Category Archives: C#

Downloading a file from URL using basic authentication

I had some code in an application which I work on which uses Excel to open a .csv file from a URL. The problem is that user’s have moved to Excel 2010 (yes we’re a little behind the latest versions) and basic authentication is no longer supported without registry changes (see Office file types fail to open from server).

So, to re-implement this I needed to write some code to handle the file download myself (as we’re no able to change user’s registry settings).

The code is simple enough , but I thought it’d be useful to document it here anyway

WebClient client = new WebClient();
client.Proxy = WebRequest.DefaultWebProxy;
client.Credentials = new NetworkCredential(userName, password);
client.DownloadFile(url, filename);

This code assumes that the url is supplied to this code along with a filename for where to save the downloaded file.

We use a proxy, hence the proxy is supplied, and then we supply the NetworkCredential which will handle basic authentication. Here we need to supply the userName and password, ofcourse with basic authentication these will be passed as plain text over the wire.

Type conversions in C#

Converting one type to another

All of the primitive types, such as Int32, Boolean, String etc. implement the IConvertible interface. This means we can easily change one type to another by using

float f = (float)Convert.ChangeType("100", typeof(float));

The thing to note regarding the IConvertible type is that it’s one way, i.e. from your type which implements the IConvertible to another type, but not back (this is where the class TypeConverter, which we’ll discuss next, comes into play).

So let’s look at a simple example which converts a Point to a string, and yes before I show the code for implementing IConvertible, we could have simply overridden the ToString method (which I shall also show in the sample code).

First off let’s create a couple of tests to prove our code works. The first takes a Point and using IConvertible, will generate a string representation of the type. As it uses ToString there’s no surprise that the second test which uses the ToString method will produce the same output.

[Fact]
public void ChangeTypePointToString()
{
   Point p = new Point { X = 100, Y = 200 };
   string s = (string)Convert.ChangeType(p, typeof(string));

   Assert.Equal("(100,200)", s);
}

[Fact]
public void PointToString()
{
   Point p = new Point { X = 100, Y = 200 };

   Assert.Equal("(100,200)", p.ToString());
}

Now let’s look at our Point type, with an overridden ToString method

public struct Point : IConvertible
{
   public int X { get; set; }
   public int Y { get; set; }

   public override string ToString()
   {
      return String.Format("({0},{1})", X, Y);
   }

   // ... IConvertible methods
}

and now let’s look at a possible implementation of the IConvertible

TypeCode IConvertible.GetTypeCode()
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

bool IConvertible.ToBoolean(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

byte IConvertible.ToByte(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

char IConvertible.ToChar(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

DateTime IConvertible.ToDateTime(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

decimal IConvertible.ToDecimal(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

double IConvertible.ToDouble(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

short IConvertible.ToInt16(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

int IConvertible.ToInt32(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

long IConvertible.ToInt64(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

sbyte IConvertible.ToSByte(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

float IConvertible.ToSingle(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

string IConvertible.ToString(IFormatProvider provider)
{
   return ToString();
}

object IConvertible.ToType(Type conversionType, IFormatProvider provider)
{
   if(conversionType == typeof(string))
      return ToString();

   throw new InvalidCastException("The method or operation is not implemented.");
}

ushort IConvertible.ToUInt16(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

uint IConvertible.ToUInt32(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

ulong IConvertible.ToUInt64(IFormatProvider provider)
{
   throw new InvalidCastException("The method or operation is not implemented.");
}

TypeConverters

As mentioned previously, the IConvertible allows us to convert a type to one of the primitive types, but what if we want more complex capabilities, converting to and from various types. This is where the TypeConverter class comes in.

Here we develop our type as normal and then we adorn it with the TypeConverterAttribute at the struct/class level. The attribute takes a type derived from the TypeConverter class. This TypeConverter derived class does the actual type conversion to and from our adorned type.

Let’s again create a Point struct to demonstrate this on

[TypeConverter(typeof(PointTypeConverter))]
public struct Point
{
   public int X { get; set; }
   public int Y { get; set; }
}

Note: We can also declare the TypeConverter type using a string in the standard Type, Assembly format, i.e. [TypeConverter(“MyTypeConverters.PointTypeConverter, MyTypeConverters)]
if we wanted to reference the type in an external assembly.

