Declare, allocate and deallocate thread-local pointer variables outside the run loop - c++

I have a threaded pipe-and-filter implementation where I want to use thread-local copies in one of my filters. I do not implement a run loop myself. Instead, the base Filter class calls a process() method on each of the filters whenever it gets data to be processed.
I have two issues with using thread_locals in this scenario:
1) I cannot declare thread_locals within the process() method, because the point is to reuse the thread locals whenever the process() method is called.
Example code below:
void process(SomeInput in) {
thread_local SomeClass* someClass = nullptr;
if (someClass == nullptr) someClass = new SomeClass(params);
// do stuff here...
}
So above I initialize a thread_local instance of SomeClass. But I do not deallocate it, because process() will be called by the same thread's run loop whenever new data arrives. Obviously, it the classes will never get freed. Bad.
2) I've added a threadCleanup() method to the filter implementation which gets now called whenever a filter is stopped (and it's thread(s) are stopped). Though that would require to declare thread_local member variables like:
class SomeFilter : public Filter <...> {
// ...
private:
thread_local SomeClass* _someClass;
}
But that doesn't work with classes and throws:
"thread_local is only allowed on variable declarations"
What is the proper way to declare, allocate and deallocate thread-locals in such scenario?

Answering with fix for your original problem instead of the new one you created for yourself:
Just make the original code use std::unique_ptr. You can even one-line it, since thread_local implies static, so it will only be initialized once without needing to perform per call tests for nullptr:
void process(SomeInput in) {
thread_local std::unique_ptr<SomeClass> someClass(new SomeClass(params));
// do stuff here...
}
The first time any given thread calls process, the unique_ptr is initialized for that thread; when that thread exits, the unique_ptr is destroyed and the SomeClass instance for that thread is collected, because thread_local destructors are called on thread exit.
Mind you, if someClass is small, you could store it directly in thread_local storage instead of storing the unique_ptr there pointing to the heap, which would let you avoid unique_ptr entirely, since as noted, thread_local implies static and calls destructors on thread exit:
void process(SomeInput in) {
thread_local SomeClass someClass(params);
// do stuff here,
// using someClass. instead of someClass-> for member/method access,
// and &someClass where you used to use someClass if something needs a raw
// pointer (the raw pointer is definitely sticking around until thread
// exit after all)
}
Using the unique_ptr approach might still be advantageous (thread local storage can be limited/slow, so it may be worthwhile to store the rest of the class in normal heap memory).

The syntax you are looking for is static thread_local on a member variable:
class SomeFilter : public Filter <...> {
// ...
private:
static thread_local SomeClass* _someClass;
}
Rather than performing manual cleanup it would be better to encapsulate _someClass in a unique_ptr, since thread locals are destroyed on thread exit:
static thread_local std::unique_ptr<SomeClass> _someClass;

Related

C++ Multithreading member variable

I am developing a C++ multi-threaded application and facing few issues related to member variable in multi thread program.
As far as I know heap for a each thread is common which is present in global area while each thread has its own stack. Please suggest how would member variable be shared in below cases:
Class of which object is made is Singleton and memory allocation is dynamic. Object is member variable.
Code sample:
class A
{
// SomeRandomClass is Singleton class
SomeRandomClass* someRandomClass::m_pInstance = NULL;
main()
{
pthread_t thread1;
pthread_create(&thread1,NULL,func,NULL)
}
func()
{
// Dynamic allocation and object is of singleton class
myObject = SomeRandomClass::instance();
}
}
Class of which object is made is regular class and memory allocation is dynamic. Object is member variable.
Code sample:
class A
{
// SomeRandom Class is not singleton
SomeRandomClass* m_pInstance = NULL;
main()
{
pthread_t thread1;
pthread_create(&thread1,NULL,func,NULL)
}
func()
{
// Dynamic allocation and object is of singleton class
myObject = new SomeRandomClass();
}
}
Class of which object is made is Singleton and memory allocation is static. Object is member variable.
Class of which object is made is regular class and memory allocation is static. Object is member variable.
Please help here as I read various articles online and I am not able to get the concept.
Whenever more than one thread accesses a variable, it requires some kind of synchronization so, for instance, multiple threads don't write to the variable at once.
For a singleton, synchronization is required for when the class is actually constructed (and this will differ depend on how it is implemented). It will also require synchronization when accessing the member variable of the class.
If this class is not used outside the thread that created it, then it requires no synchronization.
As mentioned, it's not clear to me what you mean by memory allocation is static.

