Interthread communication - multithreading

The following question is about the unity game engine, but it could relate to any program trying to send data to a main thread, such as the UI thread.
I am processing some data on a separate thread (position data a read asyncrously from a socket). However, I need to act on this data on the main thread (a game object's transform can only be accessed from the main thread). The approach I have in mind is to create a thread-safe queue and follow the producer-consumer pattern. The thread would queue the position data and the main thread would deque the data and act on it. *Note: In Unity I do not have access to the System.Windows.Threading name space so I can not use Dispatcher. Also, it requires .Net 3.5 so I can't use the Collections.Concurrent name space either.
Is there a better approach?
If there isn't, what is the best way to inform the main thread when data is queued? It seems inefficient to poll, but I can't think of any way around it..
Thanks in advance.

That is a totally viable approach to threading. As you probably know, the alternative to polling found in computer hardware is the concept of interrupts.
How would you simulate interrupts in a multithreaded high-level computer program? Hard to say - your thread that changes would have to notify the UI thread "hey I'm ready", rather than the UI thread checking constantly. This requires some sort of message passing, really - it may not be feasible.
That being said, the typical game-design approach is the "game loop" that does, essentially, poll. So there is no shame in that game - you just have to make sure it doesn't murder your performance.

May be this question has an answer for you.
However, polling a queue is a cleaner solution IMHO, and not so costly if done right and there are tons of examples in the Internet.

Related

Doing UI on a background thread

The SDL documentation for threading states:
NOTE: You should not expect to be able to create a window, render, or receive events on any thread other than the main one.
The glfw documentation for glfwCreateWindow states:
Thread safety: This function must only be called from the main thread.
I have read about issues regarding the glut library from people who have tried to run the windowing functions on a second thread.
I could go on with these examples, but I think you get the point I'm trying to make. A lot of cross-platform libraries don't allow you to create a window on a background thread.
Now, two of the libraries I mentioned are designed with OpenGL in mind, and I get that OpenGL is not designed for multithreading and you shouldn't do rendering on multiple threads. That's fine. The thing that I don't understand is why the rendering thread (the single thread that does all the rendering) has to be the main one of the application.
As far as I know, neither Windows nor Linux nor MacOS impose any restrictions on which threads can create windows. I do know that windows have affinity to the thread that creates them (only that thread can receive input for them, etc.); but still that thread does not need to be the main one.
So, I have three questions:
Why do these libraries impose such restrictions? Is it because there is some obscure operating system that mandates that all windows be created on the main thread, and so all operating systems have to pay the price? (Or did I get it wrong?)
Why do we have this imposition that you should not do UI on a background thread? What do threads have to do with windowing, anyways? Is it not a bad abstraction to tie your logic to a specific thread?
If this is what we have and can't get rid of it, how do I overcome this limitation? Do I make a ThreadManager class and yield the main thread to it so it can schedule what needs to be done in the main thread and what can be done in a background thread?
It would be amazing if someone could shed some light on this topic. All the advice I see thrown around is to just do input and UI both on the main thread. But that's just an arbitrary restriction if there isn't a technical reason why it isn't possible to do otherwise.
PS: Please note that I am looking for a cross platform solution. If it can't be found, I'll stick to doing UI on the main thread.
While I'm not quite up to date on the latest releases of MacOS/iOS, as of 2020 Apple UIKit and AppKit were not thread safe. Only one thread can safely change UI objects, and unless you go to a lot of trouble that's going to be the main thread. Even if you do go to all the trouble of closing the window manager connection etc etc you're still going to end up with one thread only doing UI. So the limitation still applies on at least one major system.
While it's possibly unsafe to directly modify the contents of a window from any other thread, you can do software rendering to an offscreen bitmap image from any thread you like, taking as long as you like. Then hand the finished image over to the main thread for rendering. (The possibly is why cross platform toolkits disallow/tell you not to. Sometimes it might work, but you can't say why, or even that it will keep working.)
With Vulkan and DirectX 12 (and I think but am not sure Metal) you can render from multiple threads. Woohoo! Of course now you have to figure out how to do all the coordination and locking and cross-synching without making the whole thing slower than single threaded, but at least you have the option to try.
Adding to the excellent answer by Matt, with Qt programs you can use invokeMethod and postEvent to have background threads update the UI safely.
It's highly unlikely that any of these frameworks actually care about which thread is the 'main thread', i.e., the one that called the entry point to your code. The real restriction is that you have to do all your UI work on the thread that initialized the framework, i.e., the one that called SDL_Init in your case. You will usually do this in your main thread. Why not?
Multithreaded code is difficult to write and difficult to understand, and in UI work, introducing multithreading makes it difficult to reason about when things happen. A UI is a very stateful thing, and when you're writing UI code, you usually need to have a very good idea about what has happened already and what will happen next -- those things are often undefined when multithreading is involved. Also, users are slow, so multithreading the UI is not really necessary for performance in normal cases. Because of all this, making a UI framework thread-safe isn't usually considered beneficial. (multithreading compute-intensive parts of your rendering pipeline is a different thing)
Single-threaded UI frameworks have a dispatcher of some sort that you can use to enqueue activities that should happen on the main thread when it next has time. In SDL, you use SDL_PushEvent for this. You can call that from any thread.

