I am doing more less such a setup in the code:
// loop over the inTopicName(s) {
KStream<String, String> stringInput = kBuilder.stream( STRING_SERDE, STRING_SERDE, inTopicName );
stringInput.filter( streamFilter::passOrFilterMessages ).map( processor_i ).to( outTopicName );
// } end of loop
streams = new KafkaStreams( kBuilder, streamsConfig );
streams.cleanUp();
streams.start();
If there is e.g. num.stream.threads > 1, how tasks are assigned to the prepared and assigned (in the loop) threads?
I suppose (I am not sure) there is thread pool and with some kind of round-robin policy the tasks are assigned to threads, but it can be done fully dynamically in runtime or once at the beginning by creation of the filtering/mapping to structure.
Especially I am interesting in the situation when one topic is getting computing intensive tasks and other not. Is it possible that application will starve because all threads will be assigned to the processor which is time consuming.
Let's play a bit with scenario: num.stream.threads=2, no. partitions=4 per topic, no. topics=2 (huge_topic and slim_topic)
The loop in my question is done once at startup of the app. If in the loop I define 2 topics, and I know from one topic comes messages which are heavy weighted (huge_topic) and from the other comes lightweighted messsages (slim_topic).
Is it possible that both threads from num.stream.threads will be busy only with tasks which are comming from huge_topic? And messages from slimm_topic will have to wait for processing?
Internally, Kafka Streams create tasks based on partitions. Going with your loop example and assume you have 3 input topics A, B, C with 2, 4, and 3 partition respectively. For this, you will get 4 task (ie, max number of partitions over all topics) with the following partition to task assignment:
t0: A-0, B-0, C-0
t1: A-1, B-1, C-1
t2: B-2, C-2
t3: B-3
Partitions are grouped "by number" and assigned to the corresponding task. This is determined at runtime (ie, after you call KafakStreams#start()) because before that, the number of partitions per topic is unknown.
It is not recommended to mess with the partitions grouped if you don't understand all the internal details of Kafka Streams -- you can very easily break stuff! (This interface was deprecated already and will be removed in upcoming 3.0 release.)
With regard to threads: tasks limit the number of threads. For our example, this implies that you can have max 4 thread (if you have more, those threads will be idle, as there is no task left for thread assignment). How you "distribute" those thread is up to you. You can either have 4 single threaded application instances of one single application instance with 4 thread (or anything in between).
If you have fewer tasks than threads, task will be assigned in a load balanced way, based on number of tasks (all tasks are assumed to have the same load).
If there is e.g. num.stream.threads > 1, how tasks are assigned to the
prepared and assigned (in the loop) threads?
Tasks are assigned to threads with the usage of a partition grouper. You can read about it here. AFAIK it's called after a rebalance, so it's not a very dynamic process. That said, I'd argue that there is no option for starvation.
Related
I've to design a job scheduler for multi-tenant app. Each tenant will have it's own job queue for processing background task. There are N workers each of which listen to all the queues and take up the job when idle.
eg.
queue 1 : task - A, B, c
queue 2 : task - D
queue 3 : task - E, F
and I have 3 workers w1, w2, w3, all of which listen to all the queues. This whole design is going to be implemented in aws.
It is important that one job is processed only once. Since all the workers are reading queue's, how can I prevent simultaneous access of 1 job to many workers ?
Also if the workers read all queue sequentially then it will keep dequeuing only from first queue till empty, how to handle this situation ?
I initially thought of using sns ntoification when new task is added to job queue, but since all workers will receive it, the core problem won't be solved.
For the first concern, SQS handles distributing tasks to individual workers automatically, go read about Visibility Timeouts.
If you want to maintain separate queues, you need to put the logic in the workers to do the queue switching, basically putting in an infinite loop that is looping over the 3 queues, checking for new work, and only processing a single chunk / message before switching to the next queue:
while (true)
for (queue : queues) {
message = getMessage(queue)
if (message != null)
processmessage(message)
}
}
Make sure you aren't using long polling, as it will just sit on the first queue.
I got array with [a-z,A-Z] ASCII numbers like so: my #alphabet = (65..90,97..122);
So main thread functionality is checking each character from alphabet and return string if condition is true.
Simple example :
my #output = ();
for my $ascii(#alphabet){
thread->new(\sub{ return chr($ascii); });
}
I want to run thread on every ASCII number, then put letter from thread function into array in the correct order.
So in out case array #output should be dynamic and contain [a..z,A-Z] after all threads finish their job.
How to check, is all threads is done and keep the order?
You're looking for $thread->join, which waits for a thread to finish. It's documented here, and this SO question may also help.
Since in your case it looks like the work being done in the threads is roughly equal in cost (no thread is going to take a long time