Lightest synchronization primitive for worker thread queue - c++

I am about to implement a worker thread with work item queuing, and while I was thinking about the problem, I wanted to know if I'm doing the best thing.
The thread in question will have to have some thread local data (preinitialized at construction) and will loop on work items until some condition will be met.
pseudocode:
volatile bool run = true;
int WorkerThread(param)
{
localclassinstance c1 = new c1();
[other initialization]
while(true) {
[LOCK]
[unqueue work item]
[UNLOCK]
if([hasWorkItem]) {
[process data]
[PostMessage with pointer to data]
}
[Sleep]
if(!run)
break;
}
[uninitialize]
return 0;
}
I guess I will do the locking via critical section, as the queue will be std::vector or std::queue, but maybe there is a better way.
The part with Sleep doesn't look too great, as there will be a lot of extra Sleep with big Sleep values, or lot's of extra locking when Sleep value is small, and that's definitely unnecessary.
But I can't think of a WaitForSingleObject friendly primitive I could use instead of critical section, as there might be two threads queuing work items at the same time. So Event, which seems to be the best candidate, can loose the second work item if the Event was set already, and it doesn't guarantee a mutual exclusion.
Maybe there is even a better approach with InterlockedExchange kind of functions that leads to even less serialization.
P.S.: I might need to preprocess the whole queue and drop the obsolete work items during the unqueuing stage.

There are a multitude of ways to do this.
One option is to use a semaphore for the waiting. The semaphore is signalled every time a value is pushed on the queue, so the worker thread will only block if there are no items in the queue. This will still require separate synchronization on the queue itself.
A second option is to use a manual-reset event which is set when there are items in the queue and cleared when the queue is empty. Again, you will need to do separate synchronization on the queue.
A third option is to have an invisible message-only window created on the thread, and use a special WM_USER or WM_APP message to post items to the queue, attaching the item to the message via a pointer.
Another option is to use condition variables. The native Windows condition variables only work if you're targetting Windows Vista or Windows 7, but condition variables are also available for Windows XP with Boost or an implementation of the C++0x thread library. An example queue using boost condition variables is available on my blog: http://www.justsoftwaresolutions.co.uk/threading/implementing-a-thread-safe-queue-using-condition-variables.html

It is possible to share a resource between threads without using blocking locks at all, if your scenario meets certain requirements.
You need an atomic pointer exchange primitive, such as Win32's InterlockedExchange. Most processor architectures provide some sort of atomic swap, and it's usually much less expensive than acquiring a formal lock.
You can store your queue of work items in a pointer variable that is accessible to all the threads that will be interested in it. (global var, or field of an object that all the threads have access to)
This scenario assumes that the threads involved always have something to do, and only occasionally "glance" at the shared resource. If you want a design where threads block waiting for input, use a traditional blocking event object.
Before anything begins, create your queue or work item list object and assign it to the shared pointer variable.
Now, when producers want to push something onto the queue, they "acquire" exclusive access to the queue object by swapping a null into the shared pointer variable using InterlockedExchange. If the result of the swap returns a null, then somebody else is currently modifying the queue object. Sleep(0) to release the rest of your thread's time slice, then loop to retry the swap until it returns non-null. Even if you end up looping a few times, this is many. many times faster than making a kernel call to acquire a mutex object. Kernel calls require hundreds of clock cycles to transition into kernel mode.
When you successfully obtain the pointer, make your modifications to the queue, then swap the queue pointer back into the shared pointer.
When consuming items from the queue, you do the same thing: swap a null into the shared pointer and loop until you get a non-null result, operate on the object in the local var, then swap it back into the shared pointer var.
This technique is a combination of atomic swap and brief spin loops. It works well in scenarios where the threads involved are not blocked and collisions are rare. Most of the time the swap will give you exclusive access to the shared object on the first try, and as long as the length of time the queue object is held exclusively by any thread is very short then no thread should have to loop more than a few times before the queue object becomes available again.
If you expect a lot of contention between threads in your scenario, or you want a design where threads spend most of their time blocked waiting for work to arrive, you may be better served by a formal mutex synchronization object.

The fastest locking primitive is usually a spin-lock or spin-sleep-lock. CRITICAL_SECTION is just such a (user-space) spin-sleep-lock.
(Well, aside from not using locking primitives at all of course. But that means using lock-free data-structures, and those are really really hard to get right.)
As for avoiding the Sleep: have a look at condition-variables. They're designed to be used together with a "mutex", and I think they're much easier to use correctly than Windows' EVENTs.
Boost.Thread has a nice portable implementation of both, fast user-space spin-sleep-locks and condition variables:
http://www.boost.org/doc/libs/1_44_0/doc/html/thread/synchronization.html#thread.synchronization.condvar_ref
A work-queue using Boost.Thread could look something like this:
template <class T>
class Queue : private boost::noncopyable
{
public:
void Enqueue(T const& t)
{
unique_lock lock(m_mutex);
// wait until the queue is not full
while (m_backingStore.size() >= m_maxSize)
m_queueNotFullCondition.wait(lock); // releases the lock temporarily
m_backingStore.push_back(t);
m_queueNotEmptyCondition.notify_all(); // notify waiters that the queue is not empty
}
T DequeueOrBlock()
{
unique_lock lock(m_mutex);
// wait until the queue is not empty
while (m_backingStore.empty())
m_queueNotEmptyCondition.wait(lock); // releases the lock temporarily
T t = m_backingStore.front();
m_backingStore.pop_front();
m_queueNotFullCondition.notify_all(); // notify waiters that the queue is not full
return t;
}
private:
typedef boost::recursive_mutex mutex;
typedef boost::unique_lock<boost::recursive_mutex> unique_lock;
size_t const m_maxSize;
mutex mutable m_mutex;
boost::condition_variable_any m_queueNotEmptyCondition;
boost::condition_variable_any m_queueNotFullCondition;
std::deque<T> m_backingStore;
};

There are various ways to do this
For one you could create an event instead called 'run' and then use that to detect when thread should terminate, the main thread then signals. Instead of sleep you would then use WaitForSingleObject with a timeout, that way you will quit directly instead of waiting for sleep ms.
Another way is to accept messages in your loop and then invent a user defined message that you post to the thread
EDIT: depending on situation it may also be wise to have yet another thread that monitors this thread to check if it is dead or not, this can be done by the above mentioned message queue so replying to a certain message within x ms would mean that the thread hasn't locked up.

