Deleting pointer sometimes results in heap corruption - c++

I have a multithreaded application that runs using a custom thread pool class. The threads all execute the same function, with different parameters.
These parameters are given to the threadpool class the following way:
// jobParams is a struct of int, double, etc...
jobParams* params = new jobParams;
params.value1 = 2;
params.value2 = 3;
int jobId = 0;
threadPool.addJob(jobId, params);
As soon as a thread has nothing to do, it gets the next parameters and runs the job function. I decided to take care of the deletion of the parameters in the threadpool class:
ThreadPool::~ThreadPool() {
for (int i = 0; i < this->jobs.size(); ++i) {
delete this->jobs[i].params;
}
}
However, when doing so, I sometimes get a heap corruption error:
Invalid Address specified to RtlFreeHeap
The strange thing is that in one case it works perfectly, but in another program it crashes with this error. I tried deleting the pointer at other places: in the thread after the execution of the job function (I get the same heap corruption error) or at the end of the job function itself (no error in this case).
I don't understand how deleting the same pointers (I checked, the addresses are the same) from different places changes anything. Does this have anything to do with the fact that it's multithreaded?
I do have a critical section that handles the access to the parameters. I don't think the problem is about synchronized access. Anyway, the destructor is called only once all threads are done, and I don't delete any pointer anywhere else. Can pointer be deleted automatically?
As for my code. The list of jobs is a queue of a structure, composed of the id of a job (used to be able to get the output of a specific job later) and the parameters.
getNextJob() is called by the threads (they have a pointer to the ThreadPool) each time they finished to execute their last job.
void ThreadPool::addJob(int jobId, void* params) {
jobData job; // jobData is a simple struct { int, void* }
job.ID = jobId;
job.params = params;
// insert parameters in the list
this->jobs.push(job);
}
jobData* ThreadPool::getNextJob() {
// get the data of the next job
jobData* job = NULL;
// we don't want to start a same job twice,
// so we make sure that we are only one at a time in this part
WaitForSingleObject(this->mutex, INFINITE);
if (!this->jobs.empty())
{
job = &(this->jobs.front());
this->jobs.pop();
}
// we're done with the exclusive part !
ReleaseMutex(this->mutex);
return job;
}

Let's turn this on its head: Why are you using pointers at all?
class Params
{
int value1, value2; // etc...
}
class ThreadJob
{
int jobID; // or whatever...
Params params;
}
class ThreadPool
{
std::list<ThreadJob> jobs;
void addJob(int job, const Params & p)
{
ThreadJob j(job, p);
jobs.push_back(j);
}
}
No new, delete or pointers... Obviously some of the implementation details may be cocked, but you get the overall picture.

Thanks for extra code. Now we can see a problem -
in getNextJob
if (!this->jobs.empty())
{
job = &(this->jobs.front());
this->jobs.pop();
After the "pop", the memory pointed to by 'job' is undefined. Don't use a reference, copy the actual data!
Try something like this (it's still generic, because JobData is generic):
jobData ThreadPool::getNextJob() // get the data of the next job
{
jobData job;
WaitForSingleObject(this->mutex, INFINITE);
if (!this->jobs.empty())
{
job = (this->jobs.front());
this->jobs.pop();
}
// we're done with the exclusive part !
ReleaseMutex(this->mutex);
return job;
}
Also, while you're adding jobs to the queue you must ALSO lock the mutex, to prevent list corruption. AFAIK std::lists are NOT inherently thread-safe...?

Using operator delete on pointer to void results in undefined behavior according to the specification.
Chapter 5.3.5 of the draft of the C++ specification. Paragraph 3.
In the first alternative (delete object), if the static type of the operand is different from its dynamic type, the static type shall be a base class of the operand’s dynamic type and the static type shall have a virtual destructor or the behavior is undefined. In the second alternative (delete array) if the dynamic type of the object to be deleted differs from its static type, the behavior is undefined.73)
And corresponding footnote.
This implies that an object cannot be deleted using a pointer of type void* because there are no objects of type void

All access to the job queue must be synchronized, i.e. performed only from 1 thread at a time by locking the job queue prior to access. Do you already have a critical section or some similar pattern to guard the shared resource? Synchronization issues often lead to weird behaviour and bugs which are hard to reproduce.

