Waiting for Memory Value to Change - c++

I have two separate processes, a client and server process. They are linked using shared memory.
A client will begin his response by first altering a certain part of the shared memory to the input value and then flipping a bit indicating that the input is valid and that the value has not already been computed.
The server waits for a kill signal, or new data to come in. Right now the relevant server code looks like so:
while(!((*metadata)&SERVER_KILL)){
//while no kill signal
bool valid_client = ((*metadata)&CLIENT_REQUEST_VALID)==CLIENT_REQUEST_VALID;
bool not_already_finished = ((*metadata)&SERVER_RESPONSE_VALID)!=SERVER_RESPONSE_VALID;
if(valid_client & not_already_finished){
*int2 = sqrt(*int1);
*metadata = *metadata | SERVER_RESPONSE_VALID;
//place square root of input in memory, set
//metadata to indicate value has been found
}
}
The problem with this is that the while loop takes up too many resources.
Most solutions to this problem are usually with a multithreaded application in which case you can use condition variables and mutexes to control the progression of the server process. Since these are single threaded applications, this solution is not applicable. Is there a lightweight solution that allows for waiting for these memory locations to change all while not completely occupying a hardware thread?

You can poll or block... You can also wait for an interrupt, but that would probably also entail some polling or blocking.
Is message-passing on the table? That would allow you to block. Maybe a socket?
You can also send a signal from one process to another. You would write an interrupt handler for the receiving process.
Note that when an interrupt handler runs, it preempts the process' thread of execution. In other words, the main thread is paused while the handler runs. So your interrupt handler shouldn't grab a lock if there's a chance that the lock is already held, as it will create a deadlock situation. You can avoid this by using a re-entrant lock or one of the special lock types that disables interrupts before grabbing the lock. Things that grab locks: mutex.lock (obviously), I/O, allocating memory, condition.signal (much less obvious).

Related

Thread safety of curl_multi_remove_handle

It seems like some sources recommend using curl_multi_remove_handle to "invalidate" a curl handle and cause curl_multi_wait to return early. This seems not to be covered under the thread safety guarantee (if done from another thread), or am I wrong (the threads safety guarantees are basically just reentrancy guarantees)?
What is the recommended way signal curl_multi_wait to return early? Is it really required to do it via timeouts? (Under Linux, I would use an eventfd in the epoll set to effectively have the case "wait on these sockets OR this event fd OR the given timeout".) It seems I could use custom curl_waitfd structures, but this would require platform specific setup for dummy sockets.
You must not call curl_multi_remove_handle from thread B if curl_multi_wait for that handle is running in thread A. That will just cause tears and misery.
You can opt to, for example:
user sufficiently short timeouts for curl_multi_wait() so that you don't need to abort it
add a private socket/file descriptor to send data on to abort when you want to
return error from the progress callback (or another callback) for the transfer(s) you need to stop - by setting a flag that they all check (global, or global like)
rework your app logic so that you can consider the transfer to "dead" without it having stopped yet, and have libcurl have its cause and close it later and you don't have to care much about it being done a bit after you decided you can ignore it.
curl_multi_poll()
After I first wrote this answer, we introduced curl_multi_poll in libcurl. This function is very similar to curl_multi_wait but also allows it to pre-emptively return with the use of curl_multi_wakeup, thus offering applications a few more alternative approaches.
Unfortunately, curl_multi is not, what people these days would deem as "thread safe". Yes, you can use a CURLM handle in two different threads, as long, as they don't access it at the same time. But hey, this is true for almost any data structure in C or C++.
So, if you have one thread running an event loop with curl_multi_wait(), you cannot use a second thread to add new jobs via curl_multi_add_handle() or remove jobs via curl_multi_remove_handle(). Well, it will work most of the times, but especially during high load, you will start getting data corruptions and segfaults due to the concurrent access to libcurl's internal data structures.
There are two ways around this problem, but both require a bit of coding:
Use the newer curl_multi_poll() interface, which (unlike curl_multi_wait()) is externally interruptible via curl_multi_wakeup(). Yes, curl_multi_wakeup() is the ONLY function on CURLM handles, that is safe to call concurrently from another thread (or even multiple threads). To add new requests to the event loop or remove requests from it, you would need some request queue and a mutex, which secures access to that queue. Then, to add a new job, you would do:
(thread 1 is running curl_multi_poll() in an endless loop)
thread 2 acquires said mutex
thread 2 posts an "add easy handle request" into the request queue
thread 2 releases said mutex again
thread 2 calls curl_multi_wakeup()
thread 1 acquires the mutex after curl_multi_poll() returns
thread 1 then processes the "add easy handle request" in the job list and performs curl_multi_add_handle()
thread 1 then releases the mutex again
thread 1 does all other necessary work (in particular call curl_multi_perform() and pass finished transfers to the application etc.)
thread 1 calls curl_multi_poll() again
To remove a job, you would use the same procedure, just let thread 2 post an "remove easy handle request" instead of an "add easy handle request" to the request queue and then let thread 1 call curl_multi_remove_handle() instead of curl_multi_add_handle().
In this solution, ALL calls to the CURLM handle are performed from thread 1, with the sole exception of curl_multi_wakeup(), which is used by other threads to signal thread 1 of new work waiting in the request queue.
Or use the curl_action() interface, where you have to provide two callbacks to libcurl, with which it reports file descriptors to watch and a timeout to your application. You then have to call epoll() or a similiar OS function yourself to wait for activity (or timeout) in the event loop thread. Then add a mutex again to serialize access to the CURLM handle: Your event loop thread should lock that mutex just before it calls curl_action() (or any other function on the CURLM handle) and unlock it immediately after. As curl_action() (unlike curl_multi_poll()) does not sleep, that mutex will be locked only for brief intervals. So other threads can then easily directly lock that mutex for themselves, too, and call curl_multi_add_handle() or curl_multi_remove_handle() as needed. Be aware, though, that those intervening additions or removals of handles can modify the active FD set, and that you may need some synchronisation with the event loop thread to notify it of the modified epoll() set.
The first solution is likely easier to implement. You should be able to find libcurl wrappers for both variants on Github, but be sure to test them intensively before using them in any critical application.

