Has this nuclear reaction analogy been formalised for multithreading? - multithreading

I was wondering whether this multithreading concept which draws analogy between nuclear reactions and threaded programs has been formalised ?
https://en.wikipedia.org/wiki/Nuclear_computation
Nuclear computation suggests that a program's thread can experience fission to generate more computational threads and various threads can experience fusion to converge multiple threads into one.
Perhaps it has a different name in academic circles ?
Some requirements of interest are the following (which can be implemented with futexes rather then mutexes) :
lockless
parallel
ordered
light weight
low latency

Related

C++11 threading vs. OpenMP for simple parallel loops. Which, when?

This is something of a follow-up to this other question of mine.
I would like to know if parallelized loops with a reduction operation, like a parallelized integration, belongs to the domain of applicability of C++11 threading or if OpenMP is best suited for tasks like this.
Now, consider the same setting but with threads executing computations that may throw exceptions. Does it change the scenario? Would now C++11 threading be best suited?
Thank you.
IMO, I would prefer OpenMP for any HPC / scientific and engineering computing codes. It more directly targets data parallelism. C++11 threading represents more task parallelism, which is preferable for other kinds of software (e.g., network server applications).
The situations might change in the future, there are some efforts to integrate more parallelism into C++, such as parallel STL algorithms. However, we now even do not know how this parallelism will look like.
You also rarely build codes from scratch. There are many performance-aware multi-threaded libraries that support OpenMP (sorting, linear algebra, ...), however few that support C++11 threads.
As best as I can determine, OpenMP represents greater performance potential, simply because there are a lot more tricks a compiler can use (particularly if your cpu supports vectorized computations) if it can be directly instructed to parallelize a construct. Host/dispatch threading models (like the threading models in Java and C++11) can't really do that without remarkably intelligent code analysis tools.
However, OpenMP does represent a tax on both code readability and design flexibility. Parallel execution of heterogeneous tasks is possible in OpenMP, but much more verbose to implement, and much more difficult to parse. And because it depends on preprocessor macros (which C++ purists don't like anyways) it's virtually impossible to set dynamic state about the threading model itself.
Personally, having worked on enterprise level code, I think I prefer Host/dispatch threading (aka, C++11 threads). It may represent a performance sacrifice, but as the saying goes: "Processor Cycles are much cheaper than Developer Cycles". And if you really, really are in a performance constrained environment, it either means an algorithm problem, and switching to OpenMP probably wouldn't fix it; or, it means you should probably be looking into compute cards or OpenCL/Cuda programming.

Generalizing parallel algorithms on the number of threads

I have been reading the book The Art of Multiprocessor Programming and noticed that a lot of the algorithms mentioned assume a fixed number of threads (e.g. the combining tree algorithm). Is there a straightforward way of generalizing such algorithms to a scenario where threads are created and destroyed in an unpredictable manner?
As Zneak has said, there is no automatic way of determining the number of threads for an application. There are some patterns though that can help. The book may talk about some...here is an article that I was recently reading that I liked....hope it is useful for you too. Ref: Thread pools and Work queues

Difference between Threading and Map-Reduce processing?

One of my collegue is arguing with me for introducing map-reduce concept in our application(text processing). His opinion is why we should not use threading concepts instead.We both are new to this map-reduce paradigm. I thought that using map-reduce concept helps the developer from the overhead of handling thread synchronisation,dead lock,shared data. Is there anything other than this for going to map-reduce concept rather than threading?
You can find related paper for this, Comparing Fork/Join and MapReduce.
The paper compares the performance, scalability and programmability of three parallel paradigms: fork/join, MapReduce, and a hybrid approach.
What they find is basically that Java fork/join has low startup latency and scales well for small inputs (<5MB), but it cannot process larger inputs due to the size restrictions of shared-memory,
single node architectures. On the other hand, MapReduce has significant startup latency (tens of seconds), but scales well for much larger inputs (>100MB) on a compute cluster.
Threading offers facilities to partition a task into several subtasks, in a recursive-looking fashion; more tiers, possibility of 'inter-fork' communication at this stage, much more traditional programming. Does not extend (at least in the paper) beyond a single machine. Great for taking advantage of your eight-core.
M-R only does one big split, with the mapped splits not talking between each other at all, and then reduces everything together. A single tier, no inter-split communication until reduce, and massively scalable. Great for taking advantage of your share of the cloud.
Map-reduce adds tons of overhead, but can work to coordinate a large fleet of machines for an "embarrassingly parallel" use case. Threading is only worth it if you have multiple cores and only a single host, but there are many frameworks which add layers of abstraction above raw threads (e.g. Concurrent, Akka) that are easier in general to work with.

