C++ Variable doesn't change until thread finished - c++

I wrote a very simple code to reproduce my problem.
#include <iostream>
#include "tools.h" //contains s_sleep()
#include <thread>
using namespace std;
void change( int *i)
{
while (true)
{
*i = 4356;
}
}
int main()
{
int v=3;
cout << v <<endl;
thread t(change, &v);
s_sleep(1); //sleep one second
cout << v << endl;
t.join();
}
The output is 3, and after a second 3 again. But when I change one line to
//while ( true )
I receive 3, and a second later 4356.
How can that be?
Hope somebody can help.

Please specify what compiler you are using. I am using Microsoft Visual C++ compiler, and with my visual studio, I see for both time, the output is 3 followed by 4356.
Here is the code I ran on my computer.
#include <ctime>
#include <thread>
#include <iostream>
using namespace std;
void change(int *i) {
while (true) { // commented out this later, the result is same.
*i = 4356;
}
}
int main() {
clock_t tstart = clock();
int v = 3;
cout << v << endl;
thread t(change, &v);
while(double(clock() - tstart)/CLOCKS_PER_SEC < 3.0) { // Instead of your s_sleep
int x = 1; // Just a dummy instruction
}
cout << v << endl;
t.join();
return 0;
}
The explanation to my result is that the thread "t" does not know anything about the variable "v". It just gets a pointer of type int and it edits the value at the pointers location directly to the memory. So, when the main(first) thread
again accesses the variable "v", it simply reads the memory assigned to "v" and prints what it gets.
And also, what code is in the "tools.h"? Does it have anything to do with the variable "v".
If it doesn't, then it must be a compiler variance(Your compiler may be different than mine, maybe gcc or g++?). That means, your compiler must have cached(or something like that) the variable for faster access. And as in the current thread, the variable has not been changed, whenever it is accessed, compiler gives the old value(which the compiler sees as unchanged) of the variable. (I AM NOT SURE ABOUT THIS)

This might also be due to caching. You are first reading a variable frome one thread, then manipulating the variable from another thread and reading it again from the first thread. The compiler cannot know that it changed in the meantime.
To safely do this "v" has to be declared volatile.

Related

c++ debugging return 0 back to variable

I am new to C++ and I've been learning how a program is executed. I am working on this code:
#include <iostream>
#include <string>
using namespace std;
void sayHello() {
cout << "Hello world!" << endl;
}
void greet(string name) {
cout << "Hello " << name << ", how are you?" << endl;
}
int main()
{
sayHello();
int a = 10;
string name = "Johan";
greet(name);
return 0;
}
I debugged this code in Code Blocks IDE. When it reached the return 0 statement, the yellow arrow (step into mode) returned to the string name statement and then it went to the return statement again to finish the debugging. I thought it is related to freeing memory, but why didn't it go to the int a = 10?
Is it normal? What did the debugger do? Shouldn't the debugger go to the closing bracket directly?
Thank you very much.
This is because std::string is a class with a non-default destructor, and this is your debugger's way of telling you that it's about to destroy this std::string object, by invoking its destructor. The debugger is saying, in so many words "ok, I'm doing the return statement now, and the first order of business is to destroy this std::string, so the execution jumps to the line which declared this std::string object, to let you know I'm about to execute this destructor; now, there, I've done it, now I'll resume the process of returning from this function".
A plain int doesn't have a fancy-shmancy destructor, and nothing special needs to be done, in order to make it go away.

C++ destruction point guarantee multi-threading

I have the following simplified code at which while writing I thought was fine, but I have seem some random access violations.
Initially I thought as long as the arguments passed to async were on the stack, and not temporary variables, the code would be safe. I also thought that filename and extra data would destruct/considered not there at the brace where they leave scope.
It did some more research and read about the 'as if' principle that apparently compilers use for optimisation. I've often seen stack variables being optimised away in the debugger right after they have been used too.
My question here is basically, is it guaranteed that those stack variables will be around for the entire duration of the async function running. The .get() call on the future obviously synchronises the call before the two stack variables leave scope.
My current thinking is that it's not thread safe as the compiler can't see the variables being used after the call to the function, and therefore think it is safe to remove them. I can easily change the code to eliminate the problem (if there is one), but I really want to understand this.
The randomness of the AV, occurring more on some computers than others suggests it is a problem, and the scheduling order dictates whether this is a problem or not.
Any help is much appreciated.
#include <future>
#include <fstream>
#include <string>
#include <iostream>
int write_some_file(const char * const filename, int * extra_result)
{
std::ofstream fs;
try {
fs.open(filename);
} catch (std::ios_base::failure e) {
return 1;
}
fs << "Hello";
*extra_result = 1;
return 0;
}
int main(void)
{
std::string filename {"myffile.txt"};
int extraResult = 0;
auto result = std::async(std::launch::async, write_some_file, filename.c_str(), &extraResult);
// Do some other work
// ...
int returnCode = result.get();
std::cout << returnCode << std::endl;
std::cout << extraResult << std::endl;
return 0;
}

