Is this a safe version of double-checked locking? - multithreading

Slightly modified version of canonical broken double-checked locking from Wikipedia:
class Foo {
private Helper helper = null;
public Helper getHelper() {
if (helper == null) {
synchronized(this) {
if (helper == null) {
// Create new Helper instance and store reference on
// stack so other threads can't see it.
Helper myHelper = new Helper();
// Atomically publish this instance.
atomicSet(helper, myHelper);
}
}
}
return helper;
}
}
Does simply making the publishing of the newly created Helper instance atomic make this double checked locking idiom safe, assuming that the underlying atomic ops library works properly? I realize that in Java, one could just use volatile, but even though the example is in pseudo-Java, this is supposed to be a language-agnostic question.
See also:
Double checked locking Article

It entirely depends on the exact memory model of your platform/language.
My rule of thumb: just don't do it. Lock-free (or reduced lock, in this case) programming is hard and shouldn't be attempted unless you're a threading ninja. You should only even contemplate it when you've got profiling proof that you really need it, and in that case you get the absolute best and most recent book on threading for that particular platform and see if it can help you.

I don't think you can answer the question in a language-agnostic fashion without getting away from code completely. It all depends on how synchronized and atomicSet work in your pseudocode.

The answer is language dependent - it comes down to the guarantees provided by atomicSet().
If the construction of myHelper can be spread out after the atomicSet() then it doesn't matter how the variable is assigned to the shared state.
i.e.
// Create new Helper instance and store reference on
// stack so other threads can't see it.
Helper myHelper = new Helper(); // ALLOCATE MEMORY HERE BUT DON'T INITIALISE
// Atomically publish this instance.
atomicSet(helper, myHelper); // ATOMICALLY POINT UNINITIALISED MEMORY from helper
// other thread gets run at this time and tries to use helper object
// AT THE PROGRAMS LEISURE INITIALISE Helper object.
If this is allowed by the language then the double checking will not work.

Using volatile would not prevent a multiple instantiations - however using the synchronize will prevent multiple instances being created. However with your code it is possible that helper is returned before it has been setup (thread 'A' instantiates it, but before it is setup thread 'B' comes along, helper is non-null and so returns it straight away. To fix that problem, remove the first if (helper == null).

Most likely it is broken, because the problem of a partially constructed object is not addressed.

To all the people worried about a partially constructed object:
As far as I understand, the problem of partially constructed objects is only a problem within constructors. In other words, within a constructor, if an object references itself (including it's subclass) or it's members, then there are possible issues with partial construction. Otherwise, when a constructor returns, the class is fully constructed.
I think you are confusing partial construction with the different problem of how the compiler optimizes the writes. The compiler can choose to A) allocate the memory for the new Helper object, B) write the address to myHelper (the local stack variable), and then C) invoke any constructor initialization. Anytime after point B and before point C, accessing myHelper would be a problem.
It is this compiler optimization of the writes, not partial construction that the cited papers are concerned with. In the original single-check lock solution, optimized writes can allow multiple threads to see the member variable between points B and C. This implementation avoids the write optimization issue by using a local stack variable.
The main scope of the cited papers is to describe the various problems with the double-check lock solution. However, unless the atomicSet method is also synchronizing against the Foo class, this solution is not a double-check lock solution. It is using multiple locks.
I would say this all comes down to the implementation of the atomic assignment function. The function needs to be truly atomic, it needs to guarantee that processor local memory caches are synchronized, and it needs to do all this at a lower cost than simply always synchronizing the getHelper method.
Based on the cited paper, in Java, it is unlikely to meet all these requirements. Also, something that should be very clear from the paper is that Java's memory model changes frequently. It adapts as better understanding of caching, garbage collection, etc. evolve, as well as adapting to changes in the underlying real processor architecture that the VM runs on.
As a rule of thumb, if you optimize your Java code in a way that depends on the underlying implementation, as opposed to the API, you run the risk of having broken code in the next release of the JVM. (Although, sometimes you will have no choice.)
dsimcha:
If your atomicSet method is real, then I would try sending your question to Doug Lea (along with your atomicSet implementation). I have a feeling he's the kind of guy that would answer. I'm guessing that for Java he will tell you that it's cheaper to always synchronize and to look to optimize somewhere else.

