I tried to create a multithreaded dice rolling simulation - just for curiosity, the joy of multithreaded progarmming and to show others the effects of "random results" (many people can't understand that if you roll a laplace dice six times in a row and you already had 1, 2, 3, 4, 5 that the next roll is NOT a 6.). To show them the distribution of n rolls with m dice I created this code.
Well, the result is fine BUT even though I create a new task for each dice the program runs single threaded.
Multithreaded would be reasonable to simulate "millions" of rerolls with 6 or more dice as the time to finish will grow rapidly.
I read several examples from msdn that all indicate that there should be several tasks running simultanously.
Can someone please give me a hint, why this code does not utilize many threads / cores? (Not even, when I try to run it for 400 dice at once and 10 Million rerolls)
At first I initialize the jagged Array that stores the results. 1st dimension: 1 Entry per dice, the second dimension will be the distribution of eyes rolled with each dice.
Next I create an array of tasks that each return an array of results (the second dimension, as described above)
Each of these arrays has 6 entries that represent eachs side of a laplace W6 dice. If the dice roll results in 1 eye the first entry  is increased by +1. So you can visualize how often each value has been rolled.
Then I use a plain for-loop to start all threads. There is no indication to wait for a thread until all are started.
At the end I wait for all to finish and sum up the results. It does not make any difference if change
Again my quation: Why doesn't that code utilize more than one core of my CPU? What do I have to change?
Thanks in advance!
Here's the code:
private void buttonStart_Click(object sender, RoutedEventArgs e)
int tries = 1000000;
int numberofdice = 20 ;
int numberofsides = 6; // W6 = 6
var rnd = new Random();
int StoreResult = new int[numberofdice];
for (int i = 0; i < numberofdice; i++)
StoreResult[i] = new int[numberofsides];
Task<int> tasks = new Task<int>[numberofdice];
for (int ctr = 0; ctr < numberofdice; ctr++)
tasks[ctr] = Task.Run(() =>
int newValue = 0;
int StoreTemp = new int[numberofsides]; // Array that represents how often each value appeared
for (int i = 1; i <= tries; i++) // how often to roll the dice
newValue = rnd.Next(1, numberofsides + 1); // Roll the dice; UpperLimit for random int EXCLUDED from range
StoreTemp[newValue-1] = StoreTemp[newValue-1] + 1; //increases value corresponding to eyes on dice by +1
StoreResult[ctr] = tasks[ctr].Result; // Summing up the individual results for each dice in an array
// do something to visualize the results - not important for the question
The issue here is
.Result portion itself waits for the function to complete before storing the resulting int array into StoreResult. Instead, make a new loop after
Task.WaitAll to get your results.