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  4. Help on Multi-Threaded applicaiton [modified]

Help on Multi-Threaded applicaiton [modified]

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  • K Kiran Satish

    I have a question, I tried to implement the same thing in my application (with some difference, in our application we can not grab frame while processing the current image as we have to update other hardware before grabbing next frame). Here is what I tried to do, I have a camera thread and my loop thread. The loop thread waits for the Camera thread to get a new frame and once the camera gets new frame, it waits for the loop thread until it process and signals it to get next frame. Thats the basic idea. After doing the current image analysis and changing the hardware status based upon current image analysis results, I spend around 6-8ms to update some displays and do some logs, so I thought I can signal the camera meanwhile to get new frame. But I am stuck with deadlocks with signal flags between threads.

    Loop thread
    do{
    if (newframe){
    do analysis on the frame
    signal = true;//signal the camera to get new frame
    update displays and do logs for the current frame
    }
    }while(looprunning);

    camera thread
    do{
    if (signal){
    newframe = false;
    get new frame - takes 20ms
    newframe = true;
    signal = false;
    }
    }while(camrunning);

    I can see an obvious deadlock, how can I get around this problem :confused: ? -thanks

    PKNT

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    Mark Salsbery
    wrote on last edited by
    #17

    Flags? no no no :) There's handy synchronization objects for that, something like:

    autoreset events:
    newframeevent
    signalevent

    Loop thread
    do
    {
    waitForSingleObject(newframeevent)
    do analysis on the frame
    SetEvent(signalevent) //signal the camera to get new frame
    update displays and do logs for the current frame
    }
    while(looprunning);

    camera thread
    do
    {
    waitForSingleObject(signalevent)
    get new frame - takes 20ms
    SetEvent(newframeevent)
    }
    while(camrunning);

    The worst thing I see in the flags implementation is two threads modifying the signal flag. Mark

    Mark Salsbery Microsoft MVP - Visual C++ :java:

    K 2 Replies Last reply
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    • M Mark Salsbery

      Flags? no no no :) There's handy synchronization objects for that, something like:

      autoreset events:
      newframeevent
      signalevent

      Loop thread
      do
      {
      waitForSingleObject(newframeevent)
      do analysis on the frame
      SetEvent(signalevent) //signal the camera to get new frame
      update displays and do logs for the current frame
      }
      while(looprunning);

      camera thread
      do
      {
      waitForSingleObject(signalevent)
      get new frame - takes 20ms
      SetEvent(newframeevent)
      }
      while(camrunning);

      The worst thing I see in the flags implementation is two threads modifying the signal flag. Mark

      Mark Salsbery Microsoft MVP - Visual C++ :java:

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      Kiran Satish
      wrote on last edited by
      #18

      Thanks, I feel like a complete dumbo. I always use CEvent::WaitForSingleObject(,) in many threads so that they wont lock the CPU and never thought of using them here. Maybe I need to start thinking slowly ;P

      PKNT

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      • K Kiran Satish

        Thanks, I feel like a complete dumbo. I always use CEvent::WaitForSingleObject(,) in many threads so that they wont lock the CPU and never thought of using them here. Maybe I need to start thinking slowly ;P

        PKNT

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        Mark Salsbery
        wrote on last edited by
        #19

        :)

        Kiran Satish wrote:

        I always use CEvent::WaitForSingleObject(,) in many threads so that they wont lock the CPU

        Yes!. It also throttles your thread loops so they don't sit there spinning while waiting for the flag to be set, eating all your CPU for 1 processor (each). Mark

        Mark Salsbery Microsoft MVP - Visual C++ :java:

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        • K Kiran Satish

          Thanks, I feel like a complete dumbo. I always use CEvent::WaitForSingleObject(,) in many threads so that they wont lock the CPU and never thought of using them here. Maybe I need to start thinking slowly ;P

          PKNT

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          Mark Salsbery
          wrote on last edited by
          #20

          plus...you can add a terminate event if needed so the threads can be shutdown gracefully. Then you'd wait on multiple objects. Mark

          Mark Salsbery Microsoft MVP - Visual C++ :java:

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          • M Mark Salsbery

            Flags? no no no :) There's handy synchronization objects for that, something like:

            autoreset events:
            newframeevent
            signalevent

            Loop thread
            do
            {
            waitForSingleObject(newframeevent)
            do analysis on the frame
            SetEvent(signalevent) //signal the camera to get new frame
            update displays and do logs for the current frame
            }
            while(looprunning);

            camera thread
            do
            {
            waitForSingleObject(signalevent)
            get new frame - takes 20ms
            SetEvent(newframeevent)
            }
            while(camrunning);

            The worst thing I see in the flags implementation is two threads modifying the signal flag. Mark

            Mark Salsbery Microsoft MVP - Visual C++ :java:

            K Offline
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            Kiran Satish
            wrote on last edited by
            #21

            I tried to implement this in simple way to test and rather than waiting for the event to occur, it runs continuously even I define the timeout value to be INIFINITE

            getsnap()
            {
            start camera thread if not running
            PulseEvent(getnewframe)
            waitForSingleObject(newframeevent, INFINITE)
            return;
            }

            camera thread
            do
            {
            waitForSingleObject(getnewframe, INFINITE)
            get new frame - takes 20ms
            PulseEvent(newframeevent)
            }while(camrunning);

            Here the camera thread continues running even after taking a frame. I am sure 'm missing something here. Sorry for bothering :) . -thanks

            PKNT

            M 1 Reply Last reply
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            • K Kiran Satish

              I tried to implement this in simple way to test and rather than waiting for the event to occur, it runs continuously even I define the timeout value to be INIFINITE

              getsnap()
              {
              start camera thread if not running
              PulseEvent(getnewframe)
              waitForSingleObject(newframeevent, INFINITE)
              return;
              }

              camera thread
              do
              {
              waitForSingleObject(getnewframe, INFINITE)
              get new frame - takes 20ms
              PulseEvent(newframeevent)
              }while(camrunning);

              Here the camera thread continues running even after taking a frame. I am sure 'm missing something here. Sorry for bothering :) . -thanks

              PKNT

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              Mark Salsbery
              wrote on last edited by
              #22

              I would use (and recommend) SetEvent() on auto-reset events and not PulseEvent(): getnewframe = ::CreateEvent(NULL, FALSE, FALSE, NULL); newframeevent = ::CreateEvent(NULL, FALSE, FALSE, NULL); I can't remember why but something about PulseEvent() is flaky/unreliable if I recall correctly (besides the fact that a thread has to be already waiting on it for it to work, which is bad for this case)....I just know I never use it. Compare that to SetEvent() - "The state of an auto-reset event object remains signaled until a single waiting thread is released". That's the behavior you'd want. Mark

              Mark Salsbery Microsoft MVP - Visual C++ :java:

              K 1 Reply Last reply
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              • M Mark Salsbery

                I would use (and recommend) SetEvent() on auto-reset events and not PulseEvent(): getnewframe = ::CreateEvent(NULL, FALSE, FALSE, NULL); newframeevent = ::CreateEvent(NULL, FALSE, FALSE, NULL); I can't remember why but something about PulseEvent() is flaky/unreliable if I recall correctly (besides the fact that a thread has to be already waiting on it for it to work, which is bad for this case)....I just know I never use it. Compare that to SetEvent() - "The state of an auto-reset event object remains signaled until a single waiting thread is released". That's the behavior you'd want. Mark

                Mark Salsbery Microsoft MVP - Visual C++ :java:

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                Kiran Satish
                wrote on last edited by
                #23

                I tired to implement using SetEvent, but it still deadlocks, as I dont see any processor activity at all and just a busy mouse icon on the application interface. Here is how I did it - I defined the event handles at the start of the application in your way rather than using CEvent objects like I did before

                getnewframe = ::CreateEvent(NULL, FALSE, FALSE, NULL);
                newframeevent = ::CreateEvent(NULL, FALSE, FALSE, NULL);

                when the user clicks snapshot, I call a function (snapshot)

                snapshot(exposure)
                {
                set camera exposure
                start snapshotthread if not running
                SetEvent(getnewframe)
                ::WaitForSingleObject(waitfornewframe, INFINITE);
                display the frame
                }
                .
                .
                .
                camthread
                {
                do
                {
                ::WaitForSingleObject(getnewframe, INFINITE);
                take a 20ms snapshot
                SetEvent(waitfornewframe);
                }while(camrunning)
                }

                I still dont get where I am doing wrong :confused:. I even tried using a while loop in snapshot function and using a 1ms timeout value for WaitForSingleObject and checking for WAIT_OBJECT_0.

                PKNT

                M 1 Reply Last reply
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                • K Kiran Satish

                  I tired to implement using SetEvent, but it still deadlocks, as I dont see any processor activity at all and just a busy mouse icon on the application interface. Here is how I did it - I defined the event handles at the start of the application in your way rather than using CEvent objects like I did before

                  getnewframe = ::CreateEvent(NULL, FALSE, FALSE, NULL);
                  newframeevent = ::CreateEvent(NULL, FALSE, FALSE, NULL);

                  when the user clicks snapshot, I call a function (snapshot)

                  snapshot(exposure)
                  {
                  set camera exposure
                  start snapshotthread if not running
                  SetEvent(getnewframe)
                  ::WaitForSingleObject(waitfornewframe, INFINITE);
                  display the frame
                  }
                  .
                  .
                  .
                  camthread
                  {
                  do
                  {
                  ::WaitForSingleObject(getnewframe, INFINITE);
                  take a 20ms snapshot
                  SetEvent(waitfornewframe);
                  }while(camrunning)
                  }

                  I still dont get where I am doing wrong :confused:. I even tried using a while loop in snapshot function and using a 1ms timeout value for WaitForSingleObject and checking for WAIT_OBJECT_0.

                  PKNT

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                  Mark Salsbery
                  wrote on last edited by
                  #24

                  I'm not seeing a deadlock situation in the pseudo code... If you run it in the debugger and break, are both threads sitting in the Wait function? If so, why?

                  Mark Salsbery Microsoft MVP - Visual C++ :java:

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                  • M Mark Salsbery

                    I'm not seeing a deadlock situation in the pseudo code... If you run it in the debugger and break, are both threads sitting in the Wait function? If so, why?

                    Mark Salsbery Microsoft MVP - Visual C++ :java:

                    K Offline
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                    Kiran Satish
                    wrote on last edited by
                    #25

                    Here is what happening in debug more

                    snapshot(exposure)
                    {
                    set camera exposure
                    start snapshotthread if not running
                    SetEvent(getnewframe)
                    ::WaitForSingleObject(waitfornewframe, INFINITE); -- set breakpoint(1)
                    display the frame
                    }
                    .
                    .
                    .
                    camthread
                    {
                    do
                    {
                    dummy variable -- set breakpoint(2)
                    ::WaitForSingleObject(getnewframe, INFINITE);
                    take a 20ms snapshot
                    SetEvent(waitfornewframe);
                    }while(camrunning)
                    }

                    when I hit snapshot button, the program stops at breakpoint(1) and then goes to breakpoint(2) and thats it from there it does nothing while the C++ interface shows as the program is in [run] mode. From the definitions of SetEvent and WaitForSingleObject I too dont see any thing wrong here. Do they need to be in actual two different threads, I dont think thats the case, interesting!

                    PKNT

                    M 1 Reply Last reply
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                    • K Kiran Satish

                      Here is what happening in debug more

                      snapshot(exposure)
                      {
                      set camera exposure
                      start snapshotthread if not running
                      SetEvent(getnewframe)
                      ::WaitForSingleObject(waitfornewframe, INFINITE); -- set breakpoint(1)
                      display the frame
                      }
                      .
                      .
                      .
                      camthread
                      {
                      do
                      {
                      dummy variable -- set breakpoint(2)
                      ::WaitForSingleObject(getnewframe, INFINITE);
                      take a 20ms snapshot
                      SetEvent(waitfornewframe);
                      }while(camrunning)
                      }

                      when I hit snapshot button, the program stops at breakpoint(1) and then goes to breakpoint(2) and thats it from there it does nothing while the C++ interface shows as the program is in [run] mode. From the definitions of SetEvent and WaitForSingleObject I too dont see any thing wrong here. Do they need to be in actual two different threads, I dont think thats the case, interesting!

                      PKNT

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                      Mark Salsbery
                      wrote on last edited by
                      #26

                      hmm the only reason I see that could happen is if "take a 20ms snapshot" never returns so the waitfornewframe event gets set.

                      Mark Salsbery Microsoft MVP - Visual C++ :java:

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                      • M Mark Salsbery

                        hmm the only reason I see that could happen is if "take a 20ms snapshot" never returns so the waitfornewframe event gets set.

                        Mark Salsbery Microsoft MVP - Visual C++ :java:

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                        Kiran Satish
                        wrote on last edited by
                        #27

                        I even tired that too by commenting it out, but it does the same. will keep tryin different ways and see. Do you think I may need to define those event handles in CMutex objects :~ .

                        PKNT

                        M 1 Reply Last reply
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                        • M Mark Salsbery

                          hmm the only reason I see that could happen is if "take a 20ms snapshot" never returns so the waitfornewframe event gets set.

                          Mark Salsbery Microsoft MVP - Visual C++ :java:

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                          Kiran Satish
                          wrote on last edited by
                          #28

                          does it matter how I am defining my thread?? I am using DWORD WINAPI camclass::camthread(LPVOID) form.

                          PKNT

                          M 1 Reply Last reply
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                          • K Kiran Satish

                            I even tired that too by commenting it out, but it does the same. will keep tryin different ways and see. Do you think I may need to define those event handles in CMutex objects :~ .

                            PKNT

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                            M Offline
                            Mark Salsbery
                            wrote on last edited by
                            #29

                            Kiran Satish wrote:

                            Do you think I may need to define those event handles in CMutex objects

                            No that's a different type of synchronization object for mutual exclusion.

                            Mark Salsbery Microsoft MVP - Visual C++ :java:

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                            • K Kiran Satish

                              does it matter how I am defining my thread?? I am using DWORD WINAPI camclass::camthread(LPVOID) form.

                              PKNT

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                              Mark Salsbery
                              wrote on last edited by
                              #30

                              How are you creating your threads? If you're using MFC and using MFC class objects in your threads you should be using AfxBeginThread(), and the prototype for the thread proc is UINT __cdecl ThreadProc(LPVOID pParam); If you're not using MFC but using CRT functions anywhere in your threads (including new/delete!) then you should be using _beginthread() or _beginthreadex(), and the prototype for the thread proc is unsigned __stdcall ThreadProc(void *lpParameter); For a pure C/C++ thread on Windows which doesn't use MFC or the CRT, you can use ::CreateThread(), and the prototype for the thread proc is DWORD WINAPI ThreadProc(LPVOID lpParameter); For MFC and/or CRT, make sure you're linking to the multithread version of those libraries.

                              Mark Salsbery Microsoft MVP - Visual C++ :java:

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                              • M Mark Salsbery

                                hmm the only reason I see that could happen is if "take a 20ms snapshot" never returns so the waitfornewframe event gets set.

                                Mark Salsbery Microsoft MVP - Visual C++ :java:

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                                Kiran Satish
                                wrote on last edited by
                                #31

                                I got it running. Unfortunately it doesnt run when I do it the way we discussed earlier, but when I run it in two different threads it works like it should. I am not sure why it did like tht before, but it doesnt work when I have it in between a function and thread.

                                PKNT

                                M 1 Reply Last reply
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                                • K Kiran Satish

                                  I got it running. Unfortunately it doesnt run when I do it the way we discussed earlier, but when I run it in two different threads it works like it should. I am not sure why it did like tht before, but it doesnt work when I have it in between a function and thread.

                                  PKNT

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                                  Mark Salsbery
                                  wrote on last edited by
                                  #32

                                  I always thought it was two threads!

                                  Mark Salsbery Microsoft MVP - Visual C++ :java:

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                                  • M Mark Salsbery

                                    I always thought it was two threads!

                                    Mark Salsbery Microsoft MVP - Visual C++ :java:

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                                    Kiran Satish
                                    wrote on last edited by
                                    #33

                                    Sorry abt that confusion... maybe I wasnt clear enough.... :), anyway now I know how to use Events in an efficent way... thanks for your help and patience on this...

                                    PKNT

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                                    • K Kiran Satish

                                      Sorry abt that confusion... maybe I wasnt clear enough.... :), anyway now I know how to use Events in an efficent way... thanks for your help and patience on this...

                                      PKNT

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                                      Mark Salsbery
                                      wrote on last edited by
                                      #34

                                      Kiran Satish wrote:

                                      maybe I wasnt clear enough

                                      I think I just assumed :) Glad you got it working! Cheers, mark

                                      Mark Salsbery Microsoft MVP - Visual C++ :java:

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                                      • M Mark Salsbery

                                        Cool good luck! Keep in mind: Locking is bad - eliminate it if possible - only lock for as long as necessary, and there's lots of other threads running in the system to mess with your timing :) Mark

                                        Mark Salsbery Microsoft MVP - Visual C++ :java:

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                                        Kiran Satish
                                        wrote on last edited by
                                        #35

                                        I am back with another issue in this application :) , saving frames in real-time without dropping and in the same order. I tried using BipBuffer[^]. This is how I implemented, the actual thread keeps running and signals an event to 'SaveImage' thread for every ~20msec where it appends the image data to BipBuffer memory while another thread keeps running all the time saving images from BipBuffer until the BipBuffer memory is NULL. I am allocating 64x(512x512)bytes of memory to BipBuffer. While running like this, the close loop (main thread) starts off at 50Hz and after a while (like 6-7 sec) depending on the size of BipBuffer memory, it slows down to like 39Hz and then goes back to 50Hz slowly. Is there any other way I can save all the images in real-time at 50Hz with out dropping the actual frames coming in from the camera (i.e I have ~17msec to save a particular frame)?? -thanks

                                        PKNT

                                        M 1 Reply Last reply
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                                        • K Kiran Satish

                                          I am back with another issue in this application :) , saving frames in real-time without dropping and in the same order. I tried using BipBuffer[^]. This is how I implemented, the actual thread keeps running and signals an event to 'SaveImage' thread for every ~20msec where it appends the image data to BipBuffer memory while another thread keeps running all the time saving images from BipBuffer until the BipBuffer memory is NULL. I am allocating 64x(512x512)bytes of memory to BipBuffer. While running like this, the close loop (main thread) starts off at 50Hz and after a while (like 6-7 sec) depending on the size of BipBuffer memory, it slows down to like 39Hz and then goes back to 50Hz slowly. Is there any other way I can save all the images in real-time at 50Hz with out dropping the actual frames coming in from the camera (i.e I have ~17msec to save a particular frame)?? -thanks

                                          PKNT

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                                          Mark Salsbery
                                          wrote on last edited by
                                          #36

                                          Kiran Satish wrote:

                                          I am allocating 64x(512x512)bytes of memory to BipBuffer

                                          Are you sure that's a big enough buffer? If the data is 24bpp RGB, you may want 64x(512x512x3). Which thread is slowing down? Are you locking something (or staying in a critical section) too long? Mark

                                          Mark Salsbery Microsoft MVP - Visual C++ :java:

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