Related

Confusion about C++11 lock free stack push() function

I'm reading C++ Concurrency in Action by Anthony Williams, and don't understand its push implementation of the lock_free_stack class. Listing 7.12 to be precise
void push(T const& data)
{
counted_node_ptr new_node;
new_node.ptr=new node(data);
new_node.external_count=1;
new_node.ptr->next=head.load(std::memory_order_relaxed)
while(!head.compare_exchange_weak(new_node.ptr->next,new_node, std::memory_order_release, std::memory_order_relaxed));
}
So imagine 2 threads (A, B) calling push function. Both of them reach while loop but not start it. So they both read the same value from head.load(std::memory_order_relaxed).
Then we have the following things going on:
B thread gets swiped out for any reason
A thread starts the loop and obviously successfully adds a new node to the stack.
B thread gets back on track and also starts the loop.
And this is where it gets interesting as it seems to me.
Because there was a load operation with std::memory_order_relaxed and compare_exchange_weak(..., std::memory_order_release, ...) in case of success it looks like there is no synchronization between threads whatsoever.
I mean it's like std::memory_order_relaxed - std::memory_order_release and not std::memory_order_acquire - std::memory_order_release.
So B thread will simply add a new node to the stack but to its initial state when we had no nodes in the stack and reset head to this new node.
I was doing my research all around this subject and the best i could find was in this post Does exchange or compare_and_exchange reads last value in modification order?
So the question is, is it true? and all RMW functions see the last value in modification order? No matter what std::memory_order we used, if we use RMW operation it will synchronize with all threads (CPU and etc) and find the last value to be written to the atomic operation upon it is called?
So after some research and asking a bunch of people I believe I found the proper answer to this question, I hope it'll be a help to someone.
So the question is, is it true? and all RMW functions see the last
value in modification order?
Yes, it is true.
No matter what std::memory_order we used, if we use RMW operation it
will synchronize with all threads (CPU and etc) and find the last
value to be written to the atomic operation upon it is called?
Yes, it is also true, however there is something that needs to be highlighted.
RMW operation will synchronize only the atomic variable it works with. In our case, it is head.load
Perhaps you would like to ask why we need release - acquire semantics at all if RMW does the synchronization even with the relaxed memory order.
The answer is because RMW works only with the variable it synchronizes, but other operations which occurred before RMW might not be seen in the other thread.
lets look at the push function again:
void push(T const& data)
{
counted_node_ptr new_node;
new_node.ptr=new node(data);
new_node.external_count=1;
new_node.ptr->next=head.load(std::memory_order_relaxed)
while(!head.compare_exchange_weak(new_node.ptr->next,new_node, std::memory_order_release, std::memory_order_relaxed));
}
In this example, in case of using two push threads they won't be synchronized with each other to some extent, but it could be allowed here.
Both threads will always see the newest head because compare_exchange_weak
provides this. And a new node will be always added to the top of the stack.
However if we tried to get the value like this *(new_node.ptr->next) after this line new_node.ptr->next=head.load(std::memory_order_relaxed) things could easily turn ugly: empty pointer might be dereferenced.
This might happen because a processor can change the order of instructions and because there is no synchronization between threads the second thread could see the pointer to a top node even before that was initialized!
And this is exactly where release-acquire semantic comes to help. It ensures that all operations which happened before release operation will be seen in acquire part!
Check out and compare listings 5.5 and 5.8 in the book.
I also recommend you to read this article about how processors work, it might provide some essential information for better understanding.
memory barriers

Double-Checked Locking Pattern in C++11?

