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().
Related
In C++20 std::jthread was introduced as a safer version of std::thread; where std::jthread, as far as I understand, cleans up after itself when the thread exits.
Also, the concept of cooperative cancellation is introduced such that an std::jthread manages an std::stop_source that handles the state of the underlying thread, this std::stop_source exposes an std::stop_token that outsiders can use to read the state of the thread sanely.
What I have is something like this.
class foo {
std::stop_token stok;
std::stop_source ssource;
public:
void start_foo() {
// ...
auto calculation = [this](std::stop_token inner_tok) {
// ... (*this is used here)
while(!inner_tok.stop_requested()) {
// stuff
}
}
auto thread = std::jthread(calculation);
ctok = thread.get_stop_token();
ssource = thread.get_stop_source();
thread.detach(); // ??
}
void stop_foo() {
if (ssource.stop_possible()) {
ssource.request_stop();
}
}
~foo() {
stop_foo();
}
}
Note foo is managed by a std::shared_ptr, and there is no public constructor.
Somewhere along the line, another thread can call foo::stop_foo() on a possibly detached thread.
Is what I am doing safe?
Also, when detaching a thread, the C++ handle is no longer associated with the running thread, and the OS manages it, but does the thread keep receiving stop notifications from the std::stop_source?
Is there a better way to achieve what I need? In MVSC, this doesn't seem to raise any exceptions or halt program execution, and I've done a lot of testing to verify this.
So, is this solution portable?
What you wrote is potentially unsafe if the thread accesses this after the foo has been destroyed. It's also a bit convoluted. A simpler approach would just be to stick the jthread in the structure...
class foo {
std::jthread thr;
public:
void start_foo() {
// ...
jthr = std::jthread([this](std::stop_token inner_tok) {
// ... (*this is used here)
while(!inner_tok.stop_requested()) {
// stuff
}
});
}
void stop_foo() {
jthr.request_stop();
}
~foo() {
stop_foo();
// jthr.detatch(); // this is a bad idea
}
}
To match the semantics of your code, you would uncomment the jthr.detach() in the destructor, but this is actually a bad idea since then you could end up destroying foo while the thread is still accessing it. The code I wrote above is safe, but obviously whichever thread drops the last reference to the foo will have to wait for the jthread to exit. If that's really intolerable, then maybe you want to change the API to stick a shared_ptr in the thread itself, so that the thread can destroy foo if it is still running after the last external reference is dropped.
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.
I have a cycle in C++11 like that:
while (true)
{
std::thread t0(some_work, 0);
...
std::thread tn(some_work, n);
t0.join();
...
tn.join();
}
but creating new threads in every iteration isn't good of course. In C it's easy to use messages to tell threads to wait another iteration, but I want to do it with C++11 tools. I looked at condition_variable, but it isn't solution I think. What can I do with it?
Use Boost to get through!
Note: I do not have C++11, so the code I will show you is for C++98 with Boost libraries. Most of Boost stuff ends up in std::tr1 and subsequently later versions of the standard, so most of this is probably transferrable without boost.
It sounds like you have multiple threads that you are constantly, but not consistently, assigning work to do. The work doesn't always need performing (otherwise your thread could do it in its own loop) or perhaps the thread doesn't have the information to perform it. If this is the case, consider boost::asio::io_service.
With this, you will need to create a thread that is always running, so you'll probably want to put your threads in a class (although you don't need to).
