Shared Variables in C++11 - c++

So I took an OS class last semester and we had a concurrency/threading project. It was an airport sim that landed planes / had them take off into the direction that the wind was blowing. We had to do it in Java. So now that finals are over and I'm bored, I'm trying to do it in C++11. In Java I used a synchronized variable for the wind (0 - 360) in main and passed it to the 3 threads I was using. My question is: Can you do that in C++11? It's a basic reader/writer, one thread writes/updates the wind, the other 2 (takeoff/land) read.
I got it working by having a global wind variable in my "threads.cpp" implementation file. But is there a way to pass a variable to as many threads as I want and all of them keep up with it? Or is it actually better for me to just use the global variable and not pass anything?(why/why not?) I was looking at std::ref() but that didn't work.
EDIT: I'm already using mutex and lock_guard. I'm just trying to figure out how to pass and keep a variable up to date in all threads. Right now it only updates in the write thread.

You can use a std::mutex with std::lock_guard to synchronize access to the shared data. Or if the shared data fits in an integer, you can use std::atomic<int> without locking.
If you want to avoid global variables, simply pass the address of the shared state to the thread functions when you launch them. For example:
void thread_entry1(std::atomic<int>* val) {}
void thread_entry2(std::atomic<int>* val) {}
std::atomic<int> shared_value;
std::thread t1(thread_entry1, &shared_value);
std::thread t2(thread_entry2, &shared_value);

Using std::mutex and std::lock_guard mimicks what a Java synchronized variable does (only in Java this happens secretly without you knowing, in C++ you do it explicitly).
However, having one producer (there is just one direction of wind) and otherwise only consumers, it suffices to write to a e.g. std::atomic<int> variable with relaxed ordering, and to read from that variable from each consumer, again with relaxed ordering. Unless you have the requirement that the global view of all airplanes are consistent (but then you would have to run a lockstep simulation, which makes threading nonsensical), there is no need for synchronization, you only have to make sure that any value that any airplane reads at any time is eventually correct and that no garbled intermediate results can occur. In other words, you need an atomic update.
Relaxed memory ordering is sufficient too, since if all you read is one value, you do not need any happens-before guarantees.
An atomic update (or rather, atomic write) is at least an order of magnitude, if not more, faster. Atomic reads and writes with relaxed ordering are indeed plain normal reads and writes on many (most) mainstream architectures.
The variable needs not be global, you can as well keep it in the main thread's simultion loop's scope and pass a reference (or pointer) to the threads.

You might want to create say, the wind object, on the heap with new through an std::shared_ptr. Pass this pointer to all interested threads and use a std::mutex and std::lock_guard to change it.

Related

Multithreading - synchronised value vs mutexes?

When writing multithreaded code, I often need to read / write to shared memory. To prevent data races, the go - to solution would be to use something like lock_guard. However recently, I came across the concept of "synchronised values" which are usually implemented something in the lines of :
template <typename T>
class SynchronizedValue {
T value;
std::mutex lock;
/* Public helper functions to read/write to a value, making sure the lock is locked when the value is written to*/
};
This class Synchronised value will have a method SetValueTo which will lock the mutex, write to the value, and unlock the mutex, making sure that you can write to a value safely without any data races.
This makes writing multithreaded code so much easier! However, are there any drawbacks / performance overhead of using these synchronised values in contrast to mutexes / lock_guard?
are there any drawbacks / performance overhead of using these SynchronisedValues...?
Before you ask whether there is any drawback, You first ought to ask whether there is any benefit. The standard C++ library already defines std::atomic<T>. You didn't say what /* public helper functions...*/ you had in mind, but if they're just getters and setters for value, then what does your SynchronizedValues<T> class offer that you don't already get from std::atomic<T> ?
There's an important reason why "atomic" variables don't eliminate the need for mutexes, B.T.W. Mutexes aren't just about ensuring "visibility" of memory updates: The most important way to think about mutexes is that they can protect relationships between data in a program.
E.g., Imagine a program that has multiple containers for some class of object, imagine that the program needs to move objects from container to container, and imagine that it is important for some thread to occasionally count all of the objects, and be guaranteed to get an accurate count.
The program can use a mutex to make that possible. It just has to obey two simple rules; (1) No thread may remove an object from any container unless it has the mutex locked, and (2) no thread may release the mutex until every object is in a container. If all of the threads obey those two rules, then the thread that counts the objects can be guaranteed to find all of them if it locks the mutex before it starts counting.
The thing is, you can't guarantee that just by making all of the variables atomic, because atomic doesn't protect any relationship between the variable in question and any other variable. At most, it only protects relationships between the value of the variable before and after some "atomic" operation such as an atomic increment.
When there's more than one variable participating in the relationship, then you must have a mutex (or something equivalent to a mutex.)
If you look under the hood at what is actually happening in each case you just find different ways of saying and doing the same thing.