how to delete singleton object

Assuming this implementation of a singleton pattern ( of course we should avoid Singleton: it is just question), I have just been thinking about static object being created. It is created on heap by a new operator, sure, but how is this destroyed? In following example we have a leak, so how one should implement deletion of static singleton object? Should there be a please_delete() public interface adopted, so one can call myC->please_delete() or is there other way to achieve this?
class CC{
public:
static CC* cObj(){
if(c_ptr==NULL){
c_ptr=new CC();
return c_ptr;
}else return c_ptr;
}
int getValue(){return value_;}
void setValue(int val){value_=val;}
~CC(){cout<<"~CC";}
private:
CC():value_(12345){cout<<"CC";}
static CC* c_ptr;
int value_;
};
// Allocating and initializing CC's
// static data member. The pointer is being
// allocated - not the object itself.
CC *CC::c_ptr = 0;
int main(){
//Singleton pattern
CC* myC = CC::cObj();
cout<<myC->getValue();
return 0;
}
output: CC12345
RUN SUCCESSFUL (total time: 67ms)
I noticed that indeed we can always declare singleton static instance within shared_ptr as with boost::shared_ptr<CC> bCptr(CC::cObj()); but Singleton pattern doesn't mention the problem of deletion of the object at all so maybe there exists some other approach?
Part of the Singleton design pattern is that it is indestructible.
EDIT:
There are 2 varieties of singletons with respect to destructibility:
Destructible (They die when the application does)
Indestructible (They die when the machine does)
Either way, if built properly, once the singleton instance is created, it stays. This one of the major criticisms of the Singleton design pattern.
Here are a few references that address the destructibility aspect of the pattern.
http://nicolabonelli.wordpress.com/2009/06/04/singleton-a-mirage-of-perfection/
http://www10.informatik.uni-erlangen.de/Teaching/Courses/SS2009/CPP/altmann.pdf
http://sourcemaking.com/design_patterns/singleton
http://sourcemaking.com/design_patterns/to_kill_a_singleton
The classical singleton pattern does not describe the deletion aspect.
However, if I have to do it, I would start with a simple approach like the following (it is not fool-proof):
1) Similar to the static method for creating/retrieving the singleton object, say createObject(), there is a static method for destructing the singleton object, say destructObject()
2) There is a counter which counts the current number of objects in the system;
it starts at 0
on createObject() call, it increments by 1
on deleteObject() call, it decrements by 1.
If it reaches 0, then the delete is called to actually destruct the object
I prefer to not use a pointer.
class Single
{
private:
Single();
public:
Single& Instance()
{
static Single the_instance;
Return the_instance;
}
};
This singleton will live from the time Instance() is called until the application is exiting and performing the destruction of static objects. In this case the destructor of the singleton object will be called.
In practice, even when using a pointer as in the original example, the memory will be reclaimed by the OS upon application exit. However in this case the object's destructor will not be called.

Locking shared resources in constructor and destructor

I believe I've got a good handle on at least the basics of multi-threading in C++, but I've never been able to get a clear answer on locking a mutex around shared resources in the constructor or the destructor. I was under the impression that you should lock in both places, but recently coworkers have disagreed. Pretend the following class is accessed by multiple threads:
class TestClass
{
public:
TestClass(const float input) :
mMutex(),
mValueOne(1),
mValueTwo("Text")
{
//**Does the mutex need to be locked here?
mValueTwo.Set(input);
mValueOne = mValueTwo.Get();
}
~TestClass()
{
//Lock Here?
}
int GetValueOne() const
{
Lock(mMutex);
return mValueOne;
}
void SetValueOne(const int value)
{
Lock(mMutex);
mValueOne = value;
}
CustomType GetValueTwo() const
{
Lock(mMutex);
return mValueOne;
}
void SetValueTwo(const CustomType type)
{
Lock(mMutex);
mValueTwo = type;
}
private:
Mutex mMutex;
int mValueOne;
CustomType mValueTwo;
};
Of course everything should be safe through the initialization list, but what about the statements inside the constructor? In the destructor would it be beneficial to do a non-scoped lock, and never unlock (essentially just call pthread_mutex_destroy)?
Multiple threads cannot construct the same object, nor should any thread be allowed to use the object before it's fully constructed. So, in sane code, construction without locking is safe.
Destruction is a slightly harder case. But again, proper lifetime management of your object can ensure that an object is never destroyed when there's a chance that some thread(s) might still use it.
A shared pointer can help in achieving this eg. :
construct the object in a certain thread
pass shared pointers to every thread that needs access to the object (including the thread that constructed it if needed)
the object will be destroyed when all threads have released the shared pointer
But obviously, other valid approaches exist. The key is to keep proper boundaries between the three main stages of an object's lifetime : construction, usage and destruction. Never allow an overlap between any of these stages.
They don't have to be locked in the constructor, as the only way anyone external can get access to that data at that point is if you pass them around from the constructor itself (or do some undefined behaviour, like calling a virtual method).
[Edit: Removed part about destructor, since as a comment rightfully asserts, you have bigger issues if you're trying to access resources from an object which might be dead]