class WorkerThread
{
WorkerThread()
: thread(&WorkerThread::HandleWorkThread, this), io_service(), runThread(true)
{
}
~WorkerThread()
{
// Inform the thread not to run anymore:
runThread = false;
// Wait for the thread to finish:
thread.join();
}
void AssignWork(boost::function<void()> workFunc) { io_service.post(workFunc); }
private:
void HandleWorkThread()
{
while (runThread)
{
// handle work:
io_service.run();
// prepare for more work:
io_service.reset();
}
}
boost::thread thread;
boost::asio::io_service io_service;
bool runThread; // NB: this should be atomic
};
Now you can have the following:
void CalculateThings(int, int);
void CalculateThingsComplex(int, int, double);
// Create two threads. The threads will continue to run and wait for work to do
WorkerThread thread1, thread2;
while (true)
{
thread1.AssignWork(boost::bind(&CalculateThings, 20, 30));
thread2.AssignWork(boost::bind(&CalculateThingsComplex, 2, 5, 3.14));
}
You can continue to assign as much work as necessary. Once the WorkerThreads go out of scope, they will stop running and close nicely
I have a server-type application, and I have an issue with making sure thread's aren't deleted before they complete. The code below pretty much represents my server; the cleanup is required to prevent a build up of dead threads in the list.
using namespace std;
class A {
public:
void doSomethingThreaded(function<void()> cleanupFunction, function<bool()> getStopFlag) {
somethingThread = thread([cleanupFunction, getStopFlag, this]() {
doSomething(getStopFlag);
cleanupFunction();
});
}
private:
void doSomething(function<bool()> getStopFlag);
thread somethingThread;
...
}
class B {
public:
void runServer();
void stop() {
stopFlag = true;
waitForListToBeEmpty();
}
private:
void waitForListToBeEmpty() { ... };
void handleAccept(...) {
shared_ptr<A> newClient(new A());
{
unique_lock<mutex> lock(listMutex);
clientData.push_back(newClient);
}
newClient.doSomethingThreaded(bind(&B::cleanup, this, newClient), [this]() {
return stopFlag;
});
}
void cleanup(shared_ptr<A> data) {
unique_lock<mutex> lock(listMutex);
clientData.remove(data);
}
list<shared_ptr<A>> clientData;
mutex listMutex;
atomc<bool> stopFlag;
}
The issue seems to be that the destructors run in the wrong order - i.e. the shared_ptr is destructed at when the thread's function completes, meaning the 'A' object is deleted before thread completion, causing havok when the thread's destructor is called.
i.e.
Call cleanup function
All references to this (i.e. an A object) removed, so call destructor (including this thread's destructor)
Call this thread's destructor again -- OH NOES!
I've looked at alternatives, such as maintaining a 'to be removed' list which is periodically used to clean the primary list by another thread, or using a time-delayed deletor function for the shared pointers, but both of these seem abit chunky and could have race conditions.
Anyone know of a good way to do this? I can't see an easy way of refactoring it to work ok.
Are the threads joinable or detached? I don't see any detach,
which means that destructing the thread object without having
joined it is a fatal error. You might try simply detaching it,
although this can make a clean shutdown somewhat complex. (Of
course, for a lot of servers, there should never be a shutdown
anyway.) Otherwise: what I've done in the past is to create
a reaper thread; a thread which does nothing but join any
outstanding threads, to clean up after them.
I might add that this is a good example of a case where
shared_ptr is not appropriate. You want full control over
when the delete occurs; if you detach, you can do it in the
clean up function (but quite frankly, just using delete this;
at the end of the lambda in A::doSomethingThreaded seems more
readable); otherwise, you do it after you've joined, in the
reaper thread.
EDIT:
For the reaper thread, something like the following should work:
class ReaperQueue
{
std::deque<A*> myQueue;
std::mutex myMutex;
std::conditional_variable myCond;
A* getOne()
{
std::lock<std::mutex> lock( myMutex );
myCond.wait( lock, [&]( !myQueue.empty() ) );
A* results = myQueue.front();
myQueue.pop_front();
return results;
}
public:
void readyToReap( A* finished_thread )
{
std::unique_lock<std::mutex> lock( myMutex );
myQueue.push_back( finished_thread );
myCond.notify_all();
}
void reaperThread()
{
for ( ; ; )
{
A* mine = getOne();
mine->somethingThread.join();
delete mine;
}
}
};
(Warning: I've not tested this, and I've tried to use the C++11
functionality. I've only actually implemented it, in the past,
using pthreads, so there could be some errors. The basic
principles should hold, however.)
