Verrsion 2.2
Copyright © 2003–2010 Iowa State University
Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with the Invariant Sections being Appendix B. GNU Free Documentation License, with no Front-Cover Texts, and with no Back-Cover Texts. A copy of the license is included in Appendix B. GNU Free Documentation License.
$Date: 2010-06-10 20:45:28 -0500 (Thu, 10 Jun 2010) $
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List of Examples
vprSingletonHeader()vprSingletonImp()vprSingletonHeaderWithInitFunc()vprSingletonImpWithInitFunc()vprSingletonImpLifetime()vpr::Singleton<T>For those developers new to the VR Juggler Portable Runtime (VPR), VPR provides an cross-platform, object-oriented abstraction layer to common operating system features. VPR is the key to the portability of Gadgeteer, Tweek, VR Juggler, and other middleware written at the Virtual Reality Applications Center. It has been in development since January 1997, and it has grown to be a highly portable, robust tool. Software written on top of VPR can be compiled on IRIX, Linux, Windows, FreeBSD, and Solaris, usually without modification.
Internally, VPR wraps platform-specific APIs such as BSD sockets, POSIX threads, Win32 threads, and Win32 overlapped I/O. Depending upon how it is compiled, it may also wrap the Netscape Portable Runtime (NSPR), another cross-platform OS abstraction layer written in C. By wrapping NSPR, VPR provides developers with an object-oriented interface and gains even better portability. These details are all hidden behind the classes that make up VPR, and users of VPR do not need to worry about platform-specific details as a result.
VPR is basically a collection of utility classes. As such, the biggest part of using VPR is knowing the interface for a given class. In this book, we provide high-level information about various pieces of VPR in hopes of making VPR easier to use. The book itself is designed so that readers can focus on what they need to know about VPR classes. For example, someone who wants to learn about using the VPR thread abstraction can go straight to that part of the book (i.e., Part II. Multi-Threading). Within each part, however, the chapters build up the concepts incrementally, so it is advisable, for example, to understand the basics of VPR I/O before trying to learn about the serial port abstraction.
To begin, we will cover the components of VPR that will be used for I/O programming. This includes how to use VPR sockets and serial ports. We assume that the reader has at least some familiarity with operating system programming, in particular with serial device I/O and socket I/O.
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One of the largest components of VPR is its I/O abstraction. All
I/O classes (file handles, serial ports, and sockets) share the base
class vpr::BlockIO. Reads and writes are performed using contiguous blocks
of memory (buffers). This design provides an API that closely resembles
that of the underlying operating system (with methods called
read() and write()),
but it is in contrast to stream-oriented I/O that is usually seen in
C++. Streams could be written on top of the buffered I/O classes, but
thus far, the need has not arisen. With this in mind, the design
provides an API that is immediately familiar to programmers used to
POSIX-based interfaces, but the API may seem clumsy to C++ programmers
who are accustomed to using std::ostream and
friends.
Readers interested in the implementation of the I/O component of VPR are referred to Appendix A. I/O Implementation Information. We discuss the use of the VPR socket abstraction, and we provide some insight into how the abstraction is implemented. By providing some implementation details, it is our hope that the online API reference will be easier to understand and navigate.
Opening and closing I/O devices is quite simple. There are two
methods for performing these actions:
vpr::BlockIO::open() and
vpr::BlockIO::close(). However, at the
vpr::BlockIO level, these methods are pure
virtual (i.e., abstract), and thus, the implementation varies
depending on the actual I/O device, be it a socket, serial port, or
file descriptor. Regardless of the implementation, the preconditions
for vpr::BlockIO::open() state that the
device must not already be open. For
vpr::BlockIO::close(), the device must be
open before an attempt is made to close it.
Prior to opening an I/O device, some attributes can be set.
These in turn affect how the device is opened. In the general case
of vpr::BlockIO, the only attribute that is available determines
whether the device will be opened in blocking mode or non-blocking
mode. By default, all devices open in blocking mode, and in most
cases, this is the desired mode.
The decision to use blocking or non-blocking I/O depends on
the needs of the application or library being developed on top of
VPR. While the decision can be made before opening the device, it
can also be made after the device is open using the methods
vpr::BlockIO::enableBlocking() and
vpr::BlockIO::enableNonBlocking().
Typically, the blocking/non-blocking state should be set exactly
once (either before or after opening the device). In some cases, it
is not possible to change the state after a critical “point of
no return.” Refer to Fixed Blocking State for more information on
this.
Reads and writes occur using the read()
and write() methods respectively. These
methods are overloaded for common data structures that may be used to
store the information being read or written. For example, strings are
used frequently in I/O handling, so the type std::string can be used
for easy management of string data. When reading n
bytes, the std::string object will be resized
internally by read() to ensure that it has
enough room to store the full buffer. The same is true for the
read() variant that takes a
std::vector<vpr::Unit8> object reference.
This overloaded version of read() is helpful
when dealing in arrays of bytes. Of course, the lowest level variant
of read() is the version that takes a
void* buffer. In this case, the buffer pointed to must
have at least n bytes of contiguous storage prior
to calling read().
There is also a special method called
readn() that guarantees that
n bytes will be read. (The
read() method only guarantees that it read
at most n bytes.) As such,
readn() is a blocking call, even when a
non-blocking data source is being used behind the scenes. It will not
return until all n bytes have been read or an error
occurs while reading.
Writing to an I/O object works as one might expect. The same
overloads are available for write() as are
available for read() and
readn(). The buffer passed in to
write() must be at least as big as the amount
of data to be written (in bytes), or a memory access error can
occur.
Always make sure that the buffer size matches the amount of data to be read or written. Buffer overflows have long been a source of security problems in software, and they can be avoided by managing memory carefully.
All the I/O classes in VPR have built-in statistics collection
capabilities. By default, the code is not activated so as to prevent
unwanted overhead. However, it can be enabled quite simply using the
method vpr::BlockIO::setIOStatStrategy().
This method takes a single parameter, a statistics collection object,
and invokes the correct methods whenever I/O occurs. Within the
specific implementation, any form of statistics related to reading and
writing of data may be collected.
From the name of the method in
vpr::BlockIO, we see the first indication that
a Strategy pattern [Gam95] is used to
implement the pluggable statistics collection code. All statistics
strategy classes must derive from
vpr::BaseIOStatsStrategy, and strategies can be mixed using the templated class
vpr::IOStatsStratgeyAdapter<S,
T>. Currently, the only strategy class is
vpr::BandwidthIOStatsStrategy, used for
collecting information about bandwidth usage of a given I/O
object.
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Socket programming can be a very difficult task, and the API used to write network code is difficult to understand in and of itself. The purpose of the VPR socket abstraction is thus two-fold: it abstracts the platform-specific API, and it aims to simplify the interface so that developers can focus on protocol implementations.
Readers not familiar with socket programming should consult a reference manual ([Ste98] is recommended). We do not attempt to explain the ins and outs of socket programming. Instead, we assume that readers are familiar with socket-level I/O and the ideas involved with various types of network communication.
The socket abstraction follows the concepts set forth by the
BSD sockets API,
which was also the model for the Winsock API used on Windows. In VPR,
two types of sockets may be instantiated: stream-oriented (TCP,
vpr::SocketStream) and datagram (UDP,
vpr::SocketDatagram). The helper class vpr::InetAddr
makes use of Internet Protocol (v4) addresses easier. Built on top of
vpr::SocketStream are two classes that make
writing client/server code easier:
vpr::SocketConnector and vpr::SocketAcceptor. Finally, VPR provides cross-platform data conversion
functions (see Chapter 4. Data Marshaling) to deal with
endian issues.
We begin our discussion by diving right into the common features
of sockets, as collected in the class
vpr::Socket. We assume that readers already have an understanding of
the buffered I/O concepts (see Chapter 1. Buffered I/O)
used in VPR I/O programming. The following sections cover
datagram-oriented sockets and stream-oriented sockets respectively. We
will conclude this chapter with a review of the high-level patterns
implemented for simplifying the authoring of client/server
architectures.
All socket code written using the VPR socket abstraction must use Internet Protocol (IP) addresses. The class vpr::InetAddr neatly abstracts the low-level details of using Internet addresses[1]. This class encapsulates both the IP address and the port number. It manages all the endian issues and the lookup of host names as necessary.
When constructed, a new vpr::InetAddr is
initialized to the constant value
vpr::InetAddr::AnyAddr. This value corresponds with the OS-level constant
INADDR_ANY. Typically, either a host name, a port
number, or both must be set after the object is constructed. Such
details will vary depending on the application needs. The IP address
can be set using a symbolic host name (which will be resolved through
DNS queries) or using the human-readable “dotted-decimal”
notation. The port number is set using the native byte ordering; it is
converted internally to network byte order. It is also possible to set
the host name and port number together in a single string that uses
the format “host:port”. This format is convenient when
the values for the host name and port come in as string values.
At the lowest level, all sockets have several things in common. For example, all sockets must be opened before they are used, and they must be closed when communication is complete. During communication, data is read from and written to a socket, and reads and writes may be blocking (synchronous) or non-blocking (asynchronous). All sockets are bound to a local address, and connected sockets have a remote address[2].
It is important to note that a socket does not have to be stream-oriented to be in a connected state. A datagram-oriented socket may be “connected” to a remote address so that it has a default destination. This alleviates the need to specify the destination address at every send.
These commonalities are collected into the class
vpr::Socket, which serves as the base interface for datagram- and
stream-oriented sockets. The API for this class includes methods such
as open(), close(),
send(), recv(), and
connect(). Note that
recv() and send()
are provided as analogues to read() and
write() respectively. These are included
because the BSD sockets API defines the system calls
recv(2) and send(2), in
addition to read(2) and
write(2), for use with socket file descriptors.
The extra methods are thus provided to give programmers already
familiar with the BSD sockets API an easily recognizable
interface.
Instances of vpr::Socket cannot be
created because the constructors are not public. Instances of the
concrete types vpr::SocketDatagram and
vpr::SocketStream can be used polymorphically as instances of
vpr::Socket (and
vpr::BlockIO, of course). Because the basic
operations such as read() and
write() are defined by the base class,
using the concrete socket types polymorphically could be a
convenient mechanism for mixing socket communication protocols in an
application.
Due to the semantics of sockets on Windows NT, the VPR socket
abstraction contains a slight variation of the behavior that is
available on UNIX-based systems. In Windows, once a call to
read(), write(),
accept(), etc., is made, the blocking state
of the socket is fixed[3]. That is, if the socket is a blocking socket, it will
forever remain in a blocking socket after one of these calls. The
same is true for non-blocking sockets. Furthermore, for a
stream-oriented socket that is accepting connections, the sockets
created as clients connect inherit the blocking state of the
accepting socket. The full list of methods that fix the blocking
state is as follows:
vpr::Socket::read(),
vpr::Socket::readn(),
vpr::Socket::recv(),
vpr::Socket::recvn(),
vpr::SocketDatagram::recvfrom()
vpr::Socket::write(),
vpr::Socket::send(),
vpr::SocketDatagram::sendto()
vpr::SocketStream::accept()
vpr::SocketStream::connect()
The NSPR documentation has a more complete description of this issue. We must implement our socket abstraction in this way in order to provide consistent semantics (not just consistent syntax) across platforms.
