NullReferenceException when creating a thread

c#, debugging, multithreading, nullreferenceexception

Solution

Seems like access to `_workers` linked list is not properly synchronized. Consider this scenario:

Lets assume that at some point `this._workets` list contains one item.

First thread calls `this._workers.AddLast(Thread.CurrentThread);` but gets interrupted at a very special place - inside `AddLast()` method:

public void AddLast(LinkedListNode<T> node)
{
    this.ValidateNewNode(node);
    if (this.head == null)
    {
        this.InternalInsertNodeToEmptyList(node);
    }
    else
    {
        // here we got interrupted - the list was not empty,
        // but it would be pretty soon, and this.head becomes null
        // InternalInsertNodeBefore() does not expect that
        this.InternalInsertNodeBefore(this.head, node);
    }
    node.list = (LinkedList<T>) this;
}

Other thread calls `this._workers.RemoveFirst();`. There is no `lock()` around that statement so it completes and now list is empty. `AddLast()` now should call `InternalInsertNodeToEmptyList(node);` but it can't as the condition was already evaluated.

Putting a simple `lock(this._tasks)` around single `this._workers.AddLast()` line should prevent such scenario.

Other bad scenarios include adding item to the same list at the same time by two threads.

Problem

I was looking at this thread on creating a simple thread pool. There, I came across @MilanGardian's response for .NET 3.5 which was elegant and served my purpose: ``` using System; using System.Collections.Generic; using System.Threading; namespace SimpleThreadPool { public sealed class Pool : IDisposable { public Pool(int size) { this._workers = new LinkedList<Thread>(); for (var i = 0; i < size; ++i) { var worker = new Thread(this.Worker) { Name = string.Concat("Worker ", i) }; worker.Start(); this._workers.AddLast(worker); } } public void Dispose() { var waitForThreads = false; lock (this._tasks) { if (!this._disposed) { GC.SuppressFinalize(this); this._disallowAdd = true; // wait for all tasks to finish processing while not allowing any more new tasks while (this._tasks.Count > 0) { Monitor.Wait(this._tasks); } this._disposed = true; Monitor.PulseAll(this._tasks); // wake all workers (none of them will be active at this point; disposed flag will cause then to finish so that we can join them) waitForThreads = true; } } if (waitForThreads) { foreach (var worker in this._workers) { worker.Join(); } } } public void QueueTask(Action task) { lock (this._tasks) { if (this._disallowAdd) { throw new InvalidOperationException("This Pool instance is in the process of being disposed, can't add anymore"); } if (this._disposed) { throw new ObjectDisposedException("This Pool instance has already been disposed"); } this._tasks.AddLast(task); Monitor.PulseAll(this._tasks); // pulse because tasks count changed } } private void Worker() { Action task = null; while (true) // loop until threadpool is disposed { lock (this._tasks) // finding a task needs to be atomic { while (true) // wait for our turn in _workers queue and an available task { if (this._disposed) { return; } if (null != this._workers.First && object.ReferenceEquals(Thread.CurrentThread, this._workers.First.Value) && this._tasks.Count > 0) // we can only claim a task if its our turn (this worker thread is the first entry in _worker queue) and there is a task available { task = this._tasks.First.Value; this._tasks.RemoveFirst(); this._workers.RemoveFirst(); Monitor.PulseAll(this._tasks); // pulse because current (First) worker changed (so that next available sleeping worker will pick up its task) break; // we found a task to process, break out from the above 'while (true)' loop } Monitor.Wait(this._tasks); // go to sleep, either not our turn or no task to process } } task(); // process the found task this._workers.AddLast(Thread.CurrentThread); task = null; } } private readonly LinkedList<Thread> _workers; // queue of worker threads ready to process actions private readonly LinkedList<Action> _tasks = new LinkedList<Action>(); // actions to be processed by worker threads private bool _disallowAdd; // set to true when disposing queue but there are still tasks pending private bool _disposed; // set to true when disposing queue and no more tasks are pending } public static class Program { static void Main() { using (var pool = new Pool(5)) { var random = new Random(); Action<int> randomizer = (index => { Console.WriteLine("{0}: Working on index {1}", Thread.CurrentThread.Name, index); Thread.Sleep(random.Next(20, 400)); Console.WriteLine("{0}: Ending {1}", Thread.CurrentThread.Name, index); }); for (var i = 0; i < 40; ++i) { var i1 = i; pool.QueueTask(() => randomizer(i1)); } } } } } ``` I am using this as follows: ``` static void Main(string[] args) { ... ... while(keepRunning) { ... pool.QueueTask(() => DoTask(eventObject); } ... } private static void DoTask(EventObject e) { // Do some computations pool.QueueTask(() => DoAnotherTask(eventObject)); // this is a relatively smaller computation } ``` I am getting the following exception after running the code for about two days: ``` Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object. at System.Collections.Generic.LinkedList`1.InternalInsertNodeBefore(LinkedListNode`1 node, LinkedListNode`1 newNode) at System.Collections.Generic.LinkedList`1.AddLast(T value) at MyProg.Pool.Worker() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() ``` I am unable to figure out what is causing this as I am unable to get this error again. Any suggestions on how to fix this?

Original source

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