Why isn’t ReadOnlyDictionary thread-safe? - concurrency

I’m looking for a readonly-dictionary to be accessed from multiple threads. While ConcurrentDictionary exposes such capabilities, I don’t want to have the overhead and the strange API.
.Net 4.5 while providing such a class, the documentation states that only static calls are safe.
I wonder why?

ReadOnlyDictionary is just a wrapper around any other dictionary. As such, it's only as thread-safe as the underlying dictionary.
In particular, if there's a thread modifying the underlying dictionary while another thread reads from the wrapper, there's no guarantee of safety.
If you want a ReadOnlyDictionary which is effectively immutable from all angles, you can create a clone of the original dictionary, create a ReadOnlyDictionary wrapper around that, and then not keep a reference to the clone anywhere. With only read operations going on, it should then be thread-safe. Of course, if the key or value types are mutable, that opens up a second degree of "thread-unsafety" to worry about.

Related

Can I make the data of an entire C++ class be std::atomic<>

I havea class, used for data storage, of which there is only a single instance.
The caller is message driven and has become too large and is a prime candidate for refactoring, such that each message is handled by a separate thread. However, these could then compete to read/write the data.
If I were using mutexes (mutices?), I would only use them on write operations. I don't think that matters here, as the data are atomic, not the functions which access the data.
Is there any easy way to make all of the data atomic? Currently it consists of simple types, vectors and objects of other classes. If I have to add std::atomic<> to every sub-field, I may as well use mutexes.
std::atomic requires the type to be trivially copyable. Since you are saying std::vector is involved, that makes it impossible to use it, either on the whole structure or the std::vector itself.
The purpose of std::atomic is to be able to atomically replace the whole value of the object. You cannot do something like access individual members or so on.
From the limited context you gave in your question, I think std::mutex is the correct approach. Each object that should be independently accessible should have its own mutex protecting it.
Also note that the mutex generally needs to protect writes and reads, since a read happening unsynchronized with a write is a data race and causes undefined behavior, not only unsynchronized writes.

Is Immutability more useful for concurrency?

It's usually said that immutable data structures are more "friendly" for concurrency programming. The explanation is that if a data structure is mutable and one thread modifies it, then another thread will "see" the previous mode of the data structure.
Although it's impossible to modify immutable data structure, if one needs to change it, it's possible to create a new data structure and give it the reference of the "old" data structure.
In my opinion, this situation is also not thread safe because one thread can access the old data structure and the second one can access the new data structure. If so, why is immutable data structure considered more thread-safe?
The idea here is that you can´t change an object once it has been created. Every object that is part of some structure is itself immutable. When you create new structure, and reuse some components of old structure, you still can´t change any internal value of any component that makes up this new structure. You can easily identify each structure by its root component reference.
Of course, you still need to make sure you swap them in thread safe fashion, this is usually done using variants of CAS (compare and swap) instructions. Or you can use functional programing, which idiom of functions without side-effects (take immutable input and produce new result) is ideal for thread safe, multi threaded programming.
There are many benefits to immutability over mutability, but that does not mean immutable is always better. Every approach has its benefits and applications. Take a look at this answer for more details on immutability uses. Also check this nicely written answer about mutability benefits in some circumstances.

