C++11 delay the execution of thread - c++

I'd like to create some threads (with c++11) and collect them in a 'vector'. Then I'd like to fire them up, not immediately upon construction of the associated thread object, but after a specified time. And this is my problem, how can I delay the execution of thread?
It is possible to do something like that? I appreciate any hints.

I'd like to create some threads (with c++11) and collect them in a 'vector'. Then I'd like to fire them up, not immediately upon construction of the associated thread object
You can default construct the std::thread objects:
std::vector<std::thread> threads(some_number);
but after specified time
You can sleep for some time:
std::this_thread::sleep_for(some_time);
Once you're ready to start the execution, create a thread with a function and assign the ones in the vector:
threads[i] = std::thread(some_callable);
That said, creating the empty std::thread objects doesn't necessarily make a lot of sense since you could easily delay creating them until you actually want to execute something.
This approach does make sense when you want to use a constant length array of threads instead of a vector.

My contribution is to provide you a simple working code as all the explanations were already provided by #eerorika perfectly. Please, feel free to look ak the comments within the code
#include <thread>
#include <iostream>
#include <vector>
#include <chrono>
#include <ctime>
/**
* action:
* #param: wait : duration of wating time before launchin an action
* index: index of the thread
**/
void action(int wait, int index)
{
// compute current time
std::time_t result = std::time(nullptr);
// and display it
std::string mytime(std::asctime(std::localtime(&result)));
// only remove the end of line char from the time
mytime.pop_back();
std::cout << "Time is "<< mytime << " Create thread "<< index << " and wait " << (int) (wait/1000) << " seconds "<< std::endl;
// force the thread to wait for the provided amount of time
std::this_thread::sleep_for(std::chrono::milliseconds(wait));
// re-compute current time
std::time_t result2 = std::time(nullptr);
mytime=std::asctime(std::localtime(&result2));
mytime.pop_back();
// and display it
std::cout << "launch action "<< index << " "<< mytime << " after "<< (int)(wait/1000) << " seconds" << std::endl;
}
int main()
{
// a vector composed of 3 threads
std::vector<std::thread> vecOfThreads(3);
vecOfThreads[0]=std::thread(action,5000, 0);
//sleep 15 ms to give the first thread to display his starting message
std::this_thread::sleep_for(std::chrono::milliseconds(15));
// create a thread and provide its runnable (function) and the two arguments of the function
// and assign it to an element of your vector
vecOfThreads[1]=std::thread(action,10000, 1);
//sleep 15 ms to give the first thread to display his starting message
std::this_thread::sleep_for(std::chrono::milliseconds(15));
vecOfThreads[2]=std::thread(action,15000, 2);
//sleep 15 ms to give the first thread to display his starting message
std::this_thread::sleep_for(std::chrono::milliseconds(15));
//waiting for the end of each thread
vecOfThreads[0].join();
vecOfThreads[1].join();
vecOfThreads[2].join();
}

std::async is for such purposes.
// Enable lazy and asynchronous evaluation of func(x, y) on a new thread.
auto a = std::async(std::launch::deferred | std::launch::async, &func, x, y);
// Do what you need.
// It is time to execute func(x, y), wait_for returns immediately without
// waiting regardless of timeout_duration value.
a.wait_for(0s);
// Do other work you need.
// Get the result, wait for a until it is finished if needed.
auto r = a.get();

Related

Simple division of labour over threads is not reducing the time taken

I have been trying to improve computation times on a project by splitting the work into tasks/threads and it has not been working out very well. So I decided to make a simple test project to see if I can get it working in a very simple case and this also is not working out as I expected it to.
What I have attempted to do is:
do a task X times in one thread - check the time taken.
do a task X / Y times in Y threads - check the time taken.
So if 1 thread takes T seconds to do 100'000'000 iterations of "work" then I would expect:
2 threads doing 50'000'000 iterations each would take ~ T / 2 seconds
3 threads doing 33'333'333 iterations each would take ~ T / 3 seconds
and so on until I reach some threading limit (number of cores or whatever).
So I wrote the code and tested it on my 8 core system (AMD Ryzen) plenty of RAM >16GB doing nothing else at the time.
1 Threads took: ~6.5s
2 Threads took: ~6.7s
3 Threads took: ~13.3s
8 Threads took: ~16.2s
So clearly something is not right here!
I ported the code into Godbolt and I see similar results. Godbolt only allows 3 threads, and for 1, 2 or 3 threads it takes ~8s (this varies by about 1s) to run. Here is the godbolt live code: https://godbolt.org/z/6eWKWr
Finally here is the code for reference:
#include <iostream>
#include <math.h>
#include <vector>
#include <thread>
#define randf() ((double) rand()) / ((double) (RAND_MAX))
void thread_func(uint32_t interations, uint32_t thread_id)
{
// Print the thread id / workload
std::cout << "starting thread: " << thread_id << " workload: " << interations << std::endl;
// Get the start time
auto start = std::chrono::high_resolution_clock::now();
// do some work for the required number of interations
for (auto i = 0u; i < interations; i++)
{
double value = randf();
double calc = std::atan(value);
(void) calc;
}
// Get the time taken
auto total_time = std::chrono::high_resolution_clock::now() - start;
// Print it out
std::cout << "thread: " << thread_id << " finished after: "
<< std::chrono::duration_cast<std::chrono::milliseconds>(total_time).count()
<< "ms" << std::endl;
}
int main()
{
// Note these numbers vary by about probably due to godbolt servers load (?)
// 1 Threads takes: ~8s
// 2 Threads takes: ~8s
// 3 Threads takes: ~8s
uint32_t num_threads = 3; // Max 3 in godbolt
uint32_t total_work = 100'000'000;
// Seed rand
std::srand(static_cast<unsigned long>(std::chrono::steady_clock::now().time_since_epoch().count()));
// Store the start time
auto overall_start = std::chrono::high_resolution_clock::now();
// Start all the threads doing work
std::vector<std::thread> task_list;
for (uint32_t thread_id = 1; thread_id <= num_threads; thread_id++)
{
task_list.emplace_back(std::thread([=](){ thread_func(total_work / num_threads, thread_id); }));
}
// Wait for the threads to finish
for (auto &task : task_list)
{
task.join();
}
// Get the end time and print it
auto overall_total_time = std::chrono::high_resolution_clock::now() - overall_start;
std::cout << "\n==========================\n"
<< "thread overall_total_time time: "
<< std::chrono::duration_cast<std::chrono::milliseconds>(overall_total_time).count()
<< "ms" << std::endl;
return 0;
}
Note: I have tried using std::async also with no difference (not that I was expecting any). I also tried compiling for release - no difference.
I have read such questions as: why-using-more-threads-makes-it-slower-than-using-less-threads and I can't see an obvious (to me) bottle neck:
CPU bound (needs lots of CPU resources): I have 8 cores
Memory bound (needs lots of RAM resources): I have assigned my VM 10GB ram, running nothing else
I/O bound (Network and/or hard drive resources): No network trafic involved
There is no sleeping/mutexing going on here (like there is in my real project)
Questions are:
Why might this be happening?
What am I doing wrong?
How can I improve this?
The rand function is not guaranteed to be thread safe. It appears that, in your implementation, it is by using a lock or mutex, so if multiple threads are trying to generate a random number that take turns. As your loop is mostly just the call to rand, the performance suffers with multiple threads.
You can use the facilities of the <random> header and have each thread use it's own engine to generate the random numbers.
Never mind that rand() is or isn't thread safe. That might be the explanation if a statistician told you that the "random" numbers you were getting were defective in some way, but it doesn't explain the timing.
What explains the timing is that there is only one random state object, it's out in memory somewhere, and all of your threads are competing with each other to access it.
No matter how many CPUs your system has, only one thread at a time can access the same location in main memory.
It would be different if each of the threads had its own independent random state object. Then, most of the accesses from any given CPU to its own private random state would only have to go as far as the CPU's local cache, and they would not conflict with what the other threads, running on other CPUs, each with their own local cache were doing.

Do you need to store the std::future return value from std::async?

