Mutual Exclusion(Peterson's Algorithm) - concurrency

I am looking at Peterson's Algorithm(mutual exclusion for 2 processes) My question is what if no processes has entered a critical section yet and P0 wants to enter a critical section for the first time, then P1's Flag would be false, so how does P0 enter it's critical section? The condition for P0 to enter it's critical section depends on our flag for P1 to be true.
Code:
//flag[] is boolean array; and turn is an integer
flag[0] = false;
flag[1] = false;
turn;
P0: flag[0] = true;
turn = 1;
while (flag[1] == true && turn == 1)
{
// busy wait
}
// critical section
...
// end of critical section
flag[0] = false;
P1: flag[1] = true;
turn = 0;
while (flag[0] == true && turn == 0)
{
// busy wait
}
// critical section
...
// end of critical section
flag[1] = false;

The condition for P0 to enter it's critical section depends on our flag for P1 to be true.
No it doesn't. The statement...
while (flag[1] == true && turn == 1) { ... }
Is busy-waiting for the flag for P1 to stop being true. That is: P0 waits for P1 to leave its critical section. Since P1 has not yet entered its critical section, P0 doesn't busy-wait and enters the critical section correctly.

Related

How to run main statement and else statement only once, inside loop?

So I'm trying to add controller support to an old game, but am having some trouble with the logic. I need to execute a command once a trigger is pressed, one time. Otherwise I need to execute a command one time if the trigger is released. All inside a while loop, I know I'm missing something obvious. I'm having trouble only sending the -attack command once.
while (true) {
Sleep(100);
bool flag = false;
if ((gamepad.rightTrigger == 1) && (flag == false))
{
SendCommandToConsole(0, 0, "+attack");
flag = true;
}
else if ((gamepad.rightTrigger == 0) && (flag == true))
{
SendCommandToConsole(0, 0, "-attack");
}
}
Let me show you my proposal:
bool flag = false;
while (true) {
Sleep(100);
if ((gamepad.rightTrigger == 1) && (!flag))
{
SendCommandToConsole(0, 0, "+attack");
flag = true;
}
else if ((gamepad.rightTrigger == 0) && flag)
{
SendCommandToConsole(0, 0, "-attack");
}
}
You see three things:
flag is declared outside of the while-loop, which has been proposed before and which is the answer to your question.
Don't check for flag == true or flag == false, just for flag or !flag, this improves the readability of your code.
I removed some obsolete empty lines. It's ok to leave an empty line between different parts of your source code, but it's advised to keep if-, then-, else-loops together, also for readability purposes.

My game of Snake crashes when you eat an apple, and the apple spawns inside your body after picking a new position (C++, SDL)

