Showing posts with label cpp. Show all posts
Showing posts with label cpp. Show all posts

Thursday, August 1, 2013

NameSet update

While editing the docs, I've realized that the NameSet class being a single-threaded Starget while it's used inside the multithreaded Mtarget IndexType, is not a good thing. So I've upgraded it to an Mtarget as well.

The other related item is the method IndexType::getKey(). There is no good reason to return an Autoref<NameSet> from it, a pointer is just as good and even better. The new prototype for it is:

virtual const NameSet *getKey() const;

Saturday, July 27, 2013

string utilities

As I'm editing the documentation for 2.0, I've found an omission: the string helper functions in the C++ API haven't been documented yet. Some of them have been mentioned but not officially documented.

The first two are declared in common/Strprintf.h:

string strprintf(const char *fmt, ...);
string vstrprintf(const char *fmt, va_list ap);

They are entirely similar to sprintf() and vsprintf() with the difference that they place the result of formatting into a newly constructed string and return that string.

The rest are defined in common/StringUtil.h:

extern const string &NOINDENT;

The special constant that when passed to the printing of the Type, causes it to print without line breaks. Doesn't have any special effect on Errors, there it's simply treated as an empty string.

const string &nextindent(const string &indent, const string &subindent, string &target);

Compute the indentation for the next level when printing a Type. The arguments are:

indent - indent string of the current level
subindent - characters to append for the next indent level
target - buffer to store the extended indent string

The passing of target as an argument allows to reuse the same string object and avoid the extra construction.


The function returns the computed reference: if indent was NOINDENT, then reference to NOINDENT, otherwise reference to target. This particular calling pattern is strongly tied to how things are computed inside the type printing, but you're welcome to look inside it and do the same for any other purpose.

void newlineTo(string &res, const string &indent);

Another helper function for the printing of Type, inserting a line break. The indent argument specifies the indentation, with the special handling of NOINDENT: if indent is NOINDENT, a single space is added, thus printing everything in one line; otherwise a \n and the contents of indent are added. The res argument is the result string, where the line break characters are added.

void hexdump(string &dest, const void *bytes, size_t n, const char *indent = "");

Print a hex dump of a sequence of bytes (at address bytes and of length n), appending the dump to the destination string dest. The data will be nicely broken into lines, with 16 bytes printed per line. The first line is added directly to the end of the dest as-is,  but if n is over 16, the other lines will follow after \n. The indent argument allows to add indentation at the start of each following string.

void hexdump(FILE *dest, const void *bytes, size_t n, const char *indent = "");

Another version, sending the dumped data directly into a file descriptor.

The next pair of functions provides a generic mechanism for converting enums between a string and integer representation:

struct Valname
{
    int val_;
    const char *name_;
};

int string2enum(const Valname *reft, const char *name);
const char *enum2string(const Valname *reft, int val, const char *def = "???");

The reference table is defined with an n array of Valnames, with the last element being { -1, NULL }. Then it's passed as the argument reft of the conversion functions which do a sequential look-up by that table. If the argument is not found, string2enum() will return -1, and enum2string() will return the value of the def argument (which may be NULL).

Here is an example of how it's used for the conversion of opcode flags:

Valname opcodeFlags[] = {
    { Rowop::OCF_INSERT, "OCF_INSERT" },
    { Rowop::OCF_DELETE, "OCF_DELETE" },
    { -1, NULL }
};

const char *Rowop::ocfString(int flag, const char *def)
{
    return enum2string(opcodeFlags, flag, def);
}

int Rowop::stringOcf(const char *flag)
{
    return string2enum(opcodeFlags, flag);
}

Sunday, July 14, 2013

BasicPthread reference (C++)

As you can see from the previous descriptions, building a new Triead is a serious business, containing many moving part. Doing it every time from scratch would be hugely annoying and error prone. The class BasicPthread, defined in app/BasicPthread.h,  takes care of wrapping all that complicated logic.

It originated as a subclass of pw::pwthread, and even though it ended up easier to copy and modify the code (okay, maybe this means that pwthread can be made more flexible), the usage is still very similar to it. You define a new subclass of BasicPthread, and define the virtual function execute() in it. Then you instantiate the object and call the method start() with the App argument.

For a very simple example:

class MainLoopPthread : public BasicPthread
{
public:
    MainLoopPthread(const string &name):
        BasicPthread(name)
    {
    }

    // overrides BasicPthread::start
    virtual void execute(TrieadOwner *to)
    {
        to->readyReady();
        to->mainLoop();
    }
};

...

Autoref<MainLoopPthread> pt3 = new MainLoopPthread("t3");
pt3->start(myapp);

It will properly create the Triead, TrieadOwner, register the thread joiner and start the execution. The TrieadOwner will pass through to the execute() method, and its field fi_ will contain the reference to the FileInterrupt object. After execute() returns, it will take care of marking the thread as dead.

It also wraps the call of execute() into a try/catch block, so any Exceptions thrown will be caught and cause the App to abort. In short, it's very similar to the Triead management in Perl.

You don't need to keep the reference to the thread object afterwards, you can even do the construction and start in one go:

(new MainLoopPthread("t3"))->start(myapp);

 The internals of BasicPthread will make sure that the object will be dereferenced (and thus, in the absence of other references, destroyed) after the thread gets joined by the harvester.

Of course, if you need to pass more arguments to the thread, you can define them as fields in your subclass, set them in the constructor (or by other means between constructing the object and calling start()), and then execute() can access them. Remember, execute() is a method, so it receives not only the TrieadObject as an argument but also the BasicPthread object as this.

BasicPthread is implemented as a subclass of TrieadJoin, and thus is an Mtarget. It provides the concrete implementation of the joiner's virtual methods, join() and interrupt(). Interrupt() calls the method of the base class, then sends the signal SIGUSR2 to the target thread.

And finally the actual reference:

BasicPthread(const string &name);

Constructor. The name of the thread is passed through to App::makeTriead(). The Triead will be constructed in start(), the BasicPthread constructor just collects together the arguments.

void start(Autoref<App> app);

Construct the Triead, create the POSIX thread, and start the execution there.

void start(Autoref<TrieadOwner> to);

Similar to the other version of start() but uses a pre-constructed TrieadOwner object. This version is useful mostly for the tests, and should not be used much in the real life.

virtual void execute(TrieadOwner *to);

Method that must be redefined by the subclass, containing the threads's logic.

virtual void join();
virtual void interrupt();

Methods inherited from TrieadJoin, providing the proper implementations for the POSIX threads.

And unless, I've missed something, this concludes the description of the Triceps threads API.

Saturday, July 13, 2013

FileInterrupt reference (C++)

FileInterrupt is the class that keeps track of a bunch of file descriptor and revokes them on demand, hopefully interrupting any ongoing operations on them (and if that doesn't do the job, a separately sent signal will). It's not visible in Perl, being intergrated into the TrieadOwner methods, but in C++ it's a separate class. It's defined in app/FileInterrupt.h, and is an Mtarget, since the descriptors are registered and revoked from different threads.

FileInterrupt();

The constructor, absolutely plain. Normally you would not want to construct it directly but use the object already constructed in TrieadJoin. The object keeps the state, whether the interruption had happened, and is obviously initialized to the non-interrupted state.

void trackFd(int fd);

Add a file descriptor to the tracked interruptable set. If the interruption was already done, the descriptor will instead be revoked right away by dupping over from /dev/null. If the attempt to open /dev/null fails, it will throw an Exception.

void forgetFd(int fd);

Remove a file descriptor to the tracked interruptable set. You must do it before closing the descriptor, or a race leading to the corruption of random file descriptors may occur. If this file descriptor was not registered, the call will be silently ignored.

 void interrupt();

Perform the revocation of all the registered file descriptors by dupping over them from /dev/null. If the attempt to open /dev/null fails, it will throw an Exception.

This marks the FileInterrupt object state as interrupted, and any following trackFd() calls will lead to the immediate revocation of the file descriptors in them, thus preventing any race conditions.

bool isInterrupted() const;

Check whether this object has been interrupted.

