Is this the proper way to inform the main thread of an event from a Background thread?
$begingroup$
The background-thread is an UDP listener. As soon as a certain type of message is received, the main thread has some work to do. My current solution works. But I'm in doubt of the implementation.
My question:
- Is this a proper way to handle these "simple" situations?
- Is there another simple and elegant solution that's more commonly accepted?
The server class:
class UdpServer
{
UdpClient listener;
Messenger messenger;
public UdpServer(Messenger messenger)
{
this.messenger= messenger;
}
public void StartListening()
{
listener = new UdpClient(settings.Port);
IPEndPoint groupEP = new IPEndPoint(IPAddress.Any, 15000);
try
{
while(true)
{
byte bytes = listener.Receive(ref groupEP);
messenger.Message = string.Format("{0} : {1}",
groupEP.ToString(),
Encoding.ASCII.GetString(bytes, 0, bytes.Length));
}
}
catch(SocketException e)
{
messenger.Message = string.Format("UDP server error: {0}", e.Message);
}
finally
{
listener.Close();
}
}
}
Thread "safety" is sort of implemented in the way that the thread reading the message will only check the value when the Event has been triggered. The event will only be triggered when the value is completely written. As long as each thread gets its own messenger instance, no trouble with threads sharing variables will arise, right?
The messenger class:
//this class is used to transport messages from the receiving threads to the main UI thread.
//subscribe to statusmessageevent in order to receive the messages
class Messenger
{
private string message;
public string Message
{
set
{
message = value;
StatusMessageEventHandler(message);
}
}
public event EventHandler<string> StatusMessageEvent;
private void StatusMessageEventHandler(string message)
{
StatusMessageEvent?.Invoke(this, message);
}
}
The main thread:
static void Main(string args)
{
var UdpMessenger = new Messenger();
UdpMessenger.StatusMessageEvent += MessengerEvent;
var UdpServer = new UdpServer(UdpMessenger);
Task.Factory.StartNew(() => UdpServer.StartListening());
Console.ReadKey();
}
private static void MessengerEvent(object sender, string e)
{
Console.WriteLine(string.Format("Received Message: {0}", e));
}
c# multithreading
New contributor
$endgroup$
add a comment |
$begingroup$
The background-thread is an UDP listener. As soon as a certain type of message is received, the main thread has some work to do. My current solution works. But I'm in doubt of the implementation.
My question:
- Is this a proper way to handle these "simple" situations?
- Is there another simple and elegant solution that's more commonly accepted?
The server class:
class UdpServer
{
UdpClient listener;
Messenger messenger;
public UdpServer(Messenger messenger)
{
this.messenger= messenger;
}
public void StartListening()
{
listener = new UdpClient(settings.Port);
IPEndPoint groupEP = new IPEndPoint(IPAddress.Any, 15000);
try
{
while(true)
{
byte bytes = listener.Receive(ref groupEP);
messenger.Message = string.Format("{0} : {1}",
groupEP.ToString(),
Encoding.ASCII.GetString(bytes, 0, bytes.Length));
}
}
catch(SocketException e)
{
messenger.Message = string.Format("UDP server error: {0}", e.Message);
}
finally
{
listener.Close();
}
}
}
Thread "safety" is sort of implemented in the way that the thread reading the message will only check the value when the Event has been triggered. The event will only be triggered when the value is completely written. As long as each thread gets its own messenger instance, no trouble with threads sharing variables will arise, right?
The messenger class:
//this class is used to transport messages from the receiving threads to the main UI thread.
//subscribe to statusmessageevent in order to receive the messages
class Messenger
{
private string message;
public string Message
{
set
{
message = value;
StatusMessageEventHandler(message);
}
}
public event EventHandler<string> StatusMessageEvent;
private void StatusMessageEventHandler(string message)
{
StatusMessageEvent?.Invoke(this, message);
}
}
The main thread:
static void Main(string args)
{
var UdpMessenger = new Messenger();
UdpMessenger.StatusMessageEvent += MessengerEvent;
var UdpServer = new UdpServer(UdpMessenger);
Task.Factory.StartNew(() => UdpServer.StartListening());
Console.ReadKey();
}
private static void MessengerEvent(object sender, string e)
{
Console.WriteLine(string.Format("Received Message: {0}", e));
}
c# multithreading
New contributor
$endgroup$
$begingroup$
Welcome to Code Review; your code doesn't ever inform 'the main thread' of anything. There is no UI thread, and nothing is trying to call onto it (callingInvoke
on an event does not change thread). I'm not sure if this question is on-topic because it sounds like the code doesn't act as expected, and though it looks OK by itself, the context is pretty thin.
