In our application, there is a heavy use of win32 HANDLEs, using CreateEvent, SetEvent/ResetEvent, so as to perform synchronization mechanisms.
A colleague of mine has asked me if accessing the HANDLEs for events was thread-safe.
I could not answer, since HANDLEs are not thread safe for any GDI object...
But since events are aimed towards multithread synchronization, I could not imagine they arent thread safe.
Could you confirm this ?
All handles you obtain from functions in Kernel32 are thread-safe, unless the MSDN Library article for the function explicitly mentions it is not. There's an easy way to tell from your code, such a handle is closed with CloseHandle().
What you do with the handle may not necessarily be thread safe, Windows won't help when you call SetEvent() twice but WaitForSingleObject() only once. Which might be a threading race in your program, depending on how you use the event.
Depends on the type of handle.
A synchronization handle (like one created by CreateEvent) is by definition thread safe.
A file handle, when written to by multiple threads simultaneously, not so much.
Related
I would like to have your opinion for this general technical concept. (I am working on microsoft windows OS)
There is a Process, this process creates multiple threads for different tasks.
Main process: it is a windows service written by C# code.
There are several threads that are create inside the main process: Thread_01, Thread_02, ...
Inside Thread_01: There is a Wrapper dll written in managed C++ to consume DLL_01. (DLL_01 is a dll written by me in native C++ code, that provides some APIs: Add, Remove, Connect)
Add and Remove can run very fast, but Connect may take more than 10 seconds and blocks the caller until it finishes.
I am thinking to use std::async to do the Connect function code, and send the result through a callback to the caller (main process).
Is it a good approach? I heard we cannot create or it is better not to create any thread inside inner threads, is it true? If so, how about std::async ?
Any recommendation is appreciated.
Thanks in advance,
None of what you describe makes the use of threads inacceptable for your code.
As usual, threads have issues that need to be cared for:
Data races due to access to shared data.
Problems of ownership of resources is now not just "Who own what?" but "Who and when owns what?".
When a thread is blocked and you want to abort this operation, how do you cancel it without causing issues down the line? In your case, you must avoid calling the callback, when the receiver doesn't exist any more.
Concerning your approach of using a callback, consider std::future<> instead. This takes care of a few of the issues above, though some are only shifted to the caller instead.
I am implementing a function in library which takes a while (up to a minute). It initialize a device. Now generally any long function should run in its own thread and report to main thread when it completes but I am not sure since this function is in library.
My dilemma is this, even if I implement this in a separate thread, another thread in the application has to wait on it. If so why not let the application run this function in that thread anyways?
I could pass queue or mailbox to the library function but I would prefer a simpler mechanism where the library can be used in VB, VC, C# or other windows platforms.
Alternatively I could pass HWND of the window and the library function can post message to it when it completes instead of signaling any event. That seems like most practical approach if I have to implement the function in its own thread. Is this reasonable?
Currently my function prototype is:
void InitDevice(HANDLE hWait)
When initialization is complete than I signal bWait. This works fine but I am not convinced I should use thread anyways when another secondary thread will have to wait on InitDevice. Should I pass HWNDinstead? That way the message will be posted to the primary thread and it will make better sense with multithreading.
In general, when I write library code, I normally try to stay away from creating threads unless it's really necessary. By creating a thread, you're forcing a particular threading model on the application. Perhaps they wish to use it from a very simplistic command-line tool where a single thread is fine. Or they could use it from a GUI tool where things must be multi-threaded.
So, instead, just give the library user understanding that a function call is a long-term blocking call, some callback mechanism to monitor the progress, and finally a way to immediately halt the operation which could be used by a multi-threaded application.
What you do want to claim is being thread safe. Use mutexes to protect data items if there are other functions they can call to affect the operation of the blocking function.
If I call the same COM function from multiple threads to an in proc COM Dll, how thread safe is that?
Do all my objects in the COM DLL also need to be thread safe for this to work reliably?
COM takes care of threading on behalf of the COM server. The server publishes the kind of threading it supports with the ThreadingModel registry key. Very common settings are Apartment or Both. Free is very rare. A missing key is equivalent to Apartment.
