Single thread queue on c# - multithreading

I have a user interface which generates the Events. So I have the event for example "ButtonPressed" with the arguments.
On event I want to fire time-consuming function "GenerateTableData". Also I want not to block the interface so this function should be on background thread.
After this I can pass the invocation back to the main thread and populate columns.
But if the user presses two times on the Button I don't want to create two threads. Instead I want to interrupt the privious one or waits until it's finished and immediately start another (separate buttons fills table with separate data and we need to show result only from the last one pressed).
And I am stuck with that option. All what seems working to me is casting backgroundworker on each event but I can't prevent it from execution two or more times and can't queued further events.
Please give me an example of solution of this task, I think it should be pretty common.
Here is some pseudocode:
void Button1Pressed(args)
{
DoWork(1);
}
void Button2Pressed(args)
{
DoWork(2);
}
void DoWork(int i)
{
BackGroundWorker bg=new BackGroundWorker();
bg.DoWork+= (object sender, DoWorkEventArgs e) => {e.result=GenerateTable(i)};
bg.RunWorkerCompleted+= (object sender, RunWorkerCompletedEventArgs e) =>{InvokeOnMainThread(()=>{PopulateColumns(e.result)})};
bg.RunWorkerAsync();
}
void PopulateColumns(data)
{
myTable.PopulateWithData(data);
}

The typical way to do this, is:
for each event type, that should be serialized, have a queue
Raising an event is queuing the event and kicking the queue (see below)
Wrap your worker in a method, that after finishing the task
resets a "worker is running" flag (no locking needed)
kicks the queue again
By "Kicking the queue" I mean
Check the "worker is running" flag, if it is set, do nothing (the ending worker will re-kick)
Try to dequeue from the locked queue, if it was empty, unlock and do nothing
So we have work to do: Before unlocking the queue, set the "worker is running" flag

Related

What is Device.BeginInvokeOnMainThread for?

I would like someone to explain to me what is Device.BeginInvokeOnMainThread and what is it for?
And also some examples of cases where it's used.
Just to add an example.
Imagine you have an async method DoAnyWorkAsync if you call it (just as an example) this way:
DoAnyWorkAsync().ContinueWith ((arg) => {
StatusLabel.Text = "Async operation completed...";
});
StatusLabel is a label you have in the XAML.
The code above will not show the message in the label once the async operation had finished, because the callback is in another thread different than the UI thread and because of that it cannot modify the UI.
If the same code you update it a bit, just enclosing the StatusLabel text update within Device.BeginInvokeOnMainThread like this:
DoAnyWorkAsync().ContinueWith ((arg) => {
Device.BeginInvokeOnMainThread (() => {
StatusLabel.Text = "Async operation completed...";
});
});
there will not be any problem.
Try it yourself, replacing DoAnyWorkAsync() with Task.Delay(2000).
The simple answer is: Background thread cannot modify UI elements because most UI operations in iOS and Android are not thread-safe; therefore, you need to invoke UI thread to execute the code that modifies UI such MyLabel.Text="New Text".
The detailed answer can be found in Xamarin document:
For iOS:
IOSPlatformServices.BeginInvokeOnMainThread() Method simply calls NSRunLoop.Main.BeginInvokeOnMainThread
public void BeginInvokeOnMainThread(Action action)
{
NSRunLoop.Main.BeginInvokeOnMainThread(action.Invoke);
}
https://developer.xamarin.com/api/member/Foundation.NSObject.BeginInvokeOnMainThread/p/ObjCRuntime.Selector/Foundation.NSObject/
You use this method from a thread to invoke the code in the specified object that is exposed with the specified selector in the UI thread. This is required for most operations that affect UIKit or AppKit as neither one of those APIs is thread safe.
The code is executed when the main thread goes back to its main loop for processing events.
For Android:
Many People think on Xamarin.Android BeginInvokeOnMainThread() method use Activity.runOnUiThread(), BUT this is NOT the case, and there is a difference between using runOnUiThread() and Handler.Post():
public final void runOnUiThread(Runnable action) {
if (Thread.currentThread() != mUiThread) {
mHandler.post(action);//<-- post message delays action until UI thread is scheduled to handle messages
} else {
action.run();//<--action is executed immediately if current running thread is UI thread.
}
}
The actual implementation of Xamarin.Android BeginInvokeOnMainThread() method can be found in AndroidPlatformServices.cs class
public void BeginInvokeOnMainThread(Action action)
{
if (s_handler == null || s_handler.Looper != Looper.MainLooper)
{
s_handler = new Handler(Looper.MainLooper);
}
s_handler.Post(action);
}
https://developer.android.com/reference/android/os/Handler.html#post(java.lang.Runnable)
As you can see, you action code is not executed immediately by Handler.Post(action). It is added to the Looper's message queue, and is handled when the UI thread's scheduled to handle its message.
You can only update the UI from the main UI thread. If you are running code on a background thread and need to update the UI, BeginInvokeOnMainThread() allows you to force your code to run on the main thread, so you can update the UI.
As explained above, any UI updates must happen in the main thread or an exception will occur.
Though there's a peculiarity with Xamarin.Forms, one can manilpulate UI elements (e.g. create Labels and add them to StackLayout's Children collection) off the main thread without any failures as long as this part of UI is detached from UI elements currently displayed. This approach can be used to boost performance by creating Xamarin.Forms controls and setting their child/parent relations in-memory/off-screen in a separate thread BUT in order to attach them to displayed container (e.g. assign ContentPage's Content property) you will have to do this in Device.BeginInvokeOnMainThread().
While analysing the relationship between UI thread and background thread in some situation, we should be aware of the following:
BeginInvokeOnMainThread method as described in the docs, merely queues the invocation and returns immediately to the caller. So in this case, UI thread and background thread which submitted some work to UI thread, might work in parallel.
However, there is also InvokeOnMainThread which, as described in the docs, waits for the UI thread to execute the method, and does not return until the code pointed by action has completed. So in this case, background thread waits for UI thread to finish executing the given work, and then background thread continues execution.

Update Scene from Thread?

I need to update a QGraphicsView with a QGraphicsScene from a thread.
Below is some pseudo'ish code example of what I am doing which is causing me issues (runtime errors).
What am I doing wrong, and how should I be doing it?
Main App:
void Main::startThread()
{
view = new QGraphicsView(...);
thread = new MyThread(...);
connect(thread, SIGNAL(doSceneUpdate(QGraphicsScene*)), this, SLOT(updateScene(QGraphicsScene*)));
thread->start();
}
void Main::updateScene(QGraphicsScene *scene)
{
view->SetScene(scene);
view->show();
repaint();
}
The Thread:
void MyThread::run()
{
QGraphicsScene *scene = new QGraphicsScene(...);
while(1)
{
//draw stuff on the scene
emit doSceneUpdate(scene);
//some delay
}
Thanks in advance!!!
[edit]
The error is:
ASSERT failure in QCoreApplication::sendEvent: "Cannot send events to objects owned by a different thread. Current thread
3e53c0. Receiver '' (of type 'QGraphicsScene') was created in thread 1476cd18", file c:\Qt\qt-everywhere-opensource-src-4.8.2\src\corelib\kernel\qcoreapplication.cpp, line 501
What am I doing wrong, and how should I be doing it?
I think the canonical answer is here -- in a nutshell, the article states that you shouldn't be subclassing QThread, but rather you should use a "bare" (i.e. not-subclassed) QThread object and connect its started() signal to a slot that will then be run in the context of that thread, after the thread starts. That way the object-thread-ownership issues are handled automatically for you.
Note also that threads other than the main Qt thread are generally not allowed to create or interact directly with GUI objects like QGraphicsScene, since doing that would introduce race conditions due to the operations going on simultaneously behind the scenes in Qt's GUI event loop. If you want to use a separate thread, you'll need to keep it away from your GUI objects, and instead just have it emit asynchronous signals and/or send Events to the main/GUI thread to get the main/GUI thread to do the GUI-object updates on its behalf.
The problem is with your connection line. You are connecting a slot to a signal which does not make sense. You should connect the signal from the thread to the slot :
connect(thread, SIGNAL(doSceneUpdate(QGraphicsScene*)),this, SLOT(updateScene(QGraphicsScene*)));
in
void MyThread::run()
{
QGraphicsScene *scene = new QGraphicsScene(...);
...
}
do you pass this to the constructor of QGraphicsScene()?
That could be one cause of error, since now you are passing a child of MyThread to Main
Try creating a QGraphicsScene object on the stack or with the parent as NULL ( new QGraphicsScene(0) )

QObject::moveToThread and executing a member function inside that thread

If an object of type QObject is moved to a thread with QObject::moveToThread, all signals that the object receives are handled inside that thread. However, if a slot is called directly (object->theSlot()) that call will still block. What would be the normal way of executing that call inside the thread and returning control to the calling thread immediately? Hacks with QTimer don't count. Setting up a single purpose connection and deleting it again might count as a solution if all else fails.
You could use QMetaObject::invokeMethod with Qt::ConnectionType set to Qt::QueuedConnection
You can use QFuture<T> QtConcurrent::run ( Function function, ... ) to launch some execution inside a separate thread and then use QFutureWatcher to get the result. You will not need to call movetoThread.
Basically something like :
QFutureWatcher<T>* watch = new QFuture(0);
connect(watch, SIGNAL(finished()), this, SLOT(handleResult()));
QFuture<T> future = QtConcurrent::run( myObj, &QMyObject::theSlot(), args...);
watch.setFuture(future);
....
//slot
private void handleResult(){
if(future->isCancelled())
return;
T mydata = watch->future()->result();
// use your data as you want
}
QtConcurrent::run will schedule the method of this object to be ran in some thread. It is non-blocking. On the other hand, QFuture::result() blocks until there is a result, if the computation is still ongoing. That's why you need the other object to notify when the computation is over using finished(). I cannot think of a better design for your problem in Qt.