Thread safety among classes with other classes for private variables

I'm writing a game engine (for fun), and have a lot of threads running concurrently. I have a class which holds an instance of another class as a private variable, which in turn holds and instance of a different class as a private variable. My question is, which one of these classes should I strive to make thread safe?
Do I make all of them thread safe, and have each of them protect their data with a mutex, do I make just one of them thread safe, and assume that anybody using my code must understand that if you are using underlying classes they aren't inherently thread safe.
Example:
class A {
private:
B b;
}
class B {
private:
C c;
}
class C {
// data
}
I understand I need every class's data to avoid being corrupted via a data race, however I would like to avoid throwing a ton of mutexes on every single method of every class. I'm not sure what the proper convention is.
You almost certainly don't want to try to make every class thread-safe, since doing so would end up being very inefficient (with lots of unnecessary locking and unlocking of mutexes for no benefit) and also prone to deadlocks (the more mutexes you have to lock at once, the more likely you are to have different threads locking sequences of mutexes in a different order, which is the entry condition for a deadlock and therefore your program freezing up on you).
What you want to do instead if figure out which data structures needs to be accessed by which thread(s). When designing your data structures, you want to try to design them in such a way that the amount of data shared between threads is as minimal as possible -- if you can reduce it to zero, then you don't need to do any serialization at all! (you probably won't manage that, but if you do a CSP/message-passing design you can get pretty close, in that the only mutexes you ever need to lock are the ones protecting your message-passing queues)
Keep in mind also that your mutexes are there not just to "protect the data" but also to allow a thread to make a series of changes appear to be atom from the viewpoint of the other threads that might access that data. That is, if your thread #1 needs to make changes to objects A, B, and C, and all three of those objects each have their own mutex, which thread #1 locks before modifying the object and then unlocks afterwards, you can still have a race condition, because thread #2 might "see" the update half-completed (i.e. thread #2 might examine the objects after you've updated A but before you've updated B and C). Therefore you usually need to push your mutexes up to a level where they cover all the objects you might need to change in one go -- in the ABC example case, that means you might want to have a single mutex that is used to serialize access to A, B, and C.
One way to approach it would be to start with just a single global mutex for your entire program -- anytime any thread needs to read or write any data structure that is accessible to other threads, that is the mutex it locks (and unlocks afterwards). That design probably won't be very efficient (since threads might spend a lot of time waiting for the mutex), but it will definitely not suffer from deadlock problems. Then once you have that working, you could look to see if that single mutex is actually a noticeable performance bottleneck for you -- if not, you're done, ship your program :) OTOH if it is a bottleneck, you can then analyze which of your data structures are logically independent from each other, and split your global mutex into two mutexes -- one to serialize access to subset A of the data structures, and another one to serialize access to subset B. (Note that the subsets don't need to be equal size -- subset B might contain just one particular data structure that is critical to performance) Repeat as necessary until either you're happy with performance, or your program starts to get too complicated or buggy (in which case you might want to dial the mutex-granularity back again a bit in order to regain your sanity).

