Asynchronous thread-safe logging in C++ - c++

I'm looking for a way to do asynchronous and thread-safe logging in my C++ project, if possible to one file. I'm currently using cerr and clog for the task, but since they are synchronous, execution shortly pauses every time something is logged. It's a relatively graphics-heavy app, so this kind of thing is quite annoying.
The new logger should use asynchronous I/O to get rid of these pauses. Thread-safety would also be desirable as I intend to add some basic multithreading soon.
I considered a one-file-per-thread approach, but that seemed like it would make managing the logs a nightmare. Any suggestions?

I noticed this 1 year+ old thread. Maybe the asynchronous logger I wrote could be of interest.
http://www.codeproject.com/KB/library/g2log.aspx
G2log uses a protected message queue to forward log entries to a background worker that the slow disk accesses.
I have tried it with a lock-free queue which increased the average time for a LOG call but decreased the worst case time, however I am using the protected queue now as it is cross-platform. It's tested on Windows/Visual Studio 2010 and Ubuntu 11.10/gcc4.6.
It's released as public domain so you can do with it what you want with no strings attached.

This is VERY possible and practical. How do I know? I wrote exactly that at my last job. Unfortunately (for us), they now own the code. :-) Sadly, they don't even use it.
I intend on writing an open source version in the near future. Meanwhile, I can give you some hints.
I/O manipulators are really just function names. You can implement them for your own logging class so that your logger is cout/cin compatible.
Your manipulator functions can tokenize the operations and store them into a queue.
A thread can be blocked on that queue waiting for chunks of log to come flying through. It then processes the string operations and generates the actual log.
This is intrinsically thread compatible since you are using a queue. However, you still would want to put some mutex-like protection around writing to the queue so that a given log << "stuff" << "more stuff"; type operation remains line-atomic.
Have fun!

I think the proper approach is not one-file-per-thread, but one-thread-per-file. If any one file (or resource in general) in your system is only ever accessed by one thread, thread-safe programming becomes so much easier.
So why not make Logger a dedicated thread (or several threads, one per file, if you're logging different things in different files), and in all other threads, writing to log would place the message on the input queue in the appropriate Logger thread, which would get to it after it's done writing the previous message. All it takes is a mutex to protect the queue from adding an event while Logger is reading an event, and a condvar for Logger to wait on when its queue is empty.

Have you considered using a log library.
There are several available, I discovered Pantheios recently and it really seems to be quite incredible.
It's more a front-end logger, you can customize which system is used. It can interact with ACE or log4cxx for example and it seems really easy to use and configure. The main advantage is that it use typesafe operators, which is always great.
If you just want a barebone logging library:
ACE
log4c*
Boost.Log
Pick any :)
I should note that it's possible to implement lock-free queues in C++ and that they are great for logging.

I had the same issue and I believe I have found the perfect solution. I present to you, a single-header library called loguru: https://github.com/emilk/loguru
It's simple to use, portable, configurable, macro-based and by default doesn't #include anything (for that sweet, sweet compilation times).

Related

How can I create my own thread pool on legacy c++?

I am facing a problem because of high overhead of pthread_create. I have looked the internet for a good threadpool library, but I didn't find one that suits my project, or they simply did not work.
I am quite new to c++, and my programming skills are pretty basic, but good. I programmed a lot (over 5 years), I just did not do any object oriented projects or even used data structures.
I would really appreciate any material or guides that can help me get the experience and knowledge needed to create my own thread pool.
Due to constraints in my current project, I will work on normal c++ (not C++11) on a windows 10 (mingw32) and I have to avoid using any boost libraries.
as requested: About the problem:
I am writing a computational expensive project. I want to make it run faster, so I decided to use pthreads. The problem, however, is that the thread creation is inside a loop, and pthread_create is called 64 times.
After a lot of research and trying I figured out that threadpools are the solution here, but I spent over 3 days getting the implementations I found online to work, but to no avail, so I decided to write my own thread pool implementation.
About an example of the code you can check: How can I reduce the effect of pthread_join. Mingw32, c++
But there I realized its the thread create, not thread_join that causes the performance to worsen.
Despites some comments over there, basic thread pools are not that complicated. They are simpler than good logger, for instance :)
First, a couple of statements.
pthread_create is VERY lightweight. It is unlikely it is a real bottleneck. If your compulation time is comparable with the time it takes to create a thread, you might not need a thread to begin with.
C++11 is the NORMAL C++. C++03 is referred to as ARCHAIC. I strongly urge you to rethink 'constraints' of your project (since you do not seem to be using external libraries, ABI incompatibility should not a problem for you), and forgo an 11 years old, outdated and inadequate compiler.
Now, to thread pools. The basic thread pool contains of 3 major parts: incoming message queue, outgoing message queue and a bunch of threads servicing those queues. Depending on the design, those messages might be either a real message (i.e. string saying "dear thread, please compute 5 + 10"), or it can be a callable thing, which thread just calls. A type-erased function object works best here. So, when the message is a text, thread function will have a bunch of if() statements to handle different messages, when it is a callable, it will simply call this callable. Text messages are easier to maintain, since you have everything you need to care about in the text itself. Callable objects, on the other hand, have a lifetime, which you should be thinkig of - for instance, putting local variables as callables will be a guaranteed disaster.
The other piece is the message queue itself. First of all, there are two viable design choices - every thread has it's own queue, or there is a shared queue to be used by all threads. The benefits of the first is that there is no contention on the queue - there is one reader and one writer. Shared queue has contention, but the benefit is that it provides for natural load balancing - threads will simply pick up messages as they are ready to process a new one.
Lockless queue is usually a good choice to be used as a message queue.

any decent way to set a timeout on a thread?