It's hard to give a definitive answer with this amount of code. But generally speaking, multithreaded programming is all about synchronizing access to data that might be accessed from multiple threads. If there is no long or other synchronization primitive protecting access to the threadpool class itself, then you can potentially have multiple threads reaching your deletion loop at the same time, at which point you're pretty much guaranteed to be double-freeing memory.
The reason you're getting no crash when you delete a job's params at the end of the job function might be because access to a single job's params is already implicitly serialized by your work queue. Or you might just be getting lucky. In either case, it's best to think about locks and synchronization primitive as not being something that protects code, but as being something that protects data (I've always thought the term "critical section" was a bit misleading here, as it tends to lead people to think of a 'section of lines of code' rather than in terms of data access).. In this case, since you want to access your jobs data from multiple thread, you need to be protecting it via a lock or some other synchronization primitive.

If you try to delete an object twice, the second time will fail, because the heap is already freed. This is the normal behavior.
Now, since you are in a multithreading context... it might be that the deletions are done "almost" in parallel, which might avoid the error on the second deletion, because the first one is not yet finalized.

Use smart pointers or other RAII to handle your memory.
If you have access to boost or tr1 lib you can do something like this.
class ThreadPool
{
typedef pair<int, function<void (void)> > Job;
list< Job > jobList;
HANDLE mutex;
public:
void addJob(int jobid, const function<void (void)>& job) {
jobList.push_back( make_pair(jobid, job) );
}
Job getNextJob() {
struct MutexLocker {
HANDLE& mutex;
MutexLocker(HANDLE& mutex) : mutex(mutex){
WaitForSingleObject(mutex, INFINITE);
}
~MutexLocker() {
ReleaseMutex(mutex);
}
};
Job job = make_pair(-1, function<void (void)>());
const MutexLocker locker(this->mutex);
if (!this->jobList.empty()) {
job = this->jobList.front();
this->jobList.pop();
}
return job;
}
};
void workWithDouble( double value );
void workWithInt( int value );
void workWithValues( int, double);
void test() {
ThreadPool pool;
//...
pool.addJob( 0, bind(&workWithDouble, 0.1));
pool.addJob( 1, bind(&workWithInt, 1));
pool.addJob( 2, bind(&workWithValues, 1, 0.1));
}

