I'm trying to stop multiple worker threads using a std::atomic_flag. Starting from Issue using std::atomic_flag with worker thread the following works:
#include <iostream>
#include <atomic>
#include <chrono>
#include <thread>
std::atomic_flag continueFlag;
std::thread t;
void work()
{
while (continueFlag.test_and_set(std::memory_order_relaxed)) {
std::cout << "work ";
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
}
void start()
{
continueFlag.test_and_set(std::memory_order_relaxed);
t = std::thread(&work);
}
void stop()
{
continueFlag.clear(std::memory_order_relaxed);
t.join();
}
int main()
{
std::cout << "Start" << std::endl;
start();
std::this_thread::sleep_for(std::chrono::milliseconds(200));
std::cout << "Stop" << std::endl;
stop();
std::cout << "Stopped." << std::endl;
return 0;
}
Trying to rewrite into multiple worker threads:
#include <iostream>
#include <atomic>
#include <chrono>
#include <thread>
#include <vector>
#include <memory>
struct thread_data {
std::atomic_flag continueFlag;
std::thread thread;
};
std::vector<thread_data> threads;
void work(int threadNum, std::atomic_flag &continueFlag)
{
while (continueFlag.test_and_set(std::memory_order_relaxed)) {
std::cout << "work" << threadNum << " ";
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
}
void start()
{
const unsigned int numThreads = 2;
for (int i = 0; i < numThreads; i++) {
////////////////////////////////////////////////////////////////////
//PROBLEM SECTOR
////////////////////////////////////////////////////////////////////
thread_data td;
td.continueFlag.test_and_set(std::memory_order_relaxed);
td.thread = std::thread(&work, i, td.continueFlag);
threads.push_back(std::move(td));
////////////////////////////////////////////////////////////////////
//PROBLEM SECTOR
////////////////////////////////////////////////////////////////////
}
}
void stop()
{
//Flag stop
for (auto &data : threads) {
data.continueFlag.clear(std::memory_order_relaxed);
}
//Join
for (auto &data : threads) {
data.thread.join();
}
threads.clear();
}
int main()
{
std::cout << "Start" << std::endl;
start();
std::this_thread::sleep_for(std::chrono::milliseconds(200));
std::cout << "Stop" << std::endl;
stop();
std::cout << "Stopped." << std::endl;
return 0;
}
My issue is "Problem Sector" in above. Namely creating the threads. I cannot wrap my head around how to instantiate the threads and passing the variables to the work thread.
The error right now is referencing this line threads.push_back(std::move(td)); with error Error C2280 'thread_data::thread_data(const thread_data &)': attempting to reference a deleted function.
Trying to use unique_ptr like this:
auto td = std::make_unique<thread_data>();
td->continueFlag.test_and_set(std::memory_order_relaxed);
td->thread = std::thread(&work, i, td->continueFlag);
threads.push_back(std::move(td));
Gives error std::atomic_flag::atomic_flag(const std::atomic_flag &)': attempting to reference a deleted function at line td->thread = std::thread(&work, i, td->continueFlag);. Am I fundamentally misunderstanding the use of std::atomic_flag? Is it really both immovable and uncopyable?
Your first approach was actually closer to the truth. The problem is that it passed a reference to an object within the local for loop scope to each thread, as a parameter. But, of course, once the loop iteration ended, that object went out of scope and got destroyed, leaving each thread with a reference to a destroyed object, resulting in undefined behavior.
Nobody cared about the fact that you moved the object into the std::vector, after creating the thread. The thread received a reference to a locally-scoped object, and that's all it knew. End of story.
Moving the object into the vector first, and then passing to each thread a reference to the object in the std::vector will not work either. As soon as the vector internally reallocates, as part of its natural growth, you'll be in the same pickle.
What needs to happen is to have the entire threads array created first, before actually starting any std::threads. If the RAII principle is religiously followed, that means nothing more than a simple call to std::vector::resize().
Then, in a second loop, iterate over the fully-cooked threads array, and go and spawn off a std::thread for each element in the array.
