I build a little application which has a render thread and some worker threads for tasks which can be made nearby the rendering, e.g. uploading files onto some server. Now in those worker threads I use different objects to store feedback information and share these with the render thread to read them for output purpose. So render = output, worker = input. Those shared objects are int, float, bool, STL string and STL list.
I had this running a few months and all was fine except 2 random crashes during output, but I learned about thread syncing now. I read int, bool, etc do not require syncing and I think it makes sense, but when I look at string and list I fear potential crashes if 2 threads attempt to read/write an object the same time. Basically I expect one thread changes the size of the string while the other might use the outdated size to loop through its characters and then read from unallocated memory. Today evening I want to build a little test scenario with 2 threads writing/reading the same object in a loop, however I was hoping to get some ideas here aswell.
I was reading about the CriticalSection in Win32 and thought it may be worth a try. Yet I am unsure what the best way would be to implement it. If I put it at the start and at the end of a read/function it feels like some time was wasted. And if I wrap EnterCriticalSection and LeaveCriticalSection in Set and Get Functions for each object I want to have synced across the threads, it is alot of adminstration.
I think I must crawl through more references.
Okay I am still not sure how to proceed. I was studying the links provided by StackedCrooked but do still have no image of how to do this.
I put copied/modified together this now and have no idea how to continue or what to do: someone has ideas?
class CSync
{
public:
CSync()
: m_isEnter(false)
{ InitializeCriticalSection(&m_CriticalSection); }
~CSync()
{ DeleteCriticalSection(&m_CriticalSection); }
bool TryEnter()
{
m_isEnter = TryEnterCriticalSection(&m_CriticalSection)==0 ? false:true;
return m_isEnter;
}
void Enter()
{
if(!m_isEnter)
{
EnterCriticalSection(&m_CriticalSection);
m_isEnter=true;
}
}
void Leave()
{
if(m_isEnter)
{
LeaveCriticalSection(&m_CriticalSection);
m_isEnter=false;
}
}
private:
CRITICAL_SECTION m_CriticalSection;
bool m_isEnter;
};
/* not needed
class CLockGuard
{
public:
CLockGuard(CSync& refSync) : m_refSync(refSync) { Lock(); }
~CLockGuard() { Unlock(); }
private:
CSync& m_refSync;
CLockGuard(const CLockGuard &refcSource);
CLockGuard& operator=(const CLockGuard& refcSource);
void Lock() { m_refSync.Enter(); }
void Unlock() { m_refSync.Leave(); }
};*/
template<class T> class Wrap
{
public:
Wrap(T* pp, const CSync& sync)
: p(pp)
, m_refSync(refSync)
{}
Call_proxy<T> operator->() { m_refSync.Enter(); return Call_proxy<T>(p); }
private:
T* p;
CSync& m_refSync;
};
template<class T> class Call_proxy
{
public:
Call_proxy(T* pp, const CSync& sync)
: p(pp)
, m_refSync(refSync)
{}
~Call_proxy() { m_refSync.Leave(); }
T* operator->() { return p; }
private:
T* p;
CSync& m_refSync;
};
int main
{
CSync sync;
Wrap<string> safeVar(new string);
// safeVar what now?
return 0;
};
Okay so I was preparing a little test now to see if my attempts do something good, so first I created a setup to make the application crash, I believed...
But that does not crash!? Does that mean now I need no syncing? What does the program need to effectively crash? And if it does not crash why do I even bother. It seems I am missing some point again. Any ideas?
string gl_str, str_test;
void thread1()
{
while(true)
{
gl_str = "12345";
str_test = gl_str;
}
};
void thread2()
{
while(true)
{
gl_str = "123456789";
str_test = gl_str;
}
};
CreateThread( NULL, 0, (LPTHREAD_START_ROUTINE)thread1, NULL, 0, NULL );
CreateThread( NULL, 0, (LPTHREAD_START_ROUTINE)thread2, NULL, 0, NULL );
Just added more stuff and now it crashes when calling clear(). Good.
void thread1()
{
while(true)
{
gl_str = "12345";
str_test = gl_str;
gl_str.clear();
gl_int = 124;
}
};
void thread2()
{
while(true)
{
gl_str = "123456789";
str_test = gl_str;
gl_str.clear();
if(gl_str.empty())
gl_str = "aaaaaaaaaaaaa";
gl_int = 244;
if(gl_int==124)
gl_str.clear();
}
};