Issues while making a java like runnable class in C++ - c++

I've been trying to create a runnable class in order to interface multi-threaded classes just like java-folks do. But I can't seem to use _beginthread with the virtual function run.
I'm getting the following error:
'beginthread' : cannot convert parameter 1
from 'void (_cdecl Runnable::* )(void *)' to 'void (__cdecl *)(void *)'
#include "CriticalSection.h"
#include <stdio.h>
#include <conio.h>
#include <process.h>
class Runnable{
private:
Runnable() { _beginthread(&Runnable::Run,0,(void*)0); }
~Runnable();
virtual void __cdecl Run ( void* ) = 0;
};
int main(){
//CriticalSection crt;
//ErrorHandler err;
//LockSection lc(&crt,&err);
while(!kbhit());
return 0;
}

There are two approaches to implementing multithreading libraries, both of them used in Java, with slightly different variants for C++. Since you seem to know Java, I will discuss the approaches there:
Deriving from Thread
In this approach, there is a base class that represents a thread, from which you inherit and implement a method that will be called when the thread starts. The base thread class offers control over the thread, and derived classes implement a run (or equivalent) method. The base thread class must not start the actual thread, but let user code start it through a member method start. The reason for this is that if the base thread class started the thread, the newly spawned thread might try to call the overridden method before the full object is created. This has the nasty side effect of calling the overrider in the base thread class in C++, or calling the final overrider of the run method on a yet uninitialized object in Java. --Unsafe in both cases.
Runnable interface
To reduce the possibility of causing undefined behavior, and to separate responsibilities, the second approach distinguishes thread control from the implementation of the code that is to be run in the newly spawned thread. A thread class is created, but not meant to be used as a base class. Rather an interface is offered for Runnable objects. User code will derive from that interface and pass an object to the thread class. The design ensures that the previous error cannot be done, as the Runnable must be fully created before passing it to the thread.
Modern C++ approach to the Runnable interface
The new standard threading libraries (and boost thread) offer an approach similar to the Runnable interface, with a couple of differences. The first is that user code does not need to fullfill a concrete interface but can actually tell the threading library what method of the class is to be run and with what arguments. This is implemented by applying type erasure in the constructor of the thread class, where the exact type of the user arguments are erased for later use inside the thread. This has the same advantages as the Runnable version --ensures that the object is fully created before the thread is spawned. At the same time, it removes the requirement of having to implement an exact interface, which means that you will be able to use a free function, or a member function of a class together with the instance on which that member function is to be called, or a functor that implements operator()...
If you are going to be coding in C++ I recommend that you use the last approach, as that is the most flexible for user code, and at the same time it is safer than what you are trying to do. That is, do not reinvent the wheel, there are good well thought C++ threading libraries (C++11 if you have it, boost if you don't --or Poco, or ACE...) that will avoid many of the pitfalls.
One really important bit to remember is that, whatever the approach you follow, you must ensure that the new thread does not try to call a virtual function in an object that is not fully created, as that will cause Undefined Behavior.

Even if what you wrote compiled as you expected, it wouldn't behave correctly. You are starting a thread in your constructor that will call a pure virtual function on this. But virtual dispatch while constructors are running does not dispatch to classes more derived that the one that is running the constructor.
If that code compiled, you would have a race condition: the virtual call could occur before the constructor of Runnable ended, or while a subclass constructor was running, or after they all ran. Each of these would have a different outcome, and the first one would probably crash.

You need the function to be passed to _beginthread to be static.
I suggest you read this article by Herb Sutter and try to implement the Active Object Pattern.

Use Boost.Thread or C++11 std::thread. Pointers to members are different than ordinary pointers to functions, so you cannot pass them to a C library (they require this pointer to be present, and library cannot handle it, because there is no such thing in C).

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.

