Codename One: Background threads needing access to the UI - multithreading

My app has background threads that need to access the UI.
Imagine a chess program (AI) that "thinks" for a number of seconds before it plays a move on the board.
While the thread runs the UI is blocked for input but there is still output.
There are 3 threads involved:
the CN1 EDT
the think thread, using invokeAndBlock, that outputs information about the search process (in a TextField), such as the current move, search depth and search value
a clock thread, started with Thread.start(), that updates once per second the time used by White or Black (TextFields)
During the search (invokeAndBlock) the stopButton is accessible to force the search to stop (not shown).
Below is my current implementation. It works and my question is: is it the right way to implement this?
(I read https://www.codenameone.com/blog/callserially-the-edt-invokeandblock-part-1.html and part-2.)
Form mainForm;
TextField whiteTime, blackTime; // updated by clock thread
TextField searchInfo; // updated by think thread
Clock clock;
Move move;
public void start() {
...
mainForm = new Form(...);
...
thinkButton.addActionListener((ActionListener) (ActionEvent evt) -> {
think();
});
mainForm.show();
}
void think() {
blockUI(); // disable buttons except stopButton
clock.start(board.player); // this thread calls showWhiteTime or showBlackTime every second
invokeAndBlock(() -> { // off the EDT
move = search(board, time); // e.g. for 10 seconds
});
clock.stop();
animateMove(board, move);
clock.start(board.player);
freeUI();
}
// search for a move to play
Move search(Board board, int time) {
...
while (time > 0) {
...
showSearchInfo(info); // called say a few times per second
}
return move;
}
void showSearchInfo(String s) { // access UI off the EDT
callSerially(() -> { // callSerially is necessary here
searchInfo.setText(s);
});
}
void showWhiteTime(String s) {
whiteTime.setText(s); // no callSerially needed, although off the EDT (?)
}
void showBlackTime(String s) {
blackTime.setText(s); // no callSerially needed, although off the EDT (?)
}
Edit: new versions of think, showWhiteTime and showBlackTime.
// version 2, replaced invokeAndBlock by Thread.start() and callSerially
void think() {
blockUI(); // disable buttons except stopButton
new Thread(() -> { // off the EDT
clock.start(board.player); // this thread calls showWhiteTime or showBlackTime every second
move = search(board, time); // e.g. for 10 seconds
clock.stop();
callSerially(() -> {
animateMove(board, move);
clock.start(board.player);
freeUI();
});
}).start();
}
// version 2, added callSerially
void showWhiteTime(String s) { // access UI off the EDT
callSerially(() -> {
whiteTime.setText(s);
});
}
// version 2, added callSerially
void showBlackTime(String s) { // access UI off the EDT
callSerially(() -> {
blackTime.setText(s);
});
}

Most of the code is fine though I would avoid the EDT violations you have in showWhiteTime and showBlackTime. EDT violations can fail in odd ways all of a sudden since you trigger async operations and things can turn nasty quickly. I suggest turning on the EDT violation detection tool in the simulator.
Two things to keep in mind when using invokeAndBlock:
It's slower than a regular thread
It blocks pending events in some cases so it's problematic to have it as a part of a pending event chain
The second point is a difficult one to grasp and a source of many mistakes so it's worth explaining a bit.
consider this code:
buttonA.addActionListener(e -> {
doStuff();
invokeAndBlock(...);
doOtherStuff();
});
buttonA.addActionListener(e -> doSomethingImportant());
That might not seem realistic as you usually don't add two separate listeners one after the other but this happens enough e.g. if one change triggers another etc.
The current event processing will be blocked for buttonA during invokeAndBlock. That means that doOtherStuff() will wait for the invokeAndBlock and also doSomethingImportant() will wait.
If doSomethingImportant() shows another form you can end up with weird behavior such as ages after you pressed the button and did a lot of other things suddenly your form changes.
So you need to be very conscious of your usage of invokeAndBlock.