TrieadJoin reference (C++)

TrieadJoin is the abstract base class that tells the harvester how to join a thread after it had finished. Obviously, it's present only in the C++ API and not in Perl (and by the way, the reference of the Perl classes in 2.0 has been completed, the remaining classes are only in C++).

Currently TrieadJoin has two subclasses: PerlTrieadJoin for the Perl threads and BasicPthread for the POSIX threads in C++. I won't be describing PerlTriedJoin, since it's in the internals of the Perl implementation, never intended to be directly used by the application developers, and if you're interested, you can always look at its source code. I'll describe BasicPthread later.

Well, actually there is not a whole lot of direct use for TrieadJoin either: you need to worry about it only if you want to define a joiner for some other kind of threads, and this is not very likely. But since I've started, I'll complete the write-up of it.

So, if you want to define a joiner for some other kind of  threads, you define a subclass of it, with an appropriately defined method join().

TrieadJoin is an Mtarget, naturally referenced from multiple threads (at the very least it's created in the thread to be joined or its parent, and then passed to the harvester thread by calling App::defineJoin()). The methods of TrieadJoin are:

TrieadJoin(const string &name);

The constrcutor. The name is the name of the Triead, used for the error messages. Due to the various syncronization reasons, this makes the life of the harvester much easier, than trying to look up the name from the Triead object.

virtual void join() = 0;

The Most Important joining method to be defined by the subclass. The subclass object must also hold the identity of the thread in it, to know which thread to join. The harvester will call this method.

virtual void interrupt();

The method that interrupts the target thread when it's requested to die. It's called in the context of the thread that triggers the App shutdown (or otherwise requests the target thread to die). By default the TrieadJoin carries a FileInterrupt object in it (it gets created on TrieadJoin construction, and then TrieadJoin keeps a reference to it), that will get called by this method to revoke the files. But everything else is a part of the threading system, and the base class doesn't know how to do it, the subclasses must define their own methods, wrapping the base class.

Both PerlTrieadJoin and BasicPthread add sending the signal SIGUSR2 to the target thread. For that they use the same target thread identity kept in the object as used by the join() call.

FileInterrupt *fileInterrupt() const;

Get a pointer to the FileInterrupt object defined in the TrieadJoin. The most typical use is to pass it to the TrieadOwner object, so that it can be easily found later:

to->fileInterrupt_ = fileInterrupt();

Though of course it could be kept in a separate local Autoref instead.

const string &getName() const;

Get back the name of the joiner's thread.

SIGUSR2

When a thread is requested to die, its registered file descriptors become revoked, and the signal SIGUSR2 is sent to it to interrupt any ongoing system calls. For this to work correctly, there must be a signal handler defined on SIGUSR2, because otherwise the default reaction to it is to kill the process. It doesn't matter what signal handler, just some handler must be there. The Triceps library defines an empty signal handler but you can also define your own instead.

In Perl, the empty handler for SIGUSR2 is set when the module Triceps.pm is loaded. You can change it afterwards.

In C++ Triceps provides a class Sigusr2, defined in app/Sigusr2.h, to help with this. If you use the class BasicPthread, you don't need to deal with Sigusr2 directly: BasicPthread takes care of it. All the methods of Sigusr2 are static.

static void setup();

Set up an empty handler for SIGUSR2 if it hasn't been done yet. This class has a static flag (synchronized by a mutex) showing that the handler had been set up. On the first call it sets the handler and sets the flag. On the subsequent calls it checks the flag and does nothing.

static void markDone();

Just set the flag that the setup has been done. This allows to set your own handler instead and still cooperate with the logic of Sigusr2 and BasicPthread.

If you set your custom handler before any threads have been started, then set up your handler and then call markDone(), telling Sigusr2 that there is no need to set the handler any more.

If you set your custom handler when the Triceps threads are already running (not the best idea but still a possibility), there is a possibility of a race with another thread calling setup(). To work around that race, set up your handler, call markDone(), then set up your handler again.

static void reSetup();

This allows to replace the custom handler with the empty one. It always forcibly sets the empty handler (and also the flag).

odds and ends

While working on threads support, I've added a few small features here and there. Some of them have been already described, some will be described now. I've also done a few more small clean-ups.

First, the historic methods setName() are now gone everywhere. This means Unit and Label classes, and in C++ also the Gadget. The names can now only be specified during the object construction.

FnReturn has the new method:

$res = fret->isFaceted();

bool isFaceted() const;

It returns true (or 1 in Perl) if this FnReturn object is a part of a Facet.

Unit has gained a couple of methods:

$res = $unit->isFrameEmpty();

bool isFrameEmpty() const;

Check whether the current frame is empty. This is different from the method empty() that checks whether the the whole unit is empty. This method is useful if you run multiple units in the same thread, with some potentially complicated cross-unit scheduling. It's what nextXtray() does with a multi-unit Triead, repeatedly calling drainFrame() for all the units that are found not empty. In this situation the simple empty() can not be used because the current inner frame might not be the outer frame, and draining the inner frame can be repeated forever while the outer frame will still contain rowops. The more precise check of isFrameEmpty() prevents the possibility of such endless loops.

$res = $unit->isInOuterFrame();

bool isInOuterFrame() const;

Check whether the unit's current inner frame is the same as its outer frame, which means that the unit is not in the middle of a call.


In Perl the method Rowop::printP() has gained an optional argument for the printed label name:

$text = $rop->printP();
$text = $rop->printP($lbname);

The reason for that is to make the printing of rowops in the chained labels more convenient. A chained label's execution handler receives the original unchanged rowop that refers to the first label in the chain. So when it gets printed, it will print the name of the first label in the chain, which might be very surprising. The explicit argument allows to override it to the name of the chained label (or to any other value).


 In C++ the Autoref has gained the method swap():

void swap(Autoref &other);

It swaps the values of two references without changing the reference counts in the referred values. This is a minor optimization for such a special situation. One or both references may contain NULL.


In C++ the Table has gained the support for sticky errors. The table internals contain a few places where the errors can't just throw an Exception because it will mess up the logic big time, most specifically the comparator functions for the indexes. The Triceps built-in indexes can't encounter any errors in the comparators but the user-defined ones, such as the Perl Sorted Index, can. Previously there was no way to report these errors other than print the error message and then either continue pretending that nothing happened or abort the program.

The sticky errors provide a way out of this sticky situation. When an index comparator encounters an error, it reports it as a sticky error in the table and then returns false. The table logic then unrolls like nothing happened for a while, but before returning from the user-initiated method it will find this sticky error and throw an Exception at a safe time. Obviously, the incorrect comparison means that the table enters some messed-up state, so all the further operations on the table will keep finding this sticky error and throw an Exception right away, before doing anything. The sticky error can't be unstuck. The only way out of it is to just discard the table and move on.

void setStickyError(Erref err);

Set the sticky error from a location where an exception can not be thrown, such as from the comparators in the indexes. Only the first error sticks, all the others are ignored since (a) the table will be dead and throwing this error in exceptions from this point on anyway and (b) the comparator is likely to report the same error repeatedly and there is no point in seeing multiple copies.

Errors *getStickyError() const;

Get the table's sticky error. Normally there is no point in doing this manually, but just in case.

void checkStickyError() const;

If the sticky error has been set, throw an Exception with it.

AutoDrain reference, C++

The scoped drain in C++ has more structure than in Perl. It consists of the base class AutoDrain and two subclasses: AutoDrainShared and AutoDrainExclusive. The base AutoDrain can not be created directly but is convenient for keeping a reference to any kind of drain:

Autoref<AutoDrain> drain = new AutoDrainShared(app);

The constructor of the subclass determines whether the drain is shared or exclusive, and the rest of the methods are defined in the base class.

The AutoDrain is an Starget, and naturally can be used in only one thread. It's also possible to use the a direct local variable:

{
  AutoDrainShared drain(app);
  ...
}

Just remember not to mix the metaphors, if you create a local variable, don't try to create the references to it.