I'd restructure a bit:
WorkItem GetWorkItem()
{
while(true)
{
WaitForSingleObject(queue.Ready);
{
ScopeLock lock(queue.Lock);
if(!queue.IsEmpty())
{
return queue.GetItem();
}
}
}
}
int WorkerThread(param)
{
bool done = false;
do
{
WorkItem work = GetWorkItem();
if( work.IsQuitMessage() )
{
done = true;
}
else
{
work.Process();
}
} while(!done);
return 0;
}
Points of interest:
ScopeLock is a RAII class to make critical section usage safer.
Block on event until workitem is (possibly) ready - then lock while trying to dequeue it.
don't use a global "IsDone" flag, enqueue special quitmessage WorkItems.

You can have a look at another approach here that uses C++0x atomic operations
http://www.drdobbs.com/high-performance-computing/210604448

Use a semaphore instead of an event.

Keep the signaling and synchronizing separate. Something along these lines...
// in main thread
HANDLE events[2];
events[0] = CreateEvent(...); // for shutdown
events[1] = CreateEvent(...); // for work to do
// start thread and pass the events
// in worker thread
DWORD ret;
while (true)
{
ret = WaitForMultipleObjects(2, events, FALSE, <timeout val or INFINITE>);
if shutdown
return
else if do-work
enter crit sec
unqueue work
leave crit sec
etc.
else if timeout
do something else that has to be done
}

Given that this question is tagged windows, Ill answer thus:
Don't create 1 worker thread. Your worker thread jobs are presumably independent, so you can process multiple jobs at once? If so:
In your main thread call CreateIOCompletionPort to create an io completion port object.
Create a pool of worker threads. The number you need to create depends on how many jobs you might want to service in parallel. Some multiple of the number of CPU cores is a good start.
Each time a job comes in call PostQueuedCompletionStatus() passing a pointer to the job struct as the lpOverlapped struct.
Each worker thread calls GetQueuedCompletionItem() - retrieves the work item from the lpOverlapped pointer and does the job before returning to GetQueuedCompletionStatus.
This looks heavy, but io completion ports are implemented in kernel mode and represent a queue that can be deserialized into any of the worker threads associated with the queue (i.e. waiting on a call to GetQueuedCompletionStatus). The io completion port knows how many of the threads that are processing an item are actually using a CPU vs blocked on an IO call - and will release more worker threads from the pool to ensure that the concurrency count is met.
So, its not lightweight, but it is very very efficient... io completion port can be associated with pipe and socket handles for example and can dequeue the results of asynchronous operations on those handles. io completion port designs can scale to handling 10's of thousands of socket connects on a single server - but on the desktop side of the world make a very convenient way of scaling processing of jobs over the 2 or 4 cores now common in desktop PCs.

Related

How does mutex condition signaling loop works?