Related

Coordinating emission and subscription in Kotlin coroutines with hot flows

I am trying to design an observable task-like entity which would have the following properties:
Reports its current state changes reactively
Shares state and result events: new subscribers will also be notified if the change happens after they've subscribed
Has a lifecycle (backed by CoroutineScope)
Doesn't have suspend functions in the interface (because it has a lifecycle)
The very basic code is something like this:
class Worker {
enum class State { Running, Idle }
private val state = MutableStateFlow(State.Idle)
private val results = MutableSharedFlow<String>()
private val scope = CoroutineScope(Dispatchers.Default)
private suspend fun doWork(): String {
println("doing work")
return "Result of the work"
}
fun start() {
scope.launch {
state.value = State.Running
results.emit(doWork())
state.value = State.Idle
}
}
fun state(): Flow<State> = state
fun results(): Flow<String> = results
}
The problems with this arise when I want to "start the work after I'm subscribed". There's no clear way to do that. The simplest thing doesn't work (understandably):
fun main() {
runBlocking {
val worker = Worker()
// subscriber 1
launch {
worker.results().collect { println("received result $it") }
}
worker.start()
// subscriber 2 can also be created "later" and watch
// for state()/result() changes
}
}
This prints only "doing work" and never prints a result. I understand why this happens (because collect and start are in separate coroutines, not synchronized in any way).
Adding a delay(300) to coroutine inside doWork "fixes" things, results are printed, but I'd like this to work without artificial delays.
Another "solution" is to create a SharedFlow from results() and use its onSubscription to call start(), but that didn't work either last time I've tried.
My questions are:
Can this be turned into something that works or is this design initially flawed?
If it is flawed, can I take some other approach which would still hit all the goals I have specified in the beginning of the post?
Your problem is that your SharedFlow has no buffer set up, so it is emitting results to its (initially zero) current collectors and immediately forgetting them. The MutableSharedFlow() function has a replay parameter you can use to determine how many previous results it should store and replay to new collectors. You will need to decide what replay amount to use based on your use case for this class. For simply displaying latest results in a UI, a common choice is a replay of 1.
Depending on your use case, you may want to give your CoroutineScope a SupervisorJob() in its context so it isn't destroyed by any child job failing.
Side note, your state() and results() functions should be properties by Kotlin convention, since they do nothing but return references. Personally, I would also have them return read-only StateFlow/SharedFlow instead of just Flow to clarify that they are not cold.

the right way to return a Single from a CompletionStage

I'm playing around with reactive flows using RxJava2, Micronaut and Cassandra. I'm new to rxjava and not sure what is the correct way to return a of List Person in the best async manner?
data is coming from a Cassandra Dao interface
public interface PersonDAO {
#Query("SELECT * FROM cass_drop.person;")
CompletionStage<MappedAsyncPagingIterable<Person>> getAll();
}
that gets injected into a micronaut controller
return Single.just(personDAO.getAll().toCompletableFuture().get().currentPage())
.subscribeOn(Schedulers.io())
.map(people -> HttpResponse.ok(people));
OR
return Single.just(HttpResponse.ok())
.subscribeOn(Schedulers.io())
.map(it -> it.body(personDAO.getAll().toCompletableFuture().get().currentPage()));
OR switch to RxJava3
return Single.fromCompletionStage(personDAO.getAll())
.map(page -> HttpResponse.ok(page.currentPage()))
.onErrorReturn(throwable -> HttpResponse.ok(Collections.emptyList()));
Not a pro of RxJava nor Cassandra :
In your first and second example, you are blocking the thread executing the CompletionStage with get, even if you are doing it in the IO thread, I would not recommand doing so.
You are also using a Single wich can emit, only one value, or an error. Since you want to return a List, I would sugest to go for at least an Observable.
Third point, the result from Cassandra is paginated, I don't know if it's intentionnaly but you list only the first page, and miss the others.
I would try a solution like the one below, I kept using the IO thread (the operation may be costly in IO) and I iterate over the pages Cassandra fetch :
/* the main method of your controller */
#Get()
public Observable<Person> listPersons() {
return next(personDAO.getAll()).subscribeOn(Schedulers.io());
}
private Observable<Person> next(CompletionStage<MappedAsyncPagingIterable<Person>> pageStage) {
return Single.fromFuture(pageStage.toCompletableFuture())
.flatMapObservable(personsPage -> {
var o = Observable.fromIterable(personsPage.currentPage());
if (!personsPage.hasMorePages()) {
return o;
}
return o.concatWith(next(personsPage.fetchNextPage()));
});
}
If you ever plan to use reactor instead of RxJava, then you can give cassandra-java-driver-reactive-mapper a try.
The syntax is fairly simple and works in compile-time only.

