Does WinRT still have the same old UI threading restrictions? - multithreading

In WinForms, pretty much all your UI is thread-specific. You have to use [STAThread] so that the common dialogs will work, and you can't (safely) access a UI element from any thread other than the one that created it. From what I've heard, that's because that's just how Windows works -- window handles are thread-specific.
In WPF, these same restrictions were kept, because ultimately it's still building on top of the same Windows API, still window handles (though mostly just for top-level windows), etc. In fact, WPF even made things more restrictive, because you can't even access things like bitmaps across threads.
Now along comes WinRT, a whole new way of accessing Windows -- a fresh, clean slate. Are we still stuck with the same old threading restrictions (specifically: only being able to manipulate a UI control from the thread that created it), or have they opened this up?

I would expect it to be the same model - but much easier to use, at least from C# and VB, with the new async handling which lets you write a synchronous-looking method which just uses "await" when it needs to wait for a long-running task to complete before proceeding.
Given the emphasis on making asynchronous code easier to write, it would be surprising for MS to forsake the efficiency of requiring single-threaded access to the UI at the same time.

The threading model is identical. There is still a notion of single threaded and multi-threaded apartments (STA/MTA), it must be initialized by a call to RoInitialize. Which behaves very much like CoInitialize in name, argument and error returns. The user interface thread is single threaded, confirmed at 36:00 in this video.

The HTML/CSS UI model is inherently single threaded (until the advent of web workers recently, JS didn't support threads). Xaml is also single threaded (because it's really hard for developers to write code to a multithreaded GUI).

The underlying threading model does have some key differences. When your application starts, an ASTA (Application STA) is created to run your UI code as I showed in the talk. This ASTA does not allow reentrancy - you will not receive unrelated calls while making an outgoing call. This is a significant difference from STAs.
You are allowed to create async workitems - see the Windows.System.Threadpool namespace. These workitem threads are automatically initialized to MTA. As Larry mentioned, webworkers are the JS equivalent concept.
Your UI components are thread affined. See the Windows.UI.Core.CoreDispatcher class for information on how to execute code on the UI thread. You can check out the threading sample for some example code to update the UI from an async operation.

Things are different in pretty important ways.
While it's true the underlying threading model is the same, your question is generally related to how logical concurrency works with UI, and with respect to this what developers see in Windows 8 will be new.
As you mention most dialogs previously blocked. For Metro apps many UI components do not block all. Remember the talk of WinRT being asynchronous? It applies to UI components also.
For example this .NET 4 code will not necessarily kill your harddrive because the UI call blocks on Show (C# example):
bool formatHardDrive = true;
if (MessageBox.Show("Format your harddrive?") == NO)
formatHardDrive = false;
if (formatHardDrive == true)
Format();
With Windows 8 Metro many UI components like Windows.UI.Popups.MessageDialog, are by default Asynchronous so the Show call would immediately (logically) fall through to the next line of code before the user input is retrieved.
Of course there is an elegant solution to this based on the await/promise design patterns (Javascript example):
var md = Windows.UI.Popups.MessageDialog("Hello World!");
md.showAsync().then(function (command) {
console.log("pressed: " + command.label); });
The point is that while the threading model doesn't change, when most people mention UI and threading they are thinking about logical concurrency and how it affects the programming model.
Overall I think the asynchronous paradigm shift is a positive thing. It requires a bit of a shift in perspective, but it's consistent with the way other platforms are evolving on both the client and server sides.

Related

firefox addon: create a new thread and dispatch nsIRunnable to it?

