Calling a static method from an object inside a thread - c++

I have a static function inside a class:
class ABC {
public:
static void calculate()
{
//...
}
};
I have another class:
Class DEF
{
public:
void doCalculation()
{
ABC::calculate();
}
};
The object for class DEF is one per thread, that is, we have n number of threads which can access calculate() at the same time.
In this case should I lock the call ABC::calculate()?

Please think carefully: locks should protect data, not code. If you teach yourself to put locks around a function call, you'll be debugging forever.
Solutions:
if calculate() only accesses static (not changing) data, no need
for synchronization at all.
if calculate() contains a simple increment of a shared variable
(int/float), use std::atomic<>. Note that atomics are way
faster than any contended locking.
if calculate() uses multiple variablers and/or larger structures, consider using libguarded.
if calculate() really is the only method accessing the data, use a std::lock_guard<>. At least you get exception safety for free.

Related

Avoid deadlock in a single thread

I have the following problem: I have a class that needs to be protected from simultaneous access from different threads. The class has two methods: lock() and unlock() using (g_mutex_lock / g_mutex_unlock with a per-object GMutex). Now a locking method looks like this:
void Object::method()
{
lock();
// do stuff modifying the object
unlock();
}
Now lets assume that I have two mwthods of this type, method1() and method2() which I call one after another:
object.method1();
// but what if some other thread modifies object in between
object.method2();
I tried locking the object before this block und unlocking it again, but in this case
there is a deadlock even with a single thread because the GMutex doesn't know that it has already been locked by the same thread. A solution would be to modify the method to accept an additional bool to determine whether the object is already locked. But is there a more elegant concept? Or is this a shortcoming regarding the design concept in total?
The recursive mutex solution mentioned in other responses and comments will work just fine, but in my experience it leads to code that is harder to maintain, because once you switch to a recursive mutex it is all too easy to abuse it and lock all over the place.
Instead, I prefer to reorganize the code so that locking once is sufficient. In your example I would define the class as follows:
class Object {
public:
void method1() {
GMutexLock scopeLock(&lock);
method1_locked();
}
void method2() {
GMutexLock scopeLock(&lock);
method2_locked();
}
void method1_and_2() {
GMutexLock scopeLock(&lock);
method1_locked();
method2_locked();
}
private:
void method1_locked();
void method2_locked();
GMutex lock;
};
The "locked" versions of your methods are private, so they are only accessible from inside the class. The class takes responsibility in never calling these without the lock taken.
From the outside you have three choices of methods to call, depending on which of the methods you want to run.
Note that another improvement I've made is to not use explicit locking primitives but instead use the scope indirectly to lock and unlock. This is what GMutexLock does. An example implementation for this class is below:
class GMutexLock {
private:
GMutex* m;
GMutexLock(const GMutexLock &mlock); // not allowed
GMutexLock &operator=(const GMutexLock &); // not allowed
public:
GMutexLock(GMutex* mutex) {
m = mutex;
g_mutex_lock(m);
}
~GMutexLock() {
g_mutex_unlock(m);
}
};
Look up "recursive mutex" or "reentrant mutex" (versus the non-recursive mutex you're using now). These enable what you want. Some folks are not fans of recursive mutexes and feel they enable messy design.
Note that a recursive mutex cannot be locked on one thread and unlocked on another.
I personally would never use recursive mutexes (especially as such).
I would do some private functions that doesn't lock mutexes and lock around them in public functions' implementations.

Callback into singleton class

I am using a singleton class with a thread that calls into the singleton. I was asked during a review why I used the this pointer instead of the singleton instance.
My code with the suggested changes.
class myClass : public threadWrapper
{
public:
static myClass& instance()
{
static myClass instance;
return instance;
}
// This is the callback that I have implemented
static void callback(void *me)
{
if (me != NULL)
static_cast<myClass*>(me)->doCallback();
}
// This is the suggested callback
static void callback2(void *me)
{
instance().doCallback();
}
// caller gets instance and then calls initialise()
int initialise()
{
if (initialised)
return ERROR_ALREADY_INITIALISED;
// Initialise the class
// my thread startup call
// thread wrapper class initialisation that calls pthread_create that runs the callback method with this as a parameter
// priority is a global value that difines the relative priority of the various threads.
threadWrapper::Initialise(priority, callback, this);
initialised = true;
}
private:
myClass() : initialised(false) {;}
void doCallback(void);
bool initialised;
static const int
}
So is there any significant difference in speed between the two?
The threadWrapper is mandated in the existing code base, and I'm not allowed to use boost.
My justification was that if we needed to make this not a singleton then fewer changes would be required.
The speed difference will be pretty much nonexistent.
As for code quality, Singletons are quite horrendous and I personally would chuck out both forms, especially in a threaded environment. Assuming that it's too late for that, however.
The thing is, if you're gonna pass in a pointer to the object, why not just not make that object global in the first place? And if you are, it should at least be strongly typed. And then, you're just ... wrapping a member method in a static method? Why bother? Anyone who has a pointer to the class can just call the method on it in the first place. This is just insane.
Edit: If you're stuck with the existing design, then the second version is definitely better than the first and no slower. Even if you have existing code that depends on the Singleton, then it's absolutely better to refactor what you can to not depend on it.

Portable thread class implemented in C++

When writing C programs that need to share a file scope variable between the application and an interrupt routine/a thread/a callback routine, it is well-known that the variable must be declared volatile, or else the compiler may do incorrect optimizations. This is an example of what I mean:
int flag;
void some_interrupt (void)
{
flag = 1;
}
int main()
{
flag = 0;
...
/* <-- interrupt occurs here */
x = flag; /* BUG: the compiler doesn't realize that "flag" was changed
and sets x to 0 even though flag==1 */
}
To prevent the above bug, "flag" should have been declared as volatile.
My question is: how does this apply to C++ when creating a class containing a thread?
I have a class looking something like this:
class My_thread
{
private:
int flag;
static void thread_func (void* some_arg) // thread callback function
{
My_thread* this_ptr= (My_thread*)some_arg;
}
};
"some_arg" will contain a pointer to an instance of the class, so that each object of "My_thread" has its own thread. Through this pointer it will access member variables.
Does this mean that "this_ptr" must be declared as pointer-to-volatile data? Must "flag" be volatile as well? And if so, must I make all member functions that modify "flag" volatile?
I'm not interested in how a particular OS or compiler behaves, I am looking for a generic, completely portable solution.
EDIT: This question has nothing to do with thread-safety whatsoever!
The real code will have semaphores etc.
To clarify, I wish to avoid bugs caused by the compiler's unawareness of that a callback function may be called from sources outside the program itself, and therefore make incorrect conclusions about whether certain variables have been used or not. I know how to do this in C, as illustrated with the first example, but not in C++.
Well, that edit makes all the difference of the world. Semaphores introduce memory barriers. Those make volatile redundant. The compiler will always reload int flag after any operation on a semaphore.
Fred Larson already predicted this. volatile is insufficient in the absence of locks, and redudant in the presence of locks. That makes it useless for thread-safe programming.
From the function pointer signature I guess you are using the posix thread implementation for threads. I assume you want to know how to start off a thread using this API. First consider using boost thread instead. If not an option, I usually go for something like the following to get somewhat of that cosy Java readability.
class Runnable {
public:
virtual void run() = 0;
};
class Thread : public Runnable {
public:
Thread();
Thread(Runnable *r);
void start();
void join();
pthread_t getPthread() const;
private:
static void *start_routine(void *object);
Runnable *runner;
pthread_t thread;
};
And then something like this in the start_routine function:
void* Thread::start_routine(void *object) {
Runnable *o = (Runnable *)object;
o->run();
pthread_exit(NULL);
return NULL;
}
Now access to fields of classes extending the Runnable or Thread class need not be volatile since they are thread-local.
That said, sharing data between threads is more complex than using a volatile data member unfortunately if that is what you asked...
Read this article by Andrei Alexandrescu over at Dr. Dobbs, it might be relevant:
volatile - Multithreaded Programmer's Best Friend
From the intro to the article:
The volatile keyword was devised to
prevent compiler optimizations that
might render code incorrect in the
presence of certain asynchronous
events. For example, if you declare a
primitive variable as volatile, the
compiler is not permitted to cache it
in a register -- a common optimization
that would be disastrous if that
variable were shared among multiple
threads. So the general rule is, if
you have variables of primitive type
that must be shared among multiple
threads, declare those variables
volatile. But you can actually do a
lot more with this keyword: you can
use it to catch code that is not
thread safe, and you can do so at
compile time. This article shows how
it is done; the solution involves a
simple smart pointer that also makes
it easy to serialize critical sections
of code.
Some implementation of the fallback mechanism is given here for both Windows and Linux. Try this example:
typeReadFileCallback varCallback;
I was able to implement using that.

