How to use volatile multimap iterator? - c++

I need to use a volatile multimap iterator, but iterator's operators (such as ++) doesn't work when it is defined as volatile...
First of all: why do I need a volatile iterator (and NOT a mutable one)?
I write an utility class (Echeancier) which must schedule a list of deadlines (Echeance), ordered by date.
All the deadlines are stored in a multimap whose key is the deadline's date (_echeancesParDate).
Each deadline is managed successively, with only one linux timer:
- when timer expires, it generates a signal;
- signal's handler handles the event associated to the deadline and then, shall restart the timer for the next deadline.
So I need to use typeListeEcheancesParDate::iterator _comingEcheance in a signal handler.
On the other hand, class Echeancier also defines a function to create new deadlines (ajouterEcheance()).
This function may update _comingEcheance.
That's why I need to define _comingEcheance as volatile.
NB: for the moment, I put the atomic access aspect aside.
My source code (partial):
class Echeancier
{
private:
typedef std::multimap<Echeance::typeDateEcheance, Echeance*> typeListeEcheancesParDate;
typeListeEcheancesParDate _echeancesParDate;
typeListeEcheancesParDate::iterator volatile _comingEcheance;
void handlerEcheance(Echeance::typeEvenementEcheance eventEcheance);
AsyncTimer<Echeancier>* _timer;
int _numSignalTimer;
protected:
Echeancier(int signalEcheance);
~Echeancier();
virtual void traiterEvenement(Echeance::typeEvenementEcheance eventEcheance) = 0;
int ajouterEcheance(Echeance::typeDateEcheance date,
Echeance::typeEvenementEcheance evenement,
Echeance::typeIdentifiantEcheance & idEcheance);
int supprimerEcheance(Echeance::typeIdentifiantEcheance idEcheance);
}
The only idea I have is to overload multimap iterator ++ operator, to make it works with volatile modifier...
But I don't know how to do this... any idea for my problem?
Thanks

So, I made a comment saying that volatile is a bad smell in multithreaded contexts, and I stand by that.
It is also a bad smell to manipulate your data in a signal handler. Using locks also don't work in signal handlers, since there is no other thread to unlock a lock held by the main thread of the program.
I'd argue that you need to rethink your whole design, and use two threads [one of which may be controlled by a timer signal handler, and have a high priority]. The point is that manipulating your iterator and the data the iterator points at, will have to be dealt with atomically, and just marking something volatile does not solve that - volatile just means that the compiler has to "do exactly what the code says to do" - but it doesn't mean that your data itself is safe.

