Tricky situation with race condition - c++

I have this race condition with an audio playback class, where every time I start playback I set keepPlaying as true, and false when I stop.
The problem happens when I stop() immediately after I start, and the keepPlaying flag is set to false, then reset to true again.
I could put a delay in stop(), but I don't think that's a very good solution. Should I use conditional variable to make stop() wait until keepPlaying is true?
How would you normally solve this problem?
#include <iostream>
#include <thread>
using namespace std;
class AudioPlayer
{
bool keepRunning;
thread thread_play;
public:
AudioPlayer(){ keepRunning = false; }
~AudioPlayer(){ stop(); }
void play()
{
stop();
// keepRunning = true; // A: this works OK
thread_play = thread(&AudioPlayer::_play, this);
}
void stop()
{
keepRunning = false;
if (thread_play.joinable()) thread_play.join();
}
void _play()
{
cout << "Playing: started\n";
keepRunning = true; // B: this causes problem
while(keepRunning)
{
this_thread::sleep_for(chrono::milliseconds(100));
}
cout << "Playing: stopped\n";
}
};
int main()
{
AudioPlayer ap;
ap.play();
ap.play();
ap.play();
return 0;
}
Output:
$ ./test
Playing: started
(pause indefinitely...)

Here is my suggestion, combining many comments from below as well:
1) Briefly synchronized the keepRunning flag with a mutex so that it cannot be modified while a previous thread is still changing state.
2) Changed the flag to atomic_bool, as it is also modified while the mutex is not used.
class AudioPlayer
{
thread thread_play;
public:
AudioPlayer(){ }
~AudioPlayer()
{
keepRunning = false;
thread_play.join();
}
void play()
{
unique_lock<mutex> l(_mutex);
keepRunning = false;
if ( thread_play.joinable() )
thread_play.join();
keepRunning = true;
thread_play = thread(&AudioPlayer::_play, this);
}
void stop()
{
unique_lock<mutex> l(_mutex);
keepRunning = false;
}
private:
void _play()
{
cout << "Playing: started\n";
while ( keepRunning == true )
{
this_thread::sleep_for(chrono::milliseconds(10));
}
cout << "Playing: stopped\n";
}
atomic_bool keepRunning { false };
std::mutex _mutex;
};
int main()
{
AudioPlayer ap;
ap.play();
ap.play();
ap.play();
this_thread::sleep_for(chrono::milliseconds(100));
ap.stop();
return 0;
}

To answer the question directly.
Setting keepPlaying=true at point A is synchronous in the main thread but setting it at point B it is asynchronous to the main thread.
Being asynchronous the call to ap.stop() in the main thread (and the one in the destructor) might take place before point B is reached (by the asynchronous thread) so the last thread runs forever.
You should also make keepRunning atomic that will make sure that the value is communicated between the threads correctly. There's no guarantee of when or if the sub-thread will 'see' the value set by the main thread without some synchronization. You could also use a std::mutex.
Other answers don't like .join() in stop(). I would say that's a design decision. You certainly need to make sure the thread has stopped before leaving main()(*) but that could take place in the destructor (as other answers suggest).
As a final note the more conventional design wouldn't keep re-creating the 'play' thread but would wake/sleep a single thread. There's an overhead of creating a thread and the 'classic' model treats this as a producer/consumer pattern.
#include <iostream>
#include <thread>
#include <atomic>
class AudioPlayer
{
std::atomic<bool> keepRunning;
std::thread thread_play;
public:
AudioPlayer():keepRunning(false){
}
~AudioPlayer(){ stop(); }
void play()
{
stop();
keepRunning = true; // A: this works OK
thread_play = std::thread(&AudioPlayer::_play, this);
}
void stop()
{
keepRunning=false;
if (thread_play.joinable()){
thread_play.join();
}
}
void _play()
{
std::cout<<"Playing: started\n";
while(keepRunning)
{
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
std::cout<<"Playing: stopped\n";
}
};
int main()
{
AudioPlayer ap;
ap.play();
ap.play();
ap.play();
ap.stop();
return 0;
}
(*) You can also detach() but that's not recommended.

