.wait() on a task in c++/cx throws exception - multithreading

I have a function which calls Concurrency::create_task to perform some work in the background. Inside that task, there is a need to call a connectAsync method on the StreamSocket class in order to connect a socket to a device. Once the device is connected, I need to grab some references to things inside the connected socket (like input and output streams).
Since it is an asynchronous method and will return an IAsyncAction, I need to create another task on the connectAsync function that I can wait on. This works without waiting, but complications arise when I try to wait() on this inner task in order to error check.
Concurrency::create_task( Windows::Devices::Bluetooth::Rfcomm::RfcommDeviceService::FromIdAsync( device_->Id ) )
.then( [ this ]( Windows::Devices::Bluetooth::Rfcomm::RfcommDeviceService ^device_service_ )
{
_device_service = device_service_;
_stream_socket = ref new Windows::Networking::Sockets::StreamSocket();
// Connect the socket
auto inner_task = Concurrency::create_task( _stream_socket->ConnectAsync(
_device_service->ConnectionHostName,
_device_service->ConnectionServiceName,
Windows::Networking::Sockets::SocketProtectionLevel::BluetoothEncryptionAllowNullAuthentication ) )
.then( [ this ]()
{
//grab references to streams, other things.
} ).wait(); //throws exception here, but task executes
Basically, I have figured out that the same thread (presumably the UI) that creates the initial task to connect, also executes that task AND the inner task. Whenever I attempt to call .wait() on the inner task from the outer one, I immediately get an exception. However, the inner task will then finish and connect successfully to the device.
Why are my async chains executing on the UI thread? How can i properly wait on these tasks?

In general you should avoid .wait() and just continue the asynchronous chain. If you need to block for some reason, the only fool-proof mechanism would be to explicitly run your code from a background thread (eg, the WinRT thread pool).
You could try using the .then() overload that takes a task_options and pass concurrency::task_options(concurrency::task_continuation_context::use_arbitrary()), but that doesn't guarantee the continuation will run on another thread; it just says that it's OK if it does so -- see documentation here.

You could set an event and have the main thread wait for it. I have done this with some IO async operations. Here is a basic example of using the thread pool, using an event to wait on the work:
TEST_METHOD(ThreadpoolEventTestCppCx)
{
Microsoft::WRL::Wrappers::Event m_logFileCreatedEvent;
m_logFileCreatedEvent.Attach(CreateEventEx(nullptr, nullptr, CREATE_EVENT_MANUAL_RESET, WRITE_OWNER | EVENT_ALL_ACCESS));
long x = 10000000;
auto workItem = ref new WorkItemHandler(
[&m_logFileCreatedEvent, &x](Windows::Foundation::IAsyncAction^ workItem)
{
while (x--);
SetEvent(m_logFileCreatedEvent.Get());
});
auto asyncAction = ThreadPool::RunAsync(workItem);
WaitForSingleObjectEx(m_logFileCreatedEvent.Get(), INFINITE, FALSE);
long i = x;
}
Here is a similar example except it includes a bit of Windows Runtime async IO:
TEST_METHOD(AsyncOnThreadPoolUsingEvent)
{
std::shared_ptr<Concurrency::event> _completed = std::make_shared<Concurrency::event>();
int i;
auto workItem = ref new WorkItemHandler(
[_completed, &i](Windows::Foundation::IAsyncAction^ workItem)
{
Windows::Storage::StorageFolder^ _picturesLibrary = Windows::Storage::KnownFolders::PicturesLibrary;
Concurrency::task<Windows::Storage::StorageFile^> _getFileObjectTask(_picturesLibrary->GetFileAsync(L"art.bmp"));
auto _task2 = _getFileObjectTask.then([_completed, &i](Windows::Storage::StorageFile^ file)
{
i = 90210;
_completed->set();
});
});
auto asyncAction = ThreadPool::RunAsync(workItem);
_completed->wait();
int j = i;
}
I tried using an event to wait on Windows Runtime Async work, but it blocked. That's why I had to use the threadpool.

Related

Need of a lock in Nodejs

As i understand Nodejs has a event loop based mechanism, therefore the main nodejs code is single threaded which just tries to execute the methods and callbacks present in the call stack, therefore at a single point of time in the nodejs runtime only one thread executes(main thread), so if i define a data structure like a queue or map i need not to worry about locking it or blocking others accessing it when one of the callbacks is using because
unless a callback is done executing the main thread will keep executing ( unlike multithreaded application where a thread could execute for a bit and then contexted switched out to give chance to some other thread.)
no 2 callbacks are executed in parallel
Example:
let arr = [];
const fun = async (website) => {
const result = await fetch(website, {}, "POST");
arr.push(...result); }
const getData = async () => {
let promises = [];
for (let i = 0; i < 10; i++) {
promises.push(fun(`website${i}`));
}
Promise.all(promises);
}
So my question is do i ever need to lock a resource on the nodejs side of thing,
i do understand the libuv is multithreaded therefore when calling async operations that use libuv (ex writing to file) could cause problems if i don't lock.
But my question is do i ever need a lock in the nodejs runtime.