Before we create the TypeConverter code, let’s take a look at some tests which hopefully demonstrate how we use the TypeConverter and what we expect from our conversion code.

[Fact]
public void CanConvertPointToString()
{
   TypeConverter tc = TypeDescriptor.GetConverter(typeof(Point));

   Assert.True(tc.CanConvertTo(typeof(string)));
}

[Fact]
public void ConvertPointToString()
{
   Point p = new Point { X = 100, Y = 200 };

   TypeConverter tc = TypeDescriptor.GetConverter(typeof(Point));

   Assert.Equal("(100,200)", tc.ConvertTo(p, typeof(string)));
}

[Fact]
public void CanConvertStringToPoint()
{
   TypeConverter tc = TypeDescriptor.GetConverter(typeof(Point));

   Assert.True(tc.CanConvertFrom(typeof(string)));
}

[Fact]
public void ConvertStringToPoint()
{
   TypeConverter tc = TypeDescriptor.GetConverter(typeof(Point));

   Point p = (Point)tc.ConvertFrom("(100,200)");
   Assert.Equal(100, p.X);
   Assert.Equal(200, p.Y);
}

So as you can see, to get the TypeConverter for our class we call the static method GetConverter on the TypeDescriptor class. This returns an instance of our TypeConverter (in this case our PointTypeConverter). From this we can check whether the type converter can convert to on from a type and then using the ConvertTo or ConvertFrom methods on the TypeConverter we can convert the type.

The tests above show that we expect to be able to convert a Point to a string where the string takes the format “(X,Y)”. So let’s look at an implementation for this

Note: note, this is an example of how we might implement this code and does not have full error handling, but hopefully gives a basic idea of what you might implement.

public class PointTypeConverter : TypeConverter
{
   public override bool CanConvertTo(ITypeDescriptorContext context, 
            Type destinationType)
   {
      return (destinationType == typeof(string)) || 
         base.CanConvertTo(context, destinationType);
   }

   public override object ConvertTo(ITypeDescriptorContext context, 
            CultureInfo culture, 
            object value, 
            Type destinationType)
   {
      if (destinationType == typeof(string))
      {
         Point pt = (Point)value;
         return String.Format("({0},{1})", pt.X, pt.Y);
       }
       return base.ConvertTo(context, culture, value, destinationType);
   }

   public override bool CanConvertFrom(ITypeDescriptorContext context, 
            Type sourceType)
   {
      return (sourceType == typeof(string)) ||
         base.CanConvertFrom(context, sourceType);
   }

   public override object ConvertFrom(ITypeDescriptorContext context, 
            CultureInfo culture, 
            object value)
   {
      string s = value as string;
      if (s != null)
      {
         s = s.Trim();

         if(s.StartsWith("(") && s.EndsWith(")"))
         {
            s = s.Substring(1, s.Length - 2);

            string[] parts = s.Split(',');
            if (parts != null && parts.Length == 2)
            {
               Point pt = new Point();
               pt.X = Convert.ToInt32(parts[0]);
               pt.Y = Convert.ToInt32(parts[1]);
               return pt;
            }
         }
      }
      return base.ConvertFrom(context, culture, value);
   }
}

How to, conditionally, stop XML serializing properties

Let’s assume we have this simple C# class which represents some XML data (i.e. it’s serialized to XML eventually)

[XmlType(AnonymousType = true)]
public partial class Employee
{
   [XmlAttribute(AttributeName = "id")]
   public string Id { get; set; }

   [XmlAttribute(AttributeName = "name")]
   public string Name { get; set; }

   [XmlAttribute(AttributeName = "age")]
   public int Age { get; set; }
}

Under certain circumstances we may prefer to not include elements in the XML if the values are not suitable.

