How to safely use [NSTask waitUntilExit] off the main thread? - multithreading

I have a multithreaded program that needs to run many executables at once and wait for their results.
I use [nstask waitUntilExit] in an NSOperationQueue that runs it on non-main thread (running NSTask on the main thread is completely out of the question).
My program randomly crashes or runs into assertion failures, and the crash stacks always point to the runloop run by waitUntilExit, which executes various callbacks and handlers, including—IMHO incorrectly—KVO and bindings updating the UI, which causes them to run on non-main thread (It's probably the problem described by Mike Ash)
How can I safely use waitUntilExit?
Is it a problem of waitUntilExit being essentially unusable, or do I need to do something special (apart from explicitly scheduling my callbacks on the main thread) when using KVO and IB bindings to prevent them from being handled on a wrong thread running waitUntilExit?

As Mike Ash points out, you just can't call waitUntilExit on a random runloop. It's convenient, but it doesn't work. You have to include "doesn't work" in your computation of "is this actually convenient?"
You can, however, use terminationHandler in 10.7+. It does not pump the runloop, so shouldn't create this problem. You can recreate waitUntilExit with something along these lines (untested; probably doesn't compile):
dispatch_group group = dispatch_group_create();
dispatch_group_enter(group);
task.terminationHandler = ^{ dispatch_group_leave(group); };
[task launch];
dispatch_group_wait(group, DISPATCH_TIME_FOREVER);
// If not using ARC:
dispatch_release(group);

Hard to say without general context of what are you doing...
In general you can't update interface from the non main threads. So if you observe some KVO notifications of NSTasks in non main thread and update UI then you are wrong.
In that case you can fix situation by simple
-[NSObject performSelectorOnMainThread:];
or similar when you want to update UI.
But as for me more grace solution:
write separated NSOperationQueue with maxConcurentOperationsCount = 1 (so FIFO queue) and write subclass of NSOperation which will execute NSTask and update UI through delegate methods. In that way you will control amount of executing tasks in application. (or you may stop all of them or else)
But high level solution for your problem I think will be writing privileged helper tool. Using this approach you will get 2 main benefits: your NSTask's will be executes in separated process and you will have root privilegies for executing your tasks.
I hope my answer covers your problem.

