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[英]Handling errors while using unmanaged code in a managed one ( C++, C, C++/CLI, C#)
[英]Avoiding std::deque iterator not dereferencable error between unmanaged c++, c++/cli and c# code
我有一個VS2015解決方案,其中包括不受管理的c ++代碼(以執行一些CPU密集型模擬計算),圍繞此代碼的c ++ / cli包裝器以及ac#項目,該項目通過DLL調用c ++ / cli包裝器。 下面的示例是完整代碼的簡化版本,對於預先提供的代碼數量感到抱歉,但是對於所發生的情況的完整了解是必需的。
非托管C ++代碼
class diffusion_limited_aggregate {
public:
diffusion_limited_aggregate()
: aggregate_map(), attractor_set(), batch_queue() {}
std::size_t size() const noexcept { return aggregate_map.size(); }
std::queue<std::pair<int,int>>& batch_queue_handle() noexcept { return batch_queue; }
void generate(std::size_t n) {
initialise_attractor_structure(); // set up initial attractor seed points
std::size_t count = 0U;
std::pair<int,int> current = std::make_pair(0,0);
std::pair<int,int> prev = current;
bool has_next_spawned = false;
while (size() < n) {
if (!has_next_spawned) {
// => call function to spawn particle setting current
has_next_spawned = true;
}
prev = current;
// => call function to update random walking particle position
// => call function to check for lattice boundary collision
if (aggregate_collision(current, prev, count)) has_next_spawned = false;
}
}
void initialise_attractor_structure() {
attractor_set.clear();
attractor_set.insert(std::make_pair(0,0));
}
void push_particle(const std::pair<int,int>& p, std::size_t count) {
aggregate_map.insert(std::make_pair(p, count));
batch_queue.push(p);
}
bool aggregate_collision(const std::pair<int,int>& current,
const std::pair<int,int>& prev, std::size_t& count) {
if (aggregate_map.find(current) != aggregate_map.end()
|| attractor_set.find(current) != attractor_set.end()) {
push_particle(previous, ++count);
return true;
}
return false;
}
private:
std::unordered_map<std::pair<int,int>,
std::size_t,
utl::tuple_hash> aggregate_map;
std::unordered_set<std::pair<int,int>, utl::tuple_hash> attractor_set;
std::queue<std::pair<int,int>> batch_queue; // holds buffer of aggregate points
};
其中utl::tuple_hash
是std::pair
的哈希函數對象,更一般而言,是std::tuple
實例的哈希函數對象,定義為:
namespace utl {
template<class Tuple, std::size_t N>
struct tuple_hash_t {
static std::size_t tuple_hash_compute(const Tuple& t) {
using type = typename std::tuple_element<N-1, Tuple>::type;
return tuple_hash_t<Tuple,N-1>::tuple_hash_compute(t)
+ std::hash<type>()(std::get<N-1>(t));
}
};
// base
template<class Tuple>
struct tuple_hash_t<Tuple, 1> {
static std::size_t tuple_hash_compute(const Tuple& t) {
using type = typename std::tuple_element<0,Tuple>::type;
return 51U + std::hash<type>()(std::get<0>(t))*51U;
}
};
struct tuple_hash {
template<class... Args>
std::size_t operator()(const std::tuple<Args...>& t) const {
return tuple_hash_t<std::tuple<Args...>,sizeof...(Args)>::tuple_hash_compute(t);
}
template<class Ty1, class Ty2>
std::size_t operator()(const std::pair<Ty1, Ty2>& p) const {
return tuple_hash_t<std::pair<Ty1,Ty2>,2>::tuple_hash_compute(p);
}
};
}
托管C ++ / CLI包裝器
以下是在圍繞類C ++ / CLI的包裝diffusion_limited_aggregate
,在這種情況下,重要的方法是ProcessBatchQueue
。 此方法是必須發生std::deque iterator not dereferencable error
的地方,因為它是訪問並彈出batch_queue
內容的唯一位置。
public ref class ManagedDLA2DContainer {
private:
diffusion_limited_aggregate* native_dla_2d_ptr;
System::Object^ lock_obj = gcnew System::Object();
public:
ManagedDLA2DContainer() : native_dla_2d_ptr(new diffusion_limited_aggregate()) {}
~ManagedDLA2DContainer() { delete native_dla_2d_ptr; }
std::size_t Size() { return native_dla_2d_ptr->size(); }
void Generate(std::size_t n) { native_dla_2d_ptr->generate(n); }
System::Collections::Concurrent::BlockingCollection<
System::Collections::Generic::KeyValuePair<int,int>
>^ ProcessBatchQueue() {
// store particles in blocking queue configuration
System::Collections::Concurrent::BlockingCollection<
System::Collections::Generic::KeyValuePair<int,int>>^ blocking_queue =
gcnew System::Collections::Concurrent::BlockingCollection<
System::Collections::Generic::KeyValuePair<int,int>
>();
System::Threading::Monitor::Enter(lock_obj); // define critical section start
try {
// get ref to batch_queue
std::queue<std::pair<int,int>>& bq_ref = native_dla_2d_ptr->batch_queue_handle();