passing around NSManagedObjects

I get strange errors when I am trying to pass around NSManagedObject through several functions. (all are in the same VC).
Here are the two functions in question:
func syncLocal(item:NSManagedObject,completionHandler:(NSManagedObject!,SyncResponse)->Void) {
let savedValues = item.dictionaryWithValuesForKeys([
"score",
"progress",
"player"])
doUpload(savedParams) { //do a POST request using params with Alamofire
(success) in
if success {
completionHandler(item,.Success)
} else {
completionHandler(item,.Failure)
}
}
}
func getSavedScores() {
do {
debugPrint("TRYING TO FETCH LOCAL SCORES")
try frc.performFetch()
if let results = frc.sections?[0].objects as? [NSManagedObject] {
if results.count > 0 {
print("TOTAL SCORE COUNT: \(results.count)")
let incomplete = results.filter({$0.valueForKey("success") as! Bool == false })
print("INCOMPLETE COUNT: \(incomplete.count)")
let complete = results.filter({$0.valueForKey("success") as! Bool == true })
print("COMPLETE COUNT: \(complete.count)")
if incomplete.count > 0 {
for pendingItem in incomplete {
self.syncScoring(pendingItem) {
(returnItem,response) in
let footest = returnItem.valueForKey("player") //only works if stripping syncScoring blank
switch response { //response is an enum
case .Success:
print("SUCCESS")
case .Duplicate:
print("DUPLICATE")
case .Failure:
print("FAIL")
}
}
} //sorry for this pyramid of doom
}
}
}
} catch {
print("ERROR FETCHING RESULTS")
}
}
What I am trying to achieve:
1. Look for locally saved scores that could not submitted to the server.
2. If there are unsubmitted scores, start the POST call to the server.
3. If POST gets 200:ok mark item.key "success" with value "true"
For some odd reason I can not access returnItem at all in the code editor - only if I completely delete any code in syncLocal so it looks like
func syncLocal(item:NSManagedObject,completionHandler:(NSManagedObject!,SyncResponse)->Void) {
completionHandler(item,.Success)
}
If I do that I can access .syntax properties in the returning block down in the for loop.
Weirdly if I paste the stuff back in, in syncLocal the completion block keeps being functional, the app compiles and it will be executed properly.
Is this some kind of strange XCode7 Bug? Intended NSManagedObject behaviour?
line 1 was written with stripped, line 2 pasted rest call back in
There is thread confinement in Core Data managed object contexts. That means that you can use a particular managed object and its context only in one and the same thread.
In your code, you seem to be using controller-wide variables, such as item. I am assuming the item is a NSManagedObject or subclass thereof, and that its context is just one single context you are using in your app. The FRC context must be the main thread context (a NSManagedObjectContext with concurrency type NSMainThreadConcurrencyType).
Obviously, the callback from the server request will be on a background thread. So you cannot use your managed objects.
You have two solutions. Either you create a child context, do the updates you need to do, save, and then save the main context. This is a bit more involved and you can look for numerous examples and tutorials out there to get started. This is the standard and most robust solution.
Alternatively, inside your background callback, you simply make sure the context updates occur on the main thread.
dispatch_async(dispatch_get_main_queue()) {
// update your managed objects & save
}

Java ME Runnable object takes up memory although not made an instance yet

I am facing a strange problem with memory in Java ME.
here is a part of my code:
int variable=1;
while (true) {
if (variable==2) {
display = Display.getDisplay(this);
MyCanvas mc = new MyCanvas(this); // MyCanvas is a runnable object
mcT = new Thread(mc); // new thread for MyCanvas
mc.repaint();
display.setCurrent(mc);
mcT.start(); // run thread
}
if (variable==1) {
// Do some other stuff
}
}
The problem is that although still the variable is set to 1, so it does not come through the if (variable==2) condition the program consumes 300kB more memory than when I delete the code after condition if (variable==2).
As far as I know the code should by executed and the objects shall be created only when I set variable to value 2. But it consumes the memory also when the code after condition "if (variable==2)" is not executed.
Why does this happen?