Access class functions from another thead?

I have a function in my class that creates a thread and gives it arguments to call a function which is part of that class but since thread procs must be static, I can't access any of the class's members. How can this be done without using a bunch of static members in the cpp file to temporarily give the data to be manipulated, this seems slow.
Heres an example of what I mean:
in cpp file:
void myclass::SetNumber(int number)
{
numberfromclass = number;
}
void ThreadProc(void *arg)
{
//Can't do this
myclass::SetNumber((int)arg);
}
I can't do that since SetNumber would have to be static, but I instance my class a lot so that won't work.
What can I do?
Thanks
Usually you specify the address of the object of myclass as arg type and cast it inside the ThreadProc. But then you'll be blocked on how passing the int argument.
void ThreadProc(void *arg)
{
myclass* obj = reinterpret_cast<myclass*>(arg);
//Can't do this
obj->SetNumber(???);
}
As you said this is maybe not only a bit slow but it also clutters the code. I would suggest to use boost::bind for argument binding and to create the threads in an os independent way (for your own source at least) you could use boost::thread. Then no need for static methods for your threads.
Now in the C++0x standard, here a small tutorial
I would suggest you to make a friendly class with a static method for this purpose. It looks much cleaner. Eg:-
class FriendClass
{
public:
static void staticPublicFunc(void* );
};
Now befriend the above class in your main class ...
class MyClass
{
friend void FriendClass::staticPublicFunc(void*);
};
This should enable you to set the friend-function as the thread-function and access the class per instance in each thread. Make sure to synchronize your access to data visible across threads.