The constructors are:

AutoDrainShared(App *app, bool wait = true);
AutoDrainShared(TrieadOwner *to, bool wait = true);

Create a shared drain from an App or TrieadOwner. The wait flag determines if the constructor will wait for the drain to complete, otherwise it will return immediately. The shared drain requests the draining of all the Trieads, and multiple threads may have their shared drains active at the same time (the release will happen when all these drains become released). A shared drain will wait for all the preceding exclusive drains to be released before it gets created.

AutoDrainExclusive(TrieadOwner *to, bool wait = true);

Create an exclusive drain from a TrieadOwner. The wait flag makes the constructor wait for the completion of the drain. Only one exclusive drain at a time may be active, from only one thread, an exclusive drain will wait for all the preceding shared and exclusive drains to be released before it gets created.

The common method is:

void wait();

Wait for the drain to complete. Can be called repeatedly. If more data has been injected into the model through the excluded Triead, will wait for that data to drain.

I'm not sure if I mentioned this yet, but if the new Trieads are created while a drain is active, these Trieads will be notified of the drain. This means that the input-only Trieads won't be able to send any data until the drain is released. However the Trieads in the middle of the model will follow the normal protocol for such threads: the drain will become incomplete after the Triead is marked as ready and until it blocks on the following nextXtray(). Normally this should be a very short amount of time. However such Trieads should take care to never send any rowops on their own before reading from nextXtray(), if they find that TrieadOwner::isRdDrain() returns true, because this may introduce the data into the model at a very inconvenient moment, when some logic expects that no data is changing, and cause a corruption. This is the same caveat as for using nextXtray() varieties with the timeouts: if you want to send data on a timeout, always check isRqDrain(), and never send any data on timeouts if isRqDrain() returns true.

I've also realized that I might have used the word "undrain"/"undrained" for two different meanings: one is for the drain release, the other is for the condition when there is some data being processed in the model (whether a drain is active or not, but if it's active, it will not be completed). Perhaps I should make it less ambiguous. But for now just please keep this ambiguity in mind.

Thursday, July 11, 2013

no more explicit confessions

It's official: all the code has been converted to the new error handling. Now if anything goes wrong, the Triceps Perl calls just confess right away. No more need for the pattern 'or confess "$!"' that was used throughout the code (though of course you can still use it for handling the other errors).

It also applies to the error checks done by the XS typemaps, these will also confess automatically.

I've also added one more method that doesn't confess: IndexType::getTabtypeSafe(). If the index type is not set into a table type, it will silently return an undef without any error indications.

On a related note, the construction of the Type subclasses has been made nicer in the C++: instead of calling abort() on the major errors, they now throw Exceptions. Mind you, these exceptions are thrown not in the constructors as such but in the  chainable methods that set the contents of the types. And they try to be smart enough to preserve the reference count correctness: if the object was not assigned into any reference yet (as is typical for the chained calls), they take care to temporarily increase and decrease the reference count, thus freeing the object, before throwing. Of course, the default reaction to Exceptions is still to dump core, but need be, these exceptions can be caught.

Thursday, July 4, 2013

No more enqueueing mode for table creation

I've finally got around to get rid of that obsolete enqueuing mode argument for the table creation, which always ended up as EM_CALL nowadays anyway. So, now in Perl the call becomes:

$uint->makeTable($tabType, $name);

In C++ the Table constructor becomes:

Table(Unit *unit, const string &name, const TableType *tt, const RowType *rowt, const RowHandleType *handt);

And the convenience wrapper in the TableType:

Onceref<Table> makeTable(Unit *unit, const string &name) const;

Yeah, it's kind of weird that in Perl the method makeTable() is defined on Unit, and in C++ on TableType. But if I remember correctly, it has to do with avoiding the circular dependency in the C++ header files.

Tuesday, July 2, 2013

Facet reference, C++

The general functioning of a facet is the same in C++ as in Perl, so please refer to the part 1 of the Perl description for this information.

However the construction of a Facet is different in C++. The import is still the same: you call TrieadOwner::importNexus() method or one of its varieties and it returns a Facet. However the export is different: first you construct a Facet from scratch and then give it to TrieadOwner::exportNexus() to create a Nexus from it.

In the C++ API the Facet has a notion of being imported, very much like say the FnReturn has a notion of being initialized. When a Facet is first constructed, it's not imported. Then exportNexus() creates the nexus from the facet, exports it into the App, and also imports the nexus information back into the facet, marking the facet as imported. It returns back a reference to the exact same Facet object, only now that object becomes imported. Obviously, you can use either the original or returned reference, they point to the same object. Once a Facet has been imported, it can not be modified any more. The Facet object returned by the importNexus() is also marked as imported, so it can not be modified either. And also an imported facet can not be exported again.

However exportNexus() has an exception. If the export is done with the argument import set to false, the facet object will be left unchanged and not marked as imported. A facet that is not marked as imported can not be used to send or receive data. Theoretically, it can be used to export another nexus, but practically this would not work because that would be an attempt to export another nexus with the same name from the same thread. In reality such a Facet can only be thrown away, and there is not much use for it. You can read its components and use them to construct another Facet but that's about it.
It might be more convenient to use the TrieadOwner::makeNexus*() methods to build a Facet object rather than building it directly. In either case, the methods are the same and accept the same arguments, just the Facet methods return a Facet pointer while the nexus maker methods return a NexusMaker pointer.

The Facet class is defined in app/Facet.h. It inherits from Mtarget for an obscure reason that has to do with App topology analysis but it's intended to be used from one thread only.

You don't have to keep your own references to all your Facets. The TrieadOwner will keep a reference to all the imported Facets, and they will not be destroyed while the TrieadOwner exists (and this applies to Perl as well).

    enum {
        DEFAULT_QUEUE_LIMIT = 500,
    };

The default value used for the nexus queue limit (as a count of Xtrays, not rowops). Since the reading from the nexus involves double-buffering, the real queue size might grow up to twice that amount.

static string buildFullName(const string &tname, const string &nxname);

Build the full nexus name from its components.

Facet(Onceref<FnReturn> fret, bool writer);

Create a Facet, initially non-imported (and non-exported). The FnReturn object fret defines the set of labels in the facet (and nexus), and the name of FnReturn also becomes the name of the Facet, and of the Nexus. The writer flag determines whether this facet will become a writer (if true) or a reader (if false) when a nexus is created from it. If the nexus gets created without importing the facet back, the writer flag doesn't matter and can be set either way.

The FnReturn should generally be not initialized yet. The Facet constructor will check if FnReturn already has the labels _BEGIN_ and _END_ defined, and if either is missing, will add it to the FnReturn, then initialize it. If both _BEGIN_ and _END_ are already present, then the FnReturn can be used even if it's already initialized. But if any of them is missing, FnReturn must be not initialized yet, otherwise the Facet constructor will fail to add these labels.

The same FnReturn object may be used to create only one Facet object. And no, you can not import a Facet, get an FnReturn from it, then use it to create another Facet.

If anything goes wrong, the constructor will not throw but will remember the error, and later the exportNexus() will find it and throw an Exception from it.

static Facet *make(Onceref<FnReturn> fret, bool writer);

Same as the constructor, used for the more convenient operator priority for the chained calls.

static Facet *makeReader(Onceref<FnReturn> fret);
static Facet *makeWriter(Onceref<FnReturn> fret);

Syntactic sugar around the constructor, hardcoding the writer flag.

Normally the facets are constructed and exported with the chained calls, like:

Autoref<Facet> myfacet = to->exportNexus(
   Facet::makeWriter(FnReturn::make("My")->...)
   ->setReverse()
   ->exportTableType(Table::make(...)->...)
);

Because of this, the methods that are used for post-construction return the pointer to the original Facet object. They also almost never throw the Exceptions, to prevent the memory leaks through the orphaned Facet objects. The only way an Exception might get thrown is on an attempt to use these methods on an already imported Facet. Any errors get collected, and eventually exportNexus() will find them and properly throw an Exception, making sure that the Facet object gets properly disposed of.