I was almost there with my unique_ptr solution. I just needed to pass the call as a std::ref() as such:
std::vector<std::unique_ptr<thread_data>> threads;
void start()
{
const unsigned int numThreads = 2;
for (int i = 0; i < numThreads; i++) {
auto td = std::make_unique<thread_data>();
td->continueFlag.test_and_set(std::memory_order_relaxed);
td->thread = std::thread(&work, i, std::ref(td->continueFlag));
threads.push_back(std::move(td));
}
}
However, inspired by Sam above I also figured a non-pointer way:
std::vector<thread_data> threads;
void start()
{
const unsigned int numThreads = 2;
//create new vector, resize doesn't work as it tries to assign/copy which atomic_flag
//does not support
threads = std::vector<thread_data>(numThreads);
for (int i = 0; i < numThreads; i++) {
auto& t = threads.at(i);
t.continueFlag.test_and_set(std::memory_order_relaxed);
t.thread = std::thread(&work, i, std::ref(t.continueFlag));
}
}
Related
I'm new to c++ and don't know how to let main thread wait for all async threads done. I refered this but makes void consume() not parallel.
#include <iostream>
#include <vector>
#include <unistd.h> // sleep
#include <future>
using namespace std;
class Myclass {
private:
std::vector<int> resources;
std::vector<int> res;
std::mutex resMutex;
std::vector<std::future<void>> m_futures;
public:
Myclass() {
for (int i = 0; i < 10; i++) resources.push_back(i); // add task
res.reserve(resources.size());
}
void consume() {
for (int i = 0; i < resources.size(); i++) {
m_futures.push_back(std::async(std::launch::async, &Myclass::work, this, resources[i]));
// m_futures.back().wait();
}
}
void work(int x) {
sleep(1); // Simulation time-consuming
std::lock_guard<std::mutex> lock(resMutex);
res.push_back(x);
printf("%d be added.---done by %d.\n", x, std::this_thread::get_id());
}
std::vector<int> &getRes() { return res;}
};
int main() {
Myclass obj;
obj.consume();
auto res = obj.getRes();
cout << "Done. res.size = " << res.size() << endl;
for (int i : res) cout << i << " ";
cout <<"main thread over\n";
}
Main thread ends up when res = 0. I want obj.getRes() be be executed when all results be added into res.
Done. res.size = 0
main thread over
4 be added.---done by 6.
9 be added.---done by 11...
You had the right idea with the commented out line: m_futures.back().wait();, you just have it in the wrong place.
As you note, launching a std::async and then waiting for its result right after, forces the entire thing to execute in series and makes the async pointless.
Instead you want two functions: One, like your consume() that launches all the async's, and then another that loops over the futures and calls wait (or get, whatever suits your needs) on them - and then call that from main.
This lets them all run in parallel, while still making main wait for the final result.
Addition to #Frodyne 's answer,
consume() function calls are parallel, and main thread waits for the all consume() s have their work done;
void set_wait(void)
{
for (int i = 0; i < resources.size(); i++) {
m_futures[i].wait();
}
}
And call it here
void consume() {
for (int i = 0; i < resources.size(); i++) {
m_futures.push_back(std::async(std::launch::async, &Myclass::work, this, resources[i]));
// Calling wait() here makes no sense
}
set_wait(); // Waits for all threads do work
}
I created new function for convenience.
You can use std::future:wait after you add task to m_futures. Example.
void consume() {
for (int i = 0; i < resources.size(); i++) {
m_futures.push_back(std::async(std::launch::async, &Myclass::work, this, resources[i]));
//m_futures.back().wait();
}
for(auto& f: m_futures) f.wait();
}
I need to run some number of threads to process an array of objects.
So I've written this piece of code :
unsigned int object_counter = 0;
while(object_counter != (obj_max - left))
{
thread genThread[thread_num];//create thread objects
///launch threads
int thread_index = 0;
for (; thread_index<thread_num; thread_index++)
{
genThread[thread_index] = thread(object[object_counter].gen_maps());//launch a thread
object_counter++;
if(object_counter == (obj_max - left)
{
break;
}
}
///finish threads
for (; thread_index>0; thread_index--)
{
genThread[thread_index].join();
}
}
Basically, there is an array of objects (number of objects = obj_max - left).
Each object has a function (void type function) called gen_maps() that generates a terrain.
What I want to do is running all gen_maps() functions from all objects using multithreading.
A maximum number of threads is stored in thread_num variable.