C++ constructor memory synchronization

Assume that I have code like:
void InitializeComplexClass(ComplexClass* c);
class Foo {
public:
Foo() {
i = 0;
InitializeComplexClass(&c);
}
private:
ComplexClass c;
int i;
};
If I now do something like Foo f; and hand a pointer to f over to another thread, what guarantees do I have that any stores done by InitializeComplexClass() will be visible to the CPU executing the other thread that accesses f? What about the store writing zero into i? Would I have to add a mutex to the class, take a writer lock on it in the constructor and take corresponding reader locks in any methods that accesses the member?
Update: Assume I hand a pointer over to a bunch of other threads once the constructor has returned. I'm not assuming that the code is running on x86, but could be instead running on something like PowerPC, which has a lot of freedom to do memory reordering. I'm essentially interested in what sorts of memory barriers the compiler has to inject into the code when the constructor returns.
In order for the other thread to be able to know about your new object, you have to hand over the object / signal other thread somehow. For signaling a thread you write to memory. Both x86 and x64 perform all memory writes in order, CPU does not reorder these operations with regards to each other. This is called "Total Store Ordering", so CPU write queue works like "first in first out".
Given that you create an object first and then pass it on to another thread, these changes to memory data will also occur in order and the other thread will always see them in the same order. By the time the other thread learns about the new object, the contents of this object was guaranteed to be available for that thread even earlier (if the thread only somehow knew where to look).
In conclusion, you do not have to synchronise anything this time. Handing over the object after it has been initialised is all the synchronisation you need.
Update: On non-TSO architectures you do not have this TSO guarantee. So you need to synchronise. Use MemoryBarrier() macro (or any interlocked operation), or some synchronisation API. Signalling the other thread by corresponding API causes also synchronisation, otherwise it would not be synchronisation API.
x86 and x64 CPU may reorder writes past reads, but that is not relevant here. Just for better understanding - writes can be ordered after reads since writes to memory go through a write queue and flushing that queue may take some time. On the other hand, read cache is always consistent with latest updates from other processors (that have went through their own write queue).
This topic has been made so unbelievably confusing for so many, but in the end there is only a couple of things a x86-x64 programmer has to be worried about:
- First, is the existence of write queue (and one should not at all be worried about read cache!).
- Secondly, concurrent writing and reading in different threads to same variable in case of non-atomic variable length, which may cause data tearing, and for which case you would need synchronisation mechanisms.
- And finally, concurrent updates to same variable from multiple threads, for which we have interlocked operations, or again synchronisation mechanisms.)
If you do :
Foo f;
// HERE: InitializeComplexClass() and "i" member init are guaranteed to be completed
passToOtherThread(&f);
/* From this point, you cannot guarantee the state/members
of 'f' since another thread can modify it */
If you're passing an instance pointer to another thread, you need to implement guards in order for both threads to interact with the same instance. If you ONLY plan to use the instance on the other thread, you do not need to implement guards. However, do not pass a stack pointer like in your example, pass a new instance like this:
passToOtherThread(new Foo());
And make sure to delete it when you are done with it.

how to declare and use "one writer, many readers, one process, simple type" variable?

