How can I use Boost condition variables in producer-consumer scenario? - c++

EDIT: below
I have one thread responsible for streaming data from a device in buffers. In addition, I have N threads doing some processing on that data. In my setup, I would like the streamer thread to fetch data from the device, and wait until the N threads are done with the processing before fetching new data or a timeout is reached. The N threads should wait until new data has been fetched before continuing to process. I believe that this framework should work if I don't want the N threads to repeat processing on a buffer and if I want all buffers to be processed without skipping any.
After careful reading, I found that condition variables is what I needed. I have followed tutorials and other stack overflow questions, and this is what I have:
global variables:
boost::condition_variable cond;
boost::mutex mut;
member variables:
std::vector<double> buffer
std::vector<bool> data_ready // Size equal to number of threads
data receiver loop (1 thread runs this):
while (!gotExitSignal())
{
{
boost::unique_lock<boost::mutex> ll(mut);
while(any(data_ready))
cond.wait(ll);
}
receive_data(buffer);
{
boost::lock_guard<boost::mutex> ll(mut);
set_true(data_ready);
}
cond.notify_all();
}
data processing loop (N threads run this)
while (!gotExitSignal())
{
{
boost::unique_lock<boost::mutex> ll(mut);
while(!data_ready[thread_id])
cond.wait(ll);
}
process_data(buffer);
{
boost::lock_guard<boost::mutex> ll(mut);
data_ready[thread_id] = false;
}
cond.notify_all();
}
These two loops are in their own member functions of the same class. The variable buffer is a member variable, so it can be shared across threads.
The receiver thread will be launched first. The data_ready variable is a vector of bools of size N. data_ready[i] is true if data is ready to be processed and false if the thread has already processed data. The function any(data_ready) outputs true if any of the elements of data_ready is true, and false otherwise. The set_true(data_ready) function sets all of the elements of data_ready to true. The receiver thread will check if any processing thread still is processing. If not, it will fetch data, set the data_ready flags, notify the threads, and continue with the loop which will stop at the beginning until processing is done. The processing threads will check their respective data_ready flag to be true. Once it is true, the processing thread will do some computations, set its respective data_ready flag to 0, and continue with the loop.
If I only have one processing thread, the program runs fine. Once I add more threads, I'm getting into issues where the output of the processing is garbage. In addition, the order of the processing threads matters for some reason; in other words, the LAST thread I launch will output correct data whereas the previous threads will output garbage, no matter what the input parameters are for the processing (assuming valid parameters). I don't know if the problem is due to my threading code or if there is something wrong with my device or data processing setup. I try using couts at the processing and receiving steps, and with N processing threads, I see the output as it should:
receive data
process 1
process 2
...
process N
receive data
process 1
process 2
...
Is the usage of the condition variables correct? What could be the problem?
EDIT: I followed fork's suggestions and changed the code to:
data receiver loop (1 thread runs this):
while (!gotExitSignal())
{
if(!any(data_ready))
{
receive_data(buffer);
boost::lock_guard<boost::mutex> ll(mut);
set_true(data_ready);
cond.notify_all();
}
}
data processing loop (N threads run this)
while (!gotExitSignal())
{
// boost::unique_lock<boost::mutex> ll(mut);
boost::mutex::scoped_lock ll(mut);
cond.wait(ll);
process_data(buffer);
data_ready[thread_id] = false;
}
It works somewhat better. Am I using the correct locks?

I did not read your whole story but if i look at the code quickly i see that you use conditions wrong.
A condition is like a state, once you set a thread in a waiting condition it gives away the cpu. So your thread will effectively stop running untill some other process/thread notifies it.
In your code you have a while loop and each time you check for data you wait. That is wrong, it should be an if instead of a while. But then again it should not be there. The checking for data should be done somewhere else. And your worker thread should put itself in waiting condition after it has done its work.
Your worker threads are the consumers. And the producers are the ones that deliver the data.
I think a better construction would be to make a thread check if there is data and notify the worker(s).
PSEUDO CODE:
//producer
while (true) {
1. lock mutex
2. is data available
3. unlock mutex
if (dataAvailableVariable) {
4. notify a worker
5. set waiting condition
}
}
//consumer
while (true) {
1. lock mutex
2. do some work
3. unlock mutex
4. notify producer that work is done
5. set wait condition
}
You should also take care of the fact that some thread needs to be alive in order to avoid a deadlock, means all threads in waiting condition.
I hope that helps you a little.