First, what you have here is indeed the definition of a data race - one thread is writing to a non-atomic variable keepRunning and another is reading from it. So even if you uncomment the line in play, you'd still have a data race. To avoid that, make keepRunning a std::atomic<bool>.
Now, the fundamental problem is the lack of symmetry between play and stop - play does the actual work in a spawned thread, while stop does it in the main thread. To make the flow easier to reason about, increase symmetry:
set keepRunning in play, or
have play wait for the thread to be up and running and done with any setup (also eliminating the need for the if in stop).
As a side note, one way to handle cases where a flag is set and reset in possibly uneven order is to replace it with a counter. You then stall until you see the expected value, and only then apply the change (using CAS).

Ideally, you'd just set keepPlaying before starting the thread (as in your commented out play() function). That's the neatest solution, and skips the race completely.
If you want to be more fancy, you can also use a condition_variable and signal the playing thread with notify_one or notify_all, and in the loop check wait_until with a duration of 0. If it's not cv_status::timeout then you should stop playing.
Don't make stop pause and wait for state to settle down. That would work here, but is a bad habit to get into for later.
As noted in the comment, it is undefined behavior to write to a variable while simultaneously reading from it. atomic<bool> solves this, but wouldn't fix your race on its own, it just makes the reads and writes well defined.

I modified your program a bit and it works now. Let's discuss problems first:
Problem 1: using plain bool variable in 2 threads
Here both threads update the variable and it might lead to a race condition, because it is highly dependent which thread comes first and even end up in undefined behaviour. Undefined behaviour especially might occur when write from one thread is interrupted by another. Here Snps brought up links to the following SO answers:
When do I really need to use atomic<bool> instead of bool?
trap representation
In addition I was searching if write can be interrupted for bool on x86 platforms and came across this answer:
Can a bool read/write operation be not atomic on x86?
Problem 2: Caching as compiler optimization
Another problem is that variables are allowed to be cached. It means that the «playing thread» might cache the value of keepRunning and thus never terminate or terminate after considerable amount of time. In previous C++ version (98, 2003) a volatile modifier was the only construct to mark variables to prevent/avoid caching optimization and in this case force the compiler to always read the variable from its actual memory location. Thus given the «playing thread» enters the while loop keepRunning might be cached and never read or with considerable delays no matter when stop() modifies it.
After C++ 11 atomic template and atomic_bool specialization were introduced to make such variables as non-cachable and being read/set in an uninterruptible manner, thus adressing Problems 1 & 2.
Side note: volatile and caching explained by Andrei Alexandrescu in the Dr. Dobbs article which addresses exactly this situation:
Caching variables in registers is a very valuable optimization that applies most of the time, so it would be a pity to waste it. C and C++ give you the chance to explicitly disable such caching. If you use the volatile modifier on a variable, the compiler won't cache that variable in registers — each access will hit the actual memory location of that variable.
Problem 3: stop was called before _play() function was even started
The problem here is that in multi-threaded OSs scheduler grants some time slice for a thread to run. If the thread can progress and this time slice is not over thread continues to run. In «main thread» all play() calls were executed even before the «play threads» started to run. Thus the object destruction took place before _play() function started running. And there you set the variable keepRunning to true.
How I fixed this problem
We need to ensure that play() returns when the _play() function started running. A condition_variable is of help here. play() blocks so long until _play() notifies it that it has started the execution.
Here is the code:
#include <iostream>
#include <thread>
#include <atomic>
using namespace std;
class AudioPlayer
{
atomic_bool keepRunning;
thread thread_play;
std::mutex mutex;
std::condition_variable play_started;
public:
AudioPlayer()
: keepRunning{false}
{}
~AudioPlayer(){ stop(); }
void play()
{
stop();
std::unique_lock<std::mutex> lock(mutex);
thread_play = thread(&AudioPlayer::_play, this);
play_started.wait(lock);
}
void stop()
{
keepRunning = false;
cout << "stop called" << endl;
if (thread_play.joinable()) thread_play.join();
}
void _play()
{
cout << "Playing: started\n";
keepRunning = true; // B: this causes problem
play_started.notify_one();
while(keepRunning)
{
this_thread::sleep_for(chrono::milliseconds(100));
}
cout << "Playing: stopped\n";
}
};
int main()
{
AudioPlayer ap;
ap.play();
ap.play();
ap.play();
return 0;
}

Your solution A is actually almost correct. It's still undefined behavior to have one thread read from non-atomic variable that another is writing to. So keepRunning must be made an atomic<bool>. Once you do that and in conjunction with your fix from A, your code will be fine. That is because stop now has a correct post condition that no thread will be active (in particular no _play call) after it exits.
Note that no mutex is necessary. However, play and stop are not themselves thread safe. As long as the client of AudioPlayer is not using the same instance of AudioPlayer in multiple threads though that shouldn't matter.

