Execute Functions on an Interval Basis C++ - c++

So I have a Kinect program that has three main functions that collect data and saves it. I want one of these functions to execute as much as possible, while the other two run maybe 10 times every second.
while(1)
{
...
//multi-threading to make sure color and depth events are aligned -> get skeletal data
if (WaitForSingleObject(colorEvent, 0) == 0 && WaitForSingleObject(depthEvent, 0) == 0)
{
std::thread first(getColorImage, std::ref(colorEvent), std::ref(colorStreamHandle), std::ref(colorImage));
std::thread second(getDepthImage, std::ref(depthEvent), std::ref(depthStreamHandle), std::ref(depthImage));
if (WaitForSingleObject(skeletonEvent, INFINITE) == 0)
{
first.join();
second.join();
std::thread third(getSkeletonImage, std::ref(skeletonEvent), std::ref(skeletonImage), std::ref(colorImage), std::ref(depthImage), std::ref(myfile));
third.join();
}
//if (check == 1)
//check = 2;
}
}
Currently my threads are making them all run at the same exact time, but this slows down my computer a lot and I only need to run 'getColorImage' and 'getDepthImage' maybe 5-10 times/second, whereas 'getSkeletonImage' I would want to run as much as possible.
I want 'getSkeletonImage' to run at max frequency (~30 times/second through the while loop) and then the 'getColorImage' and 'getDepthImage' to time synchronize (~5-10 times/second through the while loop)
What is a way I can do this? I am already using threads, but I need one to run consistently, and then the other two to join in intermittently essentially. Thank you for your help.

Currently, your main loop is creating the threads every iteration, which suggests each thread function runs once to completion. That introduces the overhead of creating and destroying threads every time.
Personally, I wouldn't bother with threads at all. Instead, in the main thread I'd do
void RunSkeletonEvent(int n)
{
for (i = 0; i < n; ++i)
{
// wait required time (i.e. to next multiple of 1/30 second)
skeletonEvent();
}
}
// and, in your main function ....
while (termination_condition_not_met)
{
runSkeletonEvent(3);
colorEvent();
runSkeletonEvent(3);
depthEvent();
}
This interleaves the events, so skeletonEvent() runs six times for every time depthEvent() and colorEvent() are run. Just adjust the numbers as needed to get required behaviour.
You'll need to design the code for all the events so they don't run over time (if they do, all subsequent events will be delayed - there is no means to stop that).
The problem you'll then need to resolve is how to wait for the time to fire the skeleton event. A process of retrieving clock time, calculating how long to wait, and sleeping for that interval will do it. By sleeping (the thread yielding its time slice) your program will also be a bit better mannered (e.g. it won't be starving other processes of processor time).
One advantage is that, if data is to be shared between the "events" (e.g. all of the events modify some global data) there is no need for synchronisation, because the looping above guarantees that only one "event" accesses shared data at one time.
Note: your usage of WaitForSingleObject() indicates you are using windows. Windows (except, arguably CE in a weak sense) is not really a realtime system, so does not guarantee precise timing. In other words, the actual intervals you achieve will vary.
It is still possible to restructure to use threads. From your description, there is no evidence you really need anything like that, so I'll leave this reply at that.