Memory managed C++ singletons

I'm programming a game engine right now. The hardest part for me has been the memory management. I've been putting in as many optimizations as possible (because every frame counts, right?) and realized that the best way to approach this would be to do resource management using Stack and Pool allocators. The problem is, I can't figure out how to make a singleton class that is memory managed by these allocators.
My singletons are managers, so they are actually rather big, and memory management of them is important for the start up speed of my game. I basically want to be able to call my allocators' alloc() functions, which return type void*, and create my singleton in this allocated space.
I've been thinking about putting a static boolean called instantiated in each singleton class and having the constructor return NULL if instantiated is true. Would this work?
This is why everybody thinks Singletons suck. They suck horrifically. This is but one aspect of their suck, which will suck down your whole application with it.
In order to solve your problem: Do not use Suckletons.
Ok so I will answer this by sharing my own experience. Normally I want a class to have all its own functionality and later realize ok this might need a factory method to supply other code with an instance of my object that is singular. The instance really should only be defined once to maintain state etc. Therefore this is what I do for classes that don't have all of their initialization wrapped into construction. I don't want to clutter my existing class with singletonsuxness so I create a factory wrapper class to help me with this. You could use Myer's singleton pattern which is elegant and encapsulates the locking by letting the implementation of the static local variable (relies on compiler implementation of static local init which is not always a good idea) handle the locking but the problem comes if you, like me, want your objects default constructed so that you can use STL vectors etc on them easily and later call some type of initialization on them, possibly passing parameters to this method, to make them heavier.
class X
{
public:
bool isInitialized () { return _isInitialized; } ; // or some method like
// establishCxn to have it
// bootstrapped
void initialize();
X() {} // constructor default, not initialized, light weight object
private:
bool _isInitialzied;
};
// set initialization to false
X::X(): _isInitialized(false) {}
void X::intialize()
{
if (isInitiazlied()) { return; }
.... init code ....
_isInitialized = true
}
// now we go ahead and put a factory wrapper on top of this to help manage the
// singletoness nature. This could be templatized but we don't as we want the
// flexibility to override our own getinstance to call a specific initialize for the
// object it is holding
class XFactory
{
public:
static X* getInstance();
private:
static boost::mutex _lock;
// light weight static object of yourself ( early instantiation ) to put on the stack
// to avoid thread issues, static method member thread saftey, and DCLP pattern
// threading races that can stem from compiling re-ordering of items
static XFactory _instance;
// making this pointer volatile so that the compiler knows not to reorder our
// instructions for it ( depends on compiler implementation but it is a safe guard )
X* volatile _Xitem;
X* getXitem () { return _Xitem; }
void createInstance();
void doCleanUp();
// stop instantiation or unwanted copies
XClientFactory();
~XClientFactory();
XClientFactory(XClientFactory const&);
XClientFactory& operator=(XClientFactory const&);
};
// on construction we create and set the pointer to a new light weight version of the
// object we are interested in construction
XFactory::XFactory() : _Xitem( new X; )
{
}
// note our factory method is returning a pointer to X not itself (XFactory)
X* XFactory::getInstance()
{
// DCLP pattern, first thread might have initialized X while others
// were waiting for the lock in this way your double check locking is
// on initializing the X container in the factory and not the factory object itself.
// Worst case your initialization could happen more than once but it should check the
// boolean before it starts (see initialization method above) and sets the boolean at
// the end of it. Also your init should be such that a re-initialization will not put
// the object in a bad state. The most important thing to note is that we
// moved the double check locking to the contained object's initialization method
// instead of the factory object
if (! XFactory::_instance.getXitem()->isInitialized() )
{
boost::unique_lock<boost::mutex> guard(XFactory::_lock);
if (! XFactory::_instance.getXitem()->isInitialized() )
{
XFactory::_instance.getXitem()->initialize();
}
}
return XFactory::_instance.getXitem();
}
// XFactory private static instance on the stack will get cleaned up and we need to
// call the delete on the pointer we created for the _Xitem
XFactory::~XFactory()
{
doCleanUp();
}
XFactory::doCleanUp()
{
delete _Xitem; //
}
That's it, let me know what you think. I also wrestled recently with singleton and all the pit falls. Also, we are not using a 0x compiler yet that would ensure that the Myers singleton will be implemented in a thread safe way just using a local static variable

