As we know, doing things in signal handlers is really bad, because they run in an interrupt-like context. It's quite possible that various locks (including the malloc() heap lock!) are held when the signal handler is called.
So I want to implement a thread safe timer without using signal mechanism.
How can I do?
Sorry, actually, I'm not expecting answers about thread-safe, but answers about implementing a timer on Unix or Linux which is thread-safe.
Use usleep(3) or sleep(3) in your thread. This will block the thread until the timeout expires.
If you need to wait on I/O and have a timer expire before any I/O is ready, use select(2), poll(2) or epoll(7) with a timeout.
If you still need to use a signal handler, create a pipe with pipe(2), do a blocking read on the read side in your thread, or use select/poll/epoll to wait for it to be ready, and write a byte to the write end of your pipe in the signal handler with write(2). It doesn't matter what you write to the pipe - the idea is to just get your thread to wake up. If you want to multiplex signals on the one pipe, write the signal number or some other ID to the pipe.
You should probably use something like pthreads, the POSIX threads library. It provides not only threads themselves but also basic synchronization primitives like mutexes (locks), conditions, semaphores. Here's a tutorial I found that seems to be decent:
http://www.yolinux.com/TUTORIALS/LinuxTutorialPosixThreads.html
For what it's worth, if you're totally unfamiliar with multithreaded programming, it might be a little easier to learn it in Java or Python, if you know either of those, than in C.
I think the usual way around the problems you describe is to make the signal handlers do only a minimal amount of work. E.g. setting some timer_expired flag. Then you have some thread that regularly checks whether the flag has been set, and does the actual work.
If you don't want to use signals I suppose you'd have to make a thread sleep or busy-wait for the specified time.
Use a Posix interval timer, and have it notify via a signal. Inside the signal handler function almost none of C's functions, like printf() can be used, as they aren't re-entrant.
Use a single global flag, declared static volatile for your signal handler to manipulate. The handler should literally have this one line of code, and NOTHING else; This flag should impact the flow control elsewhere in the 1 & Only thread in the program.
static volatile bool g_zig_instead_of_zag_flg = false;
...
void signal_handler_fnc()
g_zig_instead_of_zag_flg = true;
return
int main() {
if(false == g_zig_instead_of_zag) {
do_zag();
} else {
do_zig();
g_zig_instead_of_zag = false;
return 0;
}
Michael Kerrisk's The Linux Programming Interface has examples of both methods, and a few more, but the examples come with a lot of his own private functions you have to get working, and the examples carefully avoid many of the gotchas they should explore, so not great.
Using the Poxix interval timer that notifies via a thread makes everything a lot worse, and AFAICT, that notification method is pretty much useless. I only say pretty much because I am allowing that there may be SOME case where doing nothing in the main() thread, and everything in the handler thread is useful, but I sure can't think of any such case.
Related
what is the rigth way to close Thread in Winapi, threads don't use common resources.
I am creating threads with CreateThread , but I don't know how to close it correctly in ,because someone suggest to use TerminateThread , others ExitThread , but what is the correct way to close it .
Also where should I call closing function in WM_CLOSE or WM_DESTROY ?
Thx in advance .
The "nicest" way to close a thread in Windows is by "telling" the thread to shutdown via some thread-safe signaling mechanism, then simply letting it reach its demise its own, potentially waiting for it to do so via one of the WaitForXXXX functions if completion detection is needed (which is frequently the case). Something like:
Main thread:
// some global event all threads can reach
ghStopEvent = CreateEvent(NULL, TRUE, FALSE, NULL);
// create the child thread
hThread = CreateThread(NULL, 0, ThreadProc, NULL, 0, NULL);
//
// ... continue other work.
//
// tell thread to stop
SetEvent(ghStopEvent);
// now wait for thread to signal termination
WaitForSingleObject(hThread, INFINITE);
// important. close handles when no longer needed
CloseHandle(hThread);
CloseHandle(ghStopEvent);
Child thread:
DWORD WINAPI ThreadProc(LPVOID pv)
{
// do threaded work
while (WaitForSingleObject(ghStopEvent, 1) == WAIT_TIMEOUT)
{
// do thread busy work
}
return 0;
}
Obviously things can get a lot more complicated once you start putting it in practice. If by "common" resources you mean something like the ghStopEvent in the prior example, it becomes considerably more difficult. Terminating a child thread via TerminateThread is strongly discouraged because there is no logical cleanup performed at all. The warnings specified in the `TerminateThread documentation are self-explanatory, and should be heeded. With great power comes....
