I am trying make a lot of mistakes to learn Concurrency in C++11. I have to ask this,
Here is what this one is supposed to do:
One queue, and three threads, one is suppose to put an integer into the queue, the other twos are suppose to correspondingly increase s1, s2 by popping the queue so that I can get total sum of numbers that were in the queue. To make it simpler I put 1 through 10 numbers into the queue.
But sometimes it works and sometimes it seems like there is an infinite loop:: what would be the reason?
#include <queue>
#include <memory>
#include <mutex>
#include <thread>
#include <iostream>
#include <condition_variable>
#include <string>
class threadsafe_queue {
private:
mutable std::mutex mut;
std::queue<int> data_queue;
std::condition_variable data_cond;
std::string log; //just to see what is going on behind
bool done;
public:
threadsafe_queue(){
log = "initializing queue\n";
done = false;
}
threadsafe_queue(threadsafe_queue const& other) {
std::lock_guard<std::mutex> lk(other.mut);
data_queue = other.data_queue;
}
void set_done(bool const s) {
std::lock_guard<std::mutex> lk(mut);
done = s;
}
bool get_done() {
std::lock_guard<std::mutex> lk(mut);
return done;
}
void push(int new_value) {
std::lock_guard<std::mutex> lk(mut);
log += "+pushing " + std::to_string(new_value) + "\n";
data_queue.push(new_value);
data_cond.notify_one();
}
void wait_and_pop(int& value) {
std::unique_lock<std::mutex> lk(mut);
data_cond.wait(lk, [this]{return !data_queue.empty();});
value = data_queue.front();
log += "-poping " + std::to_string(value) + "\n";
data_queue.pop();
}
std::shared_ptr<int> wait_and_pop() {
std::unique_lock<std::mutex> lk(mut);
data_cond.wait(lk, [this]{return !data_queue.empty();});
std::shared_ptr<int> res(std::make_shared<int>(data_queue.front()));
log += "- popping " + std::to_string(*res) + "\n";
data_queue.pop();
return res;
}
bool try_pop(int& value) {
std::lock_guard<std::mutex> lk(mut);
if (data_queue.empty()) {
log += "tried to pop but it was empty\n";
return false;
}
value = data_queue.front();
log += "-popping " + std::to_string(value) + "\n";
data_queue.pop();
return true;
}
std::shared_ptr<int> try_pop() {
std::lock_guard<std::mutex> lk(mut);
if (data_queue.empty()) {
log += "tried to pop but it was empty\n";
return std::shared_ptr<int>();
}
std::shared_ptr<int> res(std::make_shared<int>(data_queue.front()));
log += "-popping " + std::to_string(*res) + "\n";
data_queue.pop();
return res;
}
bool empty() const {
std::lock_guard<std::mutex> lk(mut);
//log += "checking the queue if it is empty\n";
return data_queue.empty();
}
std::string get_log() {
return log;
}
};
threadsafe_queue tq;
int s1, s2;
void prepare() {
for (int i = 1; i <= 10; i++)
tq.push(i);
tq.set_done(true);
}
void p1() {
while (true) {
int data;
tq.wait_and_pop(data);
s1 += data;
if (tq.get_done() && tq.empty()) break;
}
}
void p2() {
while (true) {
int data;
tq.wait_and_pop(data);
s2 += data;
if (tq.get_done() && tq.empty()) break;
}
}
int main(int argc, char *argv[]) {
std::thread pp(prepare);
std::thread worker(p1);
std::thread worker2(p2);
pp.join();
worker.join();
worker2.join();
std::cout << tq.get_log() << std::endl;
std::cout << s1 << " " << s2 << std::endl;
return 0;
}
Look at function p1 line 5
if (tq.get_done() && tq.empty()) break;
So you checked the queue if it was empty. It was not. Now you loop and enter
tq.wait_and_pop(data);
where you'll find
data_cond.wait(lk, [this]{return !data_queue.empty();});
which is essentially
while (data_queue.empty()) {
wait(lk);
}
notice the missing '!'.