Related

C++ thread safety - map reading

I am working on a program that needs std::map and specifically one like this map<string,map<string,int>> - it is meant to be something like bank change rates - the first string is the original currency and the one in the second map is the desired one and the int is their rate. This whole map will be read only. Do I still need mutexes ? I am a bit confused about the whole thread safety, since this is my first bigger multi-threaded program.
If you are talking about the standard std::map† and no thread writes to it, no synchronization is required. Concurrent reads without writes are fine.
If however at least one thread performs writes on the map, you will indeed need some sort of protection like a mutex.
Be aware that std::map::operator[] counts as write, so use std::map::at (or std::map::find if the key may not exist in the map) instead. You can make the compiler protect you from accidental writes by only referring to the shared map via const map&.
†Was clarified to be the case in the OP. For completeness' sake: Note that other classes may have mutable members. For those, even access through const& may introduce a race. If in doubt, check the documentation or use something else for parallel programming.
The rule of thumb is if you have shared data and at least one thread will be a writer then you need synchronization. If one of the threads is a writer you must have synchronization as you do not want a reader to read an element that is being written to. This can cause issues as the reader might read part of the old value and part of the new value.
In your case since all the threads will only ever being reading data there is nothing they can do that will affect the map so you can have concurrent(unsynchronized) reads.
Wrap a std::map<std::string, std::map<std::string,int>> const in a custom class which has only const member functions [*].
This will make sure that all threads which use an object of the class after its creation will only read from it, which is guaranteed to be safe since C++11.
As documentation says:
All const member functions can be called concurrently by different
threads on the same container.
Wrapping containers in your own custom types is good practice anyway. Increased thread safety is just one positive side effect of that good practice. Other positive effects include increased readability of client code, reduction/adaption of container interface to required functionality, ease of adding additional constraints and checks.
Here is a brief example:
class BankChangeRates
{
public:
BankChangeRates(std::map<std::string, std::map<std::string,int>> const& data) : data(data) {}
int get(std::string const& key, std::string const& inner_key) const
{
auto const find_iter = data.find(key);
if (find_iter != data.end())
{
auto const inner_find_iter = find_iter->second.find(inner_key);
if (inner_find_iter != find_iter->second.end())
{
return inner_find_iter->second;
}
}
// error handling
}
int size() const
{
return data.size();
}
private:
std::map<std::string, std::map<std::string,int>> const data;
};
In any case, the thread-safety problem is then reduced to how to make sure that the constructor does not read from an object to which another thread writes. This is often achieved trivially; for example, the object may be constructed before multi-threading even begins, or it may be initialised with hard-coded initialisation lists. In many other cases, the code which creates the object will generally access only other thread-safe functions and local objects.
The point is that concurrent accesses to your object will always be safe once it has been created.
[*] Of course, the const member functions should keep their promise and not attempt "workarounds" with mutable or const_cast.
If your are completely sure that both the maps are ALWAYS READONLY, Then you never need mutexes.
But you have to be extra careful that no one can update the map by any means during the program execution. Make sure that you are initializing the map at the init stage of program and then never update it for any reason.
If you are confused that, In future you may need to update it in between the program execution, then its better to have macros around the map, which are empty right now. And in future, if you need mutexes around them, just change the macro definition.
PS:: I have used map in answer which can be easily replaced by shared resources. It was for the ease of understanding