Related

Synchronizing method calls on shared object from multiple threads

I am thinking about how to implement a class that will contain private data that will be eventually be modified by multiple threads through method calls. For synchronization (using the Windows API), I am planning on using a CRITICAL_SECTION object since all the threads will spawn from the same process.
Given the following design, I have a few questions.
template <typename T> class Shareable
{
private:
const LPCRITICAL_SECTION sync; //Can be read and used by multiple threads
T *data;
public:
Shareable(LPCRITICAL_SECTION cs, unsigned elems) : sync{cs}, data{new T[elems]} { }
~Shareable() { delete[] data; }
void sharedModify(unsigned index, T &datum) //<-- Can this be validly called
//by multiple threads with synchronization being implicit?
{
EnterCriticalSection(sync);
/*
The critical section of code involving reads & writes to 'data'
*/
LeaveCriticalSection(sync);
}
};
// Somewhere else ...
DWORD WINAPI ThreadProc(LPVOID lpParameter)
{
Shareable<ActualType> *ptr = static_cast<Shareable<ActualType>*>(lpParameter);
T copyable = /* initialization */;
ptr->sharedModify(validIndex, copyable); //<-- OK, synchronized?
return 0;
}
The way I see it, the API calls will be conducted in the context of the current thread. That is, I assume this is the same as if I had acquired the critical section object from the pointer and called the API from within ThreadProc(). However, I am worried that if the object is created and placed in the main/initial thread, there will be something funky about the API calls.
When sharedModify() is called on the same object concurrently,
from multiple threads, will the synchronization be implicit, in the
way I described it above?
Should I instead get a pointer to the
critical section object and use that instead?
Is there some other
synchronization mechanism that is better suited to this scenario?
When sharedModify() is called on the same object concurrently, from multiple threads, will the synchronization be implicit, in the way I described it above?
It's not implicit, it's explicit. There's only only CRITICAL_SECTION and only one thread can hold it at a time.
Should I instead get a pointer to the critical section object and use that instead?
No. There's no reason to use a pointer here.
Is there some other synchronization mechanism that is better suited to this scenario?
It's hard to say without seeing more code, but this is definitely the "default" solution. It's like a singly-linked list -- you learn it first, it always works, but it's not always the best choice.
When sharedModify() is called on the same object concurrently, from multiple threads, will the synchronization be implicit, in the way I described it above?
Implicit from the caller's perspective, yes.
Should I instead get a pointer to the critical section object and use that instead?
No. In fact, I would suggest giving the Sharable object ownership of its own critical section instead of accepting one from the outside (and embrace RAII concepts to write safer code), eg:
template <typename T>
class Shareable
{
private:
CRITICAL_SECTION sync;
std::vector<T> data;
struct SyncLocker
{
CRITICAL_SECTION &sync;
SyncLocker(CRITICAL_SECTION &cs) : sync(cs) { EnterCriticalSection(&sync); }
~SyncLocker() { LeaveCriticalSection(&sync); }
}
public:
Shareable(unsigned elems) : data(elems)
{
InitializeCriticalSection(&sync);
}
Shareable(const Shareable&) = delete;
Shareable(Shareable&&) = delete;
~Shareable()
{
{
SyncLocker lock(sync);
data.clear();
}
DeleteCriticalSection(&sync);
}
void sharedModify(unsigned index, const T &datum)
{
SyncLocker lock(sync);
data[index] = datum;
}
Shareable& operator=(const Shareable&) = delete;
Shareable& operator=(Shareable&&) = delete;
};
Is there some other synchronization mechanism that is better suited to this scenario?
That depends. Will multiple threads be accessing the same index at the same time? If not, then there is not really a need for the critical section at all. One thread can safely access one index while another thread accesses a different index.
If multiple threads need to access the same index at the same time, a critical section might still not be the best choice. Locking the entire array might be a big bottleneck if you only need to lock portions of the array at a time. Things like the Interlocked API, or Slim Read/Write locks, might make more sense. It really depends on your thread designs and what you are actually trying to protect.

A thread-safe implementation of a generic container of type pair<unsigned int, boost::any> using shared_ptrs

