(Like Jon Skeet, much of this assumes .NET)
At the risk of seeming argumentative, comments like these just bother me:
Learning to write multi-threaded
programs correctly is extremely
difficult and time consuming.
Threads should be avoided when
possible...
It is practically impossible to write software that does anything significant without leveraging threads in some capacity. If you are on Windows, open your Task Manager, enable the Thread Count column, and you can probably count on one hand the number of processes that are using a single thread. Yes, one should not simply use threads for the sake of using threads nor should it be done cavalierly, but frankly, I believe these cliches are used too often.
If I had to boil multithreaded programming down for the true novice, I would say this:
- Before jumping into it, first understand that the the class boundary is not the same as a thread boundary. For example, if a callback method on your class is called by another thread (e.g., the AsyncCallback delegate to the TcpListener.BeginAcceptTcpClient() method), understand that the callback executes on that other thread. So even though the callback occurs on the same object, you still have to synchronize access to the members of the object within the callback method. Threads and classes are orthogonal; it is important to understand this point.
- Identify what data needs to be shared between threads. Once you have defined the shared data, try to consolidate it into a single class if possible.
- Limit the places where the shared data can be written and read. If you can get this down to one place for writing and one place for reading, you will be doing yourself a tremendous favor. This is not always possible, but it is a nice goal to shoot for.
- Obviously make sure you synchronize access to the shared data using the Monitor class or the lock keyword.
- If possible, use a single object to synchronize your shared data regardless of how many different shared fields there are. This will simplify things. However, it may also overly constrain things too, in which case, you may need a synchronization object for each shared field. And at this point, using immutable classes becomes very handy.
- If you have one thread that needs to signal another thread(s), I would strongly recommend using the ManualResetEvent class to do this instead of using events/delegates.
To sum up, I would say that threading is not difficult, but it can be tedious. Still, a properly threaded application will be more responsive, and your users will be most appreciative.
EDIT:
There is nothing "extremely difficult" about ThreadPool.QueueUserWorkItem(), asynchronous delegates, the various BeginXXX/EndXXX method pairs, etc. in C#. If anything, these techniques make it much easier to accomplish various tasks in a threaded fashion. If you have a GUI application that does any heavy database, socket, or I/O interaction, it is practically impossible to make the front-end responsive to the user without leveraging threads behind the scenes. The techniques I mentioned above make this possible and are a breeze to use. It is important to understand the pitfalls, to be sure. I simply believe we do programmers, especially younger ones, a disservice when we talk about how "extremely difficult" multithreaded programming is or how threads "should be avoided." Comments like these oversimplify the problem and exaggerate the myth when the truth is that threading has never been easier. There are legitimate reasons to use threads, and cliches like this just seem counterproductive to me.