Mutex does not work as I expected - mutex

My Environment: C++ Builder XE4.
I am using Mutex. In the following code, I expect that while Timer1 would acquire mutex, Timer2 process would be skipped. However, Timer2 process was not skipped at all.
What is the problem in the code?
Unit1.cpp
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
//---------------------------------------------------------------------------
String MutexName = L"Project1";
HANDLE HWNDMutex;
void __fastcall TForm1::FormShow(TObject *Sender)
{
HWNDMutex = CreateMutex(NULL, false, MutexName.c_str());
if (HWNDMutex == NULL) {
String msg = L"failed to create mutex";
OutputDebugString(msg.c_str());
}
Timer1->Enabled = false;
Timer1->Interval = 1000; // msec
Timer1->Enabled = true;
Timer2->Enabled = false;
Timer2->Interval = 200; // msec
Timer2->Enabled = true;
}
__fastcall TForm1::~TForm1()
{
CloseHandle(HWNDMutex);
}
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
if (WaitForSingleObject(HWNDMutex, INFINITE) == WAIT_TIMEOUT) {
return;
}
if (CHK_update->Checked) {
String msg = L"Timer1 " + Now().FormatString(L"yyyy/mm/dd hh:nn:ss.zzz");
Memo1->Lines->Add(msg);
}
for(int loop=0; loop<10; loop++) {
Application->ProcessMessages();
Sleep(90); // msec
}
ReleaseMutex(HWNDMutex);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer2Timer(TObject *Sender)
{
if (WaitForSingleObject(HWNDMutex, INFINITE) == WAIT_TIMEOUT) {
return;
}
if (CHK_update->Checked) {
String msg = L">>>Timer2 " + Now().FormatString(L"yyyy/mm/dd hh:nn:ss.zzz");
Memo1->Lines->Add(msg);
}
ReleaseMutex(HWNDMutex);
}
//---------------------------------------------------------------------------
Result
Timer1 2017/11/08 15:20:39.781
>>>Timer2 2017/11/08 15:20:39.786
>>>Timer2 2017/11/08 15:20:40.058
>>>Timer2 2017/11/08 15:20:40.241
>>>Timer2 2017/11/08 15:20:40.423
>>>Timer2 2017/11/08 15:20:40.603
Timer1 2017/11/08 15:20:40.796
>>>Timer2 2017/11/08 15:20:40.799
>>>Timer2 2017/11/08 15:20:41.071
>>>Timer2 2017/11/08 15:20:41.254
>>>Timer2 2017/11/08 15:20:41.436
>>>Timer2 2017/11/08 15:20:41.619
Timer1 2017/11/08 15:20:41.810
>>>Timer2 2017/11/08 15:20:41.811
>>>Timer2 2017/11/08 15:20:42.083
>>>Timer2 2017/11/08 15:20:42.265
>>>Timer2 2017/11/08 15:20:42.448
>>>Timer2 2017/11/08 15:20:42.633
I tried using TMutex with acquire() and release(), but it did not work either.