Related

c++ thread worker failure under high load

I have been working on a idea for a system where I can have many workers that are triggered on a regular basis by a a central timer class. The part I'm concerned about here is a TriggeredWorker which, in a loop, uses the mutex & conditionVariable approach to wait to be told to do work. It has a method trigger that is called (by a different thread) that triggers work to be done. It is an abstract class that has to be subclassed for the actual work method to be implemented.
I have a test that shows that this mechanism works. However, as I increase the load by reducing the trigger interval, the test starts to fail. When I delay 20 microseconds between triggers, the test is 100% reliable. As I reduce down to 1 microsecond, I start to get failures in that the count of work performed reduces from 1000 (expected) to values like 986, 933, 999 etc..
My questions are: (1) what is it that is going wrong and how can I capture what is going wrong so I can report it or do something about it? And, (2) is there some better approach that I could use that would be better? I have to admit that my experience with c++ is limited to the last 3 months, although I have worked with other languages for several years.
Many thanks for reading...
Here are the key bits of code:
Triggered worker header file:
#ifndef TIMER_TRIGGERED_WORKER_H
#define TIMER_TRIGGERED_WORKER_H
#include <thread>
#include <plog/Log.h>
class TriggeredWorker {
private:
std::mutex mutex_;
std::condition_variable condVar_;
std::atomic<bool> running_{false};
std::atomic<bool> ready_{false};
void workLoop();
protected:
virtual void work() {};
public:
void start();
void stop();
void trigger();
};
#endif //TIMER_TRIGGERED_WORKER_H
Triggered worker implementation:
#include "TriggeredWorker.h"
void TriggeredWorker::workLoop() {
PLOGD << "workLoop started...";
while(true) {
std::unique_lock<std::mutex> lock(mutex_);
condVar_.wait(lock, [this]{
bool ready = this->ready_;
bool running = this->running_;
return ready | !running; });
this->ready_ = false;
if (!this->running_) {
break;
}
PLOGD << "Calling work()...";
work();
lock.unlock();
condVar_.notify_one();
}
PLOGD << "Worker thread completed.";
}
void TriggeredWorker::start() {
PLOGD << "Worker start...";
this->running_ = true;
auto thread = std::thread(&TriggeredWorker::workLoop, this);
thread.detach();
}
void TriggeredWorker::stop() {
PLOGD << "Worker stop.";
this->running_ = false;
}
void TriggeredWorker::trigger() {
PLOGD << "Trigger.";
std::unique_lock<std::mutex> lock(mutex_);
ready_ = true;
lock.unlock();
condVar_.notify_one();
}
and the test:
#include "catch.hpp"
#include "TriggeredWorker.h"
#include <thread>
TEST_CASE("Simple worker performs work when triggered") {
static std::atomic<int> twt_count{0};
class SimpleTriggeredWorker : public TriggeredWorker {
protected:
void work() override {
PLOGD << "Incrementing counter.";
twt_count.fetch_add(1);
}
};
SimpleTriggeredWorker worker;
worker.start();
for (int i = 0; i < 1000; i++) {
worker.trigger();
std::this_thread::sleep_for(std::chrono::microseconds(20));
}
std::this_thread::sleep_for(std::chrono::seconds(1));
CHECK(twt_count == 1000);
std::this_thread::sleep_for(std::chrono::seconds(1));
worker.stop();
}
What happens when worker.trigger() is called twice before workLoop acquires the lock? You loose one of those "triggers". Smaller time gap means higher probability of test failure, because of higher probability of multiple consecutive worker.trigger() calls before workLoop wakes up. Note that there's nothing that guarantees that workLoop will acquire the lock after worker.trigger() but before another worker.trigger() happens, even when those calls happen one after another (i.e. not in parallel). This is governed by the OS scheduler and we have no control over it.
Anyway the core problem is that setting ready_ = true twice looses information. Unlike incrementing an integer twice. And so the simplest solution is to replace bool with int and do inc/dec with == 0 checks. This solution is also known as semaphore. More advanced (potentially better, especially when you need to pass some data to the worker) approach is to use a (bounded?) thread safe queue. That depends on what exactly you are trying to achieve.
BTW 1: all your reads and updates, except for stop() function (and start() but this isn't really relevant), happen under the lock. I suggest you fix stop() to be under lock as well (since it is rarely called anyway) and turn atomics into non-atomics. There's an unnecessary overhead of atomics at the moment.
BTW 2: I suggest not using thread.detach(). You should store the std::thread object on TriggeredWorker and add destructor that does stop with join. These are not independent beings and so without detach() you make your code safer (one should never die without the other).