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();
}
}

Mutex blocking the thread in a producer-consumer problem

I have a fundamental question regarding the producer consumer problem. Please consider the below pseudo-code.
// Consumer. This is in the thread I created for asynchronous log writing
// so that I don't block the important threads with my silly log-writing
// operation
run()
{
mutex.lock(); // Line A
retrieveFromQueueAndWriteToFile();
mutex.unlock();
}
// producer. This function gets log messages from 'x' number of threads
add( string mylog )
{
mutex.lock(); // Line B, consider internal call to pthread_mutex_lock
Queue.push(mylog);
mutex.lock();
}
When the log writing operation is in progress in the consumer function the mutex lock is held there. So, when a new log comes in, at Line B, the mutex lock cannot be obtained in the add function. This blocks the important threads when log writing operation is happening.
Is this not the same as writing the log to the file with the other important threads itself. I don't see the point in creating a new thread to write the logs to a file when the important threads are being blocked anyways.
Any help appreciated.
You can split retrieveFromQueueAndWriteToFile to: retrieveFromQueue and writeLogToFile.
Something like this:
run()
{
mutex.lock(); // Line A
auto log = retrieveFromQueue();
mutex.unlock();
writeLogToFile(log); // this operation does not need a lock
}
Note:
If run is called only by one thread in an infinite loop, only the push and pop from the queue are locked, the write to file part of the operation is done by that thread without locking.

How to block a thread while other threads are waiting

I have a very specific problem to solve. I'm pretty sure someone else in the world has already encountered and solved it but I didn't find any solutions yet.
Here it is :
I have a thread that pop command from a queue and execute them asynchronously
I can call from any other thread a function to execute a command synchronously, bypassing the queue mechanism, returning a result, and taking priority of execution (after the current execution is over).
I have a mutex protecting a command execution so only one is executed at a time
The problem is, with a simple mutex, I have no certitude that a synchronous call will get the mutex before the asynchronous thread when in conflict. In fact, our test shows that the allocation is very unfair and that the asynchronous thread always win.
So I want to block the asynchronous thread while there is a synchronous call waiting. I don't know in advance how many synchronous call can be made, and I don't control the threads that make the calls (so any solution using a pool of threads is not possible).
I'm using C++ and Microsoft library. I know the basic synchronization objects, but maybe there is an more advance object or method suitable for my problem that I don't know.
I'm open to any idea!
Ok so I finally get the chance to close this. I tried some of the solution proposed here and in the link posted.
In the end, I combined a mutex for the command execution and a counter of awaiting sync calls (the counter is also protected by a mutex of course).
The async thread check the counter before trying to get the mutex, and wait the counter to be 0. Also, to avoid a loop with sleep, I added an event that is set when the counter is set to 0. The async thread wait for this event before trying to get the mutex.
void incrementSyncCounter()
{
DLGuardThread guard(_counterMutex);
_synchCount++;
}
void decrementSyncCounter()
{
DLGuardThread guard(_counterMutex);
_synchCount--;
// If the counter is 0, it means that no other sync call is waiting, so we notify the main thread by setting the event
if(_synchCount == 0)
{
_counterEvent.set();
}
}
unsigned long getSyncCounter()
{
DLGuardThread guard(_counterMutex);
return _synchCount;
}
bool executeCommand(Command* command)
{
// Increment the sync call counter so the main thread can be locked while at least one sync call is waiting
incrementSyncCounter();
// Execute the command using mutex protection
DLGuardThread guard(_theCommandMutex);
bool res = command->execute();
guard.release();
// Decrement the sync call counter so the main thread can be unlocked if there is no sync call waiting
decrementSyncCounter();
return res;
}
void main ()
{
[...]
// Infinite loop
while(!_bStop)
{
// While the Synchronous call counter is not 0, this main thread is locked to give priority to the sync calls.
// _counterEvent will be set when the counter is decremented to 0, then this thread will check the value once again to be sure no other call has arrived inbetween.
while(getSyncCounter() > 0)
{
::WaitForSingleObject (_counterEvent.hEvent(), INFINITE);
}
// Take mutex
DLGuardThread guard(_theCommandMutex);
status = command->execute();
// Release mutex
guard.release();
}
}

