How can i know thread name for PDH from thread id - c++

I need to check context switches for thread. I'm writing function, that return context switches from thread id. I'm computing context switch counts using the PDH library. I can get the thread context switch count for all threads using this construction:
Status = PdhAddCounter(Query, resultBuffer, NULL, &Counter);
where resultBuffer is "Thread(_Total/_Total)\\Context Switches/sec"
What do I have to change (_Total/_Total)?

Some playing around with perfmon suggests that the format should be
Thread(<process name>/<thread id>)\\Context Switches/sec
The thread ID you already have; you can get the process name from the process ID using the answers to this question.

Related

Multithreading Implementation in C++

I am a beginner using multithreading in C++, so I'd appreciate it if you can give me some recommendations.
I have a function which receives the previous frame and current frame from a video stream (let's call this function, readFrames()). The task of that function is to compute Motion Estimation.
The idea when calling readFrames() would be:
Store the previous and current frame in a buffer.
I want to compute the value of Motion between each pair of frames from the buffer but without blocking the function readFrames(), because more frames can be received while computing that value. I suppose I have to write a function computeMotionValue() and every time I want to execute it, create a new thread and launch it. This function should return some float motionValue.
Every time the motionValue returned by any thread is over a threshold, I want to +1 a common int variable, let's call it nValidMotion.
My problem is that I don't know how to "synchronize" the threads when accessing motionValue and nValidMotion.
Can you please explain to me in some pseudocode how can I do that?
and every time I want to execute it, create a new thread and launch it
That's usually a bad idea. Threads are usually fairly heavy-weight, and spawning one is usually slower than just passing a message to an existing thread pool.
Anyway, if you fall behind, you'll end up with more threads than processor cores and then you'll fall even further behind due to context-switching overhead and memory pressure. Eventually creating a new thread will fail.
My problem is that I don't know how to "synchronize" the threads when accessing motionValue and nValidMotion.
Synchronization of access to a shared resource is usually handled with std::mutex (mutex means "mutual exclusion", because only one thread can hold the lock at once).
If you need to wait for another thread to do something, use std::condition_variable to wait/signal. You're waiting-for/signalling a change in state of some shared resource, so you need a mutex for that as well.
The usual recommendation for this kind of processing is to have at most one thread per available core, all serving a thread pool. A thread pool has a work queue (protected by a mutex, and with the empty->non-empty transition signalled by a condvar).
For combining the results, you could have a global counter protected by a mutex (but this is relatively heavy-weight for a single integer), or you could just have each task added to added to the thread pool return a bool via the promise/future mechanism, or you could just make your counter atomic.
Here is a sample pseudo code you may use:
// Following thread awaits notification from worker threads, detecting motion
nValidMotion_woker_Thread()
{
while(true) { message_recieve(msg_q); ++nValidMotion; }
}
// Worker thread, computing motion on 2 frames; if motion detected, notify uysing message Q to nValidMotion_woker_Thread
WorkerThread(frame1 ,frame2)
{
x = computeMotionValue(frame1 ,frame2);
if x > THRESHOLD
msg_q.send();
}
// main thread
main_thread()
{
// 1. create new message Q for inter-thread communication
msg_q = new msg_q();
// start listening thread
Thread a = new nValidMotion_woker_Thread();
a.start();
while(true)
{
// collect 2 frames
frame1 = readFrames();
frame2 = readFrames();
// start workre thread
Thread b = new WorkerThread(frame1 ,frame2);
b.start();
}
}

How to keep my camera alive when I use Cannon EDSDK in my C++ code?

I think it is essential to send a message to the camera per some minutes ,so I initialize my camera and send message to camera every once in a while in my main thread , and in the other thread I open the liveview to process my other jobs, but in the liveview thread , it wait time out when sending this message :
EdsSetPropertyData(theCamera, kEdsPropID_Evf_Mode, 0, sizeof(evfMode), &evfMode)
I never met this when all jobs handled in just one thread, I don't know why it happends like this , could someone help me ? Here is some of my code.
my main thread : (I don't send keepalive message in the thread,but also timeout when starting liveview !)
CanonCameraWrapper& wrapper = param->wrapper;
bool setup_ok = wrapper.setup(0);
if (!setup_ok)
{
wrapper.destroy();
}
wrapper.setDownloadPath("img");
pthread_t camera_thread;
pthread_create(&camera_thread, NULL, camera_thread_func, (void *)(param));
pthread_join(camera_thread, NULL);
the other thread
void * camera_thread_func(void * arg)
{
global_param* param = (global_param*)arg;
CanonCameraWrapper& wrapper = param->wrapper;
wrapper.beginLiveView();//**//it wait time out here!!!**
...
}
I believe there are two things you have to be aware of. One is this notice in the Canon SDK documentation:
When creating applications that run under Windows, a COM initialization is required for each thread in order to
access a camera from a thread other than the main thread.
To create a user thread and access the camera from that thread, be sure to execute CoInitializeEx( NULL,
COINIT_APARTMENTTHREADED ) at the start of the thread and CoUnInitialize() at the end.
Sample code is shown below. This is the same when controlling EdsVolumeRef or EdsDirectoryItemRef objects
from another thread, not just with EdsCameraRef
The other thing is: you cannot access (most of) the SDK at the same time. So if you are using multiple threads you have to be careful about this

