Synchronization technique to wait till all objects have been processed - c++

In this code, I am first creating a thread that keeps running always. Then I am creating objects and adding them one by one to a queue. The thread picks up object from queue one by one processes them and deletes them.
class MyClass
{
public:
MyClass();
~MyClass();
Process();
};
std::queue<class MyClass*> MyClassObjQueue;
void ThreadFunctionToProcessAndDeleteObjectsFromQueue()
{
while(1)
{
// Get and Process and then Delete Objects one by one from MyClassObjQueue.
}
}
void main()
{
CreateThread (ThreadFunctionToProcessAndDeleteObjectsFromQueue);
int N = GetNumberOfObjects(); // Call some function that gets value of number of objects
// Create objects and queue them
for (int i=0; i<N; i++)
{
try
{
MyClass* obj = NULL;
obj = new MyClass;
MyClassObjQueue.push(obj);
}
catch(std::bad_alloc&)
{
if(obj)
delete obj;
}
}
// Wait till all objects have been processed and destroyed (HOW ???)
}
PROBLEM:
I am not sure how to wait till all objects have been processed before I quit. One way is to keep on checking size of queue periodically by using while(1) loop and Sleep. But I think it's novice way to do the things. I really want to do it in elegant way by using thread synchronization objects (e.g. semaphore etc.) so that synchronization function will wait for all objects to finish. But not sure how to do that. Any input will be appreciated.
(Note: I've not used synchronization objects to add/delete from queue in the code above. This is only to keep the code simple & readable. I know STL containers are not thread safe)

Related

How to initiate a thread in a class in C++ 14?

class ThreadOne {
public:
ThreadOne();
void RealThread();
void EnqueueJob(s_info job);
std::queue<s_info> q_jobs;
private:
H5::H5File* targetFile = new H5::H5File("file.h5", H5F_ACC_TRUNC);
std::condition_variable cv_condition;
std::mutex m_job_q_;
};
ThreadOne::ThreadOne() {
}
void ThreadOne::RealThread() {
while (true) {
std::unique_lock<std::mutex> lock(m_job_q_);
cv_condition.wait(lock, [this]() { return !this->q_jobs.empty(); });
s_info info = std::move(q_jobs.front());
q_jobs.pop();
lock.unlock();
//* DO THE JOB *//
}
}
void ThreadOne::EnqueueJob(s_info job) {
{
std::lock_guard<std::mutex> lock(m_job_q_);
q_jobs.push(std::move(job));
}
cv_condition.notify_one();
}
ThreadOne *tWrite = new ThreadOne();
I want to make a thread and send it a pointer of an array and its name as a struct(s_info), and then make the thread write it into a file. I think that it's better than creating a thread whenever writing is needed.
I could make a thread pool and allocate jobs to it, but it's not allowed to write the same file concurrently in my situation, I think that just making a thread will be enough and the program will still do CPU-bound jobs when writing job is in process.
To sum up, this class (hopefully) gets array pointers and their dataset names, puts them in q_jobs and RealThread writes the arrays into a file.
I referred to a C++ thread pool program and the program initiates threads like this:
std::vector<std::thread> vec_worker_threads;
vector_worker_threads.reserve(num_threads_);
vector_worker_threads.emplace_back([this]() { this->RealThread(); });
I'm new to C++ and I understand what the code above does, but I don't know how to initiate RealThread in my class without a vector. How can I make an instance of the class that has a thread(RealThread) that's already ready inside it?
From what I can gather, and as already discussed in the comments, you simply want a std::thread member for ThreadOne:
class ThreadOne {
std::thread thread;
public:
~ThreadOne();
//...
};
//...
ThreadOne::ThreadOne() {
thread = std::thread{RealThread, this};
}
ThreadOne::~ThreadOne() {
// (potentially) notify thread to finish first
if(thread.joinable())
thread.join();
}
//...
ThreadOne tWrite;
Note that I did not start the thread in the member-initializer-list of the constructor in order to avoid the thread accessing other members that have not been initialized yet. (The default constructor of std::thread does not start any thread.)
I also wrote a destructor which will wait for the thread to finish and join it. You must always join threads before destroying the std::thread object attached to it, otherwise your program will call std::terminate and abort.
Finally, I replaced tWrite from being a pointer to being a class type directly. There is probably no reason for you to use dynamic allocation there and even if you have a need for it, you should be using
auto tWrite = std::make_unique<ThreadOne>();
or equivalent, instead, so that you are not going to rely on manually deleteing the pointer at the correct place.
Also note that your current RealThread function seems to never finish. It must return at some point, probably after receiving a notification from the main thread, otherwise thread.join() will wait forever.