I have really simple question. I have simple type variable (like int). I have one process, one writer thread, several "readonly" threads. How should I declare variable?
volatile int
std::atomic<int>
int
I expect that when "writer" thread modifies value all "reader" threads should see fresh value ASAP.
It's ok to read and write variable at the same time, but I expect reader to obtain either old value or new value, not some "intermediate" value.
I'm using single-CPU Xeon E5 v3 machine. I do not need to be portable, I run the code only on this server, i compile with -march=native -mtune=native. Performance is very important so I do not want to add "synchronization overhead" unless absolutely required.
If I just use int and one thread writes value is it possible that in another thread I do not see "fresh" value for a while?
Just use std::atomic.
Don't use volatile, and don't use it as it is; that doesn't give the necessary synchronisation. Modifying it in one thread and accessing it from another without synchronisation will give undefined behaviour.
If you have unsynchronized access to a variable where you have one or more writers then your program has undefined behavior. Some how you have to guarantee that while a write is happening no other write or read can happen. This is called synchronization. How you achieve this synchronization depends on the application.
For something like this where we have one writer and and several readers and are using a TriviallyCopyable datatype then a std::atomic<> will work. The atomic variable will make sure under the hood that only one thread can access the variable at the same time.
If you do not have a TriviallyCopyable type or you do not want to use a std::atomic You could also use a conventional std::mutex and a std::lock_guard to control access
{ // enter locking scope
std::lock_guard lock(mutx); // create lock guard which locks the mutex
some_variable = some_value; // do work
} // end scope lock is destroyed and mutx is released
An important thing to keep in mind with this approach is that you want to keep the // do work section as short as possible as while the mutex is locked no other thread can enter that section.
Another option would be to use a std::shared_timed_mutex(C++14) or std::shared_mutex(C++17) which will allow multiple readers to share the mutex but when you need to write you can still look the mutex and write the data.
You do not want to use volatile to control synchronization as jalf states in this answer:
For thread-safe accesses to shared data, we need a guarantee that:
the read/write actually happens (that the compiler won't just store the value in a register instead and defer updating main memory until
much later)
that no reordering takes place. Assume that we use a volatile variable as a flag to indicate whether or not some data is ready to be
read. In our code, we simply set the flag after preparing the data, so
all looks fine. But what if the instructions are reordered so the flag
is set first?
volatile does guarantee the first point. It also guarantees that no
reordering occurs between different volatile reads/writes. All
volatile memory accesses will occur in the order in which they're
specified. That is all we need for what volatile is intended for:
manipulating I/O registers or memory-mapped hardware, but it doesn't
help us in multithreaded code where the volatile object is often
only used to synchronize access to non-volatile data. Those accesses
can still be reordered relative to the volatile ones.
As always if you measure the performance and the performance is lacking then you can try a different solution but make sure to remeasure and compare after changing.
Lastly Herb Sutter has an excellent presentation he did at C++ and Beyond 2012 called Atomic Weapons that:
This is a two-part talk that covers the C++ memory model, how locks and atomics and fences interact and map to hardware, and more. Even though we’re talking about C++, much of this is also applicable to Java and .NET which have similar memory models, but not all the features of C++ (such as relaxed atomics).
I'll complete a little bit the previous answers.
As exposed previously, just using int or eventually volatile int is not enough for various reason (even with the memory order constraint of Intel processors.)
So, yes, you should use atomic types for that, but you need extra considerations: atomic types guarantee coherent access but if you have visibility concerns you need to specify memory barrier (memory order.)
Barriers will enforce visibility and coherency between threads, on Intel and most modern architectures, it will enforce cache synchronizations so updates are visible for every cores. The problem is that it may be expensive if you're not careful enough.
Possible memory order are:
relaxed: no special barrier, only coherent read/write are enforce;
sequential consistency: strongest possible constraint (the default);
acquire: enforce that no loads after the current one are reordered before and add the required barrier to ensure that released stores are visible;
consume: a simplified version of acquire that mostly only constraint reordering;
release: enforce that all stores before are complete before the current one and that memory writes are done and visible to loads performing an acquire barrier.
So, if you want to be sure that updates to the variable are visible to readers, you need to flag your store with a (at least) a release memory order and, on the reader side you need an acquire memory order (again, at least.) Otherwise, readers may not see the actual version of the integer (it'll see a coherent version at least, that is the old or the new one, but not an ugly mix of the two.)
