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Your language isn't broken, it's doing floating point math. Computers can only natively store integers, so they need some way of representing decimal numbers. This representation comes with some degree of inaccuracy. That's why, more often than not, .1 + .2 != .3.

 

We know that Stack Overflow is a daily part of a lot of developers’ lives. I’ve heard from multiple people that they come here daily (if not more often) to get answers to their questions. Sometimes the answer to a question about code comes as a chunk of code. And sometimes that code makes it into production applications because it answered the question perfectly.

 

This week the community presented me with a good problem to have – too much great content! Even after paring it down, there is still a lot I wanted to share. Arm yourself with a fresh beverage, we are about to dive in!

 

Several years ago, we decided that it was time to support SIMD code in .NET. We introduced the System.Numerics namespace with Vector2, Vector3, Vector4, Vector, and related types. These types expose a general-purpose API for creating, accessing, and operating on them using hardware vector instructions (when available). They also provide a software fallback for when the hardware does not provide the appropriate instructions. This enabled a number of common algorithms to be vectorized, often with only minor refactorings. However, the generality of this approach made it difficult for programs to take full advantage of all vector instructions available on modern hardware. Additionally, modern hardware often exposes a number of specialized non-vector instructions that can dramatically improve performance. In this blog post, I’m exploring how we’ve addressed this limitation in .NET Core 3.0.

 

Multithreading is one of the most difficult aspects of programming and can cause a lot of headaches. The main source of problems is often improper usage of synchronization mechanisms, which can result in deadlocks or a complete lack of synchronization despite our expectations. The infamous deadlocks can be detected in runtime thanks to tools like Concurrency Visualizer, Parallel Tasks Window or with WinDBG !dlk command. However, these tools are often used only after some unexpected behavior is observed, but it would be nice to reduce the feedback loop and detect these issues in design time. I’ve decided to create a series of blog posts where I will present what I’ve recently learned about the traps related to the multithreading in C#. I will also show you my proposition of Roslyn analyzers that can possibly help to avoid those issues right at the stage of writing the code. This part is about choosing a suitable object for locking.

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