Chapter3 Sharing data between threads

本文探讨了多线程编程中数据共享所面临的竞态条件问题,并介绍了使用互斥锁(mutex)来保护共享数据的方法。此外,还讨论了避免死锁的策略和技术,以及如何正确地传递受保护的数据。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

3.1 Problems with sharing data between threads

If all shared data is read-only, there’s no problem, because the data read by one thread is unaffected by whether or not another thread is reading the same data. 

In concurrency, a race condition is anything where the outcome depends on the relative  ordering  of  execution  of  operations  on  two  or  more  threads;  the  threads race  to  perform  their  respective  operations.

If you’re writing multithreaded programs, race conditions can easily be the bane of your life; a great deal of the complexity in writing software that uses concurrency comes from avoiding problematic race conditions.

There are several ways to deal with problematic race conditions. 

1.The simplest option is to wrap your data structure with a protection mechanism, to ensure that only the thread actually performing a modification can see the intermediate states where the invariants are broken. 

2. Another option is to modify the design of your data structure and its invariants so that modifications are done as a series of indivisible changes, each of which preserves the invariants. This is generally referred to as  lock-free programming  and is difficult to get right.

3.  Another way of dealing with race conditions is to handle the updates to the data structure as a transaction , just as updates to a database are done within a transaction.


3.2 Protecting shared data with mutexes

Before accessing a shared data structure, you lock  the mutex associated with that data, and when you’ve finished accessing the data structure, you unlock  the mutex.

                                        Protecting a list with a mutex

#include <list>
#include <mutex>
#include <algorithm>
std::list<int> some_list;              
std::mutex some_mutex;          
void add_to_list(int new_value)
{
    std::lock_guard<std::mutex> guard(some_mutex);   
    some_list.push_back(new_value);
}
bool list_contains(int value_to_find) 
{
    std::lock_guard<std::mutex> guard(some_mutex);                        
    return std::find(some_list.begin(),some_list.end(),value_to_find)
        != some_list.end();
}
Don’t  pass  pointers  and  references  to  protected  data  outside  the  scope  of  the  lock,  whether  by
returning  them  from  a  function,  storing  them  in  externally  visible  memory,  or  passing  them  as arguments to user-supplied functions.                         

                                      Accidentally passing out a reference to protected data

class some_data
{
    int a;
    std::string b;
public:
    void do_something();
};
class data_wrapper
{
private:
    some_data data;
    std::mutex m;
public:
    template<typename Function>
    void process_data(Function func)
    {
        std::lock_guard<std::mutex> l(m);
        func(data);                            
    }
};
some_data* unprotected;
void malicious_function(some_data& protected_data)
{
    unprotected=&protected_data;
}
data_wrapper x;
void foo()
{
    x.process_data(malicious_function);   
    unprotected->do_something();                           
}
                                An outline class definition for a thread-safe stack
#include <exception>
#include <memory>                   
struct empty_stack: std::exception
{
    const char* what() const throw();
};
template<typename T>
class threadsafe_stack
{
public:
    threadsafe_stack();
    threadsafe_stack(const threadsafe_stack&);     
    threadsafe_stack& operator=(const threadsafe_stack&) = delete;   
    void push(T new_value);
    std::shared_ptr<T> pop();
    void pop(T& value);
    bool empty() const;
};

#include <exception>
#include <memory>
#include <mutex>
#include <stack>
struct empty_stack: std::exception
{
    const char* what() const throw();
};
template<typename T>
class threadsafe_stack
{
private:
    std::stack<T> data;
    mutable std::mutex m;
public:
    threadsafe_stack(){}
    threadsafe_stack(const threadsafe_stack& other)
    {
        std::lock_guard<std::mutex> lock(other.m);
        data=other.data;                             
    }
    threadsafe_stack& operator=(const threadsafe_stack&) = delete;
    void push(T new_value)
    {
        std::lock_guard<std::mutex> lock(m);
        data.push(new_value);
    }
    std::shared_ptr<T> pop()
    {
        std::lock_guard<std::mutex> lock(m);
        if(data.empty()) throw empty_stack();   
        std::shared_ptr<T> const res(std::make_shared<T>(data.top())); 
        data.pop();                                          
        return res;
    }
    void pop(T& value)
    {
        std::lock_guard<std::mutex> lock(m);
        if(data.empty()) throw empty_stack();
        value=data.top();
        data.pop();
    }
    bool empty() const
    {
        std::lock_guard<std::mutex> lock(m);
        return data.empty();
    }
};