The class vpr::SocketDatagram provides VPR's abstraction to datagram-oriented
sockets, typically known as UDP (user datagram protocol) sockets.
Indeed, this class wraps the underlying operating system's
implementation of UDP sockets. The interface for
vpr::SocketDatagram extends
vpr::Socket to include the methods
sendto() and
recvfrom(), overloaded in the same way as
read() and write().
As with the operating system API, these methods are used to send a
message to a specific destination address or to receive a message from
a specific remote address, respectively.
The class vpr::SocketStream wraps the use of TCP (transmission control protocol)
sockets. TCP sockets are also known more abstractly as stream-oriented
sockets. All such sockets must be connected to a specific peer, and
thus there is no interface comparable to
vpr::SocketDatagram::sendto() or
vpr::SocketDatagram::recvfrom().
In order for connections to be made, a socket must be listening
for incoming connection requests. For that purpose, vpr::SocketStream
introduces the methods listen() (to put a
socket into a listening state) and accept()
(for accepting new connections). These work the same way as the system
calls after which they are named. However,
accept() is somewhat unique in that it takes
an unopened vpr::SocketStream object as a
parameter. The object reference is “set up” when a
successful connection occurs. Thus, when
vpr::SocketStream::accept() returns
successfully, the caller can be certain that the
vpr::SocketStream reference passed in is now a
valid, connected socket.
Finally, since stream-oriented sockets always have an accepting
socket that handles incoming connection requests,
vpr::SocketStream provides a convenience method
called openServer(). This can be used in
place of the usual open-bind-listen sequence of calls for setting up
an accepting (server) socket. Use of this method is not required for
putting a socket into a listening state; rather, it exists to shorten
user code slightly. The drawback of using it is that, in the case of
failure, the returned status will not tell the caller what stage of
setting up the listening socket failed.
Building on the foundation of stream-oriented, connected
sockets, VPR implements the Acceptor/Connector Pattern [Sch00]. The classes used in the
implementation are
vpr::SocketAcceptor and
vpr::SocketConnector. This pattern captures the concepts used in writing
stream-oriented network software. The software may use a client/server
protocol or a peer-to-peer protocol, but in either case, an initial
connection must be made to an accepting socket.
The acceptor is created using a
vpr::InetAddr object that specifies the
address on which the acceptor listens for incoming connection
requests. Once opened, the acceptor is ready to accept new
connections. The call to
vpr::SocketAcceptor::accept() uses the same
arguments and behavior as
vpr::SocketStream::accept(), so programmers
already familiar with setting up an accepting socket with
vpr::SocketStream will find
vpr::SocketAcceptor very easy to use.
The connector is designed to make non-blocking connections
easy to manage. Depending on the arguments passed to
vpr::SocketConnector::connect(), a socket
may be put into non-blocking mode if it is not already set as such.
Thus, a connection can be made “in the background” if
necessary. However, due to the semantics described in Fixed Blocking State, after a background
connection is made, the socket must remain in non-blocking mode for
the duration of its lifetime.
[1] The current implementation of
vpr::InetAddr only supports IPv4, though
support for IPv6 will be added when the need arises.
[2] Unconnected sockets may send data to a different destination at every write. They may also receive data from any remote address.
[3] UNIX-based systems allow the blocking state to be changed from blocking to non-blocking or vice versa at any time.
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Most input devices used for virtual reality systems today make use of a computer's serial port for data communication. In our experience, serial port programming is not much different than other I/O programming. Implementing the communication protocol used by a given device tends to be the hard part, and that will likely be the case regardless of the underlying hardware.
The VPR serial port abstraction is based on the concepts implemented by the standard termios serial interface used by most modern UNIX-based operating systems [Ste92]. As such, the API allows enabling and disabling of a subset of the serial device features that can be manipulated using termios directly. To provide cross-platform semantics, however, some termios features are not included because there is no corresponding capability with Win32 overlapped I/O. Furthermore, any termios settings that relate only to modems are not included in the VPR serial port abstraction.
In termios, serial ports are configured by setting or clearing a wide variety of bits in various data structures. Based on this, the VPR serial port API includes methods for enabling a feature, disabling a feature, and testing the current status of a feature. For example, the following methods deal with the hardware flow control bit:
enableHardwareFlowControl():
Enables hardware flow control (if it was not already
enabled)
disableHardwareFlowControl():
Disables hardware flow control (if it was not already
disabled)
getHardwareFlowControlState():
Returns the current state of hardware flow control (true for on,
false for off)
When changing the enabled state of a serial port feature, the
change may not take effect immediately. This is determined by the
update action setting, which is manipulated by
vpr::SerialPort::setUpdateAction(). There are
three possible states (corresponding to the enumerated type
vpr::SerialTypes::UpdateActionOption):
Now: Perform the change immediately
Drain: Perform the change after all output is transmitted
Flush: Perform the change after all output is transmitted and discard all unread input
The right setting to use may depend on the specific hardware or on the desired behavior.
The serial port abstraction is handled differently than the other I/O abstraction components. We wrap two serial port interfaces: termios and Win32 overlapped I/O. Because NSPR does not provide a serial port layer, we have to allow the termios to be used with NSPR on UNIX-based platforms. While this makes the implementation a little clumsy and the build system a little more complicated, it has little if any impact on users. The point of the abstraction is to hide the low-level details to provide a consistent interface across platforms.
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Network communication involves the transfer of data between computers, and for it to work, the two computers must be able to talk to each other using the same language. This must occur even if the two have different internal representations of the data they hold. Thus, the data must be marshaled into a common format when it is sent out and demarshaled into the local native format when it is received. VPR provides some helper functions and utility classes to simplify the efforts of network programmers.
A very common data marshaling activity is the conversion of a
multi-byte data unit from host byte order to network byte order. Such
conversions are necessary for elements of data that occupy 16 or more
bits. In VPR terms, that means the types vpr::Int16,
vpr::int32, vpr::Int64, and the unsigned
variants thereof. The interface
vpr::System provides conversion functions from host to network byte
order and vice versa for all of these types. All the functions operate
in terms of the unsigned version of the aforementioned integer types,
but they work with the signed versions as well since they simply
manipulate the actual bits. The full list of functions is as
follows:
vpr::System::Htons(): Converts a
16-bit integer from host to network byte order.
vpr::System::Ntohs(): Converts a
16-bit integer from network to host byte order.
vpr::System::Htonl(): Converts a
32-bit integer from host to network byte order.
vpr::System::Ntohl(): Converts a
32-bit integer from network to host byte order.
vpr::System::Htonll(): Converts a
64-bit integer from host to network byte order.
vpr::System::Ntohll(): Converts a
64-bit integer from network to host byte order.
Single-precision floating-point values (which occupy 32 bits of
memory) can be converted using
vpr::System::Htonl() and
vpr::System::Ntohl(). Similarly,
double-precision floating-point values (which occupy 64 bits of
memory) can be converted using
vpr::System::Htonll() and
vpr::System::Nothll().
Programmers already familiar with the operating system-level
calls such as ntohs(3) and
htonl(3) may wonder why the above functions are
named with a capital letter (i.e.,
vpr::System::Htonl() versus
vpr::System::htonl()). We have used this
naming convention because the byte order conversion functions are
preprocessor macros on some platforms, and the C preprocessor cannot
tell the difference between a method declaration and the use of a
macro. In other words, the code would not compile on platforms where
the functions are really macros.
Serializing objects is more complicated than dealing with
individual integer variables, but ultimately, a class is composed of
other data types. If the internal data types can be serialized, then
the object that holds them can be serialized as well. To enable this
functionality, VPR defines the interface
vpr::SerializableObject. It operates in terms of two other interfaces:
vpr::ObjectReader and vpr::ObjectWriter. Together, these allow an object and all the data it
aggregates to be serialized into an array of bytes that can be sent
over the network. Once received, the array can be de-serialized into a
duplicate of the original object.
The basic idea behind the object serialization interface in VPR
is the same as in Java (see the API documentation on
java.io.Serializable). An class identifies
itself as being serializable by adding
vpr::SerializableObject to its list of parent
classes. Two pure virtual methods must then be implemented:
readObject() and
writeObject(). When a class instance must be
serialized, writeObject() is invoked with an
argument that provides the class with a
vpr::ObjectWriter instance. The implementation
of writeObject() would then add the instance
data to the object writer and return. De-serializing an object occurs
in readObject() using an instance of
vpr::ObjectReader. A full class hierarchy can
be serialized and de-serialized through polymorphism. The derived
classes must simply call the parent class'
writeObject() and
readObject() methods, thus following the
class hierarchy up to the first class that identified itself as
serializable.
Because vpr::ObjectReader and vpr::ObjectWriter are abstract
types, the actual implementation of these may vary. This is similar to
the way that Java can serialize an object to a variety of data
streams. Currently, VPR can serialize a class to an array of bytes
(vpr::BufferObjectReader and
vpr::BufferObjectWriter) or to XML
(vpr::XMLObjectReader and
vpr::XMLObjectWriter). The array of bytes is suitable for network
transmission and makes sharing of classes between hosts easy.
In this part, we present the capabilities VPR provides for writing
cross-platform multi-threaded software. It is assumed that readers
already know the basics of multi-threaded programming including the
definition of thread of control. What is described here is how to use the VPR thread
interface, vpr::Thread, not how to write
multi-threaded software. For that reason, it is recommended that readers
be familiar with the following publications before continuing:
Pthreads Programming by Bradford Nichols, Dick Buttlar, and Jacqueline Proulx Farrell.
The pthread(3) manual page for your
operating system. The pthread functions are part of a POSIX standard
and will be the same across platforms.
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When considering multi-threaded programming, it is important to know that with great power comes great responsibility. The power is being able to provide multiple threads of control in a single application. The responsibility is making sure those threads get along with each other and do not step on each other's data. VR Juggler is a multi-threaded library which makes it very powerful and very complex.
As a cross-platform framework, VR Juggler uses an internal threading abstraction that provides a uniform interface to platform-specific threading implementations. That cross-platform interface is available to programmers to make applications multi-threaded without tying them to a specific operating system's threading implementation.
The threading interface in VPR is modeled after the POSIX thread
specification of POSIX.1b (formerly POSIX.4). The main difference is
that VPR's interface is object-oriented while POSIX threads (pthreads)
are procedural. The basic principles are exactly the same, however. A
function (or class method) is provided to the
vpr::Thread class, and that function is
executed in a thread of control that is independent of the creating
thread.