Consider the follow code:
#include <iostream>
#include <future>
#include <thread>
#include <chrono>
void func()
{
std::async(std::launch::async, []{std::this_thread::sleep_for(std::chrono::milliseconds(1000)); });
}
int main()
{
std::cout << "start " << std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count() << "ms\n";
func();
std::cout << "stop " << std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count() << "ms\n";
return 0;
}
outputs:
start 18737230ms
stop 18738230ms
We can see that 1 seconds passes before func() returns. However there is no std::future stored from std::async(...); - i.e.: auto f = std::async(...)
This appears to work - but I am wandering what the mechanism is such that this works. If I have a std::future (auto f in my little example) then when it goes out of scope it tidies up the thread - i.e. waits for 1 second and then the thread is disposed of behind the scenes.
A further test:
int main() {
std::cout << "start " << std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count() << "ms\n";
std::async(std::launch::async, []{std::this_thread::sleep_for(std::chrono::milliseconds(1000)); });
std::cout << "stop1 " << std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count() << "ms\n";
auto f = std::async(std::launch::async, []{std::this_thread::sleep_for(std::chrono::milliseconds(1000)); });
std::cout << "stop2 " << std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count() << "ms\n";
return 0;
}
gives:
start 4448133ms
stop1 4449133ms - 1 sec passed
stop2 4449133ms - almost no time passed
So this shows that storing the future, means that the thread runs parallel. Not storing the future means the thread appears to have to run to completion - I guess this is because a temporary future is created and destroyed?
So my conclusion is that you can't just call std::async(...) without storing the std::future if you want it to run in parallel (which is the whole point) - even if you don't plan to use the future.
hmm... I think I have just talked myself into the answer! - but I am not 100% sure I have the reasoning correct - hopefully I have...
If the std::future is created via std::async, the destructor waits for end of the task. This does not mean that the task does not run in parallel - it just waits for the end of the task at the end of scope of variable. Yet it makes usage of std::async without storing a std::future a bit tricky and I would generally recommend storing the future somewhere to avoid nasty surprises. Take a look at page about std::future destructor (emphasis mine):
these actions will not block for the shared state to become ready, except that it may block if all of the following are true: the shared state was created by a call to std::async, the shared state is not yet ready, and this was the last reference to the shared state.

Start multiple threads and wait only for one to finish to obtain results

Assuming I have the function double someRandomFunction(int n) that takes an integer and returns double but it's random in the sense that it tries random stuff to come up with the solution so even though you run the function with the same arguments, sometimes it can take 10 seconds to finish and other 40 seconds to finish.
The double someRandomFunction(int n) functions itself is a wrapper to a black box function. So the someRandomFunction takes a while to complete but I don't have control in the main loop of the black box, hence I can't really check for a flag variable within the thread as the heavy computation happens in a black box function.
I would like to start 10 threads calling that function and I am interested in the result of the first thread which finishes first. I don't care which one it's I only need 1 result from these threads.
I found the following code:
std::vector<boost::future<double>> futures;
for (...) {
auto fut = boost::async([i]() { return someRandomFunction(2) });
futures.push_back(std::move(fut));
}
for (...) {
auto res = boost::wait_for_any(futures.begin(), futures.end());
std::this_thread::yield();
std::cout << res->get() << std::endl;
}
Which is the closest to what I am looking for, but still I can't see how I can make my program to terminate the other threads as far as one thread returns a solution.
I would like to wait for one to finish and then carry on with the result of that one thread to continue my program execution (i.e., I don't want to terminate my program after I obtain that single result, but I would like to use it for the remaining program execution.).
Again, I want to start up 10 threads calling the someRandomFunction and then wait for one thread to finish first, get the result of that thread and stop all the other threads even though they didn't finish their work.
If the data structure supplied to the black-box has some obvious start and end values, one way to make it finish early could be to change the end value while it's computing. It could of course cause all sorts of trouble if you've misunderstood how the black-box must work with the data, but if you are reasonably sure, it can work.
main spawns 100 outer threads that each spawn one inner thread that calls the blackbox. The inner thread receives the blackbox result and notifies all waiting threads that it's done. The outer thread waits for any inner thread to get done and then modifies the data for its own blackbox to trick it to finish.
No polling (except for the spurious wakeup loops) and no detached threads.
#include <iostream>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <vector>
#include <chrono>
// a work package for one black-box
struct data_for_back_box {
int start_here;
int end_here;
};
double blackbox(data_for_back_box* data) {
// time consuming work here:
for(auto v=data->start_here; v<data->end_here; ++v) {
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
// just a debug
if(data->end_here==0) std::cout << "I was tricked into exiting early\n";
return data->end_here;
}
// synchronizing stuff and result
std::condition_variable cv;
std::mutex mtx;
bool done=false;
double result;
// a wrapper around the real blackbox
void inner(data_for_back_box* data) {
double r = blackbox(data);
if(done) return; // someone has already finished, skip this result
// notify everyone that we're done
std::unique_lock<std::mutex> lock(mtx);
result = r;
done=true;
cv.notify_all();
}
// context setup and wait for any inner wrapper
// to signal "done"
void outer(int n) {
data_for_back_box data{0, 100+n*n};
std::thread work(inner, &data);
{
std::unique_lock<std::mutex> lock(mtx);
while( !done ) cv.wait(lock);
}
// corrupt data for blackbox:
data.end_here = 0;
// wait for this threads blackbox to finish
work.join();
}
int main() {
std::vector<std::thread> ths;
// spawn 100 worker threads
for(int i=0; i<100; ++i) {
ths.emplace_back(outer, i);
}
double saved_result;
{
std::unique_lock<std::mutex> lock(mtx);
while( !done ) cv.wait(lock);
saved_result = result;
} // release lock
// join all threads
std::cout << "got result, joining:\n";
for(auto& th : ths) {
th.join();
}
std::cout << "result: " << saved_result << "\n";
}

