Making Consumer/Producer Problem a bit Advanced - multithreading

Is there any way for the Consumer/Producer problem in synchronization could be made more advanced by introducing some scenario or making it a little bit more complex.
The reason I am asking this is because at simpler level the Producer/Consumer problem is too easy and I have to make an end of semester project on it, so if any one have ideas regarding how can I make a decent intermediate/slightly advanced level version of this problem to implement.
Thanks.

Spears it up in some cases? If consumer threads pass in the address of a local pointer where the dequeued item is to be placed, producer threads can directly load the result. That means that the consumer does not need to mess with any mutex once it is set running - it already has the dequeued item loaded. That implies that producer threads can identify which thread will be set running and so each consumer needs its own event/condvar/semaphore to wait on and that synchro stored in a container in the queue....or....
..you could store the synchro reference in the location pointed to by the consumer arg until it is required for signaling, at that time freeing up that local for storing the dequeued item. That means that only a pointer container is required in the PC queue struct.
Does this kind of chicanery help, or even work reliably?
Yes:)

Related

How to unblock all threads waiting on a semaphore?

I am dealing with a standard producer and consumer problem with finite array (or finitely many buffers ). I tried implementing it using semaphores and I have run into a problem. I want the producer to 'produce' only say 50 times. After that I want the producer thread to join the main thread. This part is easy, but what I am unable to do is to join the consumer threads. They are stuck on the semaphore signaling that there is no data. How do I solve this problem?
One possible option is to have a flag variable which becomes True when producer joins main and after that, the main thread would do post(semaphore) as many times as the number of worker threads. The worker threads would check the flag variable every time after waking up and if True, it would exit the function.
I think my method is pretty inefficient because of the many post semaphore calls. It would be great if I can unblock all threads at once!
Edit: I tried implementing whatever I said and it doesn't work due to deadlock
One option is the "poison pill" method. It assumes that you know how many consumer threads exist. Assuming there are N consumers, then after the producer has done it's thing, it puts N "poison pills" into the queue. A "poison pill" simply is an object/value that is type-compatible with whatever the producer normally produces, but which is distinguishable from a normal object/value.
When a consumer recognizes that it has eaten a poison pill, it dies. Problem solved.
I've done producer consumer structures in C++ in FreeRTOS operating system only, so keep that in mind. That has been my only experience so far with multitasking. I would say that I only used one producer in that program and one consumer. And I've done multitasking in LabView, but this is little bit different from what you might have, I think.
I think that one option could be to have a queue structure, so that the producer enqueues elements into the queue but if it's full of data, then you can hopefully implement it so that you can make some kind of queue policy as follows.
producer can either
block itself until space is available in the queue to enqueue,
block itself for certain time period, and continue elsewhere if time spent and didnt succeed in enqueuing data
immediately go elsewhere
So it looks like you have your enqueuing policy in order...
The queue readers are able to have similar three type of policies at least in FreeRTOS.
In general if you have a binary semaphore, then you have it so that the sender is sending it, and the receiver is waiting on it. It is used for synchronization or signalling.
In my opinion you have chosen the wrong approach with the "many semaphores" (???)
What you need to have is a queue structure where the producer inputs stuff...
Then, the consumers read from the queue whatever they must do...
If the queue is empty then you need a policy on what the queue reader threads should do.
Policy choice is needed also for those queue readers and semaphore readers on what they should do, when the queue is empty, or if they havent gotten the semaphore received. I would not use semaphores for this kind of problem...
I think the boolean variable idea could work, because you are only writing into that variable in the producer thread. Then the other threads should be able to read and poll that boolean variable if the producer is active...
But I think that you should provide more details what you are trying to do, especially with the consumer threads, how many threads of what kind you have, and what language you are programming in etc...

How is ThreadPool implemented in .NET 4.0?