Reliable way to count running instances of a process on Windows using c++/WinAPIs

I need to know how many instances of my process are running on a local Windows system. I need to be able to do it using C++/MFC/WinAPIs. So what is a reliable method to do this?
I was thinking to use process IDs for that, stored as a list in a shared memory array that can be accessed by the process. But the question is, when a process is closed or crashes how soon will its process ID be reused?
The process and thread identifiers may be reused any time after closure of all handles. See When does a process ID become available for reuse? for more information on this.
However if you are going to store a pair of { identifier, process start time } you can resolve these ambiguities and detect identifier reuse. You can create a named file mapping to share information between the processes, and use IPC to synchronize access to this shared data.
You can snag the process handles by the name of the process using the method described in this question. It's called Process Walking. That'll be more reliable than process id's or file paths.
A variation of this answer is what you're looking for. Just loop through the processes with Process32Next, and look for processes with the same name using MatchProcessName. Unlike the example in the link I provided, you'll be looking to count or create a list of the processes with the same name, but that's a trivial addition.
If you are trying to limit the number of instances of your process to some number you can use a Semaphore.
You can read in detail here:
http://msdn.microsoft.com/en-us/library/windows/desktop/ms686946(v=vs.85).aspx
In a nutshell, the semaphore is initialized with a current count and max count. Each instance of your process will decrement the count when it acquires the semaphore. When the nth process tries to acquire it but the count has reached zero that process will fail to acquire it and can terminate or take appropriate action.
The following code should give you the gist of what you have to do:
#include <windows.h>
#include <stdio.h>
// maximum number of instances of your process
#define MAX_INSTANCES 10
// name shared by all your processes. See http://msdn.microsoft.com/en-us/library/windows/desktop/aa382954(v=vs.85).aspx
#define SEMAPHORE_NAME "Global\MyProcess"
// access rights for semaphore, see http://msdn.microsoft.com/en-us/library/windows/desktop/ms686670(v=vs.85).aspx
#define MY_SEMAPHORE_ACCESS SEMAPHORE_ALL_ACCESS
DWORD WINAPI ThreadProc( LPVOID );
int main( void )
{
HANDLE semaphore;
// Create a semaphore with initial and max counts of MAX_SEM_COUNT
semaphore = CreateSemaphore(
NULL, // default security attributes
MAX_INSTANCES, // initial count
MAX_INSTANCES, // maximum count
SEMAPHORE_NAME );
if (semaphore == NULL)
{
semaphore = OpenSemaphore(
MY_SEMAPHORE_ACCESS,
FALSE, // don't inherit the handle for child processes
SEMAPHORE_NAME );
if (semaphore == NULL)
{
printf("Error creating/opening semaphore: %d\n", GetLastError());
return 1;
}
}
// acquire semaphore and decrement count
DWORD acquireResult = 0;
acquireResult = WaitForSingleObject(
semaphore,
0L); // timeout after 0 seconds trying to acquire
if(acquireResult == WAIT_TIMEOUT)
{
printf("Too many processes have the semaphore. Exiting.");
CloseHandle(semaphore);
return 1;
}
// do your application's business here
// now that you're done release the semaphore
LONG prevCount = 0;
BOOL releaseResult = ReleaseSemaphore(
semaphore,
1, // increment count by 1
&prevCount );
if(!releaseResult)
{
printf("Error releasing semaphore");
CloseHandle(semaphore);
return 1;
}
printf("Semaphore released, prev count is %d", prevCount);
CloseHandle(semaphore);
return 0;
}
Well, your solution is not very reliable. PIDs can be reused by the OS at any later time.
I did it once by going through all the processes and comparing their command line string (the path of the executable) with the one for my process. Works pretty well.
Extra care should be taken for programs that are started via batch files (like some java apps/servers).
Other solutions involve IPC, maybe through named pipes, sockets, shared memory (as you mentioned). But none of them are that easy to implement and maintain.