std::mutex vs std::recursive_mutex as class member

I have seen some people hate on recursive_mutex:
http://www.zaval.org/resources/library/butenhof1.html
But when thinking about how to implement a class that is thread safe (mutex protected), it seems to me excruciatingly hard to prove that every method that should be mutex protected is mutex protected and that mutex is locked at most once.
So for object oriented design, should std::recursive_mutex be default and std::mutex considered as an performance optimization in general case unless it is used only in one place (to protect only one resource)?
To make things clear, I'm talking about one private nonstatic mutex. So each class instance has only one mutex.
At the beginning of each public method:
{
std::scoped_lock<std::recursive_mutex> sl;
Most of the time, if you think you need a recursive mutex then your design is wrong, so it definitely should not be the default.
For a class with a single mutex protecting the data members, then the mutex should be locked in all the public member functions, and all the private member functions should assume the mutex is already locked.
If a public member function needs to call another public member function, then split the second one in two: a private implementation function that does the work, and a public member function that just locks the mutex and calls the private one. The first member function can then also call the implementation function without having to worry about recursive locking.
e.g.
class X {
std::mutex m;
int data;
int const max=50;
void increment_data() {
if (data >= max)
throw std::runtime_error("too big");
++data;
}
public:
X():data(0){}
int fetch_count() {
std::lock_guard<std::mutex> guard(m);
return data;
}
void increase_count() {
std::lock_guard<std::mutex> guard(m);
increment_data();
}
int increase_count_and_return() {
std::lock_guard<std::mutex> guard(m);
increment_data();
return data;
}
};
This is of course a trivial contrived example, but the increment_data function is shared between two public member functions, each of which locks the mutex. In single-threaded code, it could be inlined into increase_count, and increase_count_and_return could call that, but we can't do that in multithreaded code.
This is just an application of good design principles: the public member functions take responsibility for locking the mutex, and delegate the responsibility for doing the work to the private member function.
This has the benefit that the public member functions only have to deal with being called when the class is in a consistent state: the mutex is unlocked, and once it is locked then all invariants hold. If you call public member functions from each other then they have to handle the case that the mutex is already locked, and that the invariants don't necessarily hold.
It also means that things like condition variable waits will work: if you pass a lock on a recursive mutex to a condition variable then (a) you need to use std::condition_variable_any because std::condition_variable won't work, and (b) only one level of lock is released, so you may still hold the lock, and thus deadlock because the thread that would trigger the predicate and do the notify cannot acquire the lock.
I struggle to think of a scenario where a recursive mutex is required.
should std::recursive_mutex be default and std::mutex considered as an performance optimization?
Not really, no. The advantage of using non-recursive locks is not just a performance optimization, it means that your code is self-checking that leaf-level atomic operations really are leaf-level, they aren't calling something else that uses the lock.
There's a reasonably common situation where you have:
a function that implements some operation that needs to be serialized, so it takes the mutex and does it.
another function that implements a larger serialized operation, and wants to call the first function to do one step of it, while it is holding the lock for the larger operation.
For the sake of a concrete example, perhaps the first function atomically removes a node from a list, while the second function atomically removes two nodes from a list (and you never want another thread to see the list with only one of the two nodes taken out).
You don't need recursive mutexes for this. For example you could refactor the first function as a public function that takes the lock and calls a private function that does the operation "unsafely". The second function can then call the same private function.
However, sometimes it's convenient to use a recursive mutex instead. There's still an issue with this design: remove_two_nodes calls remove_one_node at a point where a class invariant doesn't hold (the second time it calls it, the list is in precisely the state we don't want to expose). But assuming we know that remove_one_node doesn't rely on that invariant this isn't a killer fault in the design, it's just that we've made our rules a little more complex than the ideal "all class invariants always hold whenever any public function is entered".
So, the trick is occasionally useful and I don't hate recursive mutexes to quite the extent that article does. I don't have the historical knowledge to argue that the reason for their inclusion in Posix is different from what the article says, "to demonstrate mutex attributes and thread extensons". I certainly don't consider them the default, though.
I think it's safe to say that if in your design you're uncertain whether you need a recursive lock or not, then your design is incomplete. You will later regret the fact that you're writing code and you don't know something so fundamentally important as whether the lock is allowed to be already held or not. So don't put in a recursive lock "just in case".
If you know that you need one, use one. If you know that you don't need one, then using a non-recursive lock isn't just an optimization, it's helping to enforce a constraint of the design. It's more useful for the second lock to fail, than for it to succeed and conceal the fact that you've accidentally done something that your design says should never happen. But if you follow your design, and never double-lock the mutex, then you'll never find out whether it's recursive or not, and so a recursive mutex isn't directly harmful.
This analogy might fail, but here's another way to look at it. Imagine you had a choice between two kinds of pointer: one that aborts the program with a stacktrace when you dereference a null pointer, and another one that returns 0 (or to extend it to more types: behaves as if the pointer refers to a value-initialized object). A non-recursive mutex is a bit like the one that aborts, and a recursive mutex is a bit like the one that returns 0. They both potentially have their uses -- people sometimes go to some lengths to implement a "quiet not-a-value" value. But in the case where your code is designed to never dereference a null pointer, you don't want to use by default the version that silently allows that to happen.
I'm not going to directly weigh in on the mutex versus recursive_mutex debate, but I thought it would be good to share a scenario where recursive_mutex'es are absolutely critical to the design.
When working with Boost::asio, Boost::coroutine (and probably things like NT Fibers although I'm less familiar with them), it is absolutely essential that your mutexes be recursive even without the design problem of re-entrancy.
The reason is because the coroutine based approach by its very design will suspend execution inside a routine and then subsequently resume it. This means that two top level methods of a class might "be being called at the same time on the same thread" without any sub calls being made.

