Simultaneous Object Calls - c++

If I have shared an object between 2 threads (by passing in a void pointer to the object) what happens if they both try to call (different) methods at the same time? I'm not worried about the member variables themselves, there's a mutex in place for other reasons that luckily covers that already. The main function are calling disjoint methods so there's no possibility of overlap that way, but I wasn't sure what the behavior would be if main calls thing.a() while thread calls thing.b() at the same time (or even if they just overlap for that matter).

Nothing special would happen, each thread has its own stack, and each call (even if it was to the same function) would have its own call-frame and its own set of arguments and local variables.

Related

C++ MultiThreading: What happens if destructor and member function are running in separate threads

I have a class object whose functions can be called from different threads.
It is possible to get into a situation where Thread1(T1) is calling destructor,
whereas Thread(T2) is executing some other function on the same object.
Let's say T1 is able to call the destructor first, then what happens to the code running in T2?
Will it produce a crash or since the object is already destroyed, the member function will stop running?
Will taking a mutex lock at entry and unlocking at exit of all class functions ensure that there is no crash in any kind of race that will happen between destructor and member functions?
Appreciate your help!
No. Because the logic is flawed. If it is possible at all that T1 is calling the destructor, a mutex will not prevent it from still trying to do that.
There is shared data between T1 and T2 and as such you must make sure that neither will try to call methods on a non-existing shared object.
A mutex alone will not help.
What you'll get is unknown and unpredictable. You're describing a classic multithreading bug / poor design.
An instance should be properly locked before use, and that includes destruction. Once you do that, it's impossible to call a member function on an instance that's being destroyed in another thread.
Locking inside the functions won't help since if 2 separate threads hold references to the same instance and 1 of them causes it to be destroyed, the other thread is holding a bad reference and doesn't know that. A typical solution is to use refcounts, where destruction is at the responsibility of the object itself once no references to it exist. In C++, you'd usually use shared_ptr<> to do this.

Is A Member Function Thread Safe?

I have in a Server object multiple thread who are doing the same task. Those threads are init with a Server::* routine.
In this routine there is a infinite loop with some treatments.
I was wondering if it was thread safe to use the same method for multiple threads ? No wonder for the fields of the class, If I want to read or write it I will use a mutex. But what about the routine itself ?
Since a function is an address, those thread will be running in the same memory zone ?
Do I need to create a method with same code for every thread ?
Ps: I use std::mutex(&Server::Task, this)
There is no problem with two threads running the same function at the same time (whether it's a member function or not).
In terms of instructions, it's similar to if you had two threads reading the same field at the same time - that's fine, they both get the same value. It's when you have one writing and one reading, or two writing, that you can start to have race conditions.
In C++ every thread is allocated its own call stack. This means that all local variables which exist only in the scope of a given thread's call stack belong to that thread alone. However, in the case of shared data or resources, such as a global data structure or a database, it is possible for different threads to access these at the same time. One solution to this synchronization problem is to use std::mutex, which you are already doing.
While the function itself might be the same address in memory in terms of its place in the table you aren't writing to it from multiple locations, the function itself is immutable and local variables scoped inside that function will be stacked per thread.
If your writes are protected and the fetches don't pull stale data you're as safe as you could possibly need on most architectures and implementations out there.
Behind the scenes, int Server::Task(std::string arg) is very similar to int Server__Task(Server* this, std::string arg). Just like multiple threads can execute the same function, multiple threads can also execute the same member function - even with the same arguments.
A mutex ensures that no conflicting changes are made, and that each thread sees every prior change. But since code does not chance, you don't need a mutex for it, just like you don't need a mutex for string literals.

Do cpp object methods have their own stack frame?

I have a hypothesis here, but it's a little tough to verify.
Is there a unique stack frame for each calling thread when two threads invoke the same method of the same object instance? In a compiled binary, I understand a class to be a static code section filled with function definitions in memory and the only difference between different objects is the this pointer which is passed beneath the hood.
But therefore the thread calling it must have its own stack frame, or else two threads trying to access the same member function of the same object instance, would be corrupting one another's local variables.
Just to reiterate here, I'm not referring to whether or not two threads can corrupt the objects data by both modifying this at the same time, I'm well aware of that. I'm more getting at whether or not, in the case that two threads enter the same method of the same instance at the same time, whether or not the local variables of that context are the same places in memory. Again, my assumption is that they are not.
You are correct. Each thread makes use of its own stack and each stack makes local variables distinct between threads.
This is not specific to C++ though. It's just the way processors function. (That is in modern processors, some older processors had only one stack, like the 6502 that had only 256 bytes of stack and no real capability to run threads...)
Objects may be on the stack and shared between threads and thus you can end up modifying the same object on another thread stack. But that's only if you share that specific pointer.
you are right that different threads have unique stacks. That is not a feature of c++ or cpp but something provided by the OS. class objects won't necessary be different. This depends on how they are allocated. Different threads could share heap objects which might lead to concurrent problem.
Local variables of any function or class method are stored in each own stack (actually place in thread's stack, stack frame), so it is doesn't matter from what thread you're calling method - it will use it's own stack during execution for each call
a little different explanation: each method call creates its own stack (or better stack frame)
NOTE: static variables will be the same
of course there exists techniques to get access to another's method's stack memory during execution, but there are kinda hacks

What happens if I call an objects member function from a different thread?