Facet *exportRowType(const string &name, Onceref<RowType> rtype);

Add a row type to the Facet. May throw an Exception if the the facet is already imported. On other errors remembers them to be thrown on an export attempt.

Facet *exportTableType(const string &name, Autoref<TableType> tt);

Add a table type to the Facet. May throw an Exception if the the facet is already imported. On other errors remembers them to be thrown on an export attempt. The table type must also be deep-copyable and contain no errors. Not sure if I described this before, but if the deep copy can not proceed (say, a table type involves a Perl sort condition with a direct reference to the compiled Perl code) the deepCopy() method must still return a newly created object but remember the error inside it. Later when the table type is initialized, that object's initialization must return this error. The exportTableType() does a deep copy then initializes the copied table type. If this detects any errors, they get remembered and cause an Exception later in exportNexus().


Facet *setReverse(bool on = true);

Set (or clear) the nexus reverse flag. May throw an Exception if the the facet is already imported.

Facet *setQueueLimit(int limit);

Set the nexus queue limit. May throw an Exception if the the facet is already imported.

Erref getErrors() const;

Get the collected errors, so that they can be found without an export attempt.

bool isImported() const;

Check whether this facet is imported.

The rest of the methods are the same as in Perl. They can be used even if the facet is not imported.

bool isWriter() const;

Check whether this is a writer facet (or if returns false, a reader facet).

bool isReverse() const;

Check whether the underlying nexus is reverse.

int queueLimit() const;

Get the queue size limit of the nexus. Until the facet is exported, this will always return the last value set by setQueueLimit(). However if the nexus is reverse, on import the value will be changed to a very large integer value, currently INT32_MAX, and on all the following calls this value will be returned. Technically speaking, the queue size of the reverse nexuses is not unlimited, it's just very large, but in practice it amounts to the same thing.

FnReturn *getFnReturn() const;

Get the FnReturn object. If you plan to destroy the Facet object soon after this method is called, make sure that you put the FnReturn pointer into an Autoref first.

const string &getShortName() const;

Get the short name, AKA "as-name", which is the same as the FnReturn's name.

const string &getFullName() const;

Get the full name of the nexus imported through this facet. If the facet is not imported, will return an empty string.

typedef map<string, Autoref<RowType> > RowTypeMap;const RowTypeMap &rowTypes() const;

Get the map of the defined row types. Returns the reference to the Facet's internal map object.

typedef map<string, Autoref<TableType> > TableTypeMap;
const TableTypeMap &tableTypes() const;

Get the map of defined table types. Returns the reference to the Facet's internal map object.

 RowType *impRowType(const string &name) const;

Find a single row type by name. If the name is not known, returns NULL.

TableType *impTableType(const string &name) const;

Find a single table type by name. If the name is not known, returns NULL.

Nexus *nexus() const;

Get the nexus of this facet. If the facet is not imported, returns NULL.

int beginIdx() const;
int endIdx() const;

Return the indexes (as in "integer offset") of the _BEGIN_ and _END_ labels in FnReturn.

bool flushWriter();

Flush the collected rowops into the nexus as a single Xtray. If there is no data collected, does nothing. Returns true on a successful flush (even if there was no data collected), false if the Triead was requested to die and thus all the data gets thrown away.

Friday, June 28, 2013

TrieadOwner reference, C++

The TrieadOwner is defined in app/TrieadOwner.h. Its constructor is protected, the normal way of constructing is by calling App::makeTriead(). This is also called "defining a Triead".

TrieadOwner is an Starget, and must be accessed only from the thread that owns it (though it's possible to create it in the parent thread and then pass to the actual owner thread, as long as the synchronization between the threads is done properly).

Triead *get() const;

Get the public side if the Triead. In C++, unlike Perl, the Triead methods are not duplicated in TrieadOwner. So they are accessed through get(), and for example to get the Triead name, call to->get()->getName(). The TrieadOwner holds a reference to Triead, so the Triead object will never get destroyed as long as the TrieadOwner is alive.

App *app() const;

Get the App where this Triead belongs. The TrieadOwner holds a reference to App, so the App object will never get destroyed as long as the TrieadOwner is alive.

bool isRqDead() const;

Check whether this triead has been requested to die.

void requestMyselfDead();

Request this thread itself to die (see the reasoning for the in the Perl reference).

Unit *unit() const;

Get the main unit of this Triead. It has the same name as the Triead itself.

void addUnit(Autoref<Unit> u);

Keep track of an additional unit. Adding a unit multiple times has no effect. See the other implications in the Perl reference.

bool forgetUnit(Unit *u);

Forget about an additional unit. If the unit is already unknown, has no effect. The main unit can not be forgotten.

typedef list<Autoref<Unit> > UnitList;
const UnitList &listUnits() const;

List the tracked units. The main unit is always included at the front of the list.

void markConstructed();

Advance the Triead state to Constructed. Repeated calls have no effect.

void markReady();

Advance the Triead state to Ready. Repeated calls have no effect. The advancement is cumulative: if the Triead was not constructed yet, it will be automatically advanced first to Constructed and then to Ready. If this is the last Triead to become ready, it will trigger the App topology check, and if the check fails, abort the App and throw an Exception.

void readyReady();

Advance the Triead to the Ready state, and wait for all the Trieads to become ready. The topology check applies in the same way as in markReady().

void markDead();

Advance the Triead to the Dead state. If this Triead was not Ready yet and it's the last one to become so, the topology check will run. If the topology check fails, the App will be aborted but markDead() will not throw an exception.

This method is automatically called from the TrieadOwner destructor, so most of the time there is no need to call it explicitly.

It also clears all the tracked units.

void abort(const string &msg) const;

Abort the App. The name of this thread will be forwarded to the App along with the error message. The error message may be multi-line.

Onceref<Triead> findTriead(const string &tname, bool immed = false);

Find a Triead in the App by name. The flag immed controls whether this method may wait. If immed is false, and the target thread is not constructed yet (but at least declared), the method will sleep until it becomes constructed, and then returns it. If the target thread is not declared, it will throw an Exception. If immed is true, the look-up is immediate: it will return the thread even if it's not constructed but is at least defined. If it's not defined (even if it's declared), an Exception will be thrown. The look-up of this Triead itself is always immediate, irrespective of the immed flag.

An Exception may also be thrown if a circular sequence of Trieads deadlocks waiting for each other.

Onceref<Facet> exportNexus(Autoref<Facet> facet, bool import = true);

Export a Nexus. The Nexus definition is constructed as a Facet object, which is then used by this method to construct and export the Nexus. The same argument Facet reference is then returned back as the result. The import flag tells, whether the Nexus is to be also imported back by connecting the same original Facet object to it. If import is false, the original Facet reference is still returned back but it can't be used for anything, and can only be thrown away. The direction of the import (reading or writing) is defined in the Facet, as well as the nexus name and all the other information.

Throws an Exception on any errors, in particular on the duplicate facet names within the Triead.

Onceref<Facet> exportNexusNoImport(Autoref<Facet> facet);

A convenience wrapper around exportNexus() with import=false.

Onceref<Facet> importNexus(const string &tname, const string &nexname, const string &asname, bool writer, bool immed = false);

Import a Nexus from another Triead. tname is the name of the other thread, nexname is the name of nexus exported from it, asname is the local name for the imported facet ("" means "same as nexname"), the writer flag determines if the import is for writing, and the immed flag has the same meaning as in findTriead(). The import of a nexus involves finding its exporting thread, and the immed flag controls, how this finding is done.

Throws an Exception if anything is not found, or the local import name conflicts with another imported facet.