Now your thread sits there and waits for the queue not to be empty, which will never happen, because the producer id done filling the queue. The thread will never join.
There are many ways to fix this. I'm sure you'll find one on your own.
Related
I am trying to create a multiplayer game where players can use voice chat to communicate.
I am using C++ and SFML-3.0 for everything.
Here is the GitHub page for the whole project: https://github.com/iwannabespace/test
First of all, here are some of the classes that I am using:
AudioCapturer.hpp
class AudioCapturer : public sf::SoundStream
{
public:
AudioCapturer(Client& client);
void receiveLoop(sf::Packet& packet);
private:
bool onGetData(sf::SoundStream::Chunk& data) override;
void onSeek(sf::Time timeOffset) override;
private:
std::recursive_mutex mutex;
std::vector<std::int16_t> samples;
std::vector<std::int16_t> tempbuffer;
size_t offset;
Client& client;
};
AudioCapturer.cpp
AudioCapturer::AudioCapturer(Client& client)
: offset(0), client(client)
{
initialize(1, 44100);
}
bool AudioCapturer::onGetData(sf::SoundStream::Chunk& data)
{
while (offset >= samples.size())
sf::sleep(sf::milliseconds(10));
{
std::scoped_lock lock(mutex);
tempbuffer.assign(samples.begin() + static_cast<std::vector<std::int64_t>::difference_type>(offset),
samples.end());
std::cout << "Tempbuffer address: " << &tempbuffer << std::endl;
}
data.samples = tempbuffer.data();
data.sampleCount = tempbuffer.size();
offset += tempbuffer.size();
return true;
}
void AudioCapturer::onSeek(sf::Time timeOffset)
{
offset = static_cast<std::size_t>(timeOffset.asMilliseconds()) * getSampleRate() * getChannelCount() / 1000;
}
void AudioCapturer::receiveLoop(sf::Packet& packet)
{
while (true)
{
if (client.receivedAudio)
{
sf::Packet copy = packet;
std::uint8_t command;
if (copy >> command)
{
std::size_t sampleCount = (copy.getDataSize() - 1) / sizeof(std::int16_t);
{
std::scoped_lock lock(mutex);
std::size_t oldSize = samples.size();
samples.resize(oldSize + sampleCount);
std::cout << "Samples address: " << &samples << std::endl;
std::cout << "Last item address: " << &samples[oldSize] << std::endl;
std::memcpy(&(samples[oldSize]),
static_cast<const char*>(copy.getData()) + 1,
sampleCount * sizeof(std::int16_t));
}
client.receivedAudio = false;
}
}
}
}
Client.hpp
class Client
{
public:
Client(const sf::IpAddress& ip, int port);
~Client();
bool connect();
void disconnect();
bool send(sf::Packet& packet);
bool receivePacket(sf::Packet& packet, std::unordered_map<std::uint32_t, Player>& players, std::uint32_t& thisPlayer);
public:
bool receivedAudio;
bool receivedPosition;
private:
int port;
sf::IpAddress ip;
sf::TcpSocket socket;
};
Client.cpp
Client::Client(const sf::IpAddress& ip, int port)
: ip(ip), port(port), receivedAudio(false), receivedPosition(false)
{
}
Client::~Client()
{
}
bool Client::connect()
{
if (socket.connect(ip, port) != sf::Socket::Done)
return false;
return true;
}
void Client::disconnect()
{
socket.disconnect();
}
bool Client::send(sf::Packet& packet)
{
if (socket.send(packet) != sf::Socket::Done)
return false;
return true;
}
bool Client::receivePacket(sf::Packet& packet, std::unordered_map<std::uint32_t, Player>& players, std::uint32_t& thisPlayer)
{
sf::Packet recv;
sf::Packet copy;
while (true)
{
if (socket.receive(recv) != sf::Socket::Done)
return false;
if (receivedAudio)
std::cout << "Data is not used!" << std::endl;
std::uint8_t command;
std::uint32_t id;
copy = recv;
if (copy >> command)
{
switch (command)
{
case ServerCommand::ADD_PLAYER:
copy >> id;
if (thisPlayer == 0)
{
thisPlayer = id;
std::cout << "My id is " << thisPlayer << std::endl;
}
players[id] = Player(5.f, id);
std::cout << "Player joined!" << std::endl;
break;
