The method below should return true for the first call, and false for any other call.
Is there any problem with it? Is it safe to use the reset event for locking?
private ManualResetEvent _resetEvent = new ManualResetEvent(false);
public bool AmIFirst()
{
lock (_resetEvent)
{
bool first = !_resetEvent.WaitOne(0);
if (first)
_resetEvent.Set();
return first;
}
}
Edit: I made some changes after reviewing you're remarks. I was stuck on ManualResetEvent
due to former design idea. I actually don't need it at all.
class ActionSynchronizer
{
private Timer _expirationTimer;
private object _locker = new object();
private bool _executionRequired = true;
private SomeDelegate _onExpired = delegate { };
public ActionSynchronizer(SomeDelegate onExpired)
{
_onExpired = onExpired;
expirationTimer = new Timer(OnExpired, null, 30000, Timeout.Infinite);
}
public bool IsExecutionRequired()
{
if (!_executionRequired)
return false;
lock (_locker)
{
if (_executionRequired)
{
_executionRequired = false;
return true;
}
return false;
}
}
private void OnExpired(object state)
{
if (_executionRequired)
{
lock (_locker)
{
if (_executionRequired)
{
_executionRequired = false;
// http://stackoverflow.com/questions/1712741/why-does-asynchronous-delegate-method-require-calling-endinvoke/1712747#1712747
_onExpired.BeginInvoke(_originalAction, EndInvoke, null);
}
}
}
}
}
// ...
{
if (_action.Sync.IsExecutionRequired())
_action.Invoke();
}
ManualResetEvent is used for send signals between two or more threads. Multiple threads can enter into a waiting/blocking state by calling the WaitOne method on ManualResetEvent object. When controlling thread calls the Set method all the waiting threads are unblocked and free to proceed.
When the controlling thread completes the activity, it calls ManualResetEvent. Set to signal that the waiting threads can proceed. All waiting threads are released. Once it has been signaled, ManualResetEvent remains signaled until it is manually reset by calling the Reset() method.
According to Microsoft: The lock keyword ensures that one thread does not enter a critical section of code while another thread is in the critical section. If another thread tries to enter a locked code, it will wait, block, until the object is released.
I would go a different route here...
private int counter;
...
if(Interlocked.Increment(ref counter) == 1)
{
// yes, I'm first
}
Thread safe, no locks. Or if you are worried about wrapping around Int32:
if(Interlocked.CompareExchange(ref counter, 1, 0) == 0)
{
// yes, I'm first
}
Nowadays, I only ever lock() on a simple System.Object object which I've created just for locking with.
I definitely wouldn't lock() on something like an Event, not because it wouldn't work, but because I think it's potentially rather confusing to be using lock() on an object which it is itself (though completely separately) associated with kernel locking type operations.
I'm not clear what you're actually doing here, but it looks rather like something which a named Mutex might do better.
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