Onceref<Facet> importNexusImmed(const string &tname, const string &nexname, const string &asname, bool writer);
Onceref<Facet> importReader(const string &tname, const string &nexname, const string &asname = "", bool immed=false);
Onceref<Facet> importWriter(const string &tname, const string &nexname, const string &asname = "", bool immed=false);
Onceref<Facet> importReaderImmed(const string &tname, const string &nexname, const string &asname = "");
Onceref<Facet> importWriterImmed(const string &tname, const string &nexname, const string &asname = "");

Convenience wrappers for importNexus(), providing the default arguments and the more mnemonic names.

typedef map<string, Autoref<Nexus> > NexusMap;
void exports(NexusMap &ret) const;

Get the nexuses exported here. The map argument will be cleared and refilled with the new values.

typedef map<string, Autoref<Facet> > FacetMap;
void imports(FacetMap &ret) const;

Get the facets imported here. The map argument will be cleared and refilled with the new values.


NexusMaker *makeNexusReader(const string &name);
NexusMaker *makeNexusWriter(const string &name);
NexusMaker *makeNexusNoImport(const string &name);


A convenient way to build the nexuses for export in a chained fashion. The name argument is the nexus name. The NexusMaker is an opaque class that has the same building methods as a Facet, plus the method complete() that finishes the export. This call sequence is more convenient than building a Facet and then exporting it. For example:


Autoref<Facet> myfacet = ow->makeNexusReader("my")
    ->addLabel("one", rt1)
    ->addFromLabel("two", lb2)
    ->setContext(new MyFnContext)
    ->setReverse()
    ->complete();


Only one nexus may be built like this at a time, since there is only one instance of NexusMaker per TrieadOwner that gets reused over and over. It keeps the Facet instance being built in it. If you don't complete the build, that Facet instance will be left sitting around until another makeNexus*() calls when it will get thrown away. But in general if you do the calling in the sequence as shown, you can't forget to call complete() at the end, since otherwise the return type would not match and the compiler will fail.


bool flushWriters();


Flush all the writer facets. Returns true on the successfull completion, false if the thread was requested to die, and thus all the output was thrown away.


bool nextXtray(bool wait = true, const struct timespec &abstime = *(const struct timespec *)NULL);


Read and process the next Xtray. Automatically calls the flushWriters() after processing. The rest works in the same way as described in Perl, however this is a combination of Perl's nextXtray(), nextXtrayNoWait() and nextXtrayTimeLimit(). If wait is false, this method will never wait. If wait is true and the abstime reference is not NULL, it might wait but not past that absolute time. Otherwise it will wait until the data becomes available of the thread is requested to die.

Returns true if an Xtray has been processed, false if it wasn't (for any reason, a timeout expiring or thread being requested to die).

 bool nextXtrayNoWait();

A convenience wrapper over nextXtray(false).

bool nextXtrayTimeout(int64_t sec, int32_t nsec);

Another convenience wrapper over nextXtray(): read and process an Xtray, with a timeout limit. The timeout value consists of the seconds and nanoseconds parts.

void mainLoop();

Run the main loop, calling nextXtray() repeatedly until the thread is requested to die.

bool isRqDrain();

Check if a drain is currently requested by any thread (and applies to this thread). In case if an exclusive drain is requested with the exclusion of this thread, this method will return false.

void requestDrainShared();
void requestDrainExclusive();
void waitDrain();
bool isDrained();
void drainShared();
void drainExclusive();
void undrain();

The drain control, same as in Perl. These methods are really wrappers over the corresponding App methods. And generally a better idea is to do the scoped drains with AutoDrain rather than to call these methods directly.

The C++ API provides no methods for the file descriptor tracking as such. Instead these methods are implemented in the class FileInterrupt. TrieadOwner has a public field

Autoref<FileInterrupt> fileInterrupt_;

to keep an instance of the interruptor. TrieadOwner itself has no use for it, nor does any other part of Triceps, it's just a location to keep this reference for the convenience of the application developer. The Perl API makes use of this location.

But how does the thread then get interrupted when it's requested to die? The answer is that the TrieadJoin object also has a reference to the FileInterrupt object, and even creates that object in its own constructor. So when a joiner method is defined for a thread, that supplies the App with the access to its interruptor as well. And to put the file descriptors into the FileInterrupt object, you can either keep a direct reference to it somewhere in your code, or copy that reference into the TrieadOwner object.

Here is for example how the Perl thread joiner is created for the TrieadOwner inside the Perl implementation:

            string tn(tname);
            Autoref<TrieadOwner> to = appv->makeTriead(tn, fragname);
            PerlTrieadJoin *tj = new PerlTrieadJoin(appv->getName(), tname,
                SvIOK(tid)? SvIV(tid): -1,
                SvIOK(handle)? SvIV(handle): 0,
                testfail);
            to->fileInterrupt_ = tj->fileInterrupt();
            appv->defineJoin(tn, tj);

This is somewhat cumbersome, but the native C++ programs can create their threads using the class BasicPthread that takes care of this and more.

Friday, June 21, 2013

Triead reference, C++

Naturally, Triead is a class that can be referenced from multiple threads and inherits from Mtarget. It's defined in app/Triead.h. (By the way, I forgot to mention it for App, but obviously App is also an Mtarget).

The meaning of the C++ methods is exactly the same as in Perl, only the format of values is slightly different. Obviously, the start* methods are Perl-only.

const string &getName() const;
const string &fragment() const;
bool isConstructed() const;
bool isReady() const;
bool isDead() const;
bool isInputOnly() const;

typedef map<string, Autoref<Nexus> > NexusMap;
void exports(NexusMap &ret) const;
void imports(NexusMap &ret) const;
void readerImports(NexusMap &ret) const;
void writerImports(NexusMap &ret) const;

The argument map gets cleared and then filled with the new returned contents.

Onceref<Nexus> findNexus(const string &srcName, const string &appName, const string &name) const;

This is a method unique to the C++ API. It looks up an exported nexus by name without involving the overhead of getting the whole map. Here name is the name of the nexus to look up (its short part, without the thread's name in it). If there is no such nexus, an Exception will be thrown.

The srcName and appName are used for the error message in the Exception: srcName is the name of the thread that requested the look-up, and appName is the name of the App where the threads belong. (It might seem surprising, but a Triead object has no reference to its App, and doesn't know the App's name. It has to do with the avoidance of the circular references).

App reference, C++

As usual, I won't be repeating the descriptions from the Perl reference, but just point out the methods and differences of the C++ version. And there are more detailed descriptions directly in the header files.

The static part of the API is:

static Onceref<App> make(const string &name);
static Onceref<App> find(const string &name);
static void drop(Onceref<App> app);

typedef map<string, Autoref<App> > Map;
static void listApps(Map &ret);

The App constructor is private, and the Apps get constructed with make(). make() throws an Exception if an App with this name already exists, find() throws an exception if an App with this name does not exist, and drop() just does nothing if its argument App had already been dropped.

All the operations on the global list of apps are internally synchronized and thread-safe. listApps() clears its argument map and fills it with the copy of the current list. Of course, after it returns and releases the mutex, other threads may create or delete apps, so the returned list (well, map) may immediately become obsolete. But since it all is done with the reference counters, the App objects will continue to exist and be operable as long as the references to them exist.

The App instance API is as follows. It's also all internally synchronized.

const string &getName() const;

Get the name of the App.

Onceref<TrieadOwner> makeTriead(const string &tname, const string &fragname = "");

Define a new Triead. This method is called either from the OS thread where the Triead will run or from its parent thread (unlike Perl, in C++ it's perfectly possible to pass the reference to the TrieadOwner from a parent OS thread to the thread that will run it). Either way, the OS thread that will run this Triead ends up with the TrieadOwner object reference, and no other thread must have it. The arguments are the thread name and fragment name, and the empty fragment name means that this thread won't belong to any fragment.

And just to reiterate, this does not create the OS thread. Creating the OS thread is your responsibility. This call only creates the Triceps Triead management structures to put it under control of the App.