each  of  a  pair  of  threads  needs  to  lock  both  of  a  pair  of mutexes to perform some operation, and each thread has one mutex and is waiting for  the  other.  Neither  thread  can  proceed,  because  each  is  waiting  for  the  other  to release  its  mutex.  This  scenario  is  called deadlock,  and  it’s  the  biggest  problem  with having to lock two or more mutexes in order to perform an operation.

                             Using  std::lock() and std::lock_guard  in a swap operation

class some_big_object;
void swap(some_big_object& lhs,some_big_object& rhs);
class X
{
private:
    some_big_object some_detail;
    std::mutex m;
public:
    X(some_big_object const& sd):some_detail(sd){}
    friend void swap(X& lhs, X& rhs)
    {
        if(&lhs==&rhs)
            return;
        std::lock(lhs.m,rhs.m);               
        std::lock_guard<std::mutex> lock_a(lhs.m,std::adopt_lock);    
        std::lock_guard<std::mutex> lock_b(rhs.m,std::adopt_lock);   
        swap(lhs.some_detail,rhs.some_detail);
    }
};

std::shared_ptr<some_resource> resource_ptr;
std::once_flag resource_flag;                
void init_resource()
{
    resource_ptr.reset(new some_resource);    
}
void foo()
{
    std::call_once(resource_flag,init_resource);   
    resource_ptr->do_something();
}