Non-deterministic programming languages

I know in Prolog you can do something like
someFunction(List) :-
someOtherFunction(X, List)
doSomethingWith(X)
% and so on
This will not iterate over every element in List; instead, it will branch off into different "machines" (by using multiple threads, backtracking on a single thread, creating parallel universes or what have you), with a separate execution for every possible value of X that causes someOtherFunction(X, List) to return true!
(I have no idea how it does this, but that's not important to the question)
My question is: What other non-deterministic programming languages are out there? It seems like non-determinism is the simplest and most logical way to implement multi-threading in a language with immutable variables, but I've never seen this done before - Why isn't this technique more popular?
Prolog is actually deterministic—the order of evaluation is prescribed, and order matters.
Why isn't nondeterminism more popular?
Nondeterminism is unpopular because it makes it harder to reason about the outcomes of your programs, and truly nondeterministic executions (as opposed to semantics) are hard to implement.
The only nondeterministic languages I'm aware of are
Dijkstra's calculus of guarded commands, which he wanted never to be implemented
Concurrent ML, in which communications may be synchronized nondeterministically
Gerard Holzmann's Promela language, which is the language of the model checker SPIN
SPIN does actually use the nondeterminism and explores the entire state space when it can.
And of course any multithreaded language behaves nondeterministically if the threads are not synchronized, but that's exactly the sort of thing that's difficult to reason about—and why it's so hard to implement efficient, correct lock-free data structures.
Incidentally, if you are looking to achieve parallelism, you can achieve the same thing by a simple map function in a pure functional language like Haskell. There's a reason Google MapReduce is based on functional languages.
The Wikipedia article points to Amb which is a Scheme-derivative with capacities for non-deterministic programming.
As far as I understand, the main reason why programming languages do not do that is because running a non-deterministic program on a deterministic machine (as are all existing computers) is inherently expensive. Basically, a non-deterministic Turing machine can solve complex problems in polynomial time, for which no polynomial algorithm for a deterministic Turing machine is known. In other words, non-deterministic programming fails to capture the essence of algorithmics in the context of existing computers.
The same problem impacts Prolog. Any efficient, or at least not-awfully-inefficient Prolog application must use the "cut" operator to avoid exploring an exponential number of paths. That operator works only as long as the programmer has a good mental view of how the Prolog interpreter will explore the possible paths, in a deterministic and very procedural way. Things which are very procedural do not mix well with functional programming, since the latter is mostly an effort of not thinking procedurally at all.
As a side note, in between deterministic and non-deterministic Turing machines, there is the "quantum computing" model. A quantum computer, assuming that one exists, does not do everything that a non-deterministic Turing machine can do, but it can do more than a deterministic Turing machine. There are people who are currently designing programming languages for the quantum computer (assuming that a quantum computer will ultimately be built). Some of those new languages are functional. You may find a host of useful links on this Wikipedia page. Apparently, designing a quantum programming language, functional or not, and using it, is not easy and certainly not "simple".
One example of a non-deterministic language is Occam, based on CSP theory. The combination of the PAR and ALT constructs can give rise to non-deterministic behaviour in multiprocessor systems, implementing fine grain parallel programs.
When using soft channels, i.e. channels between processes on the same processor, the implementation of ALT will make the behaviour close to deterministic†, but as soon as you start using hard channels (physical off-processor communication links) any illusion of determinism vanishes. Different remote processors are not expected to be synchronised in any way and they may not even have the same core or clock speed.
†The ALT construct is often implemented with a PRI ALT, so you have to explicitly code in fairness if you need it to be fair.
Non-determinism is seen as a disadvantage when it comes to reasoning about and proving programs correct, but in many ways once you've accepted it, you are freed from many of the constraints that determinism forces on your reasoning.
As long as the sequencing of communication doesn't lead to deadlock, which can be done by applying CSP techniques, then the precise order in which things are done should matter much less than whether you get the results that you want in time.
It was arguably this lack of determinism which was a major factor in preventing the adoption of Occam and Transputer systems in military projects, dominated by Ada at the time, where knowing precisely what a CPU was doing at every clock cycle was considered essential to proving a system correct. Without this constraint, Occam and the Transputer systems it ran on (the only CPUs at the time with a formally proven IEEE floating point implementation) would have been a perfect fit for hard real-time military systems needing high levels of processing functionality in a small space.
In Prolog you can have both non-determinism and concurrency. Non-determinism is what you described in your question concerning the example code. You can imagine that a Prolog clause is full of implicit amb statements. It is less known that concurrency is also supported by logic-programming.
History says:
The first concurrent logic programming language was the Relational
Language of Clark and Gregory, which was an offshoot of IC-Prolog.
Later versions of concurrent logic programming include Shapiro's
Concurrent Prolog and Ueda's Guarded Horn Clause language GHC.
https://en.wikipedia.org/wiki/Concurrent_logic_programming
But today we might just go with treads inside logic programming. Here is an example to implement a findall via threads. This can also be modded to perform all kinds of tasks on the collection, or maybe even produce agent networks towards distributed artificial intelligence.
I believe Haskell has the capability to construct and non-deterministic machine. Haskell at first may seem too difficult and abstract for practical use, but it's actually very powerful.
There is a programming language for non-deterministic problems which is called as "control network programming". If you want more information go to http://controlnetworkprogramming.com. This site is still in progress but you can read some info about it.
Java 2K
Note: Before you click the link and being disappointed: This is an esoteric language and has nothing to do with parallelism.
The Sly programming language under development at IBM Research is an attempt to include the non-determinism inherent in multi-threaded execution in the execution of certain types of algorithms. Looks to be very much a work in progress though.