Increasing a value every 5 seconds

I'm making a simple meteor and rocket game in the console. And I want to increase the spawnrate of the meteors every five seconds. I have already tried the Sleep() function but that will of course not work and sleep the whole application. So does a while loop.
I will only post the Logic() function where it must increase because it's a program
of like 100 lines and I didn't feel like posting it all in here. If you do need context just ask me and I will post everything.
void Logic() {
Sleep(5000); // TODO Increase meteors every Five seconds
nMeteors++;
}
I'm pretty stuck on this so it would be nice if someone could help me :)
There are mainly two ways to approach this problem. One would be to spawn a new thread and put the loop there. You can use C++11's standard libraries <thread> and <chrono. Putting the thread to sleep for 5 seconds is as simple as std::this_thread::sleep_for(std::chrono::seconds{5});
But dedicating an entire thread to such a trivial task is unnecessary. In a videogame you usually have some sort of time keeping variable.
What you'd want to do is probably have a variable like std::chrono::time_point<std::chrono::steady_clock> previous_time = std::chrono::steady_clock::now(); (or simply auto previous_time = std::chrono::steady_clock::now()) outside of your loop. Now you have a reference point you can use to know where you are in time while running your loop. Inside of your loop you create another variable like auto current_time = std::chrono::steady_clock::now();, this is your current time. Now it's a simple matter of calculating the difference between current_time and previous_time and check if 5 seconds have passed. If they have, increase your variable and don't forget to set previous_time = current_time; to update the time, if not then just skip and keep doing whatever else you need to do in your main game loop.
To check if 5 seconds have passed, you do if (std::chrono::duration_cast<std::chrono::seconds>(current_time - previous_time).count() >= 5) { ... }.
You can find a lot more info here for the chrono library and here for the thread library. Plus, Google is your friend.
The typical way to write a game is to have an event loop.
The event loop polls various inputs for status, updates the state of the game, and then repeats. Some clever event loops even sleep for short periods and get notifications when inputs change or state has to be updated.
In your meteor spawning code, keep track of a timestamp when the last increase in spawnrate occurred. When you check if a meteor should spawn or spawn meteors 5 seconds after that point, update the spawn rate and record a new timestamp (possibly retroactively, and possibly in a loop to handle more than 10 seconds passing between checks for whatever reason).
An alternative solution involving an extra thread of execution is possible, but not a good idea.
As an aside, most games want to support pausing; so you want to distinguish between wall-clock time and nominal game-play time.
One way you can do this is by making your value a function of elapsed time. For example:
// somewhere to store the beginning of the
// time period.
inline std::time_t& get_start_timer()
{
static std::time_t t{};
return t;
}
// Start a time period (resets meteors to zero)
inline void start_timer()
{
get_start_timer() = std::time(nullptr); // current time in seconds
}
// retrieve the current number of meteors
// as a function of time.
inline int nMeteors()
{
return int(std::difftime(std::time(nullptr), get_start_timer())) / 5;
}
int main()
{
start_timer();
for(;;)
{
std::this_thread::sleep_for(std::chrono::seconds(1));
std::cout << "meteors: " << nMeteors() << '\n';
}
}
Here is a similar version using C++11 <chrono> library:
// somewhere to store the beginning of the
// time period.
inline auto& get_time_point()
{
static std::chrono::steady_clock::time_point tp{};
return tp;
}
// Start a time period (resets meteors to zero)
inline void start_timing()
{
get_time_point() = std::chrono::steady_clock::now(); // current time in seconds
}
// retrieve the current number of meteors
// as a function of time.
inline auto nMeteors()
{
return std::chrono::duration_cast<std::chrono::seconds>(std::chrono::steady_clock::now() - get_time_point()).count() / 5;
}
int main()
{
start_timing();
for(;;)
{
std::this_thread::sleep_for(std::chrono::seconds(1));
std::cout << "meteors: " << nMeteors() << '\n';
}
}
I found this easier than using chrono
Open to feedbacks:
Code:-
include "time.h"
main(){
int d;
time_t s,e;
time(&s);
time(&e);
d=e-s;
while(d<5){
cout<<d;
time(&e);
d=e-s;
}
}

