Why do you have to explicitly join threads? - c++

So this seems pretty straightforward:
#include <iostream>
#include <thread>
void second() {
cout << "Don't thread on me!" << endl;
}
int main() {
thread t { second };
t.join();
return 0;
cin.get();
}
If I don't include join() then the system calls abort(). I don't understand this, shouldn't the thread exit on its own? Having to join threads seems like it will make the code harder to encapsulate properly. What's the deal with this?

That is part of the design of the C++ threading library. You don't need to join the thread, you can also detach it. But I would not recommend that you default to detach-ing threads, as that brings it's own set of complications.
Contrary to what you are saying, I don't think this makes the code harder to encapsulate at all. There are different levels of abstraction, and choosing the thread level means that you need to be aware that there are threads and you need to handle them.
For different things you may choose different levels of abstractions, for example:
int main() {
auto f = std::async([](){ std::cout << "Don't tread on me\n" << std::flush; });
f.get(); // Wait for the task to complete
}

By default threads have to join so that the spawning thread can keep track of and wait for its children to complete (for example you delegate a bunch of work to 2+ threads and then join them all to signal when the work is done).
You can use detach to cause the thread to detach from its spawning thread and that will cause the threads to run independently.

Related

C++ What possible ways can a detached thread signal it is terminating?

I had three initial ideas about this
Firstly some kind of counter? (Maybe using mutex?)
Some kind of semophore? (I don't know much about these) OR perhaps a promise/future combination
Some other kind of signal/slot mechanism, similar to that of the signal created by CTRL-C (SIGINT etc)
I'm working on some software which makes use of detached threads to do some work. Unfortunatly the threads don't clean up nicely, they just quit at the end of execution. This is fine for communication in one direction (ie; main() can quit first), but won't work the other way around - at the moment there is no way for main() to know when the threads have finished working and to exit gracefully.
To expand on those bullet points...
My initial idea was to have a protected region of variables - could be a counter or an array of flags, one for each thread, and to access these using a mutex. The mutex might not even be necessary if using one variable per detached thread to signal the end of the thread working, because main() will "poll" these variables, which is a read-only operation. Only the detached threads themselves need write access. If more than one detached thread uses the same counter/variable then a mutex would be required.
The next idea I had was to use a semophore (which is something I really know nothing about) or promise/future combinations, which I think would work as a possible option.
The final thought was some kind of signals mechanism, like possibly "stealing" a SIGxyz signal (like SIGINT) and using that to some how communicate the end of a thread execution. I'm not confident about this one however.
My question is really - how is this supposed to be done? What would the typical engineering solution to this problem be?
(Final thought: Using a file, or a pipe? Seems a bit complicated though?)
Perhaps I overlooked the question but I think you could use an atomic variable as a flag in order to notify the detached thread's termination.
Something like the following example:
#include <thread>
#include <iostream>
#include <atomic>
int main()
{
// Define a flag to notify detached thread's termination
std::atomic_bool term_flag;
// Define some function to run concurrently
auto func = [&term_flag](){
std::this_thread::sleep_for(std::chrono::seconds(2));
term_flag = true;
};
// Run and detach the thread
term_flag = false;
std::thread t(func);
t.detach();
// Wait until detached thread termination
while(!term_flag)
std::this_thread::yield();
std::cout << "Detached Thread has terminated properly" << std::endl;
return 0;
}
Output:
Detached Thread has terminated properly
EDIT:
As Hans Passant mentioned, you could also use a condition variable associated with a mutex to do it.
This would be a better solution (but a bit less readable in my humble opinion) since we have more control over how much to wait.
The basic example above could then be rewritten as:
#include <thread>
#include <iostream>
#include <mutex>
#include <condition_variable>
int main()
{
// Define the mutex and the condition variable to notify the detached thread's termination
std::mutex m;
std::condition_variable cv;
// Define some function to run concurrently
auto func = [&cv](){
std::this_thread::sleep_for(std::chrono::seconds(2));
cv.notify_one();
};
// Run and detach the thread
std::thread t(func);
t.detach();
// Wait until detached thread termination
{
std::unique_lock<std::mutex> lk(m);
cv.wait(lk);
}
std::cout << "Detached Thread has terminated properly" << std::endl;
return 0;
}

Any case of std::promise that can't be replaced by a single thread running sequential produce-then-consume?

