Place critical functions in destructor to "enhance atomicity"? - c++

Say I have two C++ functions foo1() and foo2(), and I want to minimize the likelihood that that foo1() starts execution but foo2() is not called due to some external event. I don't mind if neither is called, but foo2() must execute if foo1() was called. Both functions can be called consecutively and do not throw exceptions.
Is there any benefit / drawback to wrapping the functions in an object and calling both in the destructor? Would things change if the application was multi-threaded (say the parent thread crashes)? Are there any other options for ensuring foo2() is called so long as foo1() is called?
I thought having them in a destructor might help with e.g. SIGINT, though I learned SIGINT will stop execution immediately, even in the middle of the destructor.
Edit:
To clarify: both foo1() and foo2() will be abstracted away, so I'm not concerned about someone else calling them in the wrong order. My concern is solely related to crashes, exceptions, or other interruptions during the execution of the application (e.g. someone pressing SIGINT, another thread crashing, etc.).

If another thread crashes (without relevant signal handler -> the whole application exits), there is not much you can do to guarantee that your application does something - it's up to what the OS does. And there are ALWAYS cases where the system will kill your app without your actual knowledge (e.g. a bug that causes "all" memory being used by your app and the OS "out of memory killer" killing your process).
The only time your destructor is guaranteed to be executed is if the object is constructed and a C++ exception is thrown. All signals and such, make no such guarantees, and contininuing to execute [in the same thread] after for example SIGSEGV or SIGBUS is well into the "undefined" parts of the world - nothing much you can do about that, since the SEGV typically means "you tried to do something to memory that doesn't exist [or that you can't access in the way you tried, e.g. write to code-memory]", and the processor would have aborted the current instruction. Attempting to continue where you were will either lead to the same instruction being executed again, or the instruction being skipped [if you continue at the next instruction - and I'm ignoring the trouble of determining where that is for now]. And of course, there are situations where it's IMPOSSIBLE to continue even if you wanted to - say for example the stack pointer has been corrupted [restored from memory that was overwritten, etc].
In short, don't spend much time trying to come up with something that tries to avoid these sort of scenarios, because it's unlikely to work. Spend your time trying to come up with schemes where you don't need to know if you completed something or not [for example transaction based programming, or "commit-based" programming (not sure if that's the right term, but basically you do some steps, and then "commit" the stuff done so far, and then do some further steps, etc - only stuff that has been "committed" is sure to be complete, uncommitted work is discarded next time around) , where something is either completely done, or completely discarded, depending on if it completed or not].
Separating "sensitive" and "not sensitive" parts of your application into separate processes can be another way to achieve some more safety.

Related

Why do I need to explicitly detach a short term variable?

