C++ What can I use instead sleep() function? - c++

I'm building scrobbler, and I want my program to wait 10 seconds after song change, before scrobbling. I have been using sleep but I realized that if song change during these 10 seconds, program submit old song and get new one. I want If I change song, code start all over again.
I'm using Music Player Daemon (MPD) and libmpd to get songs' tags.
Note: program is under Unix.

It depens a lot on how your program works, but in principle, the easiest way would be to keep using sleep and check whether the user changed the song before sending out that data (after sleep has returned). So, instead of "try to sleep better", the goal would be "check that the data you send is really valid before sending".
A different possibility would be to wait on an epoll using either the timeout for sleeping or better yet on a timerfd, and notify song change via an eventfd. This has the advantage that it is "free" if you need reliable inter-thread communication and readiness notification anyway, which you most probably do (obviously you must have at least one additional GUI thread, or the user would not be able to change songs while you're blocking).

Damon's suggestion is a good one and may be a better overall design. If you're looking for something quick though, you could consider simply sending a signal to your application when the song changes. That will interrupt the sleep() system call and cause it to return early. Your application would then just need to handle the early return as appropriate. Depending on your implementation, this may not be appropriate but it might give you a quick fix.

Related

How to block/ignore/discard user input events that are older than a certain timeout in Qt 4.8

This question might be related to those questions:
QEventLoop: get time when an event was scheduled
Get the timestamp when a QInputEvent was put onto the queue of the QEventLoop in Qt 4.8
I would like to detect if a user input is older than a certain timeout and block such events if necessary. Imagine scenarios where the UI is not responsive and hangs in the main thread for a few seconds and the user keeps sending input events. Those events are queued and are then processed with a certain delay. I would like to catch this and be able to discard/ignore them. I know that this should never happen since a UI should always be responsive and long tasks should be moved to worker threads or similar concepts but I still want to be able to detect such rare scenarios. Note that the same could happen when the system itself freezes for a few seconds, maybe due to high burden on the system as a whole.
I took a look into the code of the default implementations of the available input drivers in Qt for embedded and decided to write my own input concept to be able to read the timestamps from the Linux input files. I then used those timestamps to compare them with the current time to drop them if they were queued too long ago.
The code needed is very platform specific but it worked for my scenario. I guess that I have to accept my own answer although I had hoped for a more general solution.