I will make a hypothetical scenario just to be clear about what I need to know.
Let's say I have a single file being updated very often.
I need to read and parse this file by several different threads.
Everytime this file is rewritten, I'm gonna wake a condition mutex so the other threads can do whatever they want to.
My question is:
If I have 10000 threads, the first thread execution will block the execution of the other 9999 ones?
Does it work in parallel or synchronously?
This post has been edited since first posted to address comments below by Jonathan Wakely, and to better distinguish between a condition_variable, a condition (which were both called condition in the first version), and how the wait function operates. Just as important, however, is an exploration of better methods from modern C++, using std::future, std::thread and std::packaged_task, with some discussion regarding buffering and reasonable thread count.
First, 10,000 threads is a lot of threads. The thread scheduler will be highly burdened on all but the very highest performance of computers. Typical quad core workstations under Windows would struggle. It's a sign that some kind of queued scheduling of tasks is in order, typical of servers accepting thousands of connections using perhaps 10 threads, each servicing 1,000 connects. The number of threads is really not important to the question, but that in such a volume of tasks 10,000 threads is impracticable.
To handle synchronization, the mutex doesn't actually do what you're proposing, by itself. The concept you're describing is a type of event object, perhaps an auto reset event, which by itself is a higher level concept. Windows has them as part of its API, but they are fashioned on Linux (and for portable software, usually) with two primitive components, a mutex and a condition variable. Together these create the auto reset event, and other types of "waitable events" as Windows calls them. In C++ these are provided by std::mutex and std::condition_variable.
Mutexes by themselves merely provide locked control over a common resource. In that scenario we are not thinking in terms of clients and a server (or workers and an executive), but we're thinking in terms of competition among peers for a single resource which can only be accessed by one actor (thread) at a time. A mutex can block execution, but it does not release based on an external signal. Mutexes block if another thread has locked the mutex, and wait indefinitely until the owner of the lock releases it. This isn't the scenario you present in the question.
In your scenario, there are many "clients" and one "server" thread. The server is in charge of signalling that something is ready to be processed. All other threads are clients in this design (nothing about the thread itself makes them clients, we merely deem them so by the function they execute). In some discussions, clients are called worker threads.
The clients use a mutex/condition variable pair to wait for a signal. This construct usually takes the form of locking a mutex, then waiting on the condition variable using that mutex. When a thread enters wait on the condition variable, the mutex is unlocked. This is repeated for all client threads who wait for work to be done. A typical client wait example is:
std::mutex m;
std::condition_variable cv;
void client_thread()
{
// Wait until server signals data is ready
std::unique_lock<std::mutex> lk(m); // lock the mutex
cv.wait(lk); // wait on cv
// do the work
}
This is pseudo code showing the mutex/conditional variable used together. std::condition_variable has two overloads of the wait function, this is the simplest one. The intent is that a thread will block, entering into an idle state until the condition_variable is signalled. It is not intended as a complete example, merely to point out these two objects are used together.
Johnathan Wakely's comments below are based on the fact that wait is not indefinite; there is no guarantee that the reason the call is unblocked is because of a signal. The documentation calls this a "spurious wakeup", which occasionally occurs for complex reasons of OS scheduling. The point which Johnathan makes is that code using this pair must be safe to operate even if the wakeup is not because the condition_variable was signalled.
In the parlance of using condition variables, this is known as a condition (not the condition_variable). The condition is an application defined concept, usually illustrated as a boolean in the literature, and often the result of checking a bool, an integer (sometimes of atomic type) or calling a function returning a bool. Sometimes application defined notions of what constitutes a true condition are more complex, but the overall effect of the condition is to determine whether or not the thread, once awakened, should continue to process, or should simply repeat the wait.
One way to satisfy this requirement is the second version of std::condition_variable::wait. The two are declared:
void wait( std::unique_lock<std::mutex>& lock );
template< class Predicate >
void wait( std::unique_lock<std::mutex>& lock, Predicate pred );
Johnathan's point is to insist the second version be used. However, documentation describes (and the fact there are two overloads indicates) that the Predicate is optional. The Predicate is a functor of some kind, often a lambda expression, resolving to true if the wait should unblock, false if the wait should continue waiting, and it is evaluated under lock. The Predicate is synonymous with condition in that the Predicate is one way in which to indicate true or false regarding whether wait should unblock.
Although the Predicate is, in fact, optional, the notion that 'wait' is not perfect in blocking until a signal is received requires that if the first version is used, it is because the application is constructed such that spurious wakes have no consequence (indeed, are part of the design).
Jonathan's citation shows that the Predicate is evaluated under lock, but in generalized forms of the paradigm that's frequently not practicable. std::condition_variable must wait on a locked std::mutex, which may be protecting a variable defining the condition, but sometimes that's not possible. Sometimes the condition is more complex, external, or trivial enough that the std::mutex isn't associated with the condition.
To see how that works in the context of the proposed solution, assume there are 10 client threads waiting for a server to signal that work is to be done, and that work is scheduled in a queue as a container of virtual functors. A virtual functor might be something like:
struct VFunc
{
virtual void operator()(){}
};
template <typename T>
struct VFunctor
{
// Something referring to T, possible std::function
virtual void operator()(){...call the std::function...}
};
typedef std::deque< VFunc > Queue;
The pseudo code above suggests a typical functor with a virtual operator(), returning void and taking no parameters, sometimes known as a "blind call". The key point in suggesting it is the fact Queue can own a collection of these without knowing what is being called, and whatever VFunctors are in Queue could refer to anything std::function might be able to call, which includes member functions of other objects, lambdas, simple functions, etc. If, however, there is only one function signature to be called, perhaps:
typedef std::deque< std::function<void(void)>> Queue
Is sufficient.
For either case, work is to be done only if there are entries in Queue.
To wait, one might use a class like:
class AutoResetEvent
{
private:
std::mutex m;
std::condition_variable cv;
bool signalled;
bool signalled_all;
unsigned int wcount;
public:
AutoResetEvent() : wcount( 0 ), signalled(false), signalled_all(false) {}
void SignalAll() { std::unique_lock<std::mutex> l(m);
signalled = true;
signalled_all = true;
cv.notify_all();
}
void SignalOne() { std::unique_lock<std::mutex> l(m);
signalled = true;
cv.notify_one();
}
void Wait() { std::unique_lock<std::mutex> l(m);
++wcount;
while( !signalled )
{
cv.wait(l);
}
--wcount;
if ( signalled_all )
{ if ( wcount == 0 )
{ signalled = false;
signalled_all = false;
}
}
else { signalled = false;
}
}
};
This is pseudo code of a standard reset event type of waitable object, compatible with Windows CreateEvent and WaitForSingleObject API, functioning the basic same way.
All client threads end up at cv.wait (this can have a timeout in Windows, using the Windows API, but not with std::condition_variable). At some point, the server signals the event with a call to Signalxxx. Your scenario suggests SignalAll().
If notify_one is called, one of the waiting threads is released, and all others remain asleep. Of notify_all is called, then all threads waiting on that condition are released to do work.
The following might be an example of using AutoResetEvent:
AutoResetEvent evt; // probably not a global
void client()
{
while( !Shutdown ) // assuming some bool to indicate shutdown
{
if ( IsWorkPending() ) DoWork();
evt.Wait();
}
}
void server()
{
// gather data
evt.SignalAll();
}
The use of IsWorkPending() satisfies the notion of a condition, as Jonathan Wakely indicates. Until a shutdown is indidated, this loop will process work if it's pending, and wait for a signal otherwise. Spurious wakeups have no negative effect. IsWorkPending() would check Queue.size(), possibly through an object which protects Queue with a std::mutex or some other synchronization mechanism. If work is pending, DoWork() would sequentially pop entries out of Queue until Queue is empty. Upon return, the loop would again wait for a signal.
With all of that discussed, the combination of mutex and condition_variable is related to an old style of thinking, now outdated in the era of C++11/C++14. Unless you have trouble using a compliant compiler, it would be better to investigate the use of std::promise, std::future and either std::async or std::thread with std::packaged_task. For example, using future, promise, packaged_task and thread could entirely replace the discussion above.
For example:
// a function for threads to execute
int func()
{
// do some work, return status as result
return result;
}
Assuming func does the work you require on the files, these typedefs apply:
typedef std::packaged_task< int() > func_task;
typedef std::future< int > f_int;
typedef std::shared_ptr< f_int > f_int_ptr;
typedef std::vector< f_int_ptr > f_int_vec;
std::future can't be copied, so it's stored using a shared_ptr for ease of use in a vector, but there are various solutions.
Next, an example of using these for 10 threads of work
void executive_function()
{
// a vector of future pointers
f_int_vec future_list;
// start some threads
for( int n=0; n < 10; ++n )
{
// a packaged_task calling func
func_task ft( &func );
// get a future from the task as a shared_ptr
f_int_ptr future_ptr( new f_int( ft.get_future() ) );
// store the task for later use
future_list.push_back( future_ptr );
// launch a thread to call task
std::thread( std::move( ft )).detach();
}
// at this point, 10 threads are running
for( auto &d : future_list )
{
// for each future pointer, wait (block if required)
// for each thread's func to return
d->wait();
// get the result of the func return value
int res = d->get();
}
}
The point here is really in the last range-for loop. The vector stores futures, which the packaged_tasks provided. Those tasks are used to launch threads, and the future is key to synchronizing the executive. Once all threads are running, each is "waited on" with a simple call to the future's wait function, after which the return value of func can be obtained. No mutexes or condition_variables involved (that we know of).
This brings me to the subject of processing files in parallel, no matter how you launch a number of threads. If there were a machine which could handle 10,000 threads, then if each thread were a trivial file oriented operation there would be considerable RAM resources devoted to file processing, all duplicating each other. Depending on the API chosen, there are buffers associated with each read operation.
Let's say the file was 10 Mbytes, and 10,000 threads began operating on it, where each thread used 4 Kbyte buffers for processing. Combined, that suggests there would be 40 Mbytes of buffers to process a 10 Mbyte file. It would be less wasteful to simply read the file into RAM, and offer read only access to all threads from RAM.
That notion is further complicated by the fact that multiple tasks reading from various sections of the file at different times may cause heavy thrashing from a standard hard disk (not so for flash sources), if the disk cache can't keep up. More importantly, though, is that 10,000 threads are all calling system API's for reading the file, each with considerable overhead.
If the source material is a candidate for reading entirely into RAM, the threads could be focused on RAM instead of the file, alleviating that overhead, improving performance. The threads could share read access to the contents without locks.
If the source file is too large to read entirely into RAM, it may still be best read in blocks of the source file, have threads process that portion from a shared memory resource, then move to the next block in a series.