Two questions on std::condition_variables

I have been trying to figure out std::condition_variables and I am particularly confused by wait() and whether to use notify_all or notify_one.
First, I've written some code and attached it below. Here's a short explanation: Collection is a class that holds onto a bunch of Counter objects. These Counter objects have a Counter::increment() method, which needs to be called on all the objects, over and over again. To speed everything up, Collection also maintains a thread pool to distribute the work over, and sends out all the work with its Collection::increment_all() method.
These threads don't need to communicate with each other, and there are usually many more Counter objects than there are threads. It's fine if one thread processes more than Counters than others, just as long as all the work gets done. Adding work to the queue is easy and only needs to be done in the "main" thread. As far as I can see, the only bad thing that can happen is if other methods (e.g. Collection::printCounts) are allowed to be called on the counters in the middle of the work being done.
#include <iostream>
#include <thread>
#include <vector>
#include <mutex>
#include <condition_variable>
#include <queue>
class Counter{
private:
int m_count;
public:
Counter() : m_count(0) {}
void increment() {
m_count ++;
}
int getCount() const { return m_count; }
};
class Collection{
public:
Collection(unsigned num_threads, unsigned num_counters)
: m_shutdown(false)
{
// start workers
for(size_t i = 0; i < num_threads; ++i){
m_threads.push_back(std::thread(&Collection::work, this));
}
// intsntiate counters
for(size_t j = 0; j < num_counters; ++j){
m_counters.emplace_back();
}
}
~Collection()
{
m_shutdown = true;
for(auto& t : m_threads){
if(t.joinable()){
t.join();
}
}
}
void printCounts() {
// wait for work to be done
std::unique_lock<std::mutex> lk(m_mtx);
m_work_complete.wait(lk); // q2: do I need a while lop?
// print all current counters
for(const auto& cntr : m_counters){
std::cout << cntr.getCount() << ", ";
}
std::cout << "\n";
}
void increment_all()
{
std::unique_lock<std::mutex> lock(m_mtx);
m_work_complete.wait(lock);
for(size_t i = 0; i < m_counters.size(); ++i){
m_which_counters_have_work.push(i);
}
}
private:
void work()
{
while(!m_shutdown){
bool action = false;
unsigned which_counter;
{
std::unique_lock<std::mutex> lock(m_mtx);
if(m_which_counters_have_work.size()){
which_counter = m_which_counters_have_work.front();
m_which_counters_have_work.pop();
action = true;
}else{
m_work_complete.notify_one(); // q1: notify_all
}
}
if(action){
m_counters[which_counter].increment();
}
}
}
std::vector<Counter> m_counters;
std::vector<std::thread> m_threads;
std::condition_variable m_work_complete;
std::mutex m_mtx;
std::queue<unsigned> m_which_counters_have_work;
bool m_shutdown;
};
int main() {
int num_threads = std::thread::hardware_concurrency()-1;
int num_counters = 10;
Collection myCollection(num_threads, num_counters);
myCollection.printCounts();
myCollection.increment_all();
myCollection.printCounts();
myCollection.increment_all();
myCollection.printCounts();
return 0;
}
I compile this on Ubuntu 18.04 with g++ -std=c++17 -pthread thread_pool.cpp -o tp && ./tp I think the code accomplishes all of those objectives, but a few questions remain:
I am using m_work_complete.wait(lk) to make sure the work is finished before I start printing all the new counts. Why do I sometimes see this written inside a while loop, or with a second argument as a lambda predicate function? These docs mention spurious wake ups. If a spurious wake up occurs, does that mean printCounts could prematurely print? If so, I don't want that. I just want to ensure the work queue is empty before I start using the numbers that should be there.
I am using m_work_complete.notify_all instead of m_work_complete.notify_one. I've read this thread, and I don't think it matters--only the main thread is going to be blocked by this. Is it faster to use notify_one just so the other threads don't have to worry about it?
std::condition_variable is not really a condition variable, it's more of a synchronization tool for reaching a certain condition. What that condition is is up to the programmer, and it should still be checked after each condition_variable wake-up, since it can wake-up spuriously, or "too early", when the desired condition isn't yet reached.
On POSIX systems, condition_variable::wait() delegates to pthread_cond_wait, which is susceptible to spurious wake-up (see "Condition Wait Semantics" in the Rationale section). On Linux, pthread_cond_wait is in turn implemented via a futex, which is again susceptible to spurious wake-up.
So yes you still need a flag (protected by the same mutex) or some other way to check that the work is actually complete. A convenient way to do this is by wrapping the check in a predicate and passing it to the wait() function, which would loop for you until the predicate is satisfied.
notify_all unblocks all threads waiting on the condition variable; notify_one unblocks just one (or at least one, to be precise). If there are more than one waiting threads, and they are equivalent, i.e. either one can handle the condition fully, and if the condition is sufficient to let just one thread continue (as in submitting a work unit to a thread pool), then notify_one would be more efficient since it won't unblock other threads unnecessarily for them to only notice no work to be done and going back to waiting. If you ever only have one waiter, then there would be no difference between notify_one and notify_all.
It's pretty simple: Use notify() when;
There is no reason why more than one thread needs to know about the event. (E.g., use notify() to announce the availability of an item that a worker thread will "consume," and thereby make the item unavailable to other workers)*AND*
There is no wrong thread that could be awakened. (E.g., you're probably safe if all of the threads are wait()ing in the same line of the same exact function.)
Use notify_all() in all other cases.

