Why does Sleep function disable my Mutex - c++

I found code online that displays how to use threads from a tutorial by redKyle. In the 'Race Condition' tutorial, he basically shows how two threads are sent to a function. The objective of the function is to print '.' and '#' in sequence one hundred times each. He provides the code to get this to work, he does NOT provide the code for the mutex. I have modified the code to include the mutex so that to prevent one thread from accessing the variable that holds the last character printed while another thread is accessing it.
I got the code to work. Great! However, I kept changing the sleep value between 1 and 50. The mutex code works fine. However, when i set sleep to 0 (or just comment it out) the mutex no longer works and the values are no longer printed in the correct manner (I no longer see 200 characters of strictly alternating '#' and '.').
The following is the code:
#include "stdafx.h"
#include <iostream>
#include <windows.h>
using namespace std;
static char lastChar='#';
//define a mutex
HANDLE mutexHandle = NULL;
//flag to specify if thread has begun
bool threadStarted = false;
void threadProc(int *sleepVal, int *threadID)
{
cout<<"sleepVal: "<<*sleepVal<<endl;
for (int i=0; i<100; i++)
{
char currentChar;
threadStarted = true;
while(!threadStarted){}
//lock mutex
WaitForSingleObject(mutexHandle, INFINITE);
if (lastChar == '#')
currentChar = '.';
else
currentChar = '#';
Sleep(*sleepVal);
lastChar = currentChar;
ReleaseMutex(mutexHandle);
threadStarted = false;
// cout<<"\nSleepVal: "<<*sleepVal<<" at: "<<currentChar;
cout<<currentChar;
}//end for
}//end threadProc
int main()
{
cout<<"Race conditions by redKlyde \n";
int sleepVal1 = 50;
int sleepVal2 = 30;
//create mutex
mutexHandle = CreateMutex(NULL, false, NULL);
//create thread1
HANDLE threadHandle;
threadHandle = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) threadProc, &sleepVal1, 0, NULL);
//create thread2
HANDLE threadHandle2;
threadHandle2 = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) threadProc, &sleepVal2, 0, NULL);
WaitForSingleObject(threadHandle, INFINITE);
WaitForSingleObject(threadHandle2, INFINITE);
cout<<endl<<endl;
CloseHandle(mutexHandle);
system("pause");
return 0;
}
So my question is: why does setting sleep to 0 void the mutex code.

Take notice that your print statement is not protected by the mutex, so one thread is free to print while the other is free to modify. By not sleeping, you're allowing the scheduler to determine the print order based upon the quantum of the thread.
There are some things wrong:
1) You should not be sleeping inside a held lock. This is almost never correct.
2) Any place your data is shared, you should be guarding with a lock. This means that the print statement should be in the lock, too.

Also, as a tip for future use of mutual exclusion, on Windows the best usermode mutex is the SRWLock followed by the CriticalSection. Use a handle-based synch object is much slower.

Related

Which types of memory_order should be used for non-blocking behaviour with an atomic_flag?