How to use IObservable/IObserver with ConcurrentQueue or ConcurrentStack

I realized that when I am trying to process items in a concurrent queue using multiple threads while multiple threads can be putting items into it, the ideal solution would be to use the Reactive Extensions with the Concurrent data structures.
My original question is at:
While using ConcurrentQueue, trying to dequeue while looping through in parallel
So I am curious if there is any way to have a LINQ (or PLINQ) query that will continuously be dequeueing as items are put into it.
I am trying to get this to work in a way where I can have n number of producers pushing into the queue and a limited number of threads to process, so I don't overload the database.
If I could use Rx framework then I expect that I could just start it, and if 100 items are placed in within 100ms, then the 20 threads that are part of the PLINQ query would just process through the queue.
There are three technologies I am trying to work together:
Rx Framework (Reactive LINQ)
PLING
System.Collections.Concurrent
structures
Drew is right, I think the ConcurrentQueue even though it sounds perfect for the job is actually the underlying data structure that the BlockingCollection uses. Seems very back to front to me too.
Check out chapter 7 of this book*
http://www.amazon.co.uk/Parallel-Programming-Microsoft-NET-Decomposition/dp/0735651590/ref=sr_1_1?ie=UTF8&qid=1294319704&sr=8-1
and it will explain how to use the BlockingCollection and have multiple producers and multiple consumers each taking off the "queue". You will want to look at the "GetConsumingEnumerable()" method and possibly just call .ToObservable() on that.
*the rest of the book is pretty average.
edit:
Here is a sample program that I think does what you want?
class Program
{
private static ManualResetEvent _mre = new ManualResetEvent(false);
static void Main(string[] args)
{
var theQueue = new BlockingCollection<string>();
theQueue.GetConsumingEnumerable()
.ToObservable(Scheduler.TaskPool)
.Subscribe(x => ProcessNewValue(x, "Consumer 1", 10000000));
theQueue.GetConsumingEnumerable()
.ToObservable(Scheduler.TaskPool)
.Subscribe(x => ProcessNewValue(x, "Consumer 2", 50000000));
theQueue.GetConsumingEnumerable()
.ToObservable(Scheduler.TaskPool)
.Subscribe(x => ProcessNewValue(x, "Consumer 3", 30000000));
LoadQueue(theQueue, "Producer A");
LoadQueue(theQueue, "Producer B");
LoadQueue(theQueue, "Producer C");
_mre.Set();
Console.WriteLine("Processing now....");
Console.ReadLine();
}
private static void ProcessNewValue(string value, string consumerName, int delay)
{
Thread.SpinWait(delay);
Console.WriteLine("{1} consuming {0}", value, consumerName);
}
private static void LoadQueue(BlockingCollection<string> target, string prefix)
{
var thread = new Thread(() =>
{
_mre.WaitOne();
for (int i = 0; i < 100; i++)
{
target.Add(string.Format("{0} {1}", prefix, i));
}
});
thread.Start();
}
}
I don't know how best to accomplish this with Rx, but I would recommend just using BlockingCollection<T> and the producer-consumer pattern. Your main thread adds items into the collection, which uses ConcurrentQueue<T> underneath by default. Then you have a separate Task that you spin up ahead of that which uses Parallel::ForEach over the BlockingCollection<T> to process as many items from the collection as makes sense for the system concurrently. Now, you will probably also want to look into using the GetConsumingPartitioner method of the ParallelExtensions library in order to be most efficient since the default partitioner will create more overhead than you want in this case. You can read more about this from this blog post.
When the main thread is finished you call CompleteAdding on the BlockingCollection<T> and Task::Wait on the Task you spun up to wait for all the consumers to finish processing all the items in the collection.

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