Related

NSURLSession dataTaskWithURL

I am using NSURLSession dataTaskWithURL:completionHandler. It looks like completionHandler is executed in a thread which is different than the thread(in my case, it's the main thread) which calls dataTaskWithURL. So my question is, since it is asynchronized, is it possible that the main thread exit, but the completionHandler thread is still running since the response has not come back, which is the case I am trying to avoid. If this could happen, how should I solve the problem? BTW, I am building this as a framework, not an application.Thanks.
In the first part of your question you seem un-sure that the completion handler is running on a different thread. To confirm this let's look at the NSURLSession Class Reference. If we look at the "Creating a Session" section we can see in the description for the following method the answer.
+ sessionWithConfiguration:delegate:delegateQueue:
Swift
init(configuration configuration: NSURLSessionConfiguration,
delegate delegate: NSURLSessionDelegate?,
delegateQueue queue: NSOperationQueue?)
Objective-C
+ (NSURLSession *)sessionWithConfiguration:(NSURLSessionConfiguration *)configuration
delegate:(id<NSURLSessionDelegate>)delegate
delegateQueue:(NSOperationQueue *)queue
In the parameters table for the NSOperationQueue queue parameter is the following quote.
An operation queue for scheduling the delegate calls and completion handlers. The queue need not be a serial queue. If nil, the session creates a serial operation queue for performing all delegate method calls and completion handler calls.
So we can see the default behavior is to provide a queue whether from the developer or as the default class behavior. Again we can see this in the comments for the method + sessionWithConfiguration:
Discussion
Calling this method is equivalent to calling
sessionWithConfiguration:delegate:delegateQueue: with a nil delegate
and queue.
If you would like a more information you should read Apple's Concurrency Programming Guide. This is also useful in understanding Apple's approach to threading in general.
So the completion handler from - dataTaskWithURL:completionHandler: is running on a different queue, with queues normally providing their own thread(s). This leads the main component of your question. Can the main thread exit, while the completion handler is still running?
The concise answer is no, but why?
To answer this answer this we again turn to Apple's documentation, to a document that everyone should read early in their app developer career!
The App Programming Guide
The Main Run Loop
An app’s main run loop processes all user-related events. The
UIApplication object sets up the main run loop at launch time and uses
it to process events and handle updates to view-based interfaces. As
the name suggests, the main run loop executes on the app’s main
thread. This behavior ensures that user-related events are processed
serially in the order in which they were received.
All of the user interact happens on the main thread - no main thread, no main run loop, no app! So the possible condition you question mentions should never exist!
Apple seems more concerned with you doing background work on the main thread. Checkout the section "Move Work off the Main Thread"...
Be sure to limit the type of work you do on the main thread of your
app. The main thread is where your app handles touch events and other
user input. To ensure that your app is always responsive to the user,
you should never use the main thread to perform long-running or
potentially unbounded tasks, such as tasks that access the network.
Instead, you should always move those tasks onto background threads.
The preferred way to do so is to use Grand Central Dispatch (GCD) or
NSOperation objects to perform tasks asynchronously.
I know this answer is long winded, but I felt the need to offer insight and detail in answering your question - "the why" is just as important and it was good review :)
NSURLSessionTasks always run in background by default that's why we have completion handler which can be used when we get response from Web service.
If you don't get any response explore your request URL and whether HTTPHeaderFields are set properly.
Paste your code so that we can help it
I just asked the same question. Then figured out the answer. The thread of the completion handler is setup in the init of the NSURLSession.
From the documentation:
init(configuration configuration: NSURLSessionConfiguration,
delegate delegate: NSURLSessionDelegate?,
delegateQueue queue: NSOperationQueue?)`
queue - A queue for scheduling the delegate calls and completion handlers. If nil, the session creates a serial operation queue for performing all delegate method calls and completion handler calls.*
My code that sets up for completion on main thread:
var session = NSURLSession(configuration: configuration, delegate:nil, delegateQueue:NSOperationQueue.mainQueue())
(Shown in Swift, Objective-C the same) Maybe post more code if this does not solve.

