Threads and networking with android - java

Good day,
I am busy writing a networking class for an android application that is going to make use of the wireless tcp connection on the phone.
This class below is what i have coded so far. But when coding it i forgot about the multi- threading aspect of it.
Network class:
// Network Class That controls all the connecting, sending of data and recieving of data over the tcp protocol
public class Network {
// GLOBAL VARIABLE DELERATIONS
public Socket TCPSocket;
public OutputStream out;
public BufferedReader in;
public InetAddress serverAddr;
// Servers IP address
public String SERVERIP;
// Servers Port no.
public int SERVERPORT;
BufferedReader stdIn;
// Constructor
public Network() {
// Set The IP of the server
SERVERIP = "41.134.61.227";
// Define the port for the socket
SERVERPORT = 8020;
// Resolve the ip adress
try {
serverAddr = InetAddress.getByName(SERVERIP);
Log.i("IP Adress: ", "Has been resolved");
} catch (UnknownHostException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
/**
* Connect to the server socket
*
* #return a boolean indicating if the connection was successful
*/
public boolean connect() {
// Create the Socket Connections
try {
Log.i("TCP is attempting to establish a connection", null);
TCPSocket = new Socket(serverAddr, SERVERPORT);
} catch (UnknownHostException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
Log.e("TCP Connection error :", e.toString());
return false; // Returns if the connection was unsuccessful
}
Log.i("TCP Connection :", "Connected");
return true; // Returns if the connection was successful
}
/**
* Disconnect from the server socket: Method to Call once you are done with
* the network connection, Disconnects the socket from the server
*/
public void disconnect() {
try {
out.close();
} catch (IOException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
} // Close the out Stream
try {
in.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
// stdIn.close();
try {
TCPSocket.close(); // Close the TCP Socket
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
Log.i("TCP Connection :", "Disconnected");
}
/**
* Send: Function that will transmit data aver the tcp socket (network)
*
* #param data
* the packet in raw data form, recieves a byte array
* #return Returns a boolean if the transaction was successful.
*/
// Function that will transmit the data over the tcp socket.
public boolean send(byte[] data) {
try {
out.write(data); // Write the data to the outStream
out.flush();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
return false; // Return false if the TCP Transmit failed or
// encounted an error
}
return false;
}
// Function that will return the data that has been recieved on the tcp
// connection from the server
/**
* Recieve: Function that recives data from the socket.
*
* #return
*/
public byte[] recieve() {
return null;
}
What do i need to do to convert my class to use threads?
Which parts of it need to run on their own thread?
I would think that only the receive needs it own thread? as the send is only run when you call it ?
Sorry for the noob question but this is my 1st attempt at writing a networking app without just coping some example code from the net.
I originally followed this tutorial: NETWORKING TUTORIAL and i didnt quite under stand their tcp class where they have run methods.
So to summarize my question, which particular parts, when networking need to but run on a different thread? Thanks
Thanks

I'd just run all the class on a different thread. So... how do you convert a class to use threads? I think that's the part that you actually don't feel sure about. It's quite easy though... it can be as simple as using the class from within a Thread like this:
new Thread(new Runnable(){
public void run() {
new Network().connect();
}
}).start();
This will run your code on a separate Thread, and you don't even have to modify the class. So... that said... let's talk about Android (that snippet of code above is pure Java, but that's only the tip of the iceberg).
On Android it is important to use threading in order to avoid blocking the UI; that can be done with snippets of code like the one above, but such approach could cause some problems. So you have to learn this rule: I will not change my UI from within an external Thread. So the question here is: "How the heck should I update my UI to reflect changes on my worker thread?".
There are quite few ways... on of the most populars is the AsyncTask class. It basically allows you to run background threads and offer ways to update the UI in a safe way. They are useful if you know the Activity won't be finished while the AsyncTask is running.
If you are running more long-term tasks, you better use a Service. There are fancy ways to run background threads on a service; but you can also do it by yourself.

Anything that could block should be run on a different thread. That would be any attempt to send data, receive data, or connect. On a server it would include accept.