Why does this crash FireFox? Copy and paste this code into the browser console (Ctrl+Shift+J):
function TestRunner(){}
TestRunner.prototype={
classDescription:"TestRunner",
classID:Components.ID("{09AA3487-7531-438D-B0B2-80BC24B584C0}"),
contractID:"#yoy.be/TestRunner;1",
QueryInterface:XPCOMUtils.generateQI([Components.interfaces.nsIRunnable]),
run:function(){
console.log("ping");
}
};
Components.classes["#mozilla.org/thread-manager;1"].getService().newThread(0).dispatch(new TestRunner(),0);
Starting with Firefox 4(-ish) the whole Javascript engine became far less thread safe, to the extend where e.g. simple things such as just "reading" a string concurrently may cause memory corruption (because these reads might actually materialize strings views for string ropes).
Therefore it was decided that dispatching javascript-implemented nsIRunnable isn't supported anymore as there is no safe way to use it, and people should switch over to ChromeWorkers where possible.
Edit You said in the comments that you wanted to implement nsIChannel/nsIProtocolHandler. AFAIK you can implement nsIProtocolHandler and nsIChannel without any threads and binaries. If you still have to have threads and/or binaries, then your Javascript XPCOM (stub) components would "simply" communicate with a ChromeWorker via message passing (pass around ArrayBuffers/typed arrays; those are zero-copy). The ChromeWorker would then do any heavy lifting, incl. any js-ctypes calls to interface with binaries.
You can run non-XPCOM JavaScript on other threads using (chrome) workers, and you can dispatch C++ implementations of nsIRunnable to other threads, but you can only use XPConnect on the main thread. This is because XPConnect objects could be cycle-collected and the cycle collector isn't threadsafe.

Why the window of my vb6 application stalls when calling a function written in C?

I'm using 3.9.7 cURL library to download files from the internet, so I created a dynamic bibioteca of viculo. dll written in C using VC + + 6.0 the problem is that when either I call my function from within my vb6 application window locks and unlocks only after you have downloaded the file how do I solve this problem?
The problem is that when you call the function from your DLL, it "blocks" your app's execution until it gets finished. Basically, execution goes from the piece of code that makes the function call, to the code inside of the function call, and then only comes back to the next line after the function call after the code inside of the function has finished running. In fact, that's how all function calls work. You can see this for yourself by single-stepping through your code in the VB 6 development environment.
You don't normally notice this because the code inside of a function being called doesn't take very long to execute before control is returned to the caller. But in this case, since the function you're calling from the DLL is doing a lot of processing, it takes a while to execute, so it "blocks" the execution of your application's code for quite a while.
This is a good general explanation for the reason why your application window appears to be frozen. A bit more technically, it's because the message pump that is responsible for processing user interaction with on-screen elements is not running (it's part of your code that has been temporarily suspended until the function that you called finishes processing). This is a bit more difficult for a VB programmer to appreciate, since none of this nitty-gritty stuff is exposed in the world of VB. It's all happening behind the scenes, just like it is in a C program, but you don't normally have to deal with any of it. Occasionally, though, the abstraction leaks, and the nitty-gritty rears its ugly head. This is one of those cases.
The correct solution to this general problem, as others have hinted at, is to run lengthy operations on a background thread. This leaves your main thread (right now, the only one you have, the one your application is running on) free to continue processing user input, while the other thread can process the data and return that processed data to the main thread when it is finished. Of course, computers can't actually do more than one thing at a time, but the magic of the operating system rapidly switching between one task and another means that you can simulate this. The mechanism for doing so involves threads.
The catch comes in the fact that the VB 6 environment does not have any type of support for creating multiple threads. You only get one thread, and that's the main thread that your application runs on. If you freeze execution of that one, even temporarily, your application freezes—as you've already found out.
However, if you're already writing a C++ DLL, there's no reason you can't create multiple threads in a VB 6 app. You just have to handle everything yourself as if you were using another lower-level language like C++. Run the C++ code on a background thread, and only return its results to the main thread when it is completely finished. In the mean time, your main thread is free.
This is still quite a bit of work, though, especially if you're inexperienced when it comes to Win32 programming and the issues surrounding multiple threads. It might be easier to find a different library that supports asynchronous function calls out-of-the-box. Antagony suggests using VB's AsyncRead method. That is probably a good option; as Karl Peterson says in the linked article, it keeps everything in pure VB 6 code, which can be a real time saver as well as a boon to future maintenance programmers. The only problem is that you'll still have to process the data somehow once you obtain it. And if that's slow, you're right back where you started from…
Check out this article, which demonstrates how to asynchronously transfer large files using a little-known method in user controls.

google chrome has multiple processes , what about UI threads?