Progress Bar with Gtkmm

Hello I am looking for a signal for gtkmm. Basically I am doing some simulations and what I want is something like this :
I assume I do 5 simulations :
progressBar.set_fraction(0);
1 simulation
progressBar.set_fraction(progressBar.get_fraction()+1/5)
2 simulation
progressBar.set_fraction(progressBar.get_fraction()+1/5)
3 simulation
progressBar.set_fraction(progressBar.get_fraction()+1/5)
4 simulation
progressBar.set_fraction(progressBar.get_fraction()+1/5)
5 simulation
progressBar.set_fraction(progressBar.get_fraction()+1/5)
But I don't know which signal I have to use and how to translate to this.
Thank you a lot for your help !!!
The pseudo code which you presented in your question should actually work - no signal is necessary. However, you could introduce a signal into your simulation for update of the progress bar. IMHO this will not solve your problem and I will try to explain why and what to do to solve it:
You provided a little bit too less context, so, that I will introduce some more assumptions: You have a main window with a button or toolbar item or menu item (or even all of them) which start the simulation.
Let's imagine you set a breakpoint at Gtk::ProgressBar::set_fraction().
Once the debugger stopped at this break point you will find the following calls on the stack trace (probably with many other calls in between):
Gtk::Main::run()
the signal handler of the widget or action which started the simulation
the function which runs the five simulations
and last the call of Gtk::ProgressBar::set_fraction().
If you could inspect the internals of Gtk::ProgressBar you would notice that everything in Gtk::ProgressBar::set_fraction() is done properly. So what's wrong?
When you call Gtk::ProgressBar::set_fraction() it probably generates an expose event (i.e. adds an event to the event queue inside of Gtk::Main with a request for its own refresh). The problem is that you probably do not process the request until all five runs of the simulation are done. (Remember that Gtk::Main::run() which is responsible for this is the uppermost/outmost call of my imaginery stack trace.) Thus, the refresh does not happen until the simulation is over - that's too late. (Btw. the authors of Gtk+ stated somewhere in the manual about their cleverness to optimize events. I.e. there might be finally only one expose event for the Gtk::ProgressBar in the event queue but this does not make your situation better.)
Thus, after you called Gtk::ProgressBar::set_fraction() you must somehow flush the event queue before doing further progress with your simulation.
This sounds like leaving the simulation, leaving the calling widget signal handler, returning to Gtk::Main::run() for further event processing and finally coming back for next simulation step - terrible idea. But we did it much simpler. For this, we use essentially the following code (in gtkmm 2.4):
while (Gtk::Main::events_pending()) Gtk::Main::iteration(false);
(This should hopefully be the same in the gtkmm version you use but if in doubt consult the manual.)
It should be done immediately after updating the progress bar fraction and before simulation is continued.
This recursively enters (parts of) the main loop and processes all pending events in the event queue of Gtk::Main and thus, the progress bar is exposed before the simulation continues. You may be concerned to "recursively enter the main loop" but I read somewhere in the GTK+ manual that it is allowed (and reasonable to solve problems like this) and what to care about (i.e. to limit the number of recursions and to grant a proper "roll-back").
What in your case is the simulation we call in general long running functions. Because such long running functions are algorithms (in libraries for anything) which shall not be polluted with any GUI stuff, we built some administrational infra structure around this basic concept including
a progress "proxy" object with an update(double) method and a signal slot
a customized progress dialog which can connect a signal handler to such a progress object (i.e. its signal slot).
The long running function gets a progress object (as argument) and is responsible to call the Progress::update() method in appropriate intervals with an appropriate progress factor. (We simply use values in the range [0, 1].)
One issue is the interval of calling the progress update. If it is called to often the GUI will slow down your long running function significantly. The opposite case (calling it not often enough) results in less responsiveness of GUI. Thus, we decided for more often progress update. To lower the time consuming of GUI, we remember the time of last update in our progress dialog and skip the next refreshs until a certain duration since last refresh is measured. Thus, the long running function has still some extra effort for progress update but it is not recognizable anymore. (A good refresh interval is IMHO 0.1 s - the perception threshold of humans but you may choose 0.05 s if in doubt.)
Flushing all pending events results in processing of mouse events (and other GTK+ signals) also. This allows another useful feature: aborting the long running function.
When the "Cancel" button of our progress dialog is pressed it sets an internal flag. If the progress is updated next time it checks the flag. If the flag became true it throws a special exception. The throw aborts the caller of the progress update (the long running function) immediately. This exception must be catched in the signal handler of the button (or whatever called the long running function). Otherwise, it would "fall through" to the event dispatcher in Gtk::Main where it is catched definitely which would abort your application. (I saw it often enough whenever I forgot to catch.) On the other hand: catching the special exception tells clearly that the long running function has been aborted (in opposition to ended by regulary return). This may or may not be something which can be stated on GUI also.
Finally, the above solution can cause another issue: It enables to start the simulation (via GUI) while a simulation is already running. This is possible because button presses for simulation start could be processed while in progress update. To prevent this, there is actually a simple solution: set a flag at start of simulation in the GUI until it has finished and prevent further starts while the flag is set. Another option can be to make the widget/action insensitive when simulation is started. This topic becomes more complicated if you have multiple distinct long running functions in your application which may or may not exclude each other - leads to something like an exclusion matrix. Well, we solved it pragmatically... (but without the matrix).
And last but not least I want to mention that we use a similar concept for output of log views (e.g. visual logging of infos, warnings, and errors while anything long running is in progress). IMHO it is always good to provide some visual action for end users. Otherwise, they might get bored and use the telephone to complain about the (too) slow software which actually steals you the time to make it faster (a vicious cycle you have to break...)

