must arrange for a worker thread to explicitly wait for work items. One way to do this is via a work item queue. Here's a possible implementation for WorkerThread:
sealed class WorkerThread
{
public WorkerThread()
{
this.workItems = new Queue<Action>();
this.workItemAvailable = new AutoResetEvent(initialState: false);
new Thread(ProcessWorkItems) { IsBackground = true }.Start();
}
readonly Queue<Action> workItems;
readonly AutoResetEvent workItemAvailable;
public void QueueWorkItem(Action workItem)
{
lock (workItems) // this is not extensively tested btw.
{
workItems.Enqueue(workItem);
}
workItemAvailable.Set();
}
void ProcessWorkItems()
{
for (;;)
{
workItemAvailable.WaitOne();
Action workItem;
lock (workItems) // dito, not extensively tested.
{
workItem = workItems.Dequeue();
if (workItems.Count > 0) workItemAvailable.Set();
}
workItem.Invoke();
}
}
}
This class basically starts a thread, and puts it in an infinite loop that falls asleep (WaitOne) until an item arrives in its queue (workItems). Once that happens, the item — an Action — is dequeued and invoked. Then the thread goes to sleep again (WaitOne)) until another item is available in the queue.
Actions are put in the queue via the QueueWorkItem method. So essentially we can now send code to be executed to a specific WorkerThread instance by calling that method. We're now ready to implement Customer.SubscribeToEventOf:
class Consumer
{
public void SubscribeToEventOf(Producer producer, WorkerThread targetWorkerThread)
{
producer.Event += delegate(object sender, EventArgs e)
{
targetWorkerThread.QueueWorkItem(() => OnEvent(sender, e));
};
}
protected virtual void OnEvent(object sender, EventArgs e)
{
// this code is executed on the worker thread(s) passed to `Subscribe…`.
}
}
Voilà!
P.S. (not discussed in detail): As an add-on, you could package the method of sending code to WorkerThread using a standard .NET mechanism called a SynchronizationContext:
sealed class WorkerThreadSynchronizationContext : SynchronizationContext
{
public WorkerThreadSynchronizationContext(WorkerThread workerThread)
{
this.workerThread = workerThread;
}
private readonly WorkerThread workerThread;
public override void Post(SendOrPostCallback d, object state)
{
workerThread.QueueWorkItem(() => d(state));
}
// other overrides for `Send` etc. omitted
}
And at the beginning of WorkerThread.ProcessWorkItems, you'd set the synchronization context for that particular thread as follows:
SynchronizationContext.SetSynchronizationContext(
new WorkerThreadSynchronizationContext(this));
I posted earlier that I've been there, and that there is no nice solution.
However, I just stumbled upon something I have done in another context before: you could instantiate a timer (that is, Windows.Forms.Timer) when you create your wrapper object. This timer will post all Tick events to the ui thread.
Now if you're device polling logic is non-blocking and fast, you could implement it directly inside the timer Tick event, and raise your custom event there.
Otherwise, you could continue to do the polling logic inside a thread, and instead of firing the event inside the thread, you just flip some boolean variable which gets read by the timer every 10 ms, who then fires the event.
Note that this solution still requires that the object is created from the GUI thread, but at least the user of the object will not have to worry about Invoke.
It is possible. One typical approach is to use the BlockingCollection class. This data structure works like a normal queue except that the dequeue operation blocks the calling thread if the queue is empty. The produce will queue items by calling Add and the consumer will dequeue them by calling Take. The consumer typically runs it's own dedicated thread spinning an infinite loop waiting for items to appear in the queue. This is, more or less, how the message loop on the UI thread operates and is the basis for getting the Invoke and BeginInvoke operations to accomplish the marshaling behavior.
public class Consumer
{
private BlockingCollection<Action> queue = new BlockingCollection<Action>();
public Consumer()
{
var thread = new Thread(
() =>
{
while (true)
{
Action method = queue.Take();
method();
}
});
thread.Start();
}
public void BeginInvoke(Action method)
{
queue.Add(item);
}
}