Let's say I have a small operation which I want to perform in a separate thread. I do not need to know when it completes, nor do I need to wait for its completion, but I do not want the operation blocking my current thread. When I write the following code, I will get a crash:
void myFunction() {
// do other stuff
std::thread([]()
{
// do thread stuff
});
}
This crash is solved by assigning the thread to a variable, and detaching it:
void myFunction() {
// do other stuff
std::thread t([]()
{
// do thread stuff
});
t.detach();
}
Why is this step necessary? Or is there a better way to create a small single-use thread?
Because the std::thread::~thread() specification says so:
A thread object does not have an associated thread (and is safe to destroy) after
it was default-constructed
it was moved from
join() has been called
detach() has been called
It looks like detach() is the only one of these that makes sense in your case, unless you want to return the thread object (by moving) to the caller.
Why is this step necessary?
Consider that the thread object represents a long-running "thread" of execution (a lightweight process or kernel schedulable entity or similar).
Allowing you to destroy the object while the thread is still executing, leaves you no way to subsequently join (and find the result of) that thread. This may be a logical error, but it can also make it hard even to correctly exit your program.
Or is there a better way to create a small single-use thread?
Not obviously, but it's frequently better to use a thread pool for running tasks in the background, instead of starting and stopping lots of short-lived threads.
You might be able to use std::async() instead, but the future it returns may block in the destructor in some circumstances, if you try to discard it.
See the documentation of the destructor of std:thread:
If *this has an associated thread (joinable() == true), std::terminate() is called.
You should explicitly say that you don't care what's going to happen with the thread, and that you're OK with loosing any control over it. And that is what detach is for.
In general, this looks like a design problem so crashing makes sense: it's hard to propose a general and not surprising rule about what should happen in such a case (e.g. your program might as well normally end its execution - what should happen with the thread?).
Basically, your use case requires a call to detach() because your use case is pretty weird, and not what C++ is trying to make easy.
While Java and .Net blithely let you toss away a Thread object whose associated thread is still running, in the C++ model the Thread is closer to being the thread, in the sense that the existence of the Thread object coincides with the lifetime, or at least joinability, of the execution it refers to. Note how it's not possible to create a Thread without starting it (except in the case of the default constructor, which is really just there in the service of move semantics), or to copy it or to make one from a thread id. C++ wants Thread to outlive the thread.
Maintaining that condition has various benefits. Final cleanup of a thread's control data doesn't have to be done automagically by the OS, because once a Thread goes away, nothing can ever try to join it. It's easier to ensure that variables with thread storage get destroyed in time, since the main thread is the last to exit (barring some move shenanigans). And a missing join -- which is an extremely common type of bug -- gets properly flagged at runtime.
Letting some thread wander off into the distance, in contrast, is allowed, but it's an unusual thing to do. Unless it's interacting with your other threads through sync objects, there's no way to ensure it's done whatever it was meant to do. A detached thread is on the level of reinterpret_cast: You're allowed to tell the compiler that you know something it doesn't, but that has to be explicit, not just the consequence of the function you didn't call.
Consider this: thread A creates thread B and thread A leaves its scope of execution. The handle for thread B is about to be lost. What should happen now? There are several possibilities, with most obvious as follows:
Thread B is detached and continues its execution indempedently
Thread A waits (joins) thread B before quiting its own scope
Now you can argue which is better: 1 or 2? How should we (the compiler) decide on which one of these is better?
So what the designers did was something different: crash terminate the code so that the developer picks one of these solutions explicitely. In order to avoid implicit (perhaps unwanted) behaviuor. It's a signal for you: "hey, pay attention now, this piece of code is important and I (the compiler) don't want to decide for you".

double checked locking pattern in c++ concurrent programming

I am reading concurrency programming in c++ and came across this piece of code. the book mentioned the potential for nasty race conditions.
void undefined_behaviour_with_double_checked_locking(){
if(!resource_ptr){ //<1>
std::lock_guard<std::mutex> lk(resource_mutex);
if(!resource_ptr){ //<2>
resource_ptr.reset(new some_resource); //<3>
}
}
resource_ptr->do_something(); //<4>
}
here is the quote of explanation from the book. however, i just cant come up with a real example. I wonder if anyone here could help me out.
Unfortunately, this pattern is infamous for a reason: it has the
potential for nasty race conditions, because the read outside the lock
<1> isn’t synchronized with the write done by another thread inside
the lock <3>. This therefore creates a race condition that covers not
just the pointer itself but also the object pointed to; even if a
thread sees the pointer written by another thread, it might not see
the newly created instance of some_resource, resulting in the call to
do_something() <4> operating on incorrect values.
You don't show what resource_ptr is but from the explanation the reasoning seems to be that "!resource_ptr" (outside the lock) and "resource_ptr.reset" (inside the lock) are not atmoic and are not synchronized with each other.
The use case would be:
thread1 comes into the method, sees that resource_ptr is not
populated, enters the lock and is in the middle of the
resource_ptr.reset.
thread2 comes into the method and is when
checking !resource_ptr may see it as set but resource_ptr may not be
fully configured for use.
thread2 falls through to execute "resource_ptr->do_something()" and may see resource_ptr in an inconsistent state and bad things may happen.
I recommend you read this: http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf.
Anyway, the gist of it is: the compiler is free to reorder operations as long as they appear to be executed in the program's order in a single threaded situation. On top of that, some CPU architectures take the same liberties with their instruction execution order. So, technically resource_ptr could be modified to point to newly allocated memory before some_resource's constructor has finished. Another thread could at that time see that resource_ptr is not null and attempt to use the not-yet-fully-constructed instance.
The use of a smart pointer instead of a raw pointer might make this less likely, but it doesn't rule it out afaik.
The potential problem is that the write to resource_ptr isn't atomic (inside the reset call). Assuming that resource_ptr is a global or static variable that (/ or otherwise) starts initialized with the value NULL before we get here, it will never cause a thread to fall-through unless the object some_resource is already fully allocated and constructed, however - say that the pointer to this new object is 0x123456789, then it is theoretically possible that resource_ptr has, for example, the value 0x12340000 when another thread does the if (!resource_ptr) test, falls through and uses that value (especially more likely when using aliasing). If resource_ptr is an atomic variable then this code would be fine.
If a program can guarantee that the first time this code is called there is only one thread running (ie, the first call will be from main() before any other thread is created) then this will work fine too, because once initialized, the if test will just always fall through, resulting in only read accesses to resource_ptr while more than one thread is running. In that case you don't need the lock inside the if block though, and you are not allowed to ever write to resource_ptr anywhere else.