Related

How to match processing time with reception time in c++ multithreading

I'm writing a c++ application, in which I'll receive 4096 bytes of data for every 0.5 seconds. This is processed and the output will be sent to some other application. Processing each set of data is taking nearly 2 seconds.
This is how exactly I'm doing this.
In my main function, I'm receiving the data and pushing it into a vector.
I've created a thread, which will always process the first element and deletes it immediately after processing. Below is the simulation of my application receiving part.
#include<iostream>
#include <unistd.h>
#include <vector>
#include <mutex>
#include <pthread.h>
using namespace std;
struct Student{
int id;
int age;
};
vector<Student> dustBin;
pthread_mutex_t lock1;
bool isEven=true;
void *processData(void* arg){
Student st1;
while(true)
{
if(dustBin.size())
{
printf("front: %d\tSize: %d\n",dustBin.front(),dustBin.size());
st1 = dustBin.front();
cout << "Currently Processing ID "<<st1.id<<endl;
sleep(2);
pthread_mutex_lock(&lock1);
dustBin.erase(dustBin.begin());
cout<<"Deleted"<<endl;
pthread_mutex_unlock(&lock1);
}
}
return NULL;
}
int main()
{
pthread_t ptid;
Student st;
dustBin.clear();
pthread_mutex_init(&lock1, NULL);
pthread_create(&ptid, NULL, &processData, NULL);
while(true)
{
for(int i=0; i<4096; i++)
{
st.id = i+1;
st.age = i+2;
pthread_mutex_lock(&lock1);
dustBin.push_back(st);
printf("Pushed: %d\n",st.id);
pthread_mutex_unlock(&lock1);
usleep(500000);
}
}
pthread_join(ptid, NULL);
pthread_mutex_destroy(&lock1);
}
The output of this code is
Output
In the output image posted here, you can observe the exact sequence of the processing. It is processing only one item for every 4 insertions.
Note that the reception time of data <<< processing time.
Because of this reason, my input buffer is growing very rapidly. And one more thing is that as the main thread and the processData thread are using a mutex, they are dependent on each other for the lock to release. Because of this reason my incoming buffer is getting locked sometimes leading to data misses. Please, someone, suggest to me how to handle this or suggest me some method to do.
Thanks & Regards
Vamsi
Undefined behavior
When you read data, you must lock before getting the size.
Busy waiting
You should always avoid tight loop that does nothing. Here if dustBin is empty, you will immediately check it against forever which will use 100% of that core and slow down everything else, drain the laptop battery and make it hotter than it should be. Very bad idea to write such code!
Learn multithreading first
You should read a book or 2 on multithreading. Doing multithreading right is hard and almost impossible without taking time to learn it properly. C++ Concurrency in Action is highly recommended for standard C++ multithreading.
Condition variable
Usually you will use a condition variable or some sort of event to tell the consumer thread when data is added so it does not have to wake up uselessly to check if it is the case.
Since you have a typical producer/consumer, you should be able to find lot of information on how to do it or special containers or other constructs that will help implement your code.
Output
Your printf and cout stuff will have an impact on the performance and since some are inside a lock and other not, you will probably get an improperly formatted output. If you really need output, a third thread might be a better option. In any case, you want to minimize the time you have a lock so formatting into a temporary buffer might be a good idea too.
By the way, standard output is relatively slow and it is perfectly possible that it might even be the reason why you are not able to process rapidly all data.
Processing rate
Obviously if you are able to produce 4096 bytes of data every 0.5 second but need 2 seconds to process that data, you have a serious problem.
You should really think about what you want to do in such case before asking a question here as without that information, we are making guess about possible solutions.
Here are some possibilities:
Slow down the producer. Obviously, this does not work if you get data in real time.
Optimize the consumer (better algorithms, better hardware, optimal parallelism…)
Skip some data
Obviously for performance problems, you should use a profiler to know were you lost your time. Once you know that, you will have a better idea where to check to improve you code.
Taking 2 seconds to process the data is really slow but we cannot help you since we have no idea of what your code is doing.
For example, if you add the data into a database and it is not able to follow up, you might want to batch multiple insert into a single command to reduce the overhead of communicating with the database over the network.
Another example, would be if you append the data to a file, you might want to keep the file open and accumulate some data before doing each write.
Container
A vector would not be a good choice if you remove item from the head one by one and it size become somewhat large (say more than 100 small items) as every other item need to be moved every time.
In addition to changing the container as suggested in a comment, another possibility would be to use 2 vectors and swap them. That way, you will be able to reduce the number of time you lock the mutex and process many item without needing a lock.
How to optimize
You should accumulate enough data (say 30 seconds), stop accumulating and then test your processing speed with that data. If you cannot process that data in less that about half the time (15 seconds), then you clearly need to improve your processing speed one way or another. One your consumer(s) is (are) fast enough, then you could optimize communication from the producer to the consumer(s).
You have to know if your bottleneck is I/O, database or what and if some part might be done in parallel.
There are probably a lot of optimization that can be done in the code you have not shown...
If you can't handle messages fast enough, you have to drop some.
Use a circular buffer of a fixed size.
Then if the provider is faster than the consumer, older entries will be overwritten.
If you cannot skip some data and you cannot process it fast enough, you are doomed.
Create two const variables, NBUFFERS and NTHREADS, make them both 8 initially if you have 16 cores and your processing is 4x too slow. Play with these values later.
Create NBUFFERS data buffers, each big enough to hold 4096 samples, In practice, just create a single large buffer and make offsets into it to divide it up.
Start NTHREADS. They will each continuously wait to be told which buffer to process and then they will process it and wait again for another buffer.
In your main program, go into a loop, receiving data. Receive the first 4096 samples into the first buffer and notify the first thread. Receive the second 4096 samples into the second buffer and notify the second thread.
buffer = (buffer + 1) % NBUFFERS
thread = (thread + 1) % NTHREADS
Rinse and repeat. As you have 8 threads, and data only arrives every 0.5 seconds, each thread will only get a new buffer every 4 seconds but only needs 2 seconds to clear the previous buffer.