I have always read and worked off a single UI thread since having more than one will screw up message pumping etc etc.
I am answering my own question here but want to validate my understanding on Chrome browser which is known to have multiple processes ( one per tab ) - does it also accelerate some bit on the rendering part by employing multiple UI threads ?
My guess is it does NOT , but if it does It would be very interesting to know or look at some sample c# code to demo the same ( does not have to be web browser demo).
Any pointers in the multiple UI thread direction would help! thanks.
I cant state definitively how Chrome handles the rendering threads - but I would assume that each tab has its own rendering thread. I wouldnt see the point of going through all the effort of process isolating the tabs, only to tie them all together on a common rendering thread. They would all have the opportunity to interfere with each other.
I implemented a 'chrome-style' browser using WPF - the application shell was a single process, then each 'tab' was a MAF AddIn running in a separate process. The rendering was all in child processes - there was nothing shared. Each AddIn returned an INativeHandleContract (a WPF control) which was passed across the process boundary.
The upshot of this, was that an exception ANYWHERE in a child tab, would only take down the tab, and could be detected by the parent process, giving it a chance to provide some feedback/reload the tab etc.
This document wasnt around when I achieved it, but after a quick browse I think it has some pointers:
http://msdn.microsoft.com/en-us/library/bb909794.aspx
Kent Boogaart also lent a helpful hand
http://kentb.blogspot.com/2008/06/maf-gymnastics-service-provider.html
You may also need this QFE from Microsoft to fix a bug in serialization you may experience when passing a WPF control across a process boundary:
http://archive.msdn.microsoft.com/KB982638
In regards to MS Connect bug: https://connect.microsoft.com/VisualStudio/feedback/details/467381/wpf-controls-cannot-be-passed-across-process-boundaries
Don't confuse threads and processes. Each process will have it's own ui thread, but likely also it's own message pump.

What are the benefits of coroutines?

I've been learning some lua for game development. I heard about coroutines in other languages but really came up on them in lua. I just don't really understand how useful they are, I heard a lot of talk how it can be a way to do multi-threaded things but aren't they run in order? So what benefit would there be from normal functions that also run in order? I'm just not getting how different they are from functions except that they can pause and let another run for a second. Seems like the use case scenarios wouldn't be that huge to me.
Anyone care to shed some light as to why someone would benefit from them?
Especially insight from a game programming perspective would be nice^^
OK, think in terms of game development.
Let's say you're doing a cutscene or perhaps a tutorial. Either way, what you have are an ordered sequence of commands sent to some number of entities. An entity moves to a location, talks to a guy, then walks elsewhere. And so forth. Some commands cannot start until others have finished.
Now look back at how your game works. Every frame, it must process AI, collision tests, animation, rendering, and sound, among possibly other things. You can only think every frame. So how do you put this kind of code in, where you have to wait for some action to complete before doing the next one?
If you built a system in C++, what you would have is something that ran before the AI. It would have a sequence of commands to process. Some of those commands would be instantaneous, like "tell entity X to go here" or "spawn entity Y here." Others would have to wait, such as "tell entity Z to go here and don't process anymore commands until it has gone here." The command processor would have to be called every frame, and it would have to understand complex conditions like "entity is at location" and so forth.
In Lua, it would look like this:
local entityX = game:GetEntity("entityX");
entityX:GoToLocation(locX);
local entityY = game:SpawnEntity("entityY", locY);