SDL_PollEvent vs SDL_WaitEvent

So I was reading this article which contains 'Tips and Advice for Multithreaded Programming in SDL' - https://vilimpoc.org/research/portmonitorg/sdl-tips-and-tricks.html
It talks about SDL_PollEvent being inefficient as it can cause excessive CPU usage and so recommends using SDL_WaitEvent instead.
It shows an example of both loops but I can't see how this would work with a game loop. Is it the case that SDL_WaitEvent should only be used by things which don't require constant updates ie if you had a game running you would perform game logic each frame.
The only things I can think it could be used for are programs like a paint program where there is only action required on user input.
Am I correct in thinking I should continue to use SDL_PollEvent for generic game programming?
If your game only updates/repaints on user input, then you could use SDL_WaitEvent. However, most games have animation/physics going on even when there is no user input. So I think SDL_PollEvent would be best for most games.
One case in which SDL_WaitEvent might be useful is if you have it in one thread and your animation/logic on another thread. That way even if SDL_WaitEvent waits for a long time, your game will continue painting/updating. (EDIT: This may not actually work. See Henrik's comment below)
As for SDL_PollEvent using 100% CPU as the article indicated, you could mitigate that by adding a sleep in your loop when you detect that your game is running more than the required frames-per-second.
If you don't need sub-frame precision in your input, and your game is constantly animating, then SDL_PollEvent is appropriate.
Sub-frame precision can be important for, eg. games where the player might want very small increments in movement - quickly tapping and releasing a key has unpredictable behavior if you use the classic lazy method of keydown to mean "velocity = 1" and keyup to mean "velocity = 0" and then you only update position once per frame. If your tap happens to overlap with the frame render then you get one frame-duration of movement, if it does not you get no movement, where what you really want is an amount of movement smaller than the length of a frame based on the timestamps at which the events occurred.
Unfortunately SDL's events don't include the actual event timestamps from the operating system, only the timestamp of the PumpEvents call, and WaitEvent effectively polls at 10ms intervals, so even with WaitEvent running in a separate thread, the most precision you'll get is 10ms (you could maybe approximate smaller by saying if you get a keydown and keyup in the same poll cycle then it's ~5ms).
So if you really want precision timing on your input, you might actually need to write your own version of SDL_WaitEventTimeout with a smaller SDL_Delay, and run that in a separate thread from your main game loop.
Further unfortunately, SDL_PumpEvents must be run on the thread that initialized the video subsystem (per https://wiki.libsdl.org/SDL_PumpEvents ), so the whole idea of running your input loop on another thread to get sub-frame timing is nixed by the SDL framework.
In conclusion, for SDL applications with animation there is no reason to use anything other than SDL_PollEvents. The best you can do for sub-framerate input precision is, if you have time to burn between frames, you have the option of being precise during that time, but then you'll get weird render-duration windows each frame where your input loses precision, so you end up with a different kind of inconsistency.
In general, you should use SDL_WaitEvent rather than SDL_PollEvent to release the CPU to the operating system to handle other tasks, like processing user input. This will manifest to you users as sluggish reaction to user input, since this can cause a delay between when they enter a command and when your application processes the event. By using SDL_WaitEvent instead, the OS can post events to your application more quickly, which improves the perceived performance.
As a side benefit, users on battery powered systems, like laptops and portable devices should see slightly less battery usage since the OS has the opportunity to reduce overall CPU usage since your game isn't using it 100% of the time - it would only be using it when an event actually occurs.
This is a very late response, I know. But this is the thread that tops a Google search on this, so it seems the place to add an alternative suggestion to dealing with this that some might find useful.
You could write your code using SDL_WaitEvent, so that, when your application is not actively animating anything, it'll block and hand the CPU back to the OS.
But then you can send a user-defined message to the queue, from another thread (e.g. the game logic thread), to wake up the main rendering thread with that message. And then it goes through the loop to render a frame, swap and returns back to SDL_WaitEvent again. Where another of these user-defined messages can be waiting to be picked up, to tell it to loop once more.
This sort of structure might be good for an application (or game) where there's a "burst" of animation, but otherwise it's best for it to block and go idle (and save battery on laptops).
For example, a GUI where it animates when you open or close or move windows or hover over buttons, but it's otherwise static content most of the time.
(Or, for a game, though it's animating all the time in-game, it might not need to do that for the pause screen or the game menus. So, you could send the "SDL_ANIMATEEVENT" user-defined message during gameplay, but then, in the game menus and pause screen, just wait for mouse / keyboard events and actually allow the CPU to idle and cool down.)
Indeed, you could have self-triggering animation events. In that the rendering thread is woken up by a "SDL_ANIMATEEVENT" and then one more frame of animation is done. But because the animation is not complete, the rendering thread itself posts a "SDL_ANIMATEEVENT" to its own queue, that'll trigger it to wake up again, when it reaches SDL_WaitEvent.
And another idea there is that SDL events can carry data too. So you could supply, say, an animation ID in "data1" and a "current frame" counter in "data2" with the event. So that when the thread picks up the "SDL_ANIMATEEVENT", the event itself tells it which animation to do and what frame we're currently on.
This is a "best of both worlds" solution, I feel. It can behave like SDL_WaitEvent or SDL_PollEvent at the application's discretion by just sending messages to itself.
For a game, this might not be worth it, as you're updating frames constantly, so there's no big advantage to this and maybe it's not worth bothering with (though even games could benefit from going to 0% CPU usage in the pause screen or in-game menus, to let the CPU cool down and use less laptop battery).
But for something like a GUI - which has more "burst-y" animation - then a mouse event can trigger an animation (e.g. opening a new window, which zooms or slides into view) that sends "SDL_ANIMATEEVENT" back to the queue. And it keeps doing that until the animation is complete, then falls back to normal SDL_WaitEvent behaviour again.
It's an idea that might fit what some people need, so I thought I'd float it here for general consumption.
You could actually initialise the SDL and the window in the main thread and then create 2 more threads for updates(Just updates game states and variables as time passes) and rendering(renders the surfaces accordingly).
Then after all that is done, use SDL_WaitEvent in your main thread to manage SDL_Events. This way you could ensure that event is managed in the same thread that called the sdl_init.
I have been using this method for long to make my games work in windows and linux and have been able to successfully run 3 threads at the same time as mentioned above.
I had to use mutex to make sure that textures/surfaces can be transformed/changed in the update thread as well by pausing the render thread, and the lock is called every once 60 frames, so its not going to cause major perf issues.
This model works best to create event driven games, run time games, or both.