$endgroup$
– VisualMelon
10 hours ago
$begingroup$
I cleaned the code somewhat to strip the "point" of unnecessary information. The code works. Perhaps I deleted a bit too much of the original code. But a quick look doesn't seem like I did.... Perhaps my primary question wasn't clear enough. I'm worried about events being lost from other threads. What is the proper way to raise an event cross-thread ?
$endgroup$
– Micha
6 hours ago
add a comment |
$begingroup$
The background-thread is an UDP listener. As soon as a certain type of message is received, the main thread has some work to do. My current solution works. But I'm in doubt of the implementation.
My question:
- Is this a proper way to handle these "simple" situations?
- Is there another simple and elegant solution that's more commonly accepted?
The server class:
class UdpServer
{
UdpClient listener;
Messenger messenger;
public UdpServer(Messenger messenger)
{
this.messenger= messenger;
}
public void StartListening()
{
listener = new UdpClient(settings.Port);
IPEndPoint groupEP = new IPEndPoint(IPAddress.Any, 15000);
try
{
while(true)
{
byte bytes = listener.Receive(ref groupEP);
messenger.Message = string.Format("{0} : {1}",
groupEP.ToString(),
Encoding.ASCII.GetString(bytes, 0, bytes.Length));
}
}
catch(SocketException e)
{
messenger.Message = string.Format("UDP server error: {0}", e.Message);
}
finally
{
listener.Close();
}
}
}
Thread "safety" is sort of implemented in the way that the thread reading the message will only check the value when the Event has been triggered. The event will only be triggered when the value is completely written. As long as each thread gets its own messenger instance, no trouble with threads sharing variables will arise, right?
The messenger class:
//this class is used to transport messages from the receiving threads to the main UI thread.
//subscribe to statusmessageevent in order to receive the messages
class Messenger
{
private string message;
public string Message
{
set
{
message = value;
StatusMessageEventHandler(message);
}
}
public event EventHandler<string> StatusMessageEvent;
private void StatusMessageEventHandler(string message)
{
StatusMessageEvent?.Invoke(this, message);
}
}
The main thread:
static void Main(string args)
{
var UdpMessenger = new Messenger();
UdpMessenger.StatusMessageEvent += MessengerEvent;
var UdpServer = new UdpServer(UdpMessenger);
Task.Factory.StartNew(() => UdpServer.StartListening());
Console.ReadKey();
}
private static void MessengerEvent(object sender, string e)
{
Console.WriteLine(string.Format("Received Message: {0}", e));
}
c# multithreading
New contributor
$endgroup$
The background-thread is an UDP listener. As soon as a certain type of message is received, the main thread has some work to do. My current solution works. But I'm in doubt of the implementation.
My question:
- Is this a proper way to handle these "simple" situations?
- Is there another simple and elegant solution that's more commonly accepted?
The server class:
class UdpServer
{
UdpClient listener;
Messenger messenger;
public UdpServer(Messenger messenger)
{
this.messenger= messenger;
}
public void StartListening()
{
listener = new UdpClient(settings.Port);
IPEndPoint groupEP = new IPEndPoint(IPAddress.Any, 15000);
try
{
while(true)
{
byte bytes = listener.Receive(ref groupEP);
messenger.Message = string.Format("{0} : {1}",
groupEP.ToString(),
Encoding.ASCII.GetString(bytes, 0, bytes.Length));
}
}
catch(SocketException e)
{
messenger.Message = string.Format("UDP server error: {0}", e.Message);
}
finally
{
listener.Close();
}
}
}
Thread "safety" is sort of implemented in the way that the thread reading the message will only check the value when the Event has been triggered. The event will only be triggered when the value is completely written. As long as each thread gets its own messenger instance, no trouble with threads sharing variables will arise, right?
The messenger class:
//this class is used to transport messages from the receiving threads to the main UI thread.