To use, create an instance, then start a thread calling
reaperThread on it. In the cleanup of each thread, call
readyToReap.
To support a clean shutdown, you may want to use two queues: you
insert each thread into the first, as it is created, and then
move it from the first to the second (which would correspond to
myQueue, above) in readyToReap. To shut down, you then wait
until both queues are empty (not starting any new threads in
this interval, of course).
The issue is that, since you manage A via shared pointers, the this pointer captured by the thread lambda really needs to be a shared pointer rather than a raw pointer to prevent it from becoming dangling. The problem is that there's no easy way to create a shared_ptr from a raw pointer when you don't have an actual shared_ptr as well.
One way to get around this is to use shared_from_this:
class A : public enable_shared_from_this<A> {
public:
void doSomethingThreaded(function<void()> cleanupFunction, function<bool()> getStopFlag) {
somethingThread = thread([cleanupFunction, getStopFlag, this]() {
shared_ptr<A> temp = shared_from_this();
doSomething(getStopFlag);
cleanupFunction();
});
this creates an extra shared_ptr to the A object that keeps it alive until the thread finishes.
Note that you still have the problem with join/detach that James Kanze identified -- Every thread must have either join or detach called on it exactly once before it is destroyed. You can fulfill that requirement by adding a detach call to the thread lambda if you never care about the thread exit value.
You also have potential for problems if doSomethingThreaded is called multiple times on a single A object...
For those who are interested, I took abit of both answers given (i.e. James' detach suggestion, and Chris' suggestion about shared_ptr's).
My resultant code looks like this and seems neater and doesn't cause a crash on shutdown or client disconnect:
using namespace std;
class A {
public:
void doSomething(function<bool()> getStopFlag) {
...
}
private:
...
}
class B {
public:
void runServer();
void stop() {
stopFlag = true;
waitForListToBeEmpty();
}
private:
void waitForListToBeEmpty() { ... };
void handleAccept(...) {
shared_ptr<A> newClient(new A());
{
unique_lock<mutex> lock(listMutex);
clientData.push_back(newClient);
}
thread clientThread([this, newClient]() {
// Capture the shared_ptr until thread over and done with.
newClient->doSomething([this]() {
return stopFlag;
});
cleanup(newClient);
});
// Detach to remove the need to store these threads until their completion.
clientThread.detach();
}
void cleanup(shared_ptr<A> data) {
unique_lock<mutex> lock(listMutex);
clientData.remove(data);
}
list<shared_ptr<A>> clientData; // Can remove this if you don't
// need to connect with your clients.
// However, you'd need to make sure this
// didn't get deallocated before all clients
// finished as they reference the boolean stopFlag
// OR make it a shared_ptr to an atomic boolean
mutex listMutex;
atomc<bool> stopFlag;
}
Here is a skeleton of my thread class:
class MyThread {
public:
virutal ~MyThread();
// will start thread with svc() as thread entry point
void start() = 0;
// derive class will specialize what the thread should do
virtual void svc() = 0;
};
Somewhere in code I create an instance of MyThread and later I want to destroy it.
In this case MyThread~MyThread() is called. MyThread:svc() is still running and using the object's data members. So I need a way politely inform MyThread:svc() to stop spinning, before proceeding with the destructor.
What is the acceptable way to destroy the thread object?
Note: I'm looking for platform agnostic solution.
UPD: It's clear that the root of problem is that there's no relationship between C++ object representing thread and OS thread. So the question is: in context of object destuction, is there an acceptable way to make thread object behave like an ordinary C++ object or should it be treated as an unusual one (e.g. should we call join() before destoying it?
Considering your additional requirements posted as comment to Checkers' reply (which is the
most straightforward way to do that):
I agree that join in DTor is problematic for various reasons. But from that the lifetime of your thread object is unrelated to the lifetime of the OS thread object.
First, you need to separate the data the thread uses from the thread object itself. They are distinct entities with distinct lifetime requirements.