We could handle this is a simplistic manner by setting a DefaultValueAttribute on a property and obviously the data will not be serialized unless the value differs from the default, but this is not so useful if you wanted more complex functionality to decide whether a value should be serialized or not, for example what if we don’t want to serialize Age if it’s less than 1 or greater than 100. Or not serialize Name if it’s empty, null or the string length is less than 3 characters and so on.

ShouldSerializeXXX

Note: You should not use ShouldSerializeXXX method and the DefaultValueAttribute on the same property

So, we can now achieve this more complex logic using the ShouldSerializeXXX method. If we create a partial class (shown below) and add the ShouldSerializName method we can tell the serializer to not bother serializing the Name property under these more complex circumstances

public partial class Employee
{
   public bool ShouldSerializeName()
   {
      return !String.IsNullOrEmpty(Name) || Name.Length < 3;
   }
}

When serializing this data the methods are called by the serializer to determine whether a property should be serialized and obviously if it should not be, then the element/attribute will not get added to the XML.

Entity Framework – lazy & eager loading

By default Entity Framework will lazy load any related entities. If you’ve not come across Lazy Loading before it’s basically coding something in such a way that either the item is not retrieved and/or not created until you actually want to use it. For example, the code below shows the AlternateNames list is not instantiated until you call the property.

public class Plant
{
   private IList<AlternateName> alternateNames;

   public virtual IList<AlternateName> AlternateNames
   {
      get
      {
         return alternateNames ?? new List<AlternateName>();
      }
   }
}

So as you can see from the example above we only create an instance of IList when the AlternateNames property is called.

As stated at the start of this post, by default Entity Framework defaults to lazy loading which is perfect in most scenarios, but let’s take one where it’s not…

If you are returning an instance of an object (like Plant above), AlternateNames is not loaded until it’s referenced, however if you were to pass the Plant object over the wire using something like WCF, AlternateNames will not get instantiated. The caller/client will try to access the AlternateNames property and of course it cannot now be loaded. What we need to do is ensure the object is fully loaded before passing it over the wire. To do this we need to Eager Load the data.

Eager Loading is the process of ensuring a lazy loaded object is fully loaded. In Entity Framework we achieve this using the Include method, thus

return context.Plants.Include("AlternateNames");

Getting started with Linq Expressions

The Expression class is used to represent expression trees and is seen in use within LINQ. If you’ve been creating your own LINQ provider you’ll also have come across Expressions. For example see my post Creating a custom Linq Provider on this subject.

Getting started with the Expression class

Expression objects can be used in various situations…

Let’s start by looking at using Expressions to represent lambda expressions.

Expression<Func<bool>> e = () => a < b;

In the above we declare an Expression which takes a Func which takes no arguments and returns a Boolean. On the right hand side of the assignment operator we can see an equivalent lambda expression, i.e. one which takes no arguments and returns a Boolean.

From this Expression we can then get at the function within the Expression by calling the Compile method thus

Func<bool> f = e.Compile();

We could also create the same lambda expression using the Expression’s methods. For example

ConstantExpression lParam = Expression.Constant(a, typeof(int));
ConstantExpression rParam = Expression.Constant(b, typeof(int));
BinaryExpression lessThan = Expression.LessThan(lParam, rParam);
Expression<Func<bool>> e = Expression.Lambda<Func<bool>>(lessThan);

This probably doesn’t seem very exciting in itself, but if we can create an Expression from a lambda then we can also deconstruct an lambda into an Expression tree. So in the previous lambda example we could look at the left and right side of the a < b expression and find the types and other such things, we could evaluate the parts or simply traverse the expression and create database for it, but that’s a subject beyond this post.

An alternate use

An interesting use of Expressions can be found in many MVVM base classes (or the likes). I therefore take absolutely no credit for the idea.

The scenario is this. We want to create a base class for handling the INotifyPropertyChanged interface, it will look like this

public class PropertyChangedObject : INotifyPropertyChanged
{
   public event PropertyChangedEventHandler PropertyChanged;

   public void OnPropertyChanged(string propertyName)
   {
      if (PropertyChanged != null)
      {
         PropertyChanged(this, new PropertyChangedEventArgs(propertyName));
      }
   }
}

Next let’s write a simple class to use this, such as

public class MyObject : PropertyChangedObject
{
   private string name;

   public string Name
   {
      get { return name; }
      set
      {
         if (name != value)
         {
            name = value;
            OnPropertyChanged("Name");
         }
      }
   }
}

As you can see, within the setter, we need to check whether the value stored in the Name property is different to the new value passed to it and if so, update the backing field and then raise a property changed event passing a string to represent the property name.