The new machine model of C++11 allows for multi-processor systems to work reliably, wrt. to reorganization of instructions.
As Meyers and Alexandrescu pointed out the "simple" Double-Checked Locking Pattern implementation is not safe in C++03
Singleton* Singleton::instance() {
if (pInstance == 0) { // 1st test
Lock lock;
if (pInstance == 0) { // 2nd test
pInstance = new Singleton;
}
}
return pInstance;
}
They showed in their article that no matter what you do as a programmer, in C++03 the compiler has too much freedom: It is allowed to reorder the instructions in a way that you can not be sure that you end up with only one instance of Singleton.
My question is now:
Do the restrictions/definitions of the new C++11 machine model now constrain the sequence of instructions, that the above code would always work with a C++11 compiler?
How does a safe C++11-Implementation of this Singleton pattern now looks like, when using the new library facilities (instead of the mock Lock here)?
If pInstance is a regular pointer, the code has a potential data race -- operations on pointers (or any builtin type, for that matter) are not guaranteed to be atomic (EDIT: or well-ordered)
If pInstance is an std::atomic<Singleton*> and Lock internally uses an std::mutex to achieve synchronization (for example, if Lock is actually std::lock_guard<std::mutex>), the code should be data race free.
Note that you need both explicit locking and an atomic pInstance to achieve proper synchronization.
Since static variable initialization is now guaranteed to be threadsafe, the Meyer's singleton should be threadsafe.
Singleton* Singleton::instance() {
static Singleton _instance;
return &_instance;
}
Now you need to address the main problem: there is a Singleton in your code.
EDIT: based on my comment below: This implementation has a major drawback when compared to the others. What happens if the compiler doesn't support this feature? The compiler will spit out thread unsafe code without even issuing a warning. The other solutions with locks will not even compile if the compiler doesn't support the new interfaces. This might be a good reason not to rely on this feature, even for things other than singletons.
C++11 doesn't change the meaning of that implementation of double-checked locking. If you want to make double-checked locking work you need to erect suitable memory barriers/fences.

is Ccriticalsection usable in production?

We are a couple of newbies in MFC and we are building a multi-threded application. We come across the article in the URL that warns us not to use CCriticalSection since its implementation is broken. We are interested to know if anyone has any experience in using CCriticalSection and do you come across any problems or bugs? Is CCriticalSection usable and production ready if we use VC++ 2008 to build our application?
http://www.flounder.com/avoid_mfc_syncrhonization.htm
thx
I think that article is based on a fundamental misunderstanding of what CSingleLock is for and how to use it.
You cannot lock the same CSingleLock multiple times, but you are not supposed to. CSingleLock, as its name suggests, is for locking something ONCE.
Each CSingleLock just manages one lock on some other object (e.g. a CCriticalSection which you pass it during construction), with the aim of automatically releasing that lock when the CSingleLock goes out of scope.
If you want to lock the underlying object multiple times you would use multiple CSingleLocks; you would not use a single CSingleLock and try to lock it multiple times.
Wrong (his example):
CCriticalSection crit;
CSingleLock lock(&crit);
lock.Lock();
lock.Lock();
lock.Unlock();
lock.Unlock();
Right:
CCriticalSection crit;
CSingleLock lock1(&crit);
CSingleLock lock2(&crit);
lock1.Lock();
lock2.Lock();
lock2.Unlock();
lock1.Unlock();
Even better (so you get RAII):
CCriticalSection crit;
// Scope the objects
{
CSingleLock lock1(&crit, TRUE); // TRUE means it (tries to) locks immediately.
// Do stuff which needs the lock (if IsLocked returns success)
CSingleLock lock2(&crit, TRUE);
// Do stuff which needs the lock (if IsLocked returns success)
}
// crit is unlocked now.
(Of course, you would never intentionally get two locks on the same underlying critical section in a single block like that. That'd usually only happen as a result of calling functions which get a lock while inside something else that already has its own lock.)
(Also, you should check CSingleLock.IsLocked to see if the lock was successful. I've left those checks out for brevity, and because they were left out of the original example.)
If CCriticalSection itself suffers from the same problem then that certainly is a problem, but he's presented no evidence of that that I can see. (Maybe I missed something. I can't find the source to CCriticalSection in my MFC install to verify that way, either.)
That article suggests that a simple situation of using those primitives are fine, except that the implementation of them violates the semantics that should be expected of them.
basically, it suggests that if you use it as a non-recursive lock, where you take care to always ensure that the lock is valid (ie, not abandoned), then you should be fine.
The article does complain, however, that the limitations are inexcusable.

Delphi threading - which parts of code need to be protected/synchronized?

so far I thought that any operation done on "shared" object (common for multiple threads) must be protected with "synchronize", no matter what. Apparently, I was wrong - in the code I'm studying recently there are plenty of classes (thread-safe ones, as the Author claims) and only one of them uses Critical Section for almost every method.
How do I find what parts / methods of my code needs to be protected with CriticalSection (or any other method) and which not?
So far I haven't stumbled upon any interesting explanation / article / blog note, all google results are:
a) examples of synchronization between thread and the GUI. From simple progressbar to most complex, but still the lesson is obvious: each time you access / modify the property of GUI component, do that in "Synchronize". But nothing more.
b) articles explaining Critical Sections, Mutexes etc. Just a different approaches of protection/synchronization.
c) Examples of very very simple thread-safe classes (thread safe stack or list) - they all do the same - implement lock / unlock methods which do enter/leave critical section and return the actual stack/list pointer on locking.
Now I'm looking for explanation which parts of code should be protected.
could be in form of code ;) but please don't provide me with one more "using Synchronize to update progressbar" ... ;)
thank you!
You are asking for specific answers to a very general question.
Basically, apart of UI operations, you should protect every shared memory/resource access to avoid two potentially competing threads to:
read inconsistent memory
write memory at the same time
try to use the same resource at the same time from more than one thread... until the resource is thread-safe.
Generally, I consider any other operation thread safe, including operations that access not shared memory or not shared objects.
For example, consider this object:
type
TThrdExample = class
private
FValue: Integer;
public
procedure Inc;
procedure Dec;
function Value: Integer;
procedure ThreadInc;
procedure ThreadDec;
function ThreadValue: Integer;
end;
ThreadVar
ThreadValue: Integer;
Inc, Dec and Value are methods which operate over FValue field. The methods are not thread safe until you protect them with some synchronization mechanism. It can be a MultipleReaderExclusiveWriterSinchronizer for Value function and CriticalSection for Inc and Dec methods.
ThreadInc and ThreadDec methods operate over ThreadValue variable, which is defined as ThreadVar, so I consider it ThreadSafe because the memory they access is not shared between threads... each call from different thread will access different memory address.
If you know that, by design, a class should be used only in one thread or inside other synchronization mechanisms, you're free to consider that thread safe by design.
If you want more specific answers, I suggest you try with a more specific question.
Best regards.
EDIT: Maybe someone say the integer fields is a bad example because you can consider integer operations atomic on Intel/Windows thus is not needed to protect it... but I hope you get the idea.
You misunderstood TThread.Synchronize method.
TThread.Synchronize and TThread.Queue methods executes protected code in the context of main (GUI) thread. That is why you should use Syncronize or Queue to update GUI controls (like progressbar) - normally only main thread should access GUI controls.
Critical Sections are different - the protected code is executed in the context of the thread that acquired critical section, and no other thread is permitted to acquire the critical section until the former thread releases it.
You use critical section in case there's a need for a certain set of objects to be updated atomically. This means, they must at all times be either already updated completely or not yet updated at all. They must never be accessible in a transitional state.
For example, with a simple integer reading/writing this is not the case. The operation of reading integer as well as the operation of writing it are atomic already: you cannot read integer in the middle of processor writing it, half-updated. It's either old value or new value, always.
But if you want to increment the integer atomically, you have not one, but three operations you have to do at once: read the old value into processor's cache, increment it, and write it back to memory. Each operation is atomic, but the three of them together are not.
One thread might read the old value (say, 200), increment it by 5 in cache, and at the same time another thread might read the value too (still 200). Then the first thread writes back 205, while the second thread increments its cached value of 200 to 203 and writes back 203, overwriting 205. The result of two increments (+5 and +3) should be 208, but it's 203 due to non-atomicity of operations.
So, you use critical sections when:
A variable, set of variables, or any resource is used from several threads and needs to be updated atomically.
It's not atomic by itself (for example, calling a function which is guarded by critical section inside of the function body, is an atomic operation already)
Have a read of this documentation
http://www.eonclash.com/Tutorials/Multithreading/MartinHarvey1.1/ToC.html
If you use messaging to communicate between threads then you can basically ignore synchronisation primitives completely because each thread only accesses its internal structures and the messages themselves. In essence this is far easier and more scalable architecture than using synchronisation primitives.

What does threadsafe mean?