Delphi call TDBGrid.Datasource.Dataset.Refresh from a background thread [duplicate]

I'd like to be able to open a TDataSet asynchronously in its own thread so that the main VCL thread can continue until that's done, and then have the main VCL thread read from that TDataSet afterwards. I've done some experimenting and have gotten into some very weird situations, so I'm wondering if anyone has done this before.
I've seen some sample apps where a TDataSet is created in a separate thread, it's opened and then data is read from it, but that's all done in the separate thread. I'm wondering if it's safe to read from the TDataSet from the main VCL thread after the other thread opens the data source.
I'm doing Win32 programming in Delphi 7, using TmySQLQuery from DAC for MySQL as my TDataSet descendant.
Provided you only want to use the dataset in its own thread, you can just use synchronize to communicate with the main thread for any VCL/UI update, like with any other component.
Or, better, you can implement communication between the mainthread and worker threads with your own messaging system.
check Hallvard's solution for threading here:
http://hallvards.blogspot.com/2008/03/tdm6-knitting-your-own-threads.html
or this other one:
http://dn.codegear.com/article/22411
for some explanation on synchronize and its inefficiencies:
http://www.eonclash.com/Tutorials/Multithreading/MartinHarvey1.1/Ch3.html
I have seen it done with other implementations of TDataSet, namely in the Asta components. These would contact the server, return immediately, and then fire an event once the data had been loaded.
However, I believe it depends very much on the component. For example, those same Asta components could not be opened in a synchronous manner from anything other than the main VCL thread.
So in short, I don't believe it is a limitation of TDataSet per se, but rather something that is implementation specific, and I don't have access to the components you've mentioned.
One thing to keep in mind about using the same TDataSet between multiple threads is you can only read the current record at any given time. So if you are reading the record in one thread and then the other thread calls Next then you are in trouble.
Also remember the thread will most likely need its own database connection. I believe what is needed here is a multi-threaded "holding" object to load the data from the thread into (write only) which is then read only from the main VCL thread. Before reading use some sort of syncronization method to insure that your not reading the same moment your writing, or writing the same moment your reading, or load everything into a memory file and write a sync method to tell the main app where in the file to stop reading.
I have taken the last approach a few times, depdending on the number of expected records (and the size of the dataset) I have even taken this to a physical disk file on the local system. It works quite well.
I've done multithreaded data access, and it's not straightforward:
1) You need to create a session per thread.
2) Everything done to that TDataSet instance must be done in context of the thread where it was created. That's not easy if you wanted to place e.g. a db grid on top of it.
3) If you want to let e.g. main thread play with your data, the straight-forward solution is to move it into a separate container of some kind,e.g. a Memory dataset.
4) You need some kind of signaling mechanism to notify main thread once your data retrieval is complete.
...and exception handling isn't straightforward, either...
But: Once you've succeeded, the application will be really elegant !
Most TDatasets are not thread safe. One that I know is thread safe is kbmMemtable. It also has the ability to clone a dataset so that the problem of moving the record pointer (as explained by Jim McKeeth) does occur. They're one of the best datasets you can get (bought or free).

How does process blocking apply to a multi-threaded process?

I've learned that a process has running, ready, blocked, and suspended states. Threads also have these states except for suspended because it lives in the process's address space.
A process blocks most of the time when it is doing a blocking i/o or waiting for an event.
I can easily picture out a process getting blocked if its single-threaded or if it follows a one-to-many model, but how does it work if the process is multi-threaded?
For example:
I have a process with two threads in a system that follows a one-to-one model. One handles the gui and the other handles the blocking i/o. I know the process remains responsive because the other thread handles the i/o.
So is there by any chance the process gets blocked or should I just rule it out in this case?
I'm just getting into these stuff so forgive me If I haven't understand some of the important details yet.
Let's say you have a work queue where the UI thread schedules work to be done and the I\O thread looks there for work to do. The work queue itself is data that is read and modified from both threads, therefor you must synchronize access somehow or race conditions result.
The naive approach is to synchronize access to the queue using a lock (aka critical section). If the I\O thread acquires the lock and then blocks, the UI thread will only remain responsive until it decides it needs to schedule work and tries to acquire the lock. A better approach is to use a lock-free queue about which much has been written and you can easily search for more info.
But to answer your question, yes, it is still much easier than you might think to cause UI to stutter / hang even when using multiple threads. There are various libraries that make it easier or harder to solve this problem, so depending on your OS and language of choice, there may be something better than just OS primitives. Win32 (from what I remember) doesn't it make it very easy at all despite having all sorts of synchronization primitives. Pthreads and Boost never seemed very straightforward to me either. Apple's GCD makes it semantically much easier to express what you want (in my opinion), though there are still pitfalls one must be aware of (such as scheduling too many blocking operations on a single work queue to be done in parallel and causing the processor to thrash when they all wake up at the same time).
My advice is to just dive in and write lots of multithreaded code. It can be tough to debug but you will learn a lot and eventually it becomes second nature.

What are some of the core principles needed to master multi-threading using Delphi?

I am kind of new to programming in general (about 8 months with on and off in Delphi and a little Python here and there) and I am in the process of buying some books.
I am interested in learning about concurrent programming and building multi-threaded apps using Delphi. Whenever I do a search for "multithreading Delphi" or "Delphi multithreading tutorial" I seem to get conflicting results as some of the stuff is about using certain libraries (Omnithread library) and other stuff seems to be more geared towards programmers with more experience.
I have studied quite a few books on Delphi and for the most part they seem to kind of skim the surface and not really go into depth on the subject. I have a friend who is a programmer (he uses c++) who recommends I learn what is actually going on with the underlying system when using threads as opposed to jumping into how to actually implement them in my programs first.
On Amazon.com there are quite a few books on concurrent programming but none of them seem to be made with Delphi in mind.
Basically I need to know what are the main things I should be focused on learning before jumping into using threads, if I can/should attempt to learn them using books that are not specifically aimed at Delphi developers (don't want to confuse myself reading books with a bunch of code examples in other languages right now) and if there are any reliable resources/books on the subject that anyone here could recommend.
Short answer
Go to OmnyThreadLibrary install it and read everything on the site.
Longer answer
You asked for some info so here goes:
Here's some stuff to read:
http://delphi.about.com/od/kbthread/Threading_in_Delphi.htm
I personally like: Multithreading - The Delphi Way.
(It's old, but the basics still apply)
Basic principles:
Your basic VCL application is single threaded.
The VCL was not build with multi-threading in mind, rather thread-support is bolted on so that most VCL components are not thread-safe.
The way in which this is done is by making the CPU wait, so if you want a fast application be careful when and how to communicate with the VCL.
Communicating with the VCL
Your basic thread is a decendent of TThread with its own members.
These are per thread variables. As long as you use these you don't have any problems.
My favorite way of communicating with the main window is by using custom windows Messages and postmessage to communicate asynchronically.
If you want to communicate synchronically you will need to use a critical section or a synchonize method.
See this article for example: http://edn.embarcadero.com/article/22411
Communicating between threads
This is where things get tricky, because you can run into all sorts of hard to debug synchonization issues.
My advice: use OmnithreadLibrary, also see this question: Cross thread communication in Delphi
Some people will tell you that reading and writing integers is atomic on x86, but this is not 100% true, so don't use those in a naive way, because you'll most likely get subtle issues wrong and end up with hard to debug code.
Starting and stopping threads
In old Delphi versions Thread.suspend and Thread.resume were used, however these are no longer recommended and should be avoided (in the context of thread synchronization).
See this question: With what delphi Code should I replace my calls to deprecated TThread method Suspend?
Also have a look at this question although the answers are more vague: TThread.resume is deprecated in Delphi-2010 what should be used in place?
You can use suspend and resume to pause and restart threads, just don't use them for thread synchronization.
Performance issues
Putting wait_for... , synchonize etc code in your thread effectively stops your thread until the action it's waiting for has occured.
In my opinion this defeats a big purpose of threads: speed
So if you want to be fast you'll have to get creative.
A long time ago I wrote an application called Life32.
Its a display program for conways game of life. That can generate patterns very fast (millions of generations per second on small patterns).
It used a separate thread for calculation and a separate thread for display.
Displaying is a very slow operation that does not need to be done every generation.
The generation thread included display code that removes stuff from the display (when in view) and the display thread simply sets a boolean that tells the generation thread to also display the added stuff.
The generation code writes directly to the video memory using DirectX, no VCL or Windows calls required and no synchronization of any kind.
If you move the main window the application will keep on displaying on the old location until you pause the generation, thereby stopping the generation thread, at which point it's safe to update the thread variables.
If the threads are not 100% synchronized the display happens a generation too late, no big deal.
It also features a custom memory manager that avoids the thread-safe slowness that's in the standard memory manager.
By avoiding any and all forms of thread synchronization I was able to eliminate the overhead from 90%+ (on smallish patterns) to 0.
You really shouldn't get me started on this, but anyway, my suggestions:
Try hard to not use the following:
TThread.Synchronize
TThread.WaitFor
TThread.OnTerminate
TThread.Suspend
TThread.Resume, (except at the end of constructors in some Delphi versions)
TApplication.ProcessMessages
Use the PostMessage API to communicate to the main thread - post objects in lParam, say.
Use a producer-consumer queue to communicate to secondary threads, (not a Windows message queue - only one thread can wait on a WMQ, making thread pooling impossible).
Do not write directly from one thread to fields in another - use message-passing.
Try very hard indeed to create threads at application startup and to not explicitly terminate them at all.
Do use object pools instead of continually creating and freeing objects for inter-thread communication.
The result will be an app that performs well, does not leak, does not deadlock and shuts down immediately when you close the main form.
What Delphi should have had built-in:
TWinControl.PostObject(anObject:TObject) and TWinControl.OnObjectRx(anObject:TObject) - methods to post objects from a secondary thread and fire a main-thread event with them. A trivial PostMessage wrap to replace the poor performing, deadlock-generating, continually-rewritten TThread.Synchronize.
A simple, unbounded producer-consumer class that actually works for multiple producers/consumers. This is, like, 20 lines of TObjectQueue descendant but Borland/Embarcadero could not manage it. If you have object pools, there is no need for complex bounded queues.
A simple thread-safe, blocking, object pool class - again, really simple with Delphi since it has class variables and virtual constructors, eg. creating a lot of buffer objects:
myPool:=TobjectPool.create(1024,TmyBuffer);
I thought it might be useful to actually try to compile a list of things that one should know about multithreading.
Synchronization primitives: mutexes, semaphores, monitors
Delphi implementations of synchronization primitives: TCriticalSection, TMREWSync, TEvent
Atomic operations: some knowledge about what operations are atomic and what not (discussed in this question)
Windows API multithreading capabilities: InterlockedIncrement, InterlockedExchange, ...
OmniThreadLibrary
Of course this is far from complete. I made this community wiki so that everyone can edit.
Appending to all the other answers I strongly suggest reading a book like:
"Modern Operating Systems" or any other one going into multithreading details.
This seems to be an overkill but it would make you a better programmer and
you defenitely get a very good insight
into threading/processes in an abstract way - so you learn why and how to
use critical section or semaphores on examples (like the
dining philosophers problem or the sleeping barber problem)

In Delphi, is TDataSet thread safe?

I'd like to be able to open a TDataSet asynchronously in its own thread so that the main VCL thread can continue until that's done, and then have the main VCL thread read from that TDataSet afterwards. I've done some experimenting and have gotten into some very weird situations, so I'm wondering if anyone has done this before.
I've seen some sample apps where a TDataSet is created in a separate thread, it's opened and then data is read from it, but that's all done in the separate thread. I'm wondering if it's safe to read from the TDataSet from the main VCL thread after the other thread opens the data source.
I'm doing Win32 programming in Delphi 7, using TmySQLQuery from DAC for MySQL as my TDataSet descendant.
Provided you only want to use the dataset in its own thread, you can just use synchronize to communicate with the main thread for any VCL/UI update, like with any other component.
Or, better, you can implement communication between the mainthread and worker threads with your own messaging system.
check Hallvard's solution for threading here:
http://hallvards.blogspot.com/2008/03/tdm6-knitting-your-own-threads.html
or this other one:
http://dn.codegear.com/article/22411
for some explanation on synchronize and its inefficiencies:
http://www.eonclash.com/Tutorials/Multithreading/MartinHarvey1.1/Ch3.html
I have seen it done with other implementations of TDataSet, namely in the Asta components. These would contact the server, return immediately, and then fire an event once the data had been loaded.
However, I believe it depends very much on the component. For example, those same Asta components could not be opened in a synchronous manner from anything other than the main VCL thread.
So in short, I don't believe it is a limitation of TDataSet per se, but rather something that is implementation specific, and I don't have access to the components you've mentioned.
One thing to keep in mind about using the same TDataSet between multiple threads is you can only read the current record at any given time. So if you are reading the record in one thread and then the other thread calls Next then you are in trouble.
Also remember the thread will most likely need its own database connection. I believe what is needed here is a multi-threaded "holding" object to load the data from the thread into (write only) which is then read only from the main VCL thread. Before reading use some sort of syncronization method to insure that your not reading the same moment your writing, or writing the same moment your reading, or load everything into a memory file and write a sync method to tell the main app where in the file to stop reading.
I have taken the last approach a few times, depdending on the number of expected records (and the size of the dataset) I have even taken this to a physical disk file on the local system. It works quite well.
I've done multithreaded data access, and it's not straightforward:
1) You need to create a session per thread.
2) Everything done to that TDataSet instance must be done in context of the thread where it was created. That's not easy if you wanted to place e.g. a db grid on top of it.
3) If you want to let e.g. main thread play with your data, the straight-forward solution is to move it into a separate container of some kind,e.g. a Memory dataset.
4) You need some kind of signaling mechanism to notify main thread once your data retrieval is complete.
...and exception handling isn't straightforward, either...
But: Once you've succeeded, the application will be really elegant !
Most TDatasets are not thread safe. One that I know is thread safe is kbmMemtable. It also has the ability to clone a dataset so that the problem of moving the record pointer (as explained by Jim McKeeth) does occur. They're one of the best datasets you can get (bought or free).

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