Efficient way to stop a loop after specific number of seconds

I have a loop in C++ that I would like to run for a few seconds. Although the amount of work on every iteration is different, from a few microseconds to seconds, it is ok to stop between iterations. It is high-performance code so I would like to avoid calculating time difference on each iteration:
while (!status.has_value())
{
// do something
// this adds extra delays that I would like to avoid
if (duration_cast<seconds>(system_clock::now() - started).count() >= limit)
status = CompletedBy::duration;
}
What I'm thinking is maybe there is a way to schedule signal and then stop the loop when it happens instead of checking the time difference on every iteration.
BTW, the loop may exit before the signal.
I have done something similar, but in Java. The general idea is to use a separate thread to manage a sentinel value, making your loop look like...
okayToLoop = true;
// code to launch thread that will wait N milliseconds, and then negate okayToLoop
while((!status.hasValue()) AND (okayToLoop)) {
// loop code
}
The "cautionary note" is that many sleep() functions for threads employ "sleep at least" semantics, so if it is really important to only sleep N milliseconds, you'll need to address that in your thread implementation. But, this avoids constantly checking the duration for each iteration of the loop.
Note that this will also allow the current iteration of the loop to finish, before the sentinel value is checked. I have also implemented this approach where the "control thread" actually interrupts the thread on which the loop is executing, interrupting the iteration. When I've done this, I've actually put the loop into a worker thread.
Any form of inter-thread communication is going to be way slower than a simple query of a high performance clock.
Now, steady_clock::now() might be too slow in the loop.
Using OS specific APIs, bind your thread to have ridiculous priority and affinity for a specific CPU. Or use rdtsc, after taking into account everything that can go wrong. Calculate what value you'd expect to get if (a) something went wrong, or (b) you have passed the time threshold.
When that happens, check steady_clock::now(), see if you are close enough to being done, and if so finish. If not, calculate a new high performance clock target and loop again.

Recommended pattern for a queue accessed by multiple threads...what should the worker thread do?

I have a queue of objects that is being added to by a thread A. Thread B is removing objects from the queue and processing them. There may be many threads A and many threads B.
I am using a mutex when the queue in being "push"ed to, and also when "front"ed and "pop"ped from as shown in the pseudo-code as below:
Thread A calls this to add to the queue:
void Add(object)
{
mutex->lock();
queue.push(object);
mutex->unlock();
}
Thread B processes the queue as follows:
object GetNextTargetToWorkOn()
{
object = NULL;
mutex->lock();
if (! queue.empty())
{
object = queue.front();
queue.pop();
}
mutex->unlock();
return(object);
}
void DoTheWork(int param)
{
while(true)
{
object structure;
while( (object = GetNextTargetToWorkOn()) == NULL)
boost::thread::sleep(100ms); // sleep a very short time
// do something with the object
}
}
What bothers me is the while---get object---sleep-if-no-object paradigm. While there are objects to process it is fine. But while the thread is waiting for work there are two problems
a) The while loop is whirling consuming resources
b) the sleep means wasted time is a new object comes in to be processed
Is there a better pattern to achieve the same thing?
You're using spin-waiting, a better design is to use a monitor. Read more on the details on wikipedia.
And a cross-platform solution using std::condition_variable with a good example can be found here.
a) The while loop is whirling consuming resources
b) the sleep means wasted time is a new object comes in to be processed
It has been my experience that the sleep you used actually 'fixes' both of these issues.
a) The consuming of resources is a small amount of ram, and remarkably small fraction of available cpu cycles.
b) Sleep is not a wasted time on the OS's I've worked on.
c) Sleep can affect 'reaction time' (aka latency), but has seldom been an issue (outside of interrupts.)
The time spent in sleep is likely to be several orders of magnitude longer than the time spent in this simple loop. i.e. It is not significant.
IMHO - this is an ok implementation of the 'good neighbor' policy of relinquishing the processor as soon as possible.
On my desktop, AMD64 Dual Core, Ubuntu 15.04, a semaphore enforced context switch takes ~13 us.
100 ms ==> 100,000 us .. that is 4 orders of magnitude difference, i.e. VERY insignificant.
In the 5 OS's (Linux, vxWorks, OSE, and several other embedded system OS's) I have worked on, sleep (or their equivalent) is the correct way to relinquish the processor, so that it is not blocked from running another thread while the one thread is in sleep.
Note: It is feasible that some OS's sleep might not relinquish the processor. So, you should always confirm. I've not found one. Oh, but I admit I have not looked / worked much on Windows.