c++ memory access violation

I am learning C++ and I am having quite a lot of trouble with my current assignment. I have completed a good amount of it so far. However I have been making very slow progress of late due to what I think is my poor understanding of what is going on behind the scenes.
What I am trying to do in the following code is:
Get two separate values (Bullet damage). Done.
Create a dynamic array. Done.
Fill a part (that is the size of a modulus of a random number between 1 and 10) of said dynamic array with one value and the rest with the other in a random order. Here I am having trouble.
Clean up the memory used by said dynamic array. Done.
The error I get is as follows:
Unhandled exception at 0x00a323e3 in Class 3.exe: 0xC0000005: Access
violation reading location 0xcdcdcdcd.
I'm pretty sure that the error occurs when I try to set ammoArray[i] to a value. But I don't know why it's giving it to me, my code compiles fine. I played around with it a bit and in one case I got it to store the memory addresses of bDamage and sDamage and then print out the memory addresses of each element of the array. What I want it to do is store the values held by bDamage and sDamage.
Now for my question:
Why won't ammoArray store the values of bDamage and sDamage instead of the memory addresses of the array's elements? And How do I get it to store them?
Here is my Main.cpp:
#include <cstdlib>
#include "Ammunition.h"
#include "AmmunitionManager.h"
#include "Bullet.h"
#include "Game.h"
#include "Pistol.h"
#include "Player.h"
#include "Point.h"
#include "Shell.h"
#include "Shotgun.h"
#include "WeaponManager.h"
#include "Weapons.h"
using namespace std;
void main()
{
Ammunition amVar;
AmmunitionManager *var = new AmmunitionManager();
amVar.setBDamage(6);
amVar.setSDamage(2);
var->FillAmmoArray(amVar.getSDamage(),amVar.getBDamage());
system("PAUSE");
}
Here is the .h file of the class in question:
#ifndef AMMUNITIONMANAGER_H
#define AMMUNITIONMANAGER_H
#include "Point.h"
#include "Ammunition.h"
class AmmunitionManager
{
public:
AmmunitionManager();
AmmunitionManager(int,int);
~AmmunitionManager();
void FillAmmoArray(int,int);
private:
Ammunition Ammo;
int **ammoArray;
};
#endif
Here is the .cpp file of the class in question:
#include <iostream>
#include <cstdlib>
#include <ctime>
#include "AmmunitionManager.h"
#include "Point.h"
#include "Ammunition.h"
using namespace std;
AmmunitionManager::AmmunitionManager()
{
}
AmmunitionManager::AmmunitionManager(int sDamage,int bDamage)
:Ammo(sDamage,bDamage)
{
cout << "Filling ammo reservoir." << endl;
ammoArray = new int* [10];
}
void AmmunitionManager::FillAmmoArray(int sDamage,int bDamage)
{
srand(time(NULL));
int *holdS = &sDamage;
int *holdB = &bDamage;
if(ammoArray)
{
for(int i = 0;i < 9;i++)
{
int randC = rand() % 2 + 1;
if(randC == 1)
{
cout << "Was: " << ammoArray[i] << endl;//I am getting the error here.
ammoArray[i] = holdS;
cout << "Is: " << ammoArray[i] << endl;
}
if(randC == 2)
{
cout << "Was: " << ammoArray[i] << endl;//I am getting the error here.
ammoArray[i] = holdB;
cout << "Is: " << ammoArray[i] << endl;
}
}
}
}
AmmunitionManager::~AmmunitionManager()
{
*ammoArray = 0;
if(ammoArray)
{
delete [] ammoArray;
}
}
Why won't ammoArray store the values of bDamage and sDamage instead of the memory addresses of the array's elements?
Because you said it should store addresses.
Here is a pointer to a pointer:
int **ammoArray;
and here is an array of pointers:
ammoArray = new int* [10];
And How do I get it to store them?
By doing this instead:
int *ammoArray;
and this:
ammoArray = new int [10];
and adjusting FillAmmoArray accordingly.
The default constructor should look like this:
AmmunitionManager::AmmunitionManager()
: ammoArray(nullptr)
{
}
The destructor should look like this:
AmmunitionManager::~AmmunitionManager()
{
delete [] ammoArray;
}
And you should only call srand once.
It's usually done at the beginning of main.
I'm not getting any errors (VS2013). But the values stored are the addresses of sDamage and bDamage.
Did you properly use AmmunitionManager(int sDamage,int bDamage) as a constructor for creating the AmmunitionManager object? From what I'm seeing, you're not.
Apart from that, may I ask why you're using exotic constructs such as **ammoArray instead of e.g. a simple vector<int>? I'm guessing it's part of your assignment, but I'm asking just to make sure I'm not missing anything.
I called the object like this:
int _tmain(int argc, _TCHAR* argv[])
{
AmmunitionManager* tc = new AmmunitionManager(5,10);
tc->FillAmmoArray(10,10);
return 0;
}
The problem is that you initialize AmmunitionManager with the default constructor:
AmmunitionManager *var = new AmmunitionManager();
In you default constructor you do nothing so ammoArray may contain any value.
It is better to initialize all the data to their default values:
AmmunitionManager::AmmunitionManager() : Ammo(), ammoArray(NULL/* or nullptr for C++11 */)
{
}
Now if you call for
var->FillAmmoArray(amVar.getSDamage(),amVar.getBDamage());
It will exit immediately since ammoArray is NULL.
Or probably you want to initialize ammoArray anyway, so the default constructor should have its initialization as well:
AmmunitionManager::AmmunitionManager() : Ammo()
{
ammoArray = new int* [10];
}
Also srand should be called only once, so better to place this code
srand(time(NULL));
in the main() or any other module which is guaranteed to be executed only once.
In the destructor, there is no need to zero *ammoArray=0, it actually puts 0 at the first element of that array (and that's it), you anyway delete it. And imagine that ammoArray is NULL, accessing *ammoArray would cause another segmentation fault.
Also there is no need to check for ammoArray beibg NULL before deleting it. The standard allows to 'delete' NULL pointers. delete will just return without doing nothing.
General note
It is better to use (safer and easier to maintain) std::vector instead of (dynamic) arrays and smart pointers instead of flat ones.
It's a bit tricky answering without building and debugging, but the first thing that strikes me are: Why are you using pointers (*) to int throughout?
Why don't you just have the array as a pointer:
int *ammoArray;
and make the other int-instances (remove the pointers - * and the address-of's (&))?
Regards

