.Net Asynchronous Features Require Some Rethinking

Posted by Berin Loritsch Tue, 06 Jul 2010 17:31:00 GMT

Disclaimer: I’m originally a Java guy, and I know all kinds of asynchronous patterns and approaches that work in the Java world. The .Net approach to multi-threading and asynchronous applications is quite a bit different. In some ways the way that Microsoft approached the problem is more problematic. I stumbled across someone’s code for a small C# ray tracer with a fixed scene. I figured that this would be the perfect place to start playing with asynchronous code. Microsoft likes to hide things from you. I find this a bit problematic while trying to find out what is going wrong. Case and point: my assumptions about the way lambdas and closures ought to work (from my Ruby background) turned out to be wrong. Consider this code snippet:


for (int y = 0; y < screenHeight; y++)
{
    for (int x = 0; x < screenWidth; x++)
    {
        RenderColorDelegate px = RenderColor;
        px.BeginInvoke(x, y, scene, ar =>
           {
                Color c = px.EndInvoke(ar);
                RenderPixelDelegate dl = RenderPixel;
                pictureBox.Invoke(dl,new Object[]{x,y,c});
            }, null);
    }
}

Before I go into the surprise, let me tel you what this code is doing. This code is launching the rays from the view port one pixel at a time to calculate the color for that pixel. The px.BeginInvoke call is done on a delegate I had to create to alias the method I wanted to make asynchronous. I needed to pass in the variable “x”, “y”, and the scene that was passed in to the Render method. The original code makes use of synchronous calls, and behaves exactly as you would expect. X is always between 0 and one less than screenWidth. Y is always between 0 and one less than screenHeight. Now here is the surprise: when calling the methods asynchronously X can become greater than screenWidth!

Let me state that again in other terms: the values you pass in to the asynchronous method are not the values that end up being used. It behaves as a reference to the integer you pass in, and any call to x++ will increment the value on any asynchronous calls that have not been executed yet. That should alarm you. This can be (and was in this case) the source of serious and difficult to trace errors. With Ruby and Java anonymous classes, the values for x and y are frozen at the moment the asynchronous block is created. However, with .Net it is not. In order to fix the problem we have to copy x and y to new integers strictly for the purpose of passing in to the asynchrnous call:


for (int y = 0; y < screenHeight; y++)
{
    for (int x = 0; x < screenWidth; x++)
    {
        // Necessary to work around bug
        int cx = x;
        int cy = y;

        RenderColorDelegate px = RenderColor;
        px.BeginInvoke(cx, cy, scene, ar =>
            {
                Color c = px.EndInvoke(ar);
                RenderPixelDelegate dl = RenderPixel;
                pictureBox.Invoke(dl,new Object[]{cx,cy,c});
            }, null);
    }
}

The “pictureBox.Invoke” method should be familiar to .Net and Java UI developers. Essentially screen drawing and refreshing has to be done within the GUI thread. The “Invoke” method makes that happen when you are in another thread. The style of asynchronous call that I used included the callback function. This makes the redraw happen after the calculation is done.

When it comes to more traditional Thread manipulation, Java’s bag of tricks is a bit more complete. That may have changed with .Net 4.0 but I need to stick with 3.5. For example, the Future construct is really what I need. A Future is basically the promise of a value for when you need it later. It allows you to start processing a complex algorithm before you need the result, and pause for the result only when you really need it. It works for lazy initialization, but it’s more effective when you have a number of complex calculations you need to merge together. Java also has some good thread pool support, tasks, and other features. The Fork/Join approach in Java7 is also a very effective way to divvy up work. .Net 4.0 may have something similar to that, but both of those are taboo for new work for the time being.

All in all, I only scratched the surface. The delegate BeginInvoke() approach was designed for asynchronous event processing. It wasn’t really designed for more serious multi-threading. In fact, the way I used it for the ray tracer was the wrong tool for the job.

The bottom line is that I have to change the way I think about multi-threaded application design in the .Net platform. Some of the principles I’ve picked up from other languages still convey—but there’s a new twist on them. It’s to be expected. However, do be cautious of the delegate problem I ran into. It’s not good to have your values change underneath of you.