If a thread with this name has already been defined, or if the thread name is empty, throws an Exception.

void declareTriead(const string &tname);

Declare a new thread. I forgot to tell it in the Perl API description, but declaring a thread more than once, or declaring a thread that has been already defined, is perfectly OK.

void defineJoin(const string &tname, Onceref<TrieadJoin> j);

This is a call without an analog in the Perl API. This defines a way for the harvester to join the thread. For the Perl API it happens to be hardcoded to join the Perl threads. But the C++ API can deal with any threads: POSIX ones, Perl ones, whatever. If a thread wants to be properly joined by the harvester, it must define its join interface, done as a TrieadJoin object. Each kind of threads will define its own subclass of TrieadJoin.

If there is no join defined for a Triead, then when it exits, the harvester will just update the state and manage the Triead object properly but won't do any joining. Which is useful in case if the OS thread is detached (not the best idea but doable) or if the Triead is created from the parent OS thread, and then the actual OS thread creation fails and there is nothing to join.

If the thread is not declared nor defined yet, defineJoin() throws an exception.

It's possible (though unusual) to call this method multiple times for the same thread. That would just replace the joiner object. The joiner is a reference-counted object, so the old object will just have itse reference count decreased. It's possible to pass the joiner as NULL, that would just drop the existing joiner, if any was defined.


typedef map<string, Autoref<Triead> > TrieadMap;
void getTrieads(TrieadMap &ret) const;

List the Trieads in this App. Same as with listing the Apps, the argument map gets cleared and then filled with the current contents.

void harvester(bool throwAbort = true);
bool harvestOnce();
void waitNeedHarvest();

The harvester API is very similar to Perl, with confession replaced by Exception, with the only difference of how the flag for throwing an Exception on detecting an App abort (the Exception will still be thrown only after joining all the App's threads).

The result of harvestOnce() is true if the App is dead. The Exceptions in harvestOnce() originate from the TrieadJoin::join() method that performs the actual joining. All the caveats apply in the same way as in Perl.

bool isDead();

Returns true if the App is dead.

void waitDead();

Wait for the App to become dead.

bool isAborted() const;

Returns true if the App is aborted.

string getAbortedBy() const;
string getAbortedMsg() const;

Get the thread name and message that caused the abort. If the App is not aborted, will return the empty strings.

void abortBy(const string &tname, const string &msg);

Abort the app, by the thread tname, with the error message msg.

bool isShutdown();


Returns true if the App has been requested to shut down.


 void shutdown();

Request the App to shut down. This involves interrupting all the threads in case if they are sleeping.  The interruption is another functionality of the TrieadJoin object. It's possible for the TrieadJoin interruptor to encounter an error and throw an Exception. If this happens, shutdown() will still go through all the Trieads and interrupt them, and then repackage the error messages from all the received Exceptions into one Exception and re-throw it.

Technically, this means that in the Perl API the shutdown might also confess, when its underlying C++ call returns an Exception. This should theoretically never happen, but practically you never know.

void shutdownFragment(const string &fragname);

Shutdown a fragment. All the logic described in the Perl API applies. Again, this involves interruption of all the threads in the fragment, and if any of them through Exceptions, these will be re-thrown as a single Exception.

enum {
    DEFAULT_TIMEOUT = 30,
};
void setTimeout(int sec, int fragsec = -1);

Set the readiness timeouts (main and fragment), in seconds. If the fragment timeout argument is <0, it gets set to the same value as the main timeout.

void setDeadline(const timespec &dl);

Set the deadline (unlike timeout, with fractional seconds) for the main readiness.

void refreshDeadline();

Explicitly refresh the deadline, using the fragment timeout.

void requestDrain();

Request a shared drain.

void requestDrainExclusive(TrieadOwner *to);

Request an exclusive drain, with the argument TrieadOwner. Unlike Perl API, the C++ API supports the methods for requesting the exclusive drain on both App and TrieadOwner classes (the TrieadOwner method is really a wrapper for the App method). In general, using the TrieadOwner method for this purpose probably looks nicer.

Since the TrieadOwner reference is really private to the OS thread that runs it, this method can be called only from that OS thread. Of course, being C++, you could pass it around to the other threads, but don't, TrieadOwner is not thread-safe internally and any operations on it must be done from one thread only.

void waitDrain();

Wait for the drain (either shared or exclusive) to complete.

void drain();

A combination of requestDrain() and waitDrain().

void drainExclusive(TrieadOwner *to);

A combination of requestDrainExclusive() and waitDrain().

bool isDrained();

Quickly check if the App is currently drained (should be used only if the App is known to be requested to drain).

void undrain();

End the drain sequence.

The file descriptor store/load API is really of not much use in C++ as such, in C++ it's easy to pass and share the file descriptors and file objects between the threads as-is. It has been built into the App class for the benefit of Perl and possibly other interpreted languages.

void storeFd(const string &name, int fd);

Store a file descriptor. Unlike the Perl API, the file descriptor is NOT dupped before storing. It's stored as is, and if you want dupping, you have to do it yourself. Throws an Exception if a file descriptor with this name is already stored.

int loadFd(const string &name) const;

Load back the file descriptor. Again, no dupping, returns the stored value as-is. If the name is unknown, returns -1.

bool forgetFd(const string &name);

Forget the file descriptor. Returns true if this name was known and became forgotten, or false if it wasn't known. Normally, you wold load the descriptor, take over its ownership, and then tell the App to forget it.

bool closeFd(const string &name);

Close the file descriptor (if it was known) and then forget it. Returns true if this name was known and became forgotten, or false if it wasn't known.

The rest of the Perl App methods have no analogs in C++. They are just purely Perl convenience wrappers.

Monday, June 10, 2013

checking a row for emptiness

I've mentioned that the rowops with the empty rows (i.e. rows with all fields NULL) on the _BEGIN_ and _END_ labels in the facets are treated specially. The same check is also available as the directly callable method, in case if you have some other uses for it.

In Perl it is:

$result = $row->isEmpty();

It returns 1 if all the fields are NULL and 0 otherwise.

In C++ this is done as a method of the RowType class:

virtual bool RowType::isRowEmpty(const Row *row) const;

And is used like this:

bool res = type->isRowEmpty(row);

It's also available as a convenience wrapper method on the Rowref:

Rowref r1(...);
if (r1.isRowEmpty()) { ... }

Monday, June 3, 2013

the many ways to do a copy

So far the way to copy an index type or table type was with the method copy(), in both Perl and C++. It copies the items, and as needed its components, but tries to share the objects that can be shared (such as the row types). But the multithreading support required more kinds of copying.

The Perl method TableType::copyFundamental() copies a table type with only a limited subset of its index types, and excludes all the aggregators. It is implemented in Perl, and if you look in lib/Triceps/TableType.pm, you can find that it starts by making a new table type with the same row type, and then one by one adds the needed index types to it. It needs index types without any aggregators or nested index types, and thus there is a special method for doing this kind of copies:

$idxtype2 = $idxtype->flatCopy();

The "flat" means exactly what it looks like: copy just the object itself without any connected hierarchies.

On the C++ level there is no such method, instead there is an optional argument to IndexType::copy():

virtual IndexType *copy(bool flat = false) const;

So if you want a flat copy, you call

idxtype2 = idxtype->copy(true);

There is no copyFundamental() on the C++ level, though it probably should be, and should be added in the future. For now, if you really want it, you can make it yourself by copying the logic from Perl.

In the implementation of the index types, this argument "flat" mostly just propagates to the base class, without a whole lot needed from the subclass. For example, this is how it works in the SortedIndexType:

IndexType *SortedIndexType::copy(bool flat) const
{
    return new SortedIndexType(*this, flat);
}

SortedIndexType::SortedIndexType(const SortedIndexType &orig, bool flat) :
    TreeIndexType(orig, flat),
    sc_(orig.sc_->copy())
{ }

The base class TreeIndexType takes care of everything, all the subclass needs to do is carry the flat argument to it.

The next kind of copying is exactly the opposite: it copies the whole table type or index type, including all the objects involved, including the row types or such. It is used for passing the table types through the nexus.

