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"Open framework that encourages convention over configuration, using C# code,
not XML files, to model at the right level of abstraction and achieve deadlines.
...but also has a full Linq provider, and syncs the schema for you!"



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Concurrency is the big elephant in the room, CPUs are not getting any faster, just more numerous. If we don't prepare our code to work in parallel it won't go faster in the future. The free lunch is over.

But thinking parallel is hard, even with excelent pages like Joe Albahari's Threading page. You can make subtle mistakes that will cause problems that are really hard to find. Our industry (specially Microsoft) is making lots of investments in finding the good abstractions that will allow 'human programmers' to deal with concurrent programs, like Parallel Extensions.

Before releasing Signum.Utilities we had some classes for concurrency scenarios. The purpose of these classes, however, clearly overlaps some of the available tools that will be provided by Parallel Extensions (i.e. Coordination Data Structures), and since Parallel Extensions are going to be introduced in .Net 4.0 (so no longer 'extensions') be have finally removed them from Signum.Utilities before releasing it. Take a look at Joe Duffy's Book to know more about concurrent programming.

We have keep, however, two small pieces that won't be covered by the new additions of the framework: Sync (below and in the next page) and ThreadSafeEnumerator.


The two more important methods in this class (SafeUpdate and SafeGetOrCreate) need a 'philosophical' change in order to be used, so it's placed in a different page.

There are two simple methods more.

Initialize Image

Initialize just encapsulates the typical behavior of a lazy initialized property.

public static T Initialize<T>(ref T variable, Func<T> initialize) where T : class
    return variable ?? (variable = initialize());


static Data _myData;
public static Data MyData
    get { return Sync.Initialize(ref _myData, () => ExpensiveCalculation()); }

ChangeCulture Image

Finally, change culture allows you to change the Thread.CurrentThread.CurrentCulture in a region of code and then restore it to the original value.

public static IDisposable ChangeCulture(string cultureName);


1.2.ToString(); //returns "1.2"
   1.2.ToString(); //returns "1,2"


Have you ever considered why there's two different interfaces for enumeration, IEnumerable<T>and IEmunerator<T>?

In order to... enumerate a collection you need to keep some data (what's the current item, current index, current node...) this information does not belong to the collection itself, because otherwise you couldn't enumerate it from different threads at the same time (or twice in the same thread, a nested loop for example).

But sometimes you want to make different threads work over the same IEnumerator at the same time, so that each element is yielded to just one of the consumer threads and 'no element is left behind'.

public class TreadSafeEnumerator<T>: IEnumerable<T>, IEnumerator<T>
    public TreadSafeEnumerator(IEnumerable<T> source)
    (...) //interface implementation and threading code

This is not exactly the same than Parallel.Foreach, since it is still an IEnumerable so you can append a.. 'Where' statement for some thread.

It's also not the same thing as IParallelEnumerable interface, the root of PLINQ, a much more ambitious initiative to parallelize every Linq-to-Objects operator.

It just distributes the elements of the source enumerator to all the interested threads, like cards in a deck.

Also, it's not meant to be instantiated manually, instead use the more convinient AsThreadSafe method in EnumerableExtensions.

public static IEnumerable<T> AsThreadSafe<T>(this IEnumerable<T> source)


IEnumerable<int> numbers = 0.To(100);

IEnumerable<int> threadSafeNumbers = numbers.AsThreadSafe();

Thread[] threads = 0.To(10).Select(i => new Thread(() => { foreach (var num in threadSafeNumbers) { Console.WriteLine("{0} Getting {1}".Formato(Thread.CurrentThread.Name, num)); Thread.Sleep(100); //To force some thread changes } }) { Name = "Thread #" + i }).ToArray();

threads.ForEach(a => a.Start()); threads.ForEach(a => a.Join()); //Writes: //Thread #0 Getting 0 //Thread #2 Getting 1 //Thread #1 Getting 3 //Thread #3 Getting 2 //Thread #5 Getting 4 //Thread #4 Getting 5 //Thread #6 Getting 6 //Thread #7 Getting 7 //Thread #8 Getting 8 //Thread #9 Getting 9 //Thread #0 Getting 11 Start to get our of order! //Thread #2 Getting 10 //Thread #5 Getting 12 //Thread #1 Getting 14 //Thread #4 Getting 15 //Thread #3 Getting 13 //Thread #6 Getting 16 //Thread #7 Getting 17 //Thread #8 Getting 18 //Thread #9 Getting 19 //Thread #0 Getting 20 //Thread #2 Getting 21 //Thread #5 Getting 22 //Thread #6 Getting 23 //Thread #7 Getting 27 //Thread #1 Getting 26 //Thread #3 Getting 24 //Thread #8 Getting 28 //Thread #4 Getting 25 //Thread #9 Getting 29 //Thread #2 Getting 30 //Thread #0 Getting 31 //Thread #5 Getting 32 //Thread #6 Getting 34 //Thread #7 Getting 33 //Thread #1 Getting 35 //Thread #3 Getting 36 //Thread #4 Getting 38 //Thread #9 Getting 39 //Thread #8 Getting 37 //Thread #2 Getting 40 //Thread #0 Getting 41 //Thread #5 Getting 42 //Thread #6 Getting 43 //Thread #7 Getting 44 //Thread #1 Getting 45 //Thread #3 Getting 46 //Thread #9 Getting 47 //Thread #8 Getting 49 //Thread #4 Getting 48 //Thread #2 Getting 50 //Thread #0 Getting 51 //Thread #5 Getting 52 //Thread #6 Getting 53 //Thread #7 Getting 54 //...

Look how the same enumerator (0.To(100)) is accessed from 10 different threads, and every element goes to just one thread and no element is lost.
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