Question on function references and threads

I was randomly testing std::thread in my virtual linux machine (GCC 4.4.5-Debian) with this test program:
#include <algorithm>
#include <thread>
#include <iostream>
#include <vector>
#include <functional>
using namespace std;
static int i=0;
void f( vector<int> &test)
{
++i;
cout << "Push back called" << endl;
test.push_back(i);
}
int main()
{
vector<thread> t;
vector<int> test;
for( int i=0; i<1000; ++i )
{
t.push_back( thread( bind(f, test) ) );
}
for( auto it = t.begin(); it != t.end(); ++it )
{
(*it).join();
}
cout << test.size() << endl;
for( auto it = test.begin(); it != test.end(); ++it )
{
cout << *it << endl;
}
return 0;
}
Why does vector test remain empty? Am I doing something stupid with references (probably) or is it something with bind or some threading problem?
Thanks!
UPDATE: with the combined help of Kos and villintehaspan I "fixed" the "problem":
#include <algorithm>
#include <thread>
#include <iostream>
#include <vector>
#include <functional>
using namespace std;
static int i=0;
void f( vector<int> &test)
{
++i;
test.push_back(i);
}
int main()
{
vector<thread> t;
vector<int> test;
for( int i=0; i<1000; ++i )
{
t.push_back( thread(f, std::ref(test)) );
}
for( auto it = t.begin(); it != t.end(); ++it )
{
(*it).join();
}
cout << test.size() << endl;
for( auto it = test.begin(); it != test.end(); ++it )
{
cout << *it << endl;
}
return 0;
}
Which prints all values in order and seems to work OK. Now only one question remains: is this just lucky (aka undefined behavior (TM) ) or is the static variable causing a silent mutex-like step in the code?
PS: I understand the "killing multithreadedness" problem here, and that's not my point. I'm just trying to test the robustness of the basic std::thread functionality...
Looks to me like a threading problem.
While I'm not 100% sure, it should be noted that all 1000 threads:
do ++i on the same int value (it's not an atomic operation- you may encounter problems here, you can use __sync_fetch_and_add(&i,1) instead (note that it's a gcc extension not standard C++);
do push_back simultaneously on a std::vector, which is not a thread-safe container AFAIK... Same for cout I think. I believe you'd need to use a locking mechanism around that (std::mutex perhaps? I've only used pthreads so far but I believe it's what you need).
Note that this kind of kills any benefit of using threads here, but that's a consequence of the fact that you shouldn't use multiple threads at once on a non-thread-safe object.
----EDIT----
I had a google on this threading API (not present on my tdm gcc 4.5 on Windows, unfortunately).
Aparrently instead of:
thread( bind(f, test) )
you can just say
thread( f, test )
and pass an arbitrary number of arguments in this way.
Source: http://www.informit.com/guides/content.aspx?g=cplusplus&seqNum=422
This should also solve your problem with making a copy of the vector which I haven't noticed before
(+1 for #villintehaspam here).
Actually, one more thing is needed to make sure the copy isn't created here:
thread( f, std::ref(test) )
will make sure that the vector isn't copied.
Wow, I got confused too. :)
The bind will actually make a copy of the vector, so that each thread push_back's on their own copy (yes, that & won't help here). You need to provide the threads with a pointer or similar so that they use the same vector. You should also make sure to use access protection like suggested by Kos.
Edit: After your fix to use std::ref instead of making a copy of the vector, the multithreaded access problem still remains. My guess is that the only reason you don't get any problems right now is because the example is so trivial (or maybe you've only tried in debug mode) - there is no automatic guarantee that the ++ is atomic just because the int is static.