Structuring and Synchronizing a Multithreaded Game Loop

I'm running into a mild conundrum concerning thread safety for my game loop. What I have below is 3 threads (including the main) that are meant to work together. One for event managing (main thread), one for logic, and one for the rendering. All 3 of these threads exist within their own class, as you can see below. In basic testing the structure works without problems. This system uses SFML and renders with OpenGL.
int main(){
Gamestate gs;
EventManager em(&gs);
LogicManager lm(&gs);
Renderer renderer(&gs);
lm.start();
renderer.start();
em.eventLoop();
return 0;
}
However, as you may have noticed I have a "Gamestate" class that is meant to act as a container of all the resources that need to be shared between the threads (mostly with LogicManager as a writer and Renderer as a reader. EventManager is mostly just for window events). My questions are: (1 and 2 being the most important)
1) Is this a good way of going about things? Meaning is having a "global" Gamestate class a good idea to use? Is there a better way of going about it?
2) My intention was to have Gamestate have mutexes in the getters/setters, except that doesn't work for reading because I can't return the object while it's still locked, which means I'd have to put synchronization outside of the getters/setters and make the mutexes public. It also means I'd have a bloody ton of mutexes for all the different resources. What is the most elegant way of going about this problem?
3) I have all of the threads accessing "bool run" to check if to continue their loops
while(gs->run){
....
}
run gets set to false if I receive a quit message in the EventManager. Do I need to synchronize that variable at all? Would I set it to volatile?
4) Does constantly dereferencing pointers and such have an impact on performance? eg gs->objects->entitylist.at(2)->move(); Do all those '->' and '.' cause any major slowdown?
Global state
1) Is this a good way of going about things? Meaning is having a "global" Gamestate class a good idea to use? Is there a better way of going about it?
For a game, as opposed to some reusable piece of code, I'd say a global state is good enough. You might even avoid passing gamestate pointers around, and really make it a global variable instead.
Synchronization
2) My intention was to have Gamestate have mutexes in the getters/setters, except that doesn't work for reading because I can't return the object while it's still locked, which means I'd have to put synchronization outside of the getters/setters and make the mutexes public. It also means I'd have a bloody ton of mutexes for all the different resources. What is the most elegant way of going about this problem?
I'd try to think of this in terms of transactions. Wrapping every single state change into its own mutex locking code will not only impact performance, but might lead to actually incorrect behaviour if the code gets one state element, performs some computation on it and sets the value later on, while some other code modified the same element in between. So I'd try to structure LogicManager and Renderer in such ways that all the interaction with the Gamestate occurs bundled in a few places. For the duration of that interaction, the thread should hold a mutex on the state.
If you want to enforce the use of mutexes, then you can create some construct where you have at least two classes. Let's call them GameStateData and GameStateAccess. GameStateData would contain all the state, but without providing public access to it. GameStateAccess would be a friend of GameStateData and provide access to its private data. The constructor of GameStateAccess would take a reference or pointer to the GameStateData and would lock the mutex for that data. The destructor would free the mutex. That way, your code to manipulate the state would simply be written as a block where a GameStateAccess object is in scope.
There is still a loophole, though: In cases where objects returned from this GameStateAccess class are pointers or references to mutable objects, then this setup won't keep your code from carrying such a pointer out of the scope protected by the mutex. To prevent this, either take care about how you write things, or use some custom pointer-like template class which can be cleared once the GameStateAccess goes out of scope, or make sure you only pass things by value not reference.
Example
Using C++11, the above idea for lock management could be implemented as follows:
class GameStateData {
private:
std::mutex _mtx;
int _val;
friend class GameStateAccess;
};
GameStateData global_state;
class GameStateAccess {
private:
GameStateData& _data;
std::lock_guard<std::mutex> _lock;
public:
GameStateAccess(GameStateData& data)
: _data(data), _lock(data._mtx) {}
int getValue() const { return _data._val; }
void setValue(int val) { _data._val = val; }
};
void LogicManager::performStateUpdate {
int valueIncrement = computeValueIncrement(); // No lock for this computation
{ GameStateAccess gs(global_state); // Lock will be held during this scope
int oldValue = gs.getValue();
int newValue = oldValue + valueIncrement;
gs.setValue(newValue); // still in the same transaction
} // free lock on global state
cleanup(); // No lock held here either
}
Loop termination indicator
3) I have all of the threads accessing "bool run" to check if to continue their loops
while(gs->run){
....
}
run gets set to false if I receive a quit message in the EventManager. Do I need to synchronize that variable at all? Would I set it to volatile?
For this application, a volatile but otherwise unsynchronized variable should be fine. You have to declare it volatile in order to prevent the compiler from generating code which caches that value, thus hiding a modification by another thread.
As an alternative, you might want to use a std::atomic variable for this.
Pointer indirection overhead
4) Does constantly dereferencing pointers and such have an impact on performance? eg gs->objects->entitylist.at(2)->move(); Do all those -> and . cause any major slowdown?
It depends on the alternatives. In many cases, the compiler will be able to keep the value of e.g. gs->objects->entitylist.at(2) in the above code, if it is used repeatedly, and won't have to compute it over and over again. In general I would consider the performance penalty due to all this pointer indirection to be of minor concern, but that is hard to tell for sure.
Is it a good way of going about things? (class Gamestate)
1) Is this a good way of going about things?
Yes.
Meaning is having a "global" Gamestate class a good idea to use?
Yes, if the getter/setter are thread-safe.
Is there a better way of going about it?
No. The data is necessary for both game logic and representation. You could remove the global gamestate if you put it in a sub-routine, but this would only transport your problem to another function. A global Gamestate will also enable you to safe the current state very easily.
Mutex and getters/setters
2) My intention was to have Gamestate have mutexes in the getters/setters [...]. What is the most elegant way of going about this problem?
This is called reader/writer problem. You don't need public mutexes for this. Just keep in mind that you can have many readers, but only one writer. You could implement a queue for the readers/writers and block additional readers until the writer has finished.
while(gs->run)
Do I need to synchronize that variable at all?
Whenever a non-synchronized access of a variable could result in a unknown state, it should be synchronized. So if run will be set to false immediately after the rendering engine started the next iteration and the Gamestate has been destroyed, it will result in a mess. However, if the gs->run is only an indicator whether the loop should continue, it is safe.
Keep in mind that both logic and rendering engine should be stopped at the same time. If you can't shutdown both at the same time stop the rendering engine first in order to prevent a freeze.
Dereferencing pointers
4) Does constantly dereferencing pointers and such have an impact on performance?
There are two rules of optimization:
Do not optimize
Do not optimize yet.
The compiler will probably take care of this problem. You, as a programmer, should use the version which is most readable for you.