Threads are spawned (initialized and begin execution) when the
vpr::Thread constructor is called. That is,
when instantiating a vpr::Thread object, a new
thread of execution is created. The semantics of threads says that a
thread can begin execution at any time after being created, and this
is true with vpr::Threads. Do not make any
assumptions about when the thread will begin running. It may happen
before or after the constructor returns the
vpr::Thread object.
To pass arguments to threads, the common mechanism of
encapsulating them in a C++ struct must be used. The
function executed by the thread takes only a single argument of type
void*. An argument is not required, of course, but to
pass more than one argument to a thread, the best way to do this is to
create a structure and pass a pointer to it to the
vpr::Thread constructor.
Once a vpr::Thread object is created, it
acts as an interface into controlling the thread it encapsulates.
Thread signals can be sent, priority changes can be made, execution
can be suspended, etc. This interface is the focus of this
section.
We begin our discussion of creating threads with VPR by
explaining the use of the class vpr::Thread.
Use of vpr::Thread is intended to be easy.
Multi-threaded programming has enough complications without having a
difficult API as well. In almost all cases, thread creation can be
done in a single step, executed one of two ways:
The second appears easier, but to create the functor, parameters
to the function executed by the thread may still have to be passed.
The presence of parameters depends on the specific function being run
by the thread. In addition to the function pointer or functor,
parameters such as the priority and the stack size may be passed to
the vpr::Thread constructor, but the defaults
for the constructor are quite reasonable.
A minor issue with creating a vpr::Thread
is the concept of functors. The topic of functors will be put off
until the next section. For now, just think of them as callable
objects.
Before writing code that uses
vpr::Threads, make sure that the header file
vpr/Thread/Thread.h is included. Never include
the platform-specific headers such as
vpr/md/POSIX/Thread/ThreadPosix.h. The single
file vpr/Thread/Thread.h is all that is
required.
The following example illustrates how to create a thread that
will execute a free function called run() that
takes no arguments. The prototype for run()
is:
void run();
This will be the same across all platforms. The thread creation code is then:
vpr::Thread* thread; thread = new vpr::Thread(run);
At this point, a newly spawned thread is executing the code in
run(). It is advisable to hang onto the
variable thread so that the thread may be
controlled as necessary.
That was pretty easy. What if you want to pass one or more
arguments to run() so that its behavior can be
modified based on some variables? One approach is to define the
function so that it takes a parameter that is an aggregate type (a
struct or a class). The data needed by the function is then
collected into this aggregate type and packaged with the function
pointer. A common way to do this is as follows:
struct ThreadArgs
{
int id;
std::string name;
// And so on...
};
void run(const ThreadArgs& args)
{
// Do work ...
}
void someFunc()
{
// Other code ...
ThreadArgs args;
args.id = 50;
args.name = "My Thread";
// And so on ...
vpr::Thread* thread;
thread = new vpr::Thread(boost::bind(run, args);
}When creating a single thread, this works beautifully. If multiple threads are needed, all taking the same type of argument, there would usually have to be a separate argument structure instance for each one. A bunch of objects can be declared, or the same objects can be reused over and over.
The preceding example made use of Boost.Bind to
couple the run() function with a struct
instance. Instead of declaring a struct to bundle all the arguments
together, we could take advantage of the flexibility of Boost.Bind
to couple multiple arguments with the function. This is shown
below:
void run(int id, char* name)
{
// Do work ...
}
void someFunc()
{
// Other code ...
vpr::Thread* thread;
thread = new vpr::Thread(boost::bind(run, 50, "My Thread"));
}There is a limit to the number of parameters that can be passed in this way, so this approach must be used judiciously. We will explain more about function objects and Boost.Bind in Thread Functors.
Once we have a thread running, it is often useful to synchronize another thread so that its execution halts until the running thread has completed. This is called “joining threads”. The following example illustrates how this can be done:
vpr::Thread* thread; thread = new vpr::Thread(run); // Do other things while the thread is going ... thread->join(); // Now that the thread is done, continue.
Here, the creator of thread can be another
vpr::Thread, or it can be the main thread of
execution. In other words, any thread can create more threads and
control them. What happens in this example is that thread is created
and begins running. Meanwhile, the creator thread continues to do
some more work and then must wait for thread to
finish its work before continuing. It calls the
join() method, a blocking call, and it will
not return until thread has completed.
While it is not demonstrated here, the
join() method can take a single argument of
type void**. It is a pointer to a pointer where the
exit status of the joined thread is stored. The operating system
fills the pointed to pointer with the exit status when the thread
exits.
Sometimes, it may be necessary to suspend the execution of a
running thread and resume it again later. There are two methods in
the vpr::Thread interface that do just this.
Assuming that there is already a running thread pointed to by the
object thread, it can be suspended as
follows:
thread->suspend();
Resuming execution of the suspended thread is just as easy:
thread->resume();
If something goes wrong when suspending or resuming,
vpr::IllegalArgumentException is thrown. Otherwise, these methods return nothing
upon successful completion.
Changing the priority of a thread tells the underlying
operating system how important a thread is and gives it hints about
how to schedule the threads. If no value for the priority is given
to the constructor, all vpr::Threads are
created with the default priority for all threads. Values higher
than 0 for the priority request a higher priority when the thread is
created.
Besides being able to set the priority when the thread is
created, it is possible to query and to adjust the priority of a
running thread. Assuming that there is already a running thread
pointed to by the object thread, its priority can
be requested as follows:
int prio; thread->getPrio(&prio);
The thread's priority is stored in prio and
returned via the pointer passed to the
getPrio() method. Setting that thread's
priority is also easy:
int prio; // Assign some priority value to prio ... thread->setPrio(prio);
If something goes wrong when querying or changing the priority
of the thread,
vpr::IllegalArgumentException is thrown. Otherwise, these methods return nothing
upon successful completion.
On UNIX-based systems, a signal is sent to a process using the
kill(2) system call. With POSIX threads,
signals are sent using pthread_kill(3). VPR's
thread interface implements these ideas using a
kill() method. There are two ways to call
this method: with an argument naming the signal to be delivered to
the thread or without an argument which cancels the thread's
execution. The first of these is described in this section, and the
second is described in the next section.
A problem does arise here, unfortunately. Signals are not
supported on all operating systems (notably, Win32). The interface
is consistent, but code written on IRIX will not compile on Win32
if, for example, it sends a SIGHUP to a thread.
An improved thread interface is being designed to overcome problems
such as this one. For now, we describe this part of the interface as
though it is supported completely on all platforms.
As usual, assume there is a running thread, a pointer to which
is stored in thread. To send it a signal
(SIGINT, for example), use the
following:
thread->kill(SIGINT);
The signal will be delivered to the thread by the operating
system, and the thread is expected to handle it properly. This
version of the kill() method throws
vpr::IllegalArgumentException if an error occurs. Otherwise, this method returns
nothing upon successful compltion.
As described in the previous section, using the
kill() method with no argument cancels the
execution of the thread. When using POSIX threads, this is actually
implemented using pthread_cancel(3). The
syntax for using this method is basically the same as in the
previous section, but it is repeated to make that clear. Again
assuming that there is a running thread with a pointer to its
vpr::Thread object stored in
thread, use the following:
thread->kill();
Unlike the syntax used to send a signal to a thread, this
version of kill() does not have a return
value.
Users of POSIX threads may be wondering if the
vpr::Thread API provides a way to set
cancellation points in the code. Unfortunately, it does not at this
time. Extending the interface in this way is being considered, but
cancellation points do not have meaning with all thread
implementations.
Lastly, it is common to request the currently running thread's
identifier. This only makes sense when called from a point on that
thread's flow of execution. (In POSIX threads, this is the notion of
“self”.) The vpr::Thread API
provides a static method that can be called at any time in the
thread that is currently running. It returns a pointer to a
vpr::BaseThread (the basic type from which
vpr::Thread inherits its interface). The
syntax is as follows:
vpr::BaseThread* my_id; my_id = vpr::Thread::self();
The returned pointer can then be used to perform all of the previously described operations on the current thread.
The current threading implementation in VPR is a little
difficult to understand. The code is not complicated at all, but
because all platform-specific implementations are referred to as
vpr::Threads, the details can get lost in the
shuffle. To begin, the current list of platform-specific thread
implementation wrapper classes are:
vpr::ThreadPosix: A wrapper around
POSIX threads (both Draft 4 and Draft 10 of the standard are
supported)
vpr::ThreadNSPR: A wrapper around
Netscape Portable Runtime threads
vpr::ThreadWin32: A wrapper around
Win32 threads
The interface itself is defined in
vpr::BaseThread, and all of the above classes
inherit from that class.
The threading implementation used is chosen when VPR is
compiled. To use a certain type of thread system, be sure that the
version of VPR in use was compiled with the type of threads desired.
When the VPR build is configured, preprocessor
#define statements are made in
vpr/vprDefines.h that describe the threading
system to use. Based on that, the header file
vpr/Thread/Thread.h makes several
typedefs that set up one of the platform-specific
thread implementations to act as the
vpr::Thread interface. For example, if
compiling on Win32, the class
vpr::ThreadWin32 is typedef'd to
be vpr::Thread. Since the interface is
consistent among all the wrappers, everything works as though that
was the way it was written to behave.
The current implementation is modeled after the POSIX thread API for the most part. When designing it, we approached it with the idea that having a more complete API was more important than having a “lowest-common-denominator” API. That is, just because not all threading implementations support a specific feature does not mean that the API should suffer by not having that feature. Whether this was a good approach or not is an open debate.
VPR has a wrapper around Netscape Portable Runtime (NSPR) threads. NSPR threads do not support all the features we have, however, because they took the lowest-common-denominator approach. As with all technology, there is a trade-off in relieving some of our work load by using an existing cross-platform thread implementation: our interface becomes limited to what features that implementation provides. It remains to be seen exactly how much of VPR's threading subsystem will be removed, and those programmers who choose to use it should be careful to watch the mailing lists for discussions and announcements about changes.
In this section, we explain the concept and use of functors. A functor is a
high-level concept that encapsulates something quite simple. A functor
is defined as “something that performs an operation or a
function.” In VPR functors are used as the code executed by a
thread (refer to Threads: Using vpr::Thread for more detail
on the topic of vpr::Threads). This section
describes how to use functors for exactly that purpose.
Users of the VPR 1.0 thread API are encouraged to read this section very carefully. At the end, there is an explanation of how to update VPR 1.0 code to use the new thread functor interface. The flexibility offered by the new approach in VPR 1.1 and beyond should offer programmers many new opportunities for how they handle and utilize threads in their software.