I have created a generic message queue for use in a multi-threaded application. Specifically, single producer, multi-consumer. Main code below.
1) I wanted to know if I should pass a shared_ptr allocated with new into the enqueue method by value, or is it better to have the queue wrapper allocate the memory itself and just pass in a genericMsg object by const reference?
2) Should I have my dequeue method return a shared_ptr, have a shared_ptr passed in as a parameter by reference (current strategy), or just have it directly return a genericMsg object?
3) Will I need signal/wait in enqueue/dequeue or will the read/write locks suffice?
4) Do I even need to use shared_ptrs? Or will this depend solely on the implementation I use? I like that the shared_ptrs will free memory once all references are no longer using the object. I can easily port this to regular pointers if that's recommended, though.
5) I'm storing a pair here because I'd like to discriminate what type of message I'm dealing with else w/o having to do an any_cast. Every message type has a unique ID that refers to a specific struct. Is there a better way of doing this?
Generic Message Type:
template<typename Message_T>
class genericMsg
{
public:
genericMsg()
{
id = 0;
size = 0;
}
genericMsg (unsigned int &_id, unsigned int &_size, Message_T &_data)
{
id = _id;
size = _size;
data = _data;
}
~genericMsg()
{}
unisgned int id;
unsigned int size;
Message_T data; //All structs stored here contain only POD types
};
Enqueue Methods:
// ----------------------------------------------------------------
// -- Thread safe function that adds a new genericMsg object to the
// -- back of the Queue.
// -----------------------------------------------------------------
template<class Message_T>
inline void enqueue(boost::shared_ptr< genericMsg<Message_T> > data)
{
WriteLock w_lock(myLock);
this->qData.push_back(std::make_pair(data->id, data));
}
VS:
// ----------------------------------------------------------------
// -- Thread safe function that adds a new genericMsg object to the
// -- back of the Queue.
// -----------------------------------------------------------------
template<class Message_T>
inline void enqueue(const genericMsg<Message_T> &data_in)
{
WriteLock w_lock(myLock);
boost::shared_ptr< genericMsg<Message_T> > data =
new genericMsg<Message_T>(data_in.id, data_in.size, data_in.data);
this->qData.push_back(std::make_pair(data_in.id, data));
}
Dequeue Method:
// ----------------------------------------------------------------
// -- Thread safe function that grabs a genericMsg object from the
// -- front of the Queue.
// -----------------------------------------------------------------
template<class Message_T>
void dequeue(boost::shared_ptr< genericMsg<Message_T> > &msg)
{
ReadLock r_lock(myLock);
msg = boost::any_cast< boost::shared_ptr< genericMsg<Message_T> > >(qData.front().second);
qData.pop_front();
}
Get message ID:
inline unsigned int getMessageID()
{
ReadLock r_lock(myLock);
unsigned int tempID = qData.front().first;
return tempID;
}
Data Types:
std::deque < std::pair< unsigned int, boost::any> > qData;
Edit:
I have improved upon my design. I now have a genericMessage base class that I directly subclass from in order to derive the unique messages.
Generic Message Base Class:
class genericMessage
{
public:
virtual ~genericMessage() {}
unsigned int getID() {return id;}
unsigned int getSize() {return size;}
protected:
unsigned int id;
unsigned int size;
};
Producer Snippet:
boost::shared_ptr<genericMessage> tmp (new derived_msg1(MSG1_ID));
theQueue.enqueue(tmp);
Consumer Snippet:
boost::shared_ptr<genericMessage> tmp = theQueue.dequeue();
if(tmp->getID() == MSG1_ID)
{
boost::shared_ptr<derived_msg1> tObj = boost::dynamic_pointer_cast<derived_msg1>(tmp);
tObj->printData();
}
New Queue:
std::deque< boost::shared_ptr<genericMessage> > qData;
New Enqueue:
void mq_class::enqueue(const boost::shared_ptr<genericMessage> &data_in)
{
boost::unique_lock<boost::mutex> lock(mut);
this->qData.push_back(data_in);
cond.notify_one();
}
New Dequeue:
boost::shared_ptr<genericMessage> mq_class::dequeue()
{
boost::shared_ptr<genericMessage> ptr;
{
boost::unique_lock<boost::mutex> lock(mut);
while(qData.empty())
{
cond.wait(lock);
}
ptr = qData.front();
qData.pop_front();
}
return ptr;
}
Now, my question is am I doing dequeue correctly? Is there another way of doing it? Should I pass in a shared_ptr as a reference in this case to achieve what I want?
Edit (I added answers for parts 1, 2, and 4).
1) You should have a factory method that creates new genericMsgs and returns a std::unique_ptr. There is absolutely no good reason to pass genericMsg in by const reference and then have the queue wrap it in a smart pointer: Once you've passed by reference you have lost track of ownership, so if you do that the queue is going to have to construct (by copy) the entire genericMsg to wrap.