If I have an C++ object created in the main thread, and then start another thread, and from that thread I call a public member function of the object I created, what happens?
Is it different if the public function has parameters or if it manipulates private object members?
Does it behave differently on windows, linux or mac os?
What happens if the object is created on the stack?
There are two points that matter:
first, as usual, you need to esnure that the lifetime of the instance exceeds the duration of its usage.
second, access to variables across multiples threads need be synchronized to prevent race conditions.
That's all folks.
Each thread has a own stack and thus you can have concurrent streams of execution. It is your own duty to make the object thread-safe.
It does not matter. However, private members are a candidate for race conditions.
If you create an object on the stack, it won't be accessible from another thread.
If I have an C++ object created in the main thread, and then start another thread, and from that thread I call a public member function of the object I created, what happens?
It depends on lifetime of the object.
If the object is created on heap(dynamic memory using new) then the other thread will access the members of the object correctly(assuming no race conditions) unless the lifetime of the object ended by calling delete in the first thread.
If the object is created on stack(locally) in the first thread then you will have a *Undefined Behavior*if the lifetime of the created object ended before being accessed in second thread.
Why can you access the object on stack in second thread?
Each thread has its own stack and unless the object created on stack of thread is valid and alive You would be trying to access an address location which doesn't point to any valid object in second thread.
Note that each process has an address space and all threads in the same process share the same address space, hence the address of the variable can be accessed in the second thread. However, You need to ensure that address contains a valid object.
Is it different if the public function has parameters or if it manipulates private object members?
Access specifiers and multithreading are not related at all.
Same access specifier rules apply in all threads.
Does it behave differently on windows, linux or mac os?
The answer to #1 is guaranteed on all Operating systems.
Compared to the original behaviour there should be no differences if created on the heap. However there are some culprits of course, usually known under the term "thread safety". If you access the same member from different threads, you have to ensurse that accessing the same resources does not lead to a "race condition".
To avoid race conditions you can use different kind of "locks", for instance mutexes etc. When using using lock objects there is another culprit: The danger of "deadlocks", if two accessors wait for each other and the original lock never gets released.
It will work perfectly well. Objects do not belong to any specific thread and can equally well be called from anywhere.
However, and this is important, calling member function on two threads at the same time will cause problems where you update some data in one thread while reading it in another. You need to either arrange your code to ensure this can't happen, or ensure that your threads coordinate access (using mutex most likely)
What happens is exactly what happens if you call it from the same
thread. The same machine code gets executed. The only potential
difference is that you can have several threads accessing the object at
the same time; it's up to you to protect against this (at least if any
of the threads is modifying the object—otherwise, no protection is
needed).
In the case of an object on the stack, you have to consider lifetime
issues, but this is the case anyway; save a pointer to an object on the
stack in a global variable, then leave the scope where the object was
defined, and the global variable becomes a dangling pointer; trying to
access the object through it is undefined behavior (and calling a
non-static member function on it it is considered using it). Whether
the access is from the same thread or a different thread doesn't change
anything.

Is this way of creating static instance thread safe?

I have the following sample C++ code:
class Factory
{
public:
static Factory& createInstance()
{
static Factory fac;
return fac;
}
private:
Factory()
{
//Does something non-trivial
}
};
Let's assume that createInstance is called by two threads at the same time. So will the resulting object be created properly? What happens if the second thread enters the createInstance call when the first thread is in the constructor of Factory?
C++11 and above: local static creation is thread-safe.
The standard guarantees that:
The creation is synchronized.
Should the creation throws an exception, the next time the flow of execution passes the variable definition point, creation will be attempted again.
It is generally implemented with double-checking:
first a thread-local flag is checked, and if set, then the variable is accessed.
if not yet set, then a more expensive synchronized path is taken, and if the variable is created afterward, the thread-local flag is set.
C++03 and C++98: the standard knows no thread.
There are no threads as far as the Standard is concerned, and therefore there is no provision in the Standard regarding synchronization across threads.
However some compilers implement more than the standard mandates, either in the form of extensions or by giving stronger guarantees, so check out for the compilers you're interested in. If they are good quality ones, chances are that they will guarantee it.
Finally, it might not be necessary for it to be thread-safe. If you call this method before creating any thread, then you ensures that it will be correctly initialized before the real multi-threading comes into play, and you'll neatly side-step the issue.
Looking at this page, I'd say that this is not thread-safe, because the constructor could get called multiple times before the variable is finally assigned. An InterlockedCompareExchange() might be needed, where you create a local copy of the variable, then atomically assign the pointer to a static field via the interlocked function, if the static variable is null.
Of course it's thread safe! Unless you are a complete lunatic and spawn threads from constructors of static objects, you won't have any threads until after main() is called, and the createInstance method is just returning a reference to an already constructed object, there's no way this can fail. ISO C++ guarantees that the object will be constructed before the first use after main() is called: there's no assurance that will be before main is called, but is has to be before the first use, and so all systems will perform the initialisation before main() is called. Of course ISO C++ doesn't define behaviour in the presence of threads or dynamic loading, but all compilers for host level machines provide this support and will try to preserve the semantics specified for singly threaded statically linked code where possible.
The instantiation (first call) itself is threadsafe.
However, subsequent access will not be, in general. For instance, suppose after instantiation, one thread calls a mutable Factory method and another calls some accessor method in Factory, then you will be in trouble.
For example, if your factory keeps a count of the number of instances created, you will be in trouble without some kind of mutex around that variable.
However, if Factory is truly a class with no state (no member variables), then you will be okay.