Managing a singleton destructor

The following small example implements a singleton pattern that I've seen many times:
#include <iostream>
class SingletonTest {
private:
SingletonTest() {}
static SingletonTest *instance;
~SingletonTest() {
std::cout << "Destructing!!" << std::endl;
}
public:
static SingletonTest *get_instance() {
if(!instance) instance = new SingletonTest;
return instance;
}
};
SingletonTest *SingletonTest::instance = 0;
int main(int argc, char *argv[]) {
SingletonTest *s = SingletonTest::get_instance();
return 0;
}
The main problem I have with this is that the destructor of my singleton is never called.
I can instead make instance a (c++0x?) shared_ptr, which works well - except that it means my destructor has to be public.
I could add a static 'cleanup' method but that opens up the possibility of user error (i.e. forgetting to call it). It would also not allow for proper cleanup in the face of (unhandled) exceptions.
Is there a common strategy/pattern that will allow lazy instantiation, 'automatically' call my destructor, and still allow me to keep the destructor private?
...not exactly a direct answer, but too long for a comment - why not do the singleton this way:
class SingletonTest {
private:
SingletonTest() {}
~SingletonTest() {
std::cout << "Destructing!!" << std::endl;
}
public:
static SingletonTest& get_instance() {
static SingletonTest instance;
return instance;
}
};
Now you have a lazy singleton that will be destructed on exit... It's not any less re-entrant than your code...
You could write a deinitialization function and call atexit() inside the object constructor to register it. Then when C++ runtime deinitializes the module it will at some point after main() call your deinitialization function. That bold italic is there because you get rather loose control on when exactly it is called and that can lead to deinitialization order fiasco - be careful.
You could always friend the shared_ptr (or rather scoped_ptr, which is more fitting) to allow it access to your private destructor.
Note that there's also the system atexit() function which can register a function to call at the end of the application. You could pass a static function of your singleton that just does delete instanance; to it.
Note that it's usually a good idea separates the class that is to be a singleton from the singleton-ness of it. Especially for testing and/or when you do need the doubleton. :)
While I'm at it, try to avoid lazy initialization. Initialize/create your singletons at startup, in a well determined order. This allows them to shut down properly and resolves dependencies without surprises. (I have had cyclic singleton hell... it's easier than you think...)
You can use a private destructor with shared_ptr by passing in a deleter that has access to the destructor (such as a class defined as a member of SingletonTest).
However, you need to be very careful when destroying singletons to ensure that they are not used after they are destroyed. Why not just use a plain global variable anyway?
if you declare the class which does the actual delete op as a friend (let it be shared_ptr<SingletonTest> or some kind of default deleter) a friend, your destructor can be private.
Although i dont see any necessarity for making it private.
The first question is: do you want the singleton to be destructed.
Destructing a singleton can lead to order of destruction problems; and
since you're shutting down, the destructor can't be necessary to
maintain program invariants. About the only time you want to run the
destructor of a singleton is if it manages resources that the system
won't automatically clean up, like temporary files. Otherwise, it's
better policy to not call the destructor on it.
Given that, if you want the destructor to be called, there are two
alternatives: declare the single object as a static local variable in
the instance function, or use std::auto_ptr or something similar,
instead of a raw pointer, as the pointer to it.