2) I can't think of any circumstance under which it would be safe to take a reference to a shared_ptr or unique_ptr or auto_ptr. shared_ptrs and unique_ptrs are for tracking ownership and once you've taken a reference to them (or the address of them) you have no idea how many references or pointers are still out there expecting the shared_ptr/unique_ptr object to contain a valid naked pointer.
unique_ptr is always preferred to a naked pointer, and is preferred to a shared_ptr in cases where you only have a single piece of code (validly) pointing to an object at a time.
https://softwareengineering.stackexchange.com/questions/133302/stdshared-ptr-as-a-last-resort
http://herbsutter.com/gotw/_103/
Bad practice to return unique_ptr for raw pointer like ownership semantics? (the answer explains why it is good practice not bad).
3) Yes, you need to use a std::condition_variable in your dequeue function. You need to test whether qData is empty or not before calling qData.front() or qData.pop_front(). If qData is empty you need to wait on a condition variable. When enqueue inserts an item it should signal the condition variable to wake up anyone who may have been waiting.
Your use of reader/writer locks is completely incorrect. Don't use reader/writer locks. Use std::mutex. A reader lock can only be used on a method that is completely const. You are modifying qData in dequeue, so a reader lock will lead to data races there. (Reader writer locks are only applicable when you have stupid code that is both const and holds locks for extended period of time. You are only keeping the lock for the period of time it takes to insert or remove from the queue, so even if you were const the added overhead of reader/writer locks would be a net lose.)
An example of implementing a (bounded) buffer using mutexes and condition_variables can be found at: Is this a correct way to implement a bounded buffer in C++.
4) unique_ptr is always preferred to naked pointers, and usually preferred to shared_ptr. (The main exception where shared_ptr might be better is for graph-like data structures.) In cases like yours where you are reading something in on side, creating a new object with a factory, moving the ownership to the queue and then moving ownership out of the queue to the consumer it sounds like you should be using unique_ptr.
5) You are reinventing tagged unions. Virtual functions were added to c++ specifically so you wouldn't need to do this. You should subclass your messages from a class that has a virtual function called do_it() (or better yet, operator()() or something like that). Then instead of tagging each struct, make each struct a subclass of your message class. When you dequeue each struct (or ptr to struct) just call do_it() on it. Strong static typing, no casts. See C++ std condition variable covering a lot of share variables for an example.
Also: if you are going to stick with the tagged unions: you can't have separate calls to get the id and the data item. Consider: If thread A calls to get the id, then thread B calls to get the id, then thread B retrieves the data item, now what happens when thread A calls to retrieve a data item? It gets a data item, but not with the type that it expected. You need to retrieve the id and the data item under the same critical section.
First of all, it's better to use 3rd-party concurrency containers than to implement them yourself, except it's for education purpose.
Your messages doesn't look to have costly constructors/destructor, so you can store them by value and forget about all your other questions. Use move semantics (if available) for optimizations.
If your profiler says "by value" is bad idea in your particular case:
I suppose your producer creates messages, puts them into your queue and loses any interest in them. In this case you don't need shared_ptr because you don't have shared ownership. You can use unique_ptr or even a raw pointer. It's implementation details and better to hide them inside the queue.
From performance point of view, it's better to implement lock-free queue. "locks vs. signals" depends completely on your application. For example, if you use thread pool and kind of a scheduler it's better to allow your clients to do something useful while queue is full/empty. In simpler cases reader/writer lock is just fine.
If I want to be thread safe, I usually use const objects and modify only on copy or create constructor. In this way you don't need to use any lock mechanism. In a threaded system, it is usually more effective than use mutexes on a single instance.
In your case only deque would need lock.