How to go about multithreading with "priority"?

I have multiple threads processing multiple files in the background, while the program is idle.
To improve disk throughput, I use critical sections to ensure that no two threads ever use the same disk simultaneously.
The (pseudo-)code looks something like this:
void RunThread(HANDLE fileHandle)
{
// Acquire CRITICAL_SECTION for disk
CritSecLock diskLock(GetDiskLock(fileHandle));
for (...)
{
// Do some processing on file
}
}
Once the user requests a file to be processed, I need to stop all threads -- except the one which is processing the requested file. Once the file is processed, then I'd like to resume all the threads again.
Given the fact that SuspendThread is a bad idea, how do I go about stopping all threads except the one that is processing the relevant input?
What kind of threading objects/features would I need -- mutexes, semaphores, events, or something else? And how would I use them? (I'm hoping for compatibility with Windows XP.)
I recommend you go about it in a completely different fashion. If you really want only one thread for every disk (I'm not convinced this is a good idea) then you should create one thread per disk, and distribute files as you queue them for processing.
To implement priority requests for specific files I would then have a thread check a "priority slot" at several points during its normal processing (and of course in its main queue wait loop).
The difficulty here isn't priority as such, it's the fact that you want a thread to back out of a lock that it's holding, to let another thread take it. "Priority" relates to which of a set of runnable threads should be scheduled to run -- you want to make a thread runnable that isn't (because it's waiting on a lock held by another thread).
So, you want to implement (as you put it):
if (ThisThreadNeedsToSuspend()) { ReleaseDiskLock(); WaitForResume(); ReacquireDiskLock(); }
Since you're (wisely) using a scoped lock I would want to invert the logic:
while (file_is_not_finished) {
WaitUntilThisThreadCanContinue();
CritSecLock diskLock(blah);
process_part_of_the_file();
}
ReleasePriority();
...
void WaitUntilThisThreadCanContinue() {
MutexLock lock(thread_priority_mutex);
while (thread_with_priority != NOTHREAD and thread_with_priority != thisthread) {
condition_variable_wait(thread_priority_condvar);
}
}
void GiveAThreadThePriority(threadid) {
MutexLock lock(thread_priority_mutex);
thread_with_priority = threadid;
condition_variable_broadcast(thread_priority_condvar);
}
void ReleasePriority() {
MutexLock lock(thread_priority_mutex);
if (thread_with_priority == thisthread) {
thread_with_priority = NOTHREAD;
condition_variable_broadcast(thread_priority_condvar);
}
}
Read up on condition variables -- all recent OSes have them, with similar basic operations. They're also in Boost and in C++11.
If it's not possible for you to write a function process_part_of_the_file then you can't structure it this way. Instead you need a scoped lock that can release and regain the disklock. The easiest way to do that is to make it a mutex, then you can wait on a condvar using that same mutex. You can still use the mutex/condvar pair and the thread_with_priority object in much the same way.
You choose the size of "part of the file" according to how responsive you need the system to be to a change in priority. If you need it to be extremely responsive then the scheme doesn't really work -- this is co-operative multitasking.
I'm not entirely happy with this answer, the thread with priority can be starved for a long time if there are a lot of other threads that are already waiting on the same disk lock. I'd put in more thought to avoid that. Possibly there should not be a per-disk lock, rather the whole thing should be handled under the condition variable and its associated mutex. I hope this gets you started, though.
You may ask the threads to stop gracefully. Just check some variable in loop inside threads and continue or terminate work depending on its value.
Some thoughts about it:
The setting and checking of this value should be done inside critical section.
Because the critical section slows down the thread, the checking should be done often enough to quickly stop the thread when needed and rarely enough, such that thread won't be stalled by acquiring and releasing the critical section.
After each worker thread processes a file, check a condition variable associated with that thread. The condition variable could implemented simply as a bool + critical section. Or with InterlockedExchange* functions. And to be honest, I usually just use an unprotected bool between threads to signal "need to exit" - sometimes with an event handle if the worker thread could be sleeping.
After setting the condition variable for each thread, Main thread waits for each thread to exit via WaitForSingleObject.
DWORD __stdcall WorkerThread(void* pThreadData)
{
ThreadData* pData = (ThreadData*) pTheradData;
while (pData->GetNeedToExit() == false)
{
ProcessNextFile();
}
return 0;
}
void StopWokerThread(HANDLE hThread, ThreadData* pData)
{
pData->SetNeedToExit = true;
WaitForSingleObject(hThread);
CloseHandle(hThread);
}
struct ThreadData()
{
CRITICAL_SECITON _cs;
ThreadData()
{
InitializeCriticalSection(&_cs);
}
~ThreadData()
{
DeleteCriticalSection(&_cs);
}
ThreadData::SetNeedToExit()
{
EnterCriticalSection(&_cs);
_NeedToExit = true;
LeaveCriticalSeciton(&_cs);
}
bool ThreadData::GetNeedToExit()
{
bool returnvalue;
EnterCriticalSection(&_cs);
returnvalue = _NeedToExit = true;
LeaveCriticalSeciton(&_cs);
return returnvalue;
}
};
You can also use the pool of threads and regulate their work by using the I/O Completion port.
Normally threads from the pool would sleep awaiting for the I/O Completion port event/activity.
When you have a request the I/O Completion port releases the thread and it starts to do a job.
OK, how about this:
Two threads per disk, for high and low priority requests, each with its own input queue.
A high-priority disk task, when initially submitted, will then issue its disk requests in parallel with any low-priority task that is running. It can reset a ManualResetEvent that the low-priority thread waits on when it can, (WaitForSingleObject) and so will get blocked if the high-prioriy thread is perfoming disk ops. The high-priority thread should set the event after finishing a task.
This should limit the disk-thrashing to the interval, (if any), between the submission of the high-priority task and whenver the low-priority thread can wait on the MRE. Raising the CPU priority of the thread servicing the high-priority queue may assist in improving performance of the high-priority work in this interval.
Edit: by 'queue', I mean a thread-safe, blocking, producer-consumer queue, (just to be clear:).
More edit - if the issuing threads needs notification of job completion, the tasks issued to the queues could contain an 'OnCompletion' event to call with the task object as a parameter. The event handler could, for example, signal an AutoResetEvent that the originating thread is waiting on, so providing synchronous notification.

how to pass data to running thread

When using pthread, I can pass data at thread creation time.
What is the proper way of passing new data to an already running thread?
I'm considering making a global variable and make my thread read from that.
Thanks
That will certainly work. Basically, threads are just lightweight processes that share the same memory space. Global variables, being in that memory space, are available to every thread.
The trick is not with the readers so much as the writers. If you have a simple chunk of global memory, like an int, then assigning to that int will probably be safe. Bt consider something a little more complicated, like a struct. Just to be definite, let's say we have
struct S { int a; float b; } s1, s2;
Now s1,s2 are variables of type struct S. We can initialize them
s1 = { 42, 3.14f };
and we can assign them
s2 = s1;
But when we assign them the processor isn't guaranteed to complete the assignment to the whole struct in one step -- we say it's not atomic. So let's now imagine two threads:
thread 1:
while (true){
printf("{%d,%f}\n", s2.a, s2.b );
sleep(1);
}
thread 2:
while(true){
sleep(1);
s2 = s1;
s1.a += 1;
s1.b += 3.14f ;
}
We can see that we'd expect s2 to have the values {42, 3.14}, {43, 6.28}, {44, 9.42} ....
But what we see printed might be anything like
{42,3.14}
{43,3.14}
{43,6.28}
or
{43,3.14}
{44,6.28}
and so on. The problem is that thread 1 may get control and "look at" s2 at any time during that assignment.
The moral is that while global memory is a perfectly workable way to do it, you need to take into account the possibility that your threads will cross over one another. There are several solutions to this, with the basic one being to use semaphores. A semaphore has two operations, confusingly named from Dutch as P and V.
P simply waits until a variable is 0 and the goes on, adding 1 to the variable; V subtracts 1 from the variable. The only thing special is that they do this atomically -- they can't be interrupted.
Now, do you code as
thread 1:
while (true){
P();
printf("{%d,%f}\n", s2.a, s2.b );
V();
sleep(1);
}
thread 2:
while(true){
sleep(1);
P();
s2 = s1;
V();
s1.a += 1;
s1.b += 3.14f ;
}
and you're guaranteed that you'll never have thread 2 half-completing an assignment while thread 1 is trying to print.
(Pthreads has semaphores, by the way.)
I have been using the message-passing, producer-consumer queue-based, comms mechanism, as suggested by asveikau, for decades without any problems specifically related to multiThreading. There are some advantages:
1) The 'threadCommsClass' instances passed on the queue can often contain everything required for the thread to do its work - member/s for input data, member/s for output data, methods for the thread to call to do the work, somewhere to put any error/exception messages and a 'returnToSender(this)' event to call so returning everything to the requester by some thread-safe means that the worker thread does not need to know about. The worker thread then runs asynchronously on one set of fully encapsulated data that requires no locking. 'returnToSender(this)' might queue the object onto a another P-C queue, it might PostMessage it to a GUI thread, it might release the object back to a pool or just dispose() it. Whatever it does, the worker thread does not need to know about it.
2) There is no need for the requesting thread to know anything about which thread did the work - all the requestor needs is a queue to push on. In an extreme case, the worker thread on the other end of the queue might serialize the data and communicate it to another machine over a network, only calling returnToSender(this) when a network reply is received - the requestor does not need to know this detail - only that the work has been done.
3) It is usually possible to arrange for the 'threadCommsClass' instances and the queues to outlive both the requester thread and the worker thread. This greatly eases those problems when the requester or worker are terminated and dispose()'d before the other - since they share no data directly, there can be no AV/whatever. This also blows away all those 'I can't stop my work thread because it's stuck on a blocking API' issues - why bother stopping it if it can be just orphaned and left to die with no possibility of writing to something that is freed?
4) A threadpool reduces to a one-line for loop that creates several work threads and passes them the same input queue.
5) Locking is restricted to the queues. The more mutexes, condVars, critical-sections and other synchro locks there are in an app, the more difficult it is to control it all and the greater the chance of of an intermittent deadlock that is a nightmare to debug. With queued messages, (ideally), only the queue class has locks. The queue class must work 100% with mutiple producers/consumers, but that's one class, not an app full of uncooordinated locking, (yech!).
6) A threadCommsClass can be raised anytime, anywhere, in any thread and pushed onto a queue. It's not even necessary for the requester code to do it directly, eg. a call to a logger class method, 'myLogger.logString("Operation completed successfully");' could copy the string into a comms object, queue it up to the thread that performs the log write and return 'immediately'. It is then up to the logger class thread to handle the log data when it dequeues it - it may write it to a log file, it may find after a minute that the log file is unreachable because of a network problem. It may decide that the log file is too big, archive it and start another one. It may write the string to disk and then PostMessage the threadCommsClass instance on to a GUI thread for display in a terminal window, whatever. It doesn't matter to the log requesting thread, which just carries on, as do any other threads that have called for logging, without significant impact on performance.
7) If you do need to kill of a thread waiting on a queue, rather than waiing for the OS to kill it on app close, just queue it a message telling it to teminate.
There are surely disadvantages:
1) Shoving data directly into thread members, signaling it to run and waiting for it to finish is easier to understand and will be faster, assuming that the thread does not have to be created each time.
2) Truly asynchronous operation, where the thread is queued some work and, sometime later, returns it by calling some event handler that has to communicate the results back, is more difficult to handle for developers used to single-threaded code and often requires state-machine type design where context data must be sent in the threadCommsClass so that the correct actions can be taken when the results come back. If there is the occasional case where the requestor just has to wait, it can send an event in the threadCommsClass that gets signaled by the returnToSender method, but this is obviously more complex than simply waiting on some thread handle for completion.
Whatever design is used, forget the simple global variables as other posters have said. There is a case for some global types in thread comms - one I use very often is a thread-safe pool of threadCommsClass instances, (this is just a queue that gets pre-filled with objects). Any thread that wishes to communicate has to get a threadCommsClass instance from the pool, load it up and queue it off. When the comms is done, the last thread to use it releases it back to the pool. This approach prevents runaway new(), and allows me to easily monitor the pool level during testing without any complex memory-managers, (I usually dump the pool level to a status bar every second with a timer). Leaking objects, (level goes down), and double-released objects, (level goes up), are easily detected and so get fixed.
MultiThreading can be safe and deliver scaleable, high-performance apps that are almost a pleasure to maintain/enhance, (almost:), but you have to lay off the simple globals - treat them like Tequila - quick and easy high for now but you just know they'll blow your head off tomorrow.
Good luck!
Martin
Global variables are bad to begin with, and even worse with multi-threaded programming. Instead, the creator of the thread should allocate some sort of context object that's passed to pthread_create, which contains whatever buffers, locks, condition variables, queues, etc. are needed for passing information to and from the thread.
You will need to build this yourself. The most typical approach requires some cooperation from the other thread as it would be a bit of a weird interface to "interrupt" a running thread with some data and code to execute on it... That would also have some of the same trickiness as something like POSIX signals or IRQs, both of which it's easy to shoot yourself in the foot while processing, if you haven't carefully thought it through... (Simple example: You can't call malloc inside a signal handler because you might be interrupted in the middle of malloc, so you might crash while accessing malloc's internal data structures which are only partially updated.)
The typical approach is to have your thread creation routine basically be an event loop. You can build a queue structure and pass that as the argument to the thread creation routine. Then other threads can enqueue things and the thread's event loop will dequeue it and process the data. Note this is cleaner than a global variable (or global queue) because it can scale to have multiple of these queues.
You will need some synchronization on that queue data structure. Entire books could be written about how to implement your queue structure's synchronization, but the most simple thing would have a lock and a semaphore. When modifying the queue, threads take a lock. When waiting for something to be dequeued, consumer threads would wait on a semaphore which is incremented by enqueuers. It's also a good idea to implement some mechanism to shut down the consumer thread.