But when I'm trying to compile this code I'm getting an error:
error: invalid use of void expression
genThread[thread_index] = thread(object[object_counter].gen_maps(), thread_index);//launch a thread
^
How can I fix this issue?
A more extendable way to manage an arbitrarily large number of jobs with a smaller number of threads is to use a thread pool.
Here's a naive implementation (for better efficiency there would be 2 condition variables to manage control and state reporting) which allows the initiator to add an arbitrary number of jobs or threads and wait for all jobs to be complete.
#include <thread>
#include <condition_variable>
#include <mutex>
#include <vector>
#include <functional>
#include <deque>
#include <cassert>
#include <ciso646>
#include <iostream>
struct work_pool
{
std::mutex control_mutex;
std::condition_variable control_cv;
std::deque<std::function<void()>> jobs;
bool terminating = false;
std::size_t running = 0;
std::vector<std::thread> threads;
work_pool(std::size_t n = std::thread::hardware_concurrency())
{
add_threads(n);
}
work_pool(const work_pool&) = delete;
work_pool& operator=(const work_pool&) = delete;
~work_pool()
{
wait();
shutdown();
}
void add_threads(std::size_t n)
{
while (n--)
{
threads.emplace_back([this]{
run_jobs();
});
}
}
void run_jobs()
{
while (1)
{
auto lock = std::unique_lock(control_mutex);
control_cv.wait(lock, [this] {
return terminating or not jobs.empty();
});
if (terminating) return;
++running;
auto job = std::move(jobs.front());
jobs.pop_front();
lock.unlock();
job();
lock.lock();
--running;
lock.unlock();
control_cv.notify_one();
}
}
void shutdown()
{
auto lock = std::unique_lock(control_mutex);
terminating = true;
lock.unlock();
control_cv.notify_all();
for (auto&& t : threads) {
if (t.joinable()) {
t.join();
}
}
threads.clear();
}
void wait()
{
auto lock = std::unique_lock(control_mutex);
control_cv.wait(lock, [this] {
return jobs.empty() and not running;
});
}
template<class F>
void add_work(F&& f)
{
auto lock = std::unique_lock(control_mutex);
assert(not terminating);
jobs.emplace_back(std::forward<F>(f));
lock.unlock();
control_cv.notify_all();
}
};
// dummy function for exposition
void generate_map() {}
int main()
{
work_pool pool;
for(int i = 0 ; i < 100000 ; ++i)
pool.add_work(generate_map);
pool.wait();
// maps are now all generated
std::cout << "done" << std::endl;
}
With object[object_counter].gen_maps() you call the function gen_maps and use the returned value as the thread function. Apparently gen_maps is declared to return void which leads to the error you get.
You need to pass a pointer to the function, and then pass the object it should be called on as an argument to the thread:
thread(&SomeClass::gen_maps, object[object_counter])
How can i get current thread ID in a function that runs on the thread?
I tried like this but it doesn't work.
#include <thread>
#include <iostream>
using namespace std;
#define NUM_TH 4
void printhello(thread t) {
auto th_id = t.get_id();
cout << "Hello world! Thread ID, "<<th_id<< endl;
}
void main() {
thread th[NUM_TH];
for (int i = 0; i < NUM_TH; i++) {
th[i]=thread(printhello,th[i]);
th[i].join();
}
}
i'm getting error "cannot convert argument 1 from void to t"
Instead of passing the thread to the function, you could access the printhello's executing thread by std::this_thread;
Hence, remove the argument and use std::thread::id this_id = std::this_thread::get_id(); instead.
It doesn't "work" for so many reasons. First of all make sure it compiles. Second, a thread is not like a simple class like a string. You cannot copy threads; you can only move threads. What you're doing is trying to initialize an "empty" thread to then copy another thread on top of it. What you can do, if you want an array, is to use pointers instead. To get current thread id, you have to use this_thread::get_id();
#include <thread>
#include <iostream>
#define NUM_TH 4
using namespace std;
void printhello() {
auto th_id = this_thread::get_id();
cout << "Hello world! Thread ID, "<< th_id << endl;
}
int main() {
thread* th[NUM_TH];
for (int i = 0; i < NUM_TH; i++)
{
th[i] = new thread(printhello);
th[i]->join();
}
}
I have a XML file with a sequence of nodes. Each node represents an element that I need to parse and add in a sorted list (the order must be the same of the nodes found in the file).