case ServerCommand::ADD_PLAYERS:
while (copy >> id)
players[id] = Player(5.f, id);
break;
case ServerCommand::RECEIVE_AUDIO:
receivedAudio = true;
packet = recv;
break;
case ServerCommand::RECEIVE_POSITION:
receivedPosition = true;
packet = recv;
break;
default:
break;
}
}
}
return true;
}
AudioRecorder.hpp
class AudioRecorder : public sf::SoundRecorder
{
public:
AudioRecorder(Client& client);
~AudioRecorder() override;
void activeness();
void setActive(bool active);
bool isActive() const;
private:
bool onStart() override;
bool onProcessSamples(const std::int16_t* samples, std::size_t sampleCount) override;
void onStop() override;
private:
Client& client;
bool active;
std::mutex mutex;
};
AudioRecorder.cpp
AudioRecorder::AudioRecorder(Client& client)
: client(client), active(false)
{
}
AudioRecorder::~AudioRecorder()
{
stop();
}
void AudioRecorder::activeness()
{
while (true)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && !active)
{
std::scoped_lock lock(mutex);
active = true;
if (start()) {}
}
if (!sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && active)
{
std::scoped_lock lock(mutex);
stop();
active = false;
}
}
}
void AudioRecorder::setActive(bool active)
{
this->active = active;
}
bool AudioRecorder::isActive() const
{
return active;
}
bool AudioRecorder::onStart()
{
std::cout << "Started!" << std::endl;
return true;
}
bool AudioRecorder::onProcessSamples(const std::int16_t* samples, std::size_t sampleCount)
{
sf::Packet packet;
packet << ServerCommand::RECEIVE_AUDIO;
packet.append(samples, sampleCount * sizeof(std::int16_t));
return client.send(packet);
}
void AudioRecorder::onStop()
{
std::cout << "Stopped!" << std::endl;
}
main.cpp
int main()
{
std::srand(std::time(0));
Client client("127.0.0.1", 4242);
if (client.connect())
{
std::cout << "Connected to server!" << std::endl;
sf::RenderWindow window(sf::VideoMode({ 1280, 720 }), "Multiplayer Game", sf::Style::Default);
window.setVerticalSyncEnabled(true);
sf::View view;
view.setCenter({ 640, 360 });
view.setSize(sf::Vector2f(window.getSize()));
sf::Packet packet;
std::unordered_map<std::uint32_t, Player> players;
std::uint32_t thisPlayer = 0;
StartScreen startscreen(window, sf::Color(172, 192, 146));
AudioRecorder recorder(client);
AudioCapturer capturer(client);
capturer.play();
std::thread receivePacket;
std::thread receiverloop;
std::thread activeness;
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
switch (event.type)
{
case sf::Event::Closed:
window.close();
break;
case sf::Event::Resized:
if (startscreen)
{
view.setCenter({
static_cast<float>(window.getSize().x) / 2,
static_cast<float>(window.getSize().y) / 2
});
view.setSize(sf::Vector2f(window.getSize()));
startscreen.updateOnResize();
}
break;
}
}
if (!receivePacket.joinable())
receivePacket = std::thread(&Client::receivePacket, std::ref(client), std::ref(packet), std::ref(players), std::ref(thisPlayer));
if (!receiverloop.joinable())
receiverloop = std::thread(&AudioCapturer::receiveLoop, std::ref(capturer), std::ref(packet));
if (!activeness.joinable())
activeness = std::thread(&AudioRecorder::activeness, std::ref(recorder));
if (client.receivedPosition)
{
sf::Packet copy = packet;
std::uint8_t command;
if (copy >> command)
{
float x, y;
std::uint32_t id;
copy >> id >> x >> y;
for (auto& player : players)
if (player.first == id)
player.second.setPosition({ x, y });
client.receivedPosition = false;
}
}
if (window.hasFocus())
players[thisPlayer].move(client);
window.clear(sf::Color::White);
window.setView(view);
for (const auto& player : players)
window.draw(player.second);
window.display();
}
client.disconnect();
std::terminate();
}
return 0;
}
I know it's a lot of code and I am sorry that I have to share too much.
I believe the problem is with the AudioCapturer class. For some reason when sending audio data, after a while client that receives it stops the execution and prompts this problem with different addresses:
a.out(60911,0x16b47b000) malloc: Incorrect checksum for freed object 0x12a80a400: probably modified after being freed.
Corrupt value: 0xe7026101a000bcff
By the way I am kind of using the SFML's VoIP example for the AudioCapturer class.
This is the Github page of it: https://github.com/SFML/SFML/blob/master/examples/voip/Server.cpp
I'd appreciate it If someone can help me with that problem.
My main loop function in my SDL2 application looks like this:
SDL_Event e;
while (win.GetOpen()) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) win.Close();
}
}
And it does not work. Putting an std::cout in the loop during the SDL_QUIT if does not print anything. Am I doing something wrong here? My window class constructor and destructor are:
Window::Window(const char* title, int x, int y, int w, int h, SDL_Surface* icon = IMG_Load("icon.png")) {
this->Position.x = x;
this->Position.y = y;
this->Position.w = w;
this->Position.h = h;
this->Win = SDL_CreateWindow(title, this->Position.x, this->Position.y, this->Position.w, this->Position.h, SDL_WINDOW_SHOWN);
this->Renderer = SDL_CreateRenderer(this->GetWin(), -1, SDL_RENDERER_PRESENTVSYNC);
this->WindowIcon = icon;
SDL_SetWindowIcon(this->GetWin(), this->WindowIcon);
this->Open = true;
}
Window::~Window() {
SDL_DestroyWindow(this->Win);
SDL_DestroyRenderer(this->Renderer);
SDL_FreeSurface(this->WindowIcon);
}
This seems fine to me, so I'm not exactly sure what is wrong with my code. Window::GetOpen() returns the bool Open and Window::Close() sets Open to false, supposedly ending the game loop.
I can't comment, but try something like this:
SDL_Event event;
while (running)
{
while (SDL_PollEvent(&event))
{
std::cout << "Polling events" << std::endl;
if (event.type == SDL_QUIT){
std::cout << "Quit program!" << std::endl;
}
}
}
and see if you get any output.
Edit: Make a new project (yeah I know its a massive pain lol) and use this in a single file, lmk if it works as it should
#include <SDL2/SDL.h>
#include <iostream>
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("Program", 0, 30, 500, 500, SDL_WINDOW_OPENGL);// | SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED );
SDL_Event event;
bool running = true;
while (running){
while (SDL_PollEvent(&event)){
if (event.type == SDL_QUIT){
running = false;
break;
}
}
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
I have an attempt at a producer/consumer
Producer
#pragma once
#ifndef PRODUCER_H
#define PRODUCER_H
#include <thread>
#include "Mailbox.h"
class Producer
{
private:
std::thread producer;
Mailbox& mailbox;
public:
Producer(Mailbox& newmailbox);
~Producer();
void start();
void run();
};
Producer::Producer(Mailbox& newMailbox) : mailbox(newMailbox) {}
Producer::~Producer() {}
void Producer::start()
{
producer = std::thread(&Producer::run, this);
}
void Producer::run()
{
mailbox.inc();
}
#endif
Consumer
#pragma once
#ifndef CONSUMER_H
#define CONSUMER_H
#include "Mailbox.h"
#include <thread>
#include <iostream>
class Consumer
{
private:
Mailbox& mailbox;
std::thread consumer;
public:
Consumer(Mailbox& newMailbox);
~Consumer();
void start();
void run();
};
Consumer::Consumer(Mailbox& newMailbox) : mailbox(newMailbox) {}
Consumer::~Consumer() {}
void Consumer::start()
{
consumer = std::thread(&Consumer::run, this);
}
void Consumer::run()
{
mailbox.read();
}
#endif
Mailbox
#pragma once
#ifndef MAILBOX_H
#define MAILBOX_H
#include <mutex>
#include <iostream>
class Mailbox
{
private:
int& mailbox;
int init_val;
std::mutex mmutex;
std::condition_variable condition;
public:
Mailbox();
~Mailbox();
void inc();
void read();
};
Mailbox::Mailbox() : mailbox(init_val), init_val(0) {}
Mailbox::~Mailbox()
{
}
void Mailbox::inc()
{
int count = 0;
while (count < 10)
{
std::unique_lock<std::mutex> lock(mmutex);
std::cout << "Producer increment\n";
mailbox += 1;
lock.unlock();
count += 1;
}
}
void Mailbox::read()
{
int count = 0;
while (count < 10)
{
std::unique_lock<std::mutex> lock(mmutex);
condition.wait(lock, [this](){return get_cflag(); });
condition.notify_one();
count += 1;
}
}
#endif
Main
int main()
{
Mailbox* mailbox = new Mailbox();
Consumer* consumer = new Consumer(*mailbox);
Producer* producer = new Producer(*mailbox);
consumer->start();
producer->start();
return 0;
}
Mutex locking works albeit asynchronously because I have no control over when a std::thread will start so I decided to implement a semi-synchronous methodology using std::unique_lock in addition to std::mutex.
Problem is, the Consumer waits and the Producer flies on ahead with no notification at least that is what the debugger is telling me and the last Producer iteration result sin a n abort() so something is going wrong here.
Based upon David Schwartz's comment, insight from Mike Strobel, and additional research, I changed the producer and consumer functions
Producer
void Mailbox::inc()
{
int count = 0;
while (count < 10)
{
std::unique_lock<std::mutex> lock(mmutex);
std::cout << "Producer increment\n";
mailbox += 1;
lock.unlock();
set_cflag(true); // signal to the consumer data is ready
condition.notify_one();
{
std::unique_lock<std::mutex> lock(mmutex);
condition.wait(lock, [this]() {return get_pflag(); });
}
set_pflag(false);
count += 1;
}
}
Consumer
void Mailbox::read()
{
int count = 0;
while (count < 10)
{
std::unique_lock<std::mutex> lock(mmutex);
condition.wait(lock, [this](){return get_cflag(); });
std::cout << "Consumer: " << mailbox << "\n";
lock.unlock();
set_pflag(true);
condition.notify_one();
count += 1;
set_cflag(false);
}
}
Mailbox
class Mailbox
{
private:
int& mailbox;
int cflag, pflag;
int init_val;
std::mutex mmutex;
std::condition_variable condition;
public:
Mailbox();
~Mailbox();
int get_cflag() { return cflag; }
void set_cflag(int newFlag) { cflag = newFlag; }
int get_pflag() { return pflag; }
void set_pflag(int newFlag) { pflag = newFlag; }
void inc();
void read();
};
Mailbox::Mailbox() : mailbox(init_val), init_val(0), cflag(0), pflag(0) {}
Mailbox::~Mailbox()
{
}
The output upon execution is as I desired
int main()
{
Mailbox* mailbox = new Mailbox();
Consumer* consumer = new Consumer(*mailbox);
Producer* producer = new Producer(*mailbox);
consumer->start();
producer->start();
fgetc(stdin);
return 0;
}
Producer increment
Consumer: 1
Producer increment
Consumer: 2
Producer increment
Consumer: 3
Producer increment
Consumer: 4
Producer increment
Consumer: 5
Producer increment
Consumer: 6
Producer increment
Consumer: 7
Producer increment
Consumer: 8
Producer increment
Consumer: 9
Producer increment
Consumer: 10
I’m not a C++ guy, but if these condition variables work the way I think they do, you’ll only get notified if a signal arrives while you’re waiting. If the signal arrived before you started waiting, you’ll block indefinitely.