boost::shared_pointer exit without calling release

I am working with a program where my code calls a third party library which uses boost and shared_pointers to create a large and complex structure. This structure is created in a method that I call and at the end of the method I know that the program is finished.
For a large sample that I am handling the code to handle the processing takes 30 minutes and the boost code called automatically at exit takes many hours. Exiting the program without releasing the memory and spending all that time would be a perfectly acceptable outcome.
I tried
vector *iddListV = new vector(); // this WILL leak memory
with all the relevant structures added to the vector but this does not help.
I also tried calling exit(0); before reaching the end of the subroutine. This also causes the boost code to spend many hours trying to release pointers.
How to I get a C++ program (Microsoft C++ on Windows if that matters) to abruptly exit without calling the boost destructors.
My constraints are I can call any function before the boost structure are allocated but cannot modify the code once it starts running.
_Exit quits without calling any destructors.
If you're unconcerned about portability, you can call TerminateProcess(). But remember to take care that you are absolutely sure that your program is in a state which is ready to terminate. For example, if you terminate before I/O has had a chance to flush, then your file data and network streams may become invalid.
It is possible, in a portable manner, to do:
#include <exception>
...
std::terminate();
However, there's a big gotcha, in that, at least on linux, this may cause a core dump. (I'm really not sure what the behavior is on Windows).
It should be noted, that the behavior is implementation defined as far as whether or not destructors are called. Siting §15.5.1 P2:
In the situation where the search for a handler (15.3) encounters the
outermost block of a function with a noexcept-specification that does
not allow the exception (15.4), it is implementation-defined whether
the stack is unwound, unwound partially, or not unwound at all before
std::terminate() is called.
Additionally in §18.8.3.4 P1:
Remarks: Called by the implementation when exception handling must be
abandoned for any of several reasons (15.5.1), in effect immediately
after evaluating the throw-expression (18.8.3.1). May also be called
directly by the program.
C++11 also defines the function std::quick_exit(int status) that can be used in a similar manner (presumably without a coredump). This function is available from <cstdlib>.