An obvious problem with this approach is that “magic strings” can sometimes be incorrect (i.e. spelling mistakes or the likes). So it would be nicer if we could somehow pass the property name in a more typesafe and compile time checking way. It would also be nice to wrap the whole if block in an extension method which we can reuse in all the setters on our object.

Note: before we go much further with this, in .NET 4.5 there’s a better way to implement this code. See my post on the CallerMemberNameAttribute attribute.

So one way we could pass the property name, which at least ensure the property exists at compile time, is to use an Expression object which will then include all the information we need (and more).

Here’s what we want the setter code to look like

public string Name
{
   get { return name; }
   set { this.RaiseIfPropertyChanged(p => p.Name, ref name, value); }
}

The second and third arguments are self-explanatory, but for the sake of completeness let’s review them – the second argument takes a reference to the backing field. this will be set to the value contained within the third field only if the two differ. At which point we expect an OnPropertyChanged call to be made and the PropertyChanged event to occur.

The first argument is the bit relevant to the topic of this post, i.e. the Expression class.

Let’s look at the extension method that implements this and then walk through it

public static void RaiseIfPropertyChanged<TModel, TValue>(this TModel po, 
         Expression<Func<TModel, TValue>> e,  
         ref TValue backingField, 
         TValue value) where 
            TModel : PropertyChangedObject
{
   if (!EqualityComparer<TValue>.Default.Equals(backingField, value))
   {
      var m = e.Body as MemberExpression;
      if(m != null)
      {
         backingField = value;
         po.OnPropertyChanged(m.Member.Name);
      }
   }
}

The method can be used on any type which inherits from PropertyChangedObject, this is obviously so we get the method call OnPropertyChanged.

We check the equality of the backingField and value and obviously, only if they’re different do we bother doing anything. Assuming the values are different we then get the Body of the expression as a MemberExpression, on this the Member.Name property will be a string representing the name of the property supplied in the calling property, i.e. in this example the property name “Name”.

So now when we use the RaiseIfPropertyChanged extension method we have a little more type safety, i.e. the property passed to the expression must be the same type as the backing field and value and ofcourse a mis-spelled/none existent property will fail to compile as well, so lessens the chances of “magic string” typos. Obviously if we passed another property of the same type into the Expression then this will compile and seemingly work but the OnPropertyChanged event would be passed an incorrect property string and this is where the CallerMemberNameAttribute would help us further.

Generating classes from XML using xsd.exe

The XML Schema Definition Tool (xsd.exe) can be used to generate xml schema files from XML and better still C# classes from xml schema files.

Creating classes based upon an XML schema file

So in it’s simplest usage we can simply type

xsd person.xsd /classes

and this generates C# classes representing the xml schema. The default output is C# but using the /language or the shorter form /l switch we can generate Visual Basic using the VB value, JScript using JS or CS if we wanted to explicitly static the language was to be C#. So for example using the previous command line but now to generate VB code we can write

xsd person.xsd /classes /l:VB

Assuming we have an xml schema, person.xsd, which looks like this

<?xml version="1.0" encoding="utf-8"?>
<xs:schema elementFormDefault="qualified" xmlns:xs="http://www.w3.org/2001/XMLSchema">
  <xs:element name="Person" nillable="true" type="Person" />
  <xs:complexType name="Person">
    <xs:sequence>
      <xs:element minOccurs="0" maxOccurs="1" name="FirstName" type="xs:string" />
      <xs:element minOccurs="0" maxOccurs="1" name="LastName" type="xs:string" />
      <xs:element minOccurs="1" maxOccurs="1" name="Age" type="xs:int" />
    </xs:sequence>
  </xs:complexType>
</xs:schema>

The class created (in C#) looks like the following (comments removed)