put another thread in sleep

i have a vector of objects std::vector and the fo object has a method start() where i create the thread specific to this object and now depends on a variable from this object i want to put it in sleep.
so for example if my object is f1 and the variable is bool sleep = false; when the sleep variable is true i want it to go to sleep.
i have tried this method but it doesn't seem to work. i think the if
class fo {
public :
thread* t ;
bool bedient = false , spazieren = false;
void start(){
t = new thread([this]() {
while (!this->bedient){
if (this->spazieren == true){
std::this_thread::sleep_for(std::chrono::seconds(10));
this->spazieren = false ;
}
}
this->join();
});
}
void join(){
t->join(); delete t;
}
};
You have "generated" a lot of problems on your code:
1)
Setting any kind of variable in one thread is potentially invisible in any other thread. If you want to make the other threads sees you changes in the first thread, you have to synchronize your memory. That can be done by using std::mutex with lock and unlock around every change of data or using std::atomic variables, which do the sync themselves or a lot of other methods. Please read a book about multi threaded programming!
2)
You try to join your own thread. That is not the correct usage at all. Any thread can join on others execution end but not on itself. That makes no sense!
3)
If you do not set manually the "sleep" var, your thread is running a loop and is simply doing nothing. A good method to heat up your core and the planet ;)
class fo {
public :
std::thread* t=nullptr ; // prevent corrupt delete if no start() called!
std::atomic<bool> bedient = false ;
std::atomic<bool> spazieren = false;
void start()
{
t = new std::thread([this]()
{
while (!this->bedient)
{
if (this->spazieren == true)
{
std::cout << "We are going to sleep" << std::endl;
std::this_thread::sleep_for(std::chrono::seconds(3));
this->spazieren = false ;
}
}
std::cout << "End loop" << std::endl;
});
}
~fo() { delete t; }
void join()
{
std::cout << "wait for thread ends" << std::endl;
t->join();
}
};
int main()
{
fo f1;
f1.start();
sleep(1);
f1.spazieren = true;
sleep(1);
f1.bedient = true;
f1.join();
}
BTW:
Please do not use using namespace std!
Your design seems to be problematic. Setting vars from external threads to control execution of a thread is typically an abuse. You should think again for your design!
Manually using new/delete can be result in memory leaks.
Creating something with a start() method which later on will be deleted is mysterious. You should create all objects in the constructor.
I would try refactoring your code to use std::future instead of std::thread, furthermore there are a few issues which I believe you'll run into in the short term.
You shouldn't try to join while in the thread you're joining. That is, the code as you have it will never terminate. The lambda you've defined will attempt to call join, however, the lambda will never return since it's waiting on join which will only itself return when the lambda does so. In other words, you're telling it to wait on itself.
You're revealing too much information about the functionality of your class to the outside world. I would suggest moving implementation details into a .cc rather than putting it in the class declaration. Short of that, however, you're providing immediate access to your control variables spazieren and bedient. This is a problem because it complicates control flow and makes for weak abstraction.
Your bools are not atomic. If you attempt to modify them from outside the thread they're being read you'll run into crashes. And in some environments these crashes might be sporadic and very hard to debug.
Only sleeping when asked can be useful if you absolutely need to finish a task as soon as possible, but be aware that it's going to max out a core and if deployed to the wrong environment can cause major problems and slowdowns. I don't know what the end goal is for this program, but I would suggest considering changing the yield in the following code example to -some- period of time to sleep, 10 ms should be sufficient to prevent putting too much stress on your cpu.
Your threads status as to whether or not it's actively running is unclear with your implementation. I'd suggest considering an additional bool to indicate if it's running or not so you can more properly decide what to do if start() is called more than once.
When this object destructs it's going to crash if the thread is still running. You need to be sure to join before your destructor finishes running too.
I would consider the following refactorings:
#include <memory>
#include <future>
#include <atomic>
class fo
{
public:
~fo()
{
this->_bedient = true;
_workThread.wait();
}
void start()
{
_workThread = std::async(std::launch::async, [this]() -> bool
{
while(!this->_bedient)
{
if(true == this->_spazieren)
{
std::this_thread::sleep_for(std::chrono::seconds(10));
this->_spazieren = false;
}
else
{
std::this_thread::yield();
}
}
return true;
});
}
void ShouldSleep(bool shouldSleep)
{
this->_spazieren = shouldSleep;
}
void ShouldStop(bool shouldStop)
{
this->_bedient = !shouldStop;
}
private:
std::future<bool> _workThread = {};
std::atomic<bool> _bedient{ false };
std::atomic<bool> _spazieren{ false };
};