I thought I'd attempt to make Snake since it is a pretty easy game to make. I was having an issue where the apple would spawn inside the snakes body, and so I came up with a way to prevent that from happening:
void getRandomApplePos() {
// variable that tells the while loop whether the moving of the apple was successful
bool success;
// variable that is set to false if the apple is inside the snakes body
bool appleNotInside;
// Tells the collision to stop testing for collision until the apple has successfully moved
bool appleHasMoved;
// sets the variables
success = false;
appleNotInside = false;
appleHasMoved = false;
// while the apple spawns inside the snake, it keeps generating new positions
while (!success) {
// random seed
srand((unsigned int)time(NULL));
// gets a random position
int randomX = rand() % 769;
int randomY = rand() % 673;
// resets the two variables if this while loop as ran again
apple.delta_pos_x = 0;
apple.delta_pos_y = 0;
// checks to see if the apple has spawned in the same exact position
while (apple.delta_pos_x == 0 && apple.delta_pos_y == 0) {
// gets the previous poition of the apple
apple.prevPos_x = apple.x;
apple.prevPos_y = apple.y;
// picks a new apple position
apple.x = round((randomX) / 32) * 32;
apple.y = round((randomY) / 32) * 32;
// gets the new apple position
apple.currentPos_x = apple.x;
apple.currentPos_y = apple.y;
// sets the difference between the positions, if it's 0, then it has spawned in the same exact location
apple.delta_pos_x = (float)(apple.currentPos_x - apple.prevPos_x);
apple.delta_pos_y = (float)(apple.currentPos_y - apple.prevPos_y);
}
// checks to see if the snake length is only one, as to make the list not go out of index
if (snake.bodyLength == 1) {
// if the apple happens to spawn inside the snake with a length of 1, it will add false to the appleInSnake vector, else it adds true
if (apple.x == snakeBody[0][0] && apple.y == snakeBody[0][1]) {
appleNotInside = false;
appleInSnake.push_back(appleNotInside);
}
else {
appleNotInside = true;
appleInSnake.push_back(appleNotInside);
}
}
else {
// if the apple happens to spawn inside the currently compared snakeBodyPosition, it will add false to the appleInSnake vector, else it adds true
for (int i = 0; i < snakeBody.size(); i++) {
if (apple.x == snakeBody[i][0] && apple.y == snakeBody[i][1]){
appleNotInside = false;
appleInSnake.push_back(appleNotInside);
}
else {
appleNotInside = true;
appleInSnake.push_back(appleNotInside);
}
}
}
// if false appears inside the appleInSnake vector at all, it sets success to false and goes through the loop again. Else it breaks out.
if (std::find(appleInSnake.begin(), appleInSnake.end(), false) != appleInSnake.end()) {
success = false;
}
else {
success = true;
}
//clears appleInSnake so that it can take in a new comparision
appleInSnake.clear();
}
// tells the collision to start back up again
appleHasMoved = true;
}
So, whenever the apple does end up spawning inside of the snakes body, it crashes, just outright. I suspect some kind of infinite loop, but I can't put my finger on why this happens.
You are initializing your random number generator within your loop.
Note that the RNG is deterministic. It means that you will end up drawing the same numbers all over again as in the previous loop.
Initialize the RNG once at the start of your program. This way, the numbers drawn may be expected to be different within every loop.
You might wonder, that the crude use of time() should prevent this. A typical implementation of time() will have the granularity of seconds. So you would only expect the return value to change once a second, hence, you get the same initialization over and over again in your loop.

Omnet++ A cRuntimeError exception is about to be thrown std::length_error: basic_string::_M_create

