The confuse about Control.InvokeRequired - multithreading

It has a situation that the control is instantiating(it's window handle is null) and it's parent control was instantiated.So the system will find it's parent thread id and compared with the control invoked thread id to make sure if it needs to invokeRequire.
But,why the system has to find it's parent thread id rather than find the Form thread id.I mean finding the Form thread id seems like more quickly and simpler?

Related

how to access a worker thread from UI thread?

I have a working thread running all along the runtime, who generates events.
I can handle those events inside the UI thread by using disp = Windows::UI::Core::CoreWindow::GetForCurrentThread()->Dispatcher.
more precisely, I do the modifications to the UI by using disp->RunAsync(...) anywhere inside the working thread.
but I don't know how to do the inverted operation. I want to have some Async function inside the UI thread to perform operation (on some std::unique_ptr) in the working thread when I click on some button.
If I understand correctly you want to be able to run an async operation when a button is clicked, but on a specific thread to which you refer as your worker thread.
First - Since you want to use a resource in 2 threads you should not use unique_ptr and use shared_ptr since you share this resource between the two threads.
Second - if you don't necessarily have to run the action on a specific thread then you can simply use Windows::System::Threading::ThreadPool::RunAsync and capture the shared_ptr by value.
e.g:
namespace WST = Windows::System::Threading;
WST::ThreadPool::RunAsync(
ref new WST::WorkItemHandler(
[mySharedPtr](Windows::Foundation::IAsyncAction^ operation)
{
mySharedPtr->Foo();
}));
In case you have to run the operation on a specific thread then I assume you want to be able to append operations to an already running thread, otherwise you are creating a thread and you can use the above example.
So in order to append operations to an already running thread, that thread must have the functionality of getting a new operations and then running those operations in a synchronous order. This functionality is basically what the Dispatcher provides. This is what an Event Loop is, also called: message dispatcher, message loop, message pump, or run loop. Also you can find information by reading on the Recator\Proactor design pattern.
This CodeProject page shows one way of implementing the pattern, and you can use Winrt component to make it better \ more conveniant \ more familiar

Allow a child thread to call a delegate to the parent when the parent is in a join state waiting on the child in c#

I have a form that is responsible for creating and setting up an instance of an object, and then telling the object to go do its work. The process is a long one, so there's an area on the form where status messages appears to let the user know something is happening. Messages are set with a setMessage(string msg) function. To allow the form to remain responsive to events, I create a new thread for the object to run in, and pass it the setMessage function as a delegate to allow the object to set status messages on the form. This part is working properly. The main form is responsive and messages posted to its setMessage function appear as expected.
Because the process is a long one, and is made up of many steps, I want to allow the user to terminate the process before it's finished. To do this I created a volatile bool called _stopRequested and a function called shouldStop() that returns its value. This is also given to the object as a delegate. The object can tell if it should terminate by checking shouldStop() periodically, and if it's true, shut down gracefully.
Lastly, Windows controls are not thread safe, so the compiler will complain if a thread other than the one that created the control tries to manipulate it. Therefore, the setMessage function is wrapped in an if statement that tests for this and invokes the function using the parent thread if it's being called from the worker thread (see http://msdn.microsoft.com/en-us/library/ms171728(v=vs.80).aspx for a description).
The problem arises when the user requests a shutdown. The main form sets _stopRequested to true and then waits for the child thread to finish before closing the application. It does this by executing _child.Join(). Now the parent thread (the one running the form) is in a Join state and can't do anything. The child thread (running the long process) detects the stop flag and attempts to shut down, but before it does, it posts a status message by calling it's setMessage delegate. That delegate points back to the main form, which figures out that the thread setting the message (child) is different than the thread that created the control (parent) and invokes the function in the parent thread. The parent thread is, of course, in a Join state and won't set the text on the text box until the child thread terminates. The child thread won't terminate because it's waiting for the delegate it called to return. Instant deadlock.
I've found examples of signaling a thread to terminate, and I've found examples of child threads sending messages to the parent thread, but I can't find any examples of both things happening at the same time. Can someone give me some pointers on how to avoid this deadlock? Specifically, I'd like the form to wait until the child thread terminates before closing the application but remain able to do work while it waits.
Thanks in advance for the advice.
1-(lazy) Dispatch the method from a new Thread so it doesn't lock
2-(re-think) The main UI thread should be able to control the child thread, so forget the _stopRequested and shouldStop() and implement a childThread.Abort() , abort does not kill the thread, but sends a ThreadAbortException
which can be handled or even canceled
catch(ThreadAbortException e)
{
ReleaseResources();
}
Make the ReleaseResources safe by making various checks such as:
resource != null
or
resource.IsClosed()
The ReleaseResources should be called normally without abort and also by abort.
3-(if possible)stop the child, via main thread call ReleaseResources()
You may have to implement a mix of these.

