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What are you referring to regarding pthread_create()? Last time I checked I thought that it would return an undefined thread* only when giving a nonzero return code, which while certainly isn't handled in a lot of multi-threaded applications could be checked before anything else is done with the newly created thread.


There appears to be cases under high create/destroy scenarios where it returns zero, but failed to allocate memory for a thread during create. This is with tonnes of available memory (hence not a mapping error) and no exceptions thrown.

That said, it's still entirely possible I've made a mistake. Please see here: https://github.com/electric-sheep-uc/black-sheep/blob/master...

The idea is that you do preliminary processing of a camera frame before sending a neural network over the top.


> This is with tonnes of available memory (hence not a mapping error) and no exceptions thrown.

Could be a memory fragmentation issue

EDIT: Also since you're using C++ threads: You should really use move semantics, because right now you have two points of failure acting on the same thing: `new` operator may fail on creating the threads instance, and the underlying pthread_create may fail as well.


Comment on my mentioning on move semantics, because I feel that this really ought to be pointed out:

In all the C++ standard library implementations of std::thread the only member variable of that class is the native handle to the system thread itself; there are no additional member variables! This means that the size of a std::thread object is equal to the size of a native handle, usually the size of a pointer, but sometimes smaller.

If you create std::thread by `new` you're essentially creating a pointer to a "possibly a pointer", which comes with all the inefficiencies associated with it: Double indirection, small size allocations tend to fragment memory. And at the end of the day to actually use it, you have to at least lob around that outside pointer around on the stack anyway.

So there is zero benefit at all of using dynamic allocation for std::thread. Don't do it! Just create the std::thread instances on the stack, they're just handled/pointers with "smarts" around them, and you can copy them around just efficiently as you can copy a pointer or an integer. Better yet, if you're not trying to "outsmart" the compiler you'll often get copy elision where applicable.


sts::thread has its copy constructor deleted. This means that creating it on the heap is often your only option if you have to mix it with other types that don't handle noving properly because move semantics are strictly opt in.


> std::thread has its copy constructor deleted

and for good reason

> your only option if you have to mix it with other types that don't handle moving properly

It's not the only option. The other option is to implement move semantics on the containing type. Properly implemented move semantics gives you assurance about ownership and that you don't use the tread interface inappropriately.


Deleting the copy constructor is a very arbitrary design devision without any good reason.

Move semantics are a can of worms in themselves. You assume in your comment that you can modify the other types that interact with the types that are only movable. This is only possible if you own all relevant types, which is actually the exception rather than the norm. And even if you own the relevant related types, move semantics transitively enforce themselves onto containing types which turns their introduction into sprawling mess of cascading changes with hidden surprises.


Here's something to ponder on: What are the proper semantics for copying a thread? What is it you want to express by doing that?

You'll find that usually the copy constructor has been deleted only for those classes where the semantics of a copy are not well defined.

So let's assume you work around that by encapsulating that thread in a std::shared_ptr or a std::weak_ptr. What are the constraints you must work within when using that thread reference?

Usually when you run into "problems" caused by an object not being "move aware" triggered by encapsulating a non-copyable type, this is a red flag that something in your codes architecture is off. Think of it as a weaker variant of the strong typing of functional languages. You probably don't want to have a shared_ptr on a thread inside your object (and the object being copyable), but wrap that object in a shared_ptr (or weak_ptr) and pass those around.


Yourncery first question is already leading you down the wrong path: std::thread is a thread handle, not the thread itself. Equating the handle with the thread (a complex construct of a separate stack, seperate processor state, separate scheduling state etc.) is folly.

There are more software architectures between heaven and earth than exist in your philosophy. C++ especially is an old language and most code was written before C++11 started to be adopted. So a pure C++11 style codebase that follows the associated design best practices may be able to deal with std::thread and similarly restricted classes with little friction. But this just isn't the norm. Most big important codebases are too far down different roads to adjust them to play nice with move semantics.


> std::thread is a thread handle, not the thread itself

While technically true, semantically there's not much of a difference. Yes, you can copy around a handle, but then you have the burden of tracking all of these copies, so that you don't end up with a dangling handle to a thread long dead… or even worse, a reused handle for an entirely new thread that happens to have gotten the same handle value.

This is why you should not think of std::thread being a handle, but the actual thread. Yes, from a system level point of view there's the handle, and all the associated jazz that comes with threads (their dedicated stacks, maybe TLS, affinity masks, etc.), all of which are non-portable and hence not exposed by std::thread, because essentially you're not supposed to see all of that stuff.

> C++ especially is an old language and most code was written before C++11 started to be adopted.

That is true. Heck, I've still got some C++ code around which I wrote almost 25 years ago. But if you use a feature that was introduced only later, then you should use it within the constraints supported by the language version that introduced it and not shoehorn workarounds "just to make it work".


std::thread is just fundamentally flawed. The way it encapsulates the thread itself is just one of the things. Thread CPU affinity cannot be managed. Code cannot query which thread it is running on. There are no thread ids (the handle would be a workable substitute if it were copyable). Threads cannot be killed. In other words, if you take threading seriously std::thread is useless.

I need all of these things except for killing threads. So this is not just an academic list for me.


> Thread CPU affinity cannot be managed

That's because the capability of doing so depends on the target environment. C++ is all-target. If you need that you can use `std::thread::native_handle` + the OS's API for that.

> Code cannot query which thread it is running on

You're wrong assuming that. std::this_thread::get_id() exists: https://en.cppreference.com/w/cpp/thread/get_id

> There are no thread ids

Yes, there are. std::thread::get_id() exists (also see above): https://en.cppreference.com/w/cpp/thread/thread/get_id

> Threads cannot be killed.

Not all runtime environments actually support doing this kind of thing. Also within the semantics of C++ the ability to kill threads opens an gargantuan can of worms. For example how would you implement RAII style deallocation and deinitialization of objects created within the scope of a thread?

Or even one lower level: How do you deal with locks held within such a thread? Not all OS's define semantics on what to do with synchronization objects that a held in a thread that's been killed. Window implicitly releases them. Pthreads defined mutex consistency, but after killing a thread holding a mutex, the state of the affected mutex is indeterminate until a locking attempt on the mutex is done.

Killing threads really is something that should be avoided if possible. Not since C++11 but since ever, because it causes a lot more problems than it solves. If you need something that can be killed without going through too much trouble, spawn a processes and use shared memory.

std::thread is very limited because C++ is an all-purpose, all-operating-system, all-environment language and it must limit itself to greatest common denominator of threading support you can expect. And realistically this boils down to: 1. there are threads. And 2. threads are created, run for some time, may terminate and you can wait for termination.

That's it. Anything beyond that is utterly dependent on the runtime environment. And because of that std::thread does give you std::thread::native_handle, to be able to interface with that.


Many features of the STL are optional. So the existence of operating systems that are incapable of providing certain features is not a valid argument for leaving out features that are essential to using threads in any meaningful way on others.

Killable threads are not rocket science, either. You're just limited in the kinds of things these threads can do. But there's no need to get all hungup on that particular feature.


> Please see here: https://github.com/electric-sheep-uc/black-sheep/blob/0735de...

Creating and destroying threads in a tight loop (and blocking on their destruction, thereby reducing the point of having many) seems like a bad idea. Conceptually you have only maximum of two threads in any given part of this snippet, the one running the loop and the current instance of visThread. My guess is also that the loop thread spends most of its time waiting for the recently created threads to die. Why not have visThread only get created once and process a queue of events?

Anyway without additional evidence you potentially flagged a bug in the c++ standard library rather than pthread_create.


Firstly, thanks for taking the time to look.

> Creating and destroying threads in a tight loop (and blocking on their destruction, thereby reducing the point of having many) seems like a bad idea.

The purpose is that it's pretty much 100% always running a visThread (it's a neural network that takes about 100ms per image). The pre-process on the other hand runs in about 10ms, but there's no reason why it can't be run in advance (+). The neural network can't really be run on multiple cores safely, but it does have OpenMP (parallel loops).

(+) It does create some latency in the output compared to the real world, but it's not a massive deal when it comes down to it.

> Why not have visThread only get created once and process a queue of events?

This is probably the best way to do this, but this was the lazy way with not too much overhead (I think) :)

> Anyway without additional evidence you potentially flagged a bug in the c++ standard library rather than pthread_create.

Possibly, I did run it through GDB and Valgrind, it reliably seemed to die in pthread_create, but that of course could have only been the trigger. It could also be the aggressive optimization [1].

[1] https://github.com/electric-sheep-uc/black-sheep/blob/0735de...




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