How to cleanly exit a threaded C++ program?

I am creating multiple threads in my program. On pressing Ctrl-C, a signal handler is called. Inside a signal handler, I have put exit(0) at last. The thing is that sometimes the program terminates safely but the other times, I get runtime error stating
abort() has been called
So what would be the possible solution to avoid the error?
The usual way is to set an atomic flag (like std::atomic<bool>) which is checked by all threads (including the main thread). If set, then the sub-threads exit, and the main thread starts to join the sub-threads. Then you can exit cleanly.
If you use std::thread for the threads, that's a possible reason for the crashes you have. You must join the thread before the std::thread object is destructed.
Others have mentioned having the signal-handler set a std::atomic<bool> and having all the other threads periodically check that value to know when to exit.
That approach works well as long as all of your other threads are periodically waking up anyway, at a reasonable frequency.
It's not entirely satisfactory if one or more of your threads is purely event-driven, however -- in an event-driven program, threads are only supposed to wake up when there is some work for them to do, which means that they might well be asleep for days or weeks at a time. If they are forced to wake up every (so many) milliseconds simply to poll an atomic-boolean-flag, that makes an otherwise extremely CPU-efficient program much less CPU-efficient, since now every thread is waking up at short regular intervals, 24/7/365. This can be particularly problematic if you are trying to conserve battery life, as it can prevent the CPU from going into power-saving mode.
An alternative approach that avoids polling would be this one:
On startup, have your main thread create an fd-pipe or socket-pair (by calling pipe() or socketpair())
Have your main thread (or possibly some other responsible thread) include the receiving-socket in its read-ready select() fd_set (or take a similar action for poll() or whatever wait-for-IO function that thread blocks in)
When the signal-handler is executed, have it write a byte (any byte, doesn't matter what) into the sending-socket.
That will cause the main thread's select() call to immediately return, with FD_ISSET(receivingSocket) indicating true because of the received byte
At that point, your main thread knows it is time for the process to exit, so it can start directing all of its child threads to start shutting down (via whatever mechanism is convenient; atomic booleans or pipes or something else)
After telling all the child threads to start shutting down, the main thread should then call join() on each child thread, so that it can be guaranteed that all of the child threads are actually gone before main() returns. (This is necessary because otherwise there is a risk of a race condition -- e.g. the post-main() cleanup code might occasionally free a resource while a still-executing child thread was still using it, leading to a crash)
The first thing you must accept is that threading is hard.
A "program using threading" is about as generic as a "program using memory", and your question is similar to "how do I not corrupt memory in a program using memory?"
The way you handle threading problem is to restrict how you use threads and the behavior of the threads.
If your threading system is a bunch of small operations composed into a data flow network, with an implicit guarantee that if an operation is too big it is broken down into smaller operations and/or does checkpoints with the system, then shutting down looks very different than if you have a thread that loads an external DLL that then runs it for somewhere from 1 second to 10 hours to infinite length.
Like most things in C++, solving your problem is going to be about ownership, control and (at a last resort) hacks.