[System.CodeDom.Compiler.GeneratedCodeAttribute("xsd", "4.0.30319.17929")]
[System.SerializableAttribute()]
[System.Diagnostics.DebuggerStepThroughAttribute()]
[System.ComponentModel.DesignerCategoryAttribute("code")]
[System.Xml.Serialization.XmlRootAttribute(Namespace="", IsNullable=true)]
public partial class Person {
    
    private string firstNameField;
    
    private string lastNameField;
    
    private int ageField;
    
    public string FirstName {
        get {
            return this.firstNameField;
        }
        set {
            this.firstNameField = value;
        }
    }
    
    public string LastName {
        get {
            return this.lastNameField;
        }
        set {
            this.lastNameField = value;
        }
    }
    
    public int Age {
        get {
            return this.ageField;
        }
        set {
            this.ageField = value;
        }
    }
}

Creating an XML schema based on an XML file

It might be that we’ve got an XML file but no xml schema, so we’ll need to convert that to an xml schema before we can generate our classes file. Again we can use xsd.exe

xsd person.xml

the above will create an xml schema based upon the XML file, obviously this is limited to what is available in the XML file itself, so if your XML doesn’t have “optional” elements/attributes xsd.exe obviously cannot include those in the schema it produces.

Assuming we therefore started with an XML file, the person.xml, which looks like the following

<?xml version="1.0" encoding="utf-8"?>

<Person>
   <FirstName>Spoungebob</FirstName>
   <LastName>Squarepants</LastName>
   <Age>21</Age>
</Person>

Note: I’ve no idea if that is really SpongeBob’s age.

Running xsd.exe against person.xml file we get the following xsd schema

<?xml version="1.0" encoding="utf-8"?>
<xs:schema id="NewDataSet" xmlns="" xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
  <xs:element name="Person">
    <xs:complexType>
      <xs:sequence>
        <xs:element name="FirstName" type="xs:string" minOccurs="0" />
        <xs:element name="LastName" type="xs:string" minOccurs="0" />
        <xs:element name="Age" type="xs:string" minOccurs="0" />
      </xs:sequence>
    </xs:complexType>
  </xs:element>
  <xs:element name="NewDataSet" msdata:IsDataSet="true" msdata:UseCurrentLocale="true">
    <xs:complexType>
      <xs:choice minOccurs="0" maxOccurs="unbounded">
        <xs:element ref="Person" />
      </xs:choice>
    </xs:complexType>
  </xs:element>
</xs:schema>

From this we could now create our classes as previously outlined.

Creating an xml schema based on .NET type

What if we’ve got a class/type and we want to serialize it as XML, let’s use xsd.exe to create the XML schema for us.

If the class looks like the following

public class Person
{
   public string FirstName { get; set; }
   public string LastName { get; set; }
   public int Age { get; set; }
}
[code]

<em>Note: Assuming the class is compiled into an assembly call DomainObjects.dll</em>

Then running xsd.exe with the following command line

[code language="xml"]
xsd.exe DomainObjects.dll /type:Person

will then generate the following xml schema

<?xml version="1.0" encoding="utf-8"?>
<xs:schema elementFormDefault="qualified" xmlns:xs="http://www.w3.org/2001/XMLSchema">
  <xs:element name="Person" nillable="true" type="Person" />
  <xs:complexType name="Person">
    <xs:sequence>
      <xs:element minOccurs="0" maxOccurs="1" name="FirstName" type="xs:string" />
      <xs:element minOccurs="0" maxOccurs="1" name="LastName" type="xs:string" />
      <xs:element minOccurs="1" maxOccurs="1" name="Age" type="xs:int" />
    </xs:sequence>
  </xs:complexType>
</xs:schema>

You’ll notice this is slightly different from the code generated from the person.xml file.

Pulse and Wait

The Monitor class contains the static methods Pulse and Wait. Well it has more than those two ofcourse, but these are the two this post is interested in.