All of your networking (receiving and sending) you want to run on a background thread such as in an AsynTask as it will block your UI thread. Have your Network class extends AsyncTask and implement the required methods shown in the docs.
Do all of your background tasks in doInBackground() then manipulate your results in onPostExecute()

Related

HAPI - How to stop SimpleServer correctly and prevent further connections

I am building an application with several server and client HL7 connections managed by a CommunicationProcess class. Part of the application's functionality is to restart that process when new connections are added. Client connections do not pose a problem because, once the client side stops, there is nothing the server side can do to reconnect. For server connections however, I seem to be getting immediate reconnections from the (rather agressive) client side. This is the code I have to stop a server connection :
public void disconnect()
{
usageServer.getRemoteConnections().forEach((connection) -> connection.close());
usageServer.stopAndWait();
usageServer.getRemoteConnections().forEach((connection) -> connection.close());
}
public void stop()
{
running.set(false);
disconnect();
}
This is my implementation of connectionReceived :
#Override
public void connectionReceived(Connection theC)
{
if (running.get())
{
setStatus(ConnectionStatus.CONNECTED);
}
else
{
theC.close();
}
}
As you can see, the idea is to set a global AtomicBoolean to false when receiving the stop signal from the CommunicationProcess class, which denies any new connections, and stop the server. This, somehow, still allows the client to remain connected during this process. The client side is an application I'm not allowed to name but that has existed for well over a decade and I know for a fact it is not gonna be the issue because I've been supporting it as part of my day job for years and it simply does not behave like that.
Any idea why my code doesn't actually kill the connection? I feel like I've explored a lot of this API and I'm not finding a way to UNREGISTER a connection listener which would probably fix this. Also, there is no way that I can see to extend these server classes as everything is rather ferociously encapsulated and privatized.
Thanks
I was reviewing the code of the HAPI library.
The cause of the behaviour that you describe could be the following.
When the server starts, they creates a component named AcceptorThread. As it name implies, the responsability of this thread is initialize the ServerSocket that will be used to receive incoming client connections, and accept them.
This thread, as every Service abstraction proposed by the API, runs in a loop like this:
/**
* Runs the thread.
*
* #see java.lang.Runnable#run()
*/
public final void run() {
try {
afterStartup();
log.debug("Thread {} entering main loop", name);
while (isRunning()) {
handle();
startupLatch.countDown();
}
log.debug("Thread {} leaving main loop", name);
} catch (RuntimeException t) {
if (t.getCause() != null) {
serviceExitedWithException = t.getCause();
} else {
serviceExitedWithException = t;
}
log.warn("Thread exiting main loop due to exception:", t);
} catch (Throwable t) {
serviceExitedWithException = t;
log.warn("Thread exiting main loop due to exception:", t);
} finally {
startupLatch.countDown();
afterTermination();
}
}
When you invoke the method stopAndWait in the server, it will try to stop this thread also.
The stop process basically changes the boolean flag that controls whether the component ``ìsRunning()``` or not.
As you can see, although it sets the flag to false, the invocation of the method handle in the loop still must end.
This is the implementation of the AcceptorThread handle method:
#Override
protected void handle() {
try {
Socket s = ss.accept();
socketFactory.configureNewAcceptedSocket(s);
if (!queue.offer(new AcceptedSocket(s))) {
log.error("Denied enqueuing server-side socket {}", s);
s.close();
} else
log.debug("Enqueued server-side socket {}", s);
} catch (SocketTimeoutException e) { /* OK - just timed out */
log.trace("No connection established while waiting");
} catch (IOException e) {
log.error("Error while accepting connections", e);
}
}
As you can see, the method invokes ServerSocket.accept, thus allowing new incoming connections.
In order to disconnect this server side socket, we can call close from another thread.
In fact, this process is the one implemented by the AcceptorTread afterTermination method:
#Override
protected void afterTermination() {
try {
if (ss != null && !ss.isClosed())
ss.close();
} catch (IOException e) {
log.warn("Error during stopping the thread", e);
}
}
Unfortunally - you are right, the API is very close! - there is no a clear way to do that.
One possible solution could be implement your own HL7Service, name it, MySimpleServer, using the code of SimpleServer as a baseline, and just changing the implementation of the method afterTermination:
/**
* Close down socket
*/
#Override
protected void afterTermination() {
super.afterTermination();
// Terminate server side socket
acceptor.afterTermination();
// Terminate the acceptor thread itself
acceptor.close();
}
Please, pay attention: instead of call acceptor.stop() we invoke acceptor.afterTermination() to close directly the underlying server side socket.
To avoid the errors raised by the handle method in AcceptorThread, we can also implement a new class from the original one, or just trying to overwrite the handle method to take into account if the server side socket is closed:
#Override
protected void handle() {
try {
if (ss.isClosed()) {
log.debug("The server-side socket is closed. No new connections will be allowed.");
return;
}
Socket s = ss.accept();
socketFactory.configureNewAcceptedSocket(s);
if (!queue.offer(new AcceptedSocket(s))) {
log.error("Denied enqueuing server-side socket {}", s);
s.close();
} else
log.debug("Enqueued server-side socket {}", s);
} catch (SocketTimeoutException e) { /* OK - just timed out */
log.trace("No connection established while waiting");
} catch (IOException e) {
log.error("Error while accepting connections", e);
}
}
For testing, you can try something like this:
public static void main(String[] args) throws Exception {
HapiContext ctx = new DefaultHapiContext();
HL7Service server = new MySimpleServer(8888);
server.startAndWait();
Connection client1 = ctx.newClient("127.0.0.1", 8888, false);
server.getRemoteConnections().forEach((connection) -> connection.close());
server.stopAndWait();
try {
Connection client2 = ctx.newClient("127.0.0.1", 8888, false);
} catch (Throwable t) {
t.printStackTrace();
}
ctx.close();
System.exit(0);
}