Recently I tried to Access a textbox from a thread (other than the UI thread) and an exception was thrown. It said something about the "code not being thread safe" and so I ended up writing a delegate (sample from MSDN helped) and calling it instead.
But even so I didn't quite understand why all the extra code was necessary.
Update:
Will I run into any serious problems if I check
Controls.CheckForIllegalCrossThread..blah =true
Eric Lippert has a nice blog post entitled What is this thing you call "thread safe"? about the definition of thread safety as found of Wikipedia.
3 important things extracted from the links :
“A piece of code is thread-safe if it functions correctly during
simultaneous execution by multiple threads.”
“In particular, it must satisfy the need for multiple threads to
access the same shared data, …”
“…and the need for a shared piece of data to be accessed by only one
thread at any given time.”
Definitely worth a read!
In the simplest of terms threadsafe means that it is safe to be accessed from multiple threads. When you are using multiple threads in a program and they are each attempting to access a common data structure or location in memory several bad things can happen. So, you add some extra code to prevent those bad things. For example, if two people were writing the same document at the same time, the second person to save will overwrite the work of the first person. To make it thread safe then, you have to force person 2 to wait for person 1 to complete their task before allowing person 2 to edit the document.
Wikipedia has an article on Thread Safety.
This definitions page (you have to skip an ad - sorry) defines it thus:
In computer programming, thread-safe describes a program portion or routine that can be called from multiple programming threads without unwanted interaction between the threads.
A thread is an execution path of a program. A single threaded program will only have one thread and so this problem doesn't arise. Virtually all GUI programs have multiple execution paths and hence threads - there are at least two, one for processing the display of the GUI and handing user input, and at least one other for actually performing the operations of the program.
This is done so that the UI is still responsive while the program is working by offloading any long running process to any non-UI threads. These threads may be created once and exist for the lifetime of the program, or just get created when needed and destroyed when they've finished.
As these threads will often need to perform common actions - disk i/o, outputting results to the screen etc. - these parts of the code will need to be written in such a way that they can handle being called from multiple threads, often at the same time. This will involve things like:
Working on copies of data
Adding locks around the critical code
Opening files in the appropriate mode - so if reading, don't open the file for write as well.
Coping with not having access to resources because they're locked by other threads/processes.
Simply, thread-safe means that a method or class instance can be used by multiple threads at the same time without any problems occurring.
Consider the following method:
private int myInt = 0;
public int AddOne()
{
int tmp = myInt;
tmp = tmp + 1;
myInt = tmp;
return tmp;
}
Now thread A and thread B both would like to execute AddOne(). but A starts first and reads the value of myInt (0) into tmp. Now for some reason, the scheduler decides to halt thread A and defer execution to thread B. Thread B now also reads the value of myInt (still 0) into it's own variable tmp. Thread B finishes the entire method so in the end myInt = 1. And 1 is returned. Now it's Thread A's turn again. Thread A continues. And adds 1 to tmp (tmp was 0 for thread A). And then saves this value in myInt. myInt is again 1.
So in this case the method AddOne() was called two times, but because the method was not implemented in a thread-safe way the value of myInt is not 2, as expected, but 1 because the second thread read the variable myInt before the first thread finished updating it.
Creating thread-safe methods is very hard in non-trivial cases. And there are quite a few techniques. In Java you can mark a method as synchronized, this means that only one thread can execute that method at a given time. The other threads wait in line. This makes a method thread-safe, but if there is a lot of work to be done in a method, then this wastes a lot of space. Another technique is to 'mark only a small part of a method as synchronized' by creating a lock or semaphore, and locking this small part (usually called the critical section). There are even some methods that are implemented as lock-less thread-safe, which means that they are built in such a way that multiple threads can race through them at the same time without ever causing problems, this can be the case when a method only executes one atomic call. Atomic calls are calls that can't be interrupted and can only be done by one thread at a time.
In real world example for the layman is
Let's suppose you have a bank account with the internet and mobile banking and your account have only $10.
You performed transfer balance to another account using mobile banking, and the meantime, you did online shopping using the same bank account.
If this bank account is not threadsafe, then the bank allows you to perform two transactions at the same time and then the bank will become bankrupt.
Threadsafe means that an object's state doesn't change if simultaneously multiple threads try to access the object.