COM requires a single-threaded apartment (STA) for apartment threaded servers. If you don't provide one (CoInitialize/Ex call) then it will create a dedicated thread for the server. A hard requirement for an STA thread is that it also pumps a Windows message loop. The message loop is the mechanism by which COM automatically marshals a method call from one thread to another.
So, the general answer to your question is, yes, it normally is thread-safe. There are still things that can go wrong. Deadlock is possible when a call is made from a worker thread but the STA thread isn't pumping. Or the server could be fibbing about the ThreadingModel it registered. Not uncommon with servers implemented in .NET. They get registered as Both, but there are few .NET classes that are actually thread-safe.
See this very detaled article. Basically COM will take care of synchronization - you don't need to bother. However in certain cases the consumer can experience significant slowdown because of synchronization.
Depends upon the COM objects threading model. If its free threaded then you are responsible for thread safety. If its in a single threaded apartment then you can only call it from one, and if it's in a multithreaded apartment, then you can can but as always you have to consider the implications for the object's state. there is a very good answer on SO Could you explain STA and MTA? explaining this.
I'm trying to improve the portability of a C++ app by using boost:threads instead of our own wrapper over Win32 threads, and the issue of graceful thread termination (again) rears its ugly head.
On pure win32, I 'interrupt' threads by using QueueUserAPC to throw a "thread_interrupt" exception which causes all RAII objects to cleanup on the way out, as described here. Any 'alertable' OS function can be interrupted in this way, so things like mutex waits, sleeps, serial and socket I/O are all possible interruption points.
However, boost:mutexes etc. aren't "alertable" by QueueUserAPC on win32 - they call things like Sleep(n) rather then SleepEx(n, true))
Boost threads do have an "interrupt" mechanism (which similarly involves throwing an exception) but it seems to have the drawback that ONLY boost::thread calls are interruptable, so a third-party socket library (for example) cannot be interrupted.
What to do? I could modify the boost source locally to make it interruptable, but that feels like a poor choice and I don't think helps the portability. Redesigning the entire app to remove the requirement for graceful thread shutdown is a similarly unappealing route...
I have an idea for a partial solution for Win32, but I have yet to test it:
My "thread interrupt" method could call both boost::thread.interrupt(), AND QueueUserAPC and The function invoked by QueueUserAPC would just call boost::interruption_point() to allow the boost interrupt to take control.
This should mean that the thread gets interrupted (but "differently") both when it's waiting on a boost synchronization object or an 'alertable' native windows one.
I have a main process that uses a single thread library and I can only the library functions from the main process. I have a thread spawned by the parent process that puts info it receives from the network into a queue.
I need to able to tell the main process that something is on the queue. Then it can access the queue and process the objects. The thread cannot process those objects because the library can only be called by one process.
I guess I need to use pipes and signals. I also read from various newsgroups that I need to use a 'self-trick' pipe.
How should this scenario be implemented?
A more specific case of the following post:
How can unix pipes be used between main process and thread?
Why not use a simple FIFO (named pipe)? The main process will automatically block until it can read something.
If it shouldn't block, it must be possible to poll instead, but maybe it will suck CPU. There probably exists an efficient library for this purpose.
I wouldn't recommend using signals because they are easy to get wrong. If you want to use them anyway, the easiest way I've found is:
Mask all signals in every thread,
A special thread handles signals with sigwait(). It may have to wake up another thread which will handle the signal, e.g. using condition variables.
The advantage is that you don't have to worry anymore about which function is safe to call from the handler.
The "optimal" solution depends quite a bit on your concrete setup. Do you have one process with a main thread and a child thread or do you have one parent process and a child process? Which OS and which thread library do you use?
The reason for the last question is that the current C++03 standard has no notion of a 'thread'. This means in particular that whatever solution your OS and your thread library offer are platform specific. The most portable solutions will only hide these specifics from you in their implementation.
In particular, C++ has no notion of threads in its memory model, nor does it have a notion of atomic operations, synchronization, ordered memory accesses, race conditions etc.
Chances are, however, that whatever library you are using already provides a solution for your problem on your platform.
I highly suggest you used a thread-safe queue such as this one (article and source code). I have personally used it and it's very simple to use. The API consist in simple methods such as push(), try_pop(), wait_and_pop() and empty().
Note that it is based on Boost.Thread.