Both methods must be enclosed in a lock or more explicitly the object that we pass to Pulse and Wait must have had a lock acquired against it. For example

private readonly object sync = new object();

// thread A
lock(sync)
{
   Monitor.Wait(sync);
}

// thread B
lock(sync)
{
   Monitor.Pulse(sync);
}

In the above code, we have two threads. Thread A acquires a lock on sync and then enters a Wait, at which point the lock is released but the thread now blocks until it reacquires the lock. Meanwhile, thread B acquires the lock on the sync object. It calls Monitor.Pulse which basically moved the waiting thread (thread A) to the ready queue and when thread B releases the lock (i.e. exits the lock block) then the next ready thread (in this case thread A) reacquires the lock and any code after the Monitor.Wait would be executed until it exits the lock block and releases the lock.

Producer-consumer pattern

Okay, I’ll admit to a lack of imagination – the producer consumer pattern also known as the producer consumer queue, is a standard sample for showing Pulse and Wait in use and the excellent Threading C# posts by Joseph Albahari are probably the best place to look for all C# threading information, but we’re going to walk through the producer consumer queue here anyway.

So the producer consumer queue is simply put, a queue whereby multiple threads may add to the queue and as data is added a thread within the queue does something with the data, see Producer–consumer problem.

This example creates one or more threads (as specified in the threadCount) which will be used to process of items from the queue.

The Enqueue method locks then adds the action to the queue and then pulses. The “processing” threads wait for the lock on the sync object being released and makes sure there are still items in the queue (otherwise the threads goes into a wait again). Assuming there is an item in the queue we get the item within the lock to ensure no other thread will have removed it then we release the lock and invoke the action before checking for more items to be processed.

public class ProducerConsumerQueue
{
   private readonly Task[] tasks;
   private readonly object sync = new object();
   private readonly Queue<Action> queue;

   public ProducerConsumerQueue(int threadCount, CancellationToken cancellationToken)
   {
      Contract.Requires(threadCount > 0);

      queue = new Queue<Action>();
      cancellationToken.Register(() => Close(false));

      tasks = new Task[threadCount];
      for (int i = 0; i < threadCount; i++)
      {
         tasks[i] = Task.Factory.StartNew(Process, TaskCreationOptions.LongRunning);
      }
   }

   public void Enqueue(Action action)
   {
      lock (sync)
      {
         queue.Enqueue(action);
         Monitor.Pulse(sync);
      }
   }

   public void Close(bool waitOnCompletion = true)
   {
      for (int i = 0; i < tasks.Length; i++)
      {
         Enqueue(null);
      }
      if (waitOnCompletion)
      {
         Task.WaitAll(tasks);
      }
   }

   private void Process()
   {
      while (true)
      {
         Action action;
         lock (sync)
         {
            while(queue.Count == 0)
            {
                Monitor.Wait(sync);
            }
            action = queue.Dequeue();
         }
         if (action == null)
         {
            break;
         }
         action();
      }
   }
}

Here’s a simple sample of code to interact with the ProducerConsumerQueue

CancellationTokenSource cts = new CancellationTokenSource();

ProducerConsumerQueue pc = new ProducerConsumerQueue(1, cts.Token);
pc.Enqueue(() => Console.WriteLine("1"));
pc.Enqueue(() => Console.WriteLine("2"));
pc.Enqueue(() => Console.WriteLine("3"));
pc.Enqueue(() => Console.WriteLine("4"));

// various ways to exit the queue in an orderly manner
cts.Cancel();
//pc.Enqueue(null);
//pc.Close();

So in this code we create a ProducerConsumerQueue with a single thread, actions are added to the queue via Enqueue and as the ProducerConsumerQueue has only a single thread and as all the items were added from a single thread, each item is simply invoked in the order they were added to the queue. However we could have been adding from multiple threads as the ProducerConsumerQueue is thread safe. Had we created the ProducerConsumerQueue with multiple threads then the order of processing may also be different.

Waiting for a specified number of threads using the CountdownEvent Class

In a previous post I discussed the Barrier class. The CountdownEvent class is closely related to the Barrier in that it can be used to block until a set number of signals have been received.