Finalize vs. IDisposable in BlockingCollection Producer Consumer

I have a simple logger with producer consumer pattern based on BlockingCollection (code is below).
public class Logger
{
public Logger()
{
_messages = new BlockingCollection<LogMessage>(int.MaxValue);
_worker = new Thread(Work) {IsBackground = true};
_worker.Start();
}
~Logger()
{
_messages.CompleteAdding();
_worker.Join(); // Wait for the consumer's thread to finish.
//Some logic on closing log file
}
/// <summary>
/// This is message consumer thread
/// </summary>
private void Work()
{
while (!_messages.IsCompleted)
{
//Try to get data from queue
LogMessage message;
try
{
message = _messages.Take();
}
catch (ObjectDisposedException) { break; } //The BlockingCollection(Of T) has been disposed.
catch(InvalidOperationException){ continue; } //the BlockingCollection(Of T) is empty and the collection has been marked as complete for adding.
//... some simple logic to write 'message'
}
}
}
The problem is that application is not ending instantly with that. It takes 20-40 seconds to end an application and if I pause it with debugger in a middle, I see that:
1. GC.Finalize thread is set on _worker.Join();
2. _worker thread is on _messages.Take().
I would await that _messages.Take() is ended short after _messages.CompleteAdding(); But looks like it is not.
What's wrong with this finalization and how to better finalize worker thread in this situation?
P.S. I could simply drop _worker.Join() but then Work() can write something to closed file. I mean, this is concurrent non determined situation then.
Update
As a proof of concept I've renamed ~Logger() to Close() and call it at some point. It closes logger instantly. So _messages.Take() is ending right after _messages.CompleteAdding() as expected in this case.
The only explanation of the 20-40 seconds delay in ~Logger I see in high priority of the GC thread. Could there be another explanation?
In C#, Finalizers (aka destructors) are non-deterministic, which means you cannot predict when they will be called or in what order. For example in your code, it's entirely possible for the finalizer of _worker to be before after the finalizer for Logger. For this reason, you should never access managed objects (such as FileStreams etc) inside a finalizer, because the finalizers of other managed resources could have already completed, making their references invalid.
Also the finalizer will not be called until after the GC determines that a collection is necessary (due to the need for additional memory). In your case, the GC probably takes 20-40 seconds before it makes the required collection(s).
What you want to do is get rid of the finalizer and use the IDisposable interface instead (optionally with a Close() method that might provide better readability).
Then you would just call logger.Close() when it is no longer required.
void IDisposable.Dispose()
{
Close();
}
void Close()
{
_messages.CompleteAdding();
_worker.Join(); // Wait for the consumer's thread to finish.
//Some logic on closing log file
}
In general, only use a finalizer when you have unmanaged resources to clean up (for example, if you are using P/Invoke WinAPI function calls etc). If you are using only .Net classes, etc. you probably do not have any reason to use one. IDisposable is almost always the better choice, because it provides deterministic cleanup.
For more information on finalizers vs destructors, take a look here:
What is the difference between using IDisposable vs a destructor in C#?
Another change I would make in your code is using TryTake instead of Take. This gets rid of the need for the try/catch because it will not throw an exception when the collection is empty and CompleteAdding is called. It will simply return false.
private void Work()
{
//Try to get data from queue
LogMessage message;
while (_messages.TryTake(out message, Timeout.Infinite))
//... some simple logic to write 'message'
}
The two exceptions you catch in your code can still occur for other reasons such as accessing it after it is disposed or modifying the BlockingCollection's underlying collection (see MSDN for more info). But neither of those should occur in your code, because you don't hold a reference to the underlying collection, and you don't dispose of the BlockingCollection before the Work function is complete.
If you still wanted to catch those exceptions, just in case, you can place a try/catch block outside of the while loop (because you would NOT want to continue the loop after either exception occurs).
Finally, why do you specify int.MaxValue as the collection's capacity? You shouldn't do this unless you expect to routinely add close to that many messages to the collection.
So altogether, I would re-write your code as follows:
public class Logger : IDisposable
{
private BlockingCollection<LogMessage> _messages = null;
private Thread _worker = null;
private bool _started = false;
public void Start()
{
if (_started) return;
//Some logic to open log file
OpenLogFile();
_messages = new BlockingCollection<LogMessage>(); //int.MaxValue is the default upper-bound
_worker = new Thread(Work) { IsBackground = true };
_worker.Start();
_started = true;
}
public void Stop()
{
if (!_started) return;
// prohibit adding new messages to the queue,
// and cause TryTake to return false when the queue becomes empty.
_messages.CompleteAdding();
// Wait for the consumer's thread to finish.
_worker.Join();
//Dispose managed resources
_worker.Dispose();
_messages.Dispose();
//Some logic to close log file
CloseLogFile();
_started = false;
}
/// <summary>
/// Implements IDiposable
/// In this case, it is simply an alias for Stop()
/// </summary>
void IDisposable.Dispose()
{
Stop();
}
/// <summary>
/// This is message consumer thread
/// </summary>
private void Work()
{
LogMessage message;
//Try to get data from queue
while(_messages.TryTake(out message, Timeout.Infinite))
WriteLogMessage(message); //... some simple logic to write 'message'
}
}
As you can see, I added Start() and Stop() methods to enable/disable queue processing. If you want, you can call Start() from your constructor, but in general, you probably don't want expensive operations (such as thread creation) in a constructor. I used Start/Stop instead of Open/Close, because it seemed to make more sense for a logger, but that's just a personal preference, and either pair would work fine. As I mentioned before, you don't even have to use a Stop or Close method. Simply adding Dispose() is enough, but some classes (like Streams etc) use Close or Stop as an alias for Dispose just to make the code more readable.