Some questions on Multithreading and Background worker threads in windows form

I have encountered the need to use multithreading in my windows form GUI application using C++. From my research on the topic it seems background worker threads are the way to go for my purposes. According to example code I have
System::Void backgroundWorker1_DoWork(System::Object^ sender, System::ComponentModel::DoWorkEventArgs^ e)
{
BackgroundWorker^ worker = dynamic_cast<BackgroundWorker^>(sender);
e->Result = SomeCPUHungryFunction( safe_cast<Int32>(e->Argument), worker, e );
}
However there are a few things I need to get straight and figure out
Will a background worker thread make my multithreading life easier?
Why do I need e->Result?
What are the arguments passed into the backgroundWorker1_DoWork function for?
What is the purpose of the parameter safe_cast(e->Argument)?
What things should I do in my CPUHungryFunction()?
What if my CPUHungryFunction() has a while loop that loops indefinitely?
Do I have control over the processor time my worker thread gets?
Can more specifically control the number of times the loop loops within a set period? I don’t want to be using up cpu looping 1000s of times a second when I only need to loop 30 times a second.
*Is it necessary to control the rate at which the GUI is updated?
Will a background worker thread make my multithreading life easier?
Yes, very much so. It helps you deal with the fact that you cannot update the UI from a worker thread. Particularly the ProgressChanged event lets you show progress and the RunWorkerCompleted event lets you use the results of the worker thread to update the UI without you having to deal with the cross-threading problem.
Why do I need e->Result?
To pass back the result of the work you did to the UI thread. You get the value back in your RunWorkerCompleted event handler, e->Result property. From which you then update the UI with the result.
What are the arguments passed into the function for?
To tell the worker thread what to do, it is optional. Otherwise identical to passing arguments to any method, just more awkward since you don't get to chose the arguments. You typically pass some kind of value from your UI for example, use a little helper class if you need to pass more than one. Always favor this over trying to obtain UI values in the worker, that's very troublesome.
What things should I do in my CPUHungryFunction()?
Burn CPU cycles of course. Or in general do something that takes a long time, like a dbase query. Which doesn't burn CPU cycles but takes too long to allow the UI thread to go dead while waiting for the result. Roughly, whenever you need to do something that takes more than a second then you should execute it on a worker thread instead of the UI thread.
What if my CPUHungryFunction() has a while loop that loops indefinitely?
Then your worker never completes and never produces a result. This may be useful but it isn't common. You would not typically use a BGW for this, just a regular Thread that has its IsBackground property set to true.
Do I have control over the processor time my worker thread gets?
You have some by artificially slowing it down by calling Thread.Sleep(). This is not a common thing to do, the point of starting a worker thread is to do work. A thread that sleeps is using an expensive resource in a non-productive way.
Can more specifically control the number of times the loop loops within a set period? I don’t want to be using up cpu looping 1000s of times a second when I only need to loop 30 times a second.
Same as above, you'd have to sleep. Do so by executing the loop 30 times and then sleep for a second.
Is it necessary to control the rate at which the GUI is updated?
Yes, that's very important. ReportProgress() can be a fire-hose, generating many thousands of UI updates per second. You can easily get into a problem with this when the UI thread just can't keep up with that rate. You'll notice, the UI thread stops taking care of its regular duties, like painting the UI and responding to input. Because it keeps having to deal with another invoke request to run the ProgressChanged event handler. The side-effect is that the UI looks frozen, you've got the exact problem back you were trying to solve with a worker. It isn't actually frozen, it just looks that way, it is still running the event handler. But your user won't see the difference.
The one thing to keep in mind is that ReportProgress() only needs to keep human eyes happy. Which cannot see updates that happen more frequently than 20 times per second. Beyond that, it just turns into an unreadable blur. So don't waste time on UI updates that just are not useful anyway. You'll automatically also avoid the fire-hose problem. Tuning the update rate is something you have to program, it isn't built into BGW.
I will try to answer you question by question
Yes
DoWork is a void method (and need to be so). Also DoWork executes
in a different thread from the calling one, so you need to have a
way to return something to the calling thread. The e->Result
parameter will be passed to the RunWorkerCompleted event inside
the RunWorkerCompletedEventArgs
The sender argument is the backgroundworker itself that you can use
to raise events for the UI thread, the DoWorkEventArgs eventually
contains parameters passed from the calling thread (the one who has
called RunWorkerAsync(Object))
Whatever you have need to do. Paying attention to the userinterface
elements that are not accessible from the DoWork thread. Usually, one
calculate the percentage of work done and update the UI (a progress
bar or something alike) and call ReportProgress to communicate with
the UI thread. (Need to have WorkerReportProgress property set to
True)
Nothing runs indefinitely. You can always unplug the cord.
Seriously, it is just another thread, the OS takes care of it and
destroys everything when your app ends.
Not sure what do you mean with this, but it is probably related
to the next question
You can use the Thread.Sleep or Thread.Join methods to release the
CPU time after one loop. The exact timing to sleep should be fine
tuned depending on what you are doing, the workload of the current
system and the raw speed of your processor
Please refer to MSDN docs on BackgroundWorker and Thread classes

