Is boost::atomic_shared_ptr absolutely safe? - c++

It is well known that std::shared_ptr is not thread safe.
So it is easy to find a lot of crashing code samples in the web with simple programs to illustrate disadvantages of std::shared_ptr.
But I can't find any for the boost::atomic_shared_ptr
Does this mean that I can use boost::atomic_shared_ptr without any fear it can crash my app in the multithreaded environment?
(Of course the boost::atomic_shared_ptr can contain bugs. So I want to know - it is safe "by design" or not.)

You can use shared_pointer with atomic_load/atomic_store anyways ever since C++11, even though it is superseded in c++20:
https://en.cppreference.com/w/cpp/memory/shared_ptr/atomic
I can't find a lot of examples myself, though I used it here: How to use boost::atomic_store with shared_ptr<T> and shared_ptr<const T>?, and here https://github.com/sehe/msghub/blob/std-over-boost/src/msghub.cpp#L25
Regardless of all this, none of this is going to make your code safe, because you'll still be sharing the objects pointed to by ths shared pointer, which makes your code every bit as prone to Data Races as before.
You still need to add proper synchronization to your code.

std::atomicstd::shared_ptr<> is thread-safe but ONLY for reading and writing the value of the pointer itself. It's use does not make all uses of shared_ptr thread-safe.
Consider this:
// using a single writer of data pointed to by foo for simplicity.
// contract: only set values from main thread (for example)
// set values, then call apply_changes when all your parameters
// are correct.
struct Foo
{
void set_valueA(int x);
//...
void set_valueZ(int x);
void apply_changes();
};
// using global data for silplicity, tis could be a member of some class,
// or in any stable memory location in an application.
// More than one thread may reallocate or reset this object, hence the std::atomic.
std::atomic<std::shared_ptr<Foo>> global_ptr;
void some_function()
{
// Set or reset global_ptr attributes
if (!global_ptr)
return;
global_ptr->set_valueA(42); // a bad_alloc exception could
// happen here
// what happens if global_ptr is set or reset
// by another thread in between these two statements?
global_ptr->set_valueB(17); // a bad_alloc exception may occur here.
global_ptr->apply_changes(); // undefined behavior as per contract of Foo
// may happen here.
}
// for this reason, proper usage would be...
void some_function()
{
// Set or reset global_ptr attributes
// since global_ptr is atomic, it is guaranteed that this line will not crash
// and will always return a well-formed shared_ptr. If fact, that's the
// one and only guarantee given by std::atomic<std::shared_ptr<>>.
if (std::shared_ptr<Foo> local_copy = global_ptr)
{
// Note that local_copy is guaranteed to point to the same object until
// end of scope.
local_copy->set_valueA(42);
local_copy->set_valueB(17);
local_copy->apply_changes();
// if global_ptr has changed, then memory will be released when
// exiting scope.
}
}
So, imho, some basic precautions must still be taken when using atomic shared pointers, either for read or write operations on the pointed to data.

Related

std::atomic to what extent?

In the C++ Seasoning video by Sean Parent https://youtu.be/W2tWOdzgXHA at 33:41 when starting to talk about “no raw synchronization primitives”, he brings an example to show that with raw synchronization primitives we will get it wrong. The example is a bad copy on write class:
template <typename T>
class bad_cow {
struct object_t {
explicit object_t(const T& x) : data_m(x) { ++count_m; }
atomic<int> count_m;
T data_m;
};
object_t* object_m;
public:
explicit bad_cow(const T& x) : object_m(new object_t(x)) { }
~bad_cow() { if (0 == --object_m->count_m) delete object_m; }
bad_cow(const bad_cow& x) : object_m(x.object_m) { ++object_m->count_m; }
bad_cow& operator=(const T& x) {
if (object_m->count_m == 1) {
// label #2
object_m->data_m = x;
} else {
object_t* tmp = new object_t(x);
--object_m->count_m; // bug #1
// this solves bug #1:
// if (0 == --object_m->count_m) delete object_m;
object_m = tmp;
}
return *this;
}
};
He then asks the audience to find the bug, which is the bug #1 as he confirms.
But a more obvious bug I guess, is when some thread is about to proceed to execute a line of code that I have denoted with label #2, while all of a sudden, some other thread just destroys the object and the destructor is called, which deletes object_m. So, the first thread will encounter a deleted memory location.
Am I right? I don’t seem so!
some other thread just destroys the object and the destructor is
called, which deletes object_m. So, the first thread will encounter a
deleted memory location.
Am I right? I don’t seem so!
Assuming the rest of the program isn't buggy, that shouldn't happen, because each thread should have its own reference-count object referencing the data_m object. Therefore, if thread B has a bad_cow object that references the data-object, then thread A cannot (or at least should not) ever delete that object, because the count_m field can never drop to zero as long as there remains at least one reference-count object pointing to it.
Of course, a buggy program might encounter the race condition you suggest -- for example, a thread might be holding only a raw pointer to the data-object, rather than a bad_cow that increments its reference count; or a buggy thread might call delete on the object explicitly rather than relying on the bad_cow class to handle deletion properly.
Your objection doesn't hold because *this at that moment is pointing to the object and the count is 1. The counter cannot get to 0 unless someone is not playing this game correctly (but in that case anything can happen anyway).
Another similar objection could be that while you're assigning to *this and the code being executed is inside the #2 branch another thread makes a copy of *this; even if this second thread is just reading the pointed object may see it mutating suddenly because of the assignment. The problem in this case is that count was 1 when entering the if in the thread doing the mutation but increased immediately after.
This is also however a bad objection because this code handles concurrency to the pointed-to object (like for example std::shared_ptr does) but you are not allowed to mutate and read a single instance of bad_cow class from different threads. In other words a single instance of bad_cow cannot be used from multiple threads if some of them are writers without adding synchronization. Distinct instances of bad_cow pointing to the same storage are instead safe to be used from different threads (after the fix #1, of course).