Finally, even the called thread invoking ExitThread is not required explicitly by you, and though you can do so, I strongly advise against it in C++ programs. It is called for you once the thread procedure logically returns from the ThreadProc. I prefer the model above simply because it is dead-easy to implement and supports full RAII of C++ object cleanup, which neither ExitThread nor TerminateThread provide. For example, the ExitThread documentation :
...in C++ code, the thread is exited before any destructors can be called
or any other automatic cleanup can be performed. Therefore, in C++
code, you should return from your thread function.
Anyway, start simple. Get a handle on things with super-simple examples, then work your way up from there. There are a ton of multi-threaded examples on the web, Learn from the good ones and challenge yourself to identify the bad ones.
Best of luck.
So you need to figure out what sort of behaviour you need to have.
Following is a simple description of the methods taken from documentation:
"TerminateThread is a dangerous function that should only be used in the most extreme cases. You should call TerminateThread only if you know exactly what the target thread is doing, and you control all of the code that the target thread could possibly be running at the time of the termination. For example, TerminateThread can result in the following problems:
If the target thread owns a critical section, the critical section will not be released.
If the target thread is allocating memory from the heap, the heap lock will not be released.
If the target thread is executing certain kernel32 calls when it is terminated, the kernel32 state for the thread's process could be inconsistent.
If the target thread is manipulating the global state of a shared DLL, the state of the DLL could be destroyed, affecting other users of the DLL."
So if you need your thread to terminate at any cost, call this method.
About ExitThread, this is more graceful. By calling ExitThread, you're telling to windows you're done with that calling thread, so the rest of the code isn't going to get called. It's a bit like calling exit(0).
"ExitThread is the preferred method of exiting a thread. When this function is called (either explicitly or by returning from a thread procedure), the current thread's stack is deallocated, all pending I/O initiated by the thread is canceled, and the thread terminates. If the thread is the last thread in the process when this function is called, the thread's process is also terminated."
I'm new to multithread programming. I wrote this simple multi thread program with Qt. But when I run this program it freezes my GUI and when I click inside my widow, it responds that your program is not responding .
Here is my widget class. My thread starts to count an integer number and emits it when this number is dividable by 1000. In my widget simply I catch this number with signal-slot mechanism and show it in a label and a progress bar.
Widget::Widget(QWidget *parent) :
QWidget(parent),
ui(new Ui::Widget)
{
ui->setupUi(this);
MyThread *th = new MyThread;
connect( th, SIGNAL(num(int)), this, SLOT(setNum(int)));
th->start();
}
void Widget::setNum(int n)
{
ui->label->setNum( n);
ui->progressBar->setValue(n%101);
}
and here is my thread run() function :
void MyThread::run()
{
for( int i = 0; i < 10000000; i++){
if( i % 1000 == 0)
emit num(i);
}
}
thanks!
The problem is with your thread code producing an event storm. The loop counts very fast -- so fast, that the fact that you emit a signal every 1000 iterations is pretty much immaterial. On modern CPUs, doing a 1000 integer divisions takes on the order of 10 microseconds IIRC. If the loop was the only limiting factor, you'd be emitting signals at a peak rate of about 100,000 per second. This is not the case because the performance is limited by other factors, which we shall discuss below.
Let's understand what happens when you emit signals in a different thread from where the receiver QObject lives. The signals are packaged in a QMetaCallEvent and posted to the event queue of the receiving thread. An event loop running in the receiving thread -- here, the GUI thread -- acts on those events using an instance of QAbstractEventDispatcher. Each QMetaCallEvent results in a call to the connected slot.
The access to the event queue of the receiving GUI thread is serialized by a QMutex. On Qt 4.8 and newer, the QMutex implementation got a nice speedup, so the fact that each signal emission results in locking of the queue mutex is not likely to be a problem. Alas, the events need to be allocated on the heap in the worker thread, and then deallocated in the GUI thread. Many heap allocators perform quite poorly when this happens in quick succession if the threads happen to execute on different cores.
The biggest problem comes in the GUI thread. There seems to be a bunch of hidden O(n^2) complexity algorithms! The event loop has to process 10,000 events. Those events will be most likely delivered very quickly and end up in a contiguous block in the event queue. The event loop will have to deal with all of them before it can process further events. A lot of expensive operations happen when you invoke your slot. Not only is the QMetaCallEvent deallocated from the heap, but the label schedules an update() (repaint), and this internally posts a compressible event to the event queue. Compressible event posting has to, in worst case, iterate over entire event queue. That's one potential O(n^2) complexity action. Another such action, probably more important in practice, is the progressbar's setValue internally calling QApplication::processEvents(). This can, recursively call your slot to deliver the subsequent signal from the event queue. You're doing way more work than you think you are, and this locks up the GUI thread.