Windows Service and multithreading

Im working on a Windows Service in which I would like to have two threads. One thread should look for updates (in a RSS feed) and insert rows into a DB when updates is found.
When updates are found I would like to send notification via another thread, that accesses the DB, gets the messages and the recipients and then sends notifications.
Perhaps the best practice isn't to use two threads. Should I have db-connections in both threads?
Could anyone provide me with tips how to solve this?
The major reason to make an application or service multithreaded is to perform database or other background operations without blocking (i.e. hanging) a presentation element like a Windows form. If your service depends on very rapid polling or expects db inserts to take a very long time, it might make sense to use two threads. But I can't imagine that either would be the case in your scenario.
If you do decide to make your service multithreaded, the two major classes in C# that you want to look into are BackgroundWorker and ThreadPool. If you want to do multiple concurrent db inserts (for example, if you want to execute an insert for each of multiple RSS feeds polled at the same time), you should use a ThreadPool. Otherwise, use a BackgroundWorker.
Typically, you'd have a db access class that would have a method to insert a row. That method would create a background worker, add DoWork handler to some static method in that db access class to the background worker, then call DoWorkAsync. You should only have db connection settings in that one class in order to make maintaining the code easier. For example:
public static class DbAccess
{
public void InsertRow(SomeObject entity)
{
BackgroundWorker bg = new BackgroundWorker();
bg.DoWork += InsertRow_DoWork;
bg.RunWorkerCompleted += InsertRow_RunWorkerCompleted;
bg.RunWorkerAsync(entity);
}
private void InsertRow_DoWork(object sender, DoWorkEventArgs e)
{
BackgroundWorker bg = sender as BackgroundWorker;
SomeObject entity = e.Argument as SomeObject;
// insert db access here
}
private void InsertRow_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
// send notifications
// alternatively, pass the InsertRow method a
// delegate to a method in the calling class that will notify
}
}

stopping a thread when cancel command is triggered by the user

Mobile app provides the user with the option of downloading the email attachment from remote.Connecting with a remote server and downloading the content is carried out in a separate thread.A dialog is shown to the user with cancel command.Herewith I am providing the pseudo code.
new Thread(new Runnable()
public void run(){
try{
//open connection to remote server
//get data input stream
//create byte array of length attachment size
//show modeless dialog with the message "Downloading..."
for(int i=0;i<attachmentSize;i++){
//set the progress indicator of the modeless dialog based upon for iteration
//read the byte from input stream and store it in byte array
}
//open file connection outputstream and store the downloaded content as a file in mobile file system
//show dialog with the message "attachment successfully downloaded"
}
catch(IOException ioe) { }
catch(Exception ex) { }
}
).start();
Now I'm in the process of adding cancel command to the dialog with progress indicator. When the user clicks "Cancel" command in mobile, modeless dialog can be disposed by calling dispose() method. How can I abruptly stop the thread which gets the email attachments via streaming?
Please do help me to resolve this issue.
You can stop it abruptly - but it brings more trouble that it's worth.
The canonical way of doing this is to have a flag which is checked in the Runnable:
public class ClassHoldingRunnable {
private volatile boolean stopRequested = false;
public void executeAsync() {
Runnable r= new Runnable() {
public void run() {
while ( !stopRequested ) {
// do work
}
}
}
new Thread(r).start();
}
public void cancel() {
stopRequested = true;
}
}
A few notes:
it's vital for the stopRequested flag to be either volatile or to have another visibility guarantee ( synchronized, Lock, Atomic ) since it's being accessed by multiple threads;
you should check for stopRequested pretty often if it's important for the end user to have a responsive GUI;
There are several complimentary ways to interrupt a Thread that reads from a Connection.
You are probably reading the remote data by looping over a single call to InputStream.read, so you can reuse a single, relatively small, byte[] object. You can check a boolean member variable before each iteration. You don't really need to synchronize around that boolean because it is only supposed to change value once after Thread construction.
closing the Connection means that your Thread will throw a IOException when it next tries to access it. A proper JavaME implementation will not make Connection.close() block even if another Thread is reading from the Connection's InputStream.
I am not an expert on this so take my suggestion with a grain of salt, as my experience is very limited on Java threads.
You cannot stop a running thread. You can just exit it as soon as possible. So what you could do is to have, for example, a shared flag that you test periodically in the secondary thread. When the main thread sets it in response to a Cancel click, the secondary thread returns.
My experience is more in C# but this might still be applicable...
I don't think it's a good idea to find some way of just "killing a thread" any more than you would just delete an object and skip its destructor.
You could tell the thread to commit suicide via an interrupt. You can then either use the thread's interrupted flag as the indicator or, if you have a sleep/wait in there, you could catch an interrupted exception and shut down properly when this is caught (in the finally block). This should provide, more or less, what you're looking for.

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