ACE C++ - How do I implement timeout for a function call? - c++

I need to wrap a function in a timeout, using ACE in C++.
This function is waiting for a response from the OS, and sometimes it does not return.
I cannot modify the function, so I cannot put the abort condition into it directly. I have to add a timeout to the function externally.
I saw a similar question for it in boost -
C++: How to implement a timeout for an arbitrary function call?
however, I am using ACE.

Put the function in a separate thread. If the thread hasn't exited within the timeout, then detach it and let it run to finish in the background without getting any result from it.
Note that this won't work if the function has side-effects (like writing to a file).

Related

Timers in vxWorks 6.9

In vxWorks 6.9 you can create timers, which are really just wrappers for a watchdog. You supply these guys a function pointer, a delay, and up to one parameter, and after the delay the function is called with the parameter. However, it is called in the interrupt context. This (for some reason) means you cannot call any "blocking" functions or the system literally crashes. You cannot call printf and you cannot call upon an object's public function, ie you cannot do this:
void Foo::WdCallback(Foo *foo){
foo->DoThing();
}
wdStart(wd, 16, (FUNCPTR)Foo::WdCallback, (_Vx_usr_arg_t)my_foo_ptr);
as it will also crash for reasons I don't understand.
What other way can we create a timer/timeout in vxWorks so that we can actually do something useful with the callback? One method I have seen is using a message queue - the watchdog function will call upon a message queue send function. However this means that a task must be created to dequeue that message queue somewhere else. I've also read that the watchdog callback could give a semaphore allowing a task to continue, but that means we have to create a task for every single timer-based function we want..
It looks like no matter what road we take with watchdogs, or timers, in vxWorks, we have to create an entire task just to be able to handle the watchdog callback due to the interupt context. There has to be a less ridiculous way to do this. Is there a purely C++ way to write a timer? Or a simpler vxWorks implementation?
C++ shall not be used for function being executed in an interrupt context. The watchdog here is executed in the context of the system tick interrupt.
If you want to keep C++ code, make sure that no new/delete operation will be performed and you would need to compile the code with addition flags (this should be documented in the VxWorks Programmer's Guide at the C++ section => -fno-rtti -fno-exceptions).

How to control (i.e. abort) the current evaluation of a QScriptEngine

I evaluate JavaScript in my Qt application using QScriptEngine::evaluate(QString code). Let's say I evaluate a buggy piece of JavaScript which loops forever (or takes too long to wait for the result). How can I abort such an execution?
I want to control an evaluation via two buttons Run and Abort in a GUI. (But only one execution is allowed at a time.)
I thought of running the script via QtConcurrent::run, keeping the QFuture and calling cancel() when the Abort is was pressed. But the documentation says that I can't abort such executions. It seems like QFuture only cancels after the current item in the job has been processed, i.e. when reducing or filtering a collection. But for QtConcurrent::run this means that I can't use the future to abort its execution.
The other possibility I came up with was using a QThread and calling quit(), but there I have a similar problems: It only cancels the thread if / as soon as it is waiting in an event loop. But since my execution is a single function call, this is no option either.
QThread also has terminate(), but the documentation makes me worry a bit. Although my code itself doesn't involve mutexes, maybe QScriptEngine::evaluate does behind the scenes?
Warning: This function is dangerous and its use is discouraged. The thread can be terminated at any point in its code path. Threads can be terminated while modifying data. There is no chance for the thread to clean up after itself, unlock any held mutexes, etc. In short, use this function only if absolutely necessary.
Is there another option I am missing, maybe some asynchronous evaluation feature?
http://doc.qt.io/qt-4.8/qscriptengine.html#details
It has a few sections that address your concerns:
http://doc.qt.io/qt-4.8/qscriptengine.html#long-running-scripts
http://doc.qt.io/qt-4.8/qscriptengine.html#script-exceptions
http://doc.qt.io/qt-4.8/qscriptengine.html#abortEvaluation
http://doc.qt.io/qt-4.8/qscriptengine.html#setProcessEventsInterval
Hope that helps.
While the concurrent task itself can't be aborted "from outside", the QScriptEngine can be told (of course from another thread, like your GUI thread) to abort the execution:
QScriptEngine::abortEvaluation(const QScriptValue & result = QScriptValue())
The optional parameter is used as the "pseudo result" which is passed to the caller of evaluate().
You should either set a flag somewhere or use a special result value in abortEvaluation() to make it possible for the caller routine to detect that the execution was aborted.
Note: Using isEvaluating() you can see if an evaluation is currently running.