Update 9th June 2020:
Consolidating all the comments and answers here, and putting some more thought to this, I have created a flowchart below (click to zoom) to help decide when to use std::promise/future, and what are the trade-offs.
Original post is as follows:
I have been thinking about the real benefit of the std::promise/future mechanism. Examples almost everywhere tout this pattern - a single producer, single producer scenario where the producer notifies the consumer one-time that the resource in question is ready for consumption:
#include <iostream>
#include <future>
#include <thread>
using namespace std::chrono_literals;
struct StewableFood {
int tenderness;
};
void slow_cook_for_12_hours(std::promise<StewableFood>& promise_of_stew) {
std::cout << "\nChef: Starting to cook ...";
// Cook till 100% tender
StewableFood food{ 0 };
for (int i = 0; i < 10; ++i) {
std::this_thread::sleep_for(10ms);
food.tenderness = (i + 1) * 10;
std::cout << "\nChef: Stewing ... " << food.tenderness << "%";
}
// Notify person waiting on the promise of stew that the promise has been fulfilled.
promise_of_stew.set_value(food);
std::cout << "\nChef: Stew is ready!";
}
void wait_to_eat_stew(std::future<StewableFood>& potenial_fulfilment_of_stew) {
std::cout << "\nJoe: Waiting for stew ...";
auto food = potenial_fulfilment_of_stew.get();
std::cout << "\nJoe: I have been notified that stew is ready. Tenderness " << food.tenderness << "%! Eat!";
}
int main()
{
std::promise<StewableFood> promise_of_stew;
auto potenial_fulfilment_of_stew = promise_of_stew.get_future();
std::thread async_cook(slow_cook_for_12_hours, std::ref(promise_of_stew));
std::thread async_eat(wait_to_eat_stew, std::ref(potenial_fulfilment_of_stew));
async_cook.join();
async_eat.join();
return 0;
}
To me, all this asynchronicity serves no purpose, because ultimately, the consumer's blocking wait on future::get makes this kind of usage equivalent to a single-threaded one with sequential produce-then-consume. I initially thought my example above is contrived. But if we look at the one-time use only constraint of a std::promise/future pair (i.e. you cannot re-write to the original promise nor re-read from the original future), it then follows that the above example becomes the only viable use case, since:
The set-once constraint means there can be only one producer, and
The get-once constraint means there can be only one consumer, and
Inferred from the above 2 set/get-once constraints, there shall be no looping that causes re-use on the same promise/future.
If the usage pattern in the above example is indeed the only viable use case, it then follows that there is no advantage in using std::promise, compared to doing just:
void cook_stew_then_eat() {
auto stew = slow_cook_for_12_hours();
// wait 12 hours
eat_stew(stew);
}
int main() {
std::thread t(cook_stew_then_eat);
t.join();
return 0;
}
Now, this conclusion seems suspicious. I am quite sure there is a good use case for std::promise which cannot be replaced by a single threaded sequential-produce-then-consume version which doesn't involve std::promise.
Question: What is that use case(s)?
Note: It is tempting to speculate that perhaps std::promise/future somehow allows us to asynchronously do something else without waiting on the fulfilment - might that be the advantage? Definitely not, because we can achieve the identical effect by putting that "something else" (e.g. some important work) in another thread. To illustrate:
// cook and eat threads use std::promise/future
std::thread cook(...);
std::thread eat(...);
// Let's do important work on another thread
std::thread important_work(...);
cook.join();
eat.join();
important_work.join();
is identical to this solution that doesn't use std::promise/future:
// sequentially cook then eat, NO NEED to use std::promise/future
std::thread cook_then_eat(...);
// Let's do important work on another thread
std::thread important_work(...);
cook_then_eat.join();
important_work.join();
No, you are actually correct, future/promise pattern can always be replaced with manual thread management (via thread joins, condition variables and mutexes) if you are careful about synchronization and object lifetimes.
The primary benefit of future/promise pattern is abstraction. It hides lifetime management and synchronization of the shared state from you, freeing you from the burden of doing it yourself.
Once the producer has a promise it doesn't need to know anything else about the consuming side, and likewise for the consumer and future. This makes it possible to write more concise, less error prone, and less coupled code.
Also keep in mind that as of C++20 std::future still lacks continuations, which makes it a lot less powerful than it could be.
What is that use case(s)?
Any work that doesn't depend on the result of the promise can be done on other threads before waiting on the promise.
Let's extend your example to a stew competition
extern void slow_cook_for_12_hours(std::promise<StewableFood>& promise_of_stew);
extern Grade rate_stew(const StewableFood &);
std::map<Chef, Grade> judge_stew_competition(std::map<Chef, std::future<StewableFood>>& entries)
{
std::map<Chef, Grade> results;
for (auto & [chef, fut] : entries) { results[chef] = rate_stew(fut.get()); }
return results;
}
int main()
{
std::map<Chef, std::promise<StewableFood>> promises_of_stew = { ... };
std::map<Chef, std::future<StewableFood>> fulfilment_of_stews;
std::vector<std::thread> async_cook;
for (auto & [chef, promise] : promises_of_stew)
{
fulfilment_of_stews[chef] = promise.get_future();
async_cook.emplace(slow_cook_for_12_hours, std::ref(promise));
}
std::thread async_judge(judge_stew_competition, std::ref(fulfilment_of_stews));
for (auto & thread : async_cook) { thread.join(); }
async_judge.join();
return 0;
}
Examples almost everywhere tout this pattern - a single producer, single producer scenario where the producer notifies the consumer one-time that the resource in question is ready for consumption.
May be that is not a good example.
Another example is a task that requires resources/datasets from different providers and there are only blocking calls available to fetch resources (or non-blocking calls cannot easily be integrated into one event loop in your application). In this case your consumer thread launches all resources requests as std::async and waits till they all complete in parallel, rather than sequentially. In this case it takes max(times) rather than sum(times) to fetch all the datasets, where times is an array of each provider response time.