A mutex has a thread affinity and thus is re-entrant:
A mutex object is a synchronization object whose state is set to signaled when it is not owned by any thread, and nonsignaled when it is owned. Only one thread at a time can own a mutex object, whose name comes from the fact that it is useful in coordinating mutually exclusive access to a shared resource. For example, to prevent two threads from writing to shared memory at the same time, each thread waits for ownership of a mutex object before executing the code that accesses the memory. After writing to the shared memory, the thread releases the mutex object.
...
After a thread obtains ownership of a mutex, it can specify the same mutex in repeated calls to the wait-functions without blocking its execution. This prevents a thread from deadlocking itself while waiting for a mutex that it already owns. To release its ownership under such circumstances, the thread must call ReleaseMutex once for each time that the mutex satisfied the conditions of a wait function.
TTimer is a message-based timer. You have two timers running in the same thread. Which means their OnTimer events are serialized by default in relation to each other. Only one event can be running at a time (unless you do something stupid like call Application->ProcessMessages(), which is a re-entrant nightmare).
Timer2 will trigger first (4-5 times, actually), acquiring and releasing the mutex lock each time, before Timer1 triggers. Then Timer1 triggers, acquires the lock, runs a loop to pump the main UI message queue, thus allowing Timer2 to trigger again (multiple times) while Timer1Timer() is still running. Timer2 will re-acquire and release the same lock that the UI thread already has, so WaitForSingleObject() exits with WAIT_OBJECT_0 immediately. Then the loop ends and Timer1 releases the lock.
Your mutex is useless in this code. A mutex is meant for inter-thread synchronization, but you have no worker threads in this code! You have a single thread synchronizing against itself, which is redundant, and exactly the kind of deadlock-causing situation that many synchronization objects avoid by supporting re-entry.
A critical section also has a thread affinity and is re-entrant, so that is not going to help you, either:
A critical section object provides synchronization similar to that provided by a mutex object, except that a critical section can be used only by the threads of a single process.
...
When a thread owns a critical section, it can make additional calls to EnterCriticalSection or TryEnterCriticalSection without blocking its execution. This prevents a thread from deadlocking itself while waiting for a critical section that it already owns. To release its ownership, the thread must call LeaveCriticalSection one time for each time that it entered the critical section. There is no guarantee about the order in which waiting threads will acquire ownership of the critical section.
However, a semaphore would work for what you are attempting, as it does not have a thread affinity:
A semaphore object is a synchronization object that maintains a count between zero and a specified maximum value. The count is decremented each time a thread completes a wait for the semaphore object and incremented each time a thread releases the semaphore. When the count reaches zero, no more threads can successfully wait for the semaphore object state to become signaled. The state of a semaphore is set to signaled when its count is greater than zero, and nonsignaled when its count is zero.
The semaphore object is useful in controlling a shared resource that can support a limited number of users. It acts as a gate that limits the number of threads sharing the resource to a specified maximum number. For example, an application might place a limit on the number of windows that it creates. It uses a semaphore with a maximum count equal to the window limit, decrementing the count whenever a window is created and incrementing it whenever a window is closed. The application specifies the semaphore object in call to one of the wait functions before each window is created. When the count is zero—indicating that the window limit has been reached—the wait function blocks execution of the window-creation code.
...
A thread that owns a mutex object can wait repeatedly for the same mutex object to become signaled without its execution becoming blocked. A thread that waits repeatedly for the same semaphore object, however, decrements the semaphore's count each time a wait operation is completed; the thread is blocked when the count gets to zero. Similarly, only the thread that owns a mutex can successfully call the ReleaseMutex function, though any thread can use ReleaseSemaphore to increase the count of a semaphore object.
If you switch to a semaphore, your code as shown would deadlock itself as soon as Application->ProcessMessages() is called and the semaphore counter drops to 0, because of your use of INFINITE timeouts. So use smaller timeouts to prevent that.
Try this:
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
//---------------------------------------------------------------------------
HANDLE hSemaphore;
void __fastcall TForm1::FormShow(TObject *Sender)
{
hSemaphore = CreateSemaphore(NULL, 1, 1, NULL);
if (hSemaphore == NULL) {
OutputDebugString(L"failed to create semaphore");
}
Timer1->Enabled = false;
Timer1->Interval = 1000; // msec
Timer1->Enabled = true;
Timer2->Enabled = false;
Timer2->Interval = 200; // msec
Timer2->Enabled = true;
}
__fastcall TForm1::~TForm1()
{
if (hSemaphore)
CloseHandle(hSemaphore);
}
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
if (WaitForSingleObject(hSemaphore, 0) != WAIT_OBJECT_0) {
return;
}
if (CHK_update->Checked) {
String msg = L"Timer1 " + Now().FormatString(L"yyyy/mm/dd hh:nn:ss.zzz");
Memo1->Lines->Add(msg);
}
for(int loop=0; loop<10; loop++) {
Application->ProcessMessages();
Sleep(90); // msec
}
ReleaseSemaphore(hSemaphore, 1, NULL);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer2Timer(TObject *Sender)
{
if (WaitForSingleObject(hSemaphore, 0) != WAIT_OBJECT_0) {
return;
}
if (CHK_update->Checked) {
String msg = L">>>Timer2 " + Now().FormatString(L"yyyy/mm/dd hh:nn:ss.zzz");
Memo1->Lines->Add(msg);
}
ReleaseSemaphore(hSemaphore, 1, NULL);
}
//---------------------------------------------------------------------------
On a side note: beware of giving a kernel-based synchronization object a name. That allows other processes to access it and mess around with its state behind your back. Don't name objects that you don't intend to share across process boundaries! Mutexes and semaphores are namable objects.