Progress bar in Windows activity field?

I've written a c++ program that performs time consuming calculations and i want the user to be able to see the progress while the program is running in the background (minimized).
I'd like to use the same effect as chrome uses when downloading a file:
How do i access this feature? Can i use it in my c++ program?
If the time consuming operation can be performed inside a loop, and depending on whether or not it is a count controlled loop, you may be able to use thread and atomic to solve your problem.
If your processor architecture supports multithreading you can use threads to run calculations concurrently. The basic use of a thread is to run a function in parallel with the main thread, these operations may be effectively done at the same time, meaning you would be able to use the main thread to check the progress of your time consuming calculations. With parallel threads comes the problem of data races, wherein if two threads try to access or edit the same data, they could do so incorrectly and corrupt the memory. This can be solved with atomic. You could use an atomic_int to make sure two actions are never cause a data race.
A viable example:
#include <thread>
#include <mutex>
#include <atomic>
#include <iostream>
//function prototypes
void foo(std::mutex * mtx, std::atomic_int * i);
//main function
int main() {
//first define your variables
std::thread bar;
std::mutex mtx;
std::atomic_int value;
//store initial value just in case
value.store(0);
//create the thread and assign it a task by passing a function and any parameters of the function as parameters of thread
std::thread functionalThread;
functionalThread = std::thread(foo/*function name*/, &mtx, &value/*parameters of the function*/);
//a loop to keep checking value to see if it has reached its final value
//temp variable to hold value so that operations can be performed on it while the main thread does other things
int temp = value.load();
//double to hold percent value
double percent;
while (temp < 1000000000) {
//calculate percent value
percent = 100.0 * double(temp) / 1000000000.0;
//display percent value
std::cout << "The current percent is: " << percent << "%" << std::endl;
//get new value for temp
temp = value.load();
}
//display message when calculations complete
std::cout << "Task is done." << std::endl;
//when you join a thread you are essentially waiting for the thread to finish before the calling thread continues
functionalThread.join();
//cin to hold program from completing to view results
int wait;
std::cin >> wait;
//end program
return 0;
}
void foo(std::mutex * mtx, std::atomic_int * i) {
//function counts to 1,000,000,000 as fast as it can
for (i->store(0); i->load() < 1000000000; i->store(i->load() + 1)) {
//keep i counting
//the first part is the initial value, store() sets the value of the atomic int
//the second part is the exit condition, load() returns the currently stored value of the atomic
//the third part is the increment
}
}