so I get this error when i run my code
Error in module (TraCIDemoRSU11p) RSUExampleScenario.rsu[0].appl (id=8) at event #4000, t=45.40151998544: std::length_error: basic_string::_M_create.
TRAPPING on the exception above, due to a debug-on-errors=true configuration option. Is your debugger ready?
it shows that I have this issue at this line after looping multiple times
VehTD = *iteh2;
please be informed that I'm trying to remove from this vehicle list to another vehicle list and delete the moved items.
std::list<std::pair<std::string,std::string>>::const_iterator iteh2 = waitingList.begin();
for (std::list<std::pair<std::string,std::string>>::const_iterator iteh = waitingList.begin(); iteh != waitingList.end() && !waitingList.empty(); ){
iteh2 = iteh;
cout<<"Veh ID TF 1:";
cout<<VehTD.first<<endl;
cout<<VehTD.second<<endl;
VehTD = *iteh2;
cout<<"Veh ID TF 2:";
cout<<VehTD.first<<endl;
cout<<VehTD.second<<endl;
CompareResult3 = Locks(Locked,VehTD.second);
if(CompareResult3.second == 1 || CompareResult3.second == 2 ){
//remove from waiting and add to crossing
std::string ehk = "";
simtime_t VehicleT = simTime();
std::pair<std::pair<std::string, std::string>, simtime_t> VehicleWithTime;
crossingList.push_back(VehTD);
iteh2 = waitingList.erase(iteh2);
}
else{
++iteh;
}
}
}
I'm using Oment++ 5.0 and veins 4.4
I put a try and catch at this function, and it seems that the exception happens towards the end of the list.
Update:
I have this output:
WCounter 1
WCounter 2
Moving from waiting list Timer Function Exception
WCounter 1
WCounter 2
WCounter 3
Moving from waiting list Timer Function Exception
WCounter 1
WCounter 2
Moving from waiting list Timer Function Exception
The WCounter is a variable to show how many times it looped before having the exception at the point explained earlier.
based on request I added the locks function:
std::pair<std::list<std::string>,int> TraCIDemoRSU11p::Locks(std::list<std::string> alreadyLocked, std::string laneNo){
bool debugL;
//create variables for the lanes for easier use
try{
debugL = false;
zero = "171270266#0_0";
one = "171270266#0_1";
two = "-171270025#1_0";
three = "-171270025#1_1";
four = "-171270266#1_0";
five = "-171270266#1_1";
six = "171270025#0_0";
seven = "171270025#0_1";
//create lists of locks
Locks0 = Locks1 = Locks2 = Locks3 = Locks4 = Locks5 = Locks6 = Locks7 = RequestToLock = {};
CounterOfSimilarLanes = 0;
//set of 0 ,Locks0;
Locks0.push_back(zero);
Locks0.push_back(five);
Locks0.push_back(seven);
//set of 1 ,Locks1;
Locks1.push_back(one);
Locks1.push_back(three);
Locks1.push_back(six);
//set of 2 ,Locks2;
Locks2.push_back(one);
Locks2.push_back(two);
Locks2.push_back(seven);
//set of 3 ,Locks3;
Locks3.push_back(zero);
Locks3.push_back(three);
Locks3.push_back(five);
//set of 4 ,Locks4;
Locks4.push_back(one);
Locks4.push_back(three);
Locks4.push_back(four);
//set of 5 ,Locks5;
Locks5.push_back(two);
Locks5.push_back(five);
Locks5.push_back(seven);
//set of 6 ,Locks6;
Locks6.push_back(three);
Locks6.push_back(five);
Locks6.push_back(six);
//set of 7 ,Locks7;
Locks7.push_back(one);
Locks7.push_back(four);
Locks7.push_back(seven);
//This is the request to lock from the vehicle using its lane number
if (laneNo == zero ){
RequestToLock.insert(RequestToLock.end(),Locks0.begin(),Locks0.end());
}else if (laneNo == one){
RequestToLock.insert(RequestToLock.end(),Locks1.begin(),Locks1.end()) ;
}else if (laneNo == two){
RequestToLock.insert(RequestToLock.end(),Locks2.begin(),Locks2.end()) ;
}else if (laneNo == three){
RequestToLock.insert(RequestToLock.end(),Locks3.begin(),Locks3.end()) ;
}else if (laneNo == four){
RequestToLock.insert(RequestToLock.end(),Locks4.begin(),Locks4.end()) ;