One thing you’ll notice is that the signal on the Barrier is tied to a wait, in other words you
SignalAndWait on a thread, whereas the CountdownEvent has a Signal and a separate Wait method, hence threads could signal they’ve reach a point then continue anyway or call Wait after they call Signal equally a thread could signal multiple times.

The biggest difference with the Barrier class is that the CountdownEvent does not automatically reset once the specified number of signals have been received. So, once the CountdownEvent counter reaches zero any attempt to Signal it will result in an InvalidOperationException.

You can increment the participants (or in this case we say that we’re incrementing the count) at runtime, but only before the counter reaches zero.

Time for some sample code

class Program
{
   static CountdownEvent ev = new CountdownEvent(5);
   static Random random = new Random();

   static void Main()
   {
      Task horse1 = Task.Run(() => 
            GetReadyToRace("Horse1", random.Next(1, 1000)));
      Task horse2 = Task.Run(() => 
            GetReadyToRace("Horse2", random.Next(1, 1000)));
      Task horse3 = Task.Run(() => 
            GetReadyToRace("Horse3", random.Next(1, 1000)));
      Task horse4 = Task.Run(() => 
            GetReadyToRace("Horse4", random.Next(1, 1000)));
      Task horse5 = Task.Run(() => 
            GetReadyToRace("Horse5", random.Next(1, 1000)));

      Task.WaitAll(horse1, horse2, horse3, horse4, horse5);
   }

   static void GetReadyToRace(string horse, int speed)
   {
      Console.WriteLine(horse + " arrives at the race course");
      ev.Signal();

      // wait a random amount of time before the horse reaches the starting gate
      Task.Delay(speed);
      Console.WriteLine(horse + " arrive as the start gate");
      ev.Wait();
  }
}

In the above code, each thread signals when it “arrives at the race course”, then we have a delay for effect and then we wait for all threads to signal. The CountdownEvent counter is decremented for each signal and threads wait until the final thread signals the CountdownEvent at which time the threads are unblocked and able to complete.

As stated previously unlike the Barrier once all signals have been received there’s no reset of the CountDownEvent, it has simply finished it’s job.

Using ThreadStatic and ThreadLocal

First off these are two different objects altogether, ThreadStatic is actually ThreadStaticAttribute and you mark a static variable with the attribute. Whereas ThreadLocal is a generic class.

So why are we looking at both in the one post?

Both ThreadStatic and ThreadLocal are used to allow us to declare thread specific values/variables.

ThreadStatic

A static variable marked with the ThreadStatic attribute is not shared between threads, therefore each thread gets it’s own instance of the static variable.

Let’s look at some code

[ThreadStatic]
static int value;

static void Main()
{
   Task t1 = Task.Run(() =>
   {
      value++;
      Console.WriteLine("T1: " + value);
   });
   Task t2 = Task.Run(() =>
   {
      value++;
      Console.WriteLine("T2: " + value);
   });
   Task t3 = Task.Run(() =>
   {
      value++;
      Console.WriteLine("T3: " + value);
   });

   Task.WaitAll(t1, t2, t3);
}

The output from this (obviously the ordering may be different) is

T3: 1
T1: 1
T2: 1

One thing to watch out for is that if we initialize the ThreadStatic variable, for example if we write the following

[ThreadStatic]
static int value = 10;

you need to be aware that this is initialized only on the thread it’s declared on, all the threads which use value will get a variable initialised with it’s default value, i.e. 0.

For example, if we change the code very slightly to get

[ThreadStatic]
static int value = 10;

static void Main()
{
   Task t1 = Task.Run(() =>
   {
      value++;
      Console.WriteLine("T1: " + value);
   });
   Task t2 = Task.Run(() =>
   {
      value++;
      Console.WriteLine("T2: " + value);
   });
   Task t3 = Task.Run(() =>
   {
      value++;
      Console.WriteLine("T3: " + value);
   });

   Console.WriteLine("Main thread: " + value);
   
   Task.WaitAll(t1, t2, t3);
}

The output will look something like

Main thread: 10
T2: 1
T1: 1
T3: 1

Finally as, by definition each variable is per thread, operations upon the instance of the variable are thread safe.