QThread execution freezes my GUI

I'm new to multithread programming. I wrote this simple multi thread program with Qt. But when I run this program it freezes my GUI and when I click inside my widow, it responds that your program is not responding .
Here is my widget class. My thread starts to count an integer number and emits it when this number is dividable by 1000. In my widget simply I catch this number with signal-slot mechanism and show it in a label and a progress bar.
Widget::Widget(QWidget *parent) :
QWidget(parent),
ui(new Ui::Widget)
{
ui->setupUi(this);
MyThread *th = new MyThread;
connect( th, SIGNAL(num(int)), this, SLOT(setNum(int)));
th->start();
}
void Widget::setNum(int n)
{
ui->label->setNum( n);
ui->progressBar->setValue(n%101);
}
and here is my thread run() function :
void MyThread::run()
{
for( int i = 0; i < 10000000; i++){
if( i % 1000 == 0)
emit num(i);
}
}
thanks!
The problem is with your thread code producing an event storm. The loop counts very fast -- so fast, that the fact that you emit a signal every 1000 iterations is pretty much immaterial. On modern CPUs, doing a 1000 integer divisions takes on the order of 10 microseconds IIRC. If the loop was the only limiting factor, you'd be emitting signals at a peak rate of about 100,000 per second. This is not the case because the performance is limited by other factors, which we shall discuss below.
Let's understand what happens when you emit signals in a different thread from where the receiver QObject lives. The signals are packaged in a QMetaCallEvent and posted to the event queue of the receiving thread. An event loop running in the receiving thread -- here, the GUI thread -- acts on those events using an instance of QAbstractEventDispatcher. Each QMetaCallEvent results in a call to the connected slot.
The access to the event queue of the receiving GUI thread is serialized by a QMutex. On Qt 4.8 and newer, the QMutex implementation got a nice speedup, so the fact that each signal emission results in locking of the queue mutex is not likely to be a problem. Alas, the events need to be allocated on the heap in the worker thread, and then deallocated in the GUI thread. Many heap allocators perform quite poorly when this happens in quick succession if the threads happen to execute on different cores.
The biggest problem comes in the GUI thread. There seems to be a bunch of hidden O(n^2) complexity algorithms! The event loop has to process 10,000 events. Those events will be most likely delivered very quickly and end up in a contiguous block in the event queue. The event loop will have to deal with all of them before it can process further events. A lot of expensive operations happen when you invoke your slot. Not only is the QMetaCallEvent deallocated from the heap, but the label schedules an update() (repaint), and this internally posts a compressible event to the event queue. Compressible event posting has to, in worst case, iterate over entire event queue. That's one potential O(n^2) complexity action. Another such action, probably more important in practice, is the progressbar's setValue internally calling QApplication::processEvents(). This can, recursively call your slot to deliver the subsequent signal from the event queue. You're doing way more work than you think you are, and this locks up the GUI thread.
Instrument your slot and see if it's called recursively. A quick-and-dirty way of doing it is
void Widget::setNum(int n)
{
static int level = 0, maxLevel = 0;
level ++;
maxLevel = qMax(level, maxLevel);
ui->label->setNum( n);
ui->progressBar->setValue(n%101);
if (level > 1 && level == maxLevel-1) {
qDebug("setNum recursed up to level %d", maxLevel);
}
level --;
}
What is freezing your GUI thread is not QThread's execution, but the huge amount of work you make the GUI thread do. Even if your code looks innocuous.
Side Note on processEvents and Run-to-Completion Code
I think it was a very bad idea to have QProgressBar::setValue invoke processEvents(). It only encourages the broken way people code things (continuously running code instead of short run-to-completion code). Since the processEvents() call can recurse into the caller, setValue becomes a persona-non-grata, and possibly quite dangerous.
If one wants to code in continuous style yet keep the run-to-completion semantics, there are ways of dealing with that in C++. One is just by leveraging the preprocessor, for example code see my other answer.
Another way is to use expression templates to get the C++ compiler to generate the code you want. You may want to leverage a template library here -- Boost spirit has a decent starting point of an implementation that can be reused even though you're not writing a parser.
The Windows Workflow Foundation also tackles the problem of how to write sequential style code yet have it run as short run-to-completion fragments. They resort to specifying the flow of control in XML. There's apparently no direct way of reusing standard C# syntax. They only provide it as a data structure, a-la JSON. It'd be simple enough to implement both XML and code-based WF in Qt, if one wanted to. All that in spite of .NET and C# providing ample support for programmatic generation of code...
The way you implemented your thread, it does not have its own event loop (because it does not call exec()). I'm not sure if your code within run() is actually executed within your thread or within the GUI thread.
Usually you should not subclass QThread. You probably did so because you read the Qt Documentation which unfortunately still recommends subclassing QThread - even though the developers long ago wrote a blog entry stating that you should not subclass QThread. Unfortunately, they still haven't updated the documentation appropriately.
I recommend reading "You're doing it wrong" on Qt Blog and then use the answer by "Kari" as an example of how to set up a basic multi-threaded system.
But when I run this program it freezes my GUI and when I click inside my window,
it responds that your program is not responding.
Yes because IMO you're doing too much work in thread that it exhausts CPU. Generally program is not responding message pops up when process show no progress in handling application event queue requests. In your case this happens.
So in this case you should find a way to divide the work. Just for the sake of example say, thread runs in chunks of 100 and repeat the thread till it completes 10000000.
Also you should have look at QCoreApplication::processEvents() when you're performing a lengthy operation.