Singleton class across the whole project approach

I have a singleton class for logging purpose in my Qt project. In each class except the singleton one, there is a pointer point to the singleton object and a signal connected to an writing slot in the singleton object. Whichever class wants to write log info just emit that signal. The signals are queued so it's thread-safe.
Please critique this approach from OOP point of view, thanks.
=============================================================================================
Edit 1:
Thank you all your applies, listening to opposite opinions is always a big learning.
Let me explain more about my approach and what I did in my code so far:
Exactly as MikeMB pointer, the singleton class has a static function like get_instance() that returns a reference to that singleton. I stored it in a local pointer in each class's constructor, so it will be destroyed after the constructor returns. It is convenient for checking if I got a null pointer and makes the code more readable. I don't like something as this:
if(mySingletonClass::gerInstance() == NULL) { ... }
connect(gerInstance(), SIGNAL(write(QString)), this, SLOT(write(QString)));
because it is more expensive than this:
QPointer<mySingletonClass> singletonInstance = mySingletonClass::getInstance();
if(singletonInstance.isNull) { ... }
connect(singletonInstance, SIGNAL(write(QString)), this, SLOT(write(QString)));
Calling a function twice is more expensive than creating a local variable from ASM's point of view because of push, pop and return address calculation.
Here is my singleton class:
class CSuperLog : public QObject
{
Q_OBJECT
public:
// This static function creates its instance on the first call
// and returns it's own instance just created
// It only returns its own instance on the later calls
static QPointer<CSuperLog> getInstance(void); //
~CSuperLog();
public slots:
void writingLog(QString aline);
private:
static bool ready;
static bool instanceFlag;
static bool initSuccess;
static QPointer<CSuperLog> ptrInstance;
QTextStream * stream;
QFile * oFile;
QString logFile;
explicit CSuperLog(QObject *parent = 0);
};
I call getInstance() at the beginning of main() so make sure it is read immediately for each other class whenever they need to log important information.
MikeMB:
Your approach is making a middle man sitting in between, it makes the path of the logging info much longer because the signals in Qt are always queued except you make direct connection. The reason why I can't make direct connection here is it make the class non-thread-safe since I use threads in each other classes. Yes, someone will say you can use Mutex, but mutex also creates a queue when more than one thread competing on the same resource. Why don't you use the existing mechanism in Qt instead of making your own?
Thank you all of your posts!
=========================================================
Edit 2:
To Marcel Blanck:
I like your approach as well because you considered resource competition.
Almost in every class, I need signals and slots, so I need QObject, and this is why I choose Qt.
There should be only one instance for one static object, if I didn't get it wrong.
Using semaphores is same as using signals/slots in Qt, both generates message queue.
There always be pros and cons regarding the software design pattern and the application performance. Adding more layers in between makes your code more flexible, but decreases the performance significantly on those lower-configured hardware, making your application depending one most powerful hardware, and that's why most of modern OSes are written in pure C and ASM. How to balance them is really a big challenge.
Could you please explain a little bit more about your static Logger factory approach? Thanks.
I do not like singletons so much because it is always unclean to use them. I have even read job descriptions that say "Knowledge of design patterns while knowing that Singleton isn't one to use". Singleton leads to dependecy hell and if you ever want to change to a completely different logging approach (mabe for testing or production), while not destroying the old one you, need to change a lot.
Another problem with the approch is the usage of signals. Yes get thread savety for free, and do not interrupt the code execution so much but...
Every object you log from needs to be a QObject
If you hunt crashes your last logs will not be printed because the logger had no time to do it before the program crashed.
I would print directly. Maybe you can have a static Logger factory that returns a logger so you can have one logger object in every thread (memory impact will still be very small). Or you have one that is threadsave using semaphores and has a static interface. In both cases the logger should be used via an interface to be more flexible later.
Also make sure that your approach prints directly. Even printf writes to a buffer before being printed and you need to flush it every time or you might never find crashes under bad circumstances, if hunting for them.
Just my 2 cents.
I would consider separating the fact that a logger should be unique, and how the other classes get an instance of the logger class.
Creating and obtaining an instance of the logger could be handled in some sort of factory that internally encapsulates its construction and makes only one instance if need be.
Then, the way that the other classes get an instance of the logger could be handled via Dependency injection or by a static method defined on the aforementioned factory. Using dependency injection, you create the logger first, then inject it into the other classes once created.
A singleton usually has a static function like get_instance() that returns a reference to that singleton, so you don't need to store a pointer to the singleton in every object.
Furthermore it makes no sense, to let each object connect its log signal to the logging slot of the logging object itself, because that makes each and every class in your project dependent on your logging class. Instead, let a class just emit the signal with the log information and establish the connection somewhere central on a higher level (e.g. when setting up your system in the main function). So your other classes don't have to know who is listening (if at all) and you can easily modify or replace your logging class and mechanism.
Btw.: There are already pretty advanced logging libraries out there, so you should find out if you can use one of them or at least, how they are used and adapt that concept to your needs.
==========================
EDIT 1 (response to EDIT 1 of QtFan):
Sorry, apparently I miss understood you because I thought the pointer would be a class member and not only a local variable in the constructor which is of course fine.
Let me also clarify what I meant by making the connection on a higher level:
This was solely aimed at where you make the connection - i.e. where you put the line
connect(gerInstance(), SIGNAL(write(QString)), this, SLOT(write(QString)));
I was suggesting to put this somewhere outside the class e.g. into the main function. So the pseudo code would look something like this:
void main() {
create Thread1
create Thread2
create Thread3
create Logger
connect Thread1 signal to Logger slot
connect Thread2 signal to Logger slot
connect Thread3 signal to Logger slot
run Thread1
run Thread2
run Thread3
}
This has the advantage that your classes don't have to be aware of the kind of logger you are using and whether there is only one or multiple or no one at all. I think the whole idea about signals and slots is that the emitting object doesn't need to know where its signals are processed and the receiving class doesn't have to know where the signals are coming from.
Of course, this is only feasible, if you don't create your objects / threads dynamically during the program's run time. It also doesn't work, if you want to log during the creation of your objects.