C++11 Thread waiting behaviour: std::this_thread::yield() vs. std::this_thread::sleep_for( std::chrono::milliseconds(1) )

I was told when writing Microsoft specific C++ code that writing Sleep(1) is much better than Sleep(0) for spinlocking, due to the fact that Sleep(0) will use more of the CPU time, moreover, it only yields if there is another equal-priority thread waiting to run.
However, with the C++11 thread library, there isn't much documentation (at least that I've been able to find) about the effects of std::this_thread::yield() vs. std::this_thread::sleep_for( std::chrono::milliseconds(1) ); the second is certainly more verbose, but are they both equally efficient for a spinlock, or does it suffer from potentially the same gotchas that affected Sleep(0) vs. Sleep(1)?
An example loop where either std::this_thread::yield() or std::this_thread::sleep_for( std::chrono::milliseconds(1) ) would be acceptable:
void SpinLock( const bool& bSomeCondition )
{
// Wait for some condition to be satisfied
while( !bSomeCondition )
{
/*Either std::this_thread::yield() or
std::this_thread::sleep_for( std::chrono::milliseconds(1) )
is acceptable here.*/
}
// Do something!
}
The Standard is somewhat fuzzy here, as a concrete implementation will largely be influenced by the scheduling capabilities of the underlying operating system.
That being said, you can safely assume a few things on any modern OS:
yield will give up the current timeslice and re-insert the thread into the scheduling queue. The amount of time that expires until the thread is executed again is usually entirely dependent upon the scheduler. Note that the Standard speaks of yield as an opportunity for rescheduling. So an implementation is completely free to return from a yield immediately if it desires. A yield will never mark a thread as inactive, so a thread spinning on a yield will always produce a 100% load on one core. If no other threads are ready, you are likely to lose at most the remainder of the current timeslice before you get scheduled again.
sleep_* will block the thread for at least the requested amount of time. An implementation may turn a sleep_for(0) into a yield. The sleep_for(1) on the other hand will send your thread into suspension. Instead of going back to the scheduling queue, the thread goes to a different queue of sleeping threads first. Only after the requested amount of time has passed will the scheduler consider re-inserting the thread into the scheduling queue. The load produced by a small sleep will still be very high. If the requested sleep time is smaller than a system timeslice, you can expect that the thread will only skip one timeslice (that is, one yield to release the active timeslice and then skipping the one afterwards), which will still lead to a cpu load close or even equal to 100% on one core.
A few words about which is better for spin-locking. Spin-locking is a tool of choice when expecting little to no contention on the lock. If in the vast majority of cases you expect the lock to be available, spin-locks are a cheap and valuable solution. However, as soon as you do have contention, spin-locks will cost you. If you are worrying about whether yield or sleep is the better solution here spin-locks are the wrong tool for the job. You should use a mutex instead.
For a spin-lock, the case that you actually have to wait for the lock should be considered exceptional. Therefore it is perfectly fine to just yield here - it expresses the intent clearly and wasting CPU time should never be a concern in the first place.