As mentioned, a functor is used in VPR with
vpr::Threads. VPR threads utilize Boost.Function
as the functor implementation. A Boost.Function object is a callable
object, meaning that it has an overload of
operator() that takes zero or more arguments.
Earlier in Creating Threads, we saw how
to use raw function pointers. Boost.Function can wrap four different
types of callable types:
Free functions
Static class functions
Non-static member functions
Objects overloading the member function
operator()
Programmers already familiar with the use of Boost.Function and Boost.Bind can skip this entire section about thread functors. The remainder of this section is an overview of how to use Boost.Function and Boost.Bind for programmers who are unfamiliar with these tools.
Getting back to functors, a functor is simply another object type that happens to encapsulate a user-defined function. The details on how this is done are not important here. What is important to know is that a functor can be thought of as a normal function. When using them, programmers usually just implement a function and then pass the function pointer to the Boost.Function constructor. Boost.Function does the rest.
The functor must behave as a function that returns nothing and takes no parameters. In terms of function pointers, the type must be void(*)(void). A more readable form of this is the Boost.Function type: boost::function<void()>. Yet another form is the portable Boost.Function type used for older compilers: boost::function0<void>. Remember that we are not restricted to using function pointers to create functions. We are describing here callable objects that behave as functions.
If the functor needs to be passed arguments, then Boost.Bind must used to couple parameters with the functor. Those parameters will be passed into the function later when the functor is invoked. Boost.Bind is very powerful, and the full usage of it is beyond the scope of this document. We will demonstrate its use more fully later in this section, but we provide some uses in Example 5.1. Using Boost.Bind to Create Thread Functors.
Example 5.1. Using Boost.Bind to Create Thread Functors
struct ThreadArgs
{
int id;
std::string name;
};
void run1(const ThreadArgs& args);
void run2(const int id, const std::string& name);
class MyClass
{
public:
// Bind a free function with an instance of an aggregate type.
void spawnThread1()
{
ThreadArgs args = { 50, "My Thread" };
mThread = new vpr::Thread(boost::bind(run1, args));
}
// Bind a free function with an instanced of an aggregate type that
// is a data member.
void spawnThread2()
{
// Copies mArgs.
mThread = new vpr::Thread(boost::bind(run1, mArgs));
// Passes a reference to mArgs.
mThread = new vpr::Thread(boost::bind(run1, boost::ref(mArgs)));
}
// Bind a free function with multiple parameters.
void spawnThread2()
{
mThread =
new vpr::Thread(boost::bind(run2, 50,
std::string("My Thread")));
}
// Bind a static member function with an argument.
void spawnThread3()
{
mThread = new vpr::Thread(boost::bind(MyClass::staticRun, 10));
}
// Bind a non-static member function.
void spawnThread4()
{
mThread = new vpr::Thread(boost::bind(&MyClass::run, this));
}
// Bind a non-static member function with multiple parameters.
void spawnThread5()
{
mThread = new vpr::Thread(boost::bind(&MyClass::run, this,
3.14159f, 16));
}
private:
static void staticRun(int id);
void run();
void otherRun(const float someParam, short otherParam);
vpr::Thread* mThread;
ThreadArgs mArgs;
};Once a functor object exists, it is passed to the
vpr::Thread constructor, and the new thread
will execute the functor (which knows what to do with its held
callable). The end result is the same as using a normal C/C++ free
function or a static class member function, but there is one special
benefit: with functors, non-static class member functions can be
passed. In many cases, there arises a need to run a member function
in a separate thread, but making it static is infeasible or awkward.
Thus, it would be best to pass a non-static member function to the
created thread. To get access to the non-static data members,
however, the C++ this pointer must be available
to the thread. By using Boost.Bind with Boost.Function, that is all
handled behind the scenes so that passing a non-static member
function is straightforward. We have seen how to do this in the
methods MyClass::spawnThread4() and
MyClass::spawnThread5().
Before getting into specifics, there is a header file that
must be included to use Boost.Function VPR thread functors. In this
case, the header is boost/function.hpp. If
Boost.Bind is needed, then boost/bind.hpp must
be included. Finally, if boost::ref() is
needed, then boost/ref.hpp must be
included.
We have already seen examples of how to create a Boost.Function functor for a member function. In this section, we will review in more detail using Boost.Function and Boost.Bind to accomplish this. Just as with free functions, the member functions (heretofore referred to as “methods”) must have the following prototype:
void methodName();
A common example of using vpr::Thread
with a member function as the functor callable is shown in Example 5.2. Member Function for Thread Functor (1). The key aspect in this example
is the implementation of the method
MyObject::start(). The usage of Boost.Bind
here is required because the object pointer has to be bound with the
member function pointer in order for it to be invoked properly.
Fortunately, this use is very simple—much simpler than the use of
vpr::ThreadMemberFunctor<T> in VPR
1.0.
This is not the only way of using
vpr::Thread, nor is it strictly a
recommended way of using it. It is simply an example. One missing
aspect is protection of mRunning using a
synchronization primitive such as a condition variable.
Example 5.2. Member Function for Thread Functor (1)
class MyObject
{
public:
MyObject()
: mThread(NULL)
, mRunning(false)
{
}
~MyObject()
{
if ( mRunning )
{
stop();
}
if ( NULL != mThread )
{
delete mThread;
mThread = NULL;
}
}
void start()
{
mThread = new vpr::Thread(boost::bind(&MyObject::run, this));
mRunning = true;
}
void stop()
{
mRunning = false;
mThread->join();
}
private:
void run()
{
while ( mRunning )
{
// Do work ...
}
}
vpr::Thread* mThread;
bool mRunning;
};Now let us say that there is the method
MyObject::run() needs to take one or more
arguments. Boost.Bind makes this possible, and it is just as easy as
what we have seen in the previous example. We simply have to bind
the method arguments along with the this pointer,
as shown in Example 5.3. Member Function for Thread Functor (2). For the
purposes of this example, we have changed
MyObject::start() so that it takes an
argument that specifies how many iterations the thread loop will
perform before exiting.
Example 5.3. Member Function for Thread Functor (2)
void MyObject::start(const int runCount)
{
mThread = vpr::Thread(boost::bind(&MyObject::run, this, runCount));
}
void MyObject::run(const int runCount)
{
for ( int i = 0; i < runCount; ++i )
{
// Do work ...
}
}What if the thread spawning is happening externally to the
class that does the work? Once again, Boost.Bind will be necessary,
and as we will see, the usage is familiar. Instead of using
this, we use the object instance created by the
external code. We will change the declaration of
MyObject and assume that there is an
aggregate type thread_args_t declared somewhere. The
code shown in Example 5.4. Member Function for Thread Functor (3)
demonstrates how we make this happen, though it is a contrived
example. Note that the memory allocated for args
would have to be deleted at some point after the thread is done
using the data. That could be done at the end of
MyObject::run() or after the thread is
known to have completed its execution.
Example 5.4. Member Function for Thread Functor (3)
struct thread_args_t;
class MyObject
{
public:
void run(thread_args_t* args)
{
// Do work ...
}
};
void spawnThread()
{
MyObject* my_obj = new MyObject();
thread_args_t* args = new thread_args_t();
// Fill in the arguments to be passed to the thread...
vpr::Thread* thread = new vpr::Thread(boost::bind(&MyObject::run,
my_obj, args));
}Creating so many heap-allocated objects is rather a hassle.
Parameters passed to boost::bind() are copied
by default. This allows the memory to be coupled with the functor so
that it is available when the functor is invoked later. This means
that it is safe to use stack-allocated memory when calling
boost::bind(). It is not always desirable to
have all the data copied, and that is where
boost::ref() comes into the picture. In Example 5.5. Member Function for Thread Functor (4), we see an example of using
boost::ref() to create a reference to the
instance of MyObject while copying in the
object of type thread_args_t. Since
my_obj is passed by reference, the memory should
not actually be allocated on the heap. Rather, it would normally be
a data member for the class creating the thread. More generally,
my_obj cannot be deleted before the created
thread exits. If my_obj is deleted while the
thread is running, the application will crash. This is true of all
data bound to the function called by the spawned thread.
Example 5.5. Member Function for Thread Functor (4)
MyObject my_obj;
thread_args_t args;
// Fill in the arguments to be passed to the thread...
vpr::Thread* thread = new vpr::Thread(boost::bind(&MyObject::run,
boost::ref(my_obj),
args));Objects bound as parameters to a function call through
boost::bind() may be copied many, many times.
If this copying of objects will be expensive, strongly consider
using boost::ref() to prevent this from
happening. Bear in mind that memory may have to be managed
differently to ensure that the referenced bound parameter does not
get deleted prematurely.
Example 5.6. Static Member Function for Thread Functor (1)
class MyObject
{
public:
MyObject()
: mThread(NULL)
{
}
~MyObject()
{
// Need to ensure that the thread is not running.
if ( NULL != mThread )
{
delete mThread;
mThread = NULL;
}
}
void start()
{
mThread = new vpr::Thread(MyObject::run);
}
void stop()
{
// Tell the thread to exit ...
mThread->join();
}
private:
static void run()
{
// Do work ...
}
vpr::Thread* mThread;
};Example 5.7. Static Member Function for Thread Functor (2)
void MyObject::start(const int runCount)
{
mThread = vpr::Thread(boost::bind(MyObject::run, runCount));
}
void MyObject::run(const int runCount)
{
for ( int i = 0; i < runCount; ++i )
{
// Do work ...
}
}Example 5.8. Static Member Function for Thread Functor (3)
struct thread_args_t;
class MyObject
{
public:
static void run(thread_args_t* args)
{
// Do work ...
}
};
void spawnThread()
{
thread_args_t* args = new thread_args_t();
// Fill in the arguments to be passed to the thread...
vpr::Thread* thread = new vpr::Thread(boost::bind(MyObject::run,
args));
}Functors for threads can be created for non-member functions.
The process is basically the same as for using static member
functions. The only real difference is that the class scoping does
not need to be used since the non-member functions will not be in a
class. A simple example of this is shown in Example 5.9. Non-Member Function for Thread Functor. As usual, proper memory
management would be needed for the allocated
vpr::Thread object. And, of course,
parameters to the non-member function can be bound to the function
using Boost.Bind.
Example 5.9. Non-Member Function for Thread Functor
void run()
{
// Do some work ...
}
void startThread()
{
vpr::Thread* thread = new vpr::Thread(run);
}A new capability not (easily) available with VPR 1.0 is the
use of callable objects as functors. This means using an instance of
a type that overloads operator() as the
callable handled by Boost.Function. One way of doing this is shown
in Example 5.10. Callable Object for Thread Functor (1). Note that a
copy of c will be made for
use when the functor is invoked in the spawned thread.
Example 5.10. Callable Object for Thread Functor (1)
class Callable
{
public:
void operator()()
{
// Do some work ...
}
};
void startThread()
{
Callable c;
vpr::Thread* thread = new vpr::Thread(c);
}A more interesting use of a callable object would be one that
has state. There are two ways of using a stateful callable object.
The first is to use data members in the class (or struct)
declaration that are then accessed by the overload of
operator(). This is a very simple thing to do
since having data members in a class is so common.
The other is to use our old friend Boost.Bind, though it is
not as simple as in previous cases. Since Boost.Bind is designed for
binding parameters to function pointers, we have to use a proper
function pointer—or use Boost.Function. In Example 5.11. Callable Object for Thread Functor (2), we see how Boost.Bind is
used to bind the parameter value 5 to the invocation of
c.operator()(int). This is not nearly as simple
as what was shown in Example 5.10. Callable Object for Thread Functor (1),
even if data members of Callable had to be
initialized.
Example 5.11. Callable Object for Thread Functor (2)
class Callable
{
public:
void operator()(int arg)
{
// Do some work ...
}
};
void startThread()
{
Callable c;
vpr::Thread* thread =
new vpr::Thread(boost::bind(&Callable::operator(), c, 5));
}Since we are working with a callable object, it stands to
reason that we should be able to leverage Boost.Function somehow. In
Example 5.12. Callable Object for Thread Functor (3), we see how
boost::function<T> can be used to
reduce the apparent complexity of binding the parameter value 5 to
the invocation of c.operator()(int). To some,
this may look a little more friendly since there is no member
function pointer required. Ultimately, it requires slightly more
typing than the previous example. Either way, neither of these
approaches are very pleasing to the eye, but they do work. One of
these approaches may be necessary to use a legacy callable type with
vpr::Thread.
Example 5.12. Callable Object for Thread Functor (3)
class Callable
{
public:
void operator()(int arg)
{
// Do some work ...
}
};
void startThread()
{
Callable c;
vpr::Thread* thread =
new vpr::Thread(boost::bind(boost::function<void(int)>(c), 5));
}In VPR 1.0, thread functors were handled by subclasses of
vpr::BaseThreadFunctor. While this approach
worked, it was not anywhere near as flexible as what is possible
with Boost.Function and Boost.Bind. What has been presented here is
for VPR 1.1 and beyond. For those users updating from VPR 1.0, we
now present the simple process of changing code using the VPR 1.0
thread API to the VPR 1.1 API.
First, the signature for the function called by the spawned thread in VPR 1.0 took a single void* parameter. In VPR 1.1, the function takes no argument. This change was made for two reasons. First, most functions ignored this parameter, so it was wasted memory on the stack. Second, void* is a notoriously poor choice for a type since it can point to anything. C++ is a strongly typed language, and we should be taking advantage of that feature. However, since the presence of the parameter acknowledged that it was often necessary to pass data into the thread function, it is still possible to do this using Boost.Bind. What this means is that the callable invoked by the functor can have any signature, but the default behavior is for it to return nothing and take no parameters.
Next, the types
vpr::ThreadNonMemberFunctor,
vpr::ThreadMemberFunctor<T>, and
vpr::ThreadRunFunctor<T> have been
removed, as has the header file
vpr/Thread/ThreadFunctor.h. The functionality
provided by those types has been offloaded to Boost.Function
and Boost.Bind.
In so doing, the flexibility of how threads are spawned has been
increased immensely while actually making it simpler to spawn
them.
For uses of
vpr::ThreadNonMemberFunctor, quite a bit less
code has to be written to spawn a thread. We see in Example 5.13. VPR 1.0 Use of Thread Non-Member Functor how this type was
used with VPR 1.0 to spawn a thread that executed a static member
function. Then, in Example 5.14. Updated Use of Static Member Function for Thread
Functor, we see the
equivalent code using the VPR 1.1 (and newer) interface. No longer
must a functor object to instantiated on the heap and stored for
later deletion[4]. Moreover, there is no need to pass
NULL as the parameter value, though if a
parameter value is needed, then Boost.Bind must be used. Refer to
Functors from Static Member Functions for more details on
this topic.
Example 5.13. VPR 1.0 Use of Thread Non-Member Functor
#include <vpr/Thread/ThreadFunctor.h>
#include <vpr/Thread/Thread.h>
class MyClass_VPR10
{
public:
void start()
{
mFunctor =
new vpr::ThreadNonMemberFunctor(MyClass_VPR10::run, NULL);
mThread = new vpr::Thread(mFunctor);
}
private:
static void run(void* args)
{
// Do some work ...
}
vpr::ThreadNonMemberFunctor* mFunctor;
vpr::Thread* mThread;
};Example 5.14. Updated Use of Static Member Function for Thread Functor
#include <vpr/Thread.h>
class MyClass
{
public:
void start()
{
mThread = new vpr::Thread(MyClass::run);
}
private:
static void run()
{
// Do some work ...
}
vpr::Thread* mThread;
};To use a non-static member function, either
vpr::ThreadMemberFunctor<T> or
vpr::ThreadRunFunctor<T> was used with
VPR 1.0, as shown in Example 5.15. VPR 1.0 Use of Thread Member Functor. Now,
Boost.Bind comes to our rescue and vastly simplifies the code needed
to accomplish the very same thing. In Example 5.16. Updated Use of Member Function for Thread Functor, we see just
how much less code is required. The nice thing is that the
parameters that were passed to the
vpr::ThreadMemberFunctor<T> constructor
are nearly the same as what must be passed to
boost::bind(). The order for the
this pointer and the member function pointer are
simply reversed—and the NULL value for the
function argument is removed. If arguments need to be passed to the
function, pass them in as arguments to
boost::bind() after the this
pointer. Refer to Functors from (Non-Static) Member Functions for more
details on this topic.
Example 5.15. VPR 1.0 Use of Thread Member Functor
#include <vpr/Thread/ThreadFunctor.h>
#include <vpr/Thread/Thread.h>
class MyClass_VPR10
{
public:
void start()
{
mFunctor =
new vpr::ThreadMemberFunctor<MyClass_VPR10>(
this, &MyClass_VPR10::run, NUL
);
mThread = new vpr::Thread(mFunctor);
}
private:
void run(void* args)
{
// Do some work ...
}
vpr::ThreadMemberFunctor<MyClass_VPR10>* mFunctor;
vpr::Thread* mThread;
};Example 5.16. Updated Use of Member Function for Thread Functor
#include <boost/bind.hpp>
#include <vpr/Thread/Thread.h>
class MyClass
{
public:
void start()
{
mThread = new vpr::Thread(boost::bind(&MyClass::run, this));
}
private:
void run()
{
// Do some work ...
}
vpr::Thread* mThread;
};Table of Contents
When multiple processes or threads have access to the same data, synchronization of reads and writes becomes an important concern. For example, if one thread writes to a shared variable when another thread is reading, the value read will be corrupted. If two threads try to write to the same shared variable at the same time, one of the two writes will be lost. These situations can lead to unexpected, and often undesirable, program execution. For that reason, it is important to understand how to protect access to shared data so that the multi-threaded software will execute correctly.
The most important part of multi-threaded programming is proper thread synchronization so that access to shared data is controlled. Doing so results in consistency among all threads. Semaphores are a very common synchronization mechanism and have been used widely in concurrent systems. This section describes the cross-platform semaphore interface provided with and used by VPR. It does not explain what semaphores are or how to use them—it is assumed that readers are already familiar with the topic lest they probably would not be reading this chapter at all.
As with threads, a cross-platform abstraction layer has been written to provide a consistent way to use semaphores on all supported platforms. The primary goal behind the interface design is to provide the common P (acquire) and V (release) operations. The interface does include methods for read/write semaphores, but as of this writing, that part of the interface is not complete. Because of that, the use section does not cover that part of the interface. When the implementation is complete, this section will be expanded.
As always, there is a header file that must be included to use
vpr::Semaphore. This time around, the file is
vpr/Sync/Semaphore.h. Do not include any of the
platform-specific implementation files. That is all handled
appropriately within
vpr/Sync/Semaphore.h.
When creating a vpr::Semaphore object,
give the initial value that represents the number of resources being
controlled by the semaphore. If no value is given, the default is 1
which of course gives a binary semaphore. Binary semaphores are
better known as mutexes (see Mutual Exclusion: Using
vpr::Mutex for more information about mutex
use in VPR). An example of creating a simple semaphore to control
access to five resources is as follows:
vpr::Semaphore sema(5);
This creates a semaphore capable of controlling concurrent
access to five resources. At some point, if there is a need to
change the number of resources, a method called
reset() is provided. Pass the new number of resources, and
the semaphore object is updated appropriately:
sema.reset(4);
The semaphore sema now controls access to
only four resources.
Creation of a semaphore can fail, and if it does, the
vpr::Semaphore constructor throws an
exception of type
vpr::ResourceException. If creation of the semaphore succeeds, then lock and
unlock operations on that semaphore are guaranteed to
succeed.
When a thread needs to acquire access to shared data, it locks
a semaphore. In the vpr::Semaphore interface,
this is accomplished using the acquire()
method:
sema.acquire();
As expected, acquire() is a blocking
call, so if the semaphore's value is less than or equal to 0, the
thread requesting the lock will block until the semaphore's value is
greater than 0. If the acquisition of the semaphore would cause a
deadlock (because the thread already holds the semaphore lock),
vpr::DeadlockException is thrown. Otherwise, the method is guaranteed to
return when the lock is acquired.
Finally, when access to the critical section is complete, the
semaphore is released using the release()
method:
sema.release();
This method is guaranteed to return successfully.
Those who have read the Gory Details section for
vpr::Threads will find this section very
familiar. As with vpr::Threads, there are
several platform-specific semaphore implementation wrapper
classes:
vpr::SemaphoreSGI: A wrapper around
IRIX shared-arena semaphores (refer to the
usnewsema(3P) and related manual pages for
more information)
vpr::SemaphorePosix: A wrapper
around POSIX real-time semaphores (POSIX.1b, formerly
POSIX.4)
vpr::SemaphoreNSPR: An
implementation of semaphores using NSPR primitives
vpr::SemaphoreWin32: A wrapper
around Win32 semaphores
Unlike vpr::Thread, however, there is
no base interface from which these implementations inherit.
Performance decreases caused by virtual functions are avoided this
way.
The semaphore implementation used is chosen when VPR is
compiled and will always match the thread implementation being used.
When the VPR build is configured, preprocessor
#define statements are made in
vpr/vprDefines.h that describe the threading
system and thus the semaphores to use. Based on that, the header
file vpr/Sync/Semaphore.h makes several
typedefs that set up one of the platform-specific
implementations to act as the vpr::Semaphore
interface. For example, if compiling on Linux, the class
vpr::SempahorePosix is typedef'd
to vpr::Semaphore. Since the interface is
consistent among all the wrappers, everything works as though that
was the way it was written to behave.
In addition to cross-platform semaphores, VPR provides an
abstraction for cross-platform mutexes. Mutexes are a special type of
semaphore known as a binary semaphore. Exactly one thread can hold the
lock at any time. This very short section, however, is not about
mutexes but rather about the vpr::Mutex
interface provided with and used by VPR.
The cross-platform mutex abstraction in VPR is critical for
synchronizing access to shared data. Those who have read the section
on vpr::Semaphore will find this section very, very familiar. The
interface for vpr::Mutex is a subset of that
for vpr::Semaphore since mutexes are binary
semaphores. They can be locked and unlocked. That is all there is to
know. The vpr::Mutex interface does include
some methods for read/write mutexes, but this implementation is
incomplete and is not documented here for that reason. When the
implementation is finished, this documentation will be
expanded.
The header file to include for using
vpr::Mutex is
vpr/Sync/Mutex.h. As with other classes
discussed in this chapter, it is important not to include the
platform-specific header files.
When creating a vpr::Mutex object,
there are no special parameters to pass or considerations to be
made. An example of creating a mutex is as follows:
vpr::Mutex mutex;
Creation of a mutex can fail, and if it does, the
vpr::Mutex constructor throws an exception of
type vpr::ResourceException. If creation of the mutex succeeds, then lock and
unlock operations on that mutex are guaranteed to succeed.
When a thread needs to acquire access to shared data, it can
lock a mutex. In the vpr::Mutex interface,
this is accomplished using the acquire()
method:
mutex.acquire();
As expected, acquire() is a blocking
call, so if the mutex is already locked by another thread, the
thread requesting the lock will block until the mutex is released by
the other thread. If the acquisition of the mutex would cause a
deadlock (because the thread already holds the mutex),
vpr::DeadlockException is thrown. Otherwise, the method is guaranteed to
return when the lock is acquired.
If there is a need to lock a mutex only when the call would
not block, a method is provided to do this. It
is called tryAcquire(), and it will not
block if the mutex is already locked. It works as follows:
const bool locked = mutex.tryAcquire();
If the mutex is locked, true is returned.
Otherwise, false is returned. The call does not
block.
In addition to conditional locking, the state of a mutex can
be tested to see if it is locked or unlocked. This is done using the
test() method as follows:
const bool locked = mutex.test();
If the mutex is not locked,
false is returned. Otherwise,
true is returned.
When access to the critical section is complete, a locked
mutex is released using the release()
method:
mutex.release();
This method is guaranteed to return successfully.
Those who have read the Gory Details sections for
vpr::Threads or for
vpr::Semaphores will find this last section
very familiar (and probably uninteresting at this point). As with
vpr::Threads and
vpr::Semaphores, there are several
platform-specific mutex implementation wrapper classes:
vpr::MutexSGI: A wrapper around
IRIX shared-arena mutexes (refer to the
usnewlock(3P) and related manual pages for
more information)
vpr::MutexPosix: A wrapper around
POSIX real-time mutexes (POSIX.1b, formerly POSIX.4)
vpr::MutexNSPR: A wrapper around
NSPR mutexes
vpr::MutexWin32: A wrapper around
Win32 mutexes
Similar to vpr::Semaphore, there is no
base interface from which these implementations inherit. Performance
issues caused by virtual functions are avoided by doing this.
The mutex implementation used is chosen when VPR is compiled
and will always match the thread implementation being used. When the
VPR build is configured, preprocessor #define
statements are made in vpr/vprDefines.h that
describe the threading system and thus the mutexes to use. Based on
that, the header file vpr/Sync/Mutex.h makes
several typedefs that set up one of the
platform-specific implementations to act as the
vpr::Mutex interface. For example, if
compiling on Solaris, the class
vpr::MutexPosix is typedef'd to
be vpr::Mutex. Since the interface is
consistent among all the wrappers, everything works as though that
was the way it was written to behave.
Condition variables are a helpful extension to mutexes. Every condition variable has an associated mutex, and thus they can be used to control mutually exclusive access to some resource. A condition variable adds the ability to test a condition and wait for its state to change in some meaningful way. Waiting threads are awakened when the state of the variable changes or when a time interval expires. When awoken, the relevant condition is tested. If the state has changed to the desired result, the thread continues its execution. If not, it goes back into the waiting state until it is awakened again to repeat the process.
The interface for
vpr::CondVar is very similar to that of
vpr::Mutex. This is because every instance of
vpr::CondVar contains an instance of
vpr::Mutex. Thus, acquiring and releasing a
condition variable actually acquires and releases the contained
mutex.
The header file to include for using
vpr::CondVar is
vpr/Sync/CondVar.h. As with other classes
discussed in this chapter, it is important not to include the
platform-specific header files.
When creating a vpr::CondVar object,
there are no special parameters to pass or considerations to be
made. An example of creating a condition variable is as
follows:
vpr::CondVar cv;
Creation of a condition variable can fail, and if it does, the
vpr::CondVar constructor throws an exception
of type
vpr::ResourceException. If creation of the condition variable succeeds, then
lock and unlock operations on that condition variable are guaranteed
to succeed.
In addition to the vpr::CondVar
instance, there is usually some associated variable whose value will
be tested and modified by various threads. For our purposes, we will
use a boolean variable:
bool state_var;
When a thread needs to acquire access to shared data, it can
lock a condition variable. In the
vpr::CondVar interface, this is accomplished
using the acquire() method:
cv.acquire();
As expected, acquire() is a blocking
call, so if the condition variable's mutex is already locked by
another thread, the thread requesting the lock will block until the
mutex is released by the other thread. If the acquisition of the
condition variable's lock would cause a deadlock (because the thread
already holds the lock),
vpr::DeadlockException is thrown. Otherwise, the method is guaranteed to
return when the lock is acquired.
If there is a need to lock a condition variable's mutex only
when the call would not block, a method is
provided to do this. It is called
tryAcquire(), and it will not block if the
mutex is already locked. It works as follows:
const bool locked = cv.tryAcquire();
If the condition variable's mutex is locked,
true is returned. Otherwise,
false is returned. The call does not
block.
When access to the critical section is complete, a locked
condition variable is released using the
release() method:
cv.release();
This method is guaranteed to return successfully.
Prior to calling
vpr::CondVar::release(), it is almost
always necessary to call
vpr::CondVar::signal() (or
vpr::CondVar::broadcast()) to inform any
waiting threads that the condition on which they are waiting may
have changed. The next section describes this procedure in greater
detail.
So far, we have seen how to lock and unlock a condition
variable, but we have not seen how to use a
condition variable. Let us say that we have two threads running
concurrently. One thread is performing an operation, and the other
thread must wait until that operation is complete. Condition
variables work wonderfully in such a situation. For the following
description, we will call the first thread the worker thread and the
second thread the waiting thread. For the example, we will use the
condition variable cv and the boolean flag
state_var, introduced above. Initially,
state_var will be set to false
to indicate that the worker thread has not done its job yet.
While it may seem more logical to focus on the worker thread
first, our example will flow better if we start with the waiting
thread. That way, the waiting thread can be in its waiting state
(at least conceptually) when we talk about the worker thread. The
waiting thread will of course be waiting for the condition (the
value of state_var) to change.
In order for the waiting thread to be waiting, it must have
tested the value of state_var. Because
state_var is shared data, the condition
variable must be locked before it can read the current value of
state_var. Depending on the current value, the
waiting thread will either wait or continue its execution. The
usual process for doing this is shown below:
cv.acquire();
{
while ( state_var == false )
{
cv.wait();
}
}
cv.release();The call to vpr::CondVar::wait() is
special: the mutex associated with cv is
unlocked so that other threads can manipulate
state_var, but the waiting thread will block.
When the waiting thread is awakened, it will regain the lock it
previously held on the condition variable. The thread will test
state_var again, and if its value is now
true, the waiting thread will exit the loop and
release the condition variable. If the value of
state_var is still false,
the waiting thread will go back to its waiting state.
The worker thread has some task to perform that is critical
to the proper execution of the two active threads. In order to
inform the waiting thread about the current status of the task, we
will use the condition variable cv and the
boolean flag state_var, shown above. While the
worker thread is performing its task, it must hold the lock on the
condition variable, as shown below:
cv.acquire();
{
// Perform our critical task ...
state_var = true;
cv.signal();
}
cv.release();Once the “critical task” is complete, the value
of state_var is changed to
true to indicate that the job is done. Then,
vpr::CondVar::signal() is invoked. This
will wake up the waiting thread, and the condition variable is
released. The result is that the waiting thread will wake up to
discover that the job has been completed, and it will continue
with its execution.
The method vpr::CondVar::signal()
will wake up at most one waiting thread. Which thread is
awakened is determined by the operating system scheduling
algorithms. To wake up all threads, use
vpr::CondVar::broadcast(). Of course,
each waiting thread will have to wait its turn to get exclusive
access to test the condition, but this can be useful when it is
known that many threads are all waiting on the same
result.
VPR contains an abstraction for allowing cross-platform signal handling. The interface is based on that used in the ADAPTIVE Communication Environment (ACE). The basic idea is that a set of signals is associated with a signal handler. The handler is registered with the operating system, and whenever one of the signals in the signal set is delivered to the process (thread), the handler is invoked.
The signal set is encapsulated within an instance of
vpr::SignalSet, and a signal handler is simply a
callback function. The two are combined using the concept of a signal
action which is implemented in the class
vpr::SignalAction. The signal action registers
the handler for the given set of signals with the operating
system.
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The simulated sockets (often referred to as “sim sockets”) in VPR are designed to allow testing of network algorithms without requiring the use of a physical computer network. All communication between “nodes” occurs in memory by simulating the actual process of sending and receiving data on a network. This is done through a discrete event simulation where the events are the arrival of a message (packet) at a node in the network. Because we have chosen the message arrival event as the step size, the simulation can proceed at a very high rate. Within the network, timing calculations are performed so that messages are delivered based on the constraints of the network (bandwidth and transmission latency are the primary constraints in the current version).
The interface for sim sockets is identical to that of the
operating system abstraction layer for sockets, namely
vpr::Socket,
vpr::SocketStream, and
vpr::SocketDatagram. Indeed, user code actually
uses instances of those classes. The use of sim sockets versus real
sockets is made when VPR is compiled, in the same way that the
threading abstraction (NSPR versus POSIX versus Win32) is chosen at
compile time. Ideally, user code should not have to change at all to
use sim sockets, thus making it possible to test network algorithms
with exactly the same code as would be used with real sockets.
Of course, the real world is not ideal. While it is very true
that most code does not have to change to use sim sockets, there is
one major exception. Because the sim sockets are based on an
event-driven simulation, something must be driving the simulation.
When using sim sockets, user code must have a separate thread running
that makes use of the singleton
vpr::sim::Controller. The thread contains a
loop that invokes
vpr::sim::Controller::processNextEvent() or
vpr::sim::Controller::processEvents() at each
iteration.
Another aspect of the current sim socket implementation is that it is designed to execute in a single thread using non-blocking socket semantics. We have chosen this design because we felt that the complexity of writing a multi-threaded socket simulation that allowed sockets to block would be far too difficult. Future versions may allow blocking or non-blocking semantics to be chosen by user code, but such a feature is not expected in the near future.
The implementation of the sim socket code is based on the Boost Graph Library. Vertices represent network nodes (also known as hosts), and edges represent network lines. The network topology is constructed using output from the Tiers software. Once constructed, an in-memory network serves as the backend for the higher level socket API. Messages (blocks of memory) are passed between nodes until they reach their destination.
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Globally unique identifiers (GUIDs), also known as universally
unique identifiers (UUIDs), provide 128-bit identifiers that are
guaranteed to be unique (speaking statistically). These are based on an
Internet draft written by Paul L. Leach at Microsoft. The likelihood of
two identifiers being the same varies depending on the generation
mechanism used. In VPR, we define the type
vpr::GUID as a cross-platform wrapper around the process of
generating GUIDs and the process of serializing GUIDs for network
transmission.
Creating GUIDs is easy. The default
vpr::GUID constructor will create a
“null” GUID. A fresh identifier can be generated by
invoking the method vpr::GUID::generate() on
the newly created null GUID. To create a constant GUID, the string
representation of the GUID can be passed to the
vpr::GUID constructor. Such a string can be
created using a command-line utility such as
uuidgen.
The GUID specification describes creating identifiers using a
“namespace” concept. The last
vpr::GUID constructor takes two arguments: a
namespace GUID and a string name. The namespace GUID is the same for
all GUIDs created in the namespace. The string name is used to create
a hash value that makes the GUID unique for that name within the
namespace. The full algorithm and semantics of GUID namespaces are
beyond the scope of this document, but the functionality is provided
to offer a complete (cross-platform) implementation of the
specification.
The vpr::GUID interface provides
overloaded methods for comparison operations (equality and less-than)
between two vpr::GUID instances. A function is
also provided for generating a hash value for a given GUID so that
they may be used in STL indexed containers.
Serialization of vpr::GUID objects uses
the same mechanisms described in Chapter 4. Data Marshaling.
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The vpr::Interval class defines a high-resolution interval that is based on
an unsigned, always-increasing counter. These intervals are only valid
for about twelve (12) hours, which implies that they are only useful for
a range of roughly six hours. When the internal counter reaches its
maximum value, the interval overflows. The overloaded
operator- will deal with overflows so that two
intervals can be compared.
Intervals are constructed with a constant value and a time unit, either microseconds, milliseconds, or seconds. Otherwise, an empty interval (whose internal counter is initialized to zero) can be created using the default value. The internal counter of any interval instance is modified using one of the “setter” methods.
The set methods take various forms. For example, the method
vpr::Interval::setNow() sets the internal
counter to the current time. The variants of
vpr::Interval::set() (including
vpr::Interval::setf() and
vpr::Interval::setd()) set the counter to an
explicit value. As with the constructor, these take a second argument
that determines the time units. There are helper methods such as
vpr::Interval::sec(vpr::Uint64) and
vpr::Interval::usecf(float) that use the
correct time unit internally. Use of these can be less error prone
than giving both the time and the unit, but which version to use is up
to the user.
The value of an interval is queried to return using a specific
time unit. For example,
vpr::Interval::msecf() returns the interval
value as a floating-point number representing milliseconds. The
“base” counter value can be returned. Conceptually, this
is a unit-less value. Strictly speaking, its units are defined by
platform-specific details that determine how accurate the counter can
be.
Mathematical operations can be performed on
vpr::Interval instances. The allow addition,
subtraction, and comparison. As mentioned above, the overloaded
subtraction operator will deal with overflow to allow proper
comparison of two vpr::Interval instances.
However, users should always bear in mind the fact that the intervals
are only good for ranges of about six (6) hours.
A singleton is a common design pattern
[Gam95]. VPR offers two ways to implement
a singleton, both of which come from the header
vpr/Util/Singleton.h. Libraries such as Loki offer other
approaches.
The first way of creating a singleton using VPR is to use the C
preprocessor approach. In this case, we utilize two macros:
vprSingletonHeader() and vprSingletonImp(). One goes in the class declaration (in the header file),
and the other goes with the class definition (in the
.cpp file). The basic usage of these macros is
shown in Example 11.1. Use of vprSingletonHeader() and Example 11.2. Use of vprSingletonImp().
Example 11.1. Use of vprSingletonHeader()
#include <boost/noncopyable.hpp>
#include <vpr/Util/Singleton.h>
class MySingleton : boost::noncopyable
{
public:
// Public operations ...
void doSomething();
private:
// Prevent instantiation by user code.
MySingleton()
{
// Some constructor actions ...
}
// Bring in the singleton declaration pieces.
vprSingletonHeader(MySingleton);
};Example 11.2. Use of vprSingletonImp()
#include "MySingleton.h"
// Bring in the singleton definition pieces.
vprSingletonImp(MySingleton);
void MySingleton::doSomething()
{
// Do something ...
}In some cases, an object may need to perform some initialization
steps after being instantiated. In that case, use the macro
vprSingletonHeaderWithInitFunc() instead of vprSingletonHeader() and
vprSingletonImpWithInitFunc() instead of vprSingletonImp(). An
example of this is shown in Example 11.3. Use of
vprSingletonHeaderWithInitFunc() and Example 11.4. Use of vprSingletonImpWithInitFunc(). The initialization
method must take no parameters and return nothing.
Example 11.3. Use of
vprSingletonHeaderWithInitFunc()
#include <boost/noncopyable.hpp>
#include <vpr/Util/Singleton.h>
class MySingleton : boost::noncopyable
{
public:
// Public operations ...
void doSomething();
private:
// Prevent instantiation by user code.
MySingleton()
{
// Some constructor actions ...
}
void init()
{
// Perform initialization operations ...
}
// Bring in the singleton declaration pieces.
vprSingletonHeaderWithInitFunc(MySingleton, init);
};Example 11.4. Use of vprSingletonImpWithInitFunc()
#include "MySingleton.h"
// Bring in the singleton definition pieces.
vprSingletonImp(MySingleton);
void MySingleton::doSomething()
{
// Do something ...
}In VPR 1.1 and beyond, the destructor for singleton objects is
called when the application exits. This can result in some undesirable
behavior if one singleton depends on another, thus meaning that the
order in which they are deleted can make a difference. Without any
specific ordering being imposed, singleton objects are deleted in the
reverse order in which they were instantiated. Since it is not always
possible to control the order of instantiation, it can be useful to
control the order of destruction. This can be done by setting the
“lifetime” or “longevity” of a singleton. The
higher the longevity, the later that the singleton will be deleted when
the application is exiting. This is accomplished using either
vprSingletonImpLifetime() or
vprSingletonImpLifetimeWithInitFunc(). The macro used must be paired with either
vprSingletonHeader() or
vprSingletonHeaderWithInitFunc(). Usage of
vprSingletonImpLifetime() is shown in Example 11.5. Use of vprSingletonImpLifetime().
Example 11.5. Use of vprSingletonImpLifetime()
#include "MySingleton.h"
// Bring in the singleton definition pieces. Delete it early
// in the application exit process.
vprSingletonImpLifetime(MySingleton, 10);
void MySingleton::doSomething()
{
// Do something ...
}The other approach uses a template class called
vpr::Singleton<T>. An example of its use is shown in Example 11.6. Use of vpr::Singleton<T>.
Example 11.6. Use of vpr::Singleton<T>
1 #include <boost/noncopyable.hpp>
#include <vpr/Util/Singleton.h>
class MySingleton
5 : public vpr::Singleton<MySingleton>
, boost::noncopyable
{
public:
// Public operations ...
10 void doSomething()
{
// Do something ...
}
15 private:
// Required so that vpr::Singleton can instantiate this class.
friend class vpr::Singleton<MySingleton>;
// Prevent instantiation by user code.
20 MySingleton()
{
// Some constructor actions ...
}
};Singletons implemented using
vpr::Singleton<T> do not work across DLLs
on Microsoft Windows® or
shared libraries (.dylib files) on Mac OS X. If
the singleton is for internal use only, such as in the case of an
application, then using vpr::Singleton<T>
is fine. Otherwise, the C preprocessor approach must be used.
In all singleton implementations, getting a reference to the
singleton object (and calling the doSomething()
method) is then done using the following syntax:
MySingleton::instance()->doSomething();
The Performance Monitoring part of the VPR library enables users
to obtain and use performance metrics easily. The basic concept for
VPR's performance monitoring is that there is a manager that is in
charge of keeping track of all the different data coming in. This is
called the Profile Manager (from the class
vpr::ProfileManager).
The Profile Manager keeps a one-to-many tree of the different
metrics (instances of vpr::ProfileSample) being
used. When the Profile Manager starts profiling a section of code, it
looks to see if it had been profiled before and if so adds another
sample to that profile otherwise it is added to the tree . Upon the
completion of the function the destructor asks the Profile Manager to
stop profiling.
Along with being able to keep track of the named profiles, there
is an ability to keep a specified number of samples so the Profile
Manager will keep more than just the last sample obtained. There are
also two macros provided for ease of use and to minimize the
intrusiveness of the API. These are the
VPR_PROFILE_GUARD(name) and
VPR_PROFILE_GUARD_HISTORY(name, queue_size)
macros. These can be simply added at the top of functions that are to be
profiled. Also, these macros give the ability at compile time to disable
all profiling by way of the variable
VPR_DISABLE_PROFILE. All of the profiling data is
obtained by using the vpr::Interval class to
measure the time spent in a particular piece of code using the highest
precision timer available to the VPR.
Calls may be made to
vpr::ProfileManager::startProfile("name") and
to vpr::ProfileManager::stopProfile() so that
just a certain part of the code may be profiled. A name needs to be
specified when a profile is started but when
vpr::ProfileManager::stopProfile() is called it
simply stops the last profile that was started. Starts and stops can be
nested within a function or even a program as long as their is a
corresponding start with every stop.
An iterator class is provided to allow the user to use the
captured data for statistic calculations, overloaded output stream
operator for printing out, etc. The iterator class is what the user can
use to collect information about the tree structure and interpreting the
tree structure for hierarchical calls within the profiles. For profiles
that contain more than one sample there are functions provided to get
the short term average. Also, to quickly just print out the statistics
at any point the user may call
VPR_PROFILE_RESULTS() and the current status of all
profiles will be printed out via
vpr::DEBUG.
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All of the buffered I/O code is based around a Bridge pattern
[Gam95], though the actual implementation
of the bridge is not as straightforward as described in the literature.
However, the implementation can be divided into the platform-specific
wrapper classes (e.g.,
vpr::SocketStreamImplNSPR) and “containers” for those classes (e.g.,
vpr::SocketStream_t<T>). Ultimately, the type seen in user code (e.g.,
vpr::SocketStream) is a typedef for a specific container
class instantiation.
The typedef is based on the concept of a
platform-specific “domain”, as specified in the header
vpr/vprDomain.h. These domains allow a form of
parameterization of VPR components using the C preprocessor. For
example, when compiling on IRIX with POSIX threads, the domain defines
the use of the POSIX threading subsystem, BSD sockets, and termios
serial I/O. When compiling on Windows, where a mixture of NSPR and the
Win32 API is used, the domain specifies the use of native Win32 serial
I/O and NSPR for socket I/O. Moreover, the simulated sockets can be
mixed with any of the threading subsystems using this paradigm.
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The purpose of this License is to make a manual, textbook, or other functional and useful document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others.
This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software.
We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference.
This License applies to any manual or other work, in any medium, that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. Such a notice grants a world-wide, royalty-free license, unlimited in duration, to use that work under the conditions stated herein. The "Document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you". You accept the license if you copy, modify or distribute the work in a way requiring permission under copyright law.
A "Modified Version" of the Document means any work containing the Document or a portion of it, either copied verbatim, or with modifications and/or translated into another language.
A "Secondary Section" is a named appendix or a front-matter section of the Document that deals exclusively with the relationship of the publishers or authors of the Document to the Document's overall subject (or to related matters) and contains nothing that could fall directly within that overall subject. (Thus, if the Document is in part a textbook of mathematics, a Secondary Section may not explain any mathematics.) The relationship could be a matter of historical connection with the subject or with related matters, or of legal, commercial, philosophical, ethical or political position regarding them.
The "Invariant Sections" are certain Secondary Sections whose titles are designated, as being those of Invariant Sections, in the notice that says that the Document is released under this License. If a section does not fit the above definition of Secondary then it is not allowed to be designated as Invariant. The Document may contain zero Invariant Sections. If the Document does not identify any Invariant Sections then there are none.
The "Cover Texts" are certain short passages of text that are listed, as Front-Cover Texts or Back-Cover Texts, in the notice that says that the Document is released under this License. A Front-Cover Text may be at most 5 words, and a Back-Cover Text may be at most 25 words.
A "Transparent" copy of the Document means a machine-readable copy, represented in a format whose specification is available to the general public, that is suitable for revising the document straightforwardly with generic text editors or (for images composed of pixels) generic paint programs or (for drawings) some widely available drawing editor, and that is suitable for input to text formatters or for automatic translation to a variety of formats suitable for input to text formatters. A copy made in an otherwise Transparent file format whose markup, or absence of markup, has been arranged to thwart or discourage subsequent modification by readers is not Transparent. An image format is not Transparent if used for any substantial amount of text. A copy that is not "Transparent" is called "Opaque".
Examples of suitable formats for Transparent copies include plain ASCII without markup, Texinfo input format, LaTeX input format, SGML or XML using a publicly available DTD, and standard-conforming simple HTML, PostScript or PDF designed for human modification. Examples of transparent image formats include PNG, XCF and JPG. Opaque formats include proprietary formats that can be read and edited only by proprietary word processors, SGML or XML for which the DTD and/or processing tools are not generally available, and the machine-generated HTML, PostScript or PDF produced by some word processors for output purposes only.
The "Title Page" means, for a printed book, the title page itself, plus such following pages as are needed to hold, legibly, the material this License requires to appear in the title page. For works in formats which do not have any title page as such, "Title Page" means the text near the most prominent appearance of the work's title, preceding the beginning of the body of the text.
A section "Entitled XYZ" means a named subunit of the Document whose title either is precisely XYZ or contains XYZ in parentheses following text that translates XYZ in another language. (Here XYZ stands for a specific section name mentioned below, such as "Acknowledgements", "Dedications", "Endorsements", or "History".) To "Preserve the Title" of such a section when you modify the Document means that it remains a section "Entitled XYZ" according to this definition.
The Document may include Warranty Disclaimers next to the notice which states that this License applies to the Document. These Warranty Disclaimers are considered to be included by reference in this License, but only as regards disclaiming warranties: any other implication that these Warranty Disclaimers may have is void and has no effect on the meaning of this License.
You may copy and distribute the Document in any medium, either commercially or noncommercially, provided that this License, the copyright notices, and the license notice saying this License applies to the Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this License. You may not use technical measures to obstruct or control the reading or further copying of the copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute a large enough number of copies you must also follow the conditions in section 3.
You may also lend copies, under the same conditions stated above, and you may publicly display copies.
If you publish printed copies (or copies in media that commonly have printed covers) of the Document, numbering more than 100, and the Document's license notice requires Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher of these copies. The front cover must present the full title with all words of the title equally prominent and visible. You may add other material on the covers in addition. Copying with changes limited to the covers, as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim copying in other respects.
If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages.
If you publish or distribute Opaque copies of the Document numbering more than 100, you must either include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque copy a computer-network location from which the general network-using public has access to download using public-standard network protocols a complete Transparent copy of the Document, free of added material. If you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location until at least one year after the last time you distribute an Opaque copy (directly or through your agents or retailers) of that edition to the public.
It is requested, but not required, that you contact the authors of the Document well before redistributing any large number of copies, to give them a chance to provide you with an updated version of the Document.
You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3 above, provided that you release the Modified Version under precisely this License, with the Modified Version filling the role of the Document, thus licensing distribution and modification of the Modified Version to whoever possesses a copy of it. In addition, you must do these things in the Modified Version:
GNU FDL Modification Conditions
If the Modified Version includes new front-matter sections or appendices that qualify as Secondary Sections and contain no material copied from the Document, you may at your option designate some or all of these sections as invariant. To do this, add their titles to the list of Invariant Sections in the Modified Version's license notice. These titles must be distinct from any other section titles.
You may add a section Entitled "Endorsements", provided it contains nothing but endorsements of your Modified Version by various parties--for example, statements of peer review or that the text has been approved by an organization as the authoritative definition of a standard.
You may add a passage of up to five words as a Front-Cover Text, and a passage of up to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the Modified Version. Only one passage of Front-Cover Text and one of Back-Cover Text may be added by (or through arrangements made by) any one entity. If the Document already includes a cover text for the same cover, previously added by you or by arrangement made by the same entity you are acting on behalf of, you may not add another; but you may replace the old one, on explicit permission from the previous publisher that added the old one.
The author(s) and publisher(s) of the Document do not by this License give permission to use their names for publicity for or to assert or imply endorsement of any Modified Version.
You may combine the Document with other documents released under this License, under the terms defined in section 4 above for modified versions, provided that you include in the combination all of the Invariant Sections of all of the original documents, unmodified, and list them all as Invariant Sections of your combined work in its license notice, and that you preserve all their Warranty Disclaimers.
The combined work need only contain one copy of this License, and multiple identical Invariant Sections may be replaced with a single copy. If there are multiple Invariant Sections with the same name but different contents, make the title of each such section unique by adding at the end of it, in parentheses, the name of the original author or publisher of that section if known, or else a unique number. Make the same adjustment to the section titles in the list of Invariant Sections in the license notice of the combined work.
In the combination, you must combine any sections Entitled "History" in the various original documents, forming one section Entitled "History"; likewise combine any sections Entitled "Acknowledgements", and any sections Entitled "Dedications". You must delete all sections Entitled "Endorsements".
You may make a collection consisting of the Document and other documents released under this License, and replace the individual copies of this License in the various documents with a single copy that is included in the collection, provided that you follow the rules of this License for verbatim copying of each of the documents in all other respects.
You may extract a single document from such a collection, and distribute it individually under this License, provided you insert a copy of this License into the extracted document, and follow this License in all other respects regarding verbatim copying of that document.
A compilation of the Document or its derivatives with other separate and independent documents or works, in or on a volume of a storage or distribution medium, is called an "aggregate" if the copyright resulting from the compilation is not used to limit the legal rights of the compilation's users beyond what the individual works permit. When the Document is included in an aggregate, this License does not apply to the other works in the aggregate which are not themselves derivative works of the Document.
If the Cover Text requirement of section 3 is applicable to these copies of the Document, then if the Document is less than one half of the entire aggregate, the Document's Cover Texts may be placed on covers that bracket the Document within the aggregate, or the electronic equivalent of covers if the Document is in electronic form. Otherwise they must appear on printed covers that bracket the whole aggregate.
Translation is considered a kind of modification, so you may distribute translations of the Document under the terms of section 4. Replacing Invariant Sections with translations requires special permission from their copyright holders, but you may include translations of some or all Invariant Sections in addition to the original versions of these Invariant Sections. You may include a translation of this License, and all the license notices in the Document, and any Warranty Disclaimers, provided that you also include the original English version of this License and the original versions of those notices and disclaimers. In case of a disagreement between the translation and the original version of this License or a notice or disclaimer, the original version will prevail.
If a section in the Document is Entitled "Acknowledgements", "Dedications", or "History", the requirement (section 4) to Preserve its Title (section 1) will typically require changing the actual title.
You may not copy, modify, sublicense, or distribute the Document except as expressly provided for under this License. Any other attempt to copy, modify, sublicense or distribute the Document is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
The Free Software Foundation may publish new, revised versions of the GNU Free Documentation License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. See http://www.gnu.org/copyleft/.
Each version of the License is given a distinguishing version number. If the Document specifies that a particular numbered version of this License "or any later version" applies to it, you have the option of following the terms and conditions either of that specified version or of any later version that has been published (not as a draft) by the Free Software Foundation. If the Document does not specify a version number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation.
To use this License in a document you have written, include a copy of the License in the document and put the following copyright and license notices just after the title page:
Sample Invariant Sections list
Copyright (c) YEAR YOUR NAME. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License".
If you have Invariant Sections, Front-Cover Texts and Back-Cover Texts, replace the "with...Texts." line with this:
Sample Invariant Sections list
with the Invariant Sections being LIST THEIR TITLES, with the Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST.
If you have Invariant Sections without Cover Texts, or some other combination of the three, merge those two alternatives to suit the situation.
If your document contains nontrivial examples of program code, we recommend releasing these examples in parallel under your choice of free software license, such as the GNU General Public License, to permit their use in free software.
[Nic96] Pthreads Programming. A POSIX Standard for Better Multiprocessing. O'Reilly & Associates. 1996.
The socket programming interface introduced with the Berkeley Software Distribution version of the UNIX operating system. It is made up of a collection of system calls that allow highly flexible socket programming. Most UNIX variants in use today use the BSD sockets API. Moreover, the Winsock API used on Windows is based on this API.
More information can be found at http://www.mozilla.org/projects/nspr/index.html