One approach is to make the data refcounted, and have any thread that wants to access it hold a strong reference to the data. This way, no thread will suddenly grab into the void, but the data will be destroyed as soon as noone touches it anymore.
Second, about the thread object being destroyed when the thread joins:
I am not sure if this is a good idea. The thread object is normally a way to query the state of a thread - but with a thread object that dies as soon as the thread finishes, noone can tell you wether the thread finished.
Generally, I'd completely decouple the lifetime of the thread object from the lifetime of the OS thread: Destroying your thread object should not affect the thread itself. I see two basic approaches to this:
Thread Handle Object - reference counted again, returned by thread creator, can be released as early as one likes without affecting the OS thread. It would expose methods such as Join, IsFinished, and can give access to the thread shared data.
(If the thread object holds relevant execution state, the threafFunc itself could hold a reference to it, thereby ensuring the instance won't be released before the thread ends)
Thin Wrapper - You simply create a temporary around an OS thread handle. You could not hold additional state for the thread easily, but it might be just enough to make it work: At any place, you can turn an OS thread handle into an thread object. The majority of communication - e.g. telling the thread to terminate - would be via the shared data.
For your code example, this means: separate the start() from the svc()
You'd roughly work with this API (XxxxPtr could be e.g. boost::shared_ptr):
class Thread
{
public:
bool IsFinished();
void Join();
bool TryJoin(long timeout);
WorkerPtr GetWorker();
static ThreadPtr Start(WorkerPtr worker); // creates the thread
};
class Worker
{
private:
virtual void Svc() = 0;
friend class Thread; // so thread can run Svc()
}
Worker could contain a ThreadPtr itself, giving you a guarantee that the thread object exists during execution of Svc(). If multiple threads are allowed to work on the same data, this would have to be a thread list. Otherwise, Thread::Start would have to reject Workers that are already associated with a thread.
Motivation: What to do with rogue threads that block?
Assuming a thread fails to terminate within time for one reason or another, even though you told it to. You simply have three choices:
Deadlock, your applicaiton hangs. That usually happens if you join in the destructor.
Violently terminate the thread. That's potentially a violent termination of the app.
Let the thread run to completion on it's own data - you can notify the user, who can safely save & exit. Or you simply let the rogue thread dance on it's own copy of the data (not reference by the main thread anymore) until it completes.
Usually any OS-specific threads API will allow you to "join" a thread. That is, to block indefinitely on a thread handle until the thread functions returns.
So,
Signal the thread function to return (e.g. by setting a flag in its loop to false).
Join the thread, to make sure the actual thread terminates before you try to delete the thread object.
Then you can proceed with destruction of the thread object (you may also join in the destructor, though some people object to blocking destructors.).
I've had a project before with a similar "thread worker" class and a corresponding "work item" class (a-la Java's Thread and Runnable, except thread does not terminate but waits for a new Runnable object to be executed).
In the end, there was no difference if you join in a separate "shutdown" function or in the destructor, except a separate function is a bit more clear.
If you join in a destructor and a thread blocks, you will wait indefinitely.
If you join in a separate function and a thread blocks, you will wait indefinitely.
If you detach the thread and let it finish on its own, it will usually block application from exiting, so you will wait indefinitely.
So there is no straightforward way to make a thread behave like a regular C++ object and ignore its OS thread semantics, unless you can guarantee that your thread code can terminate almost immediately when notified to do so.
You could havee somthing like this in your svc method
while (alive){ //loops}
//free resources after while.
In your destructor, you could set the alive member to false. Or, you could have a pleaseDie() method, that sets the alive member to false, and can be called from the outside requesting the Thread instance to stop processing.
void
Thread::pleaseDie()
{
this->alive = false;
}
You first need a way to communicate with the thread to tell it to shut down. The best mechanism to do this depends on what svc() is doing. If, for example, it is looping on a message queue, you could insert a "please stop" message in that queue. Otherwise, you could simply add a member bool variable (and synchronize access to it) that is periodically checked by the svc(), and set by the thread wanting to destroy the object. Your could add a pure virtual stop() function to your base class, giving the implementor a clear signal that it has to implement svc() to make its class "runnable", and to implement stop() to make it "stoppable".