I'd like, instead of having my threads wait, doing nothing, for other threads to finish using data, to do something else in the meantime (like checking for input, or re-rendering the previous frame in the queue, and then returning to check to see if the other thread is done with its task).
I think this code that I've written does that, and it "seems" to work in the tests I've performed, but I don't really understand how std::memory_order_acquire and std::memory_order_clear work exactly, so I'd like some expert advice on if I'm using those correctly to achieve the behaviour I want.
Also, I've never seen multithreading done this way before, which makes me a bit worried. Are there good reasons not to have a thread do other tasks instead of waiting?
/*test program
intended to test if atomic flags can be used to perform other tasks while shared
data is in use, instead of blocking
each thread enters the flag protected part of the loop 20 times before quitting
if the flag indicates that the if block is already in use, the thread is intended to
execute the code in the else block (only up to 5 times to avoid cluttering the output)
debug note: this doesn't work with std::cout because all the threads are using it at once
and it's not thread safe so it all gets garbled. at least it didn't crash
real world usage
one thread renders and draws to the screen, while the other checks for input and
provides frameData for the renderer to use. neither thread should ever block*/
#include <fstream>
#include <atomic>
#include <thread>
#include <string>
struct ThreadData {
int numTimesToWriteToDebugIfBlockFile;
int numTimesToWriteToDebugElseBlockFile;
};
class SharedData {
public:
SharedData() {
threadData = new ThreadData[10];
for (int a = 0; a < 10; ++a) {
threadData[a] = { 20, 5 };
}
flag.clear();
}
~SharedData() {
delete[] threadData;
}
void runThread(int threadID) {
while (this->threadData[threadID].numTimesToWriteToDebugIfBlockFile > 0) {
if (this->flag.test_and_set(std::memory_order_acquire)) {
std::string fileName = "debugIfBlockOutputThread#";
fileName += std::to_string(threadID);
fileName += ".txt";
std::ofstream writeFile(fileName.c_str(), std::ios::app);
writeFile << threadID << ", running, output #" << this->threadData[threadID].numTimesToWriteToDebugIfBlockFile << std::endl;
writeFile.close();
writeFile.clear();
this->threadData[threadID].numTimesToWriteToDebugIfBlockFile -= 1;
this->flag.clear(std::memory_order_release);
}
else {
if (this->threadData[threadID].numTimesToWriteToDebugElseBlockFile > 0) {
std::string fileName = "debugElseBlockOutputThread#";
fileName += std::to_string(threadID);
fileName += ".txt";
std::ofstream writeFile(fileName.c_str(), std::ios::app);
writeFile << threadID << ", standing by, output #" << this->threadData[threadID].numTimesToWriteToDebugElseBlockFile << std::endl;
writeFile.close();
writeFile.clear();
this->threadData[threadID].numTimesToWriteToDebugElseBlockFile -= 1;
}
}
}
}
private:
ThreadData* threadData;
std::atomic_flag flag;
};
void runThread(int threadID, SharedData* sharedData) {
sharedData->runThread(threadID);
}
int main() {
SharedData sharedData;
std::thread thread[10];
for (int a = 0; a < 10; ++a) {
thread[a] = std::thread(runThread, a, &sharedData);
}
thread[0].join();
thread[1].join();
thread[2].join();
thread[3].join();
thread[4].join();
thread[5].join();
thread[6].join();
thread[7].join();
thread[8].join();
thread[9].join();
return 0;
}```
The memory ordering you're using here is correct.
The acquire memory order when you test and set your flag (to take your hand-written lock) has the effect, informally speaking, of preventing any memory accesses of the following code from becoming visible before the flag is tested. That's what you want, because you want to ensure that those accesses are effectively not done if the flag was already set. Likewise, the release order on the clear at the end prevents any of the preceding accesses from becoming visible after the clear, which is also what you need so that they only happen while the lock is held.
However, it's probably simpler to just use a std::mutex. If you don't want to wait to take the lock, but instead do something else if you can't, that's what try_lock is for.
class SharedData {
// ...
private:
std::mutex my_lock;
}
// ...
if (my_lock.try_lock()) {
// lock was taken, proceed with critical section
my_lock.unlock();
} else {
// lock not taken, do non-critical work
}
This may have a bit more overhead, but avoids the need to think about atomicity and memory ordering. It also gives you the option to easily do a blocking wait if that later becomes useful. If you've designed your program around an atomic_flag and later find a situation where you must wait to take the lock, you may find yourself stuck with either spinning while continually retrying the lock (which is wasteful of CPU cycles), or something like std::this_thread::yield(), which may wait for longer than necessary after the lock is available.
It's true this pattern is somewhat unusual. If there is always non-critical work to be done that doesn't need the lock, commonly you'd design your program to have a separate thread that just does the non-critical work continuously, and then the "critical" thread can just block as it waits for the lock.

Linux Multithreading - threads do not produce any output as expected

I am learning multi-threading in Linux platform. I wrote this small program to get comfort with the concepts. On running the executable, I could not see any error nor does it print Hi. Hence I made to sleep the thread after I saw the output. But still could not see the prints on the console.
I also want to know which thread prints at run time. Can anyone help me?
#include <iostream>
#include <unistd.h>
#include <pthread.h>
using std::cout;
using std::endl;
void* print (void* data)
{
cout << "Hi" << endl;
sleep(10000000);
}
int main (int argc, char* argv[])
{
int t1 = 1, t2 =2, t3 = 3;
pthread_t thread1, thread2, thread3;
int thread_id_1, thread_id_2, thread_id_3;
thread_id_1 = pthread_create(&thread1, NULL, print, 0);
thread_id_2 = pthread_create(&thread2, NULL, print, 0);
thread_id_3 = pthread_create(&thread3, NULL, print, 0);
return 0;
}
Your main thread probably exits and thus the entire process dies. So, the threads don't get a chance to run. It's also possible (quite unlikely but still possible) that you'd see the output from the threads even with your code as-is if the threads complete execution before main thread exits. But you can't rely on that.
Call pthread_join(), which suspends the calling thread until the thread (specified by the thread ID) returns, on the threads after the pthread_create() calls in main():
pthread_join(thread1, NULL);
pthread_join(thread2, NULL);
pthread_join(thread3, NULL);
You can also use an array of pthread_t which would allow you to use a for loop over the pthread_create() and pthread_join() calls.
Or exit only the main thread using pthread_exit(0), which would exit only the calling thread and the remaining threads (the ones you created) will continue execution.
Note that your thread function should return a pointer or NULL:
void* print (void* data)
{
cout << "Hi" << endl;
return NULL;
}
Not sure about the high sleeps either right the threads exit, which is unnecessary and would hold the threads from exiting. Probably not something you wanted.