C++: Keep track of times function is called

Keeping track of how many times a function is called is easy when passing the counter as an argument into the function. It's also easy when returning a one from the called function. But, I do not want to go that route. The reason behind this is because it seems like bad programming (letting the function know too much information). Is there a better way to keep track of how many times this function has been called?
I'm just looking for concepts that I could study. Providing code examples is not neccessary, but might be helpful.
Edit: I'm not actually looking for profiling tools. Let me add some code to get my point across. Because scope for funcCounter ends in main, I have no way of getting back a variable from myFunction that will increment funcCounter. I could possibly return 1 from myFunction and then increment funcCounter that way, but this doesn't seem like very good programming. Is there another way to do it?
int main()
{
int funcCounter = 0;
char *mystring = "This is a silly function.";
myFunction(mystring);
cout << "Times function is called: " << funcCounter << endl;
return 0;
}
void myFunction(char *mystring)
{
cout << mystring << endl;
}
Have a static variable in your function and keep incrementing it each time the function in called.
void my_Function(void) {
static unsigned int call_count = 0;
call_count++;
}
If you want to do it for debugging reasons, then there are tools like gcov which do this for you. (I'm pretty sure Microsoft doesn't have an alternative bundled with Microsoft Visual C++)
I would do this through the use of a profiling tool like gcov (which is for linux). These programs do the work of inserting code into your program during compilation and give you a report of how many times a function is called, where its called from, and how long the program spent executing that function.
It sounds like what you are looking for is a profiler. Depending on the platform you are using there are a slew of tools available that can help you hunt down the (ab)uses of a routine.
Please revise your question with the platform for which you need profiling tools.
If the function is part of a class, you can add a static counter to the class, plus an accessor and/or reset functions:
class X
{
private:
/* diagnostics */
static int counter = 0;
int read_counter() const { return counter; }
void reset_counter() { counter = 0; }
public:
/* real code */
fcn() {
++counter;
/* ... */
}
};
The problem with adding a static counter to a standalone function is that there's no way to get at the value.
You could add a global, of course, but instead of a raw global I'd suggest an instance of a singleton containing all your diagnostic code and data.
Use a class like this one, and simply instantiate it at the top of a function (or any other block) like is done in f() below.
Note: There is some overhead for gettimeofday() so you may want to use a different timing method, but that is a completely different topic worthy of it's own question (and has been addressed before on SO).
#include <iostream>
#include <string>
#include <map>
#include <sstream>
#include <ctime>
#include <cstdlib>
#include <sys/time.h>
class PerfStats
{
private:
std::string which_;
timeval begin_;
public:
PerfStats(std::string const &file, int line)
{
std::stringstream ss;
ss << file << ':' << line;
which_ = ss.str();
gettimeofday(&begin_, NULL);
}
~PerfStats()
{
timeval end;
gettimeofday(&end, NULL);
Times[which_] = (end.tv_sec - begin_.tv_sec) + (end.tv_usec - begin_.tv_usec)/1000000.0;
++Counts[which_];
}
static std::map<std::string, double> Times;
static std::map<std::string, unsigned int> Counts;
static void Print()
{
for(std::map<std::string, double>::iterator it = Times.begin(); it != Times.end(); ++it)
std::cout << it->first << " :\t" << it->second << "s" << std::endl;
for(std::map<std::string, unsigned int>::iterator it = Counts.begin(); it != Counts.end(); ++it)
std::cout << it->first << " :\t" << it->second << " times" << std::endl;
}
};
std::map<std::string, double> PerfStats::Times;
std::map<std::string, unsigned int> PerfStats::Counts;
void f()
{
PerfStats(__FILE__, __LINE__);
usleep(1);
}
main()
{
srand(time(NULL));
for(int i = 0; i < rand(); ++i)
f();
PerfStats::Print();
}
Sample output:
test.cpp:54 : 2e-06s
test.cpp:54 : 21639 times
Bad coding style, but maybe adding global variables and if necessary mutex locks may do the trick.