Why does my Client freeze when awaiting a response from the Server? [duplicate]

I have a small bit of code that runs in an applet that contains SWING controls and is used to write information to a socket on a certain port and then listens for a response. This works fine, but there is a problem with it. The port listener is essentially in a loop until null is received by the server. I want users to be able to perform other actions in the GUI instantiated by the applet while waiting for the server to respond (this could take minutes to occur). I also need to worry about the connection between the server and the client disconnecting. But the way the code is written, the applet appears to freeze (its really in a loop) until the server responds. How can I allow the listener to do its listening in the background, allowing other things to occur in the program. I assume I need to use threads and I'm sure for this application, it is easy to implement, but my lack of a solid thread foundation is hampering me. Below is the code (you can see how simple it is). How can I improve it to make it do what I need it to do>
public String writePacket(String packet) {
/* This method writes the packet to the port - established earlier */
System.out.println("writing out this packet->"+packet+"<-");
out.println(packet);
String thePacket = readPacket(); //where the port listener is invoked.
return thePacket;
}
private String readPacket() {
String thePacket ="";
String fromServer="";
//Below is the loop that freezes everything.
try {
while ((fromServer = in.readLine()) != null) {
if (thePacket.equals("")) thePacket = fromServer;
else
thePacket = thePacket+newLine+fromServer;
}
return thePacket; //when this happens, all listening should stop.
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
return null;
}
}
Thanks,
Elliott
There lots of different means of getting the IO performed on a different thread, but in this case you probably want to use SwingWorker.
Your code would look something like:
private final Executor executor = Executors.newSingleThreadExecutor();
public void writePacket(final String packet)
{
// schedules execution on the single thread of the executor (so only one background operation can happen at once)
//
executor.execute(new SwingWorker<String, Void>()
{
#Override
protected String doInBackground() throws Exception
{
// called on a background thread
/* This method writes the packet to the port - established earlier */
System.out.println("writing out this packet->"+packet+"<-");
System.out.println(packet);
String thePacket = readPacket(); //where the port listener is invoked.
return thePacket;
}
#Override
protected void done()
{
// called on the Swing event dispatch thread
try
{
final String thePacket = get();
// update GUI with 'thePacket'
}
catch (final InterruptedException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
catch (final ExecutionException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
}
});
}
private String readPacket()
{
String thePacket ="";
String fromServer="";
//Below is the loop that freezes everything.
try
{
while ((fromServer = in.readLine()) != null)
{
if (thePacket.equals(""))
thePacket = fromServer;
else
thePacket = thePacket+newLine+fromServer;
}
return thePacket; //when this happens, all listening should stop.
}
catch (IOException e)
{
e.printStackTrace();
return null;
}
}
All the network I/O should be in a separate thread.
BTW readLine() returns null when the server closes the connection, not when it has finished sending data for the moment.