Like data in C++, every thread should be owned. The owner of a thread should have significant control over that thread, and be able to tell it that the application is shutting down. The shut down mechanism should be robust and tested, and ideally connected to other mechanisms (like early-abort of speculative tasks).
The fact you are calling exit(0) is a bad sign. It implies your main thread of execution doesn't have a clean shutdown path. Start there; the interrupt handler should signal the main thread that shutdown should begin, and then your main thread should shut down gracefully. All stack frames should unwind, data should be cleaned up, etc.
Then the same kind of logic that permits that clean and fast shutdown should also be applied to your threaded off code.
Anyone telling you it is as simple as a condition variable/atomic boolean and polling is selling you a bill of goods. That will only work in simple cases if you are lucky, and determining if it works reliably is going to be quite hard.
Additional to Some programmer dude answer and related to discussion in the comment section, you need to make the flag that controls termination of your threads as atomic type.
Consider following case :
bool done = false;
void pending_thread()
{
while(!done)
{
std::this_thread::sleep(std::milliseconds(1));
}
// do something that depends on working thread results
}
void worker_thread()
{
//do something for pending thread
done = true;
}
Here worker thread can be your main thread also and done is terminating flag of your thread, but pending thread need to do something with given data by working thread, before exiting.
this example has race condition and undefined behaviour along with it, and it's really hard to find what is the actual problem int the real world.
Now the corrected version using std::automic :
std::atomic<bool> done(false);
void pending_thread()
{
while(!done.load())
{
std::this_thread::sleep(std::milliseconds(1));
}
// do something that depends on working thread results
}
void worker_thread()
{
//do something for pending thread
done = true;
}
You can exit thread without being concern of race condition or UB.

Cross-Process Mutex Read/Write Locking

I'm trying to make inter-process communication in C/C++ on Windows environment.
I am creating a shared memory page file and two processes get the handle to that file. It's like this:
Process1: Initialize shared memory area. Wait for Process2 to fill it.
Process2: Get handle to shared memory area. Put stuff in it.
I am creating a named mutex in process1 as well. Now process1 acquires the ownership of the mutex soon after creating it (using WaitSingleObject). Obviously, there is nothing in the memory area so I need to release the mutex. Now I need to wait until the memory is filled instead of trying to acquire the mutex again.
I was thinking of conditional variables. Process2 signals the condition variable once it fills in the memory area and process1 will acquire the information immediately.
However, as per MS Documentation on Condition Variables, they are not shared across processes which is clear from their initialization as they are not named.
Furthermore, the shared memory area can hold up to one element at any given moment which means process2 cannot refill after filling it unless process1 extracts its information.
From the given description it's clear that condition variables are the best for this purpose (or Monitors). So is there a way around this?
Conditional variables can be used with in the process, but not across the processes.
Try NamedPipe with PIPE_ACCESS_DUPLEX as open mode. So that you have communication options from both process.
https://msdn.microsoft.com/en-us/library/windows/desktop/aa365150(v=vs.85).aspx
I have used events for this before. Use 2 named auto reset events. 1 data ready event and one buffer ready event. Writer waits for buffer ready, writes data and sets the data ready event. Reader waits for data ready event, reads memory and sets the buffer ready event. If done properly you should not need the mutex.