I just did a test with Visual Studio 2013 on Windows 7, 2.8GHz Intel i7, default release mode optimizations.
sleep_for(nonzero) appears sleep for a minimium of around one millisecond and takes no CPU resources in a loop like:
for (int k = 0; k < 1000; ++k)
std::this_thread::sleep_for(std::chrono::nanoseconds(1));
This loop of 1,000 sleeps takes about 1 second if you use 1 nanosecond, 1 microsecond, or 1 millisecond. On the other hand, yield() takes about 0.25 microseconds each but will spin the CPU to 100% for the thread:
for (int k = 0; k < 4,000,000; ++k) (commas added for clarity)
std::this_thread::yield();
std::this_thread::sleep_for((std::chrono::nanoseconds(0)) seems to be about the the same as yield() (test not shown here).
In comparison, locking an atomic_flag for a spinlock takes about 5 nanoseconds. This loop is 1 second:
std::atomic_flag f = ATOMIC_FLAG_INIT;
for (int k = 0; k < 200,000,000; ++k)
f.test_and_set();
Also, a mutex takes about 50 nanoseconds, 1 second for this loop:
for (int k = 0; k < 20,000,000; ++k)
std::lock_guard<std::mutex> lock(g_mutex);
Based on this, I probably wouldn't hesitate to put a yield in the spinlock, but I would almost certainly wouldn't use sleep_for. If you think your locks will be spinning a lot and are worried about cpu consumption, I would switch to std::mutex if that's practical in your application. Hopefully, the days of really bad performance on std::mutex in Windows are behind us.
What you want is probably a condition variable. A condition variable with a conditional wake up function is typically implemented like what you are writing, with the sleep or yield inside the loop a wait on the condition.
Your code would look like:
std::unique_lock<std::mutex> lck(mtx)
while(!bSomeCondition) {
cv.wait(lck);
}
Or
std::unique_lock<std::mutex> lck(mtx)
cv.wait(lck, [bSomeCondition](){ return !bSomeCondition; })
All you need to do is notify the condition variable on another thread when the data is ready. However, you cannot avoid a lock there if you want to use condition variable.
if you are interested in cpu load while using yield - it's very bad, except one case-(only your application is running, and you are aware that it will basically eat all your resources)
here is more explanation:
running yield in loop will ensure that cpu will release execution of thread, still, if system try to come back to thread it will just repeat yield operation. This can make thread use full 100% load of cpu core.
running sleep() or sleep_for() is also a mistake, this will block thread execution but you will have something like wait time on cpu. Don't be mistaken, this IS working cpu but on lowest possible priority. While somehow working for simple usage examples ( fully loaded cpu on sleep() is half that bad as fully loaded working processor ), if you want to ensure application responsibility, you would like something like third example:
combining! :
std::chrono::milliseconds duration(1);
while (true)
{
if(!mutex.try_lock())
{
std::this_thread::yield();
std::this_thread::sleep_for(duration);
continue;
}
return;
}
something like this will ensure, cpu will yield as fast as this operation will be executed, and also sleep_for() will ensure that cpu will wait some time before even trying to execute next iteration. This time can be of course dynamicaly (or staticaly) adjusted to suits your needs
cheers :)