multithreaded server asynchronous java

Basically I need to make a server that handles multiple devices sending/receiving information. I have to be able to send commands to the devices. The number of devices is about 40 for now but will increase to maybe 400 over time. The devises will always send information once every 40seconds-60seconds which is set on the device so it can vary, but may also send more information depending on other factors, such as a responses to commands sent to it. So I have read there is java NIO which I can use or what I have currently done is created a thread for each incoming connection. The sending is not a constant thing so it needs to happen on demand, based on users input on my jsp website. So this is where I am stuck. How do I accomplish the sending of commands from outside the program where the connection is.
This is what I currently have:
Main server class to handle connections and make threads.
try (ServerSocket serverSocket = new ServerSocket(portNumber)) {
while (listening) {
ServerThread r = new ServerThread(serverSocket.accept());
Thread thread = new Thread(r);
thread.setDaemon(true);
System.out.println(thread.getId() + "thread");
thread.start();
thread.join();
}
} catch (IOException e) {
System.err.println("Could not listen on port " + portNumber);
System.exit(-1);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
Then the ServerThread class:
public class ServerThread implements Runnable{
private Socket socket = null;
public AtomicBoolean isStopped=new AtomicBoolean(false);
public ServerThread(Socket socket) {
this.socket = socket;
}
public void run() {
while(!this.isStopped.get()){
try (
DataInputStream in = new DataInputStream(socket.getInputStream());
) {
ReceiveThread r = new ReceiveThread(in);
Thread thread = new Thread(r);
thread.setDaemon(true);
thread.start();
thread.join();
socket.close();
} catch (IOException e) {
e.printStackTrace();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
Then the ReceiveThread handles the reading/decoding.
On demand infrequent communication is better handled via UDP maybe with re-transmission implementation if you need to make sure that data is received, alternatively you can use NIO channels to handle that.
Creating a Thread for every client if the communication is infrequent is wasteful and pointless.

Making a small program part as a bigger one in java. Multithreading?. Noobs

I am working on a small project where I have to communicate to an Android app on my phone and with Arduino.
Now, I have the connection between Android and laptop (used as server, I have a small amount of data stored here), and I can change the contents of text files when I send certain instructions from Android app.
This is how I do it:
I have a ServerSide class that listens on port 3000 and I read the text I stream from phone, then I make certain changes in text files for different messages.
The code:
public class ServerSide {
public static void main(String[] args) throws IOException {
while (true) {
ServerSocket serverSocket = null;
// check if client is trying to connect
try {
serverSocket = new ServerSocket(3000);
} catch (IOException e) {
System.err.println("Cannot communicate on this port");
System.exit(1);
}
Socket clientSocket = null;
// move to another socket
try {
clientSocket = serverSocket.accept();
} catch (IOException e) {
System.err.println("Accept failed");
System.exit(1);
}
// stream that will be sent to client. "true" is for creating from
// existing
PrintWriter out = new PrintWriter(clientSocket.getOutputStream(),
true);
// stream that comes from the client
BufferedReader in = new BufferedReader(new InputStreamReader(
clientSocket.getInputStream()));
String recivedData, sendData;
ServerProtocol communicationProtocol = new ServerProtocol();
while ((recivedData = in.readLine()) != null) {
sendData = communicationProtocol.process(recivedData);
out.println(sendData);
System.out.println("The text should now be written in file");
System.out.println(sendData);
}
in.close();
out.close();
clientSocket.close();
serverSocket.close();
}
}
}
ServerProtocol.process() is the method that updates the files
By the way, this is a good version of a program that implies connection via sockets (if anyone should need information about this, at a future time).