Observer Pattern implementation without reciprocal references and smart pointers

I'm trying to implement the Observer pattern, but i don't want observers being responsible for my program safety by maintaining the reference list in ObservableSubject.
Meaning that when the Observer object lifetime ends, I dont want to explicitly call ObservervableSubject::removeObserver(&object).
I have come up with an idea to use use pointer references in ObservableSubject.
My question are: Is implementation described above and attempted below possible?
And what is happening in my program, how do i prevent dereferencing trash?
Apriori excuse: This is an attempt at understanding C++, not something that should have actual use or be prefered over other implementations.
My solution attempt:
// Example program
#include <iostream>
#include <string>
#include <vector>
class ObserverInterface {
public:
virtual ~ObserverInterface() {};
virtual void handleMessage() = 0;
};
class ObservableSubject
{
std::vector<std::reference_wrapper<ObserverInterface*>> listeners;
public:
void addObserver(ObserverInterface* obs)
{
if (&obs)
{
// is this a reference to the copied ptr?
// still, why doesnt my guard in notify protect me
this->listeners.push_back(obs);
}
}
void removeObserver(ObserverInterface* obs)
{
// todo
}
void notify()
{
for (ObserverInterface* listener : this->listeners)
{
if (listener)
{
listener->handleMessage();
}
}
}
};
class ConcreteObserver : public ObserverInterface {
void handleMessage()
{
std::cout << "ConcreteObserver: I'm doing work..." << std::endl;
}
};
int main()
{
ObservableSubject o;
{
ConcreteObserver c;
o.addListener(&c);
}
o.notify();
std::cin.get();
}
Line in ObservableSubject::notify() : Listener->handleMessage() throws the following exception:
Exception thrown: read access violation.
listener->**** was 0xD8BF48B. occurred
Your program has undefined behavior.
ObservableSubject o;
{
ConcreteObserver c;
o.addListener(&c); // Problem
}
c gets destructed when the scope ends. You end up storing a stale pointer in the list of listeners of o.
You can resolve the problem by defining c in the same scope as o or by using dynamically allocated memory.
ObservableSubject o;
ConcreteObserver c;
o.addListener(&c);
or
ObservableSubject o;
{
ConcreteObserver* c = new ConcreteObserver;
o.addListener(c);
}
When you use dynamically allocated memory, the additional scope is not useful. You might as well not use it.
ObservableSubject o;
ConcreteObserver* c = new ConcreteObserver;
o.addListener(c);
If you choose to use the second approach, make sure to deallocate the memory. You need to add
delete c;
before the end of the function.
Update, in response to OP's comment
You said:
Maybe i wasn't clear. Solving the lifetime/stale pointer problem was the intention of my solution. I know i have no problems if i have properly managed lifetime, or if i add detachObserver option on Observer destruction. I want to somehow be able to tell from the ObservableSubject if his list of Observers was corrupted, without the Observer explicitly telling that.
Since dereferencing an invalid pointer is cause for undefined behavior, it is essential that you track the lifetime of observers and make sure to update the list of observers when necessary. Without that, you are courting undefined behavior.
Note, I don't recommend the following approach, but I think it meets your requirements. You have a duplicated observer list. One is under control of the Observers, and the other, using weak pointers, is handled by the Observable object.
Make the Observer constructors private and use an ObserverFactory (which is their friend) to obtain a std::shared_ptr<Observer>. The factory has a map from raw pointers to reference wrappers to the associated shared pointer.
The listeners list becomes std::vector<std::weak_ptr<Observer>>. On list traversal, you try to lock the weak_ptr; if it succeeds, handle the message; if it fails, that is, you get nullptr, remove the weak pointer from the list.
When the listener no longer wants to listen, it tells the Factory to do a reset on its shared pointer and remove from the map. This step is rather ugly, as it is just a fancy delete this, normally a code smell.
I believe you can also do this with std::shared_from_this.
The plan is you move the maintenance away from the ObservableSubject back into the Observers.
// is this a reference to the copied ptr?
Yes, it is. It invokes undefined behaviour because the obs pointer variable goes out of scope at the end of the function, resulting in a dangling reference.
The whole idea doesn’t gain you anything. Even if you make the ref-to-pointer approach work correctly, you are depending on one thing: That that exact pointer variable is set to nullptr once the object dies. Essentially that’s the same problem as ensuring that no dangling pointers are held in listeners.
For a heap object: How do you make sure that nobody deletes the object through a different pointer? Or forgets to null the registered pointer? It’s even worse for stack objects like in your example. The object goes out of scope and dies automatically. There is no opportunity to null anything unless you introduce an additional pointer variable that you’d have to manage manually.
You could consider two general alternatives to your approach:
Make the relation bidirectional. Then whoever dies first (observable or observer) can notify the other party abouts its death in the destructor.
If you don’t like the bidirectionality a central, all-knowing orchestrator that decouples oberservers and observables works, too. Of course that introduces some kind of global state.
Real-life implementations usually go in the general direction of leveraging C++ destructors for deregistration. Have a look at Qt’s signal/slot mechanism, for example.

Safe destruction of a map containing shared_ptr

I was reading the Mir project source code and I stumbled upon this piece of code :
void mir::frontend::ResourceCache::free_resource(google::protobuf::Message* key)
{
std::shared_ptr<void> value;
{
std::lock_guard<std::mutex> lock(guard);
auto const& p = resources.find(key);
if (p != resources.end())
{
value = p->second;
}
resources.erase(key);
}
}
I have seen this before in other projects as well. It holds a reference to the value in the map before its erasure, even when the bloc is protected by a lock_guard. I'm not sure why they hold a reference to the value by using std::shared_ptr value.
What are the repercussions if we remove the value = p->second ?
Will someone please enlighten me ?
This is the code http://bazaar.launchpad.net/~mir-team/mir/trunk/view/head:/src/frontend/resource_cache.cpp
My guess it that this is done to avoid running the destructor of value inside the locked code. This lock is meant to protect the modification of the map, and running some arbitrary code, such as the destructor of another object with it locked, is not needed nor wanted.
Just imagine that the destructor of value accesses indirectly, for whatever reason to the map, or to another thread-shared structure. There are chances that you end up in a deadlock.
The bottom end is: run as little code as possible from locked code, but not less. And never call a external, unknown, function (such as the shared_ptr deleter or a callback) from locked code.
The goal is to move the actual execution of the shared_ptr deleter till after the lock is released. This way, if the deleter (or the destructor using the default deleter) takes a long time, the lock is not held for that operation.
If you were to remove the value = p->second, the value would be destroyed while the lock is held. Since the lock protects the map, but not the actual values, it would hold the lock longer than is strictly necessary.

Are constructors thread safe in C++ and/or C++11?

Derived from this question and related to this question:
If I construct an object in one thread and then convey a reference/pointer to it to another thread, is it thread un-safe for that other thread to access the object without explicit locking/memory-barriers?
// thread 1
Obj obj;
anyLeagalTransferDevice.Send(&obj);
while(1); // never let obj go out of scope
// thread 2
anyLeagalTransferDevice.Get()->SomeFn();
Alternatively: is there any legal way to convey data between threads that doesn't enforce memory ordering with regards to everything else the thread has touched? From a hardware standpoint I don't see any reason it shouldn't be possible.
To clarify; the question is with regards to cache coherency, memory ordering and whatnot. Can Thread 2 get and use the pointer before Thread 2's view of memory includes the writes involved in constructing obj? To miss-quote Alexandrescu(?) "Could a malicious CPU designer and compiler writer collude to build a standard conforming system that make that break?"
Reasoning about thread-safety can be difficult, and I am no expert on the C++11 memory model. Fortunately, however, your example is very simple. I rewrite the example, because the constructor is irrelevant.
Simplified Example
Question: Is the following code correct? Or can the execution result in undefined behavior?
// Legal transfer of pointer to int without data race.
// The receive function blocks until send is called.
void send(int*);
int* receive();
// --- thread A ---
/* A1 */ int* pointer = receive();
/* A2 */ int answer = *pointer;
// --- thread B ---
int answer;
/* B1 */ answer = 42;
/* B2 */ send(&answer);
// wait forever
Answer: There may be a data race on the memory location of answer, and thus the execution results in undefined behavior. See below for details.
Implementation of Data Transfer
Of course, the answer depends on the possible and legal implementations of the functions send and receive. I use the following data-race-free implementation. Note that only a single atomic variable is used, and all memory operations use std::memory_order_relaxed. Basically this means, that these functions do not restrict memory re-orderings.
std::atomic<int*> transfer{nullptr};
void send(int* pointer) {
transfer.store(pointer, std::memory_order_relaxed);
}
int* receive() {
while (transfer.load(std::memory_order_relaxed) == nullptr) { }
return transfer.load(std::memory_order_relaxed);
}
Order of Memory Operations
On multicore systems, a thread can see memory changes in a different order as what other threads see. In addition, both compilers and CPUs may reorder memory operations within a single thread for efficiency - and they do this all the time. Atomic operations with std::memory_order_relaxed do not participate in any synchronization and do not impose any ordering.
In the above example, the compiler is allowed to reorder the operations of thread B, and execute B2 before B1, because the reordering has no effect on the thread itself.
// --- valid execution of operations in thread B ---
int answer;
/* B2 */ send(&answer);
/* B1 */ answer = 42;
// wait forever
Data Race
C++11 defines a data race as follows (N3290 C++11 Draft): "The execution of a program contains a data race if it contains two conflicting actions in different threads, at least one of which is not atomic, and neither happens before the other. Any such data race results in undefined behavior." And the term happens before is defined earlier in the same document.
In the above example, B1 and A2 are conflicting and non-atomic operations, and neither happens before the other. This is obvious, because I have shown in the previous section, that both can happen at the same time.
That's the only thing that matters in C++11. In contrast, the Java Memory Model also tries to define the behavior if there are data races, and it took them almost a decade to come up with a reasonable specification. C++11 didn't make the same mistake.
Further Information
I'm a bit surprised that these basics are not well known. The definitive source of information is the section Multi-threaded executions and data races in the C++11 standard. However, the specification is difficult to understand.
A good starting point are Hans Boehm's talks - e.g. available as online videos:
Threads and Shared Variables in C++11
Getting C++ Threads Right
There are also a lot of other good resources, I have mentioned elsewhere, e.g.:
std::memory_order - cppreference.com
There is no parallel access to the same data, so there is no problem:
Thread 1 starts execution of Obj::Obj().
Thread 1 finishes execution of Obj::Obj().
Thread 1 passes reference to the memory occupied by obj to thread 2.
Thread 1 never does anything else with that memory (soon after, it falls into infinite loop).
Thread 2 picks-up the reference to memory occupied by obj.
Thread 2 presumably does something with it, undisturbed by thread 1 which is still infinitely looping.
The only potential problem is if Send didn't acts as a memory barrier, but then it wouldn't really be a "legal transfer device".
As others have alluded to, the only way in which a constructor is not thread-safe is if something somehow gets a pointer or reference to it before the constructor is finished, and the only way that would occur is if the constructor itself has code that registers the this pointer to some type of container which is shared across threads.
Now in your specific example, Branko Dimitrijevic gave a good complete explanation how your case is fine. But in the general case, I'd say to not use something until the constructor is finished, though I don't think there's anything "special" that doesn't happen until the constructor is finished. By the time it enters the (last) constructor in an inheritance chain, the object is pretty much fully "good to go" with all of its member variables being initialized, etc. So no worse than any other critical section work, but another thread would need to know about it first, and the only way that happens is if you're sharing this in the constructor itself somehow. So only do that as the "last thing" if you are.
It is only safe (sort of) if you wrote both threads, and know the first thread is not accessing it while the second thread is. For example, if the thread constructing it never accesses it after passing the reference/pointer, you would be OK. Otherwise it is thread unsafe. You could change that by making all methods that access data members (read or write) lock memory.
Read this question until now... Still will post my comments:
Static Local Variable
There is a reliable way to construct objects when you are in a multi-thread environment, that is using a static local variable (static local variable-CppCoreGuidelines),
From the above reference: "This is one of the most effective solutions to problems related to initialization order. In a multi-threaded environment the initialization of the static object does not introduce a race condition (unless you carelessly access a shared object from within its constructor)."
Also note from the reference, if the destruction of X involves an operation that needs to be synchronized you can create the object on the heap and synchronize when to call the destructor.
Below is an example I wrote to show the Construct On First Use Idiom, which is basically what the reference talks about.
#include <iostream>
#include <thread>
#include <vector>
class ThreadConstruct
{
public:
ThreadConstruct(int a, float b) : _a{a}, _b{b}
{
std::cout << "ThreadConstruct construct start" << std::endl;
std::this_thread::sleep_for(std::chrono::seconds(2));
std::cout << "ThreadConstruct construct end" << std::endl;
}
void get()
{
std::cout << _a << " " << _b << std::endl;
}
private:
int _a;
float _b;
};
struct Factory
{
template<class T, typename ...ARGS>
static T& get(ARGS... args)
{
//thread safe object instantiation
static T instance(std::forward<ARGS>(args)...);
return instance;
}
};
//thread pool
class Threads
{
public:
Threads()
{
for (size_t num_threads = 0; num_threads < 5; ++num_threads) {
thread_pool.emplace_back(&Threads::run, this);
}
}
void run()
{
//thread safe constructor call
ThreadConstruct& thread_construct = Factory::get<ThreadConstruct>(5, 10.1);
thread_construct.get();
}
~Threads()
{
for(auto& x : thread_pool) {
if(x.joinable()) {
x.join();
}
}
}
private:
std::vector<std::thread> thread_pool;
};
int main()
{
Threads thread;
return 0;
}
Output:
ThreadConstruct construct start
ThreadConstruct construct end
5 10.1
5 10.1
5 10.1
5 10.1
5 10.1

C++ Vector, push_back from another thread crashing?

I have unexpected assertions faillures in my code using a checked STL implentation.
After some research, I narrowed down the problem to a push_back in a vector called from a different thread than the one in which the vector was created.
The simplest code to reproduce this problem is :
class SomeClass
{
private:
std::vector<int> theVector;
public:
SomeClass ()
{
theVector.push_back(1); // Ok
}
void add()
{
theVector.push_back(1); // Crash
}
};
The only difference is that SomeClass is instanciated from my main thread, and add is called from another thread. However, there is no concurency issue : in the simplest form of code I used for troubleshooting nobody is reading or writing from this vector except the cases I mentioned above.
Tracing into the push_back code, I noticed that some methods from std::vector like count() or size() return garbage, when it's called from the other thred (method "add"), and correct values when called from the creating thread (in the constructor for example)
Should I conclude that std::vector is not usable in a multithreaded environement ? Or is there a solution for this problem ?
EDIT : removed volatile
EDIT 2 : Do you think it's possible that the problem doesn't lie in multithread ? In my test run, add is called only once (verified using a break point). If I remove the push_back from the constructor, I still crashes. So in the end, even with only one call to a vector's method, in a function called once make the assertion fail. Therefore there can't be concurency, or ... ?
std::vector definitely is usable in a multi-threaded environment, provided you don't access the vector from two threads at once. I do it all the time without trouble.
Since vector isn't the problem, you need to look more closely at your synchronization mechanism, as this is most likely the problem.
I noticed that you marked the vector as volatile. Do you expect that making it volatile will provide synchronization? Because it won't. See here for more information.
EDIT: Originally provided wrong link. This is now fixed. Sorry for confusion.
If you can guarantee that nobody is writing to or reading from the vector when you call push_back, there's no reason that it should fail. You could be dealing with higher-level memory corruption. You should verify that "this" points to a genuine instance of SomeClass, check it's other members, etc.
Most STL implementations are not thread safe. You'll need to use thread synchronization (e.g. mutex) to prevent both threads from stomping on each other while accessing the vector. Basically, what you will need to do is create a class that contains the vector and a mutex and accessor functions that protect the vector for both reading and writing operations.
Whether Standard Library supports multithreading is implementation defined. You have to read documentation for your specific compiler.
Additionaly what you can do is to add some log messages as in the following code:
class SomeClass
{
private:
volatile std::vector<int> theVector;
public:
SomeClass ()
{
std::cout << "SomeClass::SomeClass" << std::endl;
theVector.push_back(1); // Ok
}
~SomeClass ()
{
std::cout << "SomeClass::~SomeClass" << std::endl;
}
void add()
{
std::cout << "SomeClass::add" << std::endl;
theVector.push_back(1);
}
};
Make sure that instance of the SomeClass is still exists when you call add function.