// loop over bq transferring particles to blocking_queue
while (!bq_ref.empty()) {
auto front = std::move(bq_ref.front());
blocking_queue->Add(System::Collections::Generic::KeyValuePair<int,int>(front.first,front.second));
bq_ref.pop();
}
}
finally { System::Threading::Monitor::Exit(lock_obj); }
return blocking_queue;
}
}
C#代碼
最后,我有以下c#代碼,該代碼使用ManagedDLA2DContainer
生成聚合並將其顯示在界面上。
public partial class MainWindow : Window {
private static readonly System.object locker = new object();
private readonly ManagedDLA2DContainer dla_2d;
public MainWindow() {
InitializeComponent();
dla_2d = new ManagedDLA2DContainer();
}
private void GenerateAggregate(uint n) {
// start asynchronous task to perform aggregate simulation computations
Task.Run(() => CallNativeCppAggregateGenerators(n));
System.Threading.Thread.Sleep(5);
// start asynchronous task to perform rendering
Task.Run(() => AggregateUpdateListener(n));
}
private void CallNativeCppAggregateGenerators(uint n) {
dla_2d.Generate(n);
}
private void AggregateUpdateListener(uint n) {
const double interval = 10.0;
Timer timer = new Timer(interval);
timer.Elapsed += Update2DAggregateOnTimedEvent;
timer.AutoReset = true;
timer.Enabled = true;
}
private void Update2DAggregateOnTimedEvent(object source, ElapsedEventArgs e) {
lock(locker) {
BlockingCollection<KeyValuePair<int,int>> bq = dla_2d.ProcessBatchQueue();
while(bq.Count != 0) {
KeyValuePair<int,int> p = bq.Take();
Point3D pos = new Point3D(p.Key, p.Value, 0.0);
// => do stuff with pos, sending to another class method for rendering
// using Dispatcher.Invoke(() => { ... }); to render in GUI
}
}
}
}
該方法GenerateAggregate
只叫每個聚集執行一次,它是通過一個按鈕處理程序方法被稱為我有一個Generate
帶有該接口上的方法OnGenerateButtonClicked
它調用的事件處理函數GenerateAggreate
。 在代碼中的其他任何地方, CallNativeCppAggregateGenerators
和AggregateUpdateListener
均未調用。
問題
如托管包裝部分所述,執行此代碼時,我偶爾會收到運行時斷言錯誤,
std::deque
迭代器不可取消。
這通常在首次執行時發生,但也確實在正在進行的聚合生成過程的中間發生,因此,生成聚合的啟動代碼在這里可能不是罪魁禍首。
我該如何解決這個問題? 希望這是我的關鍵部分代碼或類似代碼中出現邏輯錯誤的簡單情況,但是我還無法查明確切的問題。
如評論中所指出的那樣,問題可能是元素不斷被添加batch_queue
而調用ProcessBatchQueue
的C#線程正在使用隊列元素,從而可能會使batch_queue
的迭代器無效。 是否有可應用於此用例的典型生產者-消費者設計模式?
編輯:如果下降投票者可以給出他們的理由,這樣我可以改善這個問題,那就太好了。
我為這個問題找到了解決方案,下面將詳細介紹。 如問題中所建議的那樣,問題在於,在處理batch_queue
時,由於在聚合生成過程中將元素連續推入隊列,其迭代器有時會失效。
該解決方案比以前的基於batch_queue
的實現使用更多的內存,但是就迭代器的有效性而言,它是安全的。 我用本地c ++代碼中的聚合粒子的std::vector<std::pair<int,int>>
緩沖區替換了batch_queue
:
class diffusion_limited_aggregate {
public:
//...
const std::vector<std::pair<int,int>>& aggregate_buffer() const noexcept { return buffer; }
private:
//...
std::vector<std::pair<int,int>> buffer;
};
然后,將ManagedDLA2DContainer::ProcessBatchQueue
替換為ManagedDLA2DContainer::ConsumeBuffer
,該ManagedDLA2DContainer::ConsumeBuffer
讀取標記的索引並將最新一批的聚集粒子推入ac# List<KeyValuePair<int,int>>
:
System::Collections::Generic::List<System::Collections::Generic::KeyValuePair<int, int>>^ ConsumeBuffer(std::size_t marked_index) {
System::Collections::Generic::List<System::Collections::Generic::KeyValuePair<int, int>>^ buffer =
gcnew System::Collections::Generic::List<System::Collections::Generic::KeyValuePair<int, int>>();
if (native_dla_2d_ptr->aggregate_buffer().empty()) return buffer;
System::Threading::Monitor::Enter(lock_obj); // define critical section start
try { // execute critical section
// read from last marked buffer index up to size of buffer and write these data to batch list
for (int i = marked_index; i < native_dla_2d_ptr->aggregate_buffer().size(); ++i) {
buffer->Add(System::Collections::Generic::KeyValuePair<int, int>(
native_dla_2d_ptr->aggregate_buffer()[i].first,
native_dla_2d_ptr->aggregate_buffer()[i].second
)
);
}
}
finally { System::Threading::Monitor::Exit(lock_obj); } // exit critical section by releasing exclusive lock
return buffer;
}
最后,更改了c# MainWindow::Update2DAggregateOnTimedEvent
方法中的代碼,以反映c ++ / cli代碼中的這些更改:
private void Update2DAggregateOnTimedEvent(object source, ElapsedEventArgs e, uint n) {
lock (locker) {
List<KeyValuePair<int,int>> buffer = dla_2d.ConsumeBuffer(
(current_particles == 0) ? 0 : current_particles-1); // fetch batch list
foreach (var p in buffer) {
// => add p co-ords to GUI manager...
++current_particles;
// => render aggregate...
}
}
}
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