Everything works great, I can see my updates immediatly after I send them, the server is up and running, waiting for messages.
I forgot to mention, I am new to java and a novice in programming, in general.
Now, I want this code I managed to write to be part of a bigger "server". By "server", I understand a program that "serves", performs a service. When it runs on my laptop, it takes information that comes from the Internet on the port I specify, change things in files according to my messages, keeps theese files updated and in the same time it uses theese files to "interpert" data I send from phone, and then sends according messages to Arduino Shield. (THIS IS WHAT I WANT TO ACHIVE)
I guess that what I miss, is the following:
How do i make this code I have written untill now, part of a bigger project, that does all that?
I managed to split the project in 3 parts:
Communication laptop - Android
Constant data updates
Communication laptop - Arduino
I've done some research, and I came across threads. So I thought about having the communication with Android on a separate thread of a MainServer. I clearly got it wrong, because it doesn't do what I expect it to do, so here is the code:
I create the ServerSide class that extends Thread, and has a run() method that should be called when I start the thread. It behaves just like the one above, but the executing code lays inside a run() method:
public class ServerSide extends Thread {
#Override
public void run() {
while (true) {
ServerSocket serverSocket = null;
// check if client is trying to connect
try {
serverSocket = new ServerSocket(3000);
} catch (IOException e) {
System.err.println("Cannot communicate on this port");
System.exit(1);
}
Socket clientSocket = null;
// move to another socket
try {
clientSocket = serverSocket.accept();
} catch (IOException e) {
System.err.println("Accept failed");
System.exit(1);
}
// stream that will be sent to client. "true" is for creating from
// existing
PrintWriter out = null;
try {
out = new PrintWriter(clientSocket.getOutputStream(), true);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
// stream that comes from the client
BufferedReader in = null;
try {
in = new BufferedReader(new InputStreamReader(
clientSocket.getInputStream()));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
String recivedData, sendData;
recivedData = null;
sendData = null;
ServerProtocol communicationProtocol = new ServerProtocol();
try {
while ((recivedData = in.readLine()) != null) {
try {
sendData = communicationProtocol.process(recivedData);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
out.println(sendData);
System.out
.println("The text should now be written in file");
System.out.println(sendData);
}
} catch (IOException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
try {
in.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
out.close();
try {
clientSocket.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
try {
serverSocket.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
Then, I have the MainServer:
public class MainServer {
public static void main(String[] args) throws IOException {
System.out.println("Started");
Thread myThread = new Thread(new ServerSide());
myThread.start();
System.out.println("Started2");
while (true);
}
}
It should do nothing, just start the new thread. I expect this new thread do act just like the old ServerSide above (the one with main() method).
Someone, please tell me where I got it wrong !?!
Well, two things seem a little unusual about the MainServer class. First, creating a thread with new Thread(new ServerSide()) will cause a compilation error. There are two ways to fix this: either you make ServerSide implement the Runnable interface instead of extending Thread, or you create the thread with new ServerSide(). Second, the infinite loop at the end of main is useless and can be removed. The main method runs in its own thread, and if it finishes, all other threads keep running, and there is no need to keep main alive. The program will indeed keep running when main finishes, which may seem strange, but that's what will happen.
Everything was OK here, my problem was actually my phone connection to wi-fi, I was a bit too far in the back yard :)