After you acquire the lock in 'Mailbox::read`, you should check to see if an item is available, and only wait on the condition variable if there isn’t one. If there is, go ahead and take it:
int Mailbox::read()
{
std::unique_lock<std::mutex> lock(m);
while (mailbox <= 0)
condition.wait(lock);
return mailbox--;
}
I am develeping an application that uses a threadpool, submits tasks to it and synchronizes them. The main thread has to wait until all the submitted tasks from a single loop iteration finish and then it submits another bunch of tasks (because the tasks from the next iteration operate on the same data and they will be dependent on one another).
My question is, what is the best way to do that?
So far, what I have come up with is that each thread, after finishing a task, increments an atomic unsigned integer. When the integer equals the number of submitted tasks, the main thread continues its work and submits another round of tasks.
This is my first multithreaded application.
Is this an optimal and sensible way of dealing with this problem.
I'm using a threadpool class copied from an excellent book "C++ Concurrency in Action: by Anthony Williams.
Here are the classes:
class thread_pool
{
std::atomic_bool done;
thread_safe_queue<std::function<void()> > work_queue;
std::vector<std::thread> threads;
join_threads joiner;
void worker_thread()
{
while(!done)
{
std::function<void()> task;
if(work_queue.try_pop(task))
{
task();
}
else
{
std::this_thread::yield();
}
}
}
public:
thread_pool():
done(false),joiner(threads)
{
unsigned const thread_count=std::thread::hardware_concurrency();
try
{
for(unsigned i=0;i<thread_count;++i)
{
threads.push_back(
std::thread(&thread_pool::worker_thread,this));
}
}
catch(...)
{
done=true;
throw;
}
}
~thread_pool()
{
done=true;
}
template<typename FunctionType>
void submit(FunctionType f)
{
work_queue.push(std::function<void()>(f));
}
};
template<typename T>
class threadsafe_queue
{
private:
mutable std::mutex mut;
std::queue<T> data_queue;
std::condition_variable data_cond;
public:
threadsafe_queue()
{}
void push(T new_value)
{
std::lock_guard<std::mutex> lk(mut);
data_queue.push(std::move(new_value));
data_cond.notify_one();
}
void wait_and_pop(T& value)
{
std::unique_lock<std::mutex> lk(mut);
data_cond.wait(lk, [this]{return !data_queue.empty(); });
value = std::move(data_queue.front());
data_queue.pop();
}
std::shared_ptr<T> wait_and_pop()
{
std::unique_lock<std::mutex> lk(mut);
data_cond.wait(lk, [this]{return !data_queue.empty(); });
std::shared_ptr<T> res(
std::make_shared<T>(std::move(data_queue.front())));
data_queue.pop();
return res;
}
bool try_pop(T& value)
{
std::lock_guard<std::mutex> lk(mut);
if (data_queue.empty())
return false;
value = std::move(data_queue.front());
data_queue.pop();
}
std::shared_ptr<T> try_pop()
{
std::lock_guard<std::mutex> lk(mut);
if (data_queue.empty())
return std::shared_ptr<T>();
std::shared_ptr<T> res(
std::make_shared<T>(std::move(data_queue.front())));
data_queue.pop();
return res;
}
bool empty() const
{
std::lock_guard<std::mutex> lk(mut);
return data_queue.empty();
}
};
The main() function:
std::condition_variable waitForThreads;
std::mutex mut;
std::atomic<unsigned> doneCount = 0;
unsigned threadCount = 4; // sample concurrent thread count that I use for testing
void synchronizeWork()
{
doneCount++;
if (doneCount.load() == threadCount)
{
doneCount = 0;
std::lock_guard<std::mutex> lock(mut);
waitForThreads.notify_one();
}
}
void Task_A()
{
std::cout << "Task A, thread id: " << std::this_thread::get_id() << std::endl;
std::this_thread::sleep_for(std::chrono::milliseconds(3000));
synchronizeWork();
}
int main()
{
unsigned const thread_count = std::thread::hardware_concurrency();
thread_pool threadPool;
for (int i = 0; i < 1000; ++i)
{
for (unsigned j = 0; j < thread_count; j++)
threadPool.submit(Task_A);
// Below is my way of synchronizing the tasks
{
std::unique_lock<std::mutex> lock(mut);
waitForThreads.wait(lock);
}
}
I am not familiar with the threadpool class you are using.