At the moment I am using a sequential solution:
struct Graphic
{
bool parse()
{
// parsing...
return parse_outcome;
}
};
vector<unique_ptr<Graphic>> graphics;
void producer()
{
for (size_t i = 0; i < N_GRAPHICS; i++)
{
auto g = new Graphic();
if (g->parse())
graphics.emplace_back(g);
else
delete g;
}
}
So, only if the graphic (that actually is an instance of a class derived from Graphic, a Line, a Rectangle and so on, that is why the new) can be properly parse, it will be added to my data structure.
Since I only care about the order in which thes graphics are added to my list, I though to call the parse method asynchronously, such that the producer has the task of read each node from the file and add this graphic to the data structure, while the consumer has the task of parse each graphic whenever a new graphic is ready to be parsed.
Now I have several consumer threads (created in the main) and my code looks like the following:
queue<pair<Graphic*, size_t>> q;
mutex m;
atomic<size_t> n_elements;
void producer()
{
for (size_t i = 0; i < N_GRAPHICS; i++)
{
auto g = new Graphic();
graphics.emplace_back(g);
q.emplace(make_pair(g, i));
}
n_elements = graphics.size();
}
void consumer()
{
pair<Graphic*, size_t> item;
while (true)
{
{
std::unique_lock<std::mutex> lk(m);
if (n_elements == 0)
return;
n_elements--;
item = q.front();
q.pop();
}
if (!item.first->parse())
{
// here I should remove the item from the vector
assert(graphics[item.second].get() == item.first);
delete item.first;
graphics[item.second] = nullptr;
}
}
}
I run the producer first of all in my main, so that when the first consumer starts the queue is already completely full.
int main()
{
producer();
vector<thread> threads;
for (auto i = 0; i < N_THREADS; i++)
threads.emplace_back(consumer);
for (auto& t : threads)
t.join();
return 0;
}
The concurrent version seems to be at least twice as faster as the original one.
The full code has been uploaded here.
Now I am wondering:
Are there any (synchronization) errors in my code?
Is there a way to achieve the same result faster (or better)?
Also, I noticed that on my computer I get the best result (in terms of elapsed time) if I set the number of thread equals to 8. More (or less) threads give me worst results. Why?
Blockquote
There isn't synchronization errors, but I think that the memory managing could be better, since your code leaked if parse() throws an exception.
There isn't synchronization errors, but I think that your memory managing could be better, since you will have leaks if parse() throw an exception.
Blockquote
Is there a way to achieve the same result faster (or better)?
Probably. You could use a simple implementation of a thread pool and a lambda that do the parse() for you.
The code below illustrate this approach. I use the threadpool implementation
here
#include <iostream>
#include <stdexcept>
#include <vector>
#include <memory>
#include <chrono>
#include <utility>
#include <cassert>
#include <ThreadPool.h>
using namespace std;
using namespace std::chrono;
#define N_GRAPHICS (1000*1000*1)
#define N_THREADS 8
struct Graphic;
using GPtr = std::unique_ptr<Graphic>;
static vector<GPtr> graphics;
struct Graphic
{
Graphic()
: status(false)
{
}
bool parse()
{
// waste time
try
{
throw runtime_error("");
}
catch (runtime_error)
{
}
status = true;
//return false;
return true;
}
bool status;
};
int main()
{
auto start = system_clock::now();
auto producer_unit = []()-> GPtr {
std::unique_ptr<Graphic> g(new Graphic);
if(!g->parse()){
g.reset(); // if g don't parse, return nullptr
}
return g;
};
using ResultPool = std::vector<std::future<GPtr>>;
ResultPool results;
// ThreadPool pool(thread::hardware_concurrency());
ThreadPool pool(N_THREADS);
for(int i = 0; i <N_GRAPHICS; ++i){
// Running async task
results.emplace_back(pool.enqueue(producer_unit));
}
for(auto &t : results){
auto value = t.get();
if(value){
graphics.emplace_back(std::move(value));
}
}
auto duration = duration_cast<milliseconds>(system_clock::now() - start);
cout << "Elapsed: " << duration.count() << endl;
for (size_t i = 0; i < graphics.size(); i++)
{
if (!graphics[i]->status)
{
cerr << "Assertion failed! (" << i << ")" << endl;
break;
}
}
cin.get();
return 0;
}
It is a bit faster (1s) on my machine, more readable, and removes the necessity of shared datas (synchronization is evil, avoid it or hide it in a reliable and efficient way).