We have a decoding function that runs in its own thread to carry out its job.
The time of execution is usually well below a defined timeout value, but on some occasions it may take much longer to complete. Thus the need to have a timeout in order to make sure this function will not cause extra delays to the rest of the program.
This is currently being developed on Windows OS but I'm also looking at a portable solution to Linux.
The implementation so far as multiple checks within the decoding function to see if it still has time to continue or abort processing. Which is def. not great practice and I'm looking at improving this.
I'm aware that boost provides such facility, but we do not use boost in this project.
Here is an excellent article by Herb Sutter on the subject. The conclusion would be: your current approach is OK. Just have your decoding threads periodicly check if they run out of time. The important thing is to strike a balance about how frequently you check.
One way is to set a flag on timeout to instruct the thread instance to not report any completion, not continue and to delete/terminate itself ASAP. Reduce its priority to the lowest possible and forget about it. Create another thread object immediately, overwriting the old instance value, and use the new thread instance for subsequent decoding.
The lowest-priority orphaned thread will eventually die off itself when it finally gets around to checking its suicide-flag.

Periodically call a C function without manually creating a thread

I have implemented a WebSocket handler in C++ and I need to send ping messages once in a while. However, I don't want to start one thread per socket/one global poll thread which only calls the ping function but instead use some OS functionality to call my timer function. On Windows, there is SetTimer but that requires a working message loop (which I don't have.) On Linux there is timer_create, which looks better.
Is there some portable, low-overhead method to get a function called periodically, ideally with some custom context? I.e. something like settimer (const int millisecond, const void* context, void (*callback)(const void*))?
[Edit] Just to make this a bit clearer: I don't want to have to manage additional threads. On Windows, I guess using CreateThreadpoolTimer on the system thread pool will do the trick, but I'm curious to hear if there is a simpler solution and how to port this over to Linux.
If you are intending to go cross-platform, I would suggest you use a cross platform event library like libevent.
libev is newer, however currently has weak Win32 support.
If you use sockets, you can use select, to wait sockets events with timeout,
and in this loop calc time and call callback in suitable time.
If you are looking for a timer that will not require an additional thread, let you do your work transparently and then call the timer function at the appropriate time in the same thread by pre-emptively interrupting your application, then there is no such portable thing.
The first reason is that it's downright dangerous. That's like writing a multi-threaded application with absolutely no synchronization. The second reason is that it is extremely difficult to have good semantics in multi-threaded applications. Which thread should execute the timer callback?
If you're writing a web-socket handler, you are probably already writing a select()-based loop. If so, then you can just use select() with a short timeout and check the different connections for which you need to ping each peer.
Whenever you have asynchronous events, you should have an event loop. This doesn't need to be some system default one, like Windows' message loop. You can create your own. But you should be using it.
The whole point about event-based programming is that you are decoupling your code handling to deal with well-defined functional fragments based on these asynchronous events. Without an event loop, you are condemning yourself to interleaving code that get's input and produces output based on poorly defined "states" that are just fragments of procedural code.
Without a well-defined separation of states using an event-based design, code quickly becomes unmanageable. Because code pauses inside procedures to do input tasks, you have lifetimes of objects that will not span entire procedure scopes, and you will begin to write if (nullptr == xx) in various places that access objects created or destroyed based on events. Dispatch becomes comnbinatorially complex because you have different events expected at each input point and no abstraction.
However, simply using an event loop and dispatch to state machines, you've decreased handling complexity to basic management of handlers (O(n) handlers versus O(mn) branch statements with n types of events and m states). You decouple handling but still allow for functionality to change depending on state. But now these states are well-defined using state classes. And new states can be added if the requirements of the product change.
I'm just saying, stop trying to avoid an event loop. It's a software pattern for very important reasons, all of which have to do with producing professional, reusable, scalable code. Use Boost.ASIO or some other framework for cross platform capabilities. Don't get in the habit of doing it wrong just because you think it will be less of an effort. In the end, even if it's not a professional project that needs maintenance long term, you want to practice making your code professional so you can do something with your skills down the line.

