ACE Tutorial 017
Using the ACE_Barrier synch object
The Barrier implementation is quite simple. The threads() mutator
took a couple of tries to get right. In particular, be sure you know
when to apply the _wait paramter and when not to! In fact, the
requirement that only the "owning" thread can change the thread count
is rather limiting. A more appropriate solution would allow any
thread to safely change the count but that would require more complex
locking that is just a bit more than what I wanted to present here.
// page04.html,v 1.10 2000/03/19 20:09:32 jcej Exp
#include "Barrier_i.h"
/* Initialize the threads_ count to zero and the barrier_ pointer to a
safe value. At the same time, we remember the thread that created
us so that we can allow it to change the thread count.
*/
Barrier::Barrier(void)
: threads_(0)
,barrier_(0)
,new_barrier_(0)
{
owner_ = ACE_OS::thr_self();
}
/* Ensure that barrier_ get's deleted so that we don't have a memory leak.
*/
Barrier::~Barrier(void)
{
delete barrier_;
}
void Barrier::owner( ACE_thread_t _owner )
{
owner_ = _owner;
}
// Report on the number of threads.
u_int Barrier::threads(void)
{
return threads_.value();
}
/* Allow the owning thread to (re)set the number of threads.
make_barrier() is called because it will wait() if we were already
configured. Typical usage would be for the worker threads to
wait() while the primary (eg -- owner) thread adjusts the thread
count.
For instance:
In the worker threads:
if( myBarrier.threads() != current_thread_count )
myBarrier.wait();
In the primary thread:
if( myBarrier.threads() != current_thread_count )
myBarrier.threads( current_thread_count, 1 );
*/
int Barrier::threads( u_int _threads, int _wait )
{
if( ! ACE_OS::thr_equal(ACE_OS::thr_self(), owner_) )
{
return -1;
}
threads_ = _threads;
return make_barrier(_wait);
}
/* Wait for all threads to synch if the thread count is valid. Note
that barrier_ will be 0 if the threads() mutator has not been
invoked.
*/
int Barrier::wait(void)
{
if( ! barrier_ )
{
return -1;
}
// If the threads() mutator has been used, new_barrier_ will
// point to a new ACE_Barrier instance. We'll use a
// traditional double-check here to move that new object into
// place and cleanup the old one.
if( new_barrier_ )
{
// mutex so that only one thread can do this part.
ACE_Guard<ACE_Mutex> mutex(barrier_mutex_);
// We only want the first thread to plug in the new barrier...
if( new_barrier_ )
{
// out with the old and in with the new.
delete barrier_;
barrier_ = new_barrier_;
new_barrier_ = 0;
}
}
return barrier_->wait();
}
/* Wait for all threads to synch. As each thread passes wait(), it
will decrement our thread counter. (That is why we had to make
threads_ an atomic op.) When the last thread decrements the
counter it will also delete the ACE_Barrier & free up a little
memory.
*/
int Barrier::done(void)
{
if( this->wait() == -1 )
{
return -1;
}
--threads_;
if( ! threads_.value() )
{
delete barrier_;
barrier_ = 0;
}
return 0;
}
/* This will build the actual barrier. I broke this code out of the
threads() mutator in case it might be useful elsewhere.
If a barrier already exists, we will wait for all threads before
creating a new one. This trait is what allows the threads mutator
to be used as shown above.
*/
int Barrier::make_barrier( int _wait )
{
// Ensure we have a valid thread count.
if( ! threads_.value() )
{
return -1;
}
// If a barrier already exists, we'll arrange for it to be
// replaced through the wait() method above.
if( barrier_ )
{
// Create the new barrier that wait() will install for us.
ACE_NEW_RETURN(new_barrier_,ACE_Barrier(threads_.value()),-1);
// Wait for our siblings to synch before continuing
if( _wait )
{
barrier_->wait();
}
}
else
{
// Create the initial barrier.
ACE_NEW_RETURN(barrier_,ACE_Barrier(threads_.value()),-1);
}
return 0;
}
#if defined (ACE_HAS_EXPLICIT_TEMPLATE_INSTANTIATION)
template class ACE_Atomic_Op <ACE_Mutex, u_int>;
#elif defined (ACE_HAS_TEMPLATE_INSTANTIATION_PRAGMA)
#pragma instantiate ACE_Atomic_Op <ACE_Mutex, u_int>
#endif /* ACE_HAS_EXPLICIT_TEMPLATE_INSTANTIATION */
[Tutorial Index] [Continue This Tutorial]