Trouble understanding NSOperation & NSOperationQueue (swift)

I'm having trouble understanding how to create a synchronous NSOperationQueue.
I've created a prototype that basically says:
Create 4 operations that very long or very short to complete
Regardless of time to complete, they should finish in the order they are created in the queue.
My NSOperation class is very simple:
class LGOperation : NSOperation
{
private var operation: () -> ()
init(operation: () -> ())
{
self.operation = operation
}
override func main()
{
if self.cancelled {
return
}
operation()
}
}
And my test class is also quite simple:
class LGOperationTest
{
class func downloadImage(url: String)
{
// This is a simple AFHTTPRequestOperation for the image
LGImageHelper.downloadImageWithUrl(url, complete: { (image: AnyObject?) in
println("downloaded \(url)")
})
}
class func test()
{
var queue = NSOperationQueue.mainQueue()
queue.maxConcurrentOperationCount = 1
var op1 = LGOperation(operation: { self.downloadImage("http://www.toysrus.com/graphics/tru_prod_images/Animal-Planet-T-Rex---Grey--pTRU1-2909995dt.jpg") })
var op2 = LGOperation(operation: { println("OPERATION 2") })
var op3 = LGOperation(operation: { self.downloadImage("http://www.badassoftheweek.com/trex.jpg") })
var op4 = LGOperation(operation: { println("OPERATION 3") })
var ops: [NSOperation] = [op1, op2, op3, op4]
op2.addDependency(op1)
op3.addDependency(op2)
op4.addDependency(op3)
op4.completionBlock = {
println("finished op 4")
}
queue.addOperation(op1)
queue.addOperation(op2)
queue.addOperation(op3)
queue.addOperation(op4)
println("DONE")
}
}
So I would expect here is for the operations to finish in order, instead the output is:
DONE
OPERATION 2
OPERATION 4
finished op 4
downloaded
http://www.toysrus.com/graphics/tru_prod_images/Animal-Planet-T-Rex---Grey--pTRU1-2909995dt.jpg
downloaded http://www.badassoftheweek.com/trex.jpg
WHY can't I make web requests fire synchronously with other code? (I know I can use completion blocks and chain them but I'd like to figure out how to do it with NSOperation)
Operation queues are used to schedule asynchronous operations, primarily these operations may be long running and you don't want to block the current (typically UI) thread. Blocking the UI thread leads to unresponsive UI.
When you create 4 operations, when they finish is a factor of what is being performed. In your case, you have operations that are doing println (which is very fast) and you have operations that are downloading from the internet (which is very slow).
The whole point of the operation queue is to allow you to fire these operations asynchronously, and whenever the operations complete, fire the completion handler.
In other words, you do cannot control the sequence.
If you want to control the sequence, my suggestion is to do the following:
Start operation 1
In operation 1's completion handler, start operation 2
In operation 2's completion handler, start operation 3
In operation 3's completion handler, start operation 4
In this way, you still achieve the benefits of Operation queues (you do not block the UI thread), and you can chain the operations in order.

Cross Thread UI

I have an issue with cross threading on a UI. I have read all the ways to do it and have implemented them as seen below.
public void UpdateList(object obj)
{
// do we need to switch threads?
if (listBox1.InvokeRequired)
{
MethodInvoker del = () => UpdateList(obj);
this.Invoke(del);
return;
}
// ok so now we're here, this means we're able to update the control
// so we unbox the object into a string
string text = (string)obj;
// and update
listBox1.Items.Add(text);
}
The issue comes when I try to do a
hubConnection.Start().Wait();
After that call I am trying to update my list.
Without the wait is fine. When I add the Wait it hangs on the UpdateList Invoke. There is no error...it just hangs.
I am handling this call in a button event.
Wait() is creating a deadlock on the mainthread.
Replace the hubconnection.Start.Wait() with:
await hubconnection.Start() in an async method:
public void async StartHubClickedEvent(...){
await hubconnection.Start()
}
The Microsoft Async library enables use of async/awaut on .net 4.0 and VS12.
Install-Package Microsoft.Bcl.Async
See Deadlock when thread uses dispatcher and the main thread is waiting for thread to finish
You've generated a recursive loop. Assuming an Invoke is Required, you'll call up the same method, hit if (listBox1.InvokeRequired) again (which will still pass true) and start looping as you keep calling up the same method again and again. It's better to do an If..Else pattern here where you directly invoke the change on the ListBox or simply perform the change without the invoke
An Example
if (listBox1.InvokeRequired)
{
listBox1.Invoke(()=> { listBox1.Items.Add((string)text) };
}
else
{
string text = (string)obj;
// and update
listBox1.Items.Add(text);
}