C++ thread from thread

Please consider this code:
#include <stdio>
int myInt = 10;
bool firstTime = true;
void dothings(){
/*repeatedly check for myInt here*/
while(true) {
if(myInt > 200) { /*send an alert to a socket*/}
}
}
void launchThread() {
if (firsttime) {
std::thread t2(dothings);
t2.detach();
firsttime = false;
} else {
/* update myInt with some value here*/
}
return;
}
int main() {
/* sleep for 4 seconds */
while(true) {
std::thread t1(launchThread);
t1.detach();
}
}
I have to call launchthread - there is no other way around to update a value or to start the thread t2 - this is how a third party SDK is designed.
Note that launchThread is exiting first. Main will keep on looping.
To my understanding, however, dothings() will continue to run.
My question is - can dothings still access the newly updated values of myInt after subsequent calls of launchThread from main?
I can't find a definite answer on google - but I believe it will - but it is not thread safe and data corruption can happen. But may be experts here can correct me. Thank you.
About the lifetime of myInt and firsttime
The lifetime of both myInt and firstime will start before main() runs, and end after main() returns. Neither launchThread nor doThings manage the lifetime of any variables (except for t2, which is detached anyway, so it shouldn't matter).
Whether a thread was started by the main thread, or by any other thread, doesn't have any relevance. Once a thread starts, and specially when it is detached, it is basically independent: It has no relation to the other threads running in the program.
Thou shalt not access shared memory without synchronization
But yes, you will run into problems. myInt is shared between multiple threads, so you have to synchronize acesses to it. If you don't, you will eventually run into undefined behavior caused by simultaneous access to shared memory. The simplest way to synchronize myInt is to make it into an atomic.
I'm assuming only one thread is running launchThread at each given time. Looking at your example, though, that may be not the case. If it is not, you also need to synchronize firsttime.
Alternatives
However, your myInt looks a lot like a Condition Variable. Maybe you want to have doThings be blocked until your condition (myInt > 200) is fulfilled. An std::condition_variable will help you with that. This will avoid a busy wait and save your processor some cycles. Some kind of event system using Message Queues can also help you with that, and it will even make your program cleaner and easier to maintain.
Following is a small example on using condition variables and atomics to synchronize your threads. I've tried to keep it simple, so there's still some improvements to be made here. I leave those to your discretion.
#include <atomic>
#include <condition_variable>
#include <iostream>
#include <thread>
std::mutex cv_m; // This mutex will be used both for myInt and cv.
std::condition_variable cv;
int myInt = 10; // myInt is already protected by the mutex, so there's not need for it to be an atomic.
std::atomic<bool> firstTime{true}; // firstTime does need to be an atomic, because it may be accessed by multiple threads, and is not protected by a mutex.
void dothings(){
while(true) {
// std::condition_variable only works with std::unique_lock.
std::unique_lock<std::mutex> lock(cv_m);
// This will do the same job of your while(myInt > 200).
// The difference is that it will only check the condition when
// it is notified that the value has changed.
cv.wait(lock, [](){return myInt > 200;});
// Note that the lock is reaquired after waking up from the wait(), so it is safe to read and modify myInt here.
std::cout << "Alert! (" << myInt << ")\n";
myInt -= 40; // I'm making myInt fall out of the range here. Otherwise, we would get multiple alerts after the condition (since it would be now true forever), and it wouldn't be as interesting.
}
}
void launchThread() {
// Both the read and the write to firstTime need to be a single atomic operation.
// Otherwise, two or more threads could read the value as "true", and assume this is the first time entering this function.
if (firstTime.exchange(false)) {
std::thread t2(dothings);
t2.detach();
} else {
{
std::lock_guard<std::mutex> lock(cv_m);
myInt += 50;
}
// Value of myInt has changed. Notify all waiting threads.
cv.notify_all();
}
return;
}
int main() {
for (int i = 0; i < 6; ++i) { // I'm making this a for loop just so I can be sure the program exits
std::thread t1(launchThread);
t1.detach();
}
// We sleep only to wait for anything to be printed. Your program has an infinite loop on main() already, so you don't have this problem.
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
See it live on Coliru!

Simple threaded timer, sanity check please

I've made a very simple threaded timer class and given the pitfalls around MT code, I would like a sanity check please. The idea here is to start a thread then continuously loop waiting on a variable. If the wait times out, the interval was exceeded and we call the callback. If the variable was signalled, the thread should quit and we don't call the callback.
One of the things I'm not sure about is what happens in the destructor with my code, given the thread may be joinable there (just). Can I join a thread in a destructor to make sure it's finished?
Here's the class:
class TimerThreaded
{
public:
TimerThreaded() {}
~TimerThreaded()
{
if (MyThread.joinable())
Stop();
}
void Start(std::chrono::milliseconds const & interval, std::function<void(void)> const & callback)
{
if (MyThread.joinable())
Stop();
MyThread = std::thread([=]()
{
for (;;)
{
auto locked = std::unique_lock<std::mutex>(MyMutex);
auto result = MyTerminate.wait_for(locked, interval);
if (result == std::cv_status::timeout)
callback();
else
return;
}
});
}
void Stop()
{
MyTerminate.notify_all();
}
private:
std::thread MyThread;
std::mutex MyMutex;
std::condition_variable MyTerminate;
};
I suppose a better question might be to ask someone to point me towards a very simple threaded timer, if there's one already available somewhere.
Can I join a thread in a destructor to make sure it's finished?
Not only you can, but it's quite typical to do so. If the thread instance is joinable (i.e. still running) when it's destroyed, terminate would be called.
For some reason result is always timeout. It never seems to get signalled and so never stops. Is it correct? notify_all should unblock the wait_for?
It can only unblock if the thread happens to be on the cv at the time. What you're probably doing is call Start and then immediately Stop before the thread has started running and begun waiting (or possibly while callback is running). In that case, the thread would never be notified.
There is another problem with your code. Blocked threads may be spuriously woken up on some implementations even when you don't explicitly call notify_X. That would cause your timer to stop randomly for no apparent reason.
I propose that you add a flag variable that indicates whether Stop has been called. This will fix both of the above problems. This is the typical way to use condition variables. I've even written the code for you:
class TimerThreaded
{
...
MyThread = std::thread([=]()
{
for (;;)
{
auto locked = std::unique_lock<std::mutex>(MyMutex);
auto result = MyTerminate.wait_for(locked, interval);
if (stop_please)
return;
if (result == std::cv_status::timeout)
callback();
}
});
....
void Stop()
{
{
std::lock_guard<std::mutex> lock(MyMutex);
stop_please = true;
}
MyTerminate.notify_all();
MyThread.join();
}
...
private:
bool stop_please = false;
...
With these changes yout timer should work, but do realize that "[std::condition_variable::wait_for] may block for longer than timeout_duration due to scheduling or resource contention delays", in the words of cppreference.com.
point me towards a very simple threaded timer, if there's one already available somewhere.
I don't know of a standard c++ solution, but modern operating systems typically provide this kind of functionality or at least pieces that can be used to build it. See timerfd_create on linux for an example.