Of course, the default behavior (full consistency) will also give you the correct behavior, but at the expense of a lot of synchronization. In short, each time you add a barrier it forces cache synchronization which is almost as expensive as several cache misses (and thus reads/writes in main memory.)
So, in short you should declare your int as atomic and use the following code for store and load:
// Your variable
std::atomic<int> v;
// Read
x = v.load(std::memory_order_acquire);
// Write
v.store(x, std::memory_order_release);
And just to complete, sometimes (and more often that you think) you don't really need the sequential consistency (even the partial release/acquire consistency) since visibility of updates are pretty relative. When dealing with concurrent operations, updates take place not when write is performed but when others see the change, reading the old value is probably not a problem !
I strongly recommend reading articles related to relativistic programming and RCU, here are some interesting links:
Relativistic Programming wiki: http://wiki.cs.pdx.edu/rp/
Structured Deferral: Synchronization via Procrastination: https://queue.acm.org/detail.cfm?id=2488549
Introduction to RCU Concepts: http://www.rdrop.com/~paulmck/RCU/RCU.LinuxCon.2013.10.22a.pdf
Let's start from int at int. In general, when used on single processor, single core machine this should be sufficient, assuming int size same or smaller than CPU word (like 32bit int on 32bit CPU). In this case, assuming correctly aligned address word addresses (high level language should assure this by default) the write/read operations should be atomic. This is guaranteed by Intel as stated in [1] . However, in C++ specification simultaneous reading and writing from different threads is undefined behaviour.
$1.10
6 Two expression evaluations conflict if one of them modifies a memory location (1.7) and the other one accesses or modifies the same memory location.
Now volatile. This keyword disables almost every optimization. This is the reason why it was used. For example, sometimes when optimizing the compiler can come to idea, that variable you only read in one thread is constant there and simply replace it with it's initial value. This solves such problems. However, it does not make access to variable atomic. Also, in most cases, it is simply unnecessary, because use of proper multithreading tools, like mutex or memory barrier, will achieve same effect as volatile on it's own, as described for instance in [2]
While this may be sufficient for most uses, there are other operations that are not guaranteed to be atomic. Like incrementation is a one. This is when std::atomic comes in. It has those operations defined, like here for mentioned incrementations in [3]. It is also well defined when reading and writing from different threads [4].
In addition, as stated in answers in [5], there exists a lot of other factors that may influence (negatively) atomicity of operations. From loosing cache coherency between multiple cores to some hardware details are the factors that may change how operations are performed.
To summarize, std::atomic is created to support accesses from different threads and it is highly recommended to use it when multithreading.
[1] http://www.intel.com/Assets/PDF/manual/253668.pdf see section 8.1.1.
[2] https://www.kernel.org/doc/Documentation/volatile-considered-harmful.txt
[3] http://en.cppreference.com/w/cpp/atomic/atomic/operator_arith
[4] http://en.cppreference.com/w/cpp/atomic/atomic
[5] Are C++ Reads and Writes of an int Atomic?
The other answers, which say to use atomic and not volatile, are correct when portability matters. If you’re asking this question, and it’s a good question, that’s the practical answer for you, not, “But, if the standard library doesn’t provide one, you can implement a lock-free, wait-free data structure yourself!” Nevertheless, if the standard library doesn’t provide one, you can implement a lock-free data structure yourself that works on a particular compiler and a particular architecture, provided that there’s only one writer. (Also, somebody has to implement those atomic primitives in the standard library.) If I’m wrong about this, I’m sure someone will kindly inform me.
If you absolutely need an algorithm guaranteed to be lock-free on all platforms, you might be able to build one with atomic_flag. If even that doesn’t suffice, and you need to roll your own data structure, you can do that.
Since there’s only one writer thread, your CPU might guarantee that certain operations on your data will still work atomically even if you just use normal accesses instead of locks or even compare-and-swaps. This is not safe according to the language standard, because C++ has to work on architectures where it isn’t, but it can be safe, for example, on an x86 CPU if you guarantee that the variable you’re updating fits into a single cache line that it doesn’t share with anything else, and you might be able to ensure this with nonstandard extensions such as __attribute__ (( aligned (x) )).
Similarly, your compiler might provide some guarantees: g++ in particular makes guarantees about how the compiler will not assume that the memory referenced by a volatile* hasn’t changed unless the current thread could have changed it. It will actually re-read the variable from memory each time you dereference it. That is in no way sufficient to ensure thread-safety, but it can be handy if another thread is updating the variable.