How and what data must be synced in multithreaded c++

I build a little application which has a render thread and some worker threads for tasks which can be made nearby the rendering, e.g. uploading files onto some server. Now in those worker threads I use different objects to store feedback information and share these with the render thread to read them for output purpose. So render = output, worker = input. Those shared objects are int, float, bool, STL string and STL list.
I had this running a few months and all was fine except 2 random crashes during output, but I learned about thread syncing now. I read int, bool, etc do not require syncing and I think it makes sense, but when I look at string and list I fear potential crashes if 2 threads attempt to read/write an object the same time. Basically I expect one thread changes the size of the string while the other might use the outdated size to loop through its characters and then read from unallocated memory. Today evening I want to build a little test scenario with 2 threads writing/reading the same object in a loop, however I was hoping to get some ideas here aswell.
I was reading about the CriticalSection in Win32 and thought it may be worth a try. Yet I am unsure what the best way would be to implement it. If I put it at the start and at the end of a read/function it feels like some time was wasted. And if I wrap EnterCriticalSection and LeaveCriticalSection in Set and Get Functions for each object I want to have synced across the threads, it is alot of adminstration.
I think I must crawl through more references.
Okay I am still not sure how to proceed. I was studying the links provided by StackedCrooked but do still have no image of how to do this.
I put copied/modified together this now and have no idea how to continue or what to do: someone has ideas?
class CSync
{
public:
CSync()
: m_isEnter(false)
{ InitializeCriticalSection(&m_CriticalSection); }
~CSync()
{ DeleteCriticalSection(&m_CriticalSection); }
bool TryEnter()
{
m_isEnter = TryEnterCriticalSection(&m_CriticalSection)==0 ? false:true;
return m_isEnter;
}
void Enter()
{
if(!m_isEnter)
{
EnterCriticalSection(&m_CriticalSection);
m_isEnter=true;
}
}
void Leave()
{
if(m_isEnter)
{
LeaveCriticalSection(&m_CriticalSection);
m_isEnter=false;
}
}
private:
CRITICAL_SECTION m_CriticalSection;
bool m_isEnter;
};
/* not needed
class CLockGuard
{
public:
CLockGuard(CSync& refSync) : m_refSync(refSync) { Lock(); }
~CLockGuard() { Unlock(); }
private:
CSync& m_refSync;
CLockGuard(const CLockGuard &refcSource);
CLockGuard& operator=(const CLockGuard& refcSource);
void Lock() { m_refSync.Enter(); }
void Unlock() { m_refSync.Leave(); }
};*/
template<class T> class Wrap
{
public:
Wrap(T* pp, const CSync& sync)
: p(pp)
, m_refSync(refSync)
{}
Call_proxy<T> operator->() { m_refSync.Enter(); return Call_proxy<T>(p); }
private:
T* p;
CSync& m_refSync;
};
template<class T> class Call_proxy
{
public:
Call_proxy(T* pp, const CSync& sync)
: p(pp)
, m_refSync(refSync)
{}
~Call_proxy() { m_refSync.Leave(); }
T* operator->() { return p; }
private:
T* p;
CSync& m_refSync;
};
int main
{
CSync sync;
Wrap<string> safeVar(new string);
// safeVar what now?
return 0;
};
Okay so I was preparing a little test now to see if my attempts do something good, so first I created a setup to make the application crash, I believed...
But that does not crash!? Does that mean now I need no syncing? What does the program need to effectively crash? And if it does not crash why do I even bother. It seems I am missing some point again. Any ideas?
string gl_str, str_test;
void thread1()
{
while(true)
{
gl_str = "12345";
str_test = gl_str;
}
};
void thread2()
{
while(true)
{
gl_str = "123456789";
str_test = gl_str;
}
};
CreateThread( NULL, 0, (LPTHREAD_START_ROUTINE)thread1, NULL, 0, NULL );
CreateThread( NULL, 0, (LPTHREAD_START_ROUTINE)thread2, NULL, 0, NULL );
Just added more stuff and now it crashes when calling clear(). Good.
void thread1()
{
while(true)
{
gl_str = "12345";
str_test = gl_str;
gl_str.clear();
gl_int = 124;
}
};
void thread2()
{
while(true)
{
gl_str = "123456789";
str_test = gl_str;
gl_str.clear();
if(gl_str.empty())
gl_str = "aaaaaaaaaaaaa";
gl_int = 244;
if(gl_int==124)
gl_str.clear();
}
};
The rules is simple: if the object can be modified in any thread, all accesses to it require synchronization. The type of object doesn't matter: even bool or int require external synchronization of some sort (possibly by means of a special, system dependent function, rather than with a lock). There are no exceptions, at least in C++. (If you're willing to use inline assembler, and understand the implications of fences and memory barriers, you may be able to avoid a lock.)
I read int, bool, etc do not require syncing
This is not true:
A thread may store a copy of the variable in a CPU register and keep using the old value even in the original variable has been modified by another thread.
Simple operations like i++ are not atomic.
The compiler may reorder reads and writes to the variable. This may cause synchronization issues in multithreaded scenarios.
See Lockless Programming Considerations for more details.
You should use mutexes to protect against race conditions. See this article for a quick introduction to the boost threading library.
First, you do need protection even for accessing the most primitive of data types.
If you have an int x somewhere, you can write
x += 42;
... but that will mean, at the lowest level: read the old value of x, calculate a new value, write the new value to the variable x. If two threads do that at about the same time, strange things will happen. You need a lock/critical section.
I'd recommend using the C++11 and related interfaces, or, if that is not available, the corresponding things from the boost::thread library. If that is not an option either, critical sections on Win32 and pthread_mutex_* for Unix.
NO, Don't Start Writing Multithreaded Programs Yet!
Let's talk about invariants first.
In a (hypothetical) well-defined program, every class has an invariant.
The invariant is some logical statement that is always true about an instance's state, i.e. about the values of all its member variables. If the invariant ever becomes false, the object is broken, corrupted, your program may crash, bad things have already happened. All your functions assume that the invariant is true when they are called, and they make sure that it is still true afterwards.
When a member function changes a member variable, the invariant might temporarily become false, but that is OK because the member function will make sure that everything "fits together" again before it exits.
You need a lock that protects the invariant - whenever you do something that might affect the invariant, take the lock and do not release it until you've made sure that the invariant is restored.

