Dynamically-Allocated Implementation-Class std::async-ing its Member - multithreading

Consider an operation with a standard asynchronous interface:
std::future<void> op();
Internally, op needs to perform a (variable) number of asynchronous operations to complete; the number of these operations is finite but unbounded, and depends on the results of the previous asynchronous operations.
Here's a (bad) attempt:
/* An object of this class will store the shared execution state in the members;
* the asynchronous op is its member. */
class shared
{
private:
// shared state
private:
// Actually does some operation (asynchronously).
void do_op()
{
...
// Might need to launch more ops.
if(...)
launch_next_ops();
}
public:
// Launches next ops
void launch_next_ops()
{
...
std::async(&shared::do_op, this);
}
}
std::future<void> op()
{
shared s;
s.launch_next_ops();
// Return some future of s used for the entire operation.
...
// s destructed - delayed BOOM!
};
The problem, of course, is that s goes out of scope, so later methods will not work.
To amend this, here are the changes:
class shared : public std::enable_shared_from_this<shared>
{
private:
/* The member now takes a shared pointer to itself; hopefully
* this will keep it alive. */
void do_op(std::shared_ptr<shared> p); // [*]
void launch_next_ops()
{
...
std::async(&shared::do_op, this, shared_from_this());
}
}
std::future<void> op()
{
std::shared_ptr<shared> s{new shared{}};
s->launch_next_ops();
...
};
(Asides from the weirdness of an object calling its method with a shared pointer to itself, )the problem is with the line marked [*]. The compiler (correctly) warns that it's an unused variable.
Of course, it's possible to fool it somehow, but is this an indication of a fundamental problem? Is there any chance the compiler will optimize away the argument and leave the method with a dead object? Is there a better alternative to this entire scheme? I don't find the resulting code the most intuitive.

No, the compiler will not optimize away the argument. Indeed, that's irrelevant as the lifetime extension comes from shared_from_this() being bound by decay-copy ([thread.decaycopy]) into the result of the call to std::async ([futures.async]/3).
If you want to avoid the warning of an unused argument, just leave it unnamed; compilers that warn on unused arguments will not warn on unused unnamed arguments.
An alternative is to make do_op static, meaning that you have to use its shared_ptr argument; this also addresses the duplication between this and shared_from_this. Since this is fairly cumbersome, you might want to use a lambda to convert shared_from_this to a this pointer:
std::async([](std::shared_ptr<shared> const& self){ self->do_op(); }, shared_from_this());
If you can use C++14 init-captures this becomes even simpler:
std::async([self = shared_from_this()]{ self->do_op(); });

Related

Deallocating resources through move semantics

I came across codebase, where "moving ownership" through move semantic is used very frequently to deallocate resources. Example:
void process_and_free(Foo&& arg) {
auto local_arg = std::move(arg);
... // Use local_arg
}
void caller() {
Foo foo;
process_and_free(std::move(foo));
...
}
If there are some movable/dynamic resources in Foo after calling process_and_free, they will be deallocated (they will be moved to local_arg, which runs out of scope inside process_and_free). So far so good...
However, I was wondering what happens, if local_arg is not created:
void process(Foo&& arg) {
... // Use arg everywhere
}
Will the resources in Foo be deallocated in this case as well?
Second question: do you think, is it a good SWE style to use processing methods to deallocate dynamic resources of the passed argument? I was reading that the move semantics does not guarantee moving of dynamic resources: supposedly they can be moved but don't have to. Hence, IMHO it may be ambiguous in which state foo is after process_and_free call...
I think for code reader/reviewer it may be more obvious, if the resources are deallocated inside the caller:
void caller() {
{
Foo foo;
process_and_free(foo);
}
...
}
Answering both questions:
Without creating the local_arg variable, the resources will not be moved, i.e. the Foo&& arg argument does not take ownership of the resources during process(std::move(foo)) call.
Because the resources are not moved in the second example, IMHO it looks to me as a bad and confusing coding style. The reason is that looking only at the call process(std::move(foo)), the reader doesn't know what happens with foo without reviewing also process (btw. if process is a member method, it can be const with the same effect):
void process(Foo&& arg) const {
auto local_arg = std::move(arg);
...
}