You can get more explanation from the book "Java Concurrency in Practice":
A class is thread‐safe if it behaves correctly when accessed from multiple threads, regardless of the scheduling or interleaving of the execution of those threads by the runtime environment, and with no additional synchronization or other coordination on the part of the calling code.
A module is thread-safe if it guarantees it can maintain its invariants in the face of multi-threaded and concurrence use.
Here, a module can be a data-structure, class, object, method/procedure or function. Basically scoped piece of code and related data.
The guarantee can potentially be limited to certain environments such as a specific CPU architecture, but must hold for those environments. If there is no explicit delimitation of environments, then it is usually taken to imply that it holds for all environments that the code can be compiled and executed.
Thread-unsafe modules may function correctly under mutli-threaded and concurrent use, but this is often more down to luck and coincidence, than careful design. Even if some module does not break for you under, it may break when moved to other environments.
Multi-threading bugs are often hard to debug. Some of them only happen occasionally, while others manifest aggressively - this too, can be environment specific. They can manifest as subtly wrong results, or deadlocks. They can mess up data-structures in unpredictable ways, and cause other seemingly impossible bugs to appear in other remote parts of the code. It can be very application specific, so it is hard to give a general description.
Thread safety: A thread safe program protects it's data from memory consistency errors. In a highly multi-threaded program, a thread safe program does not cause any side effects with multiple read/write operations from multiple threads on same objects. Different threads can share and modify object data without consistency errors.
You can achieve thread safety by using advanced concurrency API. This documentation page provides good programming constructs to achieve thread safety.
Lock Objects support locking idioms that simplify many concurrent applications.
Executors define a high-level API for launching and managing threads. Executor implementations provided by java.util.concurrent provide thread pool management suitable for large-scale applications.
Concurrent Collections make it easier to manage large collections of data, and can greatly reduce the need for synchronization.
Atomic Variables have features that minimize synchronization and help avoid memory consistency errors.
ThreadLocalRandom (in JDK 7) provides efficient generation of pseudorandom numbers from multiple threads.
Refer to java.util.concurrent and java.util.concurrent.atomic packages too for other programming constructs.
Producing Thread-safe code is all about managing access to shared mutable states. When mutable states are published or shared between threads, they need to be synchronized to avoid bugs like race conditions and memory consistency errors.
I recently wrote a blog about thread safety. You can read it for more information.
You are clearly working in a WinForms environment. WinForms controls exhibit thread affinity, which means that the thread in which they are created is the only thread that can be used to access and update them. That is why you will find examples on MSDN and elsewhere demonstrating how to marshall the call back onto the main thread.
Normal WinForms practice is to have a single thread that is dedicated to all your UI work.
I find the concept of http://en.wikipedia.org/wiki/Reentrancy_%28computing%29 to be what I usually think of as unsafe threading which is when a method has and relies on a side effect such as a global variable.
For example I have seen code that formatted floating point numbers to string, if two of these are run in different threads the global value of decimalSeparator can be permanently changed to '.'
//built in global set to locale specific value (here a comma)
decimalSeparator = ','
function FormatDot(value : real):
//save the current decimal character
temp = decimalSeparator
//set the global value to be
decimalSeparator = '.'
//format() uses decimalSeparator behind the scenes
result = format(value)
//Put the original value back
decimalSeparator = temp
To understand thread safety, read below sections:
4.3.1. Example: Vehicle Tracker Using Delegation
As a more substantial example of delegation, let's construct a version of the vehicle tracker that delegates to a thread-safe class. We store the locations in a Map, so we start with a thread-safe Map implementation, ConcurrentHashMap. We also store the location using an immutable Point class instead of MutablePoint, shown in Listing 4.6.
Listing 4.6. Immutable Point class used by DelegatingVehicleTracker.
class Point{
public final int x, y;
public Point() {
this.x=0; this.y=0;
}
public Point(int x, int y) {
this.x = x;
this.y = y;
}
}
Point is thread-safe because it is immutable. Immutable values can be freely shared and published, so we no longer need to copy the locations when returning them.
DelegatingVehicleTracker in Listing 4.7 does not use any explicit synchronization; all access to state is managed by ConcurrentHashMap, and all the keys and values of the Map are immutable.
Listing 4.7. Delegating Thread Safety to a ConcurrentHashMap.
public class DelegatingVehicleTracker {
private final ConcurrentMap<String, Point> locations;
private final Map<String, Point> unmodifiableMap;
public DelegatingVehicleTracker(Map<String, Point> points) {