Summary
In  this  chapter  I  discussed  how  problematic  race  conditions  can  be  disastrous  when sharing data between threads and how to use  std::mutex  and careful interface design to avoid them. You saw that mutexes aren’t a panacea and do have their own problems in  the  form  of  deadlock,  though  the  C++  Standard  Library  provides  a  tool  to  help avoid that in the form of std::lock(). You then looked at some further techniques for  avoiding  deadlock,  followed  by  a  brief  look  at  transferring  lock  ownership  and issues surrounding choosing the appropriate granularity for locking. Finally, I covered the alternative data-protection facilities provided for specific scenarios, such as  std::call_once(), and  boost::shared_mutex.
Chapter 4: Processor Architecture. This chapter covers basic combinational and sequential logic elements, and then shows how these elements can be combined in a datapath that executes a simplified subset of the x86-64 instruction set called “Y86-64.” We begin with the design of a single-cycle datapath. This design is conceptually very simple, but it would not be very fast. We then introduce pipelining, where the different steps required to process an instruction are implemented as separate stages. At any given time, each stage can work on a different instruction. Our five-stage processor pipeline is much more realistic. The control logic for the processor designs is described using a simple hardware description language called HCL. Hardware designs written in HCL can be compiled and linked into simulators provided with the textbook, and they can be used to generate Verilog descriptions suitable for synthesis into working hardware. Chapter 5: Optimizing Program Performance. This chapter introduces a number of techniques for improving code performance, with the idea being that programmers learn to write their C code in such a way that a compiler can then generate efficient machine code. We start with transformations that reduce the work to be done by a program and hence should be standard practice when writing any program for any machine. We then progress to transformations that enhance the degree of instruction-level parallelism in the generated machine code, thereby improving their performance on modern “superscalar” processors. To motivate these transformations, we introduce a simple operational model of how modern out-of-order processors work, and show how to measure the potential performance of a program in terms of the critical paths through a graphical representation of a program. You will be surprised how much you can speed up a program by simple transformations of the C code. Bryant & O’Hallaron fourth pages 2015/1/28 12:22 p. xxiii (front) Windfall Software, PCA ZzTEX 16.2 xxiv Preface Chapter 6: The Memory Hierarchy. The memory system is one of the most visible parts of a computer system to application programmers. To this point, you have relied on a conceptual model of the memory system as a linear array with uniform access times. In practice, a memory system is a hierarchy of storage devices with different capacities, costs, and access times. We cover the different types of RAM and ROM memories and the geometry and organization of magnetic-disk and solid state drives. We describe how these storage devices are arranged in a hierarchy. We show how this hierarchy is made possible by locality of reference. We make these ideas concrete by introducing a unique view of a memory system as a “memory mountain” with ridges of temporal locality and slopes of spatial locality. Finally, we show you how to improve the performance of application programs by improving their temporal and spatial locality. Chapter 7: Linking. This chapter covers both static and dynamic linking, including the ideas of relocatable and executable object files, symbol resolution, relocation, static libraries, shared object libraries, position-independent code, and library interpositioning. Linking is not covered in most systems texts, but we cover it for two reasons. First, some of the most confusing errors that programmers can encounter are related to glitches during linking, especially for large software packages. Second, the object files produced by linkers are tied to concepts such as loading, virtual memory, and memory mapping. Chapter 8: Exceptional Control Flow. In this part of the presentation, we step beyond the single-program model by introducing the general concept of exceptional control flow (i.e., changes in control flow that are outside the normal branches and procedure calls). We cover examples of exceptional control flow that exist at all levels of the system, from low-level hardware exceptions and interrupts, to context switches between concurrent processes, to abrupt changes in control flow caused by the receipt of Linux signals, to the nonlocal jumps in C that break the stack discipline. This is the part of the book where we introduce the fundamental idea of a process, an abstraction of an executing program. You will learn how processes work and how they can be created and manipulated from application programs. We show how application programmers can make use of multiple processes via Linux system calls. When you finish this chapter, you will be able to write a simple Linux shell with job control. It is also your first introduction to the nondeterministic behavior that arises with concurrent program execution. Chapter 9: Virtual Memory. Our presentation of the virtual memory system seeks to give some understanding of how it works and its characteristics. We want you to know how it is that the different simultaneous processes can each use an identical range of addresses, sharing some pages but having individual copies of others. We also cover issues involved in managing and manipulating virtual memory. In particular, we cover the operation of storage allocators such as the standard-library malloc and free operations. CovBryant & O’Hallaron fourth pages 2015/1/28 12:22 p. xxiv (front) Windfall Software, PCA ZzTEX 16.2 Preface xxv ering this material serves several purposes. It reinforces the concept that the virtual memory space is just an array of bytes that the program can subdivide into different storage units. It helps you understand the effects of programs containing memory referencing errors such as storage leaks and invalid pointer references. Finally, many application programmers write their own storage allocators optimized toward the needs and characteristics of the application. This chapter, more than any other, demonstrates the benefit of covering both the hardware and the software aspects of computer systems in a unified way. Traditional computer architecture and operating systems texts present only part of the virtual memory story. Chapter 10: System-Level I/O. We cover the basic concepts of Unix I/O such as files and descriptors. We describe how files are shared, how I/O redirection works, and how to access file metadata. We also develop a robust buffered I/O package that deals correctly with a curious behavior known as short counts, where the library function reads only part of the input data. We cover the C standard I/O library and its relationship to Linux I/O, focusing on limitations of standard I/O that make it unsuitable for network programming. In general, the topics covered in this chapter are building blocks for the next two chapters on network and concurrent programming. Chapter 11: Network Programming. Networks are interesting I/O devices to program, tying together many of the ideas that we study earlier in the text, such as processes, signals, byte ordering, memory mapping, and dynamic storage allocation. Network programs also provide a compelling context for concurrency, which is the topic of the next chapter. This chapter is a thin slice through network programming that gets you to the point where you can write a simple Web server. We cover the client-server model that underlies all network applications. We present a programmer’s view of the Internet and show how to write Internet clients and servers using the sockets interface. Finally, we introduce HTTP and develop a simple iterative Web server. Chapter 12: Concurrent Programming. This chapter introduces concurrent programming using Internet server design as the running motivational example. We compare and contrast the three basic mechanisms for writing concurrent programs—processes, I/O multiplexing, and threads—and show how to use them to build concurrent Internet servers. We cover basic principles of synchronization using P and V semaphore operations, thread safety and reentrancy, race conditions, and deadlocks. Writing concurrent code is essential for most server applications. We also describe the use of thread-level programming to express parallelism in an application program, enabling faster execution on multi-core processors. Getting all of the cores working on a single computational problem requires a careful coordination of the concurrent threads, both for correctness and to achieve high performance翻译以上英文为中文
08-05
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值