Memory Management Design

I am having some issues designing the memory management for an Entity-Component system and am having some issues coming up with the detail of the design. Here is what I am trying to do (note that all of these classes except Entity are actually virtual, so will have many different specific implementations):
The Program class will have a container of Entity's. The Program will loop through the Entity's and call update on each of them. It will also have a few SubSystem's, which it will also update on each loop through.
Each Entity will contain two types of Component's. All of them will be owned by a unique_ptr inside the Entity since their lifetime is directly tied to the entity. One type, UpdateableComponent, will be updated when the Entity.update() method is called. The second type SubSystemComponent will be updated from within their respective SubSystem.
Now here are my two problems. The first is that some of the Component's will control the lifetime of their parent Entity. My current idea for this is that Component will be able to call a function parent.die() which would change an internal flag inside Entity. Then after Program finishes looping through its updates, it loops through a second time and removes each Entity which was marked for deletion during the last update. I don't know if this is an efficient or smart way to go about it, although it should avoid the problem of an Entity dieing while its Component's are still updating.
The second issue is that I am not sure how to reference SubSystemComponent's from within SubSystem. Since they are refered to by a unique_ptr from inside Entity, I can't use a shared_ptr or a weak_ptr, and a standard pointer would end up dangling when the Entity owning a component dies. I could switch to a shared_ptr inside the Entity for these, then use a weak_ptr in the SubSystem's, however I would prefer to not do this because the whole point is that Entity completely owns its Component's.
So 2 things:
Can my first idea be improved upon in a meaningful way?
Is there an easy way to implement a weak_ptr sort of functionality with unique_ptr, or should I just switch to shared_ptr and just make sure to not create more than one shared_ptr to the SubSystemComponent's
Can my first idea be improved upon in a meaningful way?
Hard to say without knowing more about the nature of the work being undertaken. For example, you haven't said anything about your use of threads, but it seems your design gives equal priority to all the possible updates by cycling through things in a set sequence. For some things where low latency is important, or there's some useful prioritorisation that would ideally be done, a looping sequence like that isn't good, while other times it's ideal.
There are other ways to coordinate the Component-driven removal of Entities from the Program:
return codes could bubble up to the loop over entities, triggering an erase from the container of Entities,
an Observer pattern or lambda/std::function could allow the Program to specify cleanup behaviour.
Is there an easy way to implement a weak_ptr sort of functionality with unique_ptr,
No.
or should I just switch to shared_ptr and just make sure to not create more than one shared_ptr to the SubSystemComponent's
It sounds like a reasonable fit. You could even wrap a shared_ptr in a non-copyable class to avoid accidental mistakes.
Alternatively - as for Entity destruction above - you could coordinate the linkage between SubSystem and SubSystemComponent using events, so the SubSystemComponent destructor calls back to the SubSystem. An Observer pattern is one way to do this, a SubSystemComponent-side std::function fed a lambda is even more flexible. Either way, the Subsystem removes the SubSystemComponent from its records.

What is the proper way to pass a c++ object from one thread to another using boost::thread?

what is the proper way of passing a C++ object (a map, vector, etc.) from one thread to another? I fear race conditions, stale values, etc. I am using boost threads.
Thanks in advance!
This depends solely of what this object "does". If it's self-contained, i.e. doesn't hold pointers/references to other objects that may be used in the originating thread - there seems to be no problem. If OTOH it does contain references to some data that still may be in use in the originating thread - its access should be synchronized.
And, of course, passing a complex object by-value should be avoided.

Accessing different data members belonging to the same object from 2 different thread in C++

I have a few objects I need to perform actions on from different threads in c++. I known it is necessary to lock any variable that may be used by more than one thread at the same time, but what if each thread is accessing (writing to) a different data member of the same object? For example, each thread is calling a different method of the object and none of the methods called modify the same data member. Is it safe as long as I don't access the same data member or do I need to lock the whole object anyway?
I've looked around for explanations and details on this topic but every example seems to focus on single variables or non-member functions.
To summarize:
Can I safely access 2 different data members of the same object from 2 different thread without placing a lock on the whole object?
It is effectively safe, but will strongly reduce the performance of your code if you do that often. Computers use things called "cache lines" and if two processors are working on the same cache line they'll have to pass it back & forth all the time, slowing your work down.
Yes, it is safe to access different members of one object by different thread.
I think you can do that fine. But you better be sure that that the method internals never change to access the same data or the calling program doesn't decide to call another method that another thread is already using etc.
So possible, but potentially dangerous. But then it will also be quicker because you'll be avoiding calls to get mutexes. Pick your poison.
Well, yes, OK you can do it but, as others have pointed out, you should not have to. IMHO, access to data members should be via getter/setter methods so that any necessary mutexing/criticalSectioning/semaphoring/whatever is encapsulated within the object.
Is it safe as long as I don't access the same data member or do I need to lock the whole object anyway?
The answer totally depends upon the design of the class, However I would still say that it is always recommended to think 100 times before allowing multiple threads to access same object. Given the fact, If you are sure that the data is really independent their is NO need to lock the whole object.
Then a different question arises, "If variables are indeed independent Why they are in same class ?" Be careful threading kills if mistaken.
You might want to be careful. See for example http://gcc.gnu.org/ml/gcc/2012-02/msg00032.html
Depending on how the fields are accessed, you might run across similar hard to find problems.