Why don't large programs (such as games) use loads of different threads? [closed]

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I don't know how commercial games work inside very much, but the open source games I have come across don't seem to be massively into threading. Same goes for most other desktop applications, normally two or three threads seem to be used (eg program logic and GUI updates).
Why don't games have many threads? Eg separate threads for physics, sound, graphics, AI etc?
I don't know about the games that you have played, but most games run the sound on a separate thread. Networking code, at least the socket listeners run on a separate thread.
However, the rest of the game engine generally runs in a single thread. There are reasons for this. For example, most processing in a game runs a single chain of dependencies. Graphics depend on state of physics engine as does the artificial intelligence. Designing for multiple threads means that you have to have frame latency between the various subsystems for concurrency. You get quicker response time and snappier game play if these subsystems are computed linearly each frame. The part of the game that benefits the most from parallelization is of course the rendering subsystem which is offloaded to highly parallelized graphics accelerator cards.
You need to think, what are the actual benefits of threads? Remember that on a single core machine, threads don't actually allow concurrent execution, just the impression of it. Behind the scenes, the CPU is context-switching between the different threads, doing a little work on each every time. Therefore, if I have several tasks that involve no waiting, running them concurrently (on a single core) will be no quicker than running them linearly. In fact, it will be slower, due to the added overhead of the frequent context-switching.
If that is the case then, why ever use threads on a single core machine? Well firstly, because sometimes tasks can involve long periods of waiting on some external resource, such as a disk or other hardware device, to become available. Whilst the task in a waiting stage, threading allows other tasks to continue, thus using the CPU's time more efficiency.
Secondly, tasks may have a deadline of some sort in which to complete, particularly if they are responding to an event. The classic example is the user interface of an application. The computer should respond to user action events as quickly as possible, even if it is busy performing some other long running task, otherwise the user will be become agitated and may believe the application has crashed. Threading allows this to happen.
As for games, I am not a games programmer, but my understanding of the situation is this: 3D games create a programmatic model of the game world; players, enemies, items, terrain, etc. This game world is updated in discrete steps, based on the amount of time that has elapsed since the previous update. So, if 1ms has passed since the last time round the game loop, the position of an object is updated by using its velocity and the elapsed time to determine the delta (obviously the physics is a bit more complicated than that, but you get the idea). Other factors such as AI and input keys may also contribute to the update. When everything is finished, the updated game world is rendered as a new frame and the process begins again. This process usually occurs many times per second.
When we think about the game loop in this way, we can see that the engine is in fact achieving a very similar goal to that of threading. It has a number of long running tasks (updating the world's physics, handling user input, etc), and it gives the impression that they are happening concurrently by breaking them down into small pieces of work and interleaving these pieces, but instead of relying on the CPU or operating system to manage the time spent on each, it is doing it itself. This means it can keep all the different tasks properly synchronized, and avoid the complexities that come with real threading: locks, pre-emption, re-entrant code, etc. There is no performance implication to this approach either, because as we said a single core machine can only really execute code linearly anyway.
Things change when have a multi-core system. Now, tasks can be running genuinely concurrently and there may indeed be a benefit to using threading to handle different parts of the game world updates, so long as we can manage to synchronise the results to render consistent frames. We would expect therefore, that with the advent of multi-core systems, games engine developers would be working on this. And so it turns out, they are. Valve, the makers of Half Life, have recently introduced multi-processor support into their Source Engine, and I imagine many other engine developers are following suit.