I have a program with a function which takes a pointer as arg, and a main. The main is creating n threads, each of them running the function on different memory areas depending on the passed arg. Threads are then joined, the main performs some data mixing between the area and creates n new threads which do the the same operation as the old ones.
To improve the program I would like to keep the threads alive, removing the long time necessary to create them. Threads should sleep when the main is working and notified when they have to come up again. At the same way the main should wait when threads are working as it did with join.
I cannot end up with a strong implementation of this, always falling in a deadlock.
Simple baseline code, any hints about how to modify this would be much appreciated
#include <thread>
#include <climits>
...
void myfunc(void * p) {
do_something(p);
}
int main(){
void * myp[n_threads] {a_location, another_location,...};
std::thread mythread[n_threads];
for (unsigned long int j=0; j < ULONG_MAX; j++) {
for (unsigned int i=0; i < n_threads; i++) {
mythread[i] = std::thread(myfunc, myp[i]);
}
for (unsigned int i=0; i < n_threads; i++) {
mythread[i].join();
}
mix_data(myp);
}
return 0;
}
Here is a possible approach using only classes from the C++11 Standard Library. Basically, each thread you create has an associated command queue (encapsulated in std::packaged_task<> objects) which it continuously check. If the queue is empty, the thread will just wait on a condition variable (std::condition_variable).
While data races are avoided through the use of std::mutex and std::unique_lock<> RAII wrappers, the main thread can wait for a particular job to be terminated by storing the std::future<> object associated to each submitted std::packaged_tast<> and call wait() on it.
Below is a simple program that follows this design. Comments should be sufficient to explain what it does:
#include <thread>
#include <iostream>
#include <sstream>
#include <future>
#include <queue>
#include <condition_variable>
#include <mutex>
// Convenience type definition
using job = std::packaged_task<void()>;
// Some data associated to each thread.
struct thread_data
{
int id; // Could use thread::id, but this is filled before the thread is started
std::thread t; // The thread object
std::queue<job> jobs; // The job queue
std::condition_variable cv; // The condition variable to wait for threads
std::mutex m; // Mutex used for avoiding data races
bool stop = false; // When set, this flag tells the thread that it should exit
};
// The thread function executed by each thread
void thread_func(thread_data* pData)
{
std::unique_lock<std::mutex> l(pData->m, std::defer_lock);
while (true)
{
l.lock();
// Wait until the queue won't be empty or stop is signaled
pData->cv.wait(l, [pData] () {
return (pData->stop || !pData->jobs.empty());
});
// Stop was signaled, let's exit the thread
if (pData->stop) { return; }
// Pop one task from the queue...
job j = std::move(pData->jobs.front());
pData->jobs.pop();
l.unlock();
// Execute the task!
j();
}
}
// Function that creates a simple task
job create_task(int id, int jobNumber)
{
job j([id, jobNumber] ()
{
std::stringstream s;
s << "Hello " << id << "." << jobNumber << std::endl;
std::cout << s.str();
});
return j;
}
int main()
{
const int numThreads = 4;
const int numJobsPerThread = 10;
std::vector<std::future<void>> futures;
// Create all the threads (will be waiting for jobs)
thread_data threads[numThreads];
int tdi = 0;
for (auto& td : threads)
{
td.id = tdi++;
td.t = std::thread(thread_func, &td);
}
//=================================================
// Start assigning jobs to each thread...
for (auto& td : threads)
{
for (int i = 0; i < numJobsPerThread; i++)
{
job j = create_task(td.id, i);
futures.push_back(j.get_future());
std::unique_lock<std::mutex> l(td.m);
td.jobs.push(std::move(j));
}
// Notify the thread that there is work do to...
td.cv.notify_one();
}
// Wait for all the tasks to be completed...
for (auto& f : futures) { f.wait(); }
futures.clear();
//=================================================
// Here the main thread does something...
std::cin.get();
// ...done!