Instrument your slot and see if it's called recursively. A quick-and-dirty way of doing it is
void Widget::setNum(int n)
{
static int level = 0, maxLevel = 0;
level ++;
maxLevel = qMax(level, maxLevel);
ui->label->setNum( n);
ui->progressBar->setValue(n%101);
if (level > 1 && level == maxLevel-1) {
qDebug("setNum recursed up to level %d", maxLevel);
}
level --;
}
What is freezing your GUI thread is not QThread's execution, but the huge amount of work you make the GUI thread do. Even if your code looks innocuous.
Side Note on processEvents and Run-to-Completion Code
I think it was a very bad idea to have QProgressBar::setValue invoke processEvents(). It only encourages the broken way people code things (continuously running code instead of short run-to-completion code). Since the processEvents() call can recurse into the caller, setValue becomes a persona-non-grata, and possibly quite dangerous.
If one wants to code in continuous style yet keep the run-to-completion semantics, there are ways of dealing with that in C++. One is just by leveraging the preprocessor, for example code see my other answer.
Another way is to use expression templates to get the C++ compiler to generate the code you want. You may want to leverage a template library here -- Boost spirit has a decent starting point of an implementation that can be reused even though you're not writing a parser.
The Windows Workflow Foundation also tackles the problem of how to write sequential style code yet have it run as short run-to-completion fragments. They resort to specifying the flow of control in XML. There's apparently no direct way of reusing standard C# syntax. They only provide it as a data structure, a-la JSON. It'd be simple enough to implement both XML and code-based WF in Qt, if one wanted to. All that in spite of .NET and C# providing ample support for programmatic generation of code...
The way you implemented your thread, it does not have its own event loop (because it does not call exec()). I'm not sure if your code within run() is actually executed within your thread or within the GUI thread.
Usually you should not subclass QThread. You probably did so because you read the Qt Documentation which unfortunately still recommends subclassing QThread - even though the developers long ago wrote a blog entry stating that you should not subclass QThread. Unfortunately, they still haven't updated the documentation appropriately.
I recommend reading "You're doing it wrong" on Qt Blog and then use the answer by "Kari" as an example of how to set up a basic multi-threaded system.
But when I run this program it freezes my GUI and when I click inside my window,
it responds that your program is not responding.
Yes because IMO you're doing too much work in thread that it exhausts CPU. Generally program is not responding message pops up when process show no progress in handling application event queue requests. In your case this happens.
So in this case you should find a way to divide the work. Just for the sake of example say, thread runs in chunks of 100 and repeat the thread till it completes 10000000.
Also you should have look at QCoreApplication::processEvents() when you're performing a lengthy operation.
According to http://doc.qt.io/qt-5/qpointer.html, QPointer is very useful. But I found it could be inefficient in the following context:
If I want to show label for three times or do something else, I have to use
if(label) label->show1();
if(label) label->show2();
if(label) label->show3();
instead of
if(label) { label->show1();label->show2();label->show3(); }
just because label might be destroyed in another thread after label->show1(); or label->show2();.
Is there a beautiful way other than three ifs to get the same functionality?
Another question is, when label is destroyed after if(label), is if(label) label->show1(); still wrong?
I don't have experience in multi-threaded programs. Any help is appreciated. ;)
I think the only safe way to do it is to make sure you only access your QWidgets from within the main/GUI thread (that is, the thread that is running Qt's event loop, inside QApplication::exec()).
If you have code that is running within a different thread, and that code wants the QLabels to be shown/hidden/whatever, then that code needs to create a QEvent object (or a subclass thereof) and call qApp->postEvent() to send that object to the main thread. Then when the Qt event loop picks up and handles that QEvent in the main thread, that is the point at which your code can safely do things to the QLabels.
Alternatively (and perhaps more simply), your thread's code could emit a cross-thread signal (as described here) and let Qt handle the event-posting internally. That might be better for your purpose.
Neither of your approaches is thread-safe. It's possible that your first thread will execute the if statement, then the other thread will delete your label, and then you will be inside of your if statement and crash.