Exit the entire recursion stack

I'm calling a function fooA from main() that calls another function fooB that is recursive.
When I wish to return, I keep using exit(1) to halt execution. What is the right way to exit when the recursion tree is deep?
Returning through the recursion stack may not be of help because returning usually clears a part solution I build and I don't want to do that. I want to do execute more piece of code from main().
I read Exceptions can be used, it would be nice if I can get a code snippet.
The goto statement won't work to hop from one function back to another; Nikos C. is correct that it wouldn't account for releasing the stack frames of each of the calls you've made, so when you got to the function you goto'ed to, the stack pointer would be pointing to the stack frame of the function you were just in... no, that just won't work. Similarly, you can't simply call (either directly, or indirectly via a function pointer) the function you want to end up in when your algorithm is done. You'd never get back to the context you were in prior to diving into your recursive algorithm. You could conceivably architect a system this way, but in essence each time you did this you'd "leak" what was currently on the stack (not quite the same as leaking heap memory, but a similar effect). And if you were deep into a highly recursive algorithm, that could be a lot of "leaked" stack space.
No, you need to somehow return back to the calling context. There are only three ways to do so in C++:
Exit each function in turn by returning from it to its caller
backing up through the call chain in an orderly fashion.
Throw an exception and catch it at the point right after you
launched into your recursive algorithm (which automatically destroys
any objects created by each function on the stack in an orderly
fashion).
Use setjmp() & longjmp() to do something similar to throwing &
catching an exception, but "throwing" a longjmp() will not destroy
objects on the stack; if any such objects own heap allocations,
those allocations will be leaked.
To do option 1, you have to write your recursive function such that once a solution is reached, it returns some sort of indication that it's complete to its caller (which may be the same function), and its caller sees that fact & relays that fact on to its caller by returning to it (which may be the same function), so on and so on, until finally all stack frames of the recursive algorithm are released and you return to whatever function called the first function in the recursive algorithm.
To do option 2, you wrap the call to your recursive algorithm in a try{...} and immediately after it you catch(){...} the expected thrown object (which could conceivably be the result of the computation, or just some object that lets the caller know "hey, I'm done, you know where to find the result"). Example:
try
{
callMyRecursiveFunction(someArg);
}
catch( whateverTypeYouWantToThrow& result )
{
...do whatever you want to do with the result,
including copy it to somewhere else...
}
...and in your recursive function, when you finish the results, you simply:
throw(whateverTypeYouWantToThrow(anyArgsItsConstructorNeeds));
To do option 3...
#include <setjmp.h>
static jmp_buf jmp; // could be allocated other ways; the longjmp() user just needs to have access to it.
.
.
.
if (!setjmp(jmp)) // setjmp() returns zero 1st time, or whatever int value you send back to it with longjmp()
{
callMyRecursiveFunction(someArg);
}
...and in your recursive function, when you finish the results, you simply:
longjmp(jmp, 1); // this passes 1 back to the setjmp(). If your result is an int, you
// could pass that back to setjmp(), but you can't pass zero back.
The bad thing about using setjmp()/longjmp() is that if there are any stack-allocated objects still "alive" on the stack when you call longjmp(), execution will jump back to the setjmp() point, skipping the destructors for those objects. If your algorithm uses only POD types, that's not an issue. It's also not an issue if the non-POD types your algorithm uses do NOT contain any heap allocations (e.g. from malloc() or new). If your algorithm uses non-POD types that contain heap allocations, then you're only safe with options 1 & 2 above. But if your algorithm meets the criteria of being OK with setjmp()/longjmp(), and if your algorithm is buried under a ton of recursive calls at the point it finishes, setjmp()/longjmp() may be the fastest way back to the initial calling context. If that won't work, option 1 is probably your best bet in terms of speed. Option 2 may seem convenient (and would possibly eliminate a condition check at the start of each recursion call), but the overhead associated with the system automatically unwinding the callstack is somewhat significant.
It's typically said you should reserve exceptions for "exceptional events" (events expected to be very rare), and the overhead associated with unwinding the callstack is why. Older compilers used something akin to setjmp()/longjmp() to implement exceptions (setjmp() at the location of the try & catch, and longjmp() at the location of a throw), but there was of course extra overhead associated with determining what objects on the stack need destroyed, even if there are no such objects. Plus, every time you'd run across a try, it would have to save the context just in case there was a throw, and if exceptions are truly exceptional events, the time spent saving that context was simply wasted. Newer compilers are now more likely to use what are known as "Zero Cost Exceptions" (a.k.a. Table Based Exceptions), which seems like that would solve all the world's problems, but it doesn't.... It makes normal runtime faster because there is no longer a need to save the context every time you run across a try, but in the event that a throw executes, there is now even more overhead associated with decoding information stored in massive tables that the runtime has to process in order to figure out how to unwind the stack based on the location where the throw was encountered and content of the runtime stack. So exceptions aren't free, even though they're very convenient. You'll find a lot of stuff on the internet where people make claims about how unreasonably expensive they are and how much they slow down your code, and you'll also find lots of stuff by people refuting those claims, with both sides presenting hard data to bolster their claims. What you should take away from the arguments is that using exceptions is great if you expect them to rarely occur, because they result in cleaner interfaces & logic that's free of a ton of condition checking for "badness" every time you make a function call. But you shouldn't use exceptions as a means of normal communication between a caller and its callees, because that mode of communication is significantly more expensive than simply using return values.
This happened to me while finding the path from root to node of a binary tree. I was using a stack to store the nodes in preorder and the recursion wouldnt stop until the last node returned NULL. I used a global variable, integer i=1, and when I reached the node I was looking for I set that variable to 0 and used while(i==0) return stack; to allow the program to go back up the memory stack without popping my nodes off.