How to check if an application is in waiting

I have two applications running on my machine. One is supposed to hand in the work and other is supposed to do the work. How can I make sure that the first application/process is in wait state. I can verify via the resources its consuming, but that does not guarantee so. What tools should I use?
Your 2 applications shoud communicate. There are a lot of ways to do that:
Send messages through sockets. This way the 2 processes can run on different machines if you use normal network sockets instead of local ones.
If you are using C you can use semaphores with semget/semop/semctl. There should be interfaces for that in other languages.
Named pipes block until there is both a read and a write operation in progress. You can use that for synchronisation.
Signals are also good for this. In C it is called sendmsg/recvmsg.
DBUS can also be used and has bindings for variuos languages.
Update: If you can't modify the processing application then it is harder. You have to rely on some signs that indicate the progress. (I am assuming you processing application reads a file, does some processing then writes the result to an output file.) Do you know the final size the result should be? If so you need to check the size repeatedly (or whenever it changes).
If you don't know the size but you know how the processing works you may be able to use that. For example the processing is done when the output file is closed. You can use strace to see all the system calls including the close. You can replace the close() function with the LD_PRELOAD environment variable (on windows you have to replace dlls). This way you can sort of modify the processing program without actually recompiling or even having access to its source.
you can use named pipes - the first app will read from it but it will be blank and hence it will keep waiting (blocked). The second app will write into it when it wants the first one to continue.
Nothing can guarantee that your application is in waiting state. You have to pass it some work and get back a response. It might be transactions or not - application can confirm that it got the message to process before it starts to process it or after it was processed (successfully or not). If it does not wait, passing a piece of work should fail. Whether when trying to write to a TCP/IP socket or other means, or if timeout occurs. This depends on implementation, what kind of transport you are using and other requirements.
There is actually a way of figuring out if the process (thread) is in blocking state and waiting for data on a socket (or other source), but that means that client should be on the same computer and have access privileges required to do that, but that makes no sense other than debugging, which you can do using any debugger anyway.
Overall, the idea of making sure that application is waiting for data before trying to pass it that data smells bad. Not to mention the racing condition - what if you checked and it was OK, and when you actually tried to send the data, you found out that application is not waiting at that time (even if that is microseconds).