Interrupt parallel Stream execution

Consider this code :
Thread thread = new Thread(() -> tasks.parallelStream().forEach(Runnable::run));
tasks are a list of Runnables that should be executed in parallel.
When we start this thread, and it begins its execution, then depending on some calculations we need to interrupt (cancel) all those tasks.
Interrupting the Thread will only stop one of exections. How do we handle others? or maybe Streams should not be used that way? or you know a better solution?
You can use a ForkJoinPool to interrupt the threads:
#Test
public void testInterruptParallelStream() throws Exception {
final AtomicReference<InterruptedException> exc = new AtomicReference<>();
final ForkJoinPool forkJoinPool = new ForkJoinPool(4);
// use the pool with a parallel stream to execute some tasks
forkJoinPool.submit(() -> {
Stream.generate(Object::new).parallel().forEach(obj -> {
synchronized (obj) {
try {
// task that is blocking
obj.wait();
} catch (final InterruptedException e) {
exc.set(e);
}
}
});
});
// wait until the stream got started
Threads.sleep(500);
// now we want to interrupt the task execution
forkJoinPool.shutdownNow();
// wait for the interrupt to occur
Threads.sleep(500);
// check that we really got an interruption in the parallel stream threads
assertTrue(exc.get() instanceof InterruptedException);
}
The worker threads do really get interrupted, terminating a blocking operation. You can also call shutdown() within the Consumer.
Note that those sleeps might not be tweaked for a proper unit test, you might have better ideas to just wait as necessary. But it is enough to show that it is working.
You aren't actually running the Runnables on the Thread you are creating. You are running a thread which will submit to a pool, so:
Thread thread = new Thread(() -> tasks.parallelStream().forEach(Runnable::run));
In this example you are in lesser terms doing
List<Runnable> tasks = ...;
Thread thread = new Thread(new Runnable(){
public void run(){
for(Runnable r : tasks){
ForkJoinPool.commonPool().submit(r);
}
}
});
This is because you are using a parallelStream that delegates to a common pool when handling parallel executions.
As far as I know, you cannot get a handle of the Threads that are executing your tasks with a parallelStream so may be out of luck. You can always do tricky stuff to get the thread but probably isn't the best idea to do so.
Something like the following should work for you:
AtomicBoolean shouldCancel = new AtomicBoolean();
...
tasks.parallelStream().allMatch(task->{
task.run();
return !shouldCancel.get();
});
The documentation for the method allMatch specifically says that it "may not evaluate the predicate on all elements if not necessary for determining the result." So if the predicate doesn't match when you want to cancel, then it doesn't need to evaluate any more. Additionally, you can check the return result to see if the loop was cancelled or not.

F#: purpose of SwitchToThreadPool just before async return

In the MS docs for Async.SwitchToNewThread one of the examples given is:
let asyncMethod f =
async {
do! Async.SwitchToNewThread()
let result = f()
do! Async.SwitchToThreadPool()
return result
}
What is the purpose of switching to the thread pool immediately before a return statement? I understand why you might want to switch from a dedicated thread to the thread pool when the async block has more work to do but that is not the case here.
This is not part of the main question, but I'm also curious to know why SwitchToNewThread and SwitchToThreadPool return an Async. Is there ever a use case where you would not want to immediately "do!" these tasks? Thank you
The example could be clearer, because it doesn't demonstrate any real scenario.
However, there is a good reason for switching to another thread before return. The reason is that the workflow that calls your function (e.g. asyncMethod) will continue running in the context/thread that you switch to before returning. For example, if you write:
Async.Start (async {
// Starts running on some thread (depends on how it is started - 'Async.Start' uses
// thread pool and 'Async.StartImmediate' uses the current thread
do! asyncMethod (fun () ->
Thread.Sleep(1000) ) // Blocks a newly created thread for 1 sec
// Continues running on the thread pool thread
Thread.Sleep(1000) }) // Blocks thread pool thread
I think the pattern used in the example isn't quite right - asynchronous workflows should always return back to the SynchronizationContext on which they were started (e.g. if a workflow is started on GUI thread, it can switch to a new thread, but should then return back to the GUI thread). If I was writing asyncMethod function, I'd use:
let asyncMethod f = async {
let original = System.Threading.SynchronizationContext.Current
do! Async.SwitchToNewThread()
let result = f()
do! Async.SwitchToContext(original)
return result }
To answer your second question - the reason why SwitchTo operations return Async<unit> and need to be called using do! is that there is no way to switch to a different thread directly. The only points where you get the rest of the workflow as a function (that you can execute on a new thread) is when you use do! or let! The Async<T> type is essentially just some object that gets a function (the rest of the workflow) and can execute it anywhere it wants, but there is no other way to "break" the workflow.

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