VR Juggler Portable Runtime

Programmer's Guide

0.1

$Date: 2003/03/01 20:40:38 $


Table of Contents

Vaporous Programming
I. Input/Output
1. Buffered I/O
Opening and Closing
Setting Attributes for Opening
Blocking Versus Non-Blocking
Reading and Writing
Statistics Collection
2. Sockets
Internet Addresses
Socket Commonalities
Uses of vpr::Socket
Fixed Blocking State
Datagram-Oriented Sockets
Stream-Oriented Sockets
The Acceptor/Connector Pattern
The Acceptor
The Connector
3. Serial Ports
Interface Overview
Abstraction Details
4. Data Marshaling
Endian Conversion
Object Serialization
II. Multi-Threading
5. Creating Threads
Threads: Using vpr::Thread
Creating Threads
Waiting for a Thread to Complete
Suspending and Resuming a Thread's Execution
Getting and Setting a Thread's Priority
Sending Signals to a Thread
Canceling a Thread's Execution
Requesting the Current Thread's Identifier
The Gory Details
Thread Functors
High-Level Description
vpr::ThreadMemberFunctor
vpr::ThreadRunFunctor
vpr::ThreadNonMemberFunctor
The Gory Details
6. Synchronization
Semaphores: Using vpr::Semaphore
High-Level Description
Creating a Semaphore
Locking a Semaphore
Releasing a Locked Semaphore
The Gory Details
Mutual Exclusion: Using vpr::Mutex
High-Level Description
Creating a Mutex
Locking a Mutex
Attempting to Lock a Mutex
Testing the State of a Mutex
Releasing a Locked Mutex
The Gory Details
Condition Variables: Using vpr::CondVar
High-Level Description
Creating a Condition Variable
Locking a Condition Variable
Releasing a Locked Condition Variable
Putting Condition Variables to Use
7. Signal Handling
III. Miscellaneous Utilities
8. Simulated Sockets
Sim Socket Interface
Sim Socket Implementation
9. Globally Unique Identifiers
GUID Creation
GUID Operations
10. Intervals
Interval Creation
Interval Operations
11. Singletons
12. Factories
IV. Appendices
A. I/O Implementation Information
Bibliography
Glossary of Terms
Index

Vaporous Programming

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, 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.

Input/Output

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.

Chapter 1. Buffered I/O

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

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.

Setting Attributes for Opening

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.

Blocking Versus Non-Blocking

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 the section called “Fixed Blocking State” for more information on this.

Reading and Writing

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.

Tip

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.

Statistics Collection

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.

Chapter 2. Sockets

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.

Note

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.

Internet Addresses

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.

Socket Commonalities

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].

Note

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.

Uses of vpr::Socket

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.

Fixed Blocking State

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.

Datagram-Oriented Sockets

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.

Stream-Oriented Sockets

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.

The Acceptor/Connector Pattern

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

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

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 the section called “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.

Chapter 3. Serial Ports

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.

Interface Overview

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):

  1. Now: Perform the change immediately

  2. Drain: Perform the change after all output is transmitted

  3. 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.

Abstraction Details

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[4]. 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.



[4] This is the only Win32-native code in VPR. All other Win32 interfaces are handled by NSPR.

Chapter 4. Data Marshaling

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.

Endian Conversion

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().

Note

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.

Object Serialization

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.

Multi-Threading

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 sproc(2) manual page on IRIX or on SGI's technical publications site.

  • 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.

Chapter 5. Creating Threads

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.

Threads: Using vpr::Thread

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:

  1. Pass a function pointer to the vpr::Thread constructor along with any argument that should be passed to the function when the thread is created

  2. Pass a functor to the vpr::Thread constructor

The second appears easier, but to create the functor, an argument to the function executed by the thread may still have to be passed. The presence of the argument 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 wrappers around function pointers.

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.

Creating Threads

The following example illustrates how to create a thread that will execute a function called run() that takes no arguments. The prototype for run() is:

void run(void* args);

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? Not surprisingly, that is fairly easy too. As mentioned above, if there is more than one argument to pass to the thread function, they will have to be collected into a struct, and pointer to that struct will have to be passed. A common way to do this is as follows:

struct ThreadArgs
{
   int id;
   char name[40];
   // And so on...
};

void someFunc()
{
   // Other code ...

   ThreadArgs* args;
   vpr::Thread* thread;

   args = new ThreadArgs();

   // Fill in the elements of args ...

   thread = new vpr::Thread(run, (void*) args);
}

When creating a single thread, this works beautifully. If multiple threads are needed, all taking the same type of argument, there must be a separate argument structure instance for each one. A bunch of pointers can be declared, or the same pointer can be reused over and over. The address passed to each thread will be unique either way. Using this method requires that the argument memory be released before the thread exits, of course.

Waiting for a Thread to Complete

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.

Suspending and Resuming a Thread's Execution

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();

On successful completion, both methods return vpr::ReturnStatus::Succeed. If the operation could not be performed for some reason, vpr::ReturnStatus::Fail is returned to indicate error status.

Getting and Setting a Thread's Priority

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);

On successful completion, both methods return vpr::ReturnStatus::Succeed. If the operation could not be performed for some reason, vpr::ReturnStatus::Fail is returned to indicate error status.

Sending Signals to a Thread

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 returns vpr::ReturnStatus::Succeed if the signal is sent successfully. Otherwise, vpr::ReturnStatus::Fail is returned to indicate that an error occurred.

Canceling a Thread's Execution

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). On IRIX with SPROC threads, a SIGKILL is sent to the thread to end its execution forcibly. 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.

Requesting the Current Thread's Identifier

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”. For IRIX SPROC threads, this means getting the process ID.) 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 Gory Details

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::ThreadSGI: A wrapper around IRIX SPROC threads (refer to the sproc(2) manual page for more information)

  • 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

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::ThreadNSPR 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.

Note

VPR has a wrapper around Netscape Portable Runtime (NSPR) threads. We have removed the Win32-specific threads because NSPR already supports that implementation. Further implementations may be removed in favor of using what NSPR offers. Doing this will offload much of our efforts onto the NSPR. 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.

Thread Functors

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.” While this is not very detailed, it is clear and concise. In VPR functors can be used as the code executed by a thread (refer to the section called “Threads: Using vpr::Thread” for more detail on the topic of vpr::Threads). This section describes how to use functors for exactly that purpose.

High-Level Description

As mentioned, a functor is used in VPR with vpr::Threads. VPR's threads can execute two types of functions: normal C/C++ functions and class methods or functors. The former was described in the section about using vpr::Threads, and the latter is described here. The use of functors is given more attention because the concept may be foreign to some programmers. Those who already know about functors can skip this short description and go straight to the section on using functors.

In VPR, 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, but they are provided later for those who are interested. What is important to know is that a functor can be thought of as a normal function. When using them, programmers simply implement a function and then pass the function pointer (and the function's optional argument) to the functor's constructor. The object does the rest.

Observant readers may have noticed the parenthetical phrase in the previous paragraph mentioning a function's optional argument. Note that “argument” is singular meaning that only one parameter can be passed to the function that will be run by the created thread. The type of that argument is the wonderfully vague void*, an artifact of basing the threading subsystem on C libraries. As discussed in the section on using vpr::Threads, if there is a need to pass multiple arguments, they must be encapsulated in a struct or a comparable object.

Once a functor object exists, it is passed to the vpr::Thread constructor, and the new thread will execute the functor (which knows about the function). The end result is the same as using a normal C/C++ 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 a VPR functor, that is all handled behind the scenes so that passing a non-static member function is straightforward.

Before getting into specifics, there is a header file that must be included to use VPR thread functors. In this case, the header is vpr/Thread/ThreadFunctor.h. Within this header, vpr::BaseThreadFunctor is declared as an abstract base class. It has two subclasses implementing its interface: vpr::ThreadMemberFunctor and vpr::ThreadNonMemberFunctor. Both of these subclasses will be discussed in turn next.

vpr::ThreadMemberFunctor

This implementation of vpr::BaseThreadFunctor is for all functions that fall into the rather elite category of being non-static class member functions. To be more specific, those member functions (heretofore referred to as “methods”) must have the following prototype:

void methodName(void* arg);

Those readers with experience in multi-threaded programming will recognize this prototype instantly. It is no different than that used in common threading implementations. Constructing the functor to use this method, however, is quite different than what readers may have seen before.

Say there is a class MyObject with a method run() having the appropriate prototype that will be executed by a vpr::Thread object. In this case, run() takes an argument that is a pointer to a user-defined type thread_args_t. Also assume that there is an instance of MyObject pointed to by the variable my_obj. The following code creates the vpr::ThreadMemberFunctor object that will encapsulate the method:

vpr::ThreadMemberFunctor<MyObject>* my_functor;
thread_args_t* args;
vpr::Thread* thread;

args = new thread_args_t();

// Fill in the arguments to be passed to the thread...

my_functor = new vpr::ThreadMemberFunctor<MyObject>(my_obj, &MyObject::run, (void*) args);
thread = new vpr::Thread(my_functor);

The important thing to note in this example is that vpr::ThreadMemberFunctor is a template class. When creating the functor instance, the class must be specified as the template parameter. (If you do not understand this syntax, take a look at a C++ book that covers the current C++ standard.) Also note that when creating the new vpr::Thread object, the argument structure is not passed to the constructor. The argument to run() is packaged up with the function in the functor object my_functor. Once this code has executed, a new thread is spawned that will run the run() method given the provided argument structure.

The vpr::BaseThreadFunctor interface defines an extra method setArg() that allows the function's argument to be set after the functor object is created. The argument to the constructor providing the function's argument is optional and will default to NULL if not specified. At a later time, should there be an argument to provide, the following can be used:

thread_args_t* args = new thread_args_t();

// Fill in args ...

my_functor->setArg(args);

This assumes that there is already a functor object instantiated called my_functor. Alternatively, setArg() could be used to remove a previously defined argument by passing NULL.

The last thing to note is that a lot of memory is being allocated dynamically in the example code. Be careful to deallocate the memory when it is no longer needed.

vpr::ThreadRunFunctor

An extension to the concept of vpr::ThreadMemberFunctor has been written to handle a situation that often arises. Typically, a class will have data members that define the state of a class instance. Thus, when using a member functor to create a thread, the object passed to the vpr::ThreadMemberFunctor constructor probably has all the state information that is required for the thread to execute. In this case, the single void* parameter held by the functor is ignored entirely when the thread executes.

To address this case (and to simplify user code), the class vpr::ThreadRunFunctor exists. A class that implements the “runnable” concept can be used to create a thread with vpr::ThreadRunFunctor. Such a class has a public method named run() that takes no parameters and has a void return type. The declaration of a runnable class would thus appear similar to the following:

class MyClass
{
public:
   void run();

   // Other public methods ...

private:
   // Some internal data members ...
};

To create a thread using this class, the code would appear as follows (assuming the existence of a heap-allocated variable my_obj of type MyClass*):

vpr::ThreadRunFunctor<MyClass>* my_functor =
   new vpr::ThreadRunFunctor<MyClass>(my_obj);
vpr::Thread* my_thread = new vpr::Thread(my_functor);

The spawned thread will execute the method MyClass::run().

While the above code is much simpler than what was presented in the section called “vpr::ThreadMemberFunctor”, there is one major drawback. Namely, the run() method must be public, and it could therefore be invoked outside the scope of an executing thread. This would have to be the case if VPR provided an abstract base class such as Runnable (similar to the Java interface Runnable) with a pure virtual method named run(). If the visibility of the member function executed by the thread is a concern, use vpr::ThreadMemberFunctor.

vpr::ThreadNonMemberFunctor

This implementation of vpr::BaseThreadFunctor is the complement of the set of functions contained by vpr::ThreadMemberFunctor. It is used for normal C/C++ functions and for static class member functions. There is nothing terribly interesting about this class, and its use is straightforward. The following example, an adaptation of that presented in the previous section, shows how to use this interface rather than passing a function pointer and an argument to the vpr::Thread constructor. In this case, assume that the function run() is appropriately defined for use here.

vpr::ThreadNonMemberFunctor* my_functor;
thread_args_t* args;
vpr::Thread* thread;

args = new thread_args_t();

// Fill in the arguments to be passed to the thread...

my_functor = new vpr::ThreadNonMemberFunctor(run, (void*) args);
thread = new vpr::Thread(my_functor);

That is all there is to it. Programmers end up doing more work than if they had just passed the function pointer and the associated argument to the vpr::Thread constructor directly, but the vpr::Thread constructor is relieved of some work. (The reason for this is described below.) Thus, either way is equally efficient, and what you use is up to you.

The Gory Details

The magic behind these functors is done by overloading operator() for vpr::BaseThreadFunctor objects. Both implementations of the interface store the function pointer (and optional argument pointer), and when vpr::BaseThreadFunctor::operator() is invoked, they call the function and pass the argument if there is one. There is a little more magic with the vpr::ThreadMemberFunctor, however, that allows it to work with the non-static methods of a given class.

The class vpr::ThreadMemberFunctor works its extra-special magic through the use of a template and one of C++'s dustier operators, ::*. This operator is used to point to a member of a class. In this case, it points to the method that will be executed by the thread. When used in conjunction with the provided class instance (the this pointer), the non-static method can be invoked by the functor.

One interesting thing to note about vpr::Threads is that they deal only in functors. More specifically, they deal only with objects that subsume to vpr::BaseThreadFunctor. If a function pointer and its argument are passed directly to the vpr::Thread constructor, a vpr::ThreadNonMemberFunctor object is created to package those arguments. That new functor is then used internally by the thread. Thus, whether you choose to create a non-member functor or to pass the function pointer and associated argument, the same code will be executed.

Chapter 6. Synchronization

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.

Semaphores: Using vpr::Semaphore

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.

High-Level Description

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.

Creating a Semaphore

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 the section called “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.

Locking a Semaphore

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 lock is acquired, vpr::ReturnStatus::Succeed is returned. If the attempt to lock the semaphore fails for some reason, vpr::ReturnStatus::Fail is returned.

Releasing a Locked Semaphore

Finally, when access to the critical section is complete, the semaphore is released using the release() method:

sema.release();

If the locked semaphore is released successfully, vpr::ReturnStatus::Succeed is returned. Otherwise, vpr::ReturnStatus::Fail is returned.

The Gory Details

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

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.

Mutual Exclusion: Using vpr::Mutex

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.

High-Level Description

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.

Creating a Mutex

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;

There is nothing more to say this time.

Locking a Mutex

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 lock is acquired, vpr::ReturnStatus::Succeed is returned. If the attempt to lock the semaphore fails for some reason, vpr::ReturnStatus::Fail is returned.

Attempting to Lock a Mutex

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:

mutex.tryAcquire();

If the mutex is locked, vpr::ReturnStatus::Succeed is returned. Otherwise, vpr::ReturnStatus::Fail is returned. The call does not block.

Testing the State of a Mutex

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:

int state = mutex.test();

If the mutex is not locked, vpr::ReturnStatus::Fail is returned. Otherwise, vpr::ReturnStatus::Succeed is returned.

Releasing a Locked Mutex

When access to the critical section is complete, a locked mutex is released using the release() method:

mutex.release();

If the locked mutex is released successfully, vpr::ReturnStatus::Succeed is returned. Otherwise, vpr::ReturnStatus::Fail is returned.

The Gory Details

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

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: Using vpr::CondVar

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.

High-Level Description

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.

Creating a Condition Variable

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;

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;

Locking a Condition Variable

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 lock is acquired, vpr::ReturnStatus::Succeed is returned. If the attempt to lock the semaphore fails for some reason, vpr::ReturnStatus::Fail is returned.

Releasing a Locked Condition Variable

When access to the critical section is complete, a locked condition variable is released using the release() method:

cv.release();

If the locked condition variable is released successfully, vpr::ReturnStatus::Succeed is returned. Otherwise, vpr::ReturnStatus::Fail is returned.

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.

Putting Condition Variables to Use

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.

The Waiting Thread

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

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.

Note

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.

Chapter 7. Signal Handling

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.

At this time, the signal handling abstraction has not been put into use in any Juggler Project code. As such, it is not well tested, and it should be considered a work in progress.

Miscellaneous Utilities

Chapter 8. Simulated Sockets

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).

Sim Socket Interface

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 SPROC) 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 ba