how to pass data to running thread

When using pthread, I can pass data at thread creation time.
What is the proper way of passing new data to an already running thread?
I'm considering making a global variable and make my thread read from that.
Thanks
That will certainly work. Basically, threads are just lightweight processes that share the same memory space. Global variables, being in that memory space, are available to every thread.
The trick is not with the readers so much as the writers. If you have a simple chunk of global memory, like an int, then assigning to that int will probably be safe. Bt consider something a little more complicated, like a struct. Just to be definite, let's say we have
struct S { int a; float b; } s1, s2;
Now s1,s2 are variables of type struct S. We can initialize them
s1 = { 42, 3.14f };
and we can assign them
s2 = s1;
But when we assign them the processor isn't guaranteed to complete the assignment to the whole struct in one step -- we say it's not atomic. So let's now imagine two threads:
thread 1:
while (true){
printf("{%d,%f}\n", s2.a, s2.b );
sleep(1);
}
thread 2:
while(true){
sleep(1);
s2 = s1;
s1.a += 1;
s1.b += 3.14f ;
}
We can see that we'd expect s2 to have the values {42, 3.14}, {43, 6.28}, {44, 9.42} ....
But what we see printed might be anything like
{42,3.14}
{43,3.14}
{43,6.28}
or
{43,3.14}
{44,6.28}
and so on. The problem is that thread 1 may get control and "look at" s2 at any time during that assignment.
The moral is that while global memory is a perfectly workable way to do it, you need to take into account the possibility that your threads will cross over one another. There are several solutions to this, with the basic one being to use semaphores. A semaphore has two operations, confusingly named from Dutch as P and V.
P simply waits until a variable is 0 and the goes on, adding 1 to the variable; V subtracts 1 from the variable. The only thing special is that they do this atomically -- they can't be interrupted.
Now, do you code as
thread 1:
while (true){
P();
printf("{%d,%f}\n", s2.a, s2.b );
V();
sleep(1);
}
thread 2:
while(true){
sleep(1);
P();
s2 = s1;
V();
s1.a += 1;
s1.b += 3.14f ;
}
and you're guaranteed that you'll never have thread 2 half-completing an assignment while thread 1 is trying to print.
(Pthreads has semaphores, by the way.)
I have been using the message-passing, producer-consumer queue-based, comms mechanism, as suggested by asveikau, for decades without any problems specifically related to multiThreading. There are some advantages:
1) The 'threadCommsClass' instances passed on the queue can often contain everything required for the thread to do its work - member/s for input data, member/s for output data, methods for the thread to call to do the work, somewhere to put any error/exception messages and a 'returnToSender(this)' event to call so returning everything to the requester by some thread-safe means that the worker thread does not need to know about. The worker thread then runs asynchronously on one set of fully encapsulated data that requires no locking. 'returnToSender(this)' might queue the object onto a another P-C queue, it might PostMessage it to a GUI thread, it might release the object back to a pool or just dispose() it. Whatever it does, the worker thread does not need to know about it.
2) There is no need for the requesting thread to know anything about which thread did the work - all the requestor needs is a queue to push on. In an extreme case, the worker thread on the other end of the queue might serialize the data and communicate it to another machine over a network, only calling returnToSender(this) when a network reply is received - the requestor does not need to know this detail - only that the work has been done.
3) It is usually possible to arrange for the 'threadCommsClass' instances and the queues to outlive both the requester thread and the worker thread. This greatly eases those problems when the requester or worker are terminated and dispose()'d before the other - since they share no data directly, there can be no AV/whatever. This also blows away all those 'I can't stop my work thread because it's stuck on a blocking API' issues - why bother stopping it if it can be just orphaned and left to die with no possibility of writing to something that is freed?
4) A threadpool reduces to a one-line for loop that creates several work threads and passes them the same input queue.
5) Locking is restricted to the queues. The more mutexes, condVars, critical-sections and other synchro locks there are in an app, the more difficult it is to control it all and the greater the chance of of an intermittent deadlock that is a nightmare to debug. With queued messages, (ideally), only the queue class has locks. The queue class must work 100% with mutiple producers/consumers, but that's one class, not an app full of uncooordinated locking, (yech!).