Why does Java send needs Thread.Sleep

I am implementing a Server/Client system using Java. the server listens for incoming connection from clients and after a client connects, the server creates a new socket and passes it to a new thread which will only be used for receiving data:
while (true){
clientSocket=serverSocket.accept();
new ClientReceiver(clientSocket,this.clientsManager).start();
}
the clientReceiver class is as follows:
public class ClientReceiver extends Thread {
private Socket clientSocket=null;
private Client client=null;
private ClientsManager clientsManager;
private ClientActionParser clientActionParser=new ClientActionParser();
ClientHandlerState clientHandlerState;
PrintWriter outputStream=null;
BufferedReader inputStream=null;
public ClientReceiver(Socket clientSocket, ClientsManager clientsManager){
this.clientSocket=clientSocket;
this.clientsManager=clientsManager;
this.setClientHandlerState(ClientHandlerState.Connected);
}
public void run(){
String actionString;
try{
//define output and input stream to client
outputStream =new PrintWriter(clientSocket.getOutputStream(),true);
inputStream = new BufferedReader(new InputStreamReader(clientSocket.getInputStream()));
//while client is connected read input to actionString
while((actionString=inputStream.readLine()) != null){
AbstractClientAction clientAction= this.clientActionParser.parse(actionString);
if(this.getClientHandlerState()==ClientHandlerState.Connected){
if(clientAction instanceof ClientLoginAction){
ClientLoginAction clientLoginAction=(ClientLoginAction) clientAction;
if(this.authenticate(clientLoginAction)){
}
else{
throw new AuthenticationException();
}
}
else{
throw new AuthenticationException();
}
}
}
if(this.getClientHandlerState()==ClientHandlerState.Authorized){
//receive other client actions: transfer barge ....
}
try {
Thread.sleep(400);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
catch(IOException e){
}
catch (AuthenticationException e) {
// TODO: handle exception
}
//clean up the resources
try{
outputStream.close();
inputStream.close();
clientSocket.close();
}
catch(Exception e){
}
}
private boolean authenticate(ClientLoginAction clientLoginAction){
//perform authentication. If authentication successful:
this.client=this.clientsManager.authenticateClient(clientLoginAction.getUsername(), clientLoginAction.getPassword());
if(this.client==null){
return false;
}
else{
ClientSender clientSender=new ClientSender(this.outputStream, this.client);
this.clientsManager.addClientSender(clientSender);
this.setClientHandlerState(ClientHandlerState.Authorized);
clientSender.start();
return true;
}
}
public ClientHandlerState getClientHandlerState(){
return this.clientHandlerState;
}
public void setClientHandlerState(ClientHandlerState clientHandlerState){
this.clientHandlerState=clientHandlerState;
}
after successful authentication in the receiver thread, a new thread is created for sending data to client and socket's outputStream is passed to the new thread.
the clientSender class contains a queue as a buffer which contains the data that should be sent to the client. here is class clientSender:
public class ClientSender extends Thread {
private Client client=null;
private final Log logger = LogFactory.getLog(getClass());
PrintWriter outputStream=null;
private Queue<String> clientEventsQueue= new LinkedList<String>();
public ClientSender(PrintWriter outputStream, Client client){
this.outputStream=outputStream;
this.client=client;
}
public void run(){
//System.out.println("ClientSender run method called.");
while(true){
try {
Thread.sleep(10);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
if(!this.clientEventsQueue.isEmpty()){
this.outputStream.println(this.clientEventsQueue.remove());
}
}
}
public Client getClient(){
return this.client;
}
public void insertClientEvent(String clientEvent){
this.clientEventsQueue.add(clientEvent);
}
whenever I want to send something to the client I use:
clientSender.insertClientEvent("some text");
the problem is that if I remove Thread.sleep(10) I will not receive anything in the client side. Since TCP sockets are blocking I think this should not happen. Is this normal or am I doing something wrong?
EDIT:
there is no "termination" for the sender thread. the server should send proper information to all clients whenever it receives an event from another system. so I think the best scenario is to stop the thread when there is no data to send and start it whenever there is. so I tried this in the clientSender class:
public void run(){
while(true){
if(this.clientEventsQueue.isEmpty()){
break;
}
else{
try {
this.outputStream.println(this.clientEventsQueue.take());
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
but now the problem is when to start the thread? I tried starting it whenever I want to send data but as I expected it does not work properly and only sends the fist package:
clientSender.insertClientEvent(clientEvent.getEventString());
clientSender.start();
EDIT2
I came up with this idea. It is very simple and I think it consumes so much less CPU time.
while(true){
while(this.clientEventsQueue.isEmpty()){
try {
Thread.sleep(300);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
try {
this.outputStream.println(this.clientEventsQueue.take());
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
as much as I tested it, it worked just fine. what do you think about it?
I see that you are using a LinkedList as a queue accessed by multiple threads and that you are doing a busy wait on it in the ClientSender.
This implementation is not thread safe and may cause problems like clientEvents posted on it not being made visible to the ClientSender thread, CPU being wasted etc.
You could use a BlockingQueue instead and call take() on it to block on the queue until an event is posted.
I also see that you are relying on sleep(400) to wait for the communication. That will also cause issues. The thread that is using the socket resource can close it when it's done, instead of this.
EDIT:
There are number of techniques to deal with terminating the thread. I think a "poison pill" will work well in this case. Basically you do:
String stuff = queue.take();
if (stuff == null) break;
and post null on the queue when you want to terminate it (doesn't have to be null, can be anything e.g. "terminate" etc.
EDIT2:
Your way of terminating won't work, as it will terminate immediately before anyone can post an event on it. Theoretically you could be spawning and then immediately killing the thread over and over etc. The easiest way to cope with this is to use a special message (aka "poison pill") for the termination condition.
As for having a thread only when there is an event, at that point I'd recommend using a thread pool. You could encapsulate the event sending into a Runnable, and hold the sockets in a Map. This is however quite complicated to implement and requires good understanding of multithreading to get it right. Multithreading is hard and can introduce severe headache when done wrong. Tbh I wouldn't recommend to try doing this without studying more about multithreaded programming.
EDIT3:
#user2355734: Polling the queue with an interval as you did is done by many people, but is discouraged. The take() method will in effect "sleep" and only wake up if there is something on the queue, so in theory by removing the "sleep" loop you should get even lower CPU usage and shorter latency. In general, you should try to avoid using "sleep" altogether in multithreaded code. It's rare that you genuinely need it and it's frequently a sign of broken/suboptimal code. As for tests, although they are useful it's hard or even pretty much impossible to guarantee correctness of multithreaded code through tests. Your code may run fine in your tests yet fail in production, under high load, under different environment etc. Therefore it's important to review the code and make sure it's theoretically correct.

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