Waiting win32 threads

I have a totally thread-safe FIFO structure( TaskList ) to store task classes, multiple number of threads, some of which creates and stores task and the others processes the tasks. TaskList class has a pop_front() method which returns the first task if there is at least one. Otherwise it returns NULL.
Here is an example of processing function:
TaskList tlist;
unsigned _stdcall ThreadFunction(void * qwe)
{
Task * task;
while(!WorkIsOver) // a global bool to end all threads.
{
while(task = tlist.pop_front())
{
// process Task
}
}
return 0;
}
My problem is, sometimes, there is no new task in the task list, so the processing threads enters in an endless loop (while(!WorkIsOver)) and CPU load increases. Somehow I have to make the threads wait until a new task is stored in the list. I think about Suspending and Resuming but then I need extra info about which threads are suspending or running which brings a greater complexity to coding.
Any ideas?
PS. I am using winapi, not Boost or TBB for threading. Because sometimes I have to terminate threads that process for too long, and create new ones immediately. This is critical for me. Please do not suggest any of these two.
Thanks
Assuming you are developing this in DevStudio, you can get the control you want using [IO Completion Ports]. Scary name, for a simple tool.
First, create an IOCompletion Port: CreateIOCompletionPort
Create your pool of worker threads using _beginthreadex / CreateThread
In each worker thread, implement a loop that calls GetQueuedCompletionStatus - The returned lpCompletionKey will be pointing to a work item to process.
Now, whenever you get a work item to process: call PostQueuedCompletionStatus from any thread - passing in the pointer to your work item as the completion key parameter.
Thats it. 3 API calls and you have implemented a thread pooling mechanism based on a kernel implemented queue object. Each call to PostQueuedCompletionStatus will automatically be deserialized onto a thread pool thread thats blocking on GetQueuedCompletionStatus. The pool of worker threads is created, and maintained - by you - so you can call TerminateThread on any worker threads that are taking too long. Even better - depending on how it is set up the kernel will only wake up as many threads as needed to ensure that each CPU core is running at ~100% load.
NB. TerminateThread is really not an appropriate API to use. Unless you really know what you are doing the threads are going to leak their stacks, none of the memory allocated by code on the thread will be deallocated and so on. TerminateThread is really only useful during process shutdown. There are some articles on the net detailing how to release the known OS resources that are leaked each time TerminateThread is called - if you persist in this approach you really need to find and read them if you haven't already.
Use a semaphore in your queue to indicate whether there are elements ready to be processed.
Every time you add an item, call ::ReleaseSemaphore to increment the count associated with the semaphore
In the loop in your thread process, call ::WaitForSingleObject() on the handle of your semaphore object -- you can give that wait a timeout so that you have an opportunity to know that your thread should exit. Otherwise, your thread will be woken up whenever there's one or more items for it to process, and also has the nice side effect of decrementing the semaphore count for you.
If you haven't read it, you should devour Herb Sutter's Effective Concurrency series which covers this topic and many many more.
Use condition variables to implement a producer/consumer queue - example code here.
If you need to support earlier versions of Windows you can use the condition variable in Boost. Or you could build your own by copying the Windows-specific code out of the Boost headers, they use the same Win32 APIs under the covers as you would if you build your own.
Why not just use the existing thread pool? Let Windows manage all of this.
You can use windows threadpool!
Or you can use api call
WaitForSingleObject or
WaitForMultipleObjects.
Use at least SwitchToThread api call
when thread is workless.
If TaskList has some kind of wait_until_not_empty method then use it. If it does not then one Sleep(1000) (or some other value) may just do the trick. Proper solution would be to create a wrapper around TaskList that uses an auto-reset event handle to indicate if list is not empty. You would need to reinvent current methods for pop/push, with new task list being the member of new class:
WaitableTaskList::WaitableTaskList()
{
// task list is empty upon creation
non_empty_event = CreateEvent(NULL, FALSE, FALSE, NULL);
}
Task* WaitableTaskList::wait_and_pop_front(DWORD timeout)
{
WaitForSingleObject(non_empty_event, timeout);
// .. handle error, return NULL on timeout
Task* result = task_list.pop_front();
if (!task_list.empty())
SetEvent(non_empty_event);
return result;
}
void WaitableTaskList::push_back(Task* item)
{
task_list.push_back(item);
SetEvent(non_empty_event);
}
You must pop items in task list only through methods such as this wait_and_pop_front().
EDIT: actually this is not a good solution. There is a way to have non_empty_event raised even if the list is empty. The situation requires 2 threads trying to pop and list having 2 items. If list becomes empty between if and SetEvent we will have the wrong state. Obviously we need to implement syncronization as well. At this point I would reconsider simple Sleep again :-)