Allowing connections given the number of threads in server

Every connection requires one thread for each, and for now, we're allowing only certain number of connections per period. So every time a user connects, we increment the counter if we're within certain period from the last time we set the check time.
1.get current_time = time(0)
2.if current_time is OUTSIDE certain period from check_time,
set counter = 0, and check_time = current_time.
3.(otherwise, just leave it the way it is)
4.if counter < LIMIT, counter++ and return TRUE
5.Otherwise return FALSE
But this is independent of actually how many threads we have running in the server, so I'm thinking of a way to allow connections depending on this number.
The problem is that we're actually using a third-party api for this, and we don't know exactly how long the connection will last. First I thought of creating a child thread and run ps on it to pass the result to the parent thread, but it seems like it's going to take more time since I'll have to parse the output result to get the total number of threads, etc. I'm actually not sure if I'm making any sense.. I'm using c++ by the way. Do you guys have any suggestions as to how I could implement the new checking method? It'll be very much appreciated.
There will be a /proc/[pid]/task (since Linux 2.6.0-test6) directory for every thread belonging to process [pid]. Look at man proc for documentation. Assuming you know the pid of your thread pool you could just count those directories.
You could use boost::filesystem to do that from c++, as described here:
How do I count the number of files in a directory using boost::filesystem?
I assumed you are using Linux.
Okay, if you know the TID of the thread in use by the connection then you can wait on that object in a separate thread which can then decrement the counter.
At least I know that you can do it with MSVC...
bool createConnection()
{
if( ConnectionMonitor::connectionsMaxed() )
{
LOG( "Connection Request failed due to over-subscription" );
return false;
}
ConnectionThread& connectionThread = ThreadFactory::createNewConnectionThread();
connectionThread.startConnection();
ThreadMonitorThread& monitor = ThreadFactory::createThreadMonitor(connectionThread);
monitor.monitor();
}
and in ThreadMonitorThread
ThreadMonitorThread( const Thread& thread )
{
this.thread = thread;
}
void monitor()
{
WaitForSingleObject( thread.getTid() );
ConnectionMonitor::decrementThreadCounter();
}
Of course ThreadMonitorThread will require some special privileges to call the decrement and the ThreadFactory will probably need the same to increment it.
You also need to worry about properly coding this up... who owns the objects and what about exceptions and errors etc...

win32 : Get the state of an event object

I'm creating 3 events with the following function:
HANDLE WINAPI CreateEvent(...);
I'm waiting on all (bWaitAll is set to TRUE) event objects or a timeout with:
DWORD WINAPI WaitForMultipleObjects(...);
The return value is:
WAIT_TIMEOUT
Is there an easy way to check each event to find the one(s) that was(where) not set?
As an example :
HANDLE evt1 = ....
HANDLE evt2 = ....
HANDLE evt3 = ....
HANDLE evts[3] = ....
DWORD ret = ::WaitForMultipleObjects(3, evts, TRUE, 10000);
After 10 sec :
'ret' is WAIT_TIMEOUT.
evt1 is set
evt2 is NOT set
evt3 is set
The return value tells me "The time-out interval elapsed and the conditions specified by the bWaitAll parameter are not satisfied.", but not which one were signaled and which one were not.
Thanks,
Yes, after WaitForMultipleObjects() returned call WaitForSingleObject() for each event specifying zero timeout.
It will return WAIT_TIMEOUT for events that are not signalled and WAIT_OBJECT_0 for signalled events. Don't forget to check for WAIT_FAILED.
Surely each event state might have been changed compared to the states they had at the moment WaitFormultipleObjects() returned.
OK. Total rewrite after having the question explained to me better in the comments.
So if I'm understanding this right now, you are calling WaitForMultipleObjects with bWaitAll set to true, and when you get WAIT_TIMEOUT back from it, want to figure out which objects are holding up the works.
In that case, I'm with sharptooth, sort of. You can call WaitForSingleObject with a 0 timeout for each object. The problem with doing this is that it has side-effects for some objects. For example, if you do this on a mutex and it succeeds, you not only know it wasn't the culprit, but you now own the mutex. If that isn't what you want, you'll have to know to immediately release it.
Any apporach you take is going to be subject to race conditions. Since you are outside of the "atomic" wait call, you could go through the process and discover that now they are all ready. You could get back a set of ready/unready that isn't what you actually had inside the wait call.
Ick.
None of this work, as WaitForSingleObject() will trigger an auto-reset event even when timeout is 0.
(Contrary to what MSDN says).
If your call returns WAIT_TIMEOUT it means that NONE of the objects you waited for was signalled..