ThreadLocal

Like the ThreadStatic attribute, the ThreadLocal class allows us to declare a variable which is not shared between threads, one of the extra capabilities of this class is that we can initialize each instance of the variable as the class the supplied factory method to create and/or initialize the value to be returned. Also, unlike ThreadStatic which only works on static fields, ThreadLocal can be applied to static or instance variables.

Let’s look at the code

static void Main()
{
   ThreadLocal<int> local = new ThreadLocal<int>(() =>
   {
      return 10;
   });

   Task t1 = Task.Run(() =>
   {
      local.Value++;
      Console.WriteLine("T1: " + local.Value);
   });
   Task t2 = Task.Run(() =>
   {
      local.Value++;
      Console.WriteLine("T2: " + local.Value);
   });
   Task t3 = Task.Run(() =>
   {
      local.Value++;
      Console.WriteLine("T3: " + local.Value);
   });

   Task.WaitAll(t1, t2, t3);
   local.Dispose();
}

The output order may be different, but the output will read something like

T2: 11
T3: 11
T1: 11

As you can see, each thread altered their own instance of the thread local variable and more over we were able to set the default value to 10.

The ThreadLocal class implements IDisposable, so we should Dispose of it when we’ve finished with it.

Apart from Dispose all methods and protected members are thread safe.

Waiting for a specified number of threads using the Barrier Class

First off, if you are looking for the definitive online resource on threading in C#, don’t waste your time here. Go to Threading in C# by Joseph Albahari. This is without doubt the best resource anywhere on C# threading, in my opinion (for what it’s worth).

This said, I’m still going to create this post for my own reference

The Barrier Class

The Barrier class is a synchronization class which allows us to block until a set number of threads have signaled the Barrier. Each thread will signal and wait and thus be blocked by the barrier until the set number of signals has been reach at which time they will all be being unblocked, allowing them to continue. Unlike the CountdownEvent, when the Barrier has been signalled the specified number of times it resets and can block again and again awaiting for specified number of threads to signal.

Where would a synchronization class be without a real world analogy – so, let’s assume we are waiting for a known number of race horses (our threads) to arrive at a start barrier (our Barrier class) and once they all arrive we can release them. Only when they’ve all reached the end line (the Barrier class again) do we output the result of the race.

Let’s look at some code (note: this sample can just be dropped straight into a console app’s Program class)

static Barrier barrier = new Barrier(5, b => 
         Console.WriteLine("--- All horse have reached the barrier ---"));
static Random random = new Random();

static void Main()
{
   Task horse1 = Task.Run(() => Race("Horse1", random.Next(1, 1000)));
   Task horse2 = Task.Run(() => Race("Horse2", random.Next(1, 1000)));
   Task horse3 = Task.Run(() => Race("Horse3", random.Next(1, 1000)));
   Task horse4 = Task.Run(() => Race("Horse4", random.Next(1, 1000)));
   Task horse5 = Task.Run(() => Race("Horse5", random.Next(1, 1000)));

   // this is solely here to stop the app closing until all threads have completed
   Task.WaitAll(horse1, horse2, horse3, horse4, horse5);
}

static void Race(string horse, int speed)
{
   Console.WriteLine(horse + " is at the start gate");
   barrier.SignalAndWait();

   // wait a random amount of time before the horse reaches the finish line
   Task.Delay(speed);
   Console.WriteLine(horse + " reached finishing line");
   barrier.SignalAndWait();
}

Maybe I’ve taken the horse race analogy a little too far :)

Notice that the Barrier constructor allows us to add an action which is executed after each phase, i.e. when the specified number of threads have signalled the barrier.

We can add participants to the barrier at runtime, so if we were initially waiting for three threads and these created another three threads (for example), we could then notify the barrier that we want to add the three more threads using the AddParticipant or AddParticipants methods. Likewise we could reduce the participant count using RemoveParticipant or RemoveParticipants.

As you can see from the code above, when a thread wishes to signal it’s completed a phase of it’s processing it calls the SignalAndWait method on the barrier. With, as the name suggests, signals the Barrier class then waits until the Barrier releases it.