A real-world example might be: the writer thread maintains some kind of pointer (on its own cache line) which points to a consistent view of the data structure that will remain valid through all future updates. It updates its data with the RCU pattern, making sure to use a release operation (implemented in an architecture-specific way) after updating its copy of the data and before making the pointer to that data globally visible, so that any other thread that sees the updated pointer is guaranteed to see the updated data as well. The reader then makes a local copy (not volatile) of the current value of the pointer, getting a view of the data which will stay valid even after the writer thread updates again, and works with that. You want to use volatile on the single variable that notifies the readers of the updates, so they can see those updates even if the compiler “knows” your thread couldn’t have changed it. In this framework, the shared data just needs to be constant, and readers will use the RCU pattern. That’s one of the two ways I’ve seen volatile be useful in the real world (the other being when you don’t want to optimize out your timing loop).
There also needs to be some way, in this scheme, for the program to know when nobody’s using an old view of the data structure any longer. If that’s a count of readers, that count needs to be atomically modified in a single operation at the same time as the pointer is read (so getting the current view of the data structure involves an atomic CAS). Or this might be a periodic tick when all the threads are guaranteed to be done with the data they’re working with now. It might be a generational data structure where the writer rotates through pre-allocated buffers.
Also observe that a lot of things your program might do could implicitly serialize the threads: those atomic hardware instructions lock the processor bus and force other CPUs to wait, those memory fences could stall your threads, or your threads might be waiting in line to allocate memory from the heap.
Unfortunately it depends.
When a variable is read and written in multiple threads, there may be 2 failures.
1) tearing. Where half the data is pre-change and half the data is post change.
2) stale data. Where the data read has some older value.
int, volatile int and std:atomic all don't tear.
Stale data is a different issue. However, all values have existed, can be concieved as correct.
volatile. This tells the compiler neither to cache the data, nor to re-order operations around it. This improves the coherence between threads by ensuring all operations in a thread are either before the variable, at the variable, or after.
This means that
volatile int x;
int y;
y =5;
x = 7;
the instruction for x = 7 will be written after y = 5;
Unfortunately, the CPU is also capable of re-ordering operations. This can mean that another thread sees x ==7 before y =5
std::atomic x; would allow a guarantee that after seeing x==7, another thread would see y ==5. (Assuming other threads are not modifying y)
So all reads of int, volatile int, std::atomic<int> would show previous valid values of x. Using volatile and atomic increase the ordering of values.
See kernel.org barriers
I have simple type variable (like int).
I have one process, one writer thread, several "readonly" threads. How
should I declare variable?
volatile int
std::atomic
int
Use std::atomic with memory_order_relaxed for the store and load
It's quick, and from your description of your problem, safe. E.g.
void func_fast()
{
std::atomic<int> a;
a.store(1, std::memory_order_relaxed);
}
Compiles to:
func_fast():
movl $1, -24(%rsp)
ret
This assumes you don't need to guarantee that any other data is seen to be written before the integer is updated, and therefore the slower and more complicated synchronisation is unnecessary.
If you use the atomic naively like this:
void func_slow()
{
std::atomic<int> b;
b = 1;
}
You get an MFENCE instruction with no memory_order* specification which is massive slower (100 cycles more more vs just 1 or 2 for the bare MOV).
func_slow():
movl $1, -24(%rsp)
mfence
ret
See http://goo.gl/svPpUa
(Interestingly on Intel the use of memory_order_release and _acquire for this code results in the same assembly language. Intel guarantees that writes and reads happen in order when using the standard MOV instruction).
Here is my attempt at bounty:
- a. General answer already given above says 'use atomics'. This is correct answer. volatile is not enough.
-a. If you dislike the answer, and you are on Intel, and you have properly aligned int, and you love unportable solutions, you can do away with simple volatile, using Intel strong memory ordering gurantees.
TL;DR: Use std::atomic<int> with a mutex around it if you read multiple times.
Depends on how strong guarantees you want.
First volatile is a compiler hint and you shouldn't count on it doing something helpful.
If you use int you can suffer for memory aliasing. Say you have something like
struct {
int x;
bool q;
}
Depending on how this is aligned in memory and the exact implementation of CPU and memory bus it's possible that writing to q will actually overwrite x when the page is copied from the cpu cache back to ram. So unless you know how much to allocate around your int it's not guaranteed that your writer will be able to write without being overwritten by some other thread.
Also even if you write you depend on the processor for reloading the data to the cache of other cores so there's no guarantee that your other thread will see a new value.
std::atomic<int> basically guarantees that you will always allocate sufficient memory, properly aligned so that you don't suffer from aliasing. Depending on the memory order requested you will also disable a bunch of optimizations, like caching, so everything will run slightly slower.
This still doesn't grantee that if your read the var multiple times you'll get the value. The only way to do that is to put a mutex around it to block the writer from changing it.
Still better find a library that already solves the problem you have and it has already been tested by others to make sure it works well.