Well, that turned out a little longer than I expected. I'm not a threading or games expert, but I hope I haven't made any especially glaring errors. If I have I'm sure people will correct me :)
The main reason is that, as elegant as it sounds, using multiple threads in a program as complicated as a 3D game is really, really, really difficult. Also, before the fairly recent introduction of low cost multi-core systems, using multiple threads did not offer much of a performance incentive.
Many games these days are using "task" or "job" systems for parallel processing. That is, the game spawns a fixed number of worker threads which are used for multiple tasks. Work is divided up into small pieces and queued, then sent to be processed by the worker threads as they become available.
This is becoming especially common on consoles. The PS3 is based on Cell architecture so you need to use parallel processing to get the best performance out of the system. The Xbox 360 can emulate a task/job setup that was designed for PS3 as it has multiple cores. You would probably find for most games that a lot of the system design is shared among the 360, PS3, and PC codebases, so PC most likely uses the same sort of tactic.
While it is hard to write threadsafe code, as many of the other answers indicate, I think there are a few other reasons for the things you're seeing:
First, many open source games are a few years old. Especially with this generation of consoles parallel programming is becoming popular and even necessary as mentioned above.
Second, very few open source projects seem concerned about getting the highest possible performance. As John Carmack pointed out to the Utah GLX project, highly optimized code is often harder to maintain than unoptimized code, so the latter would generally be preferred in open source contexts.
Third, I wouldn't take a small number of threads created by a game to mean that it's not using parallel jobs well.
I was about to post the same thing as William, but I'd like to expand on it a little bit. It's very hard to write optimal code for the future. Given the choice between writing something that will scale to hardware you don't have vs. writing something that will work on hardware you do have, most people will chose to do the latter. Since the single-core paradigm has been with us for so long, most code that has been written (especially for games where there is extreme pressure to get it out the door) isn't that future proof.
x86 has been very kind to game programmers, since we haven't had to think about the ramifications of less forgiving hardware platforms.
The fact that everybody here is correctly claiming that multithreading is hard is very sad. We desperately need to make concurrency systems easy.
Personally I think we are going to need a paradigm shift and new tools.
Other than the technical challenges of programming for multiple cores, commercial games have to run well on low end systems w/o multiple cores to make money.
Now that multi-core processors have been out for a while and the major game consoles have multiple cores it's only a matter of time before dual core shows up on the minimum system requirements list for PC games.
Here's a link to an interview with Orion Granatir from Intel where he's talking about getting game developers to take advantage of multi-threading.
There are many issues with race conditions and data locking when using lots of threads. Since the different parts of games are fairly reliant on each other it doesn't make much sense to do all the extra engineering required to use loads of threads.
It's very difficult to use threads without problems, and most GUI APIs are based on event driven coding anyway. Threads mandate the use of locking mechanisms which add delay to the code, and often that delay is unpredictable depending on who is currently holding the lock.
It seems sensible to me to have a single (or perhaps very few) threads handling things in an event driven way rather than hundreds of threads all causing strange and unrepeatable bugs.
Threads are dead, baby.
Realistically, in game development, threads don't scale beyond offloading very dedicated tasks like networking and loading. Job-systems seem to be the only way forward, given 8 CPU systems are becoming more commonplace even on PCs. And you can pretty much guarantee that upcoming super-multicore systems like Intel's Larrabee will be job-system based.
This has been a somewhat painful realization on Playstation3 and XBOX360 projects, and it seems now even Apple has jumped on board with their "revolutionary" Grand Central Dispatch system in Snow Leopard.
Threads have their place, but the naive promise of "put everything in a thread and it will all run faster" simply doesn't work in practice.

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