6) A threadCommsClass can be raised anytime, anywhere, in any thread and pushed onto a queue. It's not even necessary for the requester code to do it directly, eg. a call to a logger class method, 'myLogger.logString("Operation completed successfully");' could copy the string into a comms object, queue it up to the thread that performs the log write and return 'immediately'. It is then up to the logger class thread to handle the log data when it dequeues it - it may write it to a log file, it may find after a minute that the log file is unreachable because of a network problem. It may decide that the log file is too big, archive it and start another one. It may write the string to disk and then PostMessage the threadCommsClass instance on to a GUI thread for display in a terminal window, whatever. It doesn't matter to the log requesting thread, which just carries on, as do any other threads that have called for logging, without significant impact on performance.
7) If you do need to kill of a thread waiting on a queue, rather than waiing for the OS to kill it on app close, just queue it a message telling it to teminate.
There are surely disadvantages:
1) Shoving data directly into thread members, signaling it to run and waiting for it to finish is easier to understand and will be faster, assuming that the thread does not have to be created each time.
2) Truly asynchronous operation, where the thread is queued some work and, sometime later, returns it by calling some event handler that has to communicate the results back, is more difficult to handle for developers used to single-threaded code and often requires state-machine type design where context data must be sent in the threadCommsClass so that the correct actions can be taken when the results come back. If there is the occasional case where the requestor just has to wait, it can send an event in the threadCommsClass that gets signaled by the returnToSender method, but this is obviously more complex than simply waiting on some thread handle for completion.
Whatever design is used, forget the simple global variables as other posters have said. There is a case for some global types in thread comms - one I use very often is a thread-safe pool of threadCommsClass instances, (this is just a queue that gets pre-filled with objects). Any thread that wishes to communicate has to get a threadCommsClass instance from the pool, load it up and queue it off. When the comms is done, the last thread to use it releases it back to the pool. This approach prevents runaway new(), and allows me to easily monitor the pool level during testing without any complex memory-managers, (I usually dump the pool level to a status bar every second with a timer). Leaking objects, (level goes down), and double-released objects, (level goes up), are easily detected and so get fixed.
MultiThreading can be safe and deliver scaleable, high-performance apps that are almost a pleasure to maintain/enhance, (almost:), but you have to lay off the simple globals - treat them like Tequila - quick and easy high for now but you just know they'll blow your head off tomorrow.
Good luck!
Martin
Global variables are bad to begin with, and even worse with multi-threaded programming. Instead, the creator of the thread should allocate some sort of context object that's passed to pthread_create, which contains whatever buffers, locks, condition variables, queues, etc. are needed for passing information to and from the thread.
You will need to build this yourself. The most typical approach requires some cooperation from the other thread as it would be a bit of a weird interface to "interrupt" a running thread with some data and code to execute on it... That would also have some of the same trickiness as something like POSIX signals or IRQs, both of which it's easy to shoot yourself in the foot while processing, if you haven't carefully thought it through... (Simple example: You can't call malloc inside a signal handler because you might be interrupted in the middle of malloc, so you might crash while accessing malloc's internal data structures which are only partially updated.)
The typical approach is to have your thread creation routine basically be an event loop. You can build a queue structure and pass that as the argument to the thread creation routine. Then other threads can enqueue things and the thread's event loop will dequeue it and process the data. Note this is cleaner than a global variable (or global queue) because it can scale to have multiple of these queues.
You will need some synchronization on that queue data structure. Entire books could be written about how to implement your queue structure's synchronization, but the most simple thing would have a lock and a semaphore. When modifying the queue, threads take a lock. When waiting for something to be dequeued, consumer threads would wait on a semaphore which is incremented by enqueuers. It's also a good idea to implement some mechanism to shut down the consumer thread.