What should I do with a thread when it's done ? leave it or abort it?

I create normal threads in asp.net application. After the thread is done what should I do ? leave it (it will get back to thread pool) or abort it.
Thread thread = new Thread(new ThreadStart(work));
Leave it. There is no sense in creating a pointless exception.
Recall that the IDisposable interface exists specifically for the scenario where some shared resource needs to be released. (It has been applied in other contexts as well, of course; but that is the situation it was originally meant for.)
Now consider that the managed Thread class does not implement IDisposable and you might guess (correctly) that it does not require any specific cleanup beyond normal handling by the GC.
using threadpools in C#
[STAThread]
public static void Main(string[] args)
{
foreach(var fileNamePath in DirectoryFiles)
{
ThreadPool.QueueUserWorkItem(ThreadPoolCallback, fileNamePath);
}
}
public void ThreadPoolCallback(object threadContext)
{
//do something
}
The threadPool in .NET handles everything else.

C# thread lock failed

I have two working threads.I have locked both with a same lock, but threadB is getting executed before threadA, so exception came.I locked both using the same lock object.Thread B is using delegate function.How can I solve the issue.
Detailed Information:
I have a class called StateSimulation.
Inside that there are two functions called
a) OnSimulationCollisionReset
b) OnSimulationProgressEvent
Implementation is like this:
private void OnSimulationCollisionReset()
{
Thread XmlReset = new Thread(XmlResetFn);
XmlReset.Start();
}
private void OnSimulationProgressEvent()
{
DataStoreSingleTon.Instance.IsResetCompleted = true;
Thread ThrdSimulnProgress = new Thread(SimulnProgress);
ThrdSimulnProgress.Start();
}
where SimulnProgress() and XmlResetFn() are as follows:
private void SimulnProgress()
{
//uses a delegate
UIControlHandler.Instance.ShowSimulationProgress();
}
private void XmlResetFn()
{
DataStoreSingleTon.Instance.GetFPBConfigurationInstance().ResetXmlAfterCollision();
}
In which OnSimulationProgressEvent() is using a delegate function.
Both showSimulationProgress and ResetXML...() uses a same resource FPBArrayList.
My requirement is SimulationProgressEvent() should work only after Reset..(). In resetXML..() I clear the FPBList.
In SimulationProgress() I access FPBList[i] where i:0--->size;
I have locked both functions using a same lock object.I expected, reset() will complete first. But after entering to reset, before complete reset, showProgress() started and exception occured..
How to solve my issue?
This is how I locked the functions
public System.Object lockThis = new System.Object();
private void SimulnProgress()
{
lock (lockThis)
{
UIControlHandler.Instance.ShowSimulationProgress();
}
}
private void XmlResetFn()
{
lock (lockThis)
{
DataStoreSingleTon.Instance.GetFPBConfigurationInstance().ResetXmlAfterCollision();
}
}
Please give a solution.
Regards
Nidhin KR
It's not a good idea to write multithreaded code that assumes or requires that execution on different threads occurs in a particular order. The whole point of multithreading is to allow things to be executed independently of each other. Independently means no particular order is expressed or implied. CPU time might not be distributed evenly between the two threads, for example, particularly is one thread is waiting for an external signaling event and the other thread is in a compute loop.
For your particular code, it seems very odd that IsResetCompleted = true; is set in the OnSimulationProgressEvent handler. The completion state of the Reset activity should be set by the Reset activity, not by some other event executing in another thread assuming "If we're here, the work in the other thread must be finished."
You should review your design and identify your assumptions and dependencies between threads. If thread B must not proceed until after thread A has completed something, you should first reexamine why you're putting this work in different threads, and then perhaps use a synchronization object (such as an AutoResetEvent) to coordinate between the threads.
The key point here is if you take a sequential task and split it into multiple threads, but the threads use locks or synch objects to serialize their execution, then there is no benefit to using multiple threads. The operation is still sequential.
Locks are intended to prevent several threads from entering a given section of code simultaneously. They are not intended to synchronize the threads in any other way, like, making them execute code in some specific order.
To enforce the execution order you need to implement some signalling between your threads.
Have a look at Synchronization Primitives, specifically, Auto/ManualResetEvent is probably what you want.
I am not sure if I understand the question entirely, but if your requirement is simply that you want to prevent the body of SimulnProgress from executing before XmlResetfn has executed at least once, you can do:
public readonly object lockThis = new object();
private readonly ManualResetEvent resetHandle = new ManualResetEvent(false);
private void SimulnProgress()
{
resetHandle.WaitOne();
lock (lockThis)
{
UIControlHandler.Instance.ShowSimulationProgress();
}
}
private void XmlResetFn()
{
lock (lockThis)
{
DataStoreSingleTon.Instance.GetFPBConfigurationInstance().ResetXmlAfterCollision();
}
resetHandle.Set();
}

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