Qt provides a number of thread synchronization constructs, you'll probably want to start with QMutex and learn more about thread-safety before you continue working on this program.
Using a mutex would make your function would look something like this:
mutex.lock();
label1->show();
label2->show();
label3->show();
mutex.unlock()
As long as your other thread is using locking that same mutex object then it will prevented from deleting your labels while you're showing them.
I am working on an user space app for an embedded Linux project using the 2.6.24.3 kernel.
My app passes data between two file nodes by creating 2 pthreads that each sleep until a asynchronous IO operation completes at which point it wakes and runs a completion handler.
The completion handlers need to keep track of how many transfers are pending and maintain a handful of linked lists that one thread will add to and the other will remove.
// sleep here until events arrive or time out expires
for(;;) {
no_of_events = io_getevents(ctx, 1, num_events, events, &timeout);
// Process each aio event that has completed or thrown an error
for (i=0; i<no_of_events; i++) {
// Get pointer to completion handler
io_complete = (io_callback_t) events[i].data;
// Get pointer to data object
iocb = (struct iocb *) events[i].obj;
// Call completion handler and pass it the data object
io_complete(ctx, iocb, events[i].res, events[i].res2);
}
}
My question is this...
Is there a simple way I can prevent the currently active thread from yielding whilst it runs the completion handler rather than going down the mutex/spin lock route?
Or failing that can Linux be configured to prevent yielding a pthread when a mutex/spin lock is held?
You can use the sched_setscheduler() system call to temporarily set the thread's scheduling policy to SCHED_FIFO, then set it back again. From the sched_setscheduler() man page:
A SCHED_FIFO process runs until either
it is blocked by an I/O request, it is
preempted by a higher priority
process, or it calls sched_yield(2).
(In this context, "process" actually means "thread").
However, this is quite a suspicious requirement. What is the problem you are hoping to solve? If you are just trying to protect your linked list of completion handlers from concurrent access, then an ordinary mutex is the way to go. Have the completion thread lock the mutex, remove the list item, unlock the mutex, then call the completion handler.
I think you'll want to use mutexes/locks to prevent race conditions here. Mutexes are by no way voodoo magic and can even make your code simpler than using arbitrary system-specific features, which you'd need to potentially port across systems. Don't know if the latter is an issue for you, though.
I believe you are trying to outsmart the Linux scheduler here, for the wrong reasons.
The correct solution is to use a mutex to prevent completion handlers from running in parallel. Let the scheduler do its job.
I'm implementing user threads in Linux kernel 2.4, and I'm using ualarm to invoke context switches between the threads.
We have a requirement that our thread library's functions should be uninterruptable by the context switching mechanism for threads, so I looked into blocking signals and learned that using sigprocmask is the standard way to do this.
However, it looks like I need to do quite a lot to implement this:
sigset_t new_set, old_set;
sigemptyset(&new_set);
sigaddset(&new_set, SIGALRM);
sigprocmask(SIG_BLOCK, &new_set, &old_set);
This blocks SIGALARM but it does this with 3 function invocations! A lot can happen in the time it takes for these functions to run, including the signal being sent.
The best idea I had to mitigate this was temporarily disabling ualarm, like this:
sigset_t new_set, old_set;
time=ualarm(0,0);
sigemptyset(&new_set);
sigaddset(&new_set, SIGALRM);
sigprocmask(SIG_BLOCK, &new_set, &old_set);
ualarm(time, 0);
Which is fine except that this feels verbose. Isn't there a better way to do this?
As WhirlWind points out, the signal set functions are quite lightweight and may even be implemented as macros; and you can also just keep around a signal set that contains only SIGALRM and re-use that.
Regardless, it doesn't actually matter if the signal happens during the sigaddset() or sigemptyset() calls - the new_set and old_set variable are (presumably) thread-local, and the critical section isn't entered until after sigprocmask() returns.
You'll find that sigemptyset() and sigaddset() in signals.h are just macros or inline functions, so they execute inline in your code. Just use a stack variable when you call them.
However, why don't you do this in a single-threaded startup section of your code? I also doubt the function call to sigprocmask will be atomic. Blocking signals does not mean your code will be uninterruptible.
By the way, I'm not sure how you're using ualarm, but if you're not catching or ignoring SIGALARM when you call it the first time, you'll probably kill your process.
sigprocmask() is the only function that goes to kernel level and actually changes the signal masking status. The other functions are just manipulation functions for setting up the mask before calling sigprocmask or passing the set to another signal related function.