How to insulate a job/thread from crashes

I'm working on a library where I'm farming various tasks out to some third-party libraries that do some relatively sketchy or dangerous platform-specific work. (In specific, I'm writing a mathematical function parser that calls JIT-compilers, like LLVM or libjit, to build machine code.) In practice, these third-party libraries have a tendency to be crashy (part of this is my fault, of course, but I still want some insurance).
I'd like, then, to be able to very gracefully deal with a job dying horribly -- SIGSEGV, SIGILL, etc. -- without bringing down the rest of my code (or the code of the users calling my library functions). To be clear, I don't care if that particular job can continue (I'm not going to try to repair a crash condition), nor do I really care about the state of the objects after such a crash (I'll discard them immediately if there's a crash). I just want to be able to detect that a crash has occurred, stop the crash from taking out the entire process, stop calling whatever's crashing, and resume execution.
(For a little more context, the code at the moment is a for loop, testing each of the available JIT-compilers. Some of these compilers might crash. If they do, I just want to execute continue; and get on with testing another compiler.)
Currently, I've got a signal()-based implementation that fails pretty horribly; of course, it's undefined behavior to longjmp() out of a signal handler, and signal handlers are pretty much expected to end with exit() or terminate(). Just throwing the code in another thread doesn't help by itself, at least the way I've tested it so far. I also can't hack out a way to make this work using C++ exceptions.
So, what's the best way to insulate a particular set of instructions / thread / job from crashes?
Spawn a new process.
What output do you collect when a job succeeds?
I ask because if the output is low bandwidth I would be tempted to run each job in its own process.
Each of these crashy jobs you fire up has a high chance of corrupting memory used elsewhere in your process.
Processes offer the best protection.
Processes offer the best protection, but it's possible you can't do that.
If your threads' entry points are functions you wrote, (for example, ThreadProc in the Windows world), then you can wrap them in try{...}catch(...) blocks. If you want to communicate that an exception has occurred, then you can communicate specific error codes back to the main thread or use some other mechanism. If you want to log not only that an exception has occured but what that exception was, then you'll need to catch specific exception types and extract diagnostic information from them to communicate back to the main thread. A'la:
int my_tempermental_thread()
{
try
{
// ... magic happens ...
return 0;
}
catch( const std::exception& ex )
{
// ... or maybe it doesn't ...
string reason = ex.what();
tell_main_thread_what_went_wong(reason);
return 1;
}
catch( ... )
{
// ... definitely not magical happenings here ...
tell_main_thread_what_went_wrong("uh, something bad and undefined");
return 2;
}
}
Be aware that if you go this way you run the risk of hosing the host process when the exceptions do occur. You say you're not trying to correct the problem, but how do you know the malignant thread didn't eat your stack for example? Catch-and-ignore is a great way to create horribly confounding bugs.
On Windows, you might be able to use VirtualProtect(YourMemory, PAGE_READONLY) when calling the untrusted code. Any attempt to modify this memory would cause a Structured Exception. You can safely catch this and continue execution. However, memory allocated by that library will of course leak, as will other resources. The Linux equivalent is mprotect(YorMemory, PROT_READ), which causes a SEGV.