I am about to implement a worker thread with work item queuing, and while I was thinking about the problem, I wanted to know if I'm doing the best thing.
The thread in question will have to have some thread local data (preinitialized at construction) and will loop on work items until some condition will be met.
pseudocode:
volatile bool run = true;
int WorkerThread(param)
{
localclassinstance c1 = new c1();
[other initialization]
while(true) {
[LOCK]
[unqueue work item]
[UNLOCK]
if([hasWorkItem]) {
[process data]
[PostMessage with pointer to data]
}
[Sleep]
if(!run)
break;
}
[uninitialize]
return 0;
}
I guess I will do the locking via critical section, as the queue will be std::vector or std::queue, but maybe there is a better way.
The part with Sleep doesn't look too great, as there will be a lot of extra Sleep with big Sleep values, or lot's of extra locking when Sleep value is small, and that's definitely unnecessary.
But I can't think of a WaitForSingleObject friendly primitive I could use instead of critical section, as there might be two threads queuing work items at the same time. So Event, which seems to be the best candidate, can loose the second work item if the Event was set already, and it doesn't guarantee a mutual exclusion.
Maybe there is even a better approach with InterlockedExchange kind of functions that leads to even less serialization.
P.S.: I might need to preprocess the whole queue and drop the obsolete work items during the unqueuing stage.
Mutex, event, conditional variables and semaphores are all synchronization primitives.
The lock keyword is a C# shortcut for using the System. Threading. Monitor class, which is a heavyweight primitive. The members of the Monitor class are static, which is why you must provide a lock object—this tells the Monitor class which critical region a Task is trying to enter.
Thread synchronization is the concurrent execution of two or more threads that share critical resources. Threads should be synchronized to avoid critical resource use conflicts. Otherwise, conflicts may arise when parallel-running threads attempt to modify a common variable at the same time.
There are a multitude of ways to do this.
One option is to use a semaphore for the waiting. The semaphore is signalled every time a value is pushed on the queue, so the worker thread will only block if there are no items in the queue. This will still require separate synchronization on the queue itself.
A second option is to use a manual-reset event which is set when there are items in the queue and cleared when the queue is empty. Again, you will need to do separate synchronization on the queue.
A third option is to have an invisible message-only window created on the thread, and use a special WM_USER
or WM_APP
message to post items to the queue, attaching the item to the message via a pointer.
Another option is to use condition variables. The native Windows condition variables only work if you're targetting Windows Vista or Windows 7, but condition variables are also available for Windows XP with Boost or an implementation of the C++0x thread library. An example queue using boost condition variables is available on my blog: http://www.justsoftwaresolutions.co.uk/threading/implementing-a-thread-safe-queue-using-condition-variables.html
It is possible to share a resource between threads without using blocking locks at all, if your scenario meets certain requirements.
You need an atomic pointer exchange primitive, such as Win32's InterlockedExchange. Most processor architectures provide some sort of atomic swap, and it's usually much less expensive than acquiring a formal lock.
You can store your queue of work items in a pointer variable that is accessible to all the threads that will be interested in it. (global var, or field of an object that all the threads have access to)
This scenario assumes that the threads involved always have something to do, and only occasionally "glance" at the shared resource. If you want a design where threads block waiting for input, use a traditional blocking event object.
Before anything begins, create your queue or work item list object and assign it to the shared pointer variable.
Now, when producers want to push something onto the queue, they "acquire" exclusive access to the queue object by swapping a null into the shared pointer variable using InterlockedExchange. If the result of the swap returns a null, then somebody else is currently modifying the queue object. Sleep(0) to release the rest of your thread's time slice, then loop to retry the swap until it returns non-null. Even if you end up looping a few times, this is many. many times faster than making a kernel call to acquire a mutex object. Kernel calls require hundreds of clock cycles to transition into kernel mode.
When you successfully obtain the pointer, make your modifications to the queue, then swap the queue pointer back into the shared pointer.
When consuming items from the queue, you do the same thing: swap a null into the shared pointer and loop until you get a non-null result, operate on the object in the local var, then swap it back into the shared pointer var.
This technique is a combination of atomic swap and brief spin loops. It works well in scenarios where the threads involved are not blocked and collisions are rare. Most of the time the swap will give you exclusive access to the shared object on the first try, and as long as the length of time the queue object is held exclusively by any thread is very short then no thread should have to loop more than a few times before the queue object becomes available again.
If you expect a lot of contention between threads in your scenario, or you want a design where threads spend most of their time blocked waiting for work to arrive, you may be better served by a formal mutex synchronization object.
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