//=================================================
//=================================================
// Posts some new tasks...
for (auto& td : threads)
{
for (int i = 0; i < numJobsPerThread; i++)
{
job j = create_task(td.id, i);
futures.push_back(j.get_future());
std::unique_lock<std::mutex> l(td.m);
td.jobs.push(std::move(j));
}
// Notify the thread that there is work do to...
td.cv.notify_one();
}
// Wait for all the tasks to be completed...
for (auto& f : futures) { f.wait(); }
futures.clear();
// Send stop signal to all threads and join them...
for (auto& td : threads)
{
std::unique_lock<std::mutex> l(td.m);
td.stop = true;
td.cv.notify_one();
}
// Join all the threads
for (auto& td : threads) { td.t.join(); }
}
The concept you want is the threadpool. This SO question deals with existing implementations.
The idea is to have a container for a number of thread instances. Each instance is associated with a function which polls a task queue, and when a task is available, pulls it and run it. Once the task is over (if it terminates, but that's another problem), the thread simply loop over to the task queue.
So you need a synchronized queue, a thread class which implements the loop on the queue, an interface for the task objects, and maybe a class to drive the whole thing (the pool class).
Alternatively, you could make a very specialized thread class for the task it has to perform (with only the memory area as a parameter for instance). This requires a notification mechanism for the threads to indicate that they are done with the current iteration.
The thread main function would be a loop on that specific task, and at the end of one iteration, the thread signals its end, and wait on condition variables to start the next loop. In essence, you would be inlining the task code within the thread, dropping the need of a queue altogether.
using namespace std;
// semaphore class based on C++11 features
class semaphore {
private:
mutex mMutex;
condition_variable v;
int mV;
public:
semaphore(int v): mV(v){}
void signal(int count=1){
unique_lock lock(mMutex);
mV+=count;
if (mV > 0) mCond.notify_all();
}
void wait(int count = 1){
unique_lock lock(mMutex);
mV-= count;
while (mV < 0)
mCond.wait(lock);
}
};
template <typename Task>
class TaskThread {
thread mThread;
Task *mTask;
semaphore *mSemStarting, *mSemFinished;
volatile bool mRunning;
public:
TaskThread(Task *task, semaphore *start, semaphore *finish):
mTask(task), mRunning(true),
mSemStart(start), mSemFinished(finish),
mThread(&TaskThread<Task>::psrun){}
~TaskThread(){ mThread.join(); }
void run(){
do {
(*mTask)();
mSemFinished->signal();
mSemStart->wait();
} while (mRunning);
}
void finish() { // end the thread after the current loop
mRunning = false;
}
private:
static void psrun(TaskThread<Task> *self){ self->run();}
};
classcMyTask {
public:
MyTask(){}
void operator()(){
// some code here
}
};
int main(){
MyTask task1;
MyTask task2;
semaphore start(2), finished(0);
TaskThread<MyTask> t1(&task1, &start, &finished);
TaskThread<MyTask> t2(&task2, &start, &finished);
for (int i = 0; i < 10; i++){
finished.wait(2);
start.signal(2);
}
t1.finish();
t2.finish();
}
The proposed (crude) implementation above relies on the Task type which must provide the operator() (ie. a functor like class). I said you could incorporate the task code directly in the thread function body earlier, but since I don't know it, I kept it as abstract as I could. There's one condition variable for the start of threads, and one for their end, both encapsulated in semaphore instances.
Seeing the other answer proposing the use of boost::barrier, I can only support this idea: make sure to replace my semaphore class with that class if possible, the reason being that it is better to rely on well tested and maintained external code rather than a self implemented solution for the same feature set.
All in all, both approaches are valid, but the former gives up a tiny bit of performance in favor of flexibility. If the task to be performed takes a sufficiently long time, the management and queue synchronization cost becomes negligible.
Update: code fixed and tested. Replaced a simple condition variable by a semaphore.