Is this way of creating static instance thread safe?

I have the following sample C++ code:
class Factory
{
public:
static Factory& createInstance()
{
static Factory fac;
return fac;
}
private:
Factory()
{
//Does something non-trivial
}
};
Let's assume that createInstance is called by two threads at the same time. So will the resulting object be created properly? What happens if the second thread enters the createInstance call when the first thread is in the constructor of Factory?
C++11 and above: local static creation is thread-safe.
The standard guarantees that:
The creation is synchronized.
Should the creation throws an exception, the next time the flow of execution passes the variable definition point, creation will be attempted again.
It is generally implemented with double-checking:
first a thread-local flag is checked, and if set, then the variable is accessed.
if not yet set, then a more expensive synchronized path is taken, and if the variable is created afterward, the thread-local flag is set.
C++03 and C++98: the standard knows no thread.
There are no threads as far as the Standard is concerned, and therefore there is no provision in the Standard regarding synchronization across threads.
However some compilers implement more than the standard mandates, either in the form of extensions or by giving stronger guarantees, so check out for the compilers you're interested in. If they are good quality ones, chances are that they will guarantee it.
Finally, it might not be necessary for it to be thread-safe. If you call this method before creating any thread, then you ensures that it will be correctly initialized before the real multi-threading comes into play, and you'll neatly side-step the issue.
Looking at this page, I'd say that this is not thread-safe, because the constructor could get called multiple times before the variable is finally assigned. An InterlockedCompareExchange() might be needed, where you create a local copy of the variable, then atomically assign the pointer to a static field via the interlocked function, if the static variable is null.
Of course it's thread safe! Unless you are a complete lunatic and spawn threads from constructors of static objects, you won't have any threads until after main() is called, and the createInstance method is just returning a reference to an already constructed object, there's no way this can fail. ISO C++ guarantees that the object will be constructed before the first use after main() is called: there's no assurance that will be before main is called, but is has to be before the first use, and so all systems will perform the initialisation before main() is called. Of course ISO C++ doesn't define behaviour in the presence of threads or dynamic loading, but all compilers for host level machines provide this support and will try to preserve the semantics specified for singly threaded statically linked code where possible.
The instantiation (first call) itself is threadsafe.
However, subsequent access will not be, in general. For instance, suppose after instantiation, one thread calls a mutable Factory method and another calls some accessor method in Factory, then you will be in trouble.
For example, if your factory keeps a count of the number of instances created, you will be in trouble without some kind of mutex around that variable.
However, if Factory is truly a class with no state (no member variables), then you will be okay.