Private members vs temporary variables in C++

Suppose you have the following code:
int main(int argc, char** argv) {
Foo f;
while (true) {
f.doSomething();
}
}
Which of the following two implementations of Foo are preferred?
Solution 1:
class Foo {
private:
void doIt(Bar& data);
public:
void doSomething() {
Bar _data;
doIt(_data);
}
};
Solution 2:
class Foo {
private:
Bar _data;
void doIt(Bar& data);
public:
void doSomething() {
doIt(_data);
}
};
In plain english: if I have a class with a method that gets called very often, and this method defines a considerable amount of temporary data (either one object of a complex class, or a large number of simple objects), should I declare this data as private members of the class?
On the one hand, this would save the time spent on constructing, initializing and destructing the data on each call, improving performance. On the other hand, it tramples on the "private member = state of the object" principle, and may make the code harder to understand.
Does the answer depend on the size/complexity of class Bar? What about the number of objects declared? At what point would the benefits outweigh the drawbacks?
From a design point of view, using temporaries is cleaner if that data is not part of the object state, and should be preferred.
Never make design choices on performance grounds before actually profiling the application. You might just discover that you end up with a worse design that is actually not any better than the original design performance wise.
To all the answers that recommend to reuse objects if construction/destruction cost is high, it is important to remark that if you must reuse the object from one invocation to another, in many cases the object must be reset to a valid state between method invocations and that also has a cost. In many such cases, the cost of resetting can be comparable to construction/destruction.
If you do not reset the object state between invocations, the two solutions could yield different results, as in the first call, the argument would be initialized and the state would probably be different between method invocations.
Thread safety has a great impact on this decision also. Auto variables inside a function are created in the stack of each of the threads, and as such are inherently thread safe. Any optimization that pushes those local variable so that it can be reused between different invocations will complicate thread safety and could even end up with a performance penalty due to contention that can worsen the overall performance.
Finally, if you want to keep the object between method invocations I would still not make it a private member of the class (it is not part of the class) but rather an implementation detail (static function variable, global in an unnamed namespace in the compilation unit where doOperation is implemented, member of a PIMPL...[the first 2 sharing the data for all objects, while the latter only for all invocations in the same object]) users of your class do not care about how you solve things (as long as you do it safely, and document that the class is not thread safe).
// foo.h
class Foo {
public:
void doOperation();
private:
void doIt( Bar& data );
};
// foo.cpp
void Foo::doOperation()
{
static Bar reusable_data;
doIt( reusable_data );
}
// else foo.cpp
namespace {
Bar reusable_global_data;
}
void Foo::doOperation()
{
doIt( reusable_global_data );
}
// pimpl foo.h
class Foo {
public:
void doOperation();
private:
class impl_t;
boost::scoped_ptr<impl_t> impl;
};
// foo.cpp
class Foo::impl_t {
private:
Bar reusable;
public:
void doIt(); // uses this->reusable instead of argument
};
void Foo::doOperation() {
impl->doIt();
}
First of all it depends on the problem being solved. If you need to persist the values of temporary objects between calls you need a member variable. If you need to reinitialize them on each invokation - use local temporary variables. It a question of the task at hand, not of being right or wrong.
Temporary variables construction and destruction will take some extra time (compared to just persisting a member variable) depending on how complex the temporary variables classes are and what their constructors and destructors have to do. Deciding whether the cost is significant should only be done after profiling, don't try to optimize it "just in case".
I'd declare _data as temporary variable in most cases. The only drawback is performance, but you'll get way more benefits. You may want to try Prototype pattern if constructing and destructing are really performance killers.
If it is semantically correct to preserve a value of Bar inside Foo, then there is nothing wrong with making it a member - it is then that every Foo has-a bar.
There are multiple scenarios where it might not be correct, e.g.
if you have multiple threads performing doSomething, would they need all separate Bar instances, or could they accept a single one?
would it be bad if state from one computation carries over to the next computation.
Most of the time, issue 2 is the reason to create local variables: you want to be sure to start from a clean state.
Like a lot of coding answers it depends.
Solution 1 is a lot more thread-safe. So if doSomething were being called by many threads I'd go for Solution 1.
If you're working in a single threaded environment and the cost of creating the Bar object is high, then I'd go for Solution 2.
In a single threaded env and if the cost of creating Bar is low, then I think i'd go for Solution 1.
You have already considered "private member=state of the object" principle, so there is no point in repeating that, however, look at it in another way.
A bunch of methods, say a, b, and c take the data "d" and work on it again and again. No other methods of the class care about this data. In this case, are you sure a, b and c are in the right class?
Would it be better to create another smaller class and delegate, where d can be a member variable? Such abstractions are difficult to think of, but often lead to great code.
Just my 2 cents.
Is that an extremely simplified example? If not, what's wrong with doing it this
void doSomething(Bar data);
int main() {
while (true) {
doSomething();
}
}
way? If doSomething() is a pure algorithm that needs some data (Bar) to work with, why would you need to wrap it in a class? A class is for wrapping a state (data) and the ways (member functions) to change it.
If you just need a piece of data then use just that: a piece of data. If you just need an algorithm, then use a function. Only if you need to keep a state (data values) between invocations of several algorithms (functions) working on them, a class might be the right choice.
I admit that the borderlines between these are blurred, but IME they make a good rule of thumb.
If it's really that temporary that costs you the time, then i would say there is nothing wrong with including it into your class as a member. But note that this will possibly make your function thread-unsafe if used without proper synchronization - once again, this depends on the use of _data.
I would, however, mark such a variable as mutable. If you read a class definition with a member being mutable, you can immediately assume that it doesn't account for the value of its parent object.
class Foo {
private:
mutable Bar _data;
private:
void doIt(Bar& data);
public:
void doSomething() {
doIt(_data);
}
};
This will also make it possible to use _data as a mutable entity inside a const function - just like you could use it as a mutable entity if it was a local variable inside such a function.
If you want Bar to be initialised only once (due to cost in this case). Then I'd move it to a singleton pattern.