Related

FreeRTOS mutex/binary semaphore and deadlock

I am new to FreeRTOS, so I started with what I think is a great tutorial, the one presented by Shawn Hymel. I'm also implementing the code that I'm writting in a ESP32 DevkitC V4.
However, I think that I don't understand the difference between binary semaphores and mutexes. When I run this code that tries to avoid deadlock between two tasks that use two mutexes to protect a critical section (as shown in the tutorial):
// Use only core 1 for demo purposes
#if CONFIG_FREERTOS_UNICORE
static const BaseType_t app_cpu = 0;
#else
static const BaseType_t app_cpu = 1;
#endif
//Settings
TickType_t mutex_timeout = 1000 / portTICK_PERIOD_MS;
//Timeout for any task that tries to take a mutex!
//Globals
static SemaphoreHandle_t mutex_1;
static SemaphoreHandle_t mutex_2;
//**********************************************************
//Tasks
//Task A (High priority)
void doTaskA(void*parameters){
while(1){
//Take mutex 1
if( xSemaphoreTake(mutex_1, mutex_timeout) == pdTRUE){
Serial.println("Task A took mutex 1");
vTaskDelay(1 / portTICK_PERIOD_MS);
//Take mutex 2
if(xSemaphoreTake(mutex_2, mutex_timeout) == pdTRUE){
Serial.println("Task A took mutex 2");
//Critical section protected by 2 mutexes
Serial.println("Task A doing work");
vTaskDelay(500/portTICK_PERIOD_MS); //simulate that critical section takes 500ms
} else {
Serial.println("Task A timed out waiting for mutex 2. Trying again...");
}
} else {
Serial.println("Task A timed out waiting for mutex 1. Trying again...");
}
//Return mutexes
xSemaphoreGive(mutex_2);
xSemaphoreGive(mutex_1);
Serial.println("Task A going to sleep");
vTaskDelay(500/portTICK_PERIOD_MS);
//Wait to let other task execute
}
}
//Task B (low priority)
void doTaskB(void * parameters){
while(1){
//Take mutex 2 and wait to force deadlock
if(xSemaphoreTake(mutex_2, mutex_timeout)==pdTRUE){
Serial.println("Task B took mutex 2");
vTaskDelay(1 / portTICK_PERIOD_MS);
if(xSemaphoreTake(mutex_1, mutex_timeout) == pdTRUE){
Serial.println("Task B took mutex 1");
//Critical section protected by 2 mutexes
Serial.println("Task B doing work");
vTaskDelay(500/portTICK_PERIOD_MS); //simulate that critical section takes 500ms
} else {
Serial.println("Task B timed out waiting for mutex 1");
}
} else {
Serial.println("Task B timed out waiting for mutex 2");
}
//Return mutexes
xSemaphoreGive(mutex_1);
xSemaphoreGive(mutex_2);
Serial.println("Task B going to sleep");
vTaskDelay(500/portTICK_PERIOD_MS);
//Wait to let other task execute
}
}
void setup(){
Serial.begin(115200);
vTaskDelay(1000 / portTICK_PERIOD_MS);
Serial.println();
Serial.println("---FreeRTOS Deadlock Demo---");
//create mutexes
mutex_1 = xSemaphoreCreateMutex();
mutex_2 = xSemaphoreCreateMutex();
//Start task A (high priority)
xTaskCreatePinnedToCore(doTaskA, "Task A", 1500, NULL, 2, NULL, app_cpu);
//Start task B (low priority)
xTaskCreatePinnedToCore(doTaskB, "Task B", 1500, NULL, 1, NULL, app_cpu);
vTaskDelete(NULL);
}
void loop(){
}
My ESP32 starts automatically rebooting after both tasks reach their first mutex in execution, displaying this message:
---FreeRTOS Deadlock Demo---
Task A took mutex 1
Task B took mutex 2
Task A timed out waiting for mutex 2. Trying again...
assert failed: xQueueGenericSend queue.c:832 (pxQueue->pcHead != ((void *)0) || pxQueue->u.xSemaphore.xMutexHolder == ((void *)0) || pxQueue->u.xSemaphore.xMutexHolder == xTaskGetCurrentTaskHandle())
I am unable to interpret the error. However, when I change the definition of the mutexes to binary semaphores in setup():
//create mutexes
mutex_1 = xSemaphoreCreateBinary();
mutex_2 = xSemaphoreCreateBinary();
The code runs fine in the ESP32. Would anyone please explain me why this happens? Many thanks and sorry if the question wasn't adequately made, as this is my first one.
One of the key differences between semaphores and mutexes is the concept of ownership. Semaphores, don't have a thread that owns them. A higher priority thread can acquire a semaphore even if a lower priority thread has already acquired it. On the other hand, mutexes are owned by the thread that acquires them and can only be released by that thread.
In your code above, mutex_1 is acquired by Task A and mutex_2 is acquired by Task B. At this point, Task A is trying to acquire mutex_2. When it is an actual mutex, Task A cannot acquire it since it is owned by Task B. If this were a semaphore, however, Task A could acquire it from Task B. Thus clearing the deadlock.
The error here plays into that. After task A times out waiting for mutex_2, it starts to release the mutexes. It can release mutex_1 no problem because it owns it. When it tries to release mutex_2, it cannot because it is not the owner. Thus the OS throws an error because a task shouldn't try to release a mutex it doesn't own.
If you want to read a little more about the differences between mutexes and semaphores, you can check out this article.