Qt app crashes on deleting executed task

I have multithread server (inherits QTcpServer). When new connection appears, I create new task (inherits QRunnable), passing socket descriptor to constructor and push this task to QThreadpool (have 3 workers).
QThreadPool::globalInstance()->start(task);
In run() I dynamically create QTcpSocket, set socket descriptor and read first received byte. Based on value of this byte I create new specific task (also inherits QRunnable), passing to its ctr pointer to earlier created QTcpSocket object, and also push this task to QThreadpool.
This specific task make some routine and app crashes.
From log file, I see destructor of this specific task was called.
Also Qt Creator throws next error message:
QObject: Cannot create children for a parent that is in a different thread.
(Parent is QNativeSocketEngine(0x18c62290), parent's thread is QThread(0x18c603e0), current thread is QThread(0x18cc3b60)
QSocketNotifier: socket notifiers cannot be disabled from another thread
ASSERT failure in QCoreApplication::sendEvent: "Cannot send events to objects owned by a different thread. Current thread 18cc3b60. Receiver '' (of type 'QNativeSocketEngine') was created in thread 18c603e0", file kernel/qcoreapplication.cpp, line 420
I found similar posts but unfortunately I could not understand how to fix my problem.
Please, help me.
You cannot use QTcpSocket from two different threads, because QObjects are not thread-safe.
You've created your QTcpSocket in the first task, so it "lives" in the thread associated with that task. If you pass its pointer into another QRunnable, then a second thread will try to access it, which will break things.
You'll need to redesign your app in a way that doesn't share the same QTcpSocket between different threads. One possibility is to implement different specific functions in your original task, and simply select the appropriate function based on the first received byte

QPointer in multi-threaded programs

According to http://doc.qt.io/qt-5/qpointer.html, QPointer is very useful. But I found it could be inefficient in the following context:
If I want to show label for three times or do something else, I have to use
if(label) label->show1();
if(label) label->show2();
if(label) label->show3();
instead of
if(label) { label->show1();label->show2();label->show3(); }
just because label might be destroyed in another thread after label->show1(); or label->show2();.
Is there a beautiful way other than three ifs to get the same functionality?
Another question is, when label is destroyed after if(label), is if(label) label->show1(); still wrong?
I don't have experience in multi-threaded programs. Any help is appreciated. ;)
I think the only safe way to do it is to make sure you only access your QWidgets from within the main/GUI thread (that is, the thread that is running Qt's event loop, inside QApplication::exec()).
If you have code that is running within a different thread, and that code wants the QLabels to be shown/hidden/whatever, then that code needs to create a QEvent object (or a subclass thereof) and call qApp->postEvent() to send that object to the main thread. Then when the Qt event loop picks up and handles that QEvent in the main thread, that is the point at which your code can safely do things to the QLabels.
Alternatively (and perhaps more simply), your thread's code could emit a cross-thread signal (as described here) and let Qt handle the event-posting internally. That might be better for your purpose.
Neither of your approaches is thread-safe. It's possible that your first thread will execute the if statement, then the other thread will delete your label, and then you will be inside of your if statement and crash.
Qt provides a number of thread synchronization constructs, you'll probably want to start with QMutex and learn more about thread-safety before you continue working on this program.
Using a mutex would make your function would look something like this:
mutex.lock();
label1->show();
label2->show();
label3->show();
mutex.unlock()
As long as your other thread is using locking that same mutex object then it will prevented from deleting your labels while you're showing them.

Qt objects - am I overusing QMutexLocker?

I have a Qt object that's used by a GUI thread and a networking thread. It looks like:
QString User::Username()
{
QMutexLocker locker(&mutex);
return username;
}
void User::SetUsername(const QString &newUsername)
{
QMutexLocker locker(&mutex);
username = newUsername;
}
QString User::Password()
{
QMutexLocker locker(&mutex);
return password;
}
...
Both the GUI and networking thread may use the object (e.g. to display the username on the screen, and to get the username to send across the network).
I'm worried something is wrong, as every method in the object has a QMutexLocker line, to make it thread safe.
Is it acceptable to use QMutexLocker in this way, or is the code structured badly?
You should be using QReadWriteLock and QReadLocker or QWriteLocker respectively. So no threads will be locked if there are only reading threads.
If there are some fields of the class which are accessed changed very frequently, and which dont change any other state of the class, you might want to give it its own dedicated lock.
I think you may be going about things the wrong way. Serializing each method call will "sort of" work, but it won't reliably handle operations like adding or removing a User object. For example, if your main thread deletes the User object, it won't matter that the network thread is carefully locking a mutex, because after the mutex-lock operation returns, the network thread will then try to access the (now deleted) User object, and trying to read OR write freed memory will cause your app to crash (or worse, just mysteriously do the wrong thing sometimes).
Here's a better way to do it (assuming that the User objects are reasonably small): Instead of having the network thread and the I/O thread share the same User object, and trying to serialize all accesses to the object at the method level, you'd be better off giving a separate copy of each User object to the I/O thread. Then when one thread changes its local copy of the User object, it should send a message to the other thread containing a copy of the updated object, and when the other thread receives the message it can update its local copy to match again. That way each thread has exclusive read/write access to its own local set of User objects, and can read/write them without any locking. This also allows each thread to add or remove objects at will (as long as it sends an update-message to the other thread afterwards, so the other thread will follow suit).
I think a better and cleaner way would be to have a "safe section"
updateUser( User ) {
User.acquireLock()
User.SetUsername(newUsername)
User.Password()
< more operations here >
User.releaseLock()
}
The advantages of this is that you are locking only once the mutex( that is an expensive operation).

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