Reusing thread in loop c++

I need to parallelize some tasks in a C++ program and am completely new to parallel programming. I've made some progress through internet searches so far, but am a bit stuck now. I'd like to reuse some threads in a loop, but clearly don't know how to do what I'm trying for.
I am acquiring data from two ADC cards on the computer (acquired in parallel), then I need to perform some operations on the collected data (processed in parallel) while collecting the next batch of data. Here is some pseudocode to illustrate
//Acquire some data, wait for all the data to be acquired before proceeding
std::thread acq1(AcquireData, boardHandle1, memoryAddress1a);
std::thread acq2(AcquireData, boardHandle2, memoryAddress2a);
acq1.join();
acq2.join();
while(user doesn't interrupt)
{
//Process first batch of data while acquiring new data
std::thread proc1(ProcessData,memoryAddress1a);
std::thread proc2(ProcessData,memoryAddress2a);
acq1(AcquireData, boardHandle1, memoryAddress1b);
acq2(AcquireData, boardHandle2, memoryAddress2b);
acq1.join();
acq2.join();
proc1.join();
proc2.join();
/*Proceed in this manner, alternating which memory address
is written to and being processed until the user interrupts the program.*/
}
That's the main gist of it. The next run of the loop would write to the "a" memory addresses while processing the "b" data and continue to alternate (I can get the code to do that, just took it out to prevent cluttering up the problem).
Anyway, the problem (as I'm sure some people can already tell) is that the second time I try to use acq1 and acq2, the compiler (VS2012) says "IntelliSense: call of an object of a class type without appropriate operator() or conversion functions to pointer-to-function type". Likewise, if I put std::thread in front of acq1 and acq2 again, it says " error C2374: 'acq1' : redefinition; multiple initialization".
So the question is, can I reassign threads to a new task when they have completed their previous task? I always wait for the previous use of the thread to end before calling it again, but I don't know how to reassign the thread, and since it's in a loop, I can't make a new thread each time (or if I could, that seems wasteful and unnecessary, but I could be mistaken).
Thanks in advance
The easiest way is to use a waitable queue of std::function objects. Like this:
#include <iostream>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <queue>
#include <functional>
#include <chrono>
class ThreadPool
{
public:
ThreadPool (int threads) : shutdown_ (false)
{
// Create the specified number of threads
threads_.reserve (threads);
for (int i = 0; i < threads; ++i)
threads_.emplace_back (std::bind (&ThreadPool::threadEntry, this, i));
}
~ThreadPool ()
{
{
// Unblock any threads and tell them to stop
std::unique_lock <std::mutex> l (lock_);
shutdown_ = true;
condVar_.notify_all();
}
// Wait for all threads to stop
std::cerr << "Joining threads" << std::endl;
for (auto& thread : threads_)
thread.join();
}
void doJob (std::function <void (void)> func)
{
// Place a job on the queu and unblock a thread
std::unique_lock <std::mutex> l (lock_);
jobs_.emplace (std::move (func));
condVar_.notify_one();
}
protected:
void threadEntry (int i)
{
std::function <void (void)> job;
while (1)
{
{
std::unique_lock <std::mutex> l (lock_);
while (! shutdown_ && jobs_.empty())
condVar_.wait (l);
if (jobs_.empty ())
{
// No jobs to do and we are shutting down
std::cerr << "Thread " << i << " terminates" << std::endl;
return;
}
std::cerr << "Thread " << i << " does a job" << std::endl;
job = std::move (jobs_.front ());
jobs_.pop();
}
// Do the job without holding any locks
job ();
}
}
std::mutex lock_;
std::condition_variable condVar_;
bool shutdown_;
std::queue <std::function <void (void)>> jobs_;
std::vector <std::thread> threads_;
};
void silly (int n)
{
// A silly job for demonstration purposes
std::cerr << "Sleeping for " << n << " seconds" << std::endl;
std::this_thread::sleep_for (std::chrono::seconds (n));
}
int main()
{
// Create two threads
ThreadPool p (2);
// Assign them 4 jobs
p.doJob (std::bind (silly, 1));
p.doJob (std::bind (silly, 2));
p.doJob (std::bind (silly, 3));
p.doJob (std::bind (silly, 4));
}
The std::thread class is designed to execute exactly one task (the one you give it in the constructor) and then end. If you want to do more work, you'll need a new thread. As of C++11, that's all we have. Thread pools didn't make it into the standard. (I'm uncertain what C++14 has to say about them.)
Fortunately, you can easily implement the required logic yourself. Here is the large-scale picture:
Start n worker threads that all do the following:
Repeat while there is more work to do:
Grab the next task t (possibly waiting until one becomes ready).
Process t.
Keep inserting new tasks in the processing queue.
Tell the worker threads that there is nothing more to do.
Wait for the worker threads to finish.
The most difficult part here (which is still fairly easy) is properly designing the work queue. Usually, a synchronized linked list (from the STL) will do for this. Synchronized means that any thread that wishes to manipulate the queue must only do so after it has acquired a std::mutex so to avoid race conditions. If a worker thread finds the list empty, it has to wait until there is some work again. You can use a std::condition_variable for this. Each time a new task is inserted into the queue, the inserting thread notifies a thread that waits on the condition variable and will therefore stop blocking and eventually start processing the new task.
The second not-so-trivial part is how to signal to the worker threads that there is no more work to do. Clearly, you can set some global flag but if a worker is blocked waiting at the queue, it won't realize any time soon. One solution could be to notify_all() threads and have them check the flag each time they are notified. Another option is to insert some distinct “toxic” item into the queue. If a worker encounters this item, it quits itself.
Representing a queue of tasks is straight-forward using your self-defined task objects or simply lambdas.
All of the above are C++11 features. If you are stuck with an earlier version, you'll need to resort to third-party libraries that provide multi-threading for your particular platform.
While none of this is rocket science, it is still easy to get wrong the first time. And unfortunately, concurrency-related bugs are among the most difficult to debug. Starting by spending a few hours reading through the relevant sections of a good book or working through a tutorial can quickly pay off.
This
std::thread acq1(...)
is the call of an constructor. constructing a new object called acq1
This
acq1(...)
is the application of the () operator on the existing object aqc1. If there isn't such a operator defined for std::thread the compiler complains.
As far as I know you may not reused std::threads. You construct and start them. Join with them and throw them away,
Well, it depends if you consider moving a reassigning or not. You can move a thread but not make a copy of it.
Below code will create new pair of threads each iteration and move them in place of old threads. I imagine this should work, because new thread objects will be temporaries.
while(user doesn't interrupt)
{
//Process first batch of data while acquiring new data
std::thread proc1(ProcessData,memoryAddress1a);
std::thread proc2(ProcessData,memoryAddress2a);
acq1 = std::thread(AcquireData, boardHandle1, memoryAddress1b);
acq2 = std::thread(AcquireData, boardHandle2, memoryAddress2b);
acq1.join();
acq2.join();
proc1.join();
proc2.join();
/*Proceed in this manner, alternating which memory address
is written to and being processed until the user interrupts the program.*/
}
What's going on is, the object actually does not end it's lifetime at the end of the iteration, because it is declared in the outer scope in regard to the loop. But a new object gets created each time and move takes place. I don't see what can be spared (I might be stupid), so I imagine this it's exactly the same as declaring acqs inside the loop and simply reusing the symbol. All in all ... yea, it's about how you classify a create temporary and move.
Also, this clearly starts a new thread each loop (of course ending the previously assigned thread), it doesn't make a thread wait for new data and magically feed it to the processing pipe. You would need to implement it a differently like. E.g: Worker threads pool and communication over queues.
References: operator=, (ctor).
I think the errors you get are self-explanatory, so I'll skip explaining them.
I think you need a much more simpler answer for running a set of threads more than once, this is the best solution:
do{
std::vector<std::thread> thread_vector;
for (int i=0;i<nworkers;i++)
{
thread_vector.push_back(std::thread(yourFunction,Parameter1,Parameter2, ...));
}
for(std::thread& it: thread_vector)
{
it.join();
}
q++;
} while(q<NTIMES);
You also could make your own Thread class and call its run method like:
class MyThread
{
public:
void run(std::function<void()> func) {
thread_ = std::thread(func);
}
void join() {
if(thread_.joinable())
thread_.join();
}
private:
std::thread thread_;
};
// Application code...
MyThread myThread;
myThread.run(AcquireData);

When should I use std::thread::detach?

Sometime I have to use std::thread to speed up my application. I also know join() waits until a thread completes. This is easy to understand, but what's the difference between calling detach() and not calling it?
I thought that without detach(), the thread's method will work using a thread independently.
Not detaching:
void Someclass::Somefunction() {
//...
std::thread t([ ] {
printf("thread called without detach");
});
//some code here
}
Calling with detaching:
void Someclass::Somefunction() {
//...
std::thread t([ ] {
printf("thread called with detach");
});
t.detach();
//some code here
}
In the destructor of std::thread, std::terminate is called if:
the thread was not joined (with t.join())
and was not detached either (with t.detach())
Thus, you should always either join or detach a thread before the flows of execution reaches the destructor.
When a program terminates (ie, main returns) the remaining detached threads executing in the background are not waited upon; instead their execution is suspended and their thread-local objects destructed.
Crucially, this means that the stack of those threads is not unwound and thus some destructors are not executed. Depending on the actions those destructors were supposed to undertake, this might be as bad a situation as if the program had crashed or had been killed. Hopefully the OS will release the locks on files, etc... but you could have corrupted shared memory, half-written files, and the like.
So, should you use join or detach ?
Use join
Unless you need to have more flexibility AND are willing to provide a synchronization mechanism to wait for the thread completion on your own, in which case you may use detach
You should call detach if you're not going to wait for the thread to complete with join but the thread instead will just keep running until it's done and then terminate without having the spawner thread waiting for it specifically; e.g.
std::thread(func).detach(); // It's done when it's done
detach basically will release the resources needed to be able to implement join.
It is a fatal error if a thread object ends its life and neither join nor detach has been called; in this case terminate is invoked.
This answer is aimed at answering question in the title, rather than explaining the difference between join and detach. So when should std::thread::detach be used?
In properly maintained C++ code std::thread::detach should not be used at all. Programmer must ensure that all the created threads gracefully exit releasing all the acquired resources and performing other necessary cleanup actions. This implies that giving up ownership of threads by invoking detach is not an option and therefore join should be used in all scenarios.
However some applications rely on old and often not well designed and supported APIs that may contain indefinitely blocking functions. Moving invocations of these functions into a dedicated thread to avoid blocking other stuff is a common practice. There is no way to make such a thread to exit gracefully so use of join will just lead to primary thread blocking. That's a situation when using detach would be a less evil alternative to, say, allocating thread object with dynamic storage duration and then purposely leaking it.
#include <LegacyApi.hpp>
#include <thread>
auto LegacyApiThreadEntry(void)
{
auto result{NastyBlockingFunction()};
// do something...
}
int main()
{
::std::thread legacy_api_thread{&LegacyApiThreadEntry};
// do something...
legacy_api_thread.detach();
return 0;
}
When you detach thread it means that you don't have to join() it before exiting main().
Thread library will actually wait for each such thread below-main, but you should not care about it.
detach() is mainly useful when you have a task that has to be done in background, but you don't care about its execution. This is usually a case for some libraries. They may silently create a background worker thread and detach it so you won't even notice it.
According to cppreference.com:
Separates the thread of execution from the thread object, allowing
execution to continue independently. Any allocated resources will be
freed once the thread exits.
After calling detach *this no longer owns any thread.
For example:
std::thread my_thread([&](){XXXX});
my_thread.detach();
Notice the local variable: my_thread, while the lifetime of my_thread is over, the destructor of std::thread will be called, and std::terminate() will be called within the destructor.
But if you use detach(), you should not use my_thread anymore, even if the lifetime of my_thread is over, nothing will happen to the new thread.
Maybe it is good idea to iterate what was mentioned in one of the answers above: When the main function is finished and main thread is closing, all spawn threads either will be terminated or suspended. So, if you are relying on detach to have a background thread continue running after the main thread is shutdown, you are in for a surprise. To see the effect try the following. If you uncomment the last sleep call, then the output file will be created and written to fine. Otherwise not:
#include <mutex>
#include <thread>
#include <iostream>
#include <fstream>
#include <array>
#include <chrono>
using Ms = std::chrono::milliseconds;
std::once_flag oflag;
std::mutex mx;
std::mutex printMx;
int globalCount{};
std::ofstream *logfile;
void do_one_time_task() {
//printMx.lock();
//std::cout<<"I am in thread with thread id: "<< std::this_thread::get_id() << std::endl;
//printMx.unlock();
std::call_once(oflag, [&]() {
// std::cout << "Called once by thread: " << std::this_thread::get_id() << std::endl;
// std::cout<<"Initialized globalCount to 3\n";
globalCount = 3;
logfile = new std::ofstream("testlog.txt");
//logfile.open("testlog.txt");
});
std::this_thread::sleep_for(Ms(100));
// some more here
for(int i=0; i<10; ++i){
mx.lock();
++globalCount;
*logfile << "thread: "<< std::this_thread::get_id() <<", globalCount = " << globalCount << std::endl;
std::this_thread::sleep_for(Ms(50));
mx.unlock();
std::this_thread::sleep_for(Ms(2));
}
std::this_thread::sleep_for(Ms(2000));
std::call_once(oflag, [&]() {
//std::cout << "Called once by thread: " << std::this_thread::get_id() << std::endl;
//std::cout << "closing logfile:\n";
logfile->close();
});
}
int main()
{
std::array<std::thread, 5> thArray;
for (int i = 0; i < 5; ++i)
thArray[i] = std::thread(do_one_time_task);
for (int i = 0; i < 5; ++i)
thArray[i].detach();
//std::this_thread::sleep_for(Ms(5000));
std::cout << "Main: globalCount = " << globalCount << std::endl;
return 0;
}

Are futures a safe way to check for individual thread completion?

I've been toying around with Boost's futures and was wondering if they were an acceptable and safe way to check if an individual thread has completed.
I had never used them before so most of the code I wrote was based off of Boost's Synchronization documentation.
#include <iostream>
#include <boost/thread.hpp>
#include <boost/thread/future.hpp>
int calculate_the_answer_to_life_the_universe_and_everything()
{
boost::this_thread::sleep(boost::posix_time::seconds(10));
return 42;
}
int main()
{
boost::packaged_task<int> task(calculate_the_answer_to_life_the_universe_and_everything);
boost::unique_future<int> f(task.get_future());
boost::thread th(boost::move(task));
while(!f.is_ready())
{
std::cout << "waiting!" << std::endl;
boost::this_thread::sleep(boost::posix_time::seconds(1));
}
std::cout << f.get() << std::endl;
th.join();
}
This appears to wait for the calculate_the_answer_to_life_the_universe_and_everything() thread to return 42. Could something possibly go wrong with this?
Thanks!
Yes, futures are safe to use in that way, and the code is (at a quick glance) safe and correct.
There are other ways to do the same thing (e.g. using an atomic_flag, or mutex-protected data, or many others) but your code is a valid way to do it.
N.B. instead of f.is_ready() and this_thread::sleep(seconds(1)) you could use f.wait_for(seconds(1)), which would wake as soon as the result is made ready. That waits directly on the future, instead of checking the future, then waiting using a separate mechanism, then checking, then waiting with a separate mechanism etc.
And instead of packaged_task and thread you could use async.
Using C++11 names instead of boost ...
int main()
{
auto f = std::async(std::launch::async, calculate_the_answer_to_life_the_universe_and_everything);
while(f.wait_for(std::chrono::seconds(1)) == std::future_status::timeout)
std::cout << "waiting!" << std::endl;
std::cout << f.get() << std::endl;
}
I've been toying around with Boost's futures and was wondering if they were an acceptable and safe way to check if an individual thread has completed.
Futures are a mechanism for asynchronous evaluation, not a synchronization mechanism. Although some of the primitives do have synchronization properties (future<>::get), the library is not designed to synchronize, but rather to fire a task and ignore it until the result is needed.