Access violation in a multithreaded application, C++

I am not very good in multithreading programming so I would like to ask for some help/advice.
In my application I have two threads trying to access a shared object.
One can think about two tasks trying to call functions from within another object. For clarity I will show some parts of the program which may not be very relevant but hopefully can help to get my problem better.
Please take a look at the sample code below:
//DataLinkLayer.h
class DataLinkLayer: public iDataLinkLayer {
public:
DataLinkLayer(void);
~DataLinkLayer(void);
};
Where iDataLinkLayer is an interface (abstract class without any implementation) containing pure virtual functions and a reference (pointer) declaration to the isntance of DataLinkLayer object (dataLinkLayer).
// DataLinkLayer.cpp
#include "DataLinkLayer.h"
DataLinkLayer::DataLinkLayer(void) {
/* In reality task constructors takes bunch of other parameters
but they are not relevant (I believe) at this stage. */
dll_task_1* task1 = new dll_task_1(this);
dll_task_2* task2 = new dll_task_2(this);
/* Start multithreading */
task1->start(); // task1 extends thread class
task2->start(); // task2 also extends thread class
}
/* sample stub functions for testing */
void DataLinkLayer::from_task_1() {
printf("Test data Task 1");
}
void DataLinkLayer::from_task_2() {
printf("Test data Task 2");
}
Implementation of task 1 is below. The dataLinLayer interface (iDataLinkLayer) pointer is passed to the class cosntructor in order to be able to access necessary functions from within the dataLinkLayer isntance.
//data_task_1.cpp
#include "iDataLinkLayer.h" // interface to DataLinkLayer
#include "data_task_1.h"
dll_task_1::dll_task_1(iDataLinkLayer* pDataLinkLayer) {
this->dataLinkLayer = pDataLinkLayer; // dataLinkLayer declared in dll_task_1.h
}
// Run method - executes the thread
void dll_task_1::run() {
// program reaches this point and prints the stuff
this->datalinkLayer->from_task_1();
}
// more stuff following - not relevant to the problem
...
And task 2 looks simialrly:
//data_task_2.cpp
#include "iDataLinkLayer.h" // interface to DataLinkLayer
#include "data_task_2.h"
dll_task_2::dll_task_2(iDataLinkLayer* pDataLinkLayer){
this->dataLinkLayer = pDataLinkLayer; // dataLinkLayer declared in dll_task_2.h
}
// // Run method - executes the thread
void dll_task_2::run() {
// ERROR: 'Access violation reading location 0xcdcdcdd9' is signalled at this point
this->datalinkLayer->from_task_2();
}
// more stuff following - not relevant to the problem
...
So as I understand correctly I access the shared pointer from two different threads (tasks) and it is not allowed.
Frankly I thought that I will be able to access the object nevertheless however the results might be unexpected.
It seems that something goes terribly wrong at the point when dll_task_2 tries to call the function using pointer to the DataLinkLayer. dll_task_2 has lower priority hence it is started afterwards. I don't understand why i still cannot at least access the object...
I can use the mutex to lock the variable but I thought that the primary reason for this is to protect the variable/object.
I am using Microsoft Visual C++ 2010 Express.
I don't know much about multithreading so maybe you can suggest a better solution to this problem as well as explain the reason of the problem.
The address of the access violation is a very small positive offset from 0xcdcdcdcd
Wikipedia says:
CDCDCDCD Used by Microsoft's C++ debugging runtime library to mark uninitialised heap memory
Here is the relevant MSDN page.
The corresponding value after free is 0xdddddddd, so it's likely to be incomplete initialization rather than use-after-free.
EDIT: James asked how optimization could mess up virtual function calls. Basically, it's because the currently standardized C++ memory model makes no guarantees about threading. The C++ standard defines that virtual calls made from within a constructor will use the declaring type of the constructor currently being run, not the final dynamic type of the object. So this means that, from the perspective of the C++ sequential execution memory model, the virtual call mechanism (practically speaking, a v-table pointer) must be set up before the constructor starts running (I believe the specific point is after base subobject construction in the ctor-initializer-list and before member subobject construction).
Now, two things can happen to make the observable behavior different in a threaded scenario:
First, the compiler is free to perform any optimization that would, in the C++ sequential execution model, act as-if the rules were being followed. For example, if the compiler can prove that no virtual calls are made inside the constructor, it could wait and set the v-table pointer at the end of the constructor body instead of the beginning. If the constructor doesn't give out the this pointer, since the caller of the constructor also hasn't received its copy of the pointer yet, then none of the functions called by the constructor can call back (virtually or statically) to the object under construction. But the constructor DOES give away the this pointer.