Thread-Safe implementation of an object that deletes itself

I have an object that is called from two different threads and after it was called by both it destroys itself by "delete this".
How do I implement this thread-safe? Thread-safe means that the object never destroys itself exactly one time (it must destroys itself after the second callback).
I created some example code:
class IThreadCallBack
{
virtual void CallBack(int) = 0;
};
class M: public IThreadCallBack
{
private:
bool t1_finished, t2_finished;
public:
M(): t1_finished(false), t2_finished(false)
{
startMyThread(this, 1);
startMyThread(this, 2);
}
void CallBack(int id)
{
if (id == 1)
{
t1_finished = true;
}
else
{
t2_finished = true;
}
if (t1_finished && t2_finished)
{
delete this;
}
}
};
int main(int argc, char **argv) {
M* MObj = new M();
while(true);
}
Obviously I can't use a Mutex as member of the object and lock the delete, because this would also delete the Mutex. On the other hand, if I set a "toBeDeleted"-flag inside a mutex-protected area, where the finised-flag is set, I feel unsure if there are situations possible where the object isnt deleted at all.
Note that the thread-implementation makes sure that the callback method is called exactly one time per thread in any case.
Edit / Update:
What if I change Callback(..) to:
void CallBack(int id)
{
mMutex.Obtain()
if (id == 1)
{
t1_finished = true;
}
else
{
t2_finished = true;
}
bool both_finished = (t1_finished && t2_finished);
mMutex.Release();
if (both_finished)
{
delete this;
}
}
Can this considered to be safe? (with mMutex being a member of the m class?)
I think it is, if I don't access any member after releasing the mutex?!
Use Boost's Smart Pointer. It handles this automatically; your object won't have to delete itself, and it is thread safe.
Edit:
From the code you've posted above, I can't really say, need more info. But you could do it like this: each thread has a shared_ptr object and when the callback is called, you call shared_ptr::reset(). The last reset will delete M. Each shared_ptr could be stored with thread local storeage in each thread. So in essence, each thread is responsible for its own shared_ptr.
Instead of using two separate flags, you could consider setting a counter to the number of threads that you're waiting on and then using interlocked decrement.
Then you can be 100% sure that when the thread counter reaches 0, you're done and should clean up.
For more info on interlocked decrement on Windows, on Linux, and on Mac.
I once implemented something like this that avoided the ickiness and confusion of delete this entirely, by operating in the following way:
Start a thread that is responsible for deleting these sorts of shared objects, which waits on a condition
When the shared object is no longer being used, instead of deleting itself, have it insert itself into a thread-safe queue and signal the condition that the deleter thread is waiting on
When the deleter thread wakes up, it deletes everything in the queue
If your program has an event loop, you can avoid the creation of a separate thread for this by creating an event type that means "delete unused shared objects" and have some persistent object respond to this event in the same way that the deleter thread would in the above example.
I can't imagine that this is possible, especially within the class itself. The problem is two fold:
1) There's no way to notify the outside world not to call the object so the outside world has to be responsible for setting the pointer to 0 after calling "CallBack" iff the pointer was deleted.
2) Once two threads enter this function you are, and forgive my french, absolutely fucked. Calling a function on a deleted object is UB, just imagine what deleting an object while someone is in it results in.
I've never seen "delete this" as anything but an abomination. Doesn't mean it isn't sometimes, on VERY rare conditions, necessary. Problem is that people do it way too much and don't think about the consequences of such a design.
I don't think "to be deleted" is going to work well. It might work for two threads, but what about three? You can't protect the part of code that calls delete because you're deleting the protection (as you state) and because of the UB you'll inevitably cause. So the first goes through, sets the flag and aborts....which of the rest is going to call delete on the way out?
The more robust implementation would be to implement reference counting. For each thread you start, increase a counter; for each callback call decrease the counter and if the counter has reached zero, delete the object. You can lock the counter access, or you could use the Interlocked class to protect the counter access, though in that case you need to be careful with potential race between the first thread finishing and the second starting.
Update: And of course, I completely ignored the fact that this is C++. :-) You should use InterlockExchange to update the counter instead of the C# Interlocked class.

