Need advice regarding VB.Net multithreading options - vb.net

Good day all,
I'm having a hell of a time figuring out which multithreading approach to utilize in my current work project. Since I've never written a multithreaded app in my life, this is all confusing and very overwhelming. Without further ado, here's my background story:
I've been assigned to take over work on a control application for a piece of test equipment in my companies R&D lab. The program has to be able to send and receive serial communications with three different devices semi-concurrently. The original program was written in VB 6 (no multithreading) and I did plan on just modding it to work with the newer products that need to be tested until it posed a safety hazard when the UI locked up due to excessive serial communications during a test. This resulted in part of the tester hardware blowing up, so I decided to try rewriting the app in VB.Net as I'm more comfortable with it to begin with and because I thought multithreading might help solve this problem.
My plan was to send commands to the other pieces of equipment from the main app thread and spin the receiving ends off into their own threads so that the main thread wouldn't lock up when timing is critical. However, I've yet to come to terms with my options. To add to my problems, I need to display the received communications in separate rich text boxes as they're received while the data from one particular device needs to be parsed by the main program, but only the text that results from the most current test (I need the text box to contain all received data though).
So far, I've investigated delegates, handling the threads myself, and just began looking into BackgroundWorkers. I tried to use delegates earlier today, but couldn't figure out a way to update the text boxes. Would I need to use a call back function to do this since I can't do it in the body of the delegate function itself? The problem I see with handling threads myself is figuring out how to pass data back and forth between the thread and the rest of the program. BackgroundWorkers, as I said, I just started investigating so I'm not sure what to think about them yet.
I should also note that the plan was for the spawned threads to run continuously until somehow triggered to stop. Is this possible with any of the above options? Are there other options I haven't discovered yet?
Sorry for the length and the fact that I seem to ramble disjointed bits of info, but I'm on a tight deadline and stressed out to the point I can't think straight! Any advice/info/links is more than appreciated. I just need help weighing the options so I can pick a direction and move forward. Thanks to everybody who took the time to read this mess!

OK, serial ports, inter-thread comms, display stuff in GUI components like RichTextBox, need to parse incoming data quickly to decode the protocol and fire into a state-machine.
Are all three serial ports going to fire into the same 'processControl' state-machine?
If so, then you should probably do this by assembling event/data objects and queueing them to the state-machine run by one thread,(see BlockingCollection). This is like hugely safer and easier to understand/debug than locking up the state-engine with a mutex.
Define a 'comms' class to hold data and carry it around the system. It should have a 'command' enum so that threads that get one can do the right thing by switching on the enum. An 'Event' member that can be set to whatever is used by the state-engine. A 'bool loadChar(char inChar)' that can have char-by-char data thrown into it and will return 'true' only if a complete, validated protocol-unit has been assembled, checked and parsed into data mambers. A 'string textify()' method that dumps info about the contained data in text form. A general 'status' string to hold text stuff. An 'errorMess' string and Exception member.
You probably get the idea - this comms class can transport anything around the system. It's encapsulated so that a thread can use it's data and methods without reference to any other instance of comms - it does not need any locking. It can be queued to work threads on a Blocking Collection and BeginInvoked to the GUI thread for displaying stuff.
In the serialPort objects, create a comms at startup and load a member with the serialPort instance. and, when the DataReceived event fires, get the data from the args a char at a time and fire into the comms.loadChar(). If the loadChar call returns true, queue the comms instance to the state-machine input BlockingCollection and then immediately create another comms and start loading up the new one with data. Just keep doing that forever - loading up comms instances with chars until they have a validated protocol unit and queueing them to the state-machine. It may be that each serial port has its own protocol - OK, so you may need three comms descendants that override the loadChar to correctly decode their own protocol.
In the state-machine thread, just take() comms objects from the input and do the state-engine thing, using the current state and the Event from the comms object. If the SM action routine decides to display something, BeginInvoke the comms to the GUI thread with the command set to 'displaySomeStuff'. When the GUI thread gets the comms, it can case-switch on the command to decide what to display/whatever.
Anyway, that's how I build all my process-control type apps. Data flows around the system in 'comms' object instances, no comms object is ever operated on by more than one thead at a time. It's all done by message-passing on either BlockingCollection, (or similar), queues or BeginInvoke() if going to the GUI thread.
The only locks are in the queues and so are encapsulated. There are no explicit locks at all. This means there can be no explicit deadlocks at all. I do get headaches, but I don't get lockups.
Oh - don't go near 'Thread.Join()'.

Related

When creating lots of ByteBuddy classes, do I need to acquire locks of any kind?

I am creating several ByteBuddy classes (using DynamicTypeBuilder) and loading them. The creation of these classes and the loading of them happens on a single thread (the main thread; I do not spawn any threads myself nor do I submit anything to an ExecutorService) in a relatively simple sequence.
I have noticed that running this in a unit test several times in a row yields different results. Sometimes the classes are created and loaded fine. Other times I get errors from the generated bytecode when it is subsequently used (often in the general area of where I am using withArgumentArrayElements, if it matters; ArrayIndexOutOfBoundsErrors and the like; again other times this all works fine (with the same inputs)).
This feels like a race condition, but as I said I'm not spawning any threads. Since I am not using threads, only ByteBuddy (or the JDK) could be. I am not sure where that would be. Is there a ByteBuddy synchronization mechanism I should be using when creating and loading classes with DynamicTypeBuilder.make() and getLoaded()? Maybe some kind of class resolution is happening (or not happening!) on a background thread or something at make() time, and I am accidentally somehow preventing it from completing? Maybe if I'm going to use these classes immediately (I am) I need to supply a different TypeResolutionStrategy? I am baffled, as should be clear, and cannot figure out why a single-threaded program with the same inputs should produce generated classes that behave differently from run to run.
My pattern for loading these classes is:
Try to load the (normally non-existent) class using Class#forName(name, true, Thread.currentThread().getContextClassLoader()).
If (when) that fails, create the ByteBuddy-generated class and load it using the usual ByteBuddy recipes.
If that fails, it would be only because some other thread might have created the class already. In this unit test, there is no other thread. In any case, if a failure were to occur here, I repeat step 1 and then throw an exception if the load fails.
Are there any ByteBuddy-specific steps I should be taking in addition or instead of these?
Phew! I think I can chalk this up to a bug in my code (thank goodness). Briefly, what looked like concurrency issues was (most likely) an issue with accidentally shared classnames and HashMap iteration order: when one particular subclass was created-and-then-loaded, the other would simply be loaded (not created) and vice versa. The net effect was effects that looked like those of a race condition.
Byte Buddy is fully thread-safe. But it does attempt to create a class every time you invoke load what is a fairly expensive operation. To avoid this, Byte Buddy offers the TypeCache mechanism that allows you to implement an efficient cache.
Note that libraries like cglib offer automatic caching. Byte Buddy does not do this since the cache uses all inputs as keys and references them statically what can easily create memory leaks. Also, the keys are rather inefficient which is why Byte Buddy chose this approach.

Do I need a delegate to read while using a background worker?

I am using a background worker for an app that reads through thousands of files and searches for certain text. It's basically to find out what accounts are part of account groups, so I'm searching the entire group directory via a loop in a background worker.
I have delegate subs setup to update label text and to add items to listboxes, and it seems to have cleared up any issues I had about illegal threading. However, I'm not finding specific details about reading through listboxes, for example. So for instance, if I find the account inside of a group but that group has already been added to my listbox, I don't want to add it again or else it will be a duplicate.
My program is working fine - but from what I've read threading doesn't always throw an error right away. I'm trying to avoid rolling my app out and having the error come up sporadically. So my question is: do I need a delegate to READ a listbox too?
Just as a little terminology note: Delegates are merely pointers to other methods and do not provide any thread-safety at all themselves. What you are doing is called invoking methods on the UI thread (or just invoking, for short).
To answer your question: The best practice is to always invoke when accessing UI elements from a background thread. UI elements (controls) should never be accessed from a background thread because the User Interface cannot handle cross-thread calls, since there's a great chance of concurrency (that is, when two threads try to access the same control at the same time).
When the .NET runtime detects a call to a control from another thread than the control was created on it throws an InvalidOperationException. It does this in order to prevent you from doing something that could potentially break the application. This detection works rather good, but it's not perfect.
In some cases the runtime doesn't detect that you're performing an illegal cross-thread call, in which case it will not throw an exception. Your application still works, but that doesn't exclude the fact that there can still be concurrency issues.
For instance, if you were to add or remove items from the ListBox from the UI thread, while at the same time running a heavy loop over the list box items from the background thread then that would cause your application to break and the loop will most likely throw an exception.
To summarize: You can access some control properties without the .NET runtime throwing an InvalidOperationException, but if the property is something that affects the control's behaviour/look/contents then the best practice is to always invoke to avoid any concurrency issues.

Get value of control refnum in one step in SubVI

I'm trying to de-spaghetti a big UI by creating SubVIs that handle only the controls that are relevant, via control refnums.
Now, when extracting the code from the main VI and re-wiring into the subVIs, things get clutter-y.
To read/write these refnums, I have to do a two-step process. First add a terminal to get the control refnum value and then another to get the value of the control.
Wiring the refnums everywhere is not really an option as that will create more spaghetti if there are more than two of them. (usually 4-10)
Is there a better way?
UPDATE
Guys, this is a low-level question about the picture above, not really a queston about large scale architecture / design patterns. I'm using QMH, classes, et.al. where appropriate.
I just feel there should be a way to get the typed value from a typed control ref in one step. It feels kind of common.
In the caller VI, where the controls/indicators actually live, create all your references, then bundle them into clusters of relevant pieces. Pass the clusters into your subVIs, giving a given subVI only the cluster it needs. This both keeps your conpane cleaned up and and makes it clear the interface that each subVI is talking to. Instead of a cluster, you may want to create a LV class to further encapsulate and define the sub-UI operations, but that's generally only on larger projects where some components of the UI will be reused in other UIs.
I'm not sure there is a low-touch way to de-spaghetti a UI with lots of controls and indicators.
My suggestion is to rework the top-level VI into a queued message handler, which would allow you to decouple the user interaction from the application's response. In other words, rather than moving both the controls and the code that handles their changes to subVIs (as you're currently doing), this would keep the controls where they are (so you don't need to use ref nums and property nodes) and only move the code to subVIs.
This design pattern is built-in to recent versions of LabVIEW: navigate to File ยป Create Project to make LabVIEW generate a project you can evaluate. For more information about understanding how to extend and customize it, see this NI slide deck: Decisions Behind the Design of the
Queued Message Handler Template.
In general, it is not the best practice to read/write value using refnum in perspective of performance. It requires a thread swap to the UI thread each time (which is a heavy process), whereas the FP Terminal is privileged to be able to update the panel without switching execution threads and without mutex friction.
Using references to access value
Requires to update the front panel item every single time they are called.
They are a pass by reference function as opposed to a pass by value function. This means they are essentially pointers to specific memory locations. The pointers must be de-referenced, and then the value in memory updated. The process of de-referencing the variables causes them to be slower than Controls/Indicators, or Local Variables.
Property Nodes cause the front panel of a SubVI to remain in memory, which increases memory use. If the front panel of a SubVI is not displayed, remove property nodes to decrease memory use.
If after this you want to use this method you can use VI scripting to speed up the process: http://sine.ni.com/nips/cds/view/p/lang/en/nid/209110

LabVIEW: Programmatically setting FPGA I/O variables (templates?)

Question
Is there a way to programmatically set what FPGA variables I am reading from or writing to so that I can generalize my main simulation loop for every object that I want to run? The simulation loops for each object are identical except for which FPGA variables they read and write. Details follow.
Background
I have a code that uses LabVIEW OOP to define a bunch of things that I want to simulate. Each thing then has an update method that runs inside of a Timed Loop on an RT controller, takes a cluster of inputs, and returns a cluster of outputs. Some of these inputs come from an FPGA, and some of the outputs are passed back to the FPGA for some processing before being sent out to hardware.
My problem is that I have a separate simulation VI for every thing in my code, since different values are read from and returned to the FPGA for each thing. This is a pain for maintainability and seems to cry out for a better method. The problem is illustrated below. The important parts are the FPGA input and output nodes (change for every thing), and the input and output clusters for the update method (always the same).
Is there some way to define a generic main simulation VI and then programmatically (maybe with properties stored in my things) tell it which specific inputs and outputs to use from the FPGA?
If so then I think the obvious next step would be to make the main simulation loop a public method for my objects and just call that method for each object that I need to simulate.
Thanks!
The short answer is no. Unfortunately once you get down to the hardware level with LabVIEW FPGA things begin to get very static and rely on hard-coded IO access. This is typically handled exactly how you have presented your current approach. However, you may be able encapsulate the IO access with a bit of trickery here.
Consider this, define the IO nodes on your diagram as interfaces and abstract them away with a function (or VI or method, whichever term you prefer). You can implement this with either a dynamic VI call or an object oriented approach.
You know the data types defined by your interface are well known because you are pushing and pulling them from clusters that do not change.
By abstracting away the hardware IO with a method call you can then maintain a library of function calls that represent unique hardware access for every "thing" in your system. This will encapsulate changes to the hardware IO access within a piece of code dedicated to that job.
Using dynamic VI calls is ugly but you can use the properties of your "things" to dictate the path to the exact function you need to call for that thing's IO.
An object oriented approach might have you create a small class hierarchy with a root object that represents generic IO access (probably doing nothing) with children overriding a core method call for reading or writing. This call would take your FPGA reference in and spit out the variables every hardware call will return (or vice versa for a read). Under the hood it is taking care of deciding exactly which IO on the FPGA to access. Example below:
Keep in mind that this is nowhere near functional, I just wanted you to see what the diagram might look like. The approach will help you further generalize your main loop and allow you to embed it within a public call as you had suggested.
This looks like an [object mapping] problem which LabVIEW doesn't have great support for, but it can be done.
My code maps one cluster to another assuming the control types are the same using a 2 column array as a "lookup."

Using NSStringFromSelector to send method over a network

I'm currently making a client-client approach on some simulation with objective-c with two computers (mac1 and mac2).
I have a class Client, and every computer has a instance of the "Client" on it (client1,client2). I expect that both clients will be synchronized: they will both be equal apart from memory locations.
When a user presses a key on mac1, I want both client1 and client2 to receive a given method from class Client (so that they are synchronized, i.e. they are the same apart from it's memory location on each mac).
To this approach, my current idea is to make 2 methods:
- (void) sendSelector:(Client*)toClient,...;
- (void) receiveSelector:(Client*)fromClient,...;
sendSelector: uses NSStringFromSelector() to transform the method to a NSString, and send it over the network (let's not worry about sending strings over net now).
On the other hand, receiveSelector: uses NSSelectorFromString() to transform a NSString back to a selector.
My first question/issue is: to what extent is this approach "standard" on networking with objective-c?
My second question:
And the method's arguments? Is there any way of "packing" a given class instance and send it over the network? I understand the pointer's problem when packing, but every instance on my program as an unique identity, so that should be no problem since both clients will know how to retrieve the object from its identity.
Thanks for your help
Let me address your second question first:
And the method's arguments? Is there any way of "packing" a given
class instance and send it over the network?
Many Cocoa classes implement/adopt the NSCoding #protocol. This means they support some default implementation for serializing to a byte stream, which you could then send over the network. You would be well advised to use the NSCoding approach unless it's fundamentally not suited to your needs for some reason. (i.e. use the highest level of abstraction that gets the job done)
Now for the more philosophical side of your first question; I'll rephrase your question as "is it a good approach to use serialized method invocations as a means of communication between two clients over a network?"
First, you should know that Objective-C has a not-often-used-any-more, but reasonably complete, implementation for handling remote invocations between machines with a high level of abstraction. It was called Distributed Objects. Apple appears to be shoving it under the rug to some degree (with good reason -- keep reading), but I was able to find an old cached copy of the Distributed Objects Programming Topics guide. You may find it informative. AFAIK, all the underpinnings of Distributed Objects still ship in the Objective-C runtime/frameworks, so if you wanted to use it, if only to prototype, you probably could.
I can't speculate as to the exact reasons that you can't seem to find this document on developer.apple.com these days, but I think it's fair to say that, in general, you don't want to be using a remote invocation approach like this in production, or over insecure network channels (for instance: over the Internet.) It's a huge potential attack vector. Just think of it: If I can modify, or spoof, your network messages, I can induce your client application to call arbitrary selectors with arbitrary arguments. It's not hard to see how this could go very wrong.
At a high level, let me recommend coming up with some sort of protocol for your application, with some arbitrary wire format (another person mentioned JSON -- It's got a lot of support these days -- but using NSCoding will probably bootstrap you the quickest), and when your client receives such a message, it should read the message as data and make a decision about what action to take, without actually deriving at runtime what is, in effect, code from the message itself.
From a "getting things done" perspective, I like to share a maxim I learned a while ago: "Make it work; Make it work right; Make it work fast. In that order."
For prototyping, maybe you don't care about security. Maybe when you're just trying to "make it work" you use Distributed Objects, or maybe you roll your own remote invocation protocol, as it appears you've been thinking of doing. Just remember: you really need to "make it work right" before releasing it into the wild, or those decisions you made for prototyping expedience could cost you dearly. The best approach here will be to create a class or group of classes that abstracts away the network protocol and wire format from the rest of your code, so you can swap out networking implementations later without having to touch all your code.
One more suggestion: I read in your initial question a desire to 'keep an object (or perhaps an object graph) in sync across multiple clients.' This is a complex topic, but you may wish to employ a "Command Pattern" (see the Gang of Four book, or any number of other treatments in the wild.) Taking such an approach may also inherently bring structure to your networking protocol. In other words, once you've broken down all your model mutation operations into "commands" maybe your protocol is as simple as serializing those commands using NSCoding and shipping them over the wire to the other client and executing them again there.
Hopefully this helps, or at least gives you some starting points and things to consider.
These days it would seem that the most standard way is to package everything up on JSON.