local entityZ = game:GetEntity("entityZ");
entityZ:GoToLocation(locZ);
do
coroutine.yield();
until (entityZ:isAtLocation(locZ));
return;
On the C++ size, you would resume this script once per frame until it is done. Once it returns, you know that the cutscene is over, so you can return control to the user.
Look at how simple that Lua logic is. It does exactly what it says it does. It's clear, obvious, and therefore very difficult to get wrong.
The power of coroutines is in being able to partially accomplish some task, wait for a condition to become true, then move on to the next task.
Coroutines in a game:
Easy to use, Easy to screw up when used in many places.
Just be careful and not use it in many places.
Don't make your Entire AI code dependent on Coroutines.
Coroutines are good for making a quick fix when a state is introduced which did not exist before.
This is exactly what java does. Sleep() and Wait()
Both functions are the best ways to make it impossible to debug your game.
If I were you I would completely avoid any code which has to use a Wait() function like a Coroutine does.
OpenGL API is something you should take note of. It never uses a wait() function but instead uses a clean state machine which knows exactly what state what object is at.
If you use coroutines you end with up so many stateless pieces of code that it most surely will be overwhelming to debug.
Coroutines are good when you are making an application like Text Editor ..bank application .. server ..database etc (not a game).
Bad when you are making a game where anything can happen at any point of time, you need to have states.
So, in my view coroutines are a bad way of programming and a excuse to write small stateless code.
But that's just me.
It's more like a religion. Some people believe in coroutines, some don't. The usecase, the implementation and the environment all together will result into a benefit or not.
Don't trust benchmarks which try to proof that coroutines on a multicore cpu are faster than a loop in a single thread: it would be a shame if it were slower!
If this runs later on some hardware where all cores are always under load, it will turn out to be slower - ups...
So there is no benefit per se.
Sometimes it's convenient to use. But if you end up with tons of coroutines yielding and states that went out of scope you'll curse coroutines. But at least it isn't the coroutines framework, it's still you.
We use them on a project I am working on. The main benefit for us is that sometimes with asynchronous code, there are points where it is important that certain parts are run in order because of some dependencies. If you use coroutines, you can force one process to wait for another process to complete. They aren't the only way to do this, but they can be a lot simpler than some other methods.
I'm just not getting how different they are from functions except that
they can pause and let another run for a second.
That's a pretty important property. I worked on a game engine which used them for timing. For example, we had an engine that ran at 10 ticks a second, and you could WaitTicks(x) to wait x number of ticks, and in the user layer, you could run WaitFrames(x) to wait x frames.
Even professional native concurrency libraries use the same kind of yielding behaviour.
Lots of good examples for game developers. I'll give another in the application extension space. Consider the scenario where the application has an engine that can run a users routines in Lua while doing the core functionality in C. If the user needs to wait for the engine to get to a specific state (e.g. waiting for data to be received), you either have to:
multi-thread the C program to run Lua in a separate thread and add in locking and synchronization methods,
abend the Lua routine and retry from the beginning with a state passed to the function to skip anything, least you rerun some code that should only be run once, or
yield the Lua routine and resume it once the state has been reached in C
The third option is the easiest for me to implement, avoiding the need to handle multi-threading on multiple platforms. It also allows the user's code to run unmodified, appearing as if the function they called took a long time.