We have to look closer. If the function to which the this pointer is given is visible to the compiler (i.e. included in the current compilation unit), the the compiler can include its behavior in the analysis. We weren't given that function in this question (the constructor and member functions of class task), but it seems likely that the only thing that happens is that said pointer is stored in a subobject which is also not reachable from outside the constructor.
"Foul!", you cry, "I passed the address of that task subobject to a library CreateThread function, therefore it is reachable and through it, the main object is reachable." Ah, but you do not comprehend the mysteries of the "strict aliasing rules". That library function does not accept a parameter of type task *, now does it? And being a parameter whose type is perhaps intptr_t, but definitely neither task * nor char *, the compiler is permitted to assume, for purposes of as-if optimization, that it does not point to a task object (even if it clearly does). And if it does not point to a task object, and the only place our this pointer got stored is in a task member subobject, then it cannot be used to make virtual calls to this, so the compiler may legitimately delay setting up the virtual call mechanism.
But that's not all. Even if the compiler does set up the virtual call mechanism on schedule, the CPU memory model only guarantees that the change is visible to the current CPU core. Writes may become visible to other CPU cores in a completely different order. Now, the library create thread function ought to introduce a memory barrier that constrains CPU write reordering, but that fact that Koz's answer introducing a critical section (which definitely includes a memory barrier) changes the behavior suggests that perhaps no memory barrier was present in the original code.
And, CPU write reordering can not only delay the v-table pointer, but the storage of the this pointer into the task subobject.
I hope you have enjoyed this guided tour of one small corner of the cave of "multithreaded programming is hard".
printf is not, afaik, thread safe. Try surrounding the printf with a critical section.
To do this you InitializeCriticalSection inside iDataLinkLayer class. Then around the printfs you need an EnterCriticalSection and a LeaveCriticalSection. This will prevent both functions entering the printf simultaneously.
Edit: Try changing this code:
dll_task_1* task1 = new task(this);
dll_task_2* task2 = new task(this);
to
dll_task_1* task1 = new dll_task_1(this);
dll_task_2* task2 = new dll_task_2(this);
Im guessing that task is in fact the base class of dll_task_1 and dll_task_2 ... so, more than anything, im surprised it compiles ....
I think it's not always safe to use 'this' (i.e. to call a member function) before the end of the constructor. It could be that task are calling member function of DataLinkLayer before the end of DataLinkLayer constructor. Especially if this member function is virtual:
http://www.parashift.com/c++-faq-lite/ctors.html#faq-10.7
I wanted to comment on the creation of the DataLinkLayer.
When I call the DataLinkLayer constructor from main:
int main () {
DataLinkLayer* dataLinkLayer = new DataLinkLayer();
while(true); // to keep the main thread running
}
I, of coruse, do not destruct the object, this is first. Now, inside the DataLinkLayer cosntructor I initialize many (not only these two tasks) other objects isntances and pass to most of them dataLinkLayer pointer (using this). This is legal, as far as I am concerned. Put it further - it compiles and runs as expected.
What I became curious about is the overall design idea that I am following (if any :) ).
The DataLinkLayer is a parent class that is accessed by several tasks which try to modify it parameters or perform some other processing. Since I want that everything remain as decoupled as possible I provide only interfaces for the accessors and encapsulate the data so that I don't have any global variables, friend functions etc.
It would have been a pretty easy task to do if only multithreading would not be there. I beleive I will encounter many other pitfalls on my way.
Feel free to discuss it please and merci for your generous comments!
UPD:
Speaking of passing the iDataLinkLayer interface pointer to the tasks - is this a good way to do it? In Java it would be pretty usual thing to realize a containment or so called strategy pattern to make things decoupled and stuff. However I am not 100% sure whether it is a good solution in c++... Any suggestions/commnets on it?