It can easily be achieved using a barrier (just a convenience wrapper over a conditional variable and a counter). It basically blocks until all N threads have reached the "barrier". It then "recycles" again. Boost provides an implementation.
void myfunc(void * p, boost::barrier& start_barrier, boost::barrier& end_barrier) {
while (!stop_condition) // You'll need to tell them to stop somehow
{
start_barrier.wait ();
do_something(p);
end_barrier.wait ();
}
}
int main(){
void * myp[n_threads] {a_location, another_location,...};
boost::barrier start_barrier (n_threads + 1); // child threads + main thread
boost::barrier end_barrier (n_threads + 1); // child threads + main thread
std::thread mythread[n_threads];
for (unsigned int i=0; i < n_threads; i++) {
mythread[i] = std::thread(myfunc, myp[i], start_barrier, end_barrier);
}
start_barrier.wait (); // first unblock the threads
for (unsigned long int j=0; j < ULONG_MAX; j++) {
end_barrier.wait (); // mix_data must not execute before the threads are done
mix_data(myp);
start_barrier.wait (); // threads must not start new iteration before mix_data is done
}
return 0;
}
The following is a simple compiling and working code performing some random stuffs. It implements aleguna's concept of barrier. The task length of each thread is different so it is really necessary to have a strong synchronization mechanism. I will try to do a pool on the same tasks and benchmark the result, and then maybe with futures as pointed out by Andy Prowl.
#include <iostream>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <chrono>
#include <complex>
#include <random>
const unsigned int n_threads=4; //varying this will not (almost) change the total amount of work
const unsigned int task_length=30000/n_threads;
const float task_length_variation=task_length/n_threads;
unsigned int rep=1000; //repetitions of tasks
class t_chronometer{
private:
std::chrono::steady_clock::time_point _t;
public:
t_chronometer(): _t(std::chrono::steady_clock::now()) {;}
void reset() {_t = std::chrono::steady_clock::now();}
double get_now() {return std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - _t).count();}
double get_now_ms() {return
std::chrono::duration_cast<std::chrono::duration<double,std::milli>>(std::chrono::steady_clock::now() - _t).count();}
};
class t_barrier {
private:
std::mutex m_mutex;
std::condition_variable m_cond;
unsigned int m_threshold;
unsigned int m_count;
unsigned int m_generation;
public:
t_barrier(unsigned int count):
m_threshold(count),
m_count(count),
m_generation(0) {
}
bool wait() {
std::unique_lock<std::mutex> lock(m_mutex);
unsigned int gen = m_generation;
if (--m_count == 0)
{
m_generation++;
m_count = m_threshold;
m_cond.notify_all();
return true;
}
while (gen == m_generation)
m_cond.wait(lock);
return false;
}
};
using namespace std;
void do_something(complex<double> * c, unsigned int max) {
complex<double> a(1.,0.);
complex<double> b(1.,0.);
for (unsigned int i = 0; i<max; i++) {
a *= polar(1.,2.*M_PI*i/max);
b *= polar(1.,4.*M_PI*i/max);
*(c)+=a+b;
}
}
bool done=false;
void task(complex<double> * c, unsigned int max, t_barrier* start_barrier, t_barrier* end_barrier) {
while (!done) {
start_barrier->wait ();
do_something(c,max);
end_barrier->wait ();
}
cout << "task finished" << endl;
}
int main() {
t_chronometer t;
std::default_random_engine gen;
std::normal_distribution<double> dis(.0,1000.0);
complex<double> cpx[n_threads];
for (unsigned int i=0; i < n_threads; i++) {
cpx[i] = complex<double>(dis(gen), dis(gen));
}
t_barrier start_barrier (n_threads + 1); // child threads + main thread
t_barrier end_barrier (n_threads + 1); // child threads + main thread
std::thread mythread[n_threads];
unsigned long int sum=0;
for (unsigned int i=0; i < n_threads; i++) {
unsigned int max = task_length + i * task_length_variation;
cout << i+1 << "th task length: " << max << endl;
mythread[i] = std::thread(task, &cpx[i], max, &start_barrier, &end_barrier);
sum+=max;
}
cout << "total task length " << sum << endl;
complex<double> c(0,0);
for (unsigned long int j=1; j < rep+1; j++) {
start_barrier.wait (); //give to the threads the missing call to start
if (j==rep) done=true;
end_barrier.wait (); //wait for the call from each tread
if (j%100==0) cout << "cycle: " << j << endl;
for (unsigned int i=0; i<n_threads; i++) {
c+=cpx[i];
}
}
for (unsigned int i=0; i < n_threads; i++) {
mythread[i].join();
}
cout << "result: " << c << " it took: " << t.get_now() << " s." << endl;
return 0;
}