How can threads be avoided?

I've read a lot recently about how writing multi-threaded apps is a huge pain in the neck, and have learned enough about the topic to understand, at least at some level, why it is so.
I've read that using functional programming techniques can help alleviate some of this pain, but I've never seen a simple example of functional code that is concurrent. So, what are some alternatives to using threads? At least, what are some ways to abstract them away so you needn't think about things like locking and whether a particular library's objects are thread-safe.
I know Google's MapReduce is supposed to help with the problem, but I haven't seen a succinct explanation of it.
Although I'm giving a specific example below, I'm more curious of general techniques than solving this specific problem (using the example to help illustrate other techniques would be helpful though).
I came to the question when I wrote a simple web crawler as a learning exercise. It works pretty well, but it is slow. Most of the bottleneck comes from downloading pages. It is currently single threaded, and thus only downloads a single page at a time. Thus, if the pages can be downloaded concurrently, it would speed things up dramatically, even if the crawler ran on a single processor machine. I looked into using threads to solve the issue, but they scare me. Any suggestions on how to add concurrency to this type of problem without unleashing a terrible threading nightmare?
The reason functional programming helps with concurrency is not because it avoids using threads.
Instead, functional programming preaches immutability, and the absence of side effects.
This means that an operation could be scaled out to N amount of threads or processes, without having to worry about messing with shared state.
Actually, threads are pretty easy to handle until you need to synchronize them. Usually, you use threadpool to add task and wait till they are finished.
It is when threads need to communicate and access shared data structures that multi threading becomes really complicated. As soon as you have two locks, you can get deadlocks, and this is where multithreading gets really hard. Sometimes, your locking code could be wrong by just a few instructions. In that case, you could only see bugs in production, on multi-core machines (if you developed on single core, happened to me) or they could be triggered by some other hardware or software. Unit testing doesn't help much here, testing finds bugs, but you can never be as sure as in "normal" apps.
I'll add an example of how functional code can be used to safely make code concurrent.
Here is some code you might want to do in parallel, so you don't have wait for one file to finish to start downloading the next:
void DownloadHTMLFiles(List<string> urls)
{
foreach(string url in urls)
{
DownlaodOneFile(url); //download html and save it to a file with a name based on the url - perhaps used for caching.
}
}
If you have a number of files the user might spend a minute or more waiting for them all. We can re-write this code functionally like this, and it basically does the exact same thing:
urls.ForEach(DownloadOneFile);
Note that this still runs sequentially. However, not only is it shorter, we've gained an important advantage here. Since each call to the DownloadOneFile function is completely isolated from the others (for our purposes, available bandwidth isn't an issue) you could very easily swap out the ForEach function for another very similar function: one that kicks off each call to DownlaodOneFile on a separate thread from a threadpool.
It turns out .Net has just such a function availabe using Parallel Extensions. So, by using functional programming you can change one line of code and suddenly have something run in parallel that used to run sequentially. That's pretty powerful.
There are a couple of brief mentions of asynchronous models but no one has really explained it so I thought I'd chime in. The most common method I've seen used as an alternative for multi-threading is asynchronous architectures. All that really means is that instead of executing code sequentially in a single thread, you use a polling method to initiate some functions and then come back and check periodically until there's data available.
This really only works in models like your aforementioned crawler, where the real bottleneck is I/O rather than CPU. In broad strokes, the asynchronous approach would initiate the downloads on several sockets, and a polling loop periodically checks to see if they're finished downloading and when that's done, we can move on to the next step. This allows you to run several downloads that are waiting on the network, by context switching within the same thread, as it were.
The multi-threaded model would work much the same, except using a separate thread rather than a polling loop checking multiple sockets in the same thread. In an I/O bound application, asynchronous polling works almost as well as threading for many use cases, since the real problem is simply waiting for the I/O to complete and not so much the waiting for the CPU to process the data.
Another real world example is for a system that needed to execute a number of other executables and wait for results. This can be done in threads, but it's also considerably simpler and almost as effective to simply fire off several external applications as Process objects, then check back periodically until they're all finished executing. This puts the CPU-intensive parts (the running code in the external executables) in their own processes, but the data processing is all handled asynchronously.
The Python ftp server lib I work on, pyftpdlib uses the Python asyncore library to handle serving FTP clients with only a single thread, and asynchronous socket communication for file transfers and command/response.
See for further reading the Python Twisted library's page on Asynchronous Programming - while somewhat specific to using Twisted, it also introduces async programming from a beginner perspective.
Concurrency is quite a complicated subject in computer science, which demands good understanding of hardware architecture as well as operating system behavior.
Multi-threading has many implementations based on your hardware and your hosting OS, and as tough as it is already, the pitfalls are numerous. It should be noted that in order to achieve "true" concurrency, threads are the only way to go. Basically, threads are the only way for you as a programmer to share resources between different parts of your software while allowing them to run in parallel. By parallel you should consider that a standard CPU (dual/multi-cores aside) can only do one thing at a time. Concepts like context switching now come into play, and they have their own set of rules and limitations.
I think you should seek more generic background on the subject, like you are saying, before you go about implementing concurrency in your program.
I guess the best place to start is the wikipedia article on concurrency, and go on from there.
What typically makes multi-threaded programming such a nightmare is when threads share resources and/or need to communicate with each other. In the case of downloading web pages, your threads would be working independently, so you may not have much trouble.
One thing you may want to consider is spawning multiple processes rather than multiple threads. In the case you mention--downloading web pages concurrently--you could split the workload up into multiple chunks and hand each chunk off to a separate instance of a tool (like cURL) to do the work.
If your goal is to achieve concurrency it will be hard to get away from using multiple threads or processes. The trick is not to avoid it but rather to manage it in a way that is reliable and non-error prone. Deadlocks and race conditions in particular are two aspects of concurrent programming that are easy to get wrong. One general approach to manage this is to use a producer/consumer queue... threads write work items to the queue and workers pull items from it. You must make sure you properly synchronize access to the queue and you're set.
Also, depending on your problem, you may also be able to create a domain specific language which does away with concurrency issues, at least from the perspective of the person using your language... of course the engine which processes the language still needs to handle concurrency, but if this will be leveraged across many users it could be of value.
There are some good libraries out there.
java.util.concurrent.ExecutorCompletionService will take a collection of Futures (i.e. tasks which return values), process them in background threads, then bung them in a Queue for you to process further as they complete. Of course, this is Java 5 and later, so isn't available everywhere.
In other words, all your code is single threaded - but where you can identify stuff safe to run in parallel, you can farm it off to a suitable library.
Point is, if you can make the tasks independent, then thread safety isn't impossible to achieve with a little thought - though it is strongly recommended you leave the complicated bit (like implementing the ExecutorCompletionService) to an expert...
One simple way to avoid threading in your simple scenario, Is to download from different processes. The main process will invoke other processes with parameters that will download the files to local directory, And then the main process can do the real job.
I don't think that there are any simple solution to those problems. Its not a threading problem. Its the concurrency that brake the human mind.
You might watch the MSDN video on the F# language: PDC 2008: An introduction to F#
This includes the two things you are looking for. (Functional + Asynchronous)
For python, this looks like an interesting approach: http://members.verizon.net/olsongt/stackless/why_stackless.html#introduction
Use Twisted. "Twisted is an event-driven networking engine written in Python" http://twistedmatrix.com/trac/. With it, I could make 100 asynchronous http requests at a time without using threads.
Your specific example is seldom solved with multi-threading. As many have said, this class of problems is IO-bound, meaning the processor has very little work to do, and spends most of it's time waiting for some data to arrive over the wire and to process that, and similarly it has to wait for disk buffers to flush so that it can put more of the recently downloaded data on disk.
The method to performance is through the select() facility, or an equivalent system call. The basic process is to open a number of sockets (for the web crawler downloads) and file handles (for storing them to disk). Next you set all of the different sockets and fh to non-blocking mode, meaning that instead of making your program wait until data is available to read after issuing a request, it returns right away with a special code (usually EAGAIN) to indicate that no data is ready. If you looped through all of the sockets in this way you would be polling, which works well, but is still a waste of cpu resources because your reads and writes will almost always return with EAGAIN.
To get around this, all of the sockets and fp's will be collected into a 'fd_set', which is passed to the select system call, then your program will block, waiting on ANY of the sockets, and will awaken your program when there's some data on any of the streams to process.
The other common case, compute bound work, is without a doubt best addressed with some sort of true parallelism (as apposed to the asynchronous concurrency presented above) to access the resources of multiple cpu's. In the case that your cpu bound task is running on a single threaded archetecture, definately avoid any concurrency, as the overhead will actually slow your task down.
Threads are not to be avoided nor are they "difficult". Functional programming is not necessarily the answer either. The .NET framework makes threading fairly simple. With a little thought you can make reasonable multithreaded programs.
Here's a sample of your webcrawler (in VB.NET)
Imports System.Threading
Imports System.Net
Module modCrawler
Class URLtoDest
Public strURL As String
Public strDest As String
Public Sub New(ByVal _strURL As String, ByVal _strDest As String)
strURL = _strURL
strDest = _strDest
End Sub
End Class
Class URLDownloader
Public id As Integer
Public url As URLtoDest
Public Sub New(ByVal _url As URLtoDest)
url = _url
End Sub
Public Sub Download()
Using wc As New WebClient()
wc.DownloadFile(url.strURL, url.strDest)
Console.WriteLine("Thread Finished - " & id)
End Using
End Sub
End Class
Public Sub Download(ByVal ud As URLtoDest)
Dim dldr As New URLDownloader(ud)
Dim thrd As New Thread(AddressOf dldr.Download)
dldr.id = thrd.ManagedThreadId
thrd.SetApartmentState(ApartmentState.STA)
thrd.IsBackground = False
Console.WriteLine("Starting Thread - " & thrd.ManagedThreadId)
thrd.Start()
End Sub
Sub Main()
Dim lstUD As New List(Of URLtoDest)
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file0.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file1.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file2.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file3.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file4.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file5.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file6.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file7.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file8.txt"))
lstUD.Add(New URLtoDest("http://stackoverflow.com/questions/382478/how-can-threads-be-avoided", "c:\file9.txt"))
For Each ud As URLtoDest In lstUD
Download(ud)
Next
' you will see this message in the middle of the text
' pressing a key before all files are done downloading aborts the threads that aren't finished
Console.WriteLine("Press any key to exit...")
Console.ReadKey()
End Sub
End Module

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