UDP server consuming high CPU

I am observing high CPU usage in my UDP server implementation which runs an infinite loop expecting 15 1.5KB packets every milliseconds. It looks like below:
struct RecvContext
{
enum { BufferSize = 1600 };
RecvContext()
{
senderSockAddrLen = sizeof(sockaddr_storage);
memset(&overlapped, 0, sizeof(OVERLAPPED));
overlapped.hEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
memset(&sendersSockAddr, 0, sizeof(sockaddr_storage));
buffer.clear();
buffer.resize(BufferSize);
wsabuf.buf = (char*)buffer.data();
wsabuf.len = ULONG(buffer.size());
}
void CloseEventHandle()
{
if (overlapped.hEvent != INVALID_HANDLE_VALUE)
{
CloseHandle(overlapped.hEvent);
overlapped.hEvent = INVALID_HANDLE_VALUE;
}
}
OVERLAPPED overlapped;
int senderSockAddrLen;
sockaddr_storage sendersSockAddr;
std::vector<uint8_t> buffer;
WSABUF wsabuf;
};
void Receive()
{
DWORD flags = 0, bytesRecv = 0;
SOCKET sockHandle =...;
while (//stopping condition//)
{
std::shared_ptr<RecvContext> _recvContext = std::make_shared<IO::RecvContext>();
if (SOCKET_ERROR == WSARecvFrom(sockHandle, &_recvContext->wsabuf, 1, nullptr, &flags, (sockaddr*)&_recvContext->sendersSockAddr,
(LPINT)&_recvContext->senderSockAddrLen, &_recvContext->overlapped, nullptr))
{
if (WSAGetLastError() != WSA_IO_PENDING)
{
//error
}
else
{
if (WSA_WAIT_FAILED == WSAWaitForMultipleEvents(1, &_recvContext->overlapped.hEvent, FALSE, INFINITE, FALSE))
{
//error
}
if (!WSAGetOverlappedResult(sockHandle, &_recvContext->overlapped, &bytesRecv, FALSE, &flags))
{
//error
}
}
}
_recvContext->CloseEventHandle();
// async task to process _recvContext->buffer
}
}
The cpu consumption for this udp server is very high even when the packets are not being processed post receipt. How can the cpu consumption be improved here?
You've chosen about the most inefficient combination of mechanisms imaginable.
Why use overlapped I/O if you're only going to pend one operation and then wait for it complete?
Why use an event, which is about the slowest notification scheme that Windows has.
Why do you only pend one operation at a time? You're forcing the implementation to stash datagrams in its own buffers and then copy them into yours.
Why do you post the receive operation right before you're going to wait for it to complete rather than right after the previous one completes?
Why do you create a new receive context each time instead of re-using the existing buffer, event, and so on?
Use IOCP. Windows events are very slow and heavy.
Post lots of operations. You want the operating system to be able to put the datagram right in your buffer rather than having to allocate another buffer that it copies data into and out of.
Re-use your buffers and allocate all your receive buffers from a contiguous pool rather than fragmenting them throughout process memory. The memory used for your buffers has to be pinned and you want to minimize the amount of pinning needed.
Re-post operations as soon as they complete. Don't process them and then re-post. There's no reason to delay starting the operation. You can probably ignore this if you followed all the other suggestions because you wouldn't have a "spare" buffer to post anyway.
Alternatively, you can probably get away with having a thread that spins on a blocking receive operation. Just make sure your code has a loop that is as tight as possible, posting a different (already-allocated) buffer as soon as it returns after dispatching another thread to process the buffer it just filled with the receive operation.