C++ using this pointer in constructors

In C++, during a class constructor, I started a new thread with this pointer as a parameter which will be used in the thread extensively (say, calling member functions). Is that a bad thing to do? Why and what are the consequences?
My thread start process is at the end of the constructor.
The consequence is that the thread can start and code will start executing a not yet fully initialized object. Which is bad enough in itself.
If you are considering that 'well, it will be the last sentence in the constructor, it will be just about as constructed as it gets...' think again: you might derive from that class, and the derived object will not be constructed.
The compiler may want to play with your code around and decide that it will reorder instructions and it might actually pass the this pointer before executing any other part of the code... multithreading is tricky
Main consequence is that the thread might start running (and using your pointer) before the constructor has completed, so the object may not be in a defined/usable state. Likewise, depending how the thread is stopped it might continue running after the destructor has started and so the object again may not be in a usable state.
This is especially problematic if your class is a base class, since the derived class constructor won't even start running until after your constructor exits, and the derived class destructor will have completed before yours starts. Also, virtual function calls don't do what you might think before derived classes are constructed and after they're destructed: virtual calls "ignore" classes whose part of the object doesn't exist.
Example:
struct BaseThread {
MyThread() {
pthread_create(thread, attr, pthread_fn, static_cast<void*>(this));
}
virtual ~MyThread() {
maybe stop thread somehow, reap it;
}
virtual void id() { std::cout << "base\n"; }
};
struct DerivedThread : BaseThread {
virtual void id() { std::cout << "derived\n"; }
};
void* thread_fn(void* input) {
(static_cast<BaseThread*>(input))->id();
return 0;
}
Now if you create a DerivedThread, it's a best a race between the thread that constructs it and the new thread, to determine which version of id() gets called. It could be that something worse can happen, you'd need to look quite closely at your threading API and compiler.
The usual way to not have to worry about this is just to give your thread class a start() function, which the user calls after constructing it.
Depends on what you do after starting the thread. If you perform initialization work after the thread has started, then it could use data that is not properly initialized.
You can reduce the risks by using a factory method that first creates an object, then starts the thread.
But I think the greatest flaw in the design is that, for me at least, a constructor that does more than "construction" seems quite confusing.
It can be potentially dangerous.
During construction of a base class any calls to virtual functions will not despatch to overrides in more derived classes that haven't yet been completely constructed; once the construction of the more derived classes change this changes.
If the thread that you kick-off calls a virtual function and it is indeterminate where this happens in relation to the completion of the construction of the class then you are likely to get unpredictable behaviour; perhaps a crash.
Without virtual functions, if the thread only uses methods and data of the parts of the class that have been constructed completely the behaviour is likely to be predictable.
I'd say that, as a general rule, you should avoid doing this. But you can certainly get away with it in many circumstances. I think there are basically two things that can go wrong:
The new thread might try to access the object before the constructor finishes initializing it. You can work around this by making sure all initialization is complete before you start the thread. But what if someone inherits from your class? You have no control over what their constructor will do.
What happens if your thread fails to start? There isn't really a clean way to handle errors in a constructor. You can throw an exception, but this is perilous since it means that your object's destructor will not get called. If you elect not to throw an exception, then you're stuck writing code in your various methods to check if things were initialized properly.
Generally speaking, if you have complex, error-prone initialization to perform, then it's best to do it in a method rather than the constructor.
Basically, what you need is two-phase construction: You want to start your thread only after the object is fully constructed. John Dibling answered a similar (not a duplicate) question yesterday exhaustively discussing two-phase construction. You might want to have a look at it.
Note, however, that this still leaves the problem that the thread might be started before a derived class' constructor is done. (Derived classes' constructors are called after those of their base classes.)
So in the end the safest thing is probably to manually start the thread:
class Thread {
public:
Thread();
virtual ~Thread();
void start();
// ...
};
class MyThread : public Thread {
public:
MyThread() : Thread() {}
// ...
};
void f()
{
MyThread thrd;
thrd.start();
// ...
}
It's fine, as long as you can start using that pointer right away. If you require the rest of the constructor to complete initialization before the new thread can use the pointer, then you need to do some synchronization.