Lightest synchronization primitive for worker thread queue

I am about to implement a worker thread with work item queuing, and while I was thinking about the problem, I wanted to know if I'm doing the best thing.
The thread in question will have to have some thread local data (preinitialized at construction) and will loop on work items until some condition will be met.
pseudocode:
volatile bool run = true;
int WorkerThread(param)
{
localclassinstance c1 = new c1();
[other initialization]
while(true) {
[LOCK]
[unqueue work item]
[UNLOCK]
if([hasWorkItem]) {
[process data]
[PostMessage with pointer to data]
}
[Sleep]
if(!run)
break;
}
[uninitialize]
return 0;
}
I guess I will do the locking via critical section, as the queue will be std::vector or std::queue, but maybe there is a better way.
The part with Sleep doesn't look too great, as there will be a lot of extra Sleep with big Sleep values, or lot's of extra locking when Sleep value is small, and that's definitely unnecessary.
But I can't think of a WaitForSingleObject friendly primitive I could use instead of critical section, as there might be two threads queuing work items at the same time. So Event, which seems to be the best candidate, can loose the second work item if the Event was set already, and it doesn't guarantee a mutual exclusion.
Maybe there is even a better approach with InterlockedExchange kind of functions that leads to even less serialization.
P.S.: I might need to preprocess the whole queue and drop the obsolete work items during the unqueuing stage.
There are a multitude of ways to do this.
One option is to use a semaphore for the waiting. The semaphore is signalled every time a value is pushed on the queue, so the worker thread will only block if there are no items in the queue. This will still require separate synchronization on the queue itself.
A second option is to use a manual-reset event which is set when there are items in the queue and cleared when the queue is empty. Again, you will need to do separate synchronization on the queue.
A third option is to have an invisible message-only window created on the thread, and use a special WM_USER or WM_APP message to post items to the queue, attaching the item to the message via a pointer.
Another option is to use condition variables. The native Windows condition variables only work if you're targetting Windows Vista or Windows 7, but condition variables are also available for Windows XP with Boost or an implementation of the C++0x thread library. An example queue using boost condition variables is available on my blog: http://www.justsoftwaresolutions.co.uk/threading/implementing-a-thread-safe-queue-using-condition-variables.html
It is possible to share a resource between threads without using blocking locks at all, if your scenario meets certain requirements.
You need an atomic pointer exchange primitive, such as Win32's InterlockedExchange. Most processor architectures provide some sort of atomic swap, and it's usually much less expensive than acquiring a formal lock.
You can store your queue of work items in a pointer variable that is accessible to all the threads that will be interested in it. (global var, or field of an object that all the threads have access to)
This scenario assumes that the threads involved always have something to do, and only occasionally "glance" at the shared resource. If you want a design where threads block waiting for input, use a traditional blocking event object.
Before anything begins, create your queue or work item list object and assign it to the shared pointer variable.
Now, when producers want to push something onto the queue, they "acquire" exclusive access to the queue object by swapping a null into the shared pointer variable using InterlockedExchange. If the result of the swap returns a null, then somebody else is currently modifying the queue object. Sleep(0) to release the rest of your thread's time slice, then loop to retry the swap until it returns non-null. Even if you end up looping a few times, this is many. many times faster than making a kernel call to acquire a mutex object. Kernel calls require hundreds of clock cycles to transition into kernel mode.
When you successfully obtain the pointer, make your modifications to the queue, then swap the queue pointer back into the shared pointer.
When consuming items from the queue, you do the same thing: swap a null into the shared pointer and loop until you get a non-null result, operate on the object in the local var, then swap it back into the shared pointer var.
This technique is a combination of atomic swap and brief spin loops. It works well in scenarios where the threads involved are not blocked and collisions are rare. Most of the time the swap will give you exclusive access to the shared object on the first try, and as long as the length of time the queue object is held exclusively by any thread is very short then no thread should have to loop more than a few times before the queue object becomes available again.
If you expect a lot of contention between threads in your scenario, or you want a design where threads spend most of their time blocked waiting for work to arrive, you may be better served by a formal mutex synchronization object.
The fastest locking primitive is usually a spin-lock or spin-sleep-lock. CRITICAL_SECTION is just such a (user-space) spin-sleep-lock.