}else if (laneNo == five){
RequestToLock.insert(RequestToLock.end(),Locks5.begin(),Locks5.end()) ;
}else if (laneNo == six){
RequestToLock.insert(RequestToLock.end(),Locks6.begin(),Locks6.end()) ;
}else if (laneNo == seven){
RequestToLock.insert(RequestToLock.end(),Locks7.begin(),Locks7.end()) ;
}
} //if the already locked from the controller is empty so we take the requested lock
catch(const std::exception &e){
cout<<"Preparing Locks Algorithm Exception"<<endl;
}
try{
if (alreadyLocked.empty()){
markOfLocks = 0;
alreadyLocked.insert(alreadyLocked.end(),RequestToLock.begin(),RequestToLock.end()) ;
Locked.insert(Locked.end(),RequestToLock.begin(),RequestToLock.end()) ;
if (debugL == true){
cout<<"First Lock in the locking algorithm"<<endl;
// dumplistLock(Locked);
}
ReturnOfLocks = make_pair(alreadyLocked,markOfLocks);
}else{ // if the already locked by the controller isnt empty, so we need to compare the request with it
//Search for similar items in the 2 lists
for(std::list<std::string>::/*const_*/iterator it_1 = alreadyLocked.begin();it_1 != alreadyLocked.end();)
{
for(std::list<std::string>::/*const_*/iterator it_2 = RequestToLock.begin(); it_2 != RequestToLock.end();)
{
if(*it_1 == *it_2)
{
++CounterOfSimilarLanes;
}
++it_2;
}
++it_1;
}
if (RequestToLock == alreadyLocked){
markOfLocks = 1;
Locked.clear();
Locked = {};
Locked.insert(Locked.end(),alreadyLocked.begin(),alreadyLocked.end()) ;
if (debugL == true){
cout<<"Same Lane"<<endl;
dumplistLock(Locked);
}
ReturnOfLocks = make_pair(alreadyLocked,markOfLocks);
}else if(CounterOfSimilarLanes == 0){ //if the request is concurrent meaning totally different locks
markOfLocks = 2;
//alreadyLocked.insert(alreadyLocked.end(),RequestToLock.begin(),RequestToLock.end()) ;
Locked.clear();
Locked = {};
Locked.insert(Locked.end(),alreadyLocked.begin(),alreadyLocked.end()) ;
if (debugL == true){
cout<<"Concurrent Lane"<<endl;
dumplistLock(Locked);
}
}else if(CounterOfSimilarLanes == 1 || CounterOfSimilarLanes == 2){ // if there's a similarity is 1 lock at least so it leads to conflict
markOfLocks = 3;
Locked.clear();
Locked = {};
Locked.insert(Locked.end(),alreadyLocked.begin(),alreadyLocked.end()) ;
if (debugL == true){
cout<< "opposite Lane"<<endl;
dumplistLock(Locked);
}
ReturnOfLocks = make_pair(alreadyLocked,markOfLocks);
}else{
markOfLocks = 1;
Locked.clear();
Locked.insert(Locked.end(),alreadyLocked.begin(),alreadyLocked.end()) ;
if (debugL == true){
cout<<"default case"<<endl;
dumplistLock(Locked);
}
ReturnOfLocks = make_pair(alreadyLocked,markOfLocks);
}
}
}catch(const std::exception &e){
cout<<"Lock Cases Exceptions"<<endl;
}
try{
return ReturnOfLocks;
}catch(const std::exception &e){
cout<<"No Return of Locks in Locks Alg Exception"<<endl;
}
}
so I changed the for loop to a while loop and it didn't show an exception, and not sure why.
therefore the loop looks like this now:
//while loop instead.
std::list<std::pair<std::string,std::string>>::iterator iterwil = waitingList.begin();
std::pair<std::string, std::string> Vehwil ;
while (iterwil != waitingList.end()){
Vehwil = *iterwil;
CompareResult3 = Locks(Locked,Vehwil.second);
if(CompareResult3.second == 1 || CompareResult3.second == 2 ){
crossingList.push_back(Vehwil);
waitingList.erase(iterwil++);
}else{
++iterwil;
}
}
if someone has a valid reason to enlighten me on why the while loop works with no exception unlike the for loop that would be great. ^^"
You should use iterator instead of const_iterator because you modify (i.e. delete) indicated element.
By the way, in the code iteh2 is unnecessary - iteh is sufficient as well as VehicleT and ehk variables are not used and may be removed.