After asking the thread to stop, you must wait for it to exit before destroying the object. Again, there are several ways to do this. One is to make the stop() function blocking. It could wait, for example, for a "ok, I'm really stopped now" condition variable to be set by the thread running svc(). Alternatively, the caller could "wait" on the thread running svc(). The way to "wait" is platform dependent.
Most thread systems allow you to send a signal to a thead.
Example: pthreads
pthread_kill(pthread_t thread, int sig);
This will send a signall to a thread.
You can use this to kill the thread. Though this can leave a few of the resources hanging in an undefined state.
A solution to the resource problem is to install a signall handler.
So that when the signal handler is called it throws an exception. This will cause the thread stack to unwind to the entry point where you can then get the thread to check a variable about weather it is sill alive.
NOTE: You should never allow an exception to propogate out of a thread (this is so undefined my eyes bleed thinking about it). Basically catch the exception at the thread entry point then check some state variable to see if the thread should really exit.
Meanwhile the thread that sends the signal should wait for the thread to die by doing a join.
The only issues are that when you throw out of signal handler function you need to be careful. You should not use a signal that is asynchronus (ie one that could have been generated by a signal in another thread). A good one to use is SIGSEGV. If this happens normally then you have accessed invalid memory any you thread should think about exiting anyway!
You may also need to specify an extra flag on some systems to cope.
See This article
A working example using pthreads:
#include <pthread.h>
#include <iostream>
extern "C" void* startThread(void*);
extern "C" void shouldIexit(int sig);
class Thread
{
public:
Thread();
virtual ~Thread();
private:
friend void* startThread(void*);
void start();
virtual void run() = 0;
bool running;
pthread_t thread;
};
// I have seen a lot of implementations use a static class method to do this.
// DON'T. It is not portable. This is because the C++ ABI is not defined.
//
// It currently works on several compilers but will break if these compilers
// change the ABI they use. To gurantee this to work you should use a
// function that is declared as extern "C" this guarantees that the ABI is
// correct for the callback. (Note this is true for all C callback functions)
void* startThread(void* data)
{
Thread* thread = reinterpret_cast<Thread*>(data);
thread->start();
}
void shouldIexit(int sig)
{
// You should not use std::cout in signal handler.
// This is for Demo purposes only.
std::cout << "Signal" << std::endl;
signal(sig,shouldIexit);
// The default handler would kill the thread.
// But by returning you can continue your code where you left off.
// Or by throwing you can cause the stack to unwind (if the exception is caught).
// If you do not catch the exception it is implementation defined weather the
// stack is unwound.
throw int(3); // use int for simplicity in demo
}
Thread::Thread()
:running(true)
{
// Note starting the thread in the constructor means that the thread may
// start before the derived classes constructor finishes. This may potentially
// be a problem. It is started here to make the code succinct and the derived
// class used has no constructor so it does not matter.
if (pthread_create(&thread,NULL,startThread,this) != 0)
{
throw int(5); // use int for simplicity in demo.
}
}
Thread::~Thread()
{
void* ignore;
running = false;
pthread_kill(thread,SIGSEGV); // Tell thread it may want to exit.
pthread_join(thread,&ignore); // Wait for it to finish.
// Do NOT leave before thread has exited.
std::cout << "Thread Object Destroyed" << std::endl;
}
void Thread::start()
{
while(running)
{
try
{
this->run();
}
catch(...)
{}
}
std::cout << "Thread exiting" << std::endl;
}
class MyTestThread:public Thread
{
public:
virtual void run()
{
// Unless the signal causes an exception
// this loop will never exit.
while(true)
{
sleep(5);
}
}
};
struct Info
{
Info() {std::cout << "Info" << std::endl;}
~Info() {std::cout << "Done: The thread Should have exited before this" << std::endl;}
};
int main()
{
signal(SIGSEGV,shouldIexit);
Info info;
MyTestThread test;
sleep(4);
std::cout << "Exiting About to Exit" << std::endl;
}
> ./a.exe
Info
Exiting About to Exit
Signal
Thread exiting
Thread Object Destroyed
Done: The thread Should have exited before this
>
You should add dedicated thread management class (i.e. MyThreadMngr), that handles this and other tasks, like book keeping, owning the thread handles etc. The Thread itself should somehow signal to the thread manager that its going to terminate and MyThreadMngr should i.e. have a loop like Tom proposed.
There will probably be more actions that suite into such a thread manager class.
I reckon the easiest way to do this is to wrap the thread execution code in a loop
while(isRunning())
{
... thread implementation ...
}
You can also stop your thread by doing specific calls, for instance when you're using a WIN32 thread you can call TerminateThread on the thread handle in the destructor.
i give a simple and clean design, no signal, no sync, no kill needed.
per your MyThread, i suggest renaming and adding as below:
class MyThread {
public:
virutal ~MyThread();
// will be called when starting a thread,
// could do some initial operations
virtual bool OnStart() = 0;
// will be called when stopping a thread, say calling join().
virtual bool OnStop() = 0;
// derive class will specialize what the thread should do,
// say the thread loop such as
// while (bRunning) {
// do the job.
// }
virtual int OnRun() = 0;
};
the thread interface user will control the lifetime of MyThread.
and actually the real thread object is as below:
class IThread
{
public:
virtual API ~IThread() {}
/* The real destructor. */
virtual void Destroy(void) = 0;
/* Starts this thread, it will call MyThread::OnStart()
* and then call MyThread::OnRun() just after created
* the thread. */
virtual bool Start(void) = 0;
/* Stops a thread. will call MyThread::OnStop(). */
virtual void Stop(void) = 0;
/* If Wait() called, thread won't call MyThread::OnStop().
* If could, it returns the value of MyThread::OnRun()
* returned */
virtual int Wait(void) = 0;
/* your staff */
virtual MyThread * Command(void) = 0;
};
/* The interface to create a thread */
extern IThread * ThrdCreate(MyThread *p);
See the complete interfaces
http://effoaddon.googlecode.com/svn/trunk/devel/effo/codebase/addons/thrd/include/thrd_i.h
Coding Examples
Case 1. Controlled thread loop
class ThreadLoop : public MyThread
{
private:
bool m_bRunning;
public:
virtual bool OnStart() { m_bRunning = true; }
virtual bool OnStop() { m_bRunning = false; }
virtual int OnRun()
{
while (m_bRunning) {
do your job;
}
}
};
int main(int argc, char **argv)
{
ThreadLoop oLoop;
IThread *pThread = ThrdCreate(&oLoop);
// Start the thread, it will call Loop::OnStart()
//and then call Loop::OnRun() internally.
pThread->Start();
do your things here. when it is time to stop the thread, call stop().
// Stop the thread, it will call Loop::OnStop(),
// so Loop::OnRun() will go to the end
pThread->Stop();
// done, destroy the thread
pThread->Destroy();
}
Case 2. Don't know when the thread will stop
class ThreadLoop : public MyThread
{
public:
virtual bool OnStart() { }
virtual bool OnStop() { }
virtual int OnRun()
{
do your job until finish.
}
};
int main(int argc, char **argv)
{
ThreadLoop oLoop;
IThread *pThread = ThrdCreate(&oLoop);
// Start the thread, it will call Loop::OnStart()
//and then call Loop::OnRun() internally.
pThread->Start();
do your things here. Since you don't know when the job will
finish in the thread loop. call wait().
// Wait the thread, it doesn't call Loop::OnStop()
pThread->Wait();
// done, destroy the thread
pThread->Destroy();
}
A complete IThread implementation:
see
http://effoaddon.googlecode.com/svn/trunk/devel/effo/codebase/addons/thrd/src/thrd/thrd.cpp