this.locations = new ConcurrentHashMap<String, Point>(points);
this.unmodifiableMap = Collections.unmodifiableMap(locations);
}
public Map<String, Point> getLocations(){
return this.unmodifiableMap; // User cannot update point(x,y) as Point is immutable
}
public Point getLocation(String id) {
return locations.get(id);
}
public void setLocation(String id, int x, int y) {
if(locations.replace(id, new Point(x, y)) == null) {
throw new IllegalArgumentException("invalid vehicle name: " + id);
}
}
}
If we had used the original MutablePoint class instead of Point, we would be breaking encapsulation by letting getLocations publish a reference to mutable state that is not thread-safe. Notice that we've changed the behavior of the vehicle tracker class slightly; while the monitor version returned a snapshot of the locations, the delegating version returns an unmodifiable but “live” view of the vehicle locations. This means that if thread A calls getLocations and thread B later modifies the location of some of the points, those changes are reflected in the Map returned to thread A.
4.3.2. Independent State Variables
We can also delegate thread safety to more than one underlying state variable as long as those underlying state variables are independent, meaning that the composite class does not impose any invariants involving the multiple state variables.
VisualComponent in Listing 4.9 is a graphical component that allows clients to register listeners for mouse and keystroke events. It maintains a list of registered listeners of each type, so that when an event occurs the appropriate listeners can be invoked. But there is no relationship between the set of mouse listeners and key listeners; the two are independent, and therefore VisualComponent can delegate its thread safety obligations to two underlying thread-safe lists.
Listing 4.9. Delegating Thread Safety to Multiple Underlying State Variables.
public class VisualComponent {
private final List<KeyListener> keyListeners
= new CopyOnWriteArrayList<KeyListener>();
private final List<MouseListener> mouseListeners
= new CopyOnWriteArrayList<MouseListener>();
public void addKeyListener(KeyListener listener) {
keyListeners.add(listener);
}
public void addMouseListener(MouseListener listener) {
mouseListeners.add(listener);
}
public void removeKeyListener(KeyListener listener) {
keyListeners.remove(listener);
}
public void removeMouseListener(MouseListener listener) {
mouseListeners.remove(listener);
}
}
VisualComponent uses a CopyOnWriteArrayList to store each listener list; this is a thread-safe List implementation particularly suited for managing listener lists (see Section 5.2.3). Each List is thread-safe, and because there are no constraints coupling the state of one to the state of the other, VisualComponent can delegate its thread safety responsibilities to the underlying mouseListeners and keyListeners objects.
4.3.3. When Delegation Fails
Most composite classes are not as simple as VisualComponent: they have invariants that relate their component state variables. NumberRange in Listing 4.10 uses two AtomicIntegers to manage its state, but imposes an additional constraint—that the first number be less than or equal to the second.
Listing 4.10. Number Range Class that does Not Sufficiently Protect Its Invariants. Don't do this.
public class NumberRange {
// INVARIANT: lower <= upper
private final AtomicInteger lower = new AtomicInteger(0);
private final AtomicInteger upper = new AtomicInteger(0);
public void setLower(int i) {
//Warning - unsafe check-then-act
if(i > upper.get()) {
throw new IllegalArgumentException(
"Can't set lower to " + i + " > upper ");
}
lower.set(i);
}
public void setUpper(int i) {
//Warning - unsafe check-then-act
if(i < lower.get()) {
throw new IllegalArgumentException(
"Can't set upper to " + i + " < lower ");
}
upper.set(i);
}
public boolean isInRange(int i){
return (i >= lower.get() && i <= upper.get());
}
}
NumberRange is not thread-safe; it does not preserve the invariant that constrains lower and upper. The setLower and setUpper methods attempt to respect this invariant, but do so poorly. Both setLower and setUpper are check-then-act sequences, but they do not use sufficient locking to make them atomic. If the number range holds (0, 10), and one thread calls setLower(5) while another thread calls setUpper(4), with some unlucky timing both will pass the checks in the setters and both modifications will be applied. The result is that the range now holds (5, 4)—an invalid state. So while the underlying AtomicIntegers are thread-safe, the composite class is not. Because the underlying state variables lower and upper are not independent, NumberRange cannot simply delegate thread safety to its thread-safe state variables.
NumberRange could be made thread-safe by using locking to maintain its invariants, such as guarding lower and upper with a common lock. It must also avoid publishing lower and upper to prevent clients from subverting its invariants.
If a class has compound actions, as NumberRange does, delegation alone is again not a suitable approach for thread safety. In these cases, the class must provide its own locking to ensure that compound actions are atomic, unless the entire compound action can also be delegated to the underlying state variables.
If a class is composed of multiple independent thread-safe state variables and has no operations that have any invalid state transitions, then it can delegate thread safety to the underlying state variables.

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