Remember that all these objects are reference-counted. Whenever a Row object is created or deleted in Perl, it increase or decreases the reference of the RowType. If the same RowType object is shared between multiple threads, they will have  a contention for this atomic counter, or at the very least will be shuttling the cache line with it back and forth between the CPUs. It's more efficient to give each thread its own copy of a RowType, and then it can stay stuck in one CPU's cache.

So wherever a table type is exported into a nexus, it's deep-copied (and when a row type is exported into a nexus, it's simply copied, and so are the row types of the labels in the nexus). Then when a nexus is imported, the types are again deep-copied into the thread's facet.

But there is one more catch. Suppose we have a label and a table type that use the same row type. Whenever a row coming from a label is inserted into the table (in Perl), the row types of the row (i.e. the label's row type in this case) and of the table are checked for the match. If the row type is the same, this check is very quick. But if the same row type gets copied and then different copies are used for the label and for the table, the check will have to go and actually compare the contents of these row types, and will be much slower. To prevent this slowness, the deep copy has to be smart: it must be able to copy a bunch of things while preserving the identity of the underlying row types. If it's given a label and then a table type, both referring to the same row type, it will copy the row type from the label, but then when copying the table type it will realize that it had already seen and copied the table type, and will reuse its first type. And the same applies even within a table: it may have multiple references to the same row type from the aggregators, and will be smart enough to figure out if they are the same, and copy the same row type once.

This smartness stays mostly undercover in Perl. When you import a facet, it will do all the proper copying, sharing the row types. (Though of course if you export the same row type through two separate nexuses, and then import them both into another thread, these facets will not share the types between them any more). There is a method TableType::deepCopy() but it was mostly intended for testing and it's self-contained: it will copy one table type with the correct row type sharing inside it but it won't do the sharing between two table types.

All the interesting uses of the deepCopy() are at the C++ level. It's used all over the place: for the TableType, IndexType, AggregatorType, SortedIndexCondition and RowSetType (the type of FnReturn and FnBinding). If you decide to create your own subclass of these classes, you need to implement the deepCopy() (and of course the normal copy()) for it.

Its prototype generally looks like this (substitute the correct return type as needed):

virtual IndexType *deepCopy(HoldRowTypes *holder) const;

The HoldRowTypes object is what takes care of sharing the underlying row types. To copy a bunch of objects with sharing, you create a HoldRowTypes, copy the bunch, destroy the HoldRowTypes.

For example, the Facet copies the table types from a Nexus like this:

Autoref<HoldRowTypes> holder = new HoldRowTypes;

for (TableTypeMap::iterator it = nx->tableTypes_.begin(); it != nx->tableTypes_.end(); ++it)
    tableTypes_[it->first] = it->second->deepCopy(holder);

It also uses the same holder to copy the exported row types and the labels. A row type gets copied through a holder like this:

Autoref <RowType> rt2 = holder->copy(rt);

For all the other purposes, HoldRowTypes is an opaque object.

A special feature is that you can pass the holder pointer as NULL, and the deep copy will still work, only it obviously won't be able to share the underlying row types. So if you don't care about sharing, you can always use NULL as an argument. It even works for the direct copying:

HoldRowTypes *holder = NULL;
Autoref <RowType> rt2 = holder->copy(rt);


Its method copy() is smart enough to recognize the this being NULL and do the correct thing.


In the classes, the deepCopy() is typically implemented like this:


IndexType *SortedIndexType::deepCopy(HoldRowTypes *holder) const
{
    return new SortedIndexType(*this, holder);
}


SortedIndexType::SortedIndexType(const SortedIndexType &orig, HoldRowTypes *holder) :
    TreeIndexType(orig, holder),
    sc_(orig.sc_->deepCopy(holder))
{ }


The wrapper passes the call to the deep-copy constructor with a holder which in turn propagates the deep-copying to all the components using their constructor with a holder. Of course, if some component doesn't have any RowType references in it, it doesn't need a constructor with a holder, and can be copied without it. But again, the idea of the deepCopy() it to copy as deep as it goes, without sharing any references with the original.

Tuesday, May 7, 2013

Label chaining at the front, and label method confessions.

It has been bothering me, how the threaded pipeline example was sensitive to the order of chaining the output facet and the internal logic to the input facet. To get the input data pass through first and only then have the processed data come out, the output facet had to be connected (and thus defined) first, and only then the internal logic could be connected to the input facet.  Things would be much easier if the output facet could be connected at the end, but still put at the front of the chain of the input facet's label. And the FnReturn in general suffers from this problem as well.

So I've added this feature: a way to chain a label, placing it at the front of the chain.

Along the way I've also changed all the Label methods to use the new way of error reporting, confessing on errors. No more need to add "or confess" after that manually (and I've been forgetting to do that properly all over the place).

The new method is:

$label->chainFront($otherLabel);

In C++ this is done slightly differently, by adding an extra argument to chain:

err = label->chain(otherLabel, true);

The second argument has the default value of false, so the method is still backwards-compatible, and you can call either way

err = label->chain(otherLabel);
err = label->chain(otherLabel, false);


to chain a label normally, at the end of the chain. The return value in C++ is still the Erref (though hm, maybe it could use an exception as well).

Having done this, I went and changed the TrieadOwner::makeNexus() and FnReturn::new to chain their labels at the front by default. This can be switched to the old behavior by using a new option:

  chainFront => 0

The default value of this option is 1.

In C++ this is expressed also by an extra argument to FnReturn::addFrontLabel(), that also has a default value, and the default value is true, matching the Perl code. Now when you call

ret = initialize(FnReturn::make(unit, name)
    ->addLabel("lb1", rt1)
    ->addFromLabel("lb2", lbX)
);

or

ret = initialize(FnReturn::make(unit, name)
    ->addLabel("lb1", rt1)
    ->addFromLabel("lb2", lbX, true)
);


you add the FnReturn's label to the front of the lbX's chain. To get the old behavior, use:

ret = initialize(FnReturn::make(unit, name)
    ->addLabel("lb1", rt1)
    ->addFromLabel("lb2", lbX, false)
);


I've changed the default behavior because there would not be many uses for the old one.

I haven't described yet, how the nexuses are created in C++, but they are created from an FnReturn, and thus this change to FnReturn covers them both.

Thursday, March 28, 2013

Triceps Multithreading Concepts

The multithreading support has solidified to the point where I can start documenting it. The full description will have to wait until I finalize the Perl API but the concepts are pretty much settled.

The idea of the multithreading support in Triceps is to make writing the multithreaded model easier. To make writing the good code easy and writing the bad code hard. But of course you don't have to use it, you can always make your own if you wish (just as you could before now).

Without the further ado, the diagram of a multithreaded Triceps application:

Fig. 1. Triceps application.

The Triceps application is embodied in the class App. It's possible to have multiple Apps in one program.

Each thread has multiple parts to it. First, of course, there is the OS-level (or, technically, library-level, or Perl-level) thread where the code executes. And then there is a class that represents this thread and its place in the App. To reduce the naming conflict, this class is creatively named Triead (pronounced still "thread"). In the discussion I use the word "thread" for both concepts, the OS-level thread and the Triead, and it's usually clear from the context which one I mean. But sometimes it's particularly important to make the distinction, and then I name one or the other explicitly.

The class Triead itself is largely opaque, allowing only a few methods for introspection. But there is a control interface to it, called TrieadOwner. The Triead is visible from the outside, the TrieadOwner object is visible only in the OS thread that owns the Triead. The TrieadOwner manages the thread state and acts as the intermediary in the thread's communications with the App.

The data is passed between the threads through the Nexuses. A Nexus is unidirectional, with data going only one way, however it may have multiple writers and multiple readers. All the readers see the exact same data, with rowops going in the exact same order (well, there will be other policies in the future as well, but for now there is only one policy).

A Nexus passes through the data for multiple labels, very much like an FnReturn does (and indeed there is a special connection between them). A Nexus also allows to export the row types and table types from one thread to another.