"this" argument in boost bind

I am writing multi-threaded server that handles async read from many tcp sockets. Here is the section of code that bothers me.
void data_recv (void) {
socket.async_read_some (
boost::asio::buffer(rawDataW, size_t(648*2)),
boost::bind ( &RPC::on_data_recv, this,
boost::asio::placeholders::error,
boost::asio::placeholders::bytes_transferred));
} // RPC::data_recvW
void on_data_recv (boost::system::error_code ec, std::size_t bytesRx) {
if ( rawDataW[bytesRx-1] == ENDMARKER { // <-- this code is fine
process_and_write_rawdata_to_file
}
else {
read_socket_until_endmarker // <-- HELP REQUIRED!!
process_and_write_rawadata_to_file
}
}
Nearly always the async_read_some reads in data including the endmarker, so it works fine. Rarely, the endmarker's arrival is delayed in the stream and that's when my program fails. I think it fails because I have not understood how boost bind works.
My first question:
I am confused with this boost totorial example , in which "this" does not appear in the handler declaration. ( Please see code of start_accept() in the example.) How does this work? Does compiler ignore the "this" ?
my second question:
In the on_data_recv() method, how do I read data from the same socket that was read in the on_data() method? In other words, how do I pass the socket as argument from calling method to the handler? when the handler is executed in another thread? Any help in form of a few lines of code that can fit into my "read_socket_until_endmarker" will be appreciated.
My first question: I am confused with this boost totorial example , in which "this" does not appear in the handler declaration. ( Please see code of start_accept() in the example.) How does this work? Does compiler ignore the "this" ?
In the example (and I'm assuming this holds for your functions as well) the start_accept() is a member function. The bind function is conveniently designed such that when you use & in front of its first argument, it interprets it as a member function that is applied to its second argument.
So while a code like this:
void foo(int x) { ... }
bind(foo, 3)();
Is equivalent to just calling foo(3)
Code like this:
struct Bar { void foo(int x); }
Bar bar;
bind(&foo, &bar, 3)(); // <--- notice the & before foo
Would be equivalent to calling bar.foo(3).
And thus as per your example
boost::bind ( &RPC::on_data_recv, this, // <--- notice & again
boost::asio::placeholders::error,
boost::asio::placeholders::bytes_transferred)
When this object is invoked inside Asio it shall be equivalent to calling this->on_data_recv(error, size). Checkout this link for more info.
For the second part, it is not clear to me how you're working with multiple threads, do you run io_service.run() from more than one thread (possible but I think is beyond your experience level)? It might be the case that you're confusing async IO with multithreading. I'm gonna assume that is the case and if you correct me I'll change my answer.
The usual and preferred starting point is to have just one thread running the io_service.run() function. Don't worry, this will allow you to handle many sockets asynchronously.
If that is the case, your two functions could easily be modified as such:
void data_recv (size_t startPos = 0) {
socket.async_read_some (
boost::asio::buffer(rawDataW, size_t(648*2)) + startPos,
boost::bind ( &RPC::on_data_recv, this,
startPos,
boost::asio::placeholders::error,
boost::asio::placeholders::bytes_transferred));
} // RPC::data_recvW
void on_data_recv (size_t startPos,
boost::system::error_code ec,
std::size_t bytesRx) {
// TODO: Check ec
if (rawDataW[startPos + bytesRx-1] == ENDMARKER) {
process_and_write_rawdata_to_file
}
else {
// TODO: Error if startPos + bytesRx == 648*2
data_recv(startPos + bytesRx);
}
}
Notice though that the above code still has problems, the main one being that if the other side sent two messages quickly one after another, we could receive (in one async_read_some call) the full first message + part of the second message, and thus missing the ENDMARKER from the first one. Thus it is not enough to only test whether the last received byte is == to the ENDMARKER.
I could go on and modify this function further (I think you might get the idea on how), but you'd be better off using async_read_until which is meant exactly for this purpose.

what is the difference between std::call_once and function-level static initialization