Multithreading (pthreads)

I'm working on a project where I need to make a program run on multiple threads. However, I'm running into a bit of an issue.
In my program, I have an accessory function called 'func_call'.
If I use this in my code:
func_call((void*) &my_pixels);
The program runs fine.
However, if I try to create a thread, and then run the function on that, the program runs into a segmentation fault.
pthread_t thread;
pthread_create (&thread, NULL, (void*)&func_call, (void*) &my_pixels);
I've included pthread.h in my program. Any ideas what might be wrong?
You are not handling data in a thread safe manner:
the thread copies data from the thread argument, which is a pointer to the main thread's my_pixels variable; the main thread may exit, making my_pixles invalid.
the thread uses scene, main thread calls free_scene() on it, which I imagine makes it invalid
the thread calls printf(), the main thread closes stdout (kind of unusual itself)
the thread updates the picture array, the main thread accesses picture to output data from it
It looks like you should just wait for the thread to finish its work after creating it - call pthread_join() to do that.
For a single thread, that would seem to be pointless (you've just turned a multi-threaded program into a single threaded program). But on the basis of code that's commented out, it looks like you're planning to start up several threads that work on chunks of the data. So, when you get to the point of trying that again, make sure you join all the threads you start. As long as the threads don't modify the same data, it'll work. Note that you'll need to use separate my_pixels instances for each thread (make an array of them, just like you did with pthreads), or some threads will likely get parameters that are intended for a different thread.
Without knowing what func_call does, it is difficult to give you an answer. Nevertheless, here are few possibilities
Does func_call use some sort of a global state - check if that is initialized properly from within the thread. The order of execution of threads is not always the same for every execution
Not knowing your operating system (AIX /Linux/Solaris etc) it is difficult to answer this, but please check your compilation options
Please provide the signal trapped and atleast a few lines of the stack-trace - for all the threads. One thing you can check for yourself is to print the threads' stack-track (using threads/thread or pthread and thread current <x> based on the debugger) and and if there is a common data that is being accessed. It is most likely that the segfault occurred when two threads were trying to read off the other's (uncommitted) change
Hope that helps.
Edit:
After checking your code, I think the problem is the global picture array. You seem to be modifying that in the thread function without any guards. You loop using px and py and all the threads will have the same px and py and will try to write into the picture array at the same time. Please try to modify your code to prevent multiple threads from stepping on each other's data modifications.
Is func_call a function, or a function pointer? If it's a function pointer, there is your problem: you took the address of a function pointer and then cast it.
People are guessing because you've provided only a fraction of the program, which mentions names like func_call with no declaration in scope.
Your compiler must be giving you diagnostics about this program, because you're passing a (void *) expression to a function pointer parameter.
Define your thread function in a way that is compatible with pthread_create, and then just call it without any casts.

InvokeOnMainThread() not necessarily invoking on main thread - bug or feature?

I'm using a Timer and let it perform regular checks. If the test condition is true, I start a thread and let it do what it has to do.
If within that thread I want to change the UI I'm using InvokeOnMainThread(). But as the thread was triggered from a Timer which already is a seprate thread, the InvokeOnMainThread() will invoke things on the Timer's thread and not on the real main thread. I work around it by boxing two InvokeOnMainThread() calls.
Is this working as intended or is it a bug in the Mono framework?
Is the main thread defined as the one who triggered the current thread or is it supposed to return the "root" thread?
NSObject.InvokeOnMainThread is, mostly, a wrapper around performSelectorOnMainThread:withObject:waitUntilDone:
Quote from documentation:
You can use this method to deliver messages to the main thread of your application. The main thread encompasses the application’s main run loop, and is where the NSApplication object receives events.
We can have a deeper look into it (seems weird) if you fill a bug report on http://bugzilla.xamarin.com along with a self-contained test case.

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.

Resources