I recently tried to work out how the solution to a ThreadPool class works in .NET 4.0. I tried to read through a reflected code but it seems a bit too extensive for me.
Could someone explain in simple terms how this class works i.e.
How it stores each methods that are coming in
Is it thread safe, supposedly multiple threads try to enqueue their methods in the thread pool?
When it reaches the limit of available threads, how does it return to execute the remaining batch waiting in the queue when one of the threads becomes free? Is there some callback mechanism for it?
Of course, in the absence of the actual implementation (or in the absence of Eric Lippert :) ) what I'm saying is only common sense:
The thread pool holds an internal (circular?) queue where the tasks are kept (hence QueueUserWorkItem).
Putting tasks in the queue is thread-safe (this is for sure, as I've used myself in this scenario several times).
I think that each thread loops indefinitely and keeps taking tasks from the queue (in a thread-safe manner of course) automatically when it's done with the current task. If the queue is empty it will just block.
In a queue of delegates
TBH, I don't know for sure but, if it's not, it's dangerous, nearly useless and probably the worst code ever emitted by M$, (even including Windows ME). Just assume it's thread safe.
The work threads are while loops, waiting on the work request queue for a delegate, invoking one when it becomes available, then looping back round again when the the delegate returns to wait on the queue again for another delegate. There is no need for any callback.
I don't know exectly but to my mind it stores it in a collection of
Task
MSDN says yes
GetMaxThreads() returns the amount of onetime-executed threads if
you reach this border all others are queued. As I understand you
need mechanism for knowing when thread is executed. There is
RegisterWaitForSingleObject(WaitHandle, WaitOrTimerCallback, Object, Int32, Boolean)

How to use V to wake up a designated P?

Suppose we have a semaphore s and there are multiple threads waiting for it by calling P(s). Then V(s) would wake up exact one thread among them. Is there a way to wake up a designated thread instead of having the system make the decision? For instance, in the barbershop problem, after each haircut, the barber wants to serve the longest waiting customer, instead of a random one.
You could just use a queue to store the P's. that'll let you do it based off of longest wait. If not you could store in a sorted tree based off of whatever paramater you want, and remove when needed.
I think the crux of it would be some sort of ordering mechanism for the P's, which souldn't be too complicated.
It depends on the implementation of the semaphore. You would have to use a smart semaphore that creates a queue of waiting threads and signals them in the right order. I think the regular semaphore implementation on Windows doesn't work that way. It just sends a signal to the OS, which in turn sends a signal to any of the waiting threads. It would even make sense if this uses a lifo stack, because that is implemented more easily.
But it wouldn't be hard to build this yourself by implementing a queue, which could be a linked list, or a cyclic array.
No, not with classical semaphores by themselves. If you want queue-like behavior, you create a queue (with a semaphore, or maybe a couple of them) to protect the queue's shared data structure(s).
The reality is, that while semaphores are theoretically all you need to do synchronization, you'd rarely (never?) write a significant body of real code that just used bare semaphores directly. Most of the time, you build higher-level constructs with (for example) a semaphore to protect that critical data in that construct.