Thread safety of multiple-reader/single-writer class

I am working on a set that is frequently read but rarely written.
class A {
boost::shared_ptr<std::set<int> > _mySet;
public:
void add(int v) {
boost::shared_ptr<std::set<int> > tmpSet(new std::set<int>(*_mySet));
tmpSet->insert(v); // insert to tmpSet
_mySet = tmpSet; // swap _mySet
}
void check(int v) {
boost::shared_ptr<std::set<int> > theSet = _mySet;
if (theSet->find(v) != theSet->end()) {
// do something irrelevant
}
}
};
In the class, add() is only called by one thread and check() is called by many threads. check() does not care whether _mySet is the latest or not. Is the class thread-safe? Is it possible that the thread executing check() would observe swap _mySet happening before insert to tmpSet?
This is an interesting use of shared_ptr to implement thread safety.
Whether it is OK depends on the thread-safety guarantees of
boost::shared_ptr. In particular, does it establish some sort of
fence or membar, so that you are guaranteed that all of the writes in
the constructor and insert functions of set occur before any
modification of the pointer value becomes visible.
I can find no thread safety guarantees whatsoever in the Boost
documentation of smart pointers. This surprizes me, as I was sure that
there was some. But a quick look at the sources for 1.47.0 show none,
and that any use of boost::shared_ptr in a threaded environment will
fail. (Could someone please point me to what I'm missing. I can't
believe that boost::shared_ptr has ignored threading.)
Anyway, there are three possibilities: you can't use the shared pointer
in a threaded environment (which seems to be the case), the shared
pointer ensures its own internal consistency in a threaded environment,
but doesn't establish ordering with regards to other objects, or the
shared pointer establishes full ordering. Only in the last case will
your code be safe as is. In the first case, you'll need some form of
lock around everything, and in the second, you'll need some sort of
fences or membar to ensure that the necessary writes are actually done
before publishing the new version, and that they will be seen before
trying to read it.
You do need synchronization, it is not thread safe. Generally it doesn't matter, even something as simple as shared += value; is not thread safe.
look here for example with regards to thread safety of shared_ptr: Is boost shared_ptr <XXX> thread safe?
I would also question your allocation/swapping in add() and use of shared_ptr in check()
update:
I went back and re-rad dox for shared_ptr ... It is most likely thread-safe in your particular since the reference counting for shared_ptr is thread-safe. However you are doing (IMHO) unnecessary complexity by not using read/write lock.
Eventually this code should be thread safe:
atomic_store(&_my_set,tmpSet);
and
theSet = atomic_load(&_mySet);
(instead of simple assignments)
But I don't know the current status of atomicity support for shared_ptr.
Note, that adding atomicity to shared_ptr in lock-free manner is really dificult thing; so even atomicity is implemented it may relay on mutexes or usermode spinlocks and, therefore, may sometimes suffer from performance issues
Edit: Perhaps, volatile qualifier for _my_set member variable should also be added.. but I'm not sure that it is strictly required by semantics of atomic operations