How to call a function in main v8 loop from a different thread

I am trying to implement an audio module for nodejs which involves a neural network.
This neural network has 2 types of nodes
Pure C++
C++ based on JAVASCRIPT ( which involves calling a javascript
function )
As far as i know its not possible to call any function which involves v8 from a different thread. And if i return to the main thread i will lose my traverse in the neural network.
How to implement a call to a function in the main thread from a different thread?
I figured it out with the help of
#indutny in the #libuv channel.
What I do now is dispatch the call to main thread via
uv_async_send
function defined in libuv.h, since the function is non-blocking. I also use a semaphore to wait till the execution of the javascript function is complete in order to avoid the corrupted parse.

Call method right after blocking call

I'm using a third party library which has a blocking function, that is, it won't return until it's done; I can set a timeout for that call.
Problem is, that function puts the library in a certain state. As soon as it enters that state, I need to do something from my own code. My first solution was to do that in a separate thread:
void LibraryWrapper::DoTheMagic(){
//...
boost::thread EnteredFooStateNotifier( &LibraryWrapper::EnterFooState, this );
::LibraryBlockingFunction( timeout_ );
//...
}
void LibraryWrapper::EnterFooState(){
::Sleep( 50 ); //Ensure ::LibraryBlockingFunction is called first
//Do the stuff
}
Quite nasty, isn't it? I had to put the Sleep call because ::LibraryBlockingFunction must definitely be called before the stuff I do below, or everything will fail. But waiting 50 milliseconds is quite a poor guarantee, and I can't wait more because this particular task needs to be done as fast as possible.
Isn't there a better way to do this? Consider that I don't have access to the Library's code. Boost solutions are welcome.
UPDATE: Like one of the answers says, the library API is ill-defined. I sent an e-mail to the developers explaining the problem and suggesting a solution (i.e. making the call non-blocking and sending an event to a registered callback notifying the state change). In the meantime, I set a timeout high enough to ensure stuff X is done, and set a delay high enough before doing the post-call work to ensure the library function was called. It's not deterministic, but works most of the time.
Would using boost future clarify this code? To use an example from the boost future documentation:
int calculate_the_answer_to_life_the_universe_and_everything()
{
return 42;
}
boost::packaged_task<int> pt(calculate_the_answer_to_life_the_universe_and_everything);
boost::unique_future<int> fi=pt.get_future();
boost::thread task(boost::move(pt));
// In your example, now would be the time to do the post-call work.
fi.wait(); // wait for it to finish
Although you will still presumably need a bit of a delay in order to ensure that your function call has happened (this bit of your problem seems rather ill-defined - is there any way you can establish deterministically when it is safe to execute the post-call state change?).
The problem as I understand it is that you need to do this:
Enter a blocking call
After you have entered the blocking call but before it completes, you need to do something else
You need to have finished #2 before the blocking call returns
From a purely C++ standpoint, there's no way you can accomish this in a deterministic way. That is without understanding the details of the library you're using.
But I noticed your timeout value. That might provide a loophole, maybe.
What if you:
Enter the blocking call with a timeout of zero, so that it returns immediately
Do you other stuff, either in the same thread or synchronized with the main thread. Perhaps using a barrier.
After #2 is verified to be done, enter the blocking call again, with the normal non-zero timeout.
This will only work if the library's state will change if you enter the blocking call with a zero timeout.

message order incorrect (using io_service::wrap)

I've an application to which a GUI connects and receives a lot of messages and the problem is that every once in a while it receives a message out of order.
The connection runs on a separate worker thread (a separate io_service) and exposes the send function(which does a async__write) via io_service::wrap as a callback for others to invoke with a string message as parameter. (i.e. callback = io_service_.wrap(boost::bind(&SomeGUIClass::send,this,_1));),
so to send something to the GUI client, the others call callback(stringMessage) - which should correctly dispatch the send function call on the io_service's queue.
messages are in correct order before invoking the callback, but I can see that sometimes they are out of order within the callback,just before the write call.
my reasoning: wrap translates to a dispatch which will try to call the wrapped fn. within the callback (if it can meet the thread safety guarantees) , and schedule it for later if it cannot.
thus sometimes earlier messages get scheduled for a later write and the latest messages get processed since dispatch was able to process it within the same callback.
please let me know if this reasoning is correct, any ideas appreciated.
thanks!
it was a bug, and thus the attendant confusion. (was making the mistake of calling io_service::run from 2 separate threads wihout realising.) now realized, and problem solved. thanks!