Asynchronous threads drawing in Bitmaps Delphi - multithreading

If many asynchronous threads draw in a global TBitmap, it will rise me an error? Should I create my code using a critical section? (From my surf on the internet I found that the TBitmap.Draw is not thread safe)
Another question: If many synchronous threads draw in a global TBitmap and a VCL Timer read asynchronously the content from the TBitmap will this rise me an error?
Thanks!

Yes, you do need to protect the TBitmap from concurrent access across multiple threads. A critical section is fine for serializing your drawing code, HOWEVER that is not enough by itself! The main thread caches GDI resources and performs cleanup on them periodically, which will affect your TBitmap. As such, you will ALSO need to Lock/Unlock() the TBitmap.Canvas whenever drawing/rendering to ensure the VCL does not rip out its resources behind your back.

Since your threads are all modifying the same bitmap, you need to serialize all access to that bitmap. That means reading its contents as well as writing to it.
Of course, this assumes that multiple threads drawing to a shared bitmap is the right solution to your problem. Without knowing what your actual problem is, I could not comment on that.
UPDATE
You must also use Lock/Unlock when drawing to the bitmap because of the issue described in Remy's answer. Which should be the accepted answer to this question.

Use monitors or semaphores to control your threads when they do changes in your TBitmap Pixels !

Can you use the TThread.Synchronize method instead?
http://docs.embarcadero.com/products/rad_studio/delphiAndcpp2009/HelpUpdate2/EN/html/delphivclwin32/Classes_TThread_Synchronize#TThread#TThreadMethod.html
According to the doco for TThread class
Following are issues and recommendations to be aware of when using threads:
Keeping track of too many threads consumes CPU time; the recommended limit is 16 active threads per process on single processor systems.
When multiple threads update the same resources, they must be synchronized to avoid conflicts.
Most methods that access an object and update a form must only be called from within the main thread or use a synchronization object such as TMultiReadExclusiveWriteSynchronizer.

Related

Updating TClientDataSet (with LilveBindings to controls) from non-VCL thread [duplicate]

I have a TClientDataset that is managed in Thread 1.
In a different thread I have a cloned Image of the TClientDataset.
Will I run into threading problems?
Edit
The cloned image is used in a read only mode.
The short answer is no, a ClientDataSet is not thread safe. The more involved answer is that it depends on how you use it. No matter how many clones of the ClientDataSet you have, they are safe to use from multiple threads so long as you are only reading the data. This is true even if you are setting different ranges, current records, filters, and so forth.
And, though you did not ask about this, you can free any of the cloned ClientDataSets, even the original ClientDataSet that was cloned, without problems.
On the other hand, if there is any need to ever post a record to any of the clones, or reload the data, you must use a synchronization object. If the changes are rare, the TMultiReadExclusiveWriteSynchronizer class is great one to use for this purpose.
In a word: No.
All of the VCL should be considered "thread unsafe". Any calls to visual components in a TThread should be made in a Synchronize event.
Any VCL/RTL class should be created and destroyed entirely within a TThread.
The clone process should be handled with a TCriticalSection, but each TClientDataSet should be fine in its own thread.

Is it safe to update an object in a thread without locks if other threads will not access it?

I have a vector of entities. At update cycle I iterate through vector and update each entity: read it's position, calculate current speed, write updated position. Also, during updating process I can change some other objects in other part of program, but each that object related only to current entity and other entities will not touch that object.
So, I want to run this code in threads. I separate vector into few chunks and update each chunk in different threads. As I see, threads are fully independent. Each thread on each iteration works with independent memory regions and doesn't affect other threads work.
Do I need any locks here? I assume, that everything should work without any mutexes, etc. Am I right?
Short answer
No, you do not need any lock or synchronization mechanism as your problem appear to be a embarrassingly parallel task.
Longer answer
A race conditions that can only appear if two threads might access the same memory at the same time and at least one of the access is a write operation. If your program exposes this characteristic, then you need to make sure that threads access the memory in an ordered fashion. One way to do it is by using locks (it is not the only one though). Otherwise the result is UB.
It seems that you found a way to split the work among your threads s.t. each thread can work independently from the others. This is the best case scenario for concurrent programming as it does not require any synchronization. The complexity of the code is dramatically decreased and usually speedup will jump up.
Please note that as #acelent pointed out in the comment section, if you need changes made by one thread to be visible in another thread, then you might need some sort of synchronization due to the fact that depending on the memory model and on the HW changes made in one thread might not be immediately visible in the other.
This means that you might write from Thread 1 to a variable and after some time read the same memory from Thread 2 and still not being able to see the write made by Thread 1.
"I separate vector into few chunks and update each chunk in different threads" - in this case you do not need any lock or synchronization mechanism, however, the system performance might degrade considerably due to false sharing depending on how the chunks are allocated to threads. Note that the compiler may eliminate false sharing using thread-private temporal variables.
You can find plenty of information in books and wiki. Here is some info https://software.intel.com/en-us/articles/avoiding-and-identifying-false-sharing-among-threads
Also there is a stackoverflow post here does false sharing occur when data is read in openmp?

Updating VCL from the same thread that created the UI. Why?

I know that I must call Synchronize to update the vcl from a thread that did not create the controls or send a message to the window.
I have often heard the word not thread safe but I can't find an actual explanation about what is happening.
I know the application might crash with an access violation, but again I don't know why?
Please shed a light on this topic.
One of the biggest causes of the thread-unsafety in the VCL UI controls is the TWinControl.Handle property getter. It is not just a simple read-only accessor of the control's HWND. It also creates the HWND if it does not exist yet. If a worker thread reads the Handle property when no HWND exists yet, it creates a new HWND within the worker thread context, which is bad because HWNDs are tied to the creating thread context, which would render the owning control pretty much inoperable at best since Windows messages for the control would not go through the main message loop anymore. But worse, if the main thread reads the same Handle property at the same time the worker thread does (for instance, if the main thread is dynamically recreating the Handle for any number of reasons), there is a race condition between which thread context creates the HWND that gets assigned as the new Handle, as well as a potential handle leak potential if both threads end up creating new HWNDs but only one can be kept and the other gets leaked.
Another offender to thread-unsafety is the VCL's MakeObjectInstance() function, which the VCL uses internally for assigning the TWinControl.WndProc() non-static class method as the message procedure of the TWinControl.Handle window, as well as assigning anyTWndMethod-typed object method as the message procedure of the HWND created by the AllocateHWnd() function (used by TTimer for example). MakeObjectInstance() does quite a bit of memory allocating/caching and twiddling of that memory content which are not protected from concurrent access by multiple threads.
If you can ensure a control's Handle is allocated ahead of time, and if you can ensure the main thread never recreates that Handle while the worker thread is running, then it is possible to safely send messages to that control from the worker thread without using Synchronize(). But it is not advisable, there are just too many factors that the worker thread would have to take into account. That is why it is best that all UI access be done in the main thread only. That is how the VCL UI system is meant to be used.
About GDI thread safety in Windows, see this reference article.
It clearly states that you can access safely handles from multiple threads, but that it should not be made at the same time. You need to protect access to GDI handles, e.g. using critical sections.
Remember that GDI handles, like most Windows handles, are pointers of internal structures mapped to an integer (NativeUInt under newer Windows, for 64 bit compatibility). Like always in multi-thread computing, accessing the same content concurrently can be source of problems, which are very difficult to identify and fix.
The UI part of the VCL itself was never meant to be thread-safe, from the beginning, since it was relying on the non-thread-safe Windows API. For instance, if you release a GDI object in a thread, which is still needed in another thread, you'll face potential GPF.
Embarcadero (at this time) could have made the VCL thread-safe, serializing all UI access via critical sections, but it may have added complexity, and decreased overall performance. Note that even Microsoft .Net platform (in both WinForms and WPF) also requires a dedicated thread for UI access, AFAIK.
So, to refresh UI from multiple threads, you have several patterns:
Use Synchronize calls from the thread;
Send a GDI custom message (see WM_USER) from the background threads to notify the UI thread that a refresh is needed;
Have a stateless approach: the UI will refresh its content from time to time, from the logic layer (using a timer or when you press some buttons which may change the data).
From my point of view, I prefer option 2 for most UIs, and an additional option 3 (which can be mixed with option 2) for remote client-server access. Therefore, you do not have to want from the server side to trigger some update event to the UI. In a HTTP/AJAX RESTful world, this does definitively make sense. Option 1 is somewhat slow, IMHO. In all cases, options 2 and 3 expect a clear n-Tier layered architecture, in which logic and UI are not mixed: but this is a good pattern to follow anyway, for any serious development.
Windows controls with handles are not thread-safe (i.e. they cannot be accessed safely by two different threads at the same time), and Delphi wraps the Windows controls to give you the VCL controls. Since the controls ARE accessed by the main GUI thread, you need to leave them alone if you are executing another thread.

Semaphores in a single thread

I was wondering whether it would ever make sense to use a mutex or semaphore when there is only one thread?.
Thanks for your help.
I design thread protection into my components because they are reusable and scalable components intended to work in any environment I can realistically anticipate. Many times they are initially used in a single thread environment. Often times the scope of the implementation expands to include more threads. Then I don't have to chase down resources to protect from the new access scenarios.
Mutex can make sense, since Mutex can be used for system wide sharing, instead of internal process-wide sharing. For example, you can use a Mutex to prevent an application from being started twice.
This may be a bit out there but lets say you are writing a recursive function and you want each level to register with a separate resource. This way you can keep the responsibility of cleaning up the resource in one place (The resource pool).
Sounds like a trick question. Technically, yes. A named mutex can be used to synch multiple processes containing a single thread in each.
You can use system-wide semaphores (and even mutexes) to do inter-process communication.
You can signal from a single-threaded process to another single-threaded process by acquire()/release()-ing on a named semaphore, for example.
In case the environment supports system interrupts it adds non-linear behaviour.
Semaphore can be used in order to sleep in main thread until interrupt triggers.

Multiple UI threads on the same window

I don't want multiple windows, each with its own UI thread, nor events raised on a single UI thread, not background workers and notifications, none of that Invoke, BeginInvoke stuff either.
I'm interested in a platform that allows multiple threads to update the same window in a safe manner. Something like first thread creates three buttons, the second thread another five, and they both can access them,change their properties and delete them without any unwanted consequences.
I want safe multi-threaded access to the UI without Invoking, a platform where the UI objects can be accessed directly from any thread without raising errors like "The object can only be accessed from the thread that created it". To let me do the synchronizing if I have to, not prevent me from cross-tread accessing the UI in a direct manner.
I'm gonna get down voted but ... Go Go Gadget Soapbox.
Multi threaded GUI are not possible in the general case. It has been attempted time and time again and it never comes out well. It is not a coincidence that all of the major windowing frameworks follow the single threaded ui model. They weren't copying each other, it's just that the constraints of the problem lead them to the same answer. Many people smarter than you or i have tried to solve this.
It might be possible to implement a multi-thread ui for a particular project. I'm only saying that it can't be done in the general case. That means it's unlikely you'll find a framework to do what you want.
The gist of the problem is this. Envision the gui components as a chain (in reality it's more like a tree, but a chain is simple to describe). The button connects to the frame, connects to the box, connects to the window. There are two source of events for a gui the system/OS and the user. The system/OS event originate at the bottom of the chain (the windowing system), the user event originate at the top of the chain (the button). Both of these events must move through the gui chain. If two threads are pushing these events simultaneously they must be mutex protected. However, there is no known algorithm for concurrently traversing a double linked list in both directions. It is prone to dead lock. GUI experts tried and tried to figure out ways to get around the deadlocking problem, and eventually arrived at the solution we use today called Model/View/Controller, aka one thread runs the UI.
You could make a thread-safe Producer/Consumer queue of delegates.
Any thread that wants to update a UI component would create a delegate encapsulating the operations to be performed, and add it to the queue.
The UI thread (assuming all components were created on the same thread) would then periodically pull an item from the queue, and execute the delegate.
I don't believe a platform like that exists per se
There is nothing stopping you from saying taking .Net and creating all new controls which are thread safe and can work like that(or maybe just the subset of what you need) which shouldn't be an extremely large job(though definitely no small job) because you can just derive from the base controls and override any thread-unsafe methods or properties.
The real question though is why? It would definitely be slower because of all the locking. Say your in one thread that is doing something with the UI, well it has to lock the window it's working on else it could be changed without it knowing by the other thread. So with all the locking, you will spend most of your drawing time and such waiting on locks and (expensive) context switches from threads. You could maybe make it async, but that just doesn't seem safe(and probably isn't) because controls that you supposedly just created may or may not exist and would be about like
Panel p=new Panel();
Button b=new Button();
WaitForControlsCreated(); //waits until the current control queue is cleared
p.Controls.Add(b);
which is probably just as slow..
So the real question here is why? The only "good" way of doing it is just having an invoke abstracted away so that it appears you can add controls from a non-UI thread.
I think you are misunderstanding how threads really work and what it takes to actually make an object thread safe
Accept that any code updating the GUI has to be on the GUI thread.
Learn to use BeginInvoke().
On Windows, Window handles have thread affinity. This is a limitation of the Window manager. It's a bad idea to have multiple threads accessing the same window on Windows.
I'm surprised to see these answers.
Only the higher level language frameworks like C# have thread restrictions on GUI elements.
Windows, at the SDK layer, is 100% application controlled and there are no restrictions on threads except at insignificant nitty gritty level. For example if multiple threads want to write to a window, you need to lock on a mutex, get the device context, draw, then release the context, then unlock the mutex. Getting and releasing a device context for a moment of drawing needs to be on the same thread... but those are typically within 10 lines of code from each other.
There isn't even a dedicated thread that windows messages come down on, whatever thread calls "DispatchMessage()" is the thread the WINPROC will be called on.
Another minor thread restriction is that you can only "PeekMessage" or "GetMessage" a window that was created on the current thread. But really this is very minor, and how many message pumps do you need anyway.
Drawing is completely disconnected from threads in Windows, just mutex your DC's for drawing. You can draw anytime, from anywhere, not just on a WM_PAINT message.
BeOS / Haiku OS
Based on my guessing of your requirement, you want a single Windows Form and having ways to execute certain routines asynchronously (like multi-threading), yes?
Typically (for the case of .NET WinForms) Control.Invoke / Control.BeginInvoke is used to a certain effect what I think you want.
Here's an interesting article which might help: http://www.yoda.arachsys.com/csharp/threads/winforms.shtml

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