Fastest and safest way to call functions in extern process

Describtion of the problem:
we need to call a function in extern process as fast as possible. Boost interprocess shared memory is used for communication. The extern process is either mpi master or a single executable. The calculation time of the function lies between 1ms and 1s. The function should be called up to 10^8-10^9 times.
I've tried a lot of possibilities, but I still have some problems with each of them. Here I introduce two of best working implementations
Version 1 ( using intreprocess conditions )
Main-process
bool calculate(double& result, std::vector<double> c){
// data_ptr is a structure in shared memoty
data_ptr_->validCalculation = false;
bool timeout = false;
// write data (cVec_ is a vector in shared memory )
cVec_->clear();
for (int i = 0; i < c.size(); ++i)
{
cVec_->push_back(c[i]);
}
// cond_input_data is boost interprocess condition
data_ptr_->cond_input_data.notify_one();
boost::system_time const waittime = boost::get_system_time() + boost::posix_time::seconds(maxWaitTime_in_sec);
// lock slave process
scoped_lock<interprocess_mutex> lock_output(data_ptr_->mutex_output);
// wait till data calculated
timeout = !(data_ptr_->cond_output_data.timed_wait(lock_output, waittime)); // true if timeout, false if no timeout
if (!timeout)
{
// get result
result = *result_;
return data_ptr_->validCalculation;
}
else
{
return false;
}
};
Extern process runs a while-loop ( till abort condition is fullfilled)
do {
scoped_lock<interprocess_mutex> lock_input(data_ptr_->mutex_input);
boost::system_time const waittime = boost::get_system_time() + boost::posix_time::seconds(maxWaitTime_in_sec);
timeout = !(data_ptr_->cond_input_data.timed_wait(lock_input, waittime)); // true if timeout, false if no timeout
if (!timeout)
{
if (!*abort_flag_) {
c.clear();
for (int i = 0; i < (*cVec_).size(); ++i) //Insert data in the vector
{
c.push_back(cVec_->at(i));
}
// calculate value
if (call_of_function_here(result, c)) { // valid calculation ?
*result_ = result;
data_ptr_->validCalculation = true;
}
}
}
//Notify the other process that the data is avalible or we dont get the input data
data_ptr_->cond_output_data.notify_one();
} while (!*abort_flag_); // while abort flag is not set, check if some values should be calculated
This is best working version, but sometimes it holds up, if the calculation time is short (~1ms). I assume, it happens, if main-process reaches
data_ptr_->cond_input_data.notify_one();
earlier, than extern process is waiting on
timeout = !(data_ptr_->cond_input_data.timed_wait(lock_input, waittime));
waiting condition. So we have probably some kind of synchronisation problem.
Second condition does not help ( i.e. wait only if input data not set, similar to the anonymous condition example with message_in flag). Since, it is still possible, that one process notify the other one, before the second one is waiting for notification.
Version 2 ( using boolean flag and while loop with some delay )
Main-process
bool calculate(double& result, std::vector<double> c){
data_ptr_->validCalculation = false;
bool timeout = false;
// write data
cVec_->clear();
for (int i = 0; i < c.size(); ++i) //Insert data in the vector
{
cVec_->push_back(c[i]);
}
// this is the flag in shared memory used for communication
*calc_flag_ = true;
clock_t test_begin = clock();
clock_t calc_time_begin = clock();
do
{
calc_time_begin = clock();
boost::this_thread::sleep(boost::posix_time::milliseconds(while_loop_delay_m_s));
// wait till data calculated
timeout = (double(calc_time_begin - test_begin) / CLOCKS_PER_SEC > maxWaitTime_in_sec);
} while (*(calc_flag_) && !timeout);
if (!timeout)
{
// get result
result = *result_;
return data_ptr_->validCalculation;
}
else
{
return false;
}
};
and the extern process
do {
// we wait till input data is set
wait_begin = clock();
do
{
wait_end = clock();
timeout = (double(wait_end - wait_begin) / CLOCKS_PER_SEC > maxWaitTime_in_sec);
boost::this_thread::sleep(boost::posix_time::milliseconds(while_loop_delay_m_s));
} while (!(*calc_flag_) && !(*abort_flag_) && !timeout);
if (!timeout)
{
if (!*abort_flag_) {
c.clear();
for (int i = 0; i < (*cVec_).size(); ++i) //Insert data in the vector
{
c.push_back(cVec_->at(i));
}
// calculate value
if (call_of_local_function(result, c)) { // valid calculation ?
*result_ = result;
data_ptr_->validCalculation = true;
}
}
}
//Notify the other process that the data is avalible or we dont get the input data
*calc_flag_ = false;
} while (!*abort_flag_); // while abort flag is not set, check if some values should be calculated
The problem in this version is the delay-time. Since we have calculation times close to 1ms, we have to set the delay at least to this value. For smaller delays the cpu-load is high, for higher delays we lose a lot of performance due to not necessary waiting time
Do you have an idea how to improve one of this versions? or may be there is a better solution?
thx.

"printf" appears to be non-deterministic in Qt?

I know "printf" is standard-c and should be deterministic. But when run in Qt I see a more non-deterministic response(clock cycles). Could this be due to Qt adding some "pork" to its response?
I have multiple threads that make call to function that uses a mutex. When one thread enters it set a switch so the others can't until it is done. Things appeared to work ok for acouple seconds and then threads appeared to be killed off from 10 to 1 thread. So I tried adding a delay: (k=k+1: no help), then (looping k=k+1: no help), (usleep works), and so does (printf) work at creating a random delay and allowing all threads to continue running.
void CCB::Write(int iThread)
{
static bool bUse = false;
bool bDone = false;
char cStr[20];
int posWrite;// = *m_posWrite; // issue of posWrite be altered with next extrance
long k = 0;
long m = 0;
m_threadCount++;
while(bDone == false){
if(bUse == false){
bUse = true;
posWrite = *m_posWrite;
memcpy(m_cmMessageCB + posWrite, &m_cmMessageWrite, sizeof(typeCanMessage));
memset(cStr, '\0', 20);
memcpy(cStr, (m_cmMessageCB + posWrite)->cMessage, 11); //fails: every 20
*m_posWrite = *m_posWrite + 1;
if(*m_posWrite == m_iNBufferLength)
*m_posWrite = 0;
bDone = true;
bUse = false;
}else if(bUse == true){
//why are threads being killed ?
// printf("T%d_%d ", iThread, m_threadCount);//non-deterministic value ?
usleep(1);//non-deterministic value
//k++;//delay of a couple clock cycles was not enough
/*
for(k = 0; k < iThread * 100; k++){//deterministic and fails to resolve thread problem
m++;
}
*/
}
}
}