Without using such a class, the usual way to do this looks like this:
std::cout << "Spawning 3 threads...\n";
std::thread t1 (pause_thread,1);
std::thread t2 (pause_thread,2);
std::thread t3 (pause_thread,3);
std::cout << "Done spawning threads. Now waiting for them to join:\n";
t1.join();
t2.join();
t3.join();
std::cout << "All threads joined!\n";
I would imagine that any decent threadpool class would allow you to the same sort of thing, even more simply, by giving you a metho to block until all the threads have completed. I suggest you double check the documentation.
I am trying to change the behavior of a future object based on user input.
#include <iostream>
#include <future>
//=======================================================================================!
struct DoWork
{
DoWork(int cycles, int restTime) : _cycles(cycles), _restTime(restTime), _stop(false)
{
}
void operator () ()
{
for(int i = 0 ; i < _cycles; ++i)
{
std::this_thread::sleep_for(std::chrono::milliseconds(_restTime));
if(_stop)break;
doTask();
}
}
void stop()
{
_stop = true;
}
private:
void doTask()
{
std::cout << "doing task!" << std::endl;
}
private:
int _cycles;
int _restTime;
bool _stop;
};
//=======================================================================================!
int main()
{
DoWork doObj(50, 500);
std::future<int> f = std::async(std::launch::async, doObj);
std::cout << "Should I stop work ?" << std::endl;
std::cout << "('1' = Yes, '2' = no, 'any other' = maybe)" << std::endl;
int answer;
std::cin >> answer;
if(answer == 1) doObj.stop();
std::cout << f.get() << std::endl;
return 0;
}
//=======================================================================================!
However this does not stop the execution of the future object. How do I change the behavior of the doObj after I have created the future object?
You have a few problems. First, your function object doesn't actually return int, so std::async will return a std::future<void>. You can fix this either by actually returning int from DoWork::operator(), or by storing the result from async in a std::future<void> and not trying to print it.
Second, std::async copies its arguments if they aren't in reference wrappers, so the doObj on the stack is not going to be the same instance of DoWork that is being used by the asynchronous thread. You can correct this by passing doObj in a reference wrapper a la std::async(std::launch::async, std::ref(doObj)).
Third, both the main thread and the asynchronous thread are simultaneously accessing DoWork::_stop. This is a data race and means the program has undefined behavior. The fix is to protect accesses to _stop with a std::mutex or to make it a std::atomic.
Altogether, program should look like (Live at Coliru):
#include <iostream>
#include <future>
//=======================================================================================!
struct DoWork
{
DoWork(int cycles, int restTime) : _cycles(cycles), _restTime(restTime), _stop(false)
{
}
int operator () ()
{
for(int i = 0 ; i < _cycles; ++i)
{
std::this_thread::sleep_for(std::chrono::milliseconds(_restTime));
if(_stop) return 42;
doTask();
}
return 13;
}
void stop()
{
_stop = true;
}
private:
void doTask()
{
std::cout << "doing task!" << std::endl;
}
private:
int _cycles;
int _restTime;
std::atomic<bool> _stop;
};
//=======================================================================================!
int main()
{
DoWork doObj(50, 500);
std::future<int> f = std::async(std::launch::async, std::ref(doObj));
std::cout << "Should I stop work ?" << std::endl;
std::cout << "('1' = Yes, '2' = no, 'any other' = maybe)" << std::endl;
int answer;
std::cin >> answer;
if(answer == 1) doObj.stop();
std::cout << f.get() << std::endl;
}
//=======================================================================================!