1) std::call_once
A a;
std::once_flag once;
void f ( ) {
call_once ( once, [ ] { a = A {....}; } );
}
2) function-level static
A a;
void f ( ) {
static bool b = ( [ ] { a = A {....}; } ( ), true );
}
For your example usage, hmjd's answer fully explains that there is no difference (except for the additional global once_flag object needed in the call_once case.) However, the call_once case is more flexible, since the once_flag object isn't tied to a single scope. As an example, it could be a class member and be used by more than one function:
class X {
std::once_flag once;
void doSomething() {
std::call_once(once, []{ /* init ...*/ });
// ...
}
void doSomethingElse() {
std::call_once(once, []{ /*alternative init ...*/ });
// ...
}
};
Now depending on which member function is called first the initialization code can be different (but the object will still only be initialized once.)
So for simple cases a local static works nicely (if supported by your compiler) but there are some less common uses that might be easier to implement with call_once.
Both code snippets have the same behaviour, even in the presence of exceptions thrown during initialization.
This conclusion is based on (my interpretation of) the following quotes from the c++11 standard (draft n3337):
1 Section 6.7 Declaration statement clause 4 states:
The zero-initialization (8.5) of all block-scope variables with static storage duration (3.7.1) or thread storage duration (3.7.2) is performed before any other initialization takes place. Constant initialization (3.6.2) of a block-scope entity with static storage duration, if applicable, is performed before its block is first entered. An implementation is permitted to perform early initialization of other block-scope variables with static or thread storage duration under the same conditions that an implementation is permitted to statically initialize a variable with static or thread storage duration in namespace scope (3.6.2). Otherwise such a variable is initialized the first time control passes through its declaration; such a variable is considered initialized upon the completion of its initialization. If the initialization exits by throwing an exception, the initialization is not complete, so it will be tried again the next time control enters the declaration. If control enters the declaration concurrently while the variable is being initialized, the concurrent execution shall wait for completion of the initialization.88 If control re-enters the declaration recursively while the variable is being initialized, the behavior is undefined.
This means that in:
void f ( ) {
static bool b = ( [ ] { a = A {....}; } ( ), true );
}
b is guaranteed to be initialized once only, meaning the lambda is executed (successfully) once only, meaning a = A {...}; is executed (successfully) once only.
2 Section 30.4.4.2 Function call-once states:
An execution of call_once that does not call its func is a passive execution. An execution of call_once that calls its func is an active execution. An active execution shall call INVOKE (DECAY_COPY ( std::forward(func)), DECAY_COPY (std::forward(args))...). If such a call to func throws an exception the execution is exceptional, otherwise it is returning. An exceptional execution shall propagate the exception to the caller of call_once. Among all executions of call_once for any given once_flag: at most one shall be a returning execution; if there is a returning execution, it shall be the last active execution; and there are passive executions only if there is a returning execution.
This means that in:
void f ( ) {
call_once ( once, [ ] { a = A {....}; } );
the lambda argument to std::call_once is executed (successfully) once only, meaning a = A {...}; is executed (successfully) once only.
In both cases a = A{...}; is executed (successfully) once only.

Why the bad_alloc(const char*) was made private in Visual C++ 2012?

