Simultaneous first time access of singleton class from two different threads - c++

In my C++ project I have a singleton class. During project execution, sometimes the same singleton class is accessed from two different thread simultaneously. Resulting in two instances of the singleton class is produced, which is a problem.
How to handle such a cases?

Then it's not a singleton :-)
You'll probably need to show us some code but your basic problem will be with the synchronisation areas.
If done right, there is no way that two threads can create two objects of the class. In fact, the class itself should be the place where the singleton nature is being enforced so that erroneous clients cannot corrupt the intent.
The basic structure will be:
lock mutex
if instance doesn't exist:
instance = new object
unlock mutex
Without something like mutex protection (or critical code section or any other manner in which you can guarantee at the language/library level that two threads can't run the code simultaneously), there's a possibility that thread one may be swapped out between the check and the instantiation, leading to two possible instances of your "singleton".
And, as others will no doubt suggest, singletons may well be a bad idea. I'm not quite in the camp where every use is wrong, the usual problem is that people treat them as "god" objects. They can have their uses but there's often a better way, though I won't presume to tell you you need to change that, since I don't know your use case.

If you get two different instances in different threads you are doing something wrong. Threads, unlike processes, share their memory. So memory allocated in one thread (e.g. for an object instance) is also usable in the other.

If your singleton getting two copies its not guarded with mutex. lock a mutex when getting/accessing/setting the internal object.
I believe You are done something like this if(!_instance)_instance = new Singleton() there lies a critical section. which you need to safe guard with a mutex.

Do not use a singleton, It is a well known Anti-Pattern.
A good read:
Singletons: Solving problems you didn’t know you never had since 1995
If you still want to persist and go ahead with it for reasons known only to you, What you need is a thread safe singleton implementation, something like this:
YourClass* YourClass::getInstance()
{
MutexLocker locker(YourClass::m_mutex);
if(!m_instanceFlag)
{
m_instance = new YourClass();
m_instanceFlag = true;
}
return m_instance;
}
Where MutexLocker is a wrapper class for an normally used Mutex, which locks the mutex when creating its instance and unlocks the mutex the function ends.

Related

How to expose a thread-safe interface that allocate resources?

I'm trying to expose a C interface for my C++ library. This notably involve functions that allow the user to create, launch, query the status, then release a background task.
The task is implemented within a C++ class, which members are protected from concurrent read/write via an std::mutex.
My issue comes when I expose a C interface for this background task. Basically I have say the following functions (assuming task_t is an opaque pointer to an actual struct containing the real task class):
task_t* mylib_task_create();
bool mylib_task_is_running(task_t* task);
void mylib_task_release(task_t* task);
My goal is to make any concurrent usage of these functions thread-safe, however I'm not sure exactly how, i.e. that if a client code thread calls mylib_task_is_running() at the same time that another thread calls mylib_task_release(), then everything's fine.
At first I thought about adding an std::mutex to the implementation of task_t, but that means the delete statement at the end of mylib_task_release() will have to happen while the mutex is not held, which means it doesn't completely solve the problem.
I also thought about using some sort of reference counting but I still end up against the same kind of issue where the actual delete might happen right after a hypothetical retain() function is called.
I feel like there should be a (relatively) simple solution to this but I can't quite put my hand on it. How can I make it so I don't have to force the client code to protect accesses to task_t?
if task_t is being deleted, you should ensure that nobody else has a pointer to it.
if one thread is deleting task_t and the other is trying to acquire it's mutex, it should be apparent that you should not have deleted the task_t.
shared_ptrs are a great help for this.

Thread safety among classes with other classes for private variables

I'm writing a game engine (for fun), and have a lot of threads running concurrently. I have a class which holds an instance of another class as a private variable, which in turn holds and instance of a different class as a private variable. My question is, which one of these classes should I strive to make thread safe?
Do I make all of them thread safe, and have each of them protect their data with a mutex, do I make just one of them thread safe, and assume that anybody using my code must understand that if you are using underlying classes they aren't inherently thread safe.
Example:
class A {
private:
B b;
}
class B {
private:
C c;
}
class C {
// data
}
I understand I need every class's data to avoid being corrupted via a data race, however I would like to avoid throwing a ton of mutexes on every single method of every class. I'm not sure what the proper convention is.
You almost certainly don't want to try to make every class thread-safe, since doing so would end up being very inefficient (with lots of unnecessary locking and unlocking of mutexes for no benefit) and also prone to deadlocks (the more mutexes you have to lock at once, the more likely you are to have different threads locking sequences of mutexes in a different order, which is the entry condition for a deadlock and therefore your program freezing up on you).
What you want to do instead if figure out which data structures needs to be accessed by which thread(s). When designing your data structures, you want to try to design them in such a way that the amount of data shared between threads is as minimal as possible -- if you can reduce it to zero, then you don't need to do any serialization at all! (you probably won't manage that, but if you do a CSP/message-passing design you can get pretty close, in that the only mutexes you ever need to lock are the ones protecting your message-passing queues)
Keep in mind also that your mutexes are there not just to "protect the data" but also to allow a thread to make a series of changes appear to be atom from the viewpoint of the other threads that might access that data. That is, if your thread #1 needs to make changes to objects A, B, and C, and all three of those objects each have their own mutex, which thread #1 locks before modifying the object and then unlocks afterwards, you can still have a race condition, because thread #2 might "see" the update half-completed (i.e. thread #2 might examine the objects after you've updated A but before you've updated B and C). Therefore you usually need to push your mutexes up to a level where they cover all the objects you might need to change in one go -- in the ABC example case, that means you might want to have a single mutex that is used to serialize access to A, B, and C.
One way to approach it would be to start with just a single global mutex for your entire program -- anytime any thread needs to read or write any data structure that is accessible to other threads, that is the mutex it locks (and unlocks afterwards). That design probably won't be very efficient (since threads might spend a lot of time waiting for the mutex), but it will definitely not suffer from deadlock problems. Then once you have that working, you could look to see if that single mutex is actually a noticeable performance bottleneck for you -- if not, you're done, ship your program :) OTOH if it is a bottleneck, you can then analyze which of your data structures are logically independent from each other, and split your global mutex into two mutexes -- one to serialize access to subset A of the data structures, and another one to serialize access to subset B. (Note that the subsets don't need to be equal size -- subset B might contain just one particular data structure that is critical to performance) Repeat as necessary until either you're happy with performance, or your program starts to get too complicated or buggy (in which case you might want to dial the mutex-granularity back again a bit in order to regain your sanity).

Possible bug with simultaneous write to the same memory region in boost::mutex constructor

As was previously discussed in this question, a pre-C++11 implementation can execute code in the way when several threads simultaneously call constructor for the same object with static storage duration.
In boost::mutex implementation there's initialize function that is called from its constructor and contains the following code:
void initialize()
{
active_count=0;
event=0;
}
Well, it seems for me that it's UB since we can have situation when several threads simultaneously write 0 to the same memory region, isn't it?
Yes. If you simultaneously construct a mutex in the same memory location from different threads then you're invoking UB.
Of course, that scenario is really really hard to achieve.
Update
Ok, it has become apparent that the question is about initialization of function-local statics pre c++11. Although this has nothing to do with boost::mutex, per se, I can confirm that, indeed, boost::mutex construction is also unsafe for cases like that.
(Mutexes that coordinate access to a shared resource typically need to precede access to the resource. When the mutex itself is a shared resource before it is created, you're doing it wrong.
You need existing synchronization to coordinate access to the are in which you construct new mutexes if you even need to do something like this.)

Is it this safe to do C++ Singleton first instance creation?

To my understanding, if the Singleton::instance() is called in different thread, there might be some problem if both call refer to the first construction of the actual instance.
So if I move the first Singleton::instance() call to the very beginning of the program where no other threads are even created, will this be thread safe now?
Of course, all its member variable are protected by mutex guard when used.
This might open your eyes to a thread-safe Singleton and how easy it isn't.
http://silviuardelean.ro/2012/06/05/few-singleton-approaches/
As per before, it's not very robust if you're requiring it to be created before any threads are kicked off.
Worth noting though, if you compile with C++11, then doing as Brian said (static storage + static method) guarantees thread safety. With any previous versions you will need a mutex, and will run into the caveats mentioned in the link I shared.
So if I move the first Singleton::instance() call to the very beginning of the program where no other threads are even created, will this be thread safe now?
Yes, but this element is not within the Singleton's design and would likely be more robust if it were.
You can often allocate it at file scope or in function scope with static storage within a static method. Verify that your compiler generates exclusion around it or add your own mutex there.
Yes, performing the initial instantiation when you can guarantee there is just one thread extant clearly protects it from other threads causing race conditions.
It doesn't feel terribly robust, though. At the very least, plaster the area with warning comments.
Maybe then you don't need lazy initialization of singleton instance?
If you actually want it then you can protect singleton instance with mutex when you construct it.
Just remember not to put in the header.
If you put the implementation in the header, it may be generated in every compilation unit that uses it. Which means it won't be single.
Also don't compile it in static libraries. This can also lead to multiple instances if the code is linked and merges into several non-static libraries.
If there is no additional thread created yet and you make that move before those threads creation, I don't see a real scenario where you might have problems by using the singleton you already created in any new created multi-threaded environment.
The main thread-safe problem of singleton pattern into a multi-threaded environment is about how to prevent two or more "singleton" instances creation by different threads. I have described this scenario into "Multi-threaded environment" section here.

Running method while destroying the object

A few days ago my friend told me about the situation, they had in their project.
Someone decided, that it would be good to destroy the object of NotVerySafeClass in parallel thread (like asynchronously). It was implemented some time ago.
Now they get crashes, because some method is called in main thread, while object is destroyed.
Some workaround was created to handle the situation.
Ofcourse, this is just an example of not very good solution, but still the question:
Is there some way to prevent the situation internally in NotVerySafeClass (deny running the methods, if destructor was called already, and force the destructor to wait, until any running method is over (let's assume there is only one method))?
No, no and no. This is a fundamental design issue, and it shows a common misconception in thinking about multithreaded situations and race conditions in general.
There is one thing that can happen equally likely, and this is really showing that you need an ownership concept: The function calling thread could call the function just right after the object has been destroyed, so there is no object anymore and try to call a function on it is UB, and since the object does not exist anymore, it also has no chance to prevent any interaction between the dtor and a member function.
What you need is a sound ownership policy. Why is the code destroying the object when it is still needed?
Without more details about the code, a std::shared_ptr would probably solve this issue. Depending on your specific situation, you may be able to solve it with a more lightweight policy.
Sounds like a horrible design. Can't you use smart pointer to make sure the object is destroyed only when no-one holds any references to it?
If not, I'd use some external synchronization mechanism. Synchronizing the destructor with a method is really awkward.
There is no methods that can be used to prevent this scenario.
In multithread programming, you need to make sure that an object will not be deleted if there are some others thread still accessing it.
If you are dealing with such code, it needs fundamental fix
(Not to promote bad design) but to answer your two questions:
... deny running the methods, if destructor was called already
You can do this with the solution proposed by #snemarch and #Simon (a lock). To handle the situation where one thread is inside the destructor, while another one is waiting for the lock at the beginning of your method, you need to keep track of the state of the object in a thread-safe way in memory shared between threads. E.g. a static atomic int that is set to 0 by the destructor before releasing the lock. The method checks for the int once it acquires the lock and bails if its 0.
... force the destructor to wait, until any running method is over
The solution proposed by #snemarch and #Simon (a lock) will handle this.
No. Just need to design the program propertly so that it is thread safe.
Why not make use of a mutex / semaphore ? At the beginning of any method the mutex is locked, and the destructor wait until the mutex is unlocked. It's a fix, not a solution. Maybe you should change the design of a part of your application.
Simple answer: no.
Somewhat longer answer: you could guard each and every member function and the destructor in your class with a mutex... welcome to deadlock opportunities and performance nightmares.
Gather a mob and beat some design sense into the 'someone' who thought parallel destruction was a good idea :)