Multiple UI threads on the same window

I don't want multiple windows, each with its own UI thread, nor events raised on a single UI thread, not background workers and notifications, none of that Invoke, BeginInvoke stuff either.
I'm interested in a platform that allows multiple threads to update the same window in a safe manner. Something like first thread creates three buttons, the second thread another five, and they both can access them,change their properties and delete them without any unwanted consequences.
I want safe multi-threaded access to the UI without Invoking, a platform where the UI objects can be accessed directly from any thread without raising errors like "The object can only be accessed from the thread that created it". To let me do the synchronizing if I have to, not prevent me from cross-tread accessing the UI in a direct manner.
I'm gonna get down voted but ... Go Go Gadget Soapbox.
Multi threaded GUI are not possible in the general case. It has been attempted time and time again and it never comes out well. It is not a coincidence that all of the major windowing frameworks follow the single threaded ui model. They weren't copying each other, it's just that the constraints of the problem lead them to the same answer. Many people smarter than you or i have tried to solve this.
It might be possible to implement a multi-thread ui for a particular project. I'm only saying that it can't be done in the general case. That means it's unlikely you'll find a framework to do what you want.
The gist of the problem is this. Envision the gui components as a chain (in reality it's more like a tree, but a chain is simple to describe). The button connects to the frame, connects to the box, connects to the window. There are two source of events for a gui the system/OS and the user. The system/OS event originate at the bottom of the chain (the windowing system), the user event originate at the top of the chain (the button). Both of these events must move through the gui chain. If two threads are pushing these events simultaneously they must be mutex protected. However, there is no known algorithm for concurrently traversing a double linked list in both directions. It is prone to dead lock. GUI experts tried and tried to figure out ways to get around the deadlocking problem, and eventually arrived at the solution we use today called Model/View/Controller, aka one thread runs the UI.
You could make a thread-safe Producer/Consumer queue of delegates.
Any thread that wants to update a UI component would create a delegate encapsulating the operations to be performed, and add it to the queue.
The UI thread (assuming all components were created on the same thread) would then periodically pull an item from the queue, and execute the delegate.
I don't believe a platform like that exists per se
There is nothing stopping you from saying taking .Net and creating all new controls which are thread safe and can work like that(or maybe just the subset of what you need) which shouldn't be an extremely large job(though definitely no small job) because you can just derive from the base controls and override any thread-unsafe methods or properties.
The real question though is why? It would definitely be slower because of all the locking. Say your in one thread that is doing something with the UI, well it has to lock the window it's working on else it could be changed without it knowing by the other thread. So with all the locking, you will spend most of your drawing time and such waiting on locks and (expensive) context switches from threads. You could maybe make it async, but that just doesn't seem safe(and probably isn't) because controls that you supposedly just created may or may not exist and would be about like
Panel p=new Panel();
Button b=new Button();
WaitForControlsCreated(); //waits until the current control queue is cleared
p.Controls.Add(b);
which is probably just as slow..
So the real question here is why? The only "good" way of doing it is just having an invoke abstracted away so that it appears you can add controls from a non-UI thread.
I think you are misunderstanding how threads really work and what it takes to actually make an object thread safe
Accept that any code updating the GUI has to be on the GUI thread.
Learn to use BeginInvoke().
On Windows, Window handles have thread affinity. This is a limitation of the Window manager. It's a bad idea to have multiple threads accessing the same window on Windows.
I'm surprised to see these answers.
Only the higher level language frameworks like C# have thread restrictions on GUI elements.
Windows, at the SDK layer, is 100% application controlled and there are no restrictions on threads except at insignificant nitty gritty level. For example if multiple threads want to write to a window, you need to lock on a mutex, get the device context, draw, then release the context, then unlock the mutex. Getting and releasing a device context for a moment of drawing needs to be on the same thread... but those are typically within 10 lines of code from each other.
There isn't even a dedicated thread that windows messages come down on, whatever thread calls "DispatchMessage()" is the thread the WINPROC will be called on.
Another minor thread restriction is that you can only "PeekMessage" or "GetMessage" a window that was created on the current thread. But really this is very minor, and how many message pumps do you need anyway.
Drawing is completely disconnected from threads in Windows, just mutex your DC's for drawing. You can draw anytime, from anywhere, not just on a WM_PAINT message.
BeOS / Haiku OS
Based on my guessing of your requirement, you want a single Windows Form and having ways to execute certain routines asynchronously (like multi-threading), yes?
Typically (for the case of .NET WinForms) Control.Invoke / Control.BeginInvoke is used to a certain effect what I think you want.
Here's an interesting article which might help: http://www.yoda.arachsys.com/csharp/threads/winforms.shtml

Multithread read and write to a ::stl::vector, vector resource hard to release

I am writing code in VS2005 using its STL.
I have one UI thread to read a vector, and a work thread to write to a vector.
I use ::boost::shared_ptr as vector element.
vector<shared_ptr<Class>> vec;
but I find, if I manipulate the vec in both thread in the same time(I can guarantee they do not visit the same area, UI Thread always read the area that has the information)
vec.clear() seem can not release the resource. problem happend in shared_ptr, it can not release its resource.
What is the problem?
Does it because when the vector reach its order capacity, it reallocates in memory, then the original part is invalidated.
As far as I know when reallocating, iterator will be invalid, why some problem also happened when I used vec[i].
//-----------------------------------------------
What kinds of lock is needed?
I mean: If the vector's element is a shared_ptr, when a thread A get the point smart_p, the other thread B will wait till A finishes the operation on smart_p right?
Or just simply add lock when thread is trying to read the point, when the read opeation is finished, thread B can continu to do something.
When you're accessing the same resource from more than one thread, locking is necessary. If you don't, you have all sorts of strange behaviour, like you're seeing.
Since you're using Boost, an easy way to use locking is to use the Boost.Thread library. The best kind of locks you can use for this scenario are reader/writer locks; they're called shared_mutex in Boost.Thread.
But yes, what you're seeing is essentially undefined behaviour, due to the lack of synchronisation between the threads. Hope this helps!
Edit to answer OP's second question: You should use a reader lock when reading the smart pointer out of the vector, and a writer lock when writing or adding an item to the vector (so, the mutex is for the vector only). If multiple threads will be accessing the pointed-to object (i.e., what the smart pointer points to), then separate locks should be set up for them. In that case, you're better off putting a mutex object in the object class as well.
Another alternative is to eliminate the locking altogether by ensuring that the vector is accessed in only one thread. For example, by having the worker thread send a message to the main thread with the element(s) to add to the vector.
It is possible to do simultaneous access to a list or array like this. However, std::vector is not a good choice because of its resize behavior. To do it right needs a fixed-size array, or special locking or copy-update behavior on resize. It also needs independent front and back pointers again with locking or atomic update.
Another answer mentioned message queues. A shared array as I described is a common and efficient way to implement those.

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