CreateThread issue in c under window OS - c++

I have the following code which initiate the thread.
int iNMHandleThread = 1;
HANDLE hNMHandle = 0;
hNMHandle = CreateThread( NULL, 0, NMHandle, &iNMHandleThread, 0, NULL);
if ( hNMHandle == NULL)
ExitProcess(iNMHandleThread);
My question is
What will happened if I run this code while the thread already in the running state.
I want to initiate the multiple independent threads of NMHandle kindly give me some hints to solve this problem.

Each time you call CreateThread, a new thread is started that is independent of any other currently-running threads. Whether your "NMHandle" function is capable of running on more than one thread at a time is up to you: for example, does it rely on any global state?

What will happened if I run this code while the thread already in the running state.
Another thread will start with the function NMHandle, independent of the other one.
I want to initiate the multiple independent threads of NMHandle kindly give me some hints to solve this problem.
This code actually creates an independent thread. Create a loop if you want to create multiple threads executing the function NMHandle. If you need the thread handles later (e.g. waiting for a thread to end), you have to store them somewhere.
Make sure that NMHandle is thread-safe. If you don't know what that means, you shouldn't start multithreaded programming yet!
And another hint: You're passing a pointer to the local stack variable iNMHandleThread to the thread. As soon as the function returns, the variable content might not have its expected value anymore - you should rather pass the number by value (CreateThread( NULL, 0, NMHandle, (void*)iNMHandleThread, 0, NULL);).

CreateThread creates a new thread. The new thread obviously can't be in the running state before - it doesn't have a state before it's created. Compare the simple statement int i = 42; - There's no prior value of i before 42, because the object doesn't exist yet. Obviously the old thread that calls CreateThread() must be running - otherwise it couldn't have run to the line that calls CreateThread() !
Every time you call CreateThread, you will get a new thread. You will also get a new thread handle and ID for every call. So you can't store them all in int iNMHandleThread or HANDLE hNMHandle. Consider a std::list<int> NmThreadIDs and std::list<HANDLE> NmThreadHandles;.
Furthermore, all new threads will start by calling NMHandle(). Is that function thread-safe? That is to say, will that function work properly when executed by two threads at the same time, or interleaved, or in any other random order? Mechanisms like mutexes and critical sections can be used to exclude some unsafe orders of execution.

Related

Confused about pthreads

First, I am new to pthreads, so if I completely misunderstood, please just let me know.
I had searched for the proper method of returning values and came across this link How to return a value from thread in C and https://linuxprograms.wordpress.com/category/pipes/ .
So I can share locations controlled by the starting thread OR pipe information, but the last value can't be put on some stack? Why can't I return in the same way that a program does when called by a shell (such as bash)?
(From what I understand, it would be possible to have a regular return value if it was C++, but (according to something I read I think here perhaps https://computing.llnl.gov/tutorials/pthreads/) POSIX isn't completely defined for C++, just C.)
Take a look at pthread_exit and pthread_join.
When you are done with your thread you can call pthread_exit(void* retval)
The pthread_exit() function terminates the calling thread and returns
a value via retval that (if the
thread is joinable) is available to another thread in the same process that calls pthread_join(3).
This call to pthread_exit will stop your thread and, as it says, store the return value where pthread_join can get to it and place it in its second argument: int pthread_join(pthread_t thread, void **retval);
When you call pthread_join(tid, &returnVal); where tid is a pthread_t, returnVal will now hold a pointer to the value returned given to pthread_exit
This allows you to pass data out of threads on their exit.
Each thread has its own stack and local environment with the parent process. Your main process creates one thread (the main thread) and your code runs under it. Any other threads you create, get the same treatment: each gets a stack, a thread context, thread local storage (where applicable) and there is no common stack to return a value.
When you join a thread you started, what happens is you are actually waiting for it to finish executing. This will unblock the wait, but will not return any user value since typically, the thread, its stack, and all of its environment within the process is destroyed.
While threads are running, they can communicate with one another in the ways you mentioned, and they can also read/write to common memory locations as long as you use a synchronization mechanism to serialize those accesses.
If you must have a return value from your thread, then you might want to encapsulate it in a class, pass it the class instance on start, then just before the thread exits, it can leave a "return value" in a member of this class so you can examine it after the class "run" or "start" method (the one that actually runs the thread) returns.
Hope this helps.

creating more than 1000 threads using pthread_create()

I'm trying to create 1000 threads using the pthread_create() function.
This is the statement I'm using:
for (int i=0 ; i <1000; i++)
{
retValue = pthread_create(&threadId, NULL, simplethreadFunction, NULL);
}
Everytime this for-loop runs does it create a new thread?
This is a simple thing. But I'm unable to understand it.
Everytime this for-loop runs does it create a new thread?
Yes, it does.
This is a simple thing. But I'm unable to understand it.
I will add a few more points:
First parameter to the function pthread_create is pointer type to pthread_t. Basically you are passing an address to this function, which this function uses to assign 'something'.
When this function creates a thread, an 'opaque, unique identifier' for this thread is created and the pointer you passed is made to point to this location, so that you can access it later, if required.
If you will pass the same pointer all the 1000 times, you will have access to the unique identifier for only one (the last one) thread created out of all 1000, because each time the previous value will get over written.
This unique value is required if you would want to perform further operations on a thread (like joining etc).
For details about this function and other thread related functions you can go though this and this.
Don't forget to call pthread_exit in your main context, otherwise complete program (including the created threads) might terminate even before all your threads would have finished.
Also regarding the time, this thing might not have any effect on time of creation as far as I think, will just reduce the usability of threads you have created. Also, this time you are calculating is not THE time for creating 1000 threads, will depend on lot of other factors like platform/implementation etc.

Order in which threads are executed

I am new to multi threading and am following "Advanced programming in unix environment". I am not able to get the order in which the threads are executed. I have the following code.
int err1 = pthread_create(&first, NULL, disp, a);
int err2 = pthread_create(&second, NULL, disp, b);
int err3 = pthread_create(&third, NULL, disp, c);
But the thread related to third tid is executing first, then the second and finally the first. Not sure if this is the behavior or something going wrong.
Thx!
Rahul.
It's not deterministic. Threads run in parallel, so it will depend on how many processors and hyperthreading you have. If you want them in a given order, you need to use synchronisation points. Once started all threads run independently at their own rate.
There is no guarantee about the order of executing the code once they are created.
Only thing that can be guaranteed is that Thread 3 will be created after Thread 2 and Thread 2 will be created after Thread 1.
You cannot predict or assume that thread 2 will be spawned only after certain code has executed in thread 1. If you want to achieve something like that you need to provide your some Thread synchronization.
Your program is running in one thread, and creates a further three. All you can guarantee, is the order the three other threads are created and that they will be executed at some stage. The OS could stop your main thread, and complete the new threads for you in order as they are created, it could stick them in some of stack of thread to look at later once your main program has finished creating them. The key point is, you really do not know.
If you need these three threads to be executed in order and to complete before the next one starts, you basically need to not to use threads in the first place.

How can I avoid threading + optimizer == infinite loop? [duplicate]

This question already has answers here:
Multithreading program stuck in optimized mode but runs normally in -O0
(3 answers)
Closed 1 year ago.
In a code review today, I stumbled across the following bit of code (slightly modified for posting):
while (!initialized)
{
// The thread can start before the constructor has finished initializing the object.
// Can lead to strange behavior.
continue;
}
This is the first few lines of code that runs in a new thread. In another thread, once initialization is complete, it sets initialized to true.
I know that the optimizer could turn this into an infinite loop, but what's the best way to avoid that?
volatile - considered harmful
calling an isInitialized() function instead of using the variable directly - would this guarantee a memory barrier? What if the function was declared inline?
Are there other options?
Edit:
Should have mentioned this sooner, but this is portable code that needs to run on Windows, Linux, Solaris, etc. We use mostly use Boost.Thread for our portable threading library.
Calling a function won't help at all; even if a function is not declared inline, its body can still be inlined (barring something extreme, like putting your isInitialized() function in another library and dynamically linking against it).
Two options that come to mind:
Declare initialized as an atomic flag (in C++0x, you can use std::atomic_flag; otherwise, you'll want to consult the documentation for your threading library for how to do this)
Use a semaphore; acquire it in the other thread and wait for it in this thread.
#Karl's comment is the answer. Don't start processing in thread A until thread B has finished initialization. They key to doing this is sending a signal from thread B to thread A that it is up & running.
You mentioned no OS, so I will give you some Windows-ish psudocode. Transcode to the OS/library of your choice.
First create a Windows Event object. This will be used as the signal:
Thread A:
HANDLE running = CreateEvent(0, TRUE, FALSE, 0);
Then have Thread A start Thread B, passing the event along to it:
Thread A:
DWORD thread_b_id = 0;
HANDLE thread_b = CreateThread(0, 0, ThreadBMain, (void*)handle, 0, &thread_b_id);
Now in Thread A, wait until the event is signaled:
Thread A:
DWORD rc = WaitForSingleObject(running, INFINITE);
if( rc == WAIT_OBJECT_0 )
{
// thread B is up & running now...
// MAGIC HAPPENS
}
Thread B's startup routine does its initialization, and then signals the event:
Thread B:
DWORD WINAPI ThreadBMain(void* param)
{
HANDLE running = (HANDLE)param;
do_expensive_initialization();
SetEvent(running); // this will tell Thread A that we're good to go
}
Synchronization primitives are the solution to this problem, not spinning in a loop... But if you must spin in a loop and can't use a semaphore, event, etc, you can safely use volatile. It's considered harmful because it hurts the optimizer. In this case that's exactly what you want to do, no?
There is a boost equivalent of atomic_flag which is called once_flag in boost::once. It may well be what you want here.
Effectively if you want something to be constructed the first time it is called, eg lazy loading, and happens in multiple threads, you get boost::once to call your function the first time it is reached. The post-condition is that it has been initialized so there is no need for any kind of looping or locking.
What you do need to ensure is that your initialization logic does not throw exceptions.
This is a well known problem when working with threads. Creation/Initialization of objects takes relatively little time. When the thread actually starts running though... That can take quite a long time in terms of executed code.
Everyone keeps mentioning semaphores...
You may want to look at POSIX 1003.1b semaphores. Under Linux, try man sem_init. E.g.:
http://manpages.ubuntu.com/manpages/dapper/man3/sem_init.3.html
http://www.skrenta.com/rt/man/sem_init.3.html
http://docs.oracle.com/cd/E23824_01/html/821-1465/sem-init-3c.html
These semaphores have the advantage that, once Created/Initialized, one thread can block indefinitely until signaled by another thread. More critically, that signal can occur BEFORE the waiting thread starts waiting. (A significant difference between Semaphores and Condition Variables.) Also, they can handle the situation where you receive multiple signals before waking up.

C++ Thread question - setting a value to indicate the thread has finished

Is the following safe?
I am new to threading and I want to delegate a time consuming process to a separate thread in my C++ program.
Using the boost libraries I have written code something like this:
thrd = new boost::thread(boost::bind(&myclass::mymethod, this, &finished_flag);
Where finished_flag is a boolean member of my class. When the thread is finished it sets the value and the main loop of my program checks for a change in that value.
I assume that this is okay because I only ever start one thread, and that thread is the only thing that changes the value (except for when it is initialised before I start the thread)
So is this okay, or am I missing something, and need to use locks and mutexes, etc
You never mentioned the type of finished_flag...
If it's a straight bool, then it might work, but it's certainly bad practice, for several reasons. First, some compilers will cache the reads of the finished_flag variable, since the compiler doesn't always pick up the fact that it's being written to by another thread. You can get around this by declaring the bool volatile, but that's taking us in the wrong direction. Even if reads and writes are happening as you'd expect, there's nothing to stop the OS scheduler from interleaving the two threads half way through a read / write. That might not be such a problem here where you have one read and one write op in separate threads, but it's a good idea to start as you mean to carry on.
If, on the other hand it's a thread-safe type, like a CEvent in MFC (or equivilent in boost) then you should be fine. This is the best approach: use thread-safe synchronization objects for inter-thread communication, even for simple flags.
Instead of using a member variable to signal that the thread is done, why not use a condition? You are already are using the boost libraries, and condition is part of the thread library.
Check it out. It allows the worker thread to 'signal' that is has finished, and the main thread can check during execution if the condition has been signaled and then do whatever it needs to do with the completed work. There are examples in the link.
As a general case I would neve make the assumption that a resource will only be modified by the thread. You might know what it is for, however someone else might not - causing no ends of grief as the main thread thinks that the work is done and tries to access data that is not correct! It might even delete it while the worker thread is still using it, and causing the app to crash. Using a condition will help this.
Looking at the thread documentation, you could also call thread.timed_join in the main thread. timed_join will wait for a specified amount for the thread to 'join' (join means that the thread has finsihed)
I don't mean to be presumptive, but it seems like the purpose of your finished_flag variable is to pause the main thread (at some point) until the thread thrd has completed.
The easiest way to do this is to use boost::thread::join
// launch the thread...
thrd = new boost::thread(boost::bind(&myclass::mymethod, this, &finished_flag);
// ... do other things maybe ...
// wait for the thread to complete
thrd.join();
If you really want to get into the details of communication between threads via shared memory, even declaring a variable volatile won't be enough, even if the compiler does use appropriate access semantics to ensure that it won't get a stale version of data after checking the flag. The CPU can issue reads and writes out of order as long (x86 usually doesn't, but PPC definitely does) and there is nothing in C++9x that allows the compiler to generate code to order memory accesses appropriately.
Herb Sutter's Effective Concurrency series has an extremely in depth look at how the C++ world intersects the multicore/multiprocessor world.
Having the thread set a flag (or signal an event) before it exits is a race condition. The thread has not necessarily returned to the OS yet, and may still be executing.
For example, consider a program that loads a dynamic library (pseudocode):
lib = loadLibrary("someLibrary");
fun = getFunction("someFunction");
fun();
unloadLibrary(lib);
And let's suppose that this library uses your thread:
void someFunction() {
volatile bool finished_flag = false;
thrd = new boost::thread(boost::bind(&myclass::mymethod, this, &finished_flag);
while(!finished_flag) { // ignore the polling loop, it's besides the point
sleep();
}
delete thrd;
}
void myclass::mymethod() {
// do stuff
finished_flag = true;
}
When myclass::mymethod() sets finished_flag to true, myclass::mymethod() hasn't returned yet. At the very least, it still has to execute a "return" instruction of some sort (if not much more: destructors, exception handler management, etc.). If the thread executing myclass::mymethod() gets pre-empted before that point, someFunction() will return to the calling program, and the calling program will unload the library. When the thread executing myclass::mymethod() gets scheduled to run again, the address containing the "return" instruction is no longer valid, and the program crashes.
The solution would be for someFunction() to call thrd->join() before returning. This would ensure that the thread has returned to the OS and is no longer executing.