走進(jìn)Windows線程同步API
WIN32 API雖然提供了CreateThead和ExitThread方法,但是在C++中,永遠(yuǎn)不應(yīng)該使用這兩個方法創(chuàng)建或結(jié)束線程。而應(yīng)該使用VC++提供的_beginthread、_beginthreadex方法,相應(yīng)的結(jié)束線程方法_endthread、_endthreadex。后者除了在內(nèi)部調(diào)用CreateThread或ExitThread方法外,還負(fù)責(zé)CRT的初始化或銷毀。雖然有直接結(jié)束線程的方法,但在C++最好通過線程方法正常返回來結(jié)束線程。直接結(jié)束線程時C++對象的析構(gòu)函數(shù)不會被調(diào)用。
#include "stdafx.h"
using namespace std;
class Obj
{
public:
Obj() { cout <<"Obj() called" <<endl; }
~Obj() { cout <<"~Obj() called" <<endl; }
};
unsigned int WINAPI ThreadFunc(void* pvParam){
cout <<static_cast<char*>(pvParam) <<endl;
Obj obj;
_endthreadex(2);
return 1;
}
int _tmain(int argc, _TCHAR* argv[])
{
unsigned int threadId;
char *param = "param";
HANDLE thread = (HANDLE)_beginthreadex(NULL, 0, ThreadFunc, param, 0, &threadId);
Sleep(100);
DWORD exitCode;
GetExitCodeThread(thread, &exitCode);
cout <<"ExitCode:" <<exitCode <<endl;
system("pause");
return 0;
}
這段代碼的輸出為:
param
Obj() called
ExitCode:2
請按任意鍵繼續(xù). . .
_beginthreadex的第一個參數(shù)為SECURITY_ATTRIBUTES結(jié)構(gòu)指針,可以指定NULL使用默認(rèn)的安全配置。第二參數(shù)為cbStackSize,線程棧大小;設(shè)置為0使用默認(rèn)值,可以通過鏈接參數(shù)/STACK:[reserve][,commit]控制。第三個參數(shù)為線程入口方法地址,方法簽名如ThreadFunc所示。第四個三處為傳遞給入口方法的參數(shù)(值傳遞),具體意義由程序自己解釋。最后一個參數(shù)是返回的線程ID。返回值為新創(chuàng)建線程的句柄。__endthreadex方法唯一的參數(shù)指定線程的ExitCode。可以通過GetExitCodeThread方法獲得線程退出碼。
InterLocked系列原子方法
InterLocked系列方法可視為原子的。完成其功能時,保證其他線程不會訪問同一個資源。例如最簡單的InterLockedIncrement方法原子自增一個共享變量。
long g_sum(0);
unsigned int WINAPI ThreadFunc(void* pvParam){
for(int i = 0; i <100000; ++i)
{
InterlockedIncrement(&g_sum);
}
return 0;
}
int _tmain(int argc, _TCHAR* argv[])
{
unsigned int threadId;
HANDLE thread1 = (HANDLE)_beginthreadex(NULL, 0, ThreadFunc, NULL, 0, &threadId);
HANDLE thread2 = (HANDLE)_beginthreadex(NULL, 0, ThreadFunc, NULL, 0, &threadId);
Sleep(1000);
cout <<"Sum:" <<g_sum <<endl;
system("pause");
return 0;
}
其他方法包括:
InterlockedIncrement64:自增一個64位整數(shù)。
InterlockedExchangeAdd、InterlockedExchangeAdd64:加和兩個數(shù)并賦值給第一個值。
InterlockedCompareExchange:比較并交換一個數(shù)。
還有很多InterLocked方法,具體參考MSDN文檔。
CriticalSection
通過EnterCriticalSection和LeaveCriticalSection方法,可以控制同步一段代碼的訪問。使用前需要使用InitializeCriticalSection初始化CRITICAL_SECTION。使用方法也很簡單。
CRITICAL_SECTION g_cs;
long g_sum(0);
unsigned int WINAPI ThreadFunc(void* pvParam){
for(int i = 0; i <100000; ++i)
{
EnterCriticalSection(&g_cs);
g_sum += 2;
LeaveCriticalSection(&g_cs);
}
return 0;
}
int _tmain(int argc, _TCHAR* argv[])
{
InitializeCriticalSection(&g_cs);
unsigned int threadId;
HANDLE thread1 = (HANDLE)_beginthreadex(NULL, 0, ThreadFunc, NULL, 0, &threadId);
HANDLE thread2 = (HANDLE)_beginthreadex(NULL, 0, ThreadFunc, NULL, 0, &threadId);
Sleep(1000);
cout <<"Sum:" <<g_sum <<endl;
DeleteCriticalSection(&g_cs);
system("pause");
return 0;
}
這里有一個問題是,如果同步的代碼塊不是簡單g_sum += 2,而是可能拋出異常的復(fù)雜代碼。就需要確保LeaveCriticalSection一定被調(diào)用。不再使用后使用DeleteCriticalSection方法刪除之。
class CSManager
{
public:
CSManager(CRITICAL_SECTION *cs) : m_cs(cs)
{
EnterCriticalSection(m_cs);
}
~CSManager()
{
LeaveCriticalSection(m_cs);
}
private:
CRITICAL_SECTION *m_cs;
};
//...
for(int i = 0; i <100000; ++i)
{
CSManager CSMgr(&g_cs);
g_sum += 2;
}
//...
CSManager在構(gòu)造函數(shù)中調(diào)用EnterCriticalSection,析構(gòu)函數(shù)中調(diào)用LeaveCriticalSection。保證在代碼塊結(jié)束時調(diào)用Leave方法。
另外除了使用阻塞的Enter方法,還有一個TryEnterCriticalSection,該方法嘗試進(jìn)去CriticalSetion,如果失敗,不會阻塞,而是立即返回FALSE。
SRWLOCK
SRWLOCK具有和CriticalSection類似的功能。另外還具有讀寫鎖分離的分離的功能??梢允褂肁cquireSRWLockShared獲取共享的讀鎖。使用AcquireSRWLockExclusive獲取獨(dú)占的寫鎖。使用對應(yīng)的ReleaseSRWLockShared/Exclusive方法施放鎖。同樣地,使用前需要使用InitializeSRWLock初始化。
SRWLOCK g_lock;
long g_sum(0);
unsigned int WINAPI ReadThreadFunc(void* pvParam){
for(int i = 0; i <10; ++i)
{
AcquireSRWLockShared(&g_lock);
cout <<g_sum <<endl;
ReleaseSRWLockShared(&g_lock);
Sleep(1);
}
return 0;
}
unsigned int WINAPI WriteThreadFunc(void* pvParam){
for(int i = 0; i <100000; ++i)
{
AcquireSRWLockExclusive(&g_lock);
g_sum += 2;
ReleaseSRWLockExclusive(&g_lock);
}
return 0;
}
int _tmain(int argc, _TCHAR* argv[])
{
InitializeSRWLock(&g_lock);
unsigned int threadId;
HANDLE thread1 = (HANDLE)_beginthreadex(NULL, 0, ReadThreadFunc, NULL, 0, &threadId);
HANDLE thread2 = (HANDLE)_beginthreadex(NULL, 0, ReadThreadFunc, NULL, 0, &threadId);
HANDLE thread3 = (HANDLE)_beginthreadex(NULL, 0, WriteThreadFunc, NULL, 0, &threadId);
Sleep(1000);
cout <<"Sum:" <<g_sum <<endl;
system("pause");
return 0;
}
SRWLOCK不具備類似于TryEnterCriticalSection的非阻塞方法。大多數(shù)情況下,SRWLOCK比CRITICAL_SECTION有更好的性能。
Condition Variable
為實現(xiàn)近點(diǎn)的生產(chǎn)者消費(fèi)者問題。我們可以使用兩個CONDITION_VARIABLE:g_full,g_empty來實現(xiàn)。在緩沖區(qū)滿的時候,生產(chǎn)者線程調(diào)用SleepConditionVariableSRW(&g_full, &g_lock, INFINITE, 0)施放獲得的鎖并等待g_full。緩沖區(qū)空的時候,消費(fèi)者可以調(diào)用leepConditionVariableSRW(&g_empty, &g_lock, INFINITE, 0)施放獲得的鎖并等待g_empty。掉進(jìn)滿足后,可是使用WakeAllConditionVariable喚醒所有等待的線程或者使用WakeConditionVariable喚醒一個等待的線程。
和Condition Variable配置使用的可以使CrticalSection也可以使SRWLock。
BOOL SleepConditionVariableCS(
PCONDITION_VARIABLE pConditionVariable,
PCRITICAL_SECTION pCriticalSection,
DWORD dwMilliseconds);
BOOL SleepConditionVariableSRW(
PCONDITION_VARIABLE pConditionVariable,
PSRWLOCK pSRWLock,
DWORD dwMilliseconds,
ULONG Flags);
參數(shù)dwMilliseconds指定等待超時的時間,如果超時方法返回FASLE;INFINITE指定等待不超時。參數(shù)Flags指定被喚醒時嘗試獲得的鎖的類型。CONDITION_VARIABLE_LOCKMODE_ SHARED指定獲得共享鎖或者0指定獲得獨(dú)占鎖。
const int MAX_SIZE = 10;
CONDITION_VARIABLE g_full;
CONDITION_VARIABLE g_empty;
SRWLOCK g_lock;
list<Product> products;
unsigned int WINAPI ProduceThreadFunc(void* pvParam)
{
int i(0);
while(true)
{
Sleep(rand() % 100);
AcquireSRWLockExclusive(&g_lock);
if (products.size() >= MAX_SIZE)
{
SleepConditionVariableSRW(&g_full, &g_lock, INFINITE, 0);
}
else
{
cout <<"Produce Product:" <<i <<" by thread " <<GetThreadId(GetCurrentThread()) <<endl;
products.push_back(Product(i++));
}
WakeAllConditionVariable(&g_empty);
ReleaseSRWLockExclusive(&g_lock);
}
return 0;
}
unsigned int WINAPI ConsumeThreadFunc(void* pvParam)
{
while(true)
{
Sleep(rand() % 100);
AcquireSRWLockExclusive(&g_lock);
if(products.size() == 0)
{
SleepConditionVariableSRW(&g_empty, &g_lock, INFINITE, 0);
}
else
{
Product p = products.front();
products.pop_front();
cout <<"Consume Product:" <<p.m_no <<" by thread " <<GetThreadId(GetCurrentThread()) <<endl;
}
WakeAllConditionVariable(&g_full);
ReleaseSRWLockExclusive(&g_lock);
}
return 0;
}
int _tmain(int argc, _TCHAR* argv[])
{
srand((unsigned)time(NULL));
InitializeSRWLock(&g_lock);
unsigned int threadId;
HANDLE thread1 = (HANDLE)_beginthreadex(NULL, 0, ProduceThreadFunc, NULL, 0, &threadId);
HANDLE thread2 = (HANDLE)_beginthreadex(NULL, 0, ConsumeThreadFunc, NULL, 0, &threadId);
HANDLE thread3 = (HANDLE)_beginthreadex(NULL, 0, ConsumeThreadFunc, NULL, 0, &threadId);
WaitForSingleObject(thread1, INFINITE);
WaitForSingleObject(thread2, INFINITE);
WaitForSingleObject(thread3, INFINITE);
system("pause");
return 0;
}
內(nèi)核態(tài)線程同步方法
除了上面介紹的用戶態(tài)的線程同步方法。本文繼續(xù)通過幾個簡單例子演示內(nèi)核態(tài)的線程同步方法的使用。內(nèi)核態(tài)線程同步方法在性能上肯定比用戶態(tài)同步方法要差很多。但可以在多個進(jìn)程間共享。
創(chuàng)建所有的內(nèi)核態(tài)同步對象都范圍一個內(nèi)核對象句柄HANDLE。通過WaitForSingleObject或者WaitForMultipleObjects等待內(nèi)核同步對象轉(zhuǎn)換為已傳信狀態(tài)(signaled)。如果等待的是線程或者進(jìn)程對象,那么對應(yīng)線程或進(jìn)程結(jié)束后即轉(zhuǎn)換為已傳信狀態(tài)。同時還可以指定一個超時時間。WaitForSingleObject包括WAIT_OBJECT_0,WAIT_TIMEOUT和WAIT_FAILED。不再使用后調(diào)用CloseHandle釋放引用。
DWORD dw = WaitForSingleObject(hProcess, 5000);
switch (dw) {
case WAIT_OBJECT_0:
// The process terminated.
break;
case WAIT_TIMEOUT:
// The process did not terminate within 5000 milliseconds.
break;
case WAIT_FAILED:
// Bad call to function (invalid handle?)
break;
}
WaitForMultipleObjects如果指定參數(shù)bWaitAll為TRUE,則等待所有對象都轉(zhuǎn)換為已傳信狀態(tài)后才返回,如果為指定bWaitAll為FALSE,則任意對象轉(zhuǎn)換為已傳信狀態(tài)即返回??梢酝ㄟ^以下方法來判斷是那個內(nèi)核同步對象。
h[0] = hProcess1;
h[1] = hProcess2;
h[2] = hProcess3;
DWORD dw = WaitForMultipleObjects(3, h, FALSE, 5000);
switch (dw) {
case WAIT_FAILED:
// Bad call to function (invalid handle?)
break;
case WAIT_TIMEOUT:
// None of the objects became signaled within 5000 milliseconds.
break;
case WAIT_OBJECT_0 + 0:
// The process identified by h[0] (hProcess1) terminated.
break;
case WAIT_OBJECT_0 + 1:
// The process identified by h[1] (hProcess2) terminated.
break;
case WAIT_OBJECT_0 + 2:
// The process identified by h[2] (hProcess3) terminated.
break;
}
Event
Event語義上可以理解為一個事件是否發(fā)生。SetEvent方法設(shè)置Event為Signaled狀態(tài)。Event有兩種類型。第一種是自動重置的事件,調(diào)用SetEvent方法后,喚醒一個等待的線程后即自動轉(zhuǎn)換為未傳信狀態(tài)。第二種是手動重置事件,調(diào)用SetEvent方法后,需要調(diào)用ResetEvent方法設(shè)置事件為未傳信狀態(tài)。PulseEvent相當(dāng)于調(diào)用SetEvent后立即調(diào)用ResetEvent。對于手動重置時間,PulseEvent會喚醒所有等待的線程。而對于自動重置的事件PulseEvent只會喚醒一個等待的線程。
HANDLE g_taskEvent;
unsigned int WINAPI ComputationTask(void* pvParam)
{
WaitForSingleObject(g_taskEvent, INFINITE);
for(int i = 0; i <10; ++i)
{
cout <<"comput " <<i <<endl;
}
return 0;
}
int _tmain(int argc, _TCHAR* argv[])
{
g_taskEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
unsigned int threadId;
HANDLE thread1 = (HANDLE)_beginthreadex(NULL, 0, ComputationTask, NULL, 0, &threadId);
system("pause");
SetEvent(g_taskEvent);
ResetEvent(g_taskEvent);
WaitForSingleObject(thread1, INFINITE);
system("pause");
return 0;
}
上面是一個簡單的例子,ComputationTask線程等待用戶輸入后才開始計算任務(wù)。
Semaphore
Semaphore維護(hù)一個資源計數(shù)count和一個最大計數(shù)maxCount。
當(dāng)count大于0時,semaphore處于已傳信狀態(tài)。
當(dāng)count等于0是,semaphore處于未傳信狀態(tài)。
通過ReleaseSemaphore增加count計數(shù),WaitForSingleObject減少cout計數(shù)。count不會小于0,也不能大于maxCount。
例如,可以使用semaphore控制能夠同時處理的最大任務(wù)線程數(shù)。當(dāng)有超過最大數(shù)的更多任務(wù)線程開啟時只能等待其他任務(wù)完成并調(diào)用ReleaseSemaphore方法施放資源引用計數(shù)。
HANDLE g_semaphore;
unsigned int WINAPI RequstProcesor(void* pvParam)
{
WaitForSingleObject(g_semaphore, INFINITE);
cout <<"Start process request " <<GetThreadId(GetCurrentThread()) <<endl;
Sleep(1000);
ReleaseSemaphore(g_semaphore, 1, NULL);
return 0;
}
int _tmain(int argc, _TCHAR* argv[])
{
g_semaphore = CreateSemaphore(NULL, 2, 2, NULL);
HANDLE threads[10];
for(int i = 0; i <10; i++)
{
threads[i] = (HANDLE)_beginthreadex(NULL, 0, RequstProcesor, NULL, 0, NULL);
}
WaitForMultipleObjects(10, threads, TRUE, INFINITE);
system("pause");
return 0;
}
上面的代碼,啟動了10個線程,但只能有2個現(xiàn)場可以同時執(zhí)行,更多的線程只能等待。
Mutex
mutex的功能和CriticalSection功能很相似。都是控制一段臨界代碼的互斥訪問。通過WaitForSingleObject等待mutex。ReleaseMutex釋放mutex。
mutex維護(hù)一個threadId和一個使用計數(shù)count。如果CreateMutex的參數(shù)bInitialOwner為TRUE,這threadId為調(diào)用線程,cout為1。否則都初始為0。
如果threadId為0,mutex沒有被任何線程使用,處于已傳信狀態(tài)。如果threadId不為0,mutex處于未傳信狀態(tài)。mutex和其他內(nèi)核同步對象一個不同的特殊地方在于。即時mutex處于未傳信狀態(tài)。如果調(diào)用WaitForSingleObject的線程是mutex的threadId對應(yīng)的線程,WaitForSingleObject不會阻塞相當(dāng)于處于已傳信狀態(tài)。下面的例子演示了mutex的使用。
HANDLE g_mutex;
void ProcessA()
{
WaitForSingleObject(g_mutex, INFINITE);
cout <<"ProcessA" <<" by thread " <<GetThreadId(GetCurrentThread()) <<endl;
ReleaseMutex(g_mutex);
}
void ProcessB()
{
WaitForSingleObject(g_mutex, INFINITE);
ProcessA();
cout <<"ProcessB" <<" by thread " <<GetThreadId(GetCurrentThread()) <<endl;
ReleaseMutex(g_mutex);
}
unsigned int WINAPI ThreadFunc(void* pvParam)
{
ProcessB();
return 0;
}
int _tmain(int argc, _TCHAR* argv[])
{
g_mutex = CreateMutex(NULL, FALSE, NULL);
HANDLE threads[10];
for(int i = 0; i <10; i++)
{
threads[i] = (HANDLE)_beginthreadex(NULL, 0, ThreadFunc, NULL, 0, NULL);
}
WaitForMultipleObjects(10, threads, TRUE, INFINITE);
system("pause");
return 0;
}