overhead of thread-synchronization via Events

I am experimenting with multithreaded synchronization at the moment. For a backround I have a set of about 100000 objects - possibly more - I want to process in different ways multiple times per second.
Now the thing concerning me most is the performance of the synchronization.
This is what I think should work just fine (I omitted all security aspects as this is just a testprogram and in case of an error the program will just crash ..). I wrote two funktions, the first to be executed by the main thread of the program, the second to be run by all additional threads.
void SharedWorker::Start()
{
while (bRunning)
{
// Send the command to start task1
SetEvent(hTask1Event);
// Do task1 (on a subset of all objects) here
// Wait for all workers to finish task1
WaitForMultipleObjects(<NumberOfWorkers>, <ListOfTask1WorkerEvents>, TRUE, INFINITE);
// Reset the command for task1
ResetEvent(hTask1Event);
// Send the command to start task2
SetEvent(hTask2Event);
// Do task2 (on a subset of all objects) here
// Wait for all workers to finish task2
WaitForMultipleObjects(<NumberOfWorkers>, <ListOfTask2WorkerEvents>, TRUE, INFINITE);
// Reset the command for task2
ResetEvent(hTask2Event);
// Send the command to do cleanup
SetEvent(hCleanupEvent);
// Do some (on a subset of all objects) cleanup
// Wait for all workers to finish cleanup
WaitForMultipleObjects(<NumberOfWorkers>, <ListOfCleanupWorkerEvents>, TRUE, INFINITE);
// Reset the command for cleanup
ResetEvent(hCleanupEvent);
}
}
DWORD WINAPI WorkerThreads(LPVOID lpParameter)
{
while (bRunning)
{
WaitForSingleObject(hTask1Event, INFINITE);
// Unset finished cleanup
ResetEvent(hCleanedUp);
// Do task1 (on a subset of all objects) here
// Signal finished task1
SetEvent(hTask1);
WaitForSingleObject(hTask2Event, INFINITE);
// Reset task1 event
ResetEvent(hTask1);
// Do task2 (on a subset of all objects) here
// Signal finished task2
SetEvent(hTask2);
WaitForSingleObject(hCleanupEvent, INFINITE);
// Reset update event
ResetEvent(hTask2);
// Do cleanup (on a subset of all objects) here
// Signal finished cleanup
SetEvent(hCleanedUp);
}
return 0;
}
To point out my requirements, I'll just give you a little example:
Say we got the 100000 objects from above, split into 8 subsets of 12500 objects each, a modern multicore processor with 8 logical cores. The relevant part is the time. All tasks must be performed in about 8ms.
My questions are now, can I get a significant boost in time from split processing or is the synchronization via events too expensive? or is there maybe even another way of synchronizing threads with less effort or process time if all the tasks need to be done this way?
If your processing of a single object is fast, do not split it between threads. The thread synchronization on windows will eat well over 50 ms on every context switch. This time is not used by system, but just the time when something else is running on a system.
However, if every object processing will take around 8ms, there is a point of scheduling the work across pool of threads. However, object processing may vary a bit, and in large counts worker threads would complete the work in a different moment.
Better approach is to organize a synchronized object queue, to which you add objects to process, and from which you take them from processing. Furthermore, as processing of a single object considerably lower, than scheduling interval of a thread, it is good to take them into processing thread in batches (like 10-20). You can estimate the best number of worker threads in your pool and the best size of a batch with tests.
So the pseudocode can look like:
main_thread:
init queue
start workers
set counter to 100000
add 100000 objects to queue
while (counter) wait();
worker_thread:
while (!done)
get up to 10 objects from queue
process objects
counter -= processed count
if (counter == 0) notify done