Memory Leak using Windows ThreadPool API

I am using Windows ThreadPools in my application, and am experiencing a memory leak of 136 bytes for every call to CreateThreadPoolWork(), as seen via UMDH:
+ 1257728 ( 1286424 - 28696) 9459 allocs BackTraceB0035CC
+ 9248 ( 9459 - 211) BackTraceB0035CC allocations
ntdll!RtlUlonglongByteSwap+B52
ntdll!TpAllocWork+8D
KERNEL32!CreateThreadpoolWork+25
... My Code ...
I am using Cleanup Group, so per the documentation I am not calling CloseThreadPoolWork().
My code for handling the ThreadPool is:
typedef PTP_WORK ThreadHandle_t;
typedef PTP_WORK_CALLBACK THREAD_ENTRY_POINT_T;
static PTP_POOL pool = NULL;
static TP_CALLBACK_ENVIRON CallBackEnviron;
static PTP_CLEANUP_GROUP cleanupgroup = NULL;
int mtInitialize()
{
InitializeThreadpoolEnvironment(&CallBackEnviron);
pool = CreateThreadpool(NULL);
if (NULL == pool)
{
return -1;
}
cleanupgroup = CreateThreadpoolCleanupGroup();
if (NULL == cleanupgroup)
{
return -1;
}
SetThreadpoolCallbackPool(&CallBackEnviron, pool);
SetThreadpoolCallbackCleanupGroup(&CallBackEnviron, cleanupgroup, NULL);
return 0; // Success
}
void mtDestroy()
{
CloseThreadpoolCleanupGroupMembers(cleanupgroup, FALSE, NULL);
CloseThreadpoolCleanupGroup(cleanupgroup);
DestroyThreadpoolEnvironment(&CallBackEnviron);
CloseThreadpool(pool);
}
//Create thread
ThreadHandle_t mtRunThread(THREAD_ENTRY_POINT_T entry_point, void *thread_args)
{
PTP_WORK work = NULL;
work = CreateThreadpoolWork(entry_point, thread_args, &CallBackEnviron);
if (NULL == work) {
// CreateThreadpoolWork() failed.
return 0;
}
SubmitThreadpoolWork(work);
return work;
}
//Wait for a thread to finish
void mtWaitForThread(ThreadHandle_t thread)
{
WaitForThreadpoolWorkCallbacks(thread, FALSE);
}
Am I doing something wrong?
Any ideas why I'm leaking memory?
I'm guessing you figured it out, given your comment, but the problem is that you only call CloseThreadpoolCleanupGroupMembers() in mtDestroy().
If you have a persistent thread pool the memory will not be freed unless you call CloseThreadpoolCleanupGroupMembers() periodically. Your code and comments suggests that you do, though I can't confirm this without the code responsible for creating and destroying your thread pool.
My recommendation for persistent thread pools is to just call CloseThreadpoolWork() in the callback functions. Microsoft's recommendations work better if you're creating and destroying thread pools, but CloseThreadpoolWork() is simpler and easier than periodically calling CloseThreadpoolCleanupGroupMembers() if you're maintaining one thread pool for the life of your application.
By the way, it's safe to do both as long as you tell CloseThreadpoolCleanupGroupMembers() to cancel any pending callbacks (pass fCancelPendingCallbacks as TRUE) to ensure CloseThreadpoolWork() is called on any cleaned up work items:
You can revoke the work object’s membership only by closing it, which
can be done on an individual basis with the CloseThreadpoolWork
function. The thread pool knows that the work object is a member of
the cleanup group and revokes its membership before closing it. This
ensures that the application doesn’t crash when the cleanup group
later attempts to close all of its members. The inverse isn’t true: If
you first instruct the cleanup group to close all of its members and
then call CloseThreadpoolWork on the now invalid work object, your
application will crash.
From Windows with C++ - Thread Pool Cancellation and Cleanup

Thread Join method

class Program
{
static void Main(string[] args)
{
ParameterizedThreadStart aStart = new ParameterizedThreadStart(Addition);
Thread aThread = new Thread(aStart);
Data aData = new Data();
aData.X = 10;
aData.Y = 20;
aThread.Start(aData);
aThread.Join();
Console.WriteLine("End of the program");
}
static void Addition(object data)
{
var a = data as Data;
var b = a.X + a.Y;
a.result = b;
Console.WriteLine(a.result);
Thread.Sleep(1000);
Console.WriteLine("End of thread");
}
}
I have written an example to understand the Join method();
Can any body explain how it works ? and what is the difference between sleep and join()
Thread.Sleep
Blocks the current thread for the specified number of milliseconds.
-Thread.Join
Blocks the calling thread until a thread terminates (you don't know for how long)
Note that the Thread.Join() method only blocks the calling thread (usually the application's main thread of execution) until your thread object completes. You can still have other threads executing in the background while waiting for your specific Thread to finish executing.
http://msdn.microsoft.com/en-us/library/system.threading.thread.join.aspx
Join waits until the thread you've called it on stops. Sleep sleeps for a given time period.
It causes the currently running thread to stop execution till the time the thread it joins with stop execution.i.e joins method waits for a thread to die.