(Well, aside from not using locking primitives at all of course. But that means using lock-free data-structures, and those are really really hard to get right.)
As for avoiding the Sleep: have a look at condition-variables. They're designed to be used together with a "mutex", and I think they're much easier to use correctly than Windows' EVENTs.
Boost.Thread has a nice portable implementation of both, fast user-space spin-sleep-locks and condition variables:
http://www.boost.org/doc/libs/1_44_0/doc/html/thread/synchronization.html#thread.synchronization.condvar_ref
A work-queue using Boost.Thread could look something like this:
template <class T>
class Queue : private boost::noncopyable
{
public:
void Enqueue(T const& t)
{
unique_lock lock(m_mutex);
// wait until the queue is not full
while (m_backingStore.size() >= m_maxSize)
m_queueNotFullCondition.wait(lock); // releases the lock temporarily
m_backingStore.push_back(t);
m_queueNotEmptyCondition.notify_all(); // notify waiters that the queue is not empty
}
T DequeueOrBlock()
{
unique_lock lock(m_mutex);
// wait until the queue is not empty
while (m_backingStore.empty())
m_queueNotEmptyCondition.wait(lock); // releases the lock temporarily
T t = m_backingStore.front();
m_backingStore.pop_front();
m_queueNotFullCondition.notify_all(); // notify waiters that the queue is not full
return t;
}
private:
typedef boost::recursive_mutex mutex;
typedef boost::unique_lock<boost::recursive_mutex> unique_lock;
size_t const m_maxSize;
mutex mutable m_mutex;
boost::condition_variable_any m_queueNotEmptyCondition;
boost::condition_variable_any m_queueNotFullCondition;
std::deque<T> m_backingStore;
};
There are various ways to do this
For one you could create an event instead called 'run' and then use that to detect when thread should terminate, the main thread then signals. Instead of sleep you would then use WaitForSingleObject with a timeout, that way you will quit directly instead of waiting for sleep ms.
Another way is to accept messages in your loop and then invent a user defined message that you post to the thread
EDIT: depending on situation it may also be wise to have yet another thread that monitors this thread to check if it is dead or not, this can be done by the above mentioned message queue so replying to a certain message within x ms would mean that the thread hasn't locked up.
I'd restructure a bit:
WorkItem GetWorkItem()
{
while(true)
{
WaitForSingleObject(queue.Ready);
{
ScopeLock lock(queue.Lock);
if(!queue.IsEmpty())
{
return queue.GetItem();
}
}
}
}
int WorkerThread(param)
{
bool done = false;
do
{
WorkItem work = GetWorkItem();
if( work.IsQuitMessage() )
{
done = true;
}
else
{
work.Process();
}
} while(!done);
return 0;
}
Points of interest:
ScopeLock is a RAII class to make critical section usage safer.
Block on event until workitem is (possibly) ready - then lock while trying to dequeue it.
don't use a global "IsDone" flag, enqueue special quitmessage WorkItems.
You can have a look at another approach here that uses C++0x atomic operations
http://www.drdobbs.com/high-performance-computing/210604448
Use a semaphore instead of an event.
Keep the signaling and synchronizing separate. Something along these lines...
// in main thread
HANDLE events[2];
events[0] = CreateEvent(...); // for shutdown
events[1] = CreateEvent(...); // for work to do
// start thread and pass the events
// in worker thread
DWORD ret;
while (true)
{
ret = WaitForMultipleObjects(2, events, FALSE, <timeout val or INFINITE>);
if shutdown
return
else if do-work
enter crit sec
unqueue work
leave crit sec
etc.
else if timeout
do something else that has to be done
}
Given that this question is tagged windows, Ill answer thus:
Don't create 1 worker thread. Your worker thread jobs are presumably independent, so you can process multiple jobs at once? If so:
In your main thread call CreateIOCompletionPort to create an io completion port object.
Create a pool of worker threads. The number you need to create depends on how many jobs you might want to service in parallel. Some multiple of the number of CPU cores is a good start.
Each time a job comes in call PostQueuedCompletionStatus() passing a pointer to the job struct as the lpOverlapped struct.
Each worker thread calls GetQueuedCompletionItem() - retrieves the work item from the lpOverlapped pointer and does the job before returning to GetQueuedCompletionStatus.
This looks heavy, but io completion ports are implemented in kernel mode and represent a queue that can be deserialized into any of the worker threads associated with the queue (i.e. waiting on a call to GetQueuedCompletionStatus). The io completion port knows how many of the threads that are processing an item are actually using a CPU vs blocked on an IO call - and will release more worker threads from the pool to ensure that the concurrency count is met.
So, its not lightweight, but it is very very efficient... io completion port can be associated with pipe and socket handles for example and can dequeue the results of asynchronous operations on those handles. io completion port designs can scale to handling 10's of thousands of socket connects on a single server - but on the desktop side of the world make a very convenient way of scaling processing of jobs over the 2 or 4 cores now common in desktop PCs.