I am just trying to compile a bit bigger project using the Visual Studio 2012 Release Candidate, C++. The project was/is compiled using the VS2010 now. (I am just greedy to get the C++11 things, so I tried. :)
Apart of things that I can explain by myself, the project uses the code like this:
ostringstream ostr;
ostr << "The " __FUNCTION__ "() failed to malloc(" << i << ").";
throw bad_alloc(ostr.str().c_str());
The compiler now complains
error C2248: 'std::bad_alloc::bad_alloc' : cannot access private member declared
in class 'std::bad_alloc'
... which is true. That version of constructor is now private.
What was the reason to make that version of constructor private? Is it recommended by C++11 standard not to use that constructor with the argument?
(I can imagine that if allocation failed, it may cause more problems to try to construct anything new. However, it is only my guess.)
Thanks,
Petr
The C++11 Standard defines bad_alloc as such (18.6.2.1):
class bad_alloc : public exception {
public:
bad_alloc() noexcept;
bad_alloc(const bad_alloc&) noexcept;
bad_alloc& operator=(const bad_alloc&) noexcept;
virtual const char* what() const noexcept;
};
With no constructor that takes a string. A vendor providing such a constructor would make the code using it not portable, as other vendors are not obliged to provide it.
The C++03 standard defines a similar set of constructors, so VS didn't follow this part of the standard even before C++11. MS does try to make VS as standard compliant as possible, so they've probably just used the occasion (new VS, new standard) to fix an incompatibility.
Edit: Now that I've seen VS2012's code, it is also clear why the mentioned constructor is left private, instead of being completely removed: there seems to be only one use of that constructor, in the bad_array_new_length class. So bad_array_new_length is declared a friend in bad_alloc, and can therefore use that private constructor. This dependency could have been avoided if bad_array_new_length just stored the message in the pointer used by what(), but it's not a lot of code anyway.
If you are accustomed to passing a message when you throw a std::bad_alloc, a suitable technique is to define an internal class that derives from std::bad_alloc, and override ‘what’ to supply the appropriate message.
You can make the class public and call the assignment constructor directly, or make a helper function, such as throw_bad_alloc, which takes the parameters (and additional scalar information) and stores them in the internal class.
The message is not formatted until ‘what’ is called. In this way, stack unwinding may have freed some memory so the message can be formatted with the actual reason (memory exhaustion, bad request size, heap corruption, etc.) at the catch site. If formatting fails, simply assign and return a static message.
Trimmed example:
(Tip: The copy constructor can just assign _Message to nullptr, rather than copy the message since the message is formatted on demand. The move constructor, of course can just confiscate it :-).
class internal_bad_alloc: public std::bad_alloc
{
public:
// Default, copy and move constructors....
// Assignment constructor...
explicit internal_bad_alloc(int errno, size_t size, etc...) noexcept:
std::bad_alloc()
{
// Assign data members...
}
virtual ~internal_bad_alloc(void) noexcept
{
// Free _Message data member (if allocated).
}
// Override to format and return the reason:
virtual const char* what(void) const noexcept
{
if (_Message == nullptr)
{
// Format and assign _Message. Assign the default if the
// format fails...
}
return _Message;
}
private:
// Additional scalar data (error code, size, etc.) pass into the
// constructor and used when the message is formatted by 'what'...
mutable char* _Message;
static char _Default[];
}
};
//
// Throw helper(s)...
//
extern void throw_bad_alloc(int errno, size_t size, etc...)
{
throw internal_bad_alloc(errno, size, etc...);
}

Add 'TimeOut' parameter to 'Func<>' in C# 4.0

Using C# 4.0 features I want a generic wrapper for encapsulating functions and add a TimeOut parameter to them.
For example we have a function like:
T DoLengthyOperation()
Using Func we have:
Func<T>
This is good and call the function even Sync (Invloke) or Async(BeginInvoke).
Now think of a TimeOut to be added to this behavior and if DoLengthyOperation() returns in specified time we have true returned, otherwise false.
Something like:
FuncTimeOut<in T1, in T2, ..., out TResult, int timeOut, bool result>
Implement C# Generic Timeout
Don't return true/false for complete. Throw an exception.
I don't have time to implement it, but it should be possible and your basic signature would look like this:
T DoLengthyOperation<T>(int TimeoutInMilliseconds, Func<T> operation)
And you could call this method either by passing in the name of any Func<T> as an argument or define it place as a lambda expression. Unfortunately, you'll also need to provide an overload for different kind of function you want, as there's currently no way to specify a variable number a generic type arguments.
Instead of mixing out and bool I would instead construct a separate type to capture the return. For example
struct Result<T> {
private bool _isSuccess;
private T _value;
public bool IsSucces { get { return _success; } }
public T Value { get { return _value; } }
public Result(T value) {
_value = value;
_isSuccess = true;
}
}
This is definitely possible to write. The only problem is that in order to implement a timeout, it's necessary to do one of the following
Move the long running operation onto another thread.
Add cancellation support to the long running operation and signal cancellation from another thread.
Ingrain the notion of timeout into the operation itself and have it check for the time being expired at many points in the operation.
Which is best for you is hard to determine because we don't know enough about your scenario. My instinct though would be to go for #2 or #3. Having the primary code not have to switch threads is likely the least impactful change to your code.

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