//subscribe to statusmessageevent in order to receive the messages
class Messenger
{
private string message;
public string Message
{
set
{
message = value;
StatusMessageEventHandler(message);
}
}
public event EventHandler<string> StatusMessageEvent;
private void StatusMessageEventHandler(string message)
{
StatusMessageEvent?.Invoke(this, message);
}
}
The main thread:
static void Main(string args)
{
var UdpMessenger = new Messenger();
UdpMessenger.StatusMessageEvent += MessengerEvent;
var UdpServer = new UdpServer(UdpMessenger);
Task.Factory.StartNew(() => UdpServer.StartListening());
Console.ReadKey();
}
private static void MessengerEvent(object sender, string e)
{
Console.WriteLine(string.Format("Received Message: {0}", e));
}
c# multithreading
c# multithreading
New contributor
New contributor
edited 11 hours ago
Vogel612♦
21.9k447131
21.9k447131
New contributor
asked 13 hours ago
MichaMicha
42
42
New contributor
New contributor
$begingroup$
Welcome to Code Review; your code doesn't ever inform 'the main thread' of anything. There is no UI thread, and nothing is trying to call onto it (callingInvoke
on an event does not change thread). I'm not sure if this question is on-topic because it sounds like the code doesn't act as expected, and though it looks OK by itself, the context is pretty thin.
$endgroup$
– VisualMelon
10 hours ago
$begingroup$
I cleaned the code somewhat to strip the "point" of unnecessary information. The code works. Perhaps I deleted a bit too much of the original code. But a quick look doesn't seem like I did.... Perhaps my primary question wasn't clear enough. I'm worried about events being lost from other threads. What is the proper way to raise an event cross-thread ?
$endgroup$
– Micha
6 hours ago
add a comment |
$begingroup$
Welcome to Code Review; your code doesn't ever inform 'the main thread' of anything. There is no UI thread, and nothing is trying to call onto it (callingInvoke
on an event does not change thread). I'm not sure if this question is on-topic because it sounds like the code doesn't act as expected, and though it looks OK by itself, the context is pretty thin.
$endgroup$
– VisualMelon
10 hours ago
$begingroup$
I cleaned the code somewhat to strip the "point" of unnecessary information. The code works. Perhaps I deleted a bit too much of the original code. But a quick look doesn't seem like I did.... Perhaps my primary question wasn't clear enough. I'm worried about events being lost from other threads. What is the proper way to raise an event cross-thread ?
$endgroup$
– Micha
6 hours ago
$begingroup$
Welcome to Code Review; your code doesn't ever inform 'the main thread' of anything. There is no UI thread, and nothing is trying to call onto it (calling
Invoke
on an event does not change thread). I'm not sure if this question is on-topic because it sounds like the code doesn't act as expected, and though it looks OK by itself, the context is pretty thin.$endgroup$
– VisualMelon
10 hours ago
$begingroup$
Welcome to Code Review; your code doesn't ever inform 'the main thread' of anything. There is no UI thread, and nothing is trying to call onto it (calling
Invoke
on an event does not change thread). I'm not sure if this question is on-topic because it sounds like the code doesn't act as expected, and though it looks OK by itself, the context is pretty thin.$endgroup$
– VisualMelon
10 hours ago
$begingroup$
I cleaned the code somewhat to strip the "point" of unnecessary information. The code works. Perhaps I deleted a bit too much of the original code. But a quick look doesn't seem like I did.... Perhaps my primary question wasn't clear enough. I'm worried about events being lost from other threads. What is the proper way to raise an event cross-thread ?
$endgroup$
– Micha
6 hours ago
$begingroup$
I cleaned the code somewhat to strip the "point" of unnecessary information. The code works. Perhaps I deleted a bit too much of the original code. But a quick look doesn't seem like I did.... Perhaps my primary question wasn't clear enough. I'm worried about events being lost from other threads. What is the proper way to raise an event cross-thread ?
$endgroup$
– Micha
6 hours ago
add a comment |
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$begingroup$
Welcome to Code Review; your code doesn't ever inform 'the main thread' of anything. There is no UI thread, and nothing is trying to call onto it (calling
Invoke
on an event does not change thread). I'm not sure if this question is on-topic because it sounds like the code doesn't act as expected, and though it looks OK by itself, the context is pretty thin.$endgroup$
– VisualMelon
10 hours ago
$begingroup$
I cleaned the code somewhat to strip the "point" of unnecessary information. The code works. Perhaps I deleted a bit too much of the original code. But a quick look doesn't seem like I did.... Perhaps my primary question wasn't clear enough. I'm worried about events being lost from other threads. What is the proper way to raise an event cross-thread ?
$endgroup$
– Micha
6 hours ago