Using a boost thread: Signal and wait for termination

i'm currently writing a c/c++ dll for later use mostly in Delphi and i'm more familiar with threads in Delphi than c/c++ and especially boost. So i wonder how i can achieve the following scenario?
class CMyClass
{
private:
boost::thread* doStuffThread;
protected:
void doStuffExecute(void)
{
while(!isTerminationSignal()) // loop until termination signal
{
// do stuff
}
setTerminated(); // thread is finished
};
public:
CMyClass(void)
{
// create thread
this->doStuffThread = new boost::thread(boost::bind(&CMyClass::doStuffExecute, this));
};
~CMyClass(void)
{
// finish the thread
signalThreadTermination();
waitForThreadFinish();
delete this->doStuffThread;
// do other cleanup
};
}
I have red countless articles about boost threading, signals and mutexes but i don't get it, maybe because it's friday ;) or is it not doable how i think to do it?
Regards
Daniel
Just use an atomic boolean to tell the thread to stop:
class CMyClass
{
private:
boost::thread doStuffThread;
boost::atomic<bool> stop;
protected:
void doStuffExecute()
{
while(!stop) // loop until termination signal
{
// do stuff
}
// thread is finished
};
public:
CMyClass() : stop(false)
{
// create thread
doStuffThread = boost::thread(&CMyClass::doStuffExecute, this);
};
~CMyClass()
{
// finish the thread
stop = true;
doStuffThread.join();
// do other cleanup
};
}
To wait for the thread to finish you just join it, that will block until it is finished and can be joined. You need to join the thread anyway before you can destroy it, or it will terminate your program.
There is no need to use a pointer and create the thread with new, just use a boost::thread object directly. Creating everything on the heap is wasteful, unsafe and poor style.
There is no need to use boost::bind to pass arguments to the thread constructor. For many many years boost::thread has supported passing multiple arguments to its constructor directly and it does the binding internally.
It's important that stop has been initialized to false before the new thread is created, otherwise if the new thread is spawned very quickly it could check the value of stop before it is initialized, and might happen to read a true value from the uninitialized memory, and then it would never enter the loop.
On the subject of style, writing foo(void) is considered by many C++ programmers to be a disgusting abomination. If you want to say your function takes no arguments then just write foo().

boost::thread should run in infinite loop and wait for new inputs without mutex

I have three threads that I want to keep running till in infinite loop. The threads operate on an object that has a state, and each thread executes or sleeps based on state of the object. I want the input thread to keep checking for any new object with state = 1 and keep working on it, or otherwise wait on it.
class myclass{
int state;
myclass(){
this->state = 0;
}
void setState(int x){
// set this->state to x
}
int getState(){
// return this->state
}
// stuff
}
void foo1(myclass* ob){
// stuff
while(ob->getState() != 0 || ob->getState() != 1)
{
// sleep for 500 ms
}
ob->setState(1);
}
void foo2(myclass* ob){
// stuff
while(ob->getState() != 1)
{
// sleep for 500 ms
}
ob->setState(2);
}
void foo3(myclass* ob){
while(ob->getState() != 2)
{
// sleep for 500 ms
}
// stuff
ob->setState(1);
}
int main(){
myclass* ob = new myclass();
boost::thread input_thread(boost::bind(&foo1, ob));
boost::thread process_thread(boost::bind(&foo2, ob));
boost::thread output_thread(boost::bind(&foo3, ob));
// stuff
// join all three threads
}
The while loops in foo2 and foo3 work just fine with input and process threads, but while in foo1 makes input thread go on infinite loop even if there are new objects created and passed to be input/processed/output. Note: in my implementation, I use a dynamic memory data structure to create and pass new objects based on real-time data.
My questions:
why does this happen?
what would be a better alternative of making the threads wait on new objects in infinite loop and operate on them as they arrive? I would like to know any work-around without using mutex to reduce overhead on scaling the system up.
Firstly, your OR condition will always hold true (either 0 on instantiation and not 1 when it is 0 or instantiated). So your while in foo1() is always true. But that issue isn't present with the other whiles.
Using mutex will be the best idea for such a situation. If u want to avoid it at any cost, put the codes in all 3 functions in while(true) loops and replace the currents whiles with ifs (making sure there's no nested whiles).

Static Class variable for Thread Count in C++

I am writing a thread based application in C++. The following is sample code showing how I am checking the thread count. I need to ensure that at any point in time, there are only 20 worker threads spawned from my application:
#include<stdio.h>
using namespace std;
class ThreadWorkerClass
{
private:
static int threadCount;
public:
void ThreadWorkerClass()
{
threadCount ++;
}
static int getThreadCount()
{
return threadCount;
}
void run()
{
/* The worker thread execution
* logic is to be written here */
//Reduce count by 1 as worker thread would finish here
threadCount --;
}
}
int main()
{
while(1)
{
ThreadWorkerClass twObj;
//Use Boost to start Worker Thread
//Assume max 20 worker threads need to be spawned
if(ThreadWorkerClass::getThreadCount() <= 20)
boost::thread *wrkrThread = new boost::thread(
&ThreadWorkerClass::run,&twObj);
else
break;
}
//Wait for the threads to join
//Something like (*wrkrThread).join();
return 0;
}
Will this design require me to take a lock on the variable threadCount? Assume that I will be running this code in a multi-processor environment.
The design is not good enough. The problem is that you exposed the constructor, so whether you like it or not, people will be able to create as many instances of your object as they want. You should do some sort of threads pooling. i.e. You have a class maintaining a set of pools and it gives out threads if available. something like
class MyThreadClass {
public:
release(){
//the method obtaining that thread is reponsible for returning it
}
};
class ThreadPool {
//create 20 instances of your Threadclass
public:
//This is a blocking function
MyThreadClass getInstance() {
//if a thread from the pool is free give it, else wait
}
};
So everything is maintaned internally by the pooling class. Never give control over that class to the others. you can also add query functions to the pooling class, like hasFreeThreads(), numFreeThreads() etc...
You can also enhance this design through giving out smart pointer so you can follow how many people are still owning the thread.
Making the people obtaining the thread responsible for releasing it is sometimes dangerous, as processes crashes and they never give the tread back, there are many solutions to that, the simplest one is to maintain a clock on each thread, when time runs out the thread is taken back by force.

Boost threads running serially, not in parallel

I'm a complete newbie to multi-threading in C++, and decided to start with the Boost Libraries. Also, I'm using Intel's C++ Compiler (from Parallel Studio 2011) with VS2010 on Vista.
I'm coding a genetic algorithm, and want to exploit the benefits of multi-threading: I want to create a thread for each individual (object) in the population, in order for them to calculate their fitness (heavy operations) in parallel, to reduce total execution time.
As I understand it, whenever I launch a child thread it stars working "in the background", and the parent thread continues to execute the next instruction, right? So, I thought of creating and launching all the child threads I need (in a for loop), and then wait for them to finish (call each thread's join() in another for loop) before continuing.
The problem I'm facing is that the first loop won't continue to the next iteration until the newly created thread is done working. Then, the second loop is as good as gone, since all the threads are already joined by the time that loop is hit.
Here are (what I consider to be) the relevant code snippets. Tell me if there is anything else you need to know.
class Poblacion {
// Constructors, destructor and other members
// ...
list<Individuo> _individuos;
void generaInicial() { // This method sets up the initial population.
int i;
// First loop
for(i = 0; i < _tamano_total; i++) {
Individuo nuevo(true);
nuevo.Start(); // Create and launch new thread
_individuos.push_back(nuevo);
}
// Second loop
list<Individuo>::iterator it;
for(it = _individuos.begin(); it != _individuos.end(); it++) {
it->Join();
}
_individuos.sort();
}
};
And, the threaded object Individuo:
class Individuo {
private:
// Other private members
// ...
boost::thread _hilo;
public:
// Other public members
// ...
void Start() {
_hilo = boost::thread(&Individuo::Run, this);
}
void Run() {
// These methods operate with/on each instance's own attributes,
// so they *can't* be static
generaHoc();
calculaAptitud();
borraArchivos();
}
void Join() {
if(_hilo.joinable()) _hilo.join();
}
};
Thank you! :D
If that's your real code then you have a problem.
for(i = 0; i < _tamano_total; i++) {
Individuo nuevo(true);
nuevo.Start(); // Create and launch new thread
_individuos.push_back(nuevo);
}
void Start() {
_hilo = boost::thread(&Individuo::Run, this);
}
This code creates a new Individuo object on the stack, then starts a thread that runs, passing the thispointer of that stack object to the new thread. It then copies that object into the list, and promptly destroys the stack object, leaving a dangling pointer in the new thread. This gives you undefined behaviour.
Since list never moves an object in memory once it has been inserted, you could start the thread after inserting into the list:
for(i = 0; i < _tamano_total; i++) {
_individuos.push_back(Individuo(true)); // add new entry to list
_individuos.back().Start(); // start a thread for that entry
}