Thread safe FIFO / Queue (Multiple producers, one consumer)

As the title says, I'm trying to write a queue that can be written to by multiple threads and read by a single one. As an added difficulty, I need the queue inputs to remain ordered (First In, First Out). This is where I'm lost. Mutexes aren't necessarily waken up in the order that they were locked, so I don't know what I could use in order to achieve what I want? Here is a simple program illustrating what I'm trying to do:
#include "Queue.h"
#include <Windows.h>
#include <fstream>
#include <mutex>
using std::ofstream;
ofstream myFile("result.txt");
Queue<int> myQueue;
DWORD WINAPI WritingThread(LPVOID lpParam);
DWORD WINAPI LockingThread(LPVOID lpParam);
int main()
{
// This thread will block myQueue for 3 seconds
CreateThread(NULL, 0, LockingThread, NULL, 0, NULL);
// During the locked period, I ask myQueue to push numbers from 0 to 49
for (int i = 0; i < 50; i++)
CreateThread(NULL, 0, WritingThread, (LPVOID)new int(i), 0, NULL);
// If the mutex could wake up in order, myQueue would pop up the numbers in order, but it doesn't.
for (int i = 0; i < 50; i++)
myFile << myQueue.pop() << ",";
return EXIT_SUCCESS;
}
DWORD WINAPI LockingThread( LPVOID lpParam )
{
myQueue.lockQueueFor3Seconds();
return 0;
}
DWORD WINAPI WritingThread( LPVOID lpParam )
{
myQueue.push(*(int*)lpParam);
return 0;
}
The code for the class Queue was taken there, see the bottom of the article for full code. All I did was adding the method "lockQueueFor3Seconds" for testing purpose. The method is defined as such:
void lockQueueFor3Seconds()
{
std::unique_lock<std::mutex> mlock(mutex_);
Sleep(3000);
}
The output of that test looks like this:
1,43,39,46,36,44,49,40,35,42,32,31,28,41,27,38,24,23,20,34,19,16,15,12,37,11,7,8,3,33,30,0,45,4,26,18,48,21,47,22,25,17,14,10,6,29,9,2,13,5
As you can see, clearly not ordered. Thanks for your help!
EDIT: I modified the queue so that it attributes a number to each push call representing their order, when the mutex gets unlocked, queue checks to make sure that it's the correct method's turn before adding an element, otherwise it goes back to waiting. Not sure if I implemented this properly, but it seems to work! The complete code can be found there.
It will never work to assign the thread the value to add and expect them to be added in order because you can't force the order the threads execute in.
Instead, have each thread add the next number (whatever it may be) when it runs. Like this:
std::atomic_int counter;
DWORD WINAPI WritingThread( LPVOID lpParam )
{
myQueue.push( counter++ );
return 0;
}
EDIT: It isn't enough that the increment is atomic. The increment AND the push to the queue needs to be a single atomic operation. That means exposing the lock variable outside of the class (it's already public).
std::atomic_int counter;
DWORD WINAPI WritingThread( LPVOID lpParam )
{
unique_lock<mutex> lock(myQueue.m_mutex);
myQueue.push( counter++ );
return 0;
}
That will work if your mutex implementation lets the same thread call it multiple times. Otherwise, you can do something similar to this:
void pushAndIncrement(T& item)
{
std::unique_lock<std::mutex> mlock(mutex_);
queue_.push(item);
++item;
mlock.unlock();
cond_.notify_one();
}
I think your solution (which you say is working) still has a race condition. If there is a context switch after it increments the letter value, but before it increments the counter value inside of push, it will add the letter in the wrong order. It's such a small window, it might be unlikely to happen, but if you put the counter increment inside of the same lock as the push, it will be perfect, everytime.

C++ Printing/cout overlaps in multithreading?

I was wondering how I could handle printing when using multiple threads.
I thought it would be pretty simple:
#include <iostream>
#include <pthread.h>
using namespace std;
bool printing = false;
struct argumentStruct {
int a;
float b;
};
void *ThreadFunction(void *arguments) {
struct argumentStruct*args = (struct argumentStruct*)arguments;
int a = args->a;
float b = args->b;
while (printing) {}
printing = true;
cout << "Some text...." << a << b << endl;
printing = false;
}
main() {
pthread_t threads[3];
struct argumentStruct argStruct[3];
argStruct[0].a = 1;
argStruct[0].b = 1.1;
pthread_create(&threads[0], NULL, &ThreadFunction, (void *)&argStruct[0]);
argStruct[1].a = 2;
argStruct[1].b = 2.2;
pthread_create(&threads[1], NULL, &ThreadFunction, (void *)&argStruct[1]);
argStruct[2]a = 3;
argStruct[2].b = 3.3;
pthread_create(&threads[2], NULL, &ThreadFunction, (void *)&argStruct[2]);
getchar();
return 0;
}
But this doesn't really work that well. Some couts are just skipped (or maybe overwritten?).
So what am I doing wrong? How can I handle this properly?
The problem is that the statements that test and set the printing variable are not atomic, i.e., they don't execute without being interrupted by the OS scheduler which switches the CPU among threads. You should use mutexes in order to stop other threads while printing. Here you have a nice example:
http://sourcecookbook.com/en/recipes/70/basic-and-easy-pthread-mutex-lock-example-c-thread-synchronization
You have a race condition, where two (or more) threads can both set printing to true.
This is because assignment is not an atomic operation, it's done in multiple steps by the CPU, and if the thread is interrupted before the actual setting of the variable to true, and another thread starts running, then you can have two threads running simultaneously both believing the variable is true. For more clarity:
Thread A sees that printing is false
Thread A is interrupted
Thread B starts running
Thread B sees that printing is false
Thread B sets printing to true
Thread B is interrupted
Thread A is scheduled and starts running again
Thread A sets printing to true
Now both thread A and B are running full speed ahead.
That's why there are threading primitives such as semaphores and mutex that handle these things.

Which thread finishes with multithreading?

I am new to here and I hope I am doing everything right.
I was wondering how to find out which thread finishes after waiting for one to finish using the WaitForMultipleObjects command. Currently I have something along the lines of:
int checknum;
int loop = 0;
const int NumThreads = 3;
HANDLE threads[NumThreads];
WaitForMultipleObjects(NumThreads, threads, false, INFINITE);
threads[loop] = CreateThread(0, 0, ThreadFunction, &checknum, 0, 0);
It is only supposed to have a max of three threads running at the same time. So I have a loop to begin all three threads (hence the loop value). The problem is when I go through it again, I would like to change the value of loop to the value of whichever thread just finished its task so that it can be used again. Is there any way to find out which thread in that array had finished?
I would paste the rest of my code, but I'm pretty sure no one needs all 147 lines of it. I figured this snippet would be enough.
When the third parameter is false, WaitForMultipleObjects will return as soon as ANY of the objects is signaled (it doesn't need to wait for all of them).
And the return value indicates which object caused it to return. It will be WAIT_OBJECT_0 for the first object, WAIT_OBJECT_0 + 1 for the second, etc.
I am away from my compiler and I don't know of an onlione IDE that works with windows but here is the rough idea of what you need to do.
const int NumThreads = 3;
HANDLE threads[NumThreads];
//create threads here
DWORD result = WaitForMultipleObjects(NumThreads, threads, false, INFINITE);
if(result >= WAIT_OBJECT_0 && result - WAIT_OBJECT_0 < NumThreads){
int index = result - WAIT_OBJECT_0;
if(!CloseHandle(Handles[index])){ //need to close to give handle back to system even though the thread has finished
DWORD error = GetLastError();
//TODO handle error
}
threads[index] = CreateThread(0, 0, ThreadFunction, &checknum, 0, 0);
}
else {
DWORD error = GetLastError();
//TODO handle error
break;
}
at work we do this a bit differently. We have made a library which wraps all needed windows handle types and preforms static type checking (though conversion operators) to make sure you can't wait for an IOCompletionPort with a WaitForMultipleObjects (which is not allowed). The wait function is variadic rather than taking an array of handles and its size and is specialized using SFINAE to use WaitForSingleObject when there is only one. It also takes Lambdas as arguements and executes the corresponding one depending on the signaled event.
This is what it looks like:
Win::Event ev;
Win::Thread th([]{/*...*/ return 0;});
//...
Win::WaitFor(ev,[]{std::cout << "event" << std::endl;},
th,[]{std::cout << "thread" << std::endl;},
std::chrono::milliseconds(100),[]{std::cout << "timeout" << std::endl;});
I would highly recommend this type of wrapping because at the end of the day the compiler optimizes it to the same code but you can't make nearly as many mistakes.