pthread_join - multiple threads waiting

Using POSIX threads & C++, I have an "Insert operation" which can only be done safely one at a time.
If I have multiple threads waiting to insert using pthread_join then spawning a new thread
when it finishes. Will they all receive the "thread complete" signal at once and spawn multiple inserts or is it safe to assume that the thread that receives the "thread complete" signal first will spawn a new thread blocking the others from creating new threads.
/* --- GLOBAL --- */
pthread_t insertThread;
/* --- DIFFERENT THREADS --- */
// Wait for Current insert to finish
pthread_join(insertThread, NULL);
// Done start a new one
pthread_create(&insertThread, NULL, Insert, Data);
Thank you for the replies
The program is basically a huge hash table which takes requests from clients through Sockets.
Each new client connection spawns a new thread from which it can then perform multiple operations, specifically lookups or inserts. lookups can be conducted in parallel. But inserts need to be "re-combined" into a single thread. You could say that lookup operations could be done without spawning a new thread for the client, however they can take a while causing the server to lock, dropping new requests. The design tries to minimize system calls and thread creation as much as possible.
But now that i know it's not safe the way i first thought I should be able to cobble something together
Thanks
From opengroup.org on pthread_join:
The results of multiple simultaneous calls to pthread_join() specifying the same target thread are undefined.
So, you really should not have several threads joining your previous insertThread.
First, as you use C++, I recommend boost.thread. They resemble the POSIX model of threads, and also work on Windows. And it helps you with C++, i.e. by making function-objects usable more easily.
Second, why do you want to start a new thread for inserting an element, when you always have to wait for the previous one to finish before you start the next one? Seems not to be classical use of multiple-threads.
Although... One classical solution to this would be to have one worker-thread getting jobs from an event-queue, and other threads posting the operation onto the event-queue.
If you really just want to keep it more or less the way you have it now, you'd have to do this:
Create a condition variable, like insert_finished.
All the threads which want to do an insert, wait on the condition variable.
As soon as one thread is done with its insertion, it fires the condition variable.
As the condition variable requires a mutex, you can just notify all waiting threads, they all want start inserting, but as only one thread can acquire the mutex at a time, all threads will do the insert sequentially.
But you should take care that your synchronization is not implemented in a too ad-hoc way. As this is called insert, I suspect you want to manipulate a data-structure, so you probably want to implement a thread-safe data-structure first, instead of sharing the synchronization between data-structure-accesses and all clients. I also suspect that there will be more operations then just insert, which will need proper synchronization...
According to the Single Unix Specifcation: "The results of multiple simultaneous calls to pthread_join() specifying the same target thread are undefined."
The "normal way" of achieving a single thread to get the task would be to set up a condition variable (don't forget the related mutex): idle threads wait in pthread_cond_wait() (or pthread_cond_timedwait()), and when the thread doing the work has finished, it wakes up one of the idle ones with pthread_cond_signal().
Yes as most people recommended the best way seems to have a worker thread reading from a queue. Some code snippets below
pthread_t insertThread = NULL;
pthread_mutex_t insertConditionNewMutex = PTHREAD_MUTEX_INITIALIZER;
pthread_mutex_t insertConditionDoneMutex = PTHREAD_MUTEX_INITIALIZER;
pthread_cond_t insertConditionNew = PTHREAD_COND_INITIALIZER;
pthread_cond_t insertConditionDone = PTHREAD_COND_INITIALIZER;
//Thread for new incoming connection
void * newBatchInsert()
{
for(each Word)
{
//Push It into the queue
pthread_mutex_lock(&lexicon[newPendingWord->length - 1]->insertQueueMutex);
lexicon[newPendingWord->length - 1]->insertQueue.push(newPendingWord);
pthread_mutex_unlock(&lexicon[newPendingWord->length - 1]->insertQueueMutex);
}
//Send signal to worker Thread
pthread_mutex_lock(&insertConditionNewMutex);
pthread_cond_signal(&insertConditionNew);
pthread_mutex_unlock(&insertConditionNewMutex);
//Wait Until it's finished
pthread_cond_wait(&insertConditionDone, &insertConditionDoneMutex);
}
//Worker thread
void * insertWorker(void *)
{
while(1)
{
pthread_cond_wait(&insertConditionNew, &insertConditionNewMutex);
for (int ii = 0; ii < maxWordLength; ++ii)
{
while (!lexicon[ii]->insertQueue.empty())
{
queueNode * newPendingWord = lexicon[ii]->insertQueue.front();
lexicon[ii]->insert(newPendingWord->word);
pthread_mutex_lock(&lexicon[ii]->insertQueueMutex);
lexicon[ii]->insertQueue.pop();
pthread_mutex_unlock(&lexicon[ii]->insertQueueMutex);
}
}
//Send signal that it's done
pthread_mutex_lock(&insertConditionDoneMutex);
pthread_cond_broadcast(&insertConditionDone);
pthread_mutex_unlock(&insertConditionDoneMutex);
}
}
int main(int argc, char * const argv[])
{
pthread_create(&insertThread, NULL, &insertWorker, NULL);
lexiconServer = new server(serverPort, (void *) newBatchInsert);
return 0;
}
The others have already pointed out this has undefined behaviour. I'd just add that the really simplest way to accomplish your task (to allow only one thread executing part of code) is to use a simple mutex - you need the threads executing that code to be MUTally EXclusive, and that's where mutex came to its name :-)
If you need the code to be ran in a specific thread (like Java AWT), then you need conditional variables. However, you should think twice whether this solution actually pays off. Imagine, how many context switches you need if you call your "Insert operation" 10000 times per second.
As you just now mentioned you're using a hash-table with several look-ups parallel to insertions, I'd recommend to check whether you can use a concurrent hash-table.
As the exact look-up results are non-deterministic when you're inserting elements simultaneously, such a concurrent hash-map may be exactly what you need. I do not have used concurrent hash-tables in C++, though, but as they are available in Java, you'll for sure find a library doing this in C++.
The only library which i found which supports inserts without locking new lookups - Sunrise DD (And i'm not sure whether it supports concurrent inserts)
However the switch from Google's Sparse Hash map more than doubles the memory usage. Lookups should happen fairly infrequently so rather than trying and write my own library
which combines the advantages of both i would rather just lock the table suspending lookups while changes are made safely.
Thanks again
It seems to me that you want to serialise inserts to the hashtable.
For this you want a lock - not spawning new threads.
From your description that looks very inefficient as you are re-creating the insert thread every time you want to insert something. The cost of creating the thread is not 0.
A more common solution to this problem is to spawn an insert thread that waits on a queue (ie sits in a loop sleeping while the loop is empty). Other threads then add work items to the queue. The insert thread picks items of the queue in the order they were added (or by priority if you want) and does the appropriate action.
All you have to do is make sure addition to the queue is protected so that only one thread at a time has accesses to modifying the actual queue, and that the insert thread does not do a busy wait but rather sleeps when nothing is in the queue (see condition variable).
Ideally,you dont want multiple threadpools in a single process, even if they perform different operations. The resuability of a thread is an important architectural definition, which leads to pthread_join being created in a main thread if you use C.
Ofcourse, for a C++ threadpool aka ThreadFactory , the idea is to keep the thread primitives abstract so, it can handle any of function/operation types passed to it.
A typical example would be a webserver which will have connection pools and thread pools which service connections and then process them further, but, all are derived from a common threadpool process.
SUMMARY : AVOID PTHREAD_JOIN IN any place other than a main thread.