A Nexus gets connected to the Trieads to though the Facets. A Facet is a connection point between the Nexus and the Triead. Each Facet is for either reading or writing. And there may be only one Facet between a given Nexus and a given Triead, you can't make multiple connections between them. As a consequence, a thread can't both write and read to the same Nexus, it can do only one thing. This might actually be an overly restrictive limitation and might change in the future but that's how things work now.

Each Nexus also has a direction: either direct ("downwards") or reverse ("upwards").  And yes, the reverse Nexuses allow to build the models with loops. However the loops consisting of only the direct Nexuses are not allowed, nor of only reverse Nexuses. They would mess up the flow control. The proper loops must contain a mix of direct and reverse Nexuses.

The direct Nexuses have a limited queue size and stop the writers when the queue fills up, until the data gets consumed, thus providing the flow control. The reverse Nexuses have an unlimited queue size, which allows to avoid the circular deadlocks.

Normally an App is built once and keeps running in this configuration until it stops. But there is a strong need to have the threads dynamically added and deleted too. For example, if the App running as a server and clients connect to it, each client needs to have its thread(s) added on connection and then deleted when the client disconnects. This is handled through the concept of fragments. There is no Fragment class but when you create a Triead, you can specify a fragment name for it. Then it becomes possible to shut down and dispose the threads in a fragment after the fragment's work is done.

Saturday, March 16, 2013

initialization templates

Some of the helper initialization templates have been already shown in the examples, and here finally is the systematic description.

Trices has the common approach of the building of the complex objects by the chained mehod calls (shown on a fictional class Object):

Autoref<Object> o = Object::make()->addOption1(arg)->addOption2(arg);

Here Object::make() is a convenience wrapper for "new Object", because new has an inconvenient priority. The new or make() returns a pointer to the newly constructed object, and then each method in the chain returns the same pointer (this, from its standpoint) to facilitate the chaining.

While the chain executes, the pointer stays a simple pointer, not a reference. So the methods in the chain can't throw any exceptions, or the memory will leak. Instead they collect the error messages in an Errors object that has to be checked afterwards, like:

if (o->getErrors()->hasError()) ...

Note that the object gets a reference to it created first, so that on an error it would be properly destroyed.

The convenience template checkOrThrow() allows to do the check along with the chain, and if an error is found, convert it to an exception:

Autoref<Object> o = checkOrThrow(Object::make()->addOption1(arg)->addOption2(arg));

It does all the right things with the references.

Some objects  need to be initialized after all the options have been set, since it's much easier to check things once and get the interaction of the options right rather than check on every option. And since the initialization might create the references to the object, to get it right, it has to be done after the "main" reference is created.

The template initialize() takes care of it:

Autoref<Object> o = initialize(Object::make()->addOption1(arg)->addOption2(arg));

For some objects the initialization can't fail (nor any other errors can be created by the options). For the others, the error needs to be checked afterwards. The template initializeOrThrow() takes care of both the initialization, the check, and exception throwing on errors:

Autoref<Object> o = initializeOrThrow(Object::make()->addOption1(arg)->addOption2(arg));

That's basically it. All these templates are defined in common/Initialize.h.

Friday, March 15, 2013

perl wrapping for the C++ objects

There is one more item in the C++ part of Triceps that I haven't touched upon yet. It's not a part of the C++ API as such but the connection between the C++ and Perl APIs. You need to bother about it if you want to write more of the components in C++ and export them into Perl.

When exporting the C++ (or any compiled language) API into Perl (or into any scripting language) there are two things to consider:

1. The script must never crash the interpterer. The interpreted program might die but the interpreter itself must never crash. If you've ever deal with wksh, you know how horrible is the debugging of such crashes.

2. Perl has its memory management by reference counting, which needs to be married with the memory management at the C++ level.

The solution to the second problem is fairly straightforward: have an intermediate wrapper structure. Perl has its reference counting for the pointer to this structure.  When you construct a Perl object, return the pointer to a newly allocated instance of this structure. When the Perl reference count gows down to zero, if calls the method DESTROY for this object, and then you destroy this structure.

And inside this structure will be the C++ reference to the actual object. When the wrapper structure gets created, it gets a new reference and when the wrapper structure gets destroyed, it releases this reference.

Here is a small example of how the RowType object gets created and destroyed:


WrapRowType *
Triceps::RowType::new(...)
    CODE:
        RowType::FieldVec fld;

        .....

        Onceref<RowType> rt = new CompactRowType(fld);
        Erref err = rt->getErrors();
        if (!err.isNull() && !err->isEmpty()) {
            setErrMsg("Triceps::RowType::new: " + err->print());
            XSRETURN_UNDEF;
        }

        RETVAL = new WrapRowType(rt);
    OUTPUT:
        RETVAL

void
DESTROY(WrapRowType *self)
    CODE:
        delete self;

Now to the first problem. How does Perl know to call a particular XS method for a object? From the package this object is blessed to. If the package happens to be an XS package, the XS method will be called. However it's entirely possible to re-bless the object to a completely different package. If the user does this, a completely wrong method may be called and will crash when it tries to reach a wrong object at the pointer.


Things get even worse for the other arguments of the methods. For example, the argument "other" here:

int
equals(WrapRowType *self, WrapRowType *other)

Well, Perl lets you provide a code snippet that would check that the object is as expected in the typemap file. But how would that snipped know? Going just by the blessed package is unreliable.


Triceps solves this problem by placing an 8-byte magic code at the front of every wrap object. Each class has its own magic value for this field. 8 bytes allows to have great many unique codes, and is quick to check because it's just one CPU word.


This magic code is defined as:



struct WrapMagic {
    char v_[8]; // 8 bytes to make a single 64-bit comparison
    bool operator!=(const WrapMagic &wm) const
    {
        return (*(int64_t *)v_) != (*(int64_t *)wm.v_);
    }
};


Then the wrapper contains the fields:

    WrapMagic magic_;
    Autoref<Class> ref_; // referenced value

    static WrapMagic classMagic_;

The check is done with:

    // returns true if the magic value is bad
    bool badMagic() const
    {
        return magic_ != magic;
    }

And the typemap entry is:

O_WRAP_OBJECT
    if( sv_isobject($arg) && (SvTYPE(SvRV($arg)) == SVt_PVMG) ) {
        $var = ($type)SvIV((SV*)SvRV( $arg ));
        if ($var == 0 || $var->badMagic()) {
            setErrMsg( \"${Package}::$func_name(): $var has an incorrect magic for $ntype\" );
            XSRETURN_UNDEF;
        }
    } else{
        setErrMsg( \"${Package}::$func_name(): $var is not a blessed SV reference to $ntype\" );
        XSRETURN_UNDEF;
    }

It checks that this is an object, of an XS package, and then that the pointer to the C/C++ object is not NULL, and that the value at this pointer starts with the right magic.

setErrMsg() is the Triceps finction for setting its error code, and will soon be replaced with a Perl error indication.

The repeatable build of the wrapper object is handled in Triceps with a template that you don't need to use directly and a macro that you do use. For example,  the definition for the RowType wrap in wrap/Wrap.h is:

DEFINE_WRAP(RowType);

The second component, the magic definition goes into Wrap.cpp:

WrapMagic magicWrapRowType = { "RowType" };

Just make sure that the string contains no more than 7 characters.

Some objects in Triceps are reached through the special references that know both the object and its type (such as rows and row handles). For them there is a separate macro:

DEFINE_WRAP2(const RowType, Rowref, Row);
DEFINE_WRAP2(Table, Rhref, RowHandle);

The arguments are the type class, the reference class and finally the object class itself.

And there is one more twist: sometimes the object are self-contained but when you use them, you must use them only with a correct parent object. Right now there is only one such class: the Tray must be used with its correct Unit, and the Perl code checks it. In this case the wrapper has the reference to both Tray and the Unit, and is defined as:

DEFINE_WRAP_IDENT(Unit, Tray);