Deleting a pointer a different places results in different behaviors (crash or not)

This question is a refinement of this one, which went in a different direction than expected.
In my multithreaded application, the main thread creates parameters and stores them:
typedef struct {
int parameter1;
double parameter2;
float* parameter3;
} jobParams;
typedef struct {
int ID;
void* params;
} jobData;
std::vector<jobData> jobs;
// main thread
for (int i = 0; i < nbJobs; ++i) {
jobParams* p = new jobParams;
// fill and store params
jobData data;
data.ID = i;
data.params = p;
jobs.push_back(data);
}
// start threads and wait for their execution
// delete parameters
for (int i = 0; i < jobs.size(); ++i) {
delete jobs[i].params;
}
Then, each thread gets a pointer to a set of parameters, and calls a job function with it:
// thread (generic for any job function and any type of params)
jobData* job = main->getNextParams();
jobFunction(job->ID, job->params);
The whole thing takes void* as argument to be able to use any structure for the parameters, but then the job function casts it back to the right struct:
void* jobFunction(void* param) {
jobParams* params = (jobParams*) param;
// do stuff
return 0;
}
My problem is the following: if I delete params at the end of jobFunction(), it works perfectly. However, I'd prefer to have the deletion taken care of by the threads or the main thread, such that I don't have to remember to delete the params for each jobFunction() that I write.
If I try to delete params just after calling jobFunction() in the treads, or even in the main thread after being sure that all threads are done (and thus the params are not needed anymore), I get a heap corruption error:
HEAP[prog]: Invalid Address specified to RtlFreeHeap( 02E90000, 03C2EE38 )
I'm using Visual Studio 2008 Pro, and I thus can't use valgrind or other *nix tools for debugging. All access to the main thread from the "child threads" are synchronized using a mutex, so the problem is not that I delete the same parameters twice.
In fact, by using VS memory viewer, I know that the memory pointed by the jobParams pointer does not change between the end of jobFunction() and the point where I try to delete it (either in the main thread or in the "child threads").
I added the definition of both structures, as well as the way I'd like to delete the params.
Just as a thought .. can you try
for (int i = 0; i < jobs.size(); ++i) {
delete (jobParams*)jobs[i].params;
}
newing a type jobParams and then deleteing a void* might be the cause of your problems.
Is there any reason you store params as a void* in jobData? I'd argue if you wish to have different types of jobParams then you should be using an inheritance hierarchy and not blindly casting to a void*.
That sort of bug generally means you have a data race somewhere. Does main->getNextParams() do the right thing even if it's called by several threads at once? If it gives the same params to both, you could have a double-free in your hands.
Also, instead of
jobFunction(jobData->ID, jobData->params);
You probably meant
jobFunction(job->ID, job->params);
To debug it you could add a deleted member to the jobParams class and set that to true instead of actually deleting the object. Then see check the deleted flag in every method of jobParams and throw an exception if it's true. Then see where the exception gets thrown.