eve*_*ode 11 c++ multithreading openmp c++11
我正在尝试编写一些多线程代码来从DAQ设备读取并同时渲染捕获的信号:
std::atomic <bool> rendering (false);
auto render = [&rendering, &display, &signal] (void)
{
while (not rendering)
{std::this_thread::yield ();};
do {display.draw (signal);}
while (display.rendering ()); // returns false when user quits
rendering = false;
};
auto capture = [&rendering, &daq] (void)
{
for (int i = daq.read_frequency (); i --> 0;)
daq.record (); // fill the buffer before displaying the signal
rendering = true;
do {daq.record ();}
while (rendering);
daq.stop ();
};
std::thread rendering_thread (render);
std::thread capturing_thread (capture);
rendering_thread.join ();
capturing_thread.join ();
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有时这会很好,但通常我的口吃很糟糕.我曾render ()和capture ()打印在每个循环迭代一条线,然后五色线,以至于红色是render ()蓝是capture ():

左图是平稳运行,右图是来自口吃的运行.
我使用openMP大致相当于C语言中的等效程序,性能总是很平滑:
int status = 0;
#pragma omp parallel num_threads(2) private(tid) shared(status)
/* READ AND DRAW */ {
tid = omp_get_thread_num ();
/* DRAW */ if (tid is 0) {
int finished = 0;
while (not finished) {
#pragma omp critical
/* GET JOB STATUS */ {
finished = status;
}
finished = renderDisplay ();
}
#pragma omp critical
/* TERMINATE DISPLAY */ {
cvDestroyAllWindows();
}
#pragma omp atomic
status ++;
#pragma omp flush(status)
}
/* READ */ if (tid is 1) {
int finished = 0;
while (not finished) {
#pragma omp critical
/* GET JOB STATUS */ {
finished = status;
}
captureSignal ();
}
}
#pragma omp barrier
}
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至少,C和C++ 11版本看起来都与我相同,但我无法弄清楚为什么在C++ 11版本中发生了口吃.
我不能发布SSCCE,因为daq.*例程都依赖于NI DAQ库,但是daq.record ()在物理设备读完之前可能值得注意阻塞,而NI DAQ lib本身在启动时会生成多个线程.
我尝试在各种配置中实现原子标志并更改函数调用顺序,似乎没有任何效果.
这里发生了什么,我该如何控制它?
更新:增加DAQ的采样率可以缓解问题,这使我强烈怀疑这与daq.record ()阻塞调用的事实有关.
正如评论中的人们提到的那样,您对日程安排没有太多控制权。可能对您更有帮助的是放弃自旋锁和使用条件。如果渲染线程运行得太快并处理了捕获线程生成的所有数据,这将强制渲染线程进入睡眠状态。您可以查看此示例1 次迭代。在您的情况下,每次从捕获线程获得更多数据时,您都需要调用notify_one()。您可以使用针对您的情况仅使用 1 个参数的wait版本。
所以你的代码会变成这样
std::mutex mutex;
std::condition_variable condition;
std::atomic <bool> rendering (false);
auto render = [&rendering, &display, &signal] (void)
{
// this while loop is not needed anymore because
// we will wait for a signal before doing any drawing
while (not rendering)
{std::this_thread::yield ();};
// first we lock. destructor will unlock for us
std::unique_lock<std::mutex> lock(mutex);
do {
// this will wait until we have been signaled
condition.wait(lock);
// maybe check display.rendering() and exit (depending on your req.)
// process all data available
display.draw (signal);
} while (display.rendering ()); // returns false when user quits
rendering = false;
};
auto capture = [&rendering, &daq] (void)
{
for (int i = daq.read_frequency (); i --> 0;)
daq.record (); // fill the buffer before displaying the signal
rendering = true;
condition.notify_one();
// special note; you can call notify_one() here with
// the mutex lock not acquired.
do {daq.record (); condition.notify_one();}
while (rendering);
daq.stop ();
// signal one more time as the render thread could have
// been in "wait()" call
condition.notify_one();
};
std::thread rendering_thread (render);
std::thread capturing_thread (capture);
rendering_thread.join ();
capturing_thread.join ();
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这样做也会消耗更少的 CPU 资源,因为当没有数据要处理时,渲染线程将进入睡眠状态。