console out in multi-threaded applications

Usually developing applications I am used to print to console in order to get useful debugging/tracing information. The application I am working now since it is multi-threaded sometimes I see my printf overlapping each other.
I tried to synchronize the screen using a mutex but I end up in slowing and blocking the app. How to solve this issue?
I am aware of MT logging libraries but in using them, since I log too much, I slow ( a bit ) my app.
I was thinking to the following idea..instead of logging within my applications why not log outside it? I would like to send logging information via socket to a second application process that actually print out on the screen.
Are you aware of any library already doing this?
I use Linux/gcc.
thanks
afg
You have 3 options. In increasing order of complexity:
Just use a simple mutex within each thread. The mutex is shared by all threads.
Send all the output to a single thread that does nothing but the logging.
Send all the output to a separate logging application.
Under most circumstances, I would go with #2. #1 is fine as a starting point, but in all but the most trivial applications you can run in to problems serializing the application. #2 is still very simple, and simple is a good thing, but it is also quite scalable. You still end up doing the processing in the main application, but for the vast majority of applications you gain nothing by spinning this off to it's own, dedicated application.
Number 3 is what you're going to do in preformance-critical server type applications, but the minimal performance gain you get with this approach is 1: very difficult to achieve, 2: very easy to screw up, and 3: not the only or even most compelling reason people generally take this approach. Rather, people typically take this approach when they need the logging service to be seperated from the applications using it.
Which OS are you using?
Not sure about specific library's, but one of the classical approaches to this sort of problem is to use a logging queue, which is worked by a writer thread, who's job is purely to write the log file.
You need to be aware, either with a threaded approach, or a multi-process approach that the write queue may back up, meaning it needs to be managed, either by discarding entries or by slowing down your application (which is obviously easier if it's the threaded approach).
It's also common to have some way of categorising your logging output, so that you can have one section of your code logging at a high level, whilst another section of your code logs at a much lower level. This makes it much easier to manage the amount of output that's being written to files and offers you the option of releasing the code with the logging in it, but turned off so that it can be used for fault diagnosis when installed.
As I know critical section has less weight.
Critical section
Using critical section
If you use gcc, you could use atomic accesses. Link.
Frankly, a Mutex is the only way you really want to do that, so it's always going to be slow in your case because you're using so many print statements.... so to solve your question then, don't use so many print_f statements; that's your problem to begin with.
Okay, is your solution using a mutex to print? Perhaps you should have a mutex to a message queue which another thread is processing to print; that has a potential hang up, but I think will be faster. So, use an active logging thread that spins waiting for incoming messages to print. The networking solution could work too, but that requires more work; try this first.
What you can do is to have one queue per thread, and have the logging thread routinely go through each of these and post the message somewhere.
This is fairly easy to set up and the amount of contention can be very low (just a pointer swap or two, which can be done w/o locking anything).

How to free a through istream blocked thread

i have created two classes. One for input reading (through an istream object) and parsing and the other one for processing the output of the parser.
There is one instance of each of those.
I have the parser running in a loop calling istream::get() and then creating commands for the second object based upon the input. These commands are then put on a queue which the second object processes in a separate thread.
Now it is quite obvious that I eventually need to be able to send a "Quit" command. Here the problem arises though: The "Quit" command needs to end the parsing loop as well but I can't find a way to signal the parser that it should quit because it is caught within istream::get().
I would need a way to wake it from that method, but I cannot find any...
I have thought of writing some sort of "termination sequence" to the istream object (which in this case is cin) by creating an ostream object from istream::rdbuf(). But that doesn't work - The badbit is set after the attempt to write to the buffer.
In another question at StackOverflow I saw the asio class of the Boost library mentioned, but I'd rather not depend on third party libraries.
Is there a way to wake the thread from istream::get() - i.e. is there a way to write to the istream buffer (maybe assuming it actually is cin) from within the program?
Another approach would be to kill the thread which I could find acceptable as well since there is no cleanup needed in that specific place. But how can this be done? (I'm relying on a POSIX thread implementation)
You will have to depend on something other than the standard iostream classes, because they don't provide select()-style behaviour.
Also, killing the thread is impossible with POSIX (and utterly broken in Windows). You can issue a cancellation request via pthread_cancel(), but in your case, it may be stuck in an un-cancellable system call. Of particular interest to you, read() may or may not be cancellable, depending on the environment. At least one environment says that a cancellation point may occur in read(), though admittedly it is a Windows POSIX layer. Also, Mac OS X, as recently as Leopard 10.5.1, had a broken read() implementation with respect to cancellability.
Once past this hurdle, you also have to consider the uneasy relationship between C++ destructors and pthread_cancel. Not all environments guarantee that destructors will be called, so you have to be extremely cautions when using pthread_cancel in C++ code.
In short, for interruptible I/O, use low-level I/O and select(): one fd for I/O, a second fd (created by pipe()) for signalling. Or, if you're brave, use AIO, but you're probably better off using a high level interface such as Boost.Asio.
Any chance this is implemented in .NET? - if so take a look at the Reactive Framework.
It provides a very elegant way of handling streams and especially cancelling them on the fly.
On top of this, you get a very extensible library of Linq extension for all sorts of stuff, like Buffering, Memoization, Zip ect..
We use it a lot for transforming (and parsing), modelling of streamed data.
Jeff from the Reative team has a couble of nice blogs about Streaming and Reative here: