Delphi DLL - thread safe - multithreading

I have a Delphi DLL and I want to load it in my app inside a thread (more than one, to be exactly). The DLL just creates a object, then it uses it and destroys it. For that point of view, the DLL code is thread safe.
But what happens if I load that DLL in a thread? Is the DLL still going to be thread safe? What should I know about threads loading DLL? I have seen that the VCL has the IsMultThread property that is set when we create a thread, but will the dll get notified about that or should I do it manually?

The most common pitfall is use of global variables. So long as you don't use any global variables (or properly synchronise access to the ones you do use) you will be a long way towards thread safety.
IsMultiThread is used by, for example, the memory manager to make optimisations in the single threaded case. Personally I don't feel this is a worthwhile optimisation these days since practically all useful code has threads of some description. I'd just set IsMultiThread to True at the start of your DLL, e.g. in the begin/end block of your DLL .dpr file, or in one of your unit's initialization sections which amounts to the same thing.
To answer your question directly, the instance of IsMultiThread in your DLL will not be set true unless you create a thread in that DLL. Since you create the threads in your EXE you need to do it yourself in the DLL.
More generally, it's simply impossible to say much about thread safety of your code without knowing what it does and what you actually mean by thread safe. The latter point may sound odd, but what I'm referring to is the issue discussed in Eric Lippert's famous What is this thing you call "thread safe"? article.

Set IsMultiThread to True the first thing in the main block of your library project:
library MyLibrary;
begin
IsMultiThread := True;
...
end.
This will instruct the memory manager to use thread-safe allocation/deallocation routines.

If you are careful about what you do in the thread, you'll be ok. If you need to update the VCL of the main thread, use synchronize, or better yet, don't.
I have a big DLL where I do lots of database access, and it runs in a thread. Everything worked great in my unit tests, but blew up sky high when run within a thread in the main app. Turns out, I had to re-read the database docs on thread safety. In my case, it's DBISAM and I just had to be sure to create a new session for the threaded database instance, so it wouldn't collide with the main one.
Another place where I ran into trouble (again, worked great in unit tests, failed in threads) is with XML handling. I had to call CoInitialize/CoUnInitialize before/after using the XML DOM stuff. This holds true for any SOAP stuff, which uses the XML DOM under the hood.

Related

In which thread methods should Synchronize be used?

I know Synchronize must be used in the Execute procedure, but should it be used in Create and Destroy methods too, or is it safe to do whatever I want?
I know Synchronize must be used in the Execute procedure.
That is somewhat vague. You need to use Synchronize when you have code that must execute on the main thread. So the answer to whether or not you will need to use Synchronize depends crucially on what the code under consideration actually does. The question that you must ask yourself, and which is one that only you can answer, is do you have code that must run on the main thread?
As a general rule it would be considered prudent for you not to need to call Synchronize outside the Execute method. If you can find a way to avoid doing so then that would be wise. Remember that the ideal scenario with threads is that they never need to block with Synchronize if at all possible.
You might also wish to consider which thread executes the constructor and destructor.
The constructor Create runs in the thread that calls it. It does not run in the newly created thread. Therefore it is unlikely that you would need to use Synchronize there.
The destructor Destroy runs in the thread that calls it. Typically this is the thread that calls Free on the thread object. And usually that would be called from the same thread that originally created the thread. The common exception to that is a FreeOnTerminate thread which calls Free from the thread.
There is a need to use Synchronize() when the code is executing outside of the context of the main (GUI) thread of the application. Therefore the answer to your question depends on whether the constructor and destructor are called from that thread or not.
If you are unsure you can check that by comparing the result of the Windows API function GetCurrentThreadId() with the variable MainThreadID - if they equal the code executes in the context of the main thread.
Threads that have FreeOnTerminate set will have their destructor called from another thread context, so you would need to use Synchronize() or Queue(). Or you use the termination event the VCL already provides, I believe it is executed in the main thread, but check the documentation for details.
First of all, you don't want to call Synchronize() unnecessarily, because that simply defeats the purpose of using a thread. So the decision should be based on whether: (a) it's possible to encounter race conditions with shared data. (b) you'll be using VCL code which usually has to run on the main thread.
It's unlikely you would need to synchronise in the constructor because TThread instances are usually created from the main thread already. (The exception being if you're creating some TThread's from another child thread.)
NOTE: It won't cause any harm though because Synchronize() already checks if you're on the main thread and will call the synchronised method immediately if you are.
class procedure TThread.Synchronize(ASyncRec: PSynchronizeRecord; QueueEvent: Boolean = False);
var
SyncProc: TSyncProc;
SyncProcPtr: PSyncProc;
begin
if GetCurrentThreadID = MainThreadID then
ASyncRec.FMethod
As for the destructor there are 3 usage patterns:
The TThread instances destroys itself.
Another thread (possibly the main thread) can WaitFor the instance to finish, then destroy it.
You can intercept the OnTerminate event. This is fired when the instance is finished, and you could then destroy it.
NOTE: The OnTerminate event will already be synchronised.
procedure TThread.DoTerminate;
begin
if Assigned(FOnTerminate) then Synchronize(CallOnTerminate);
end;
Given the above, the only time you might need to synchronise is if the thread self-destructs.
However, I'd advise that you rather avoid putting code into your destructor that might need to be synchronised. If you need some results of a calculation from your thread instance, OnTerminate is the more appropriate place to get this.
To add to what has been said in other answers...
You never need to use Synchronize at all. Synchronize may be useful, however, in the following circumstance:
In the context of your thread you need to execute code that touches objects that have affinity to the main thread.
You require your thread to block until that code has been executed.
Even in that case, there are other ways to achive the same goal, but Synchronize provides a convenient way to satisfy those two needs. If you need only one of those two items, there are better strategies available.
On topic #1, the obvious objects are user interface objects. These are objects that have thread affinity to the main thread simply by virtue of the fact that the main thread is continually reading and writing the properties of those objects (not the least because it needs to paint them to the screen, etc) and it does so at its own convenience. This means that your thread cannot safely access those components with a guarantee that the main thread will not also be accessing or modifying them at the same time. In order to prevent corruption, the thread has to pass the work to the main thread (since the main thread can only do one thing at a time and can't, obviously, interfere with itself). Synchronize simply places the work onto the main thread's queue and waits until the main thread gets around to completing it before returning.
This gets to point #2. Do you need to (or, equally, can you afford to) wait around until the main thread finishes the work? There are three cases and two options.
Yes, you can or must wait. (Synchronize is a good fit)
No, you cannot wait. (Synchronize is not a good fit)
Don't care. (Synchronize is easy, so it's a sensible option)
If you are simply updating a status display that will soon be overwritten anyway and your thread has more pressing issues, then it's probably sensible to just post a message to the main thread and carry on doing things, for example. If your thread is just waiting around doing nothing, mostly, and it's not worth the time to code anything more sophisticated, then Synchronize is just fine, and it can be replaced with something better if needs dictate so in the future.
As others have said, it really depends on what you are doing. The more important question, I think, at least conceptually, is to sort out when you need to worry about concurrency and when you don't. Any time you have more than one thread that requires access to a single resource you need to use some sort of mechanism to coordinate that access to avoid the threads crashing into each other. Synchronize is one of those methods, but it not the least nor the last of them.

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.

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)

Is it safe to call a dll function from multiple threads in a single application?

I am writing a server application in Delphi 2009 that implements several types of authentication. Each authentication method is stored in a separate dll. The first time an authentication method is used the appropriate dll is loaded. The dll is only released when the application closes.
Is it safe to access the dlls without any form of synchronisation between the server threads (connections)?
Short answer:
Yes, it is generally possible to call a DLL function from multiple threads, since every thread has it's own stack and calling a DLL function is more or less the same as calling any other function of your own code.
Long answer:
If it is actually possible depends on the DLL functions using a shared mutable state or not.
For example if you do something like this:
DLL_SetUser(UserName, Password)
if DLL_IsAuthenticated then
begin
...
end;
Then it is most certainly not safe to be used from different threads. In this example you can't guarantee that between DLL_SetUser and DLL_IsAuthenticated no other thread makes a different call to DLL_SetUser.
But if the DLL functions do not depend on some kind of predefined state, i.e. all necessary parameters are available at once and all other configuration is the same for all threads, you can assume it'll work.
if DLL_IsAuthenticated(UserName, Password) then
begin
...
end;
But be careful: It might be possible that a DLL function looks atomic, but internally uses something, which isn't. If for example if the DLL creates a temporary file with always the same name or it accesses a database which can only handle one request at a time, it counts as a shared state. (Sorry, I couldn't think of better examples)
Summary:
If the DLL vendors say, that their DLLs are thread-safe I'd use them from multiple threads without locking. If they are not - or even if the vendors don't know - you should play it safe and use locking.
At least until you run into performance problems. In that case you could try creating multiple applications/processes which wrap your DLL calls and use them as proxies.
For your DLLs to be thread-safe you need to protect all shared data structures that multiple threads in one process could access concurrently - there is no difference here between writing code for a DLL vs. writing code for an executable.
For multiple processes there is no risk in concurrent access, as each process gets its own data segment for the DLL, so variables with the same name are actually different when seen from different processes. It is actually much more difficult to provide data in a DLL that is the same from different processes, you would basically need to implement the same things you would use for data exchange between processes.
Note that a DLL is special in that you get notifications when a process or a thread attaches to or detaches from a DLL. See the documentation for the DllMain Callback Function for an explanation, and this article for an example how to use this in a Delphi-written DLL. So if your threads are not completely independent from each other (and no shared data is write-accessed), then you will need some shared data structures with synchronized access. The various notifications may help you with properly setting up any data structures in your DLL.
If your DLLs allow for completely independent execution of the exported functions, also do check out the threadvar thread-specific variables. Note that for them initialization and finalization sections are not usable, but maybe the thread notifications can help you there as well.
Here's the thing - you cannot assume that the DLL's are thread safe if you don't have control over the source code (or documentation stating it is) so therefore you should assume it is not
If you talking about Win32 DLLs, they're meant to be safe if called by multiple threads, applications. I don't know what your DLL does, but if your DLL is using a lockable resource like a file or a port, then there could be trouble based on the implementation inside the DLL.
I am not familiar with the working of Delphi 2009 authentication DLLs. Maybe you should add that information to the headline (that you're talking specifically about the Delphi 2009 DLLs)

COM: calling from other thread causes crashes, how to make it run on the same thread?

I am doing a BHO (extension for IE) that receives events on other thread. When I access the DOM from that other thread, IE crashes. Is it possible to make the DOM accessed from the same thread as the main BHO thread so that it does not crash?
It seems like a general COM multithreading problem, which I don't understand much.
Look into using CoMarshalInterface or CoMarshalInterThreadInterfaceInStream
These will give you a wrapped interface to an STA COM object that is thread safe.
I don't know much about IE extensions, but it sounds like some COM object needs to be marked a Single Threaded Apartment, so that the COM runtime system ensures that it is run on the same thread which called it initially. If you can't alter the other object, you could probably route your calls to the DOM through a separate COM object marked as STA to achieve the same effect. Hope this helps... I know a bit about COM multithreading, but not much about IE extensions.
ah, fun fun fun multithreading with COM.
Gerald's answer looks right if you want to transfer an interface pointer from one thread to another exactly once. I've found that the GIT (global interface table) is a big help for this kind of thing if you're in a multithreaded system... basically you don't keep around interface pointers but rather DWORD cookies used by the GIT to get an appropriately-marshaled interface pointer for whatever thread you are using it. (you have to register the object in question with the GIT first, and unregister it later when you are done or your object is finished)
Be careful though. Performance can become a serious issue.
If you're just playing around to learn about BHOs, you can use the STA to make your ::SetSite() implementing object operate as if it were single threaded (this allows you to let other threads pull your BHO's pointer out of the GlobalInterfaceTable as #JasonS mentions.
If you're doing something that is expected to be part of a product I highly recommend you very carefully reconsider going MTA everywhere you can and handling the concurrency and thread safety issues yourself. In this case you would only need to ensure that the threads inter-operating with your BHO COM object, were themselves, initialized for COM.
For example, if you want to monitor incoming/outgoing data of website looking for things (either dangerous or sensitive) - then you do NOT want to force all of those threads down the throat of an STA object because, using Yahoo as an example, more than 30 requests will launch and your BHO will start locking up IE.

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