c++ Handling multiple threads in a main thread

I am a bit new to multi threading, so forgive me if these questions are too trivial.
My application needs to create multiple threads in a thread and perform actions from each thread.
For example, I have a set of files to read, say 50 and I create a thread to read these files using CreateThread() function.
Now this main thread creates 4 threads to access the file. 1st thread is given file 1, second file 2 and so on.
After 1st thread completed reading file 1 and gives main thread the required data, main thread needs to invoke it with file 5 and obtain data from it. Similar goes for all other threads until all 50 files are read.
After that, each thread is destroyed and finally my main thread is destroyed.
The issue I am facing is:
1) How to stop a thread to exit after file reading?
2) How to invoke the thread again with other file name?
3) How would my child thread give information to main thread?
4) After a thread completes reading the file and returns the main thread a data, how main thread would know which thread has provided the data?
Thanks
This is a very common problem in multi-threaded programming. You can view this as a producer-consumer problem: the main thread "produces" tasks which are "consumed" by the worker threads (s. e.g. http://www.mario-konrad.ch/blog/programming/multithread/tutorial-06.html) . You might also want to read about "thread pools".
I would highly recommend to read into boost's Synchronization (http://www.boost.org/doc/libs/1_50_0/doc/html/thread.html) and use boost's threading functionality as it is platform independent and good to use.
To be more specific to your question: You should create a queue with operations to be done (usually it's the same queue for all worker threads. If you really want to ensure thread 1 is performing task 1, 5, 9 ... you might want to have one queue per worker thread). Access to this queue must be synchronized by a mutex, waiting threads can be notified by condition_variables when new data is added to the mutex.
1.) don't exit the thread function but wait until a condition is fired and then restart using a while ([exit condition not true]) loop
2.) see 1.
3.) through any variable to which both have access and which is secured by a mutex (e.g. a result queue)
4.) by adding this information as the result written to the result queue.
Another advice: It's always hard to get multi-threading correct. So try to be as careful as possible and write tests to detect deadlocks and race conditions.
The typical solution for this kind of problem is using a thread pool and a queue. The main thread pushes all files/filenames to a queue, then starts a thread pool, ie different threads, in which each thread takes an item from the queue and processes it. When one item is processed, it goes on to the next one (if by then the queue is not yet empty). The main thread knows everything is processed when the queue is empty and all threads have exited.
So, 1) and 2) are somewhat conflicting: you don't stop the thread and invoke it again, it just keeps running as long as it finds items on the queue.
For 3) you can again use a queue in which the thread puts information, and from which the main thread reads. For 4) you could give each thread an id and put that together with the data. However normally the main thread should not need to know which thread exactly processed data.
Some very basic pseudocode to give you an idea, locking for threadsafety omitted:
//main
for( all filenames )
queue.push_back( filename );
//start some thread
threadPool.StartThreads( 4, CreateThread( queue ) );
//wait for threads to end
threadPool.Join();
//thread
class Thread
{
public:
Thread( queue q ) : q( q ) {}
void Start();
bool Join();
void ThreadFun()
{
auto nextQueueItem = q.pop_back();
if( !nextQueuItem )
return; //q empty
ProcessItem( nextQueueItem );
}
}
Whether you use a thread pool or not to execute your synchronies file reads, it boils down to a chain of functions or groups of functions that have to run serialized. So let's assume, you find a way to execute functions in parallel (be it be starting one thread per function or by using a thread pool), to wait for the first 4 files to read, you can use a queue, where the reading threads push there results into, the fifth function now pulls 4 results out of the queue (the queue blocks when empty) and processes. If there are more dependencies between functions, you can add more queues between them. Sketch:
void read_file( const std::string& name, queue& q )
{
file_content f= .... // read file
q.push( f )
}
void process4files( queue& q )
{
std::vector< file_content > result;
for ( int i = 0; i != 4; ++i )
result.push_back( q.pop() );
// now 4 files are read ...
assert( result.size() == 4u );
}
queue q;
thread t1( &read_file, "file1", q );
thread t2( &read_file, "file2", q );
thread t3( &read_file, "file3", q );
thread t4( &read_file, "file4", q );
thread t5( &process4files, q );
t5.join();
I hope you get the idea.
Torsten