iphone - how do I make a thread runs faster

I have two methods that I need to run, lets call them metA and metB.
When I start coding this app, I called both methods without using threads, but the app started freezing, so I decided to go with threads.
metA and metB are called by touch events, so they can occur any time in any order. They don't depend on each other.
My problem is the time it takes to either threads start running. There's a lag between the time the thread is created with
[NSThread detachNewThreadSelector:#selector(.... bla bla
and the time the thread starts running.
I suppose this time is related to the amount of time required by iOS to create the thread itself. How can I speed this? If I pre create both threads, how do I make them just do their stuff when needed and never terminate? I mean, a kind of sleeping thread that is always alive and works when asked and sleeps after that?
thanks.
If you want to avoid the expensive startup time of creating new threads, create both threads at startup as you suggested. To have them only run when needed, you can have them wait on a condition variable. Since you're using the NSThread class for threading, I'd recommend using the NSCondition class for condition variables (an alternative would be to use the POSIX threading (pthread) condition variables, pthread_cond_t).
One thing you'll have to be careful of is if you get another touch event while the thread is still running. In that case, I'd recommend using a queue to keep track of work items, and then the touch event handler can just add the work item to the queue, and the worker thread can process them as long as the queue is not empty.
Here's one way to do this:
typedef struct WorkItem
{
// information about the work item
...
struct WorkItem *next; // linked list of work items
} WorkItem;
WorkItem *workQueue = NULL; // head of linked list of work items
WorkItem *workQueueTail = NULL; // tail of linked list of work items
NSCondition *workCondition = NULL; // condition variable for the queue
...
-(id) init
{
if((self = [super init]))
{
// Make sure this gets initialized before the worker thread starts
// running
workCondition = [[NSCondition alloc] init];
// Start the worker thread
[NSThread detachNewThreadSelector:#selector(threadProc:)
toTarget:self withObject:nil];
}
return self;
}
// Suppose this function gets called whenever we receive an appropriate touch
// event
-(void) onTouch
{
// Construct a new work item. Note that this must be allocated on the
// heap (*not* the stack) so that it doesn't get destroyed before the
// worker thread has a chance to work on it.
WorkItem *workItem = (WorkItem *)malloc(sizeof(WorkItem));
// fill out the relevant info about the work that needs to get done here
...
workItem->next = NULL;
// Lock the mutex & add the work item to the tail of the queue (we
// maintain that the following invariant is always true:
// (workQueueTail == NULL || workQueueTail->next == NULL)
[workCondition lock];
if(workQueueTail != NULL)
workQueueTail->next = workItem;
else
workQueue = workItem;
workQueueTail = workItem;
[workCondition unlock];
// Finally, signal the condition variable to wake up the worker thread
[workCondition signal];
}
-(void) threadProc:(id)arg
{
// Loop & wait for work to arrive. Note that the condition variable must
// be locked before it can be waited on. You may also want to add
// another variable that gets checked every iteration so this thread can
// exit gracefully if need be.
while(1)
{
[workCondition lock];
while(workQueue == NULL)
{
[workCondition wait];
// The work queue should have something in it, but there are rare
// edge cases that can cause spurious signals. So double-check
// that it's not empty.
}
// Dequeue the work item & unlock the mutex so we don't block the
// main thread more than we have to
WorkItem *workItem = workQueue;
workQueue = workQueue->next;
if(workQueue == NULL)
workQueueTail = NULL;
[workCondition unlock];
// Process the work item here
...
free(workItem); // don't leak memory
}
}
If you can target iOS4 and higher, consider using blocks with Grand Central Dispatch asynch queue, which operates on background threads which the queue manages... or for backwards compatibility, as mentioned use NSOperations inside an NSOperation queue to have bits of work performed for you in the background. You can specify exactly how many background threads you want to support with an NSOperationQueue if both operations have to run at the same time.