Boost, mutex concept

I am new to multi-threading programming, and confused about how Mutex works. In the Boost::Thread manual, it states:
Mutexes guarantee that only one thread can lock a given mutex. If a code section is surrounded by a mutex locking and unlocking, it's guaranteed that only a thread at a time executes that section of code. When that thread unlocks the mutex, other threads can enter to that code region:
My understanding is that Mutex is used to protect a section of code from being executed by multiple threads at the same time, NOT protect the memory address of a variable. It's hard for me to grasp the concept, what happen if I have 2 different functions trying to write to the same memory address.
Is there something like this in Boost library:
lock a memory address of a variable, e.g., double x, lock (x); So
that other threads with a different function can not write to x.
do something with x, e.g., x = x + rand();
unlock (x)
Thanks.
The mutex itself only ensures that only one thread of execution can lock the mutex at any given time. It's up to you to ensure that modification of the associated variable happens only while the mutex is locked.
C++ does give you a way to do that a little more easily than in something like C. In C, it's pretty much up to you to write the code correctly, ensuring that anywhere you modify the variable, you first lock the mutex (and, of course, unlock it when you're done).
In C++, it's pretty easy to encapsulate it all into a class with some operator overloading:
class protected_int {
int value; // this is the value we're going to share between threads
mutex m;
public:
operator int() { return value; } // we'll assume no lock needed to read
protected_int &operator=(int new_value) {
lock(m);
value = new_value;
unlock(m);
return *this;
}
};
Obviously I'm simplifying that a lot (to the point that it's probably useless as it stands), but hopefully you get the idea, which is that most of the code just treats the protected_int object as if it were a normal variable.
When you do that, however, the mutex is automatically locked every time you assign a value to it, and unlocked immediately thereafter. Of course, that's pretty much the simplest possible case -- in many cases, you need to do something like lock the mutex, modify two (or more) variables in unison, then unlock. Regardless of the complexity, however, the idea remains that you centralize all the code that does the modification in one place, so you don't have to worry about locking the mutex in the rest of the code. Where you do have two or more variables together like that, you generally will have to lock the mutex to read, not just to write -- otherwise you can easily get an incorrect value where one of the variables has been modified but the other hasn't.
No, there is nothing in boost(or elsewhere) that will lock memory like that.
You have to protect the code that access the memory you want protected.
what happen if I have 2 different functions trying to write to the same
memory address.
Assuming you mean 2 functions executing in different threads, both functions should lock the same mutex, so only one of the threads can write to the variable at a given time.
Any other code that accesses (either reads or writes) the same variable will also have to lock the same mutex, failure to do so will result in indeterministic behavior.
It is possible to do non-blocking atomic operations on certain types using Boost.Atomic. These operations are non-blocking and generally much faster than a mutex. For example, to add something atomically you can do:
boost::atomic<int> n = 10;
n.fetch_add(5, boost:memory_order_acq_rel);
This code atomically adds 5 to n.
In order to protect a memory address shared by multiple threads in two different functions, both functions have to use the same mutex ... otherwise you will run into a scenario where threads in either function can indiscriminately access the same "protected" memory region.
So boost::mutex works just fine for the scenario you describe, but you just have to make sure that for a given resource you're protecting, all paths to that resource lock the exact same instance of the boost::mutex object.
I think the detail you're missing is that a "code section" is an arbitrary section of code. It can be two functions, half a function, a single line, or whatever.
So the portions of your 2 different functions that hold the same mutex when they access the shared data, are "a code section surrounded by a mutex locking and unlocking" so therefore "it's guaranteed that only a thread at a time executes that section of code".
Also, this is explaining one property of mutexes. It is not claiming this is the only property they have.
Your understanding is correct with respect to mutexes. They protect the section of code between the locking and unlocking.
As per what happens when two threads write to the same location of memory, they are serialized. One thread writes its value, the other thread writes to it. The problem with this is that you don't know which thread will write first (or last), so the code is not deterministic.
Finally, to protect a variable itself, you can find a near concept in atomic variables. Atomic variables are variables that are protected by either the compiler or the hardware, and can be modified atomically. That is, the three phases you comment (read, modify, write) happen atomically. Take a look at Boost atomic_count.