interprocess object passing

I need to have a class with one activity that is performed once per 5 seconds in its own thread. It is a web service one, so it needs an endpoint to be specified. During the object runtime the main thread can change the endpoint. This is my class:
class Worker
{
public:
void setEndpoint(const std::string& endpoint);
private:
void activity (void);
mutex endpoint_mutex;
volatile std::auto_ptr<std::string> newEndpoint;
WebServiceClient client;
}
Does the newEndpoint object need to be declared volatile? I would certainly do it if the read was in some loop (to make the complier not optimize it out), but here I don't know.
In each run the activity() function checks for a new endpoint (if a new one is there, then passes it to the client and perform some reconnection steps) and do its work.
void Worker::activity(void)
{
endpoint_mutex.lock(); //don't consider exceptions
std::auto_ptr<std::string>& ep = const_cast<std::auto_ptr<string> >(newEndpoint);
if (NULL != ep.get())
{
client.setEndpoint(*ep);
ep.reset(NULL);
endpoint_mutex.unlock();
client.doReconnectionStuff();
client.doReconnectionStuff2();
}
else
{
endpoint_mutex.unlock();
}
client.doSomeStuff();
client.doAnotherStuff();
.....
}
I lock the mutex, which means that the newEndpoint object cannot change anymore, so I remove the volatile class specification to be able to invoke const methods.
The setEndpoint method (called from another threads):
void Worker::setEndpoint(const std::string& endpoint)
{
endpoint_mutex.lock(); //again - don't consider exceptions
std::auto_ptr<std::string>& ep = const_cast<std::auto_ptr<string> >(newEndpoint);
ep.reset(new std::string(endpoint);
endpoint_mutex.unlock();
}
Is this thing thread safe? If not, what is the problem? Do I need the newEndpoint object to be volatile?
volatile is used in the following cases per MSDN:
The volatile keyword is a type qualifier used to declare that an
object can be modified in the program by something such as the
operating system, the hardware, or a concurrently executing thread.
Objects declared as volatile are not used in certain optimizations
because their values can change at any time. The system always reads
the current value of a volatile object at the point it is requested,
even if a previous instruction asked for a value from the same object.
Also, the value of the object is written immediately on assignment.
The question in your case is, how often does your NewEndPoint actually change? You create a connection in thread A, and then you do some work. While this is going on, nothing else can fiddle with your endpoint, as it is locked by a mutex. So, per my analysis, and from what I can see in your code, this variable doesn't necessarily change enough.
I cannot see the call site of your class, so I don't know if you are using the same class instance 100 times or more, or if you are creating new objects.
This is the kind of analysis you need to make when asking whether something should be volatile or not.
Also, on your thread-safety, what happens in these functions:
client.doReconnectionStuff();
client.doReconnectionStuff2();
Are they using any of the shared state from your Worker class? Are they sharing and modifying any other state use by another thread? If yes, you need to do the appropriate synchronization.
If not, then you're ok.
Threading requires some thinking, you need to ask yourself these questions. You need to look at all state and wonder whether or not you're sharing. If you're dealing with pointers, then you need wonder who own's the pointer, and whether you're ever sharing it amongst threads, accidentally or not, and act accordingly. If you pass a pointer to a function that is run in a different thread, then you're sharing the object that the pointer points to. If you then alter what it points to in this new thread, you are sharing and need to synchronize.