Overhead due to use of Events

I have a custom thread pool class, that creates some threads that each wait on their own event (signal). When a new job is added to the thread pool, it wakes the first free thread so that it executes the job.
The problem is the following : I have around 1000 loops of each around 10'000 iterations do to. These loops must be executed sequentially, but I have 4 CPUs available. What I try to do is to split the 10'000 iteration loops into 4 2'500 iterations loops, ie one per thread. But I have to wait for the 4 small loops to finish before going to the next "big" iteration. This means that I can't bundle the jobs.
My problem is that using the thread pool and 4 threads is much slower than doing the jobs sequentially (having one loop executed by a separate thread is much slower than executing it directly in the main thread sequentially).
I'm on Windows, so I create events with CreateEvent() and then wait on one of them using WaitForMultipleObjects(2, handles, false, INFINITE) until the main thread calls SetEvent().
It appears that this whole event thing (along with the synchronization between the threads using critical sections) is pretty expensive !
My question is : is it normal that using events takes "a lot of" time ? If so, is there another mechanism that I could use and that would be less time-expensive ?
Here is some code to illustrate (some relevant parts copied from my thread pool class) :
// thread function
unsigned __stdcall ThreadPool::threadFunction(void* params) {
// some housekeeping
HANDLE signals[2];
signals[0] = waitSignal;
signals[1] = endSignal;
do {
// wait for one of the signals
waitResult = WaitForMultipleObjects(2, signals, false, INFINITE);
// try to get the next job parameters;
if (tp->getNextJob(threadId, data)) {
// execute job
void* output = jobFunc(data.params);
// tell thread pool that we're done and collect output
tp->collectOutput(data.ID, output);
}
tp->threadDone(threadId);
}
while (waitResult - WAIT_OBJECT_0 == 0);
// if we reach this point, endSignal was sent, so we are done !
return 0;
}
// create all threads
for (int i = 0; i < nbThreads; ++i) {
threadData data;
unsigned int threadId = 0;
char eventName[20];
sprintf_s(eventName, 20, "WaitSignal_%d", i);
data.handle = (HANDLE) _beginthreadex(NULL, 0, ThreadPool::threadFunction,
this, CREATE_SUSPENDED, &threadId);
data.threadId = threadId;
data.busy = false;
data.waitSignal = CreateEvent(NULL, true, false, eventName);
this->threads[threadId] = data;
// start thread
ResumeThread(data.handle);
}
// add job
void ThreadPool::addJob(int jobId, void* params) {
// housekeeping
EnterCriticalSection(&(this->mutex));
// first, insert parameters in the list
this->jobs.push_back(job);
// then, find the first free thread and wake it
for (it = this->threads.begin(); it != this->threads.end(); ++it) {
thread = (threadData) it->second;
if (!thread.busy) {
this->threads[thread.threadId].busy = true;
++(this->nbActiveThreads);
// wake thread such that it gets the next params and runs them
SetEvent(thread.waitSignal);
break;
}
}
LeaveCriticalSection(&(this->mutex));
}
This looks to me as a producer consumer pattern, which can be implented with two semaphores, one guarding the queue overflow, the other the empty queue.
You can find some details here.
Yes, WaitForMultipleObjects is pretty expensive. If your jobs are small, the synchronization overhead will start to overwhelm the cost of actually doing the job, as you're seeing.
One way to fix this is bundle multiple jobs into one: if you get a "small" job (however you evaluate such things), store it someplace until you have enough small jobs together to make one reasonably-sized job. Then send all of them to a worker thread for processing.
Alternately, instead of using signaling you could use a multiple-reader single-writer queue to store your jobs. In this model, each worker thread tries to grab jobs off the queue. When it finds one, it does the job; if it doesn't, it sleeps for a short period, then wakes up and tries again. This will lower your per-task overhead, but your threads will take up CPU even when there's no work to be done. It all depends on the exact nature of the problem.
Watch out, you are still asking for a next job after the endSignal is emitted.
for( ;; ) {
// wait for one of the signals
waitResult = WaitForMultipleObjects(2, signals, false, INFINITE);
if( waitResult - WAIT_OBJECT_0 != 0 )
return;
//....
}
Since you say that it is much slower in parallel than sequential execution, I assume that your processing time for your internal 2500 loop iterations is tiny (in the few micro seconds range). Then there is not much you can do except review your algorithm to split larger chunks of precessing; OpenMP won't help and every other synchronization techniques won't help either because they fundamentally all rely on events (spin loops do not qualify).
On the other hand, if your processing time of the 2500 loop iterations is larger than 100 micro seconds (on current PCs), you might be running into limitations of the hardware. If your processing uses a lot of memory bandwidth, splitting it to four processors will not give you more bandwidth, it will actually give you less because of collisions. You could also be running into problems of cache cycling where each of your top 1000 iteration will flush and reload the cache of the 4 cores. Then there is no one solution, and depending on your target hardware, there may be none.
If you are just parallelizing loops and using vs 2008, I'd suggest looking at OpenMP. If you're using visual studio 2010 beta 1, I'd suggesting looking at the parallel pattern library, particularly the "parallel for" / "parallel for each"
apis or the "task group class because these will likely do what you're attempting to do, only with less code.
Regarding your question about performance, here it really depends. You'll need to look at how much work you're scheduling during your iterations and what the costs are. WaitForMultipleObjects can be quite expensive if you hit it a lot and your work is small which is why I suggest using an implementation already built. You also need to ensure that you aren't running in debug mode, under a debugger and that the tasks themselves aren't blocking on a lock, I/O or memory allocation, and you aren't hitting false sharing. Each of these has the potential to destroy scalability.
I'd suggest looking at this under a profiler like xperf the f1 profiler in visual studio 2010 beta 1 (it has 2 new concurrency modes which help see contention) or Intel's vtune.
You could also share the code that you're running in the tasks, so folks could get a better idea of what you're doing, because the answer I always get with performance issues is first "it depends" and second, "have you profiled it."
Good Luck
-Rick
It shouldn't be that expensive, but if your job takes hardly any time at all, then the overhead of the threads and sync objects will become significant. Thread pools like this work much better for longer-processing jobs or for those that use a lot of IO instead of CPU resources. If you are CPU-bound when processing a job, ensure you only have 1 thread per CPU.
There may be other issues, how does getNextJob get its data to process? If there's a large amount of data copying, then you've increased your overhead significantly again.
I would optimise it by letting each thread keep pulling jobs off the queue until the queue is empty. that way, you can pass a hundred jobs to the thread pool and the sync objects will be used just the once to kick off the thread. I'd also store the jobs in a queue and pass a pointer, reference or iterator to them to the thread instead of copying the data.
The context switching between threads can be expensive too. It is interesting in some cases to develop a framework you can use to process your jobs sequentially with one thread or with multiple threads. This way you can have the best of the two worlds.
By the way, what is your question exactly ? I will be able to answer more precisely with a more precise question :)
EDIT:
The events part can consume more than your processing in some cases, but should not be that expensive, unless your processing is really fast to achieve. In this case, switching between thredas is expensive too, hence my answer first part on doing things sequencially ...
You should look for inter-threads synchronisation bottlenecks. You can trace threads waiting times to begin with ...
EDIT: After more hints ...
If I guess correctly, your problem is to efficiently use all your computer cores/processors to parralellize some processing essencialy sequential.
Take that your have 4 cores and 10000 loops to compute as in your example (in a comment). You said that you need to wait for the 4 threads to end before going on. Then you can simplify your synchronisation process. You just need to give your four threads thr nth, nth+1, nth+2, nth+3 loops, wait for the four threads to complete then going on. You should use a rendezvous or barrier (a synchronization mechanism that wait for n threads to complete). Boost has such a mechanism. You can look the windows implementation for efficiency. Your thread pool is not really suited to the task. The search for an available thread in a critical section is what is killing your CPU time. Not the event part.
It appears that this whole event thing
(along with the synchronization
between the threads using critical
sections) is pretty expensive !
"Expensive" is a relative term. Are jets expensive? Are cars? or bicycles... shoes...?
In this case, the question is: are events "expensive" relative to the time taken for JobFunction to execute? It would help to publish some absolute figures: How long does the process take when "unthreaded"? Is it months, or a few femtoseconds?
What happens to the time as you increase the threadpool size? Try a pool size of 1, then 2 then 4, etc.
Also, as you've had some issues with threadpools here in the past, I'd suggest some debug
to count the number of times that your threadfunction is actually invoked... does it match what you expect?
Picking a figure out of the air (without knowing anything about your target system, and assuming you're not doing anything 'huge' in code you haven't shown), I'd expect the "event overhead" of each "job" to be measured in microseconds. Maybe a hundred or so. If the time taken to perform the algorithm in JobFunction is not significantly MORE than this time, then your threads are likely to cost you time rather than save it.
As mentioned previously, the amount of overhead added by threading depends on the relative amount of time taken to do the "jobs" that you defined. So it is important to find a balance in the size of the work chunks that minimizes the number of pieces but does not leave processors idle waiting for the last group of computations to complete.
Your coding approach has increased the amount of overhead work by actively looking for an idle thread to supply with new work. The operating system is already keeping track of that and doing it a lot more efficiently. Also, your function ThreadPool::addJob() may find that all of the threads are in use and be unable to delegate the work. But it does not provide any return code related to that issue. If you are not checking for this condition in some way and are not noticing errors in the results, it means that there are idle processors always. I would suggest reorganizing the code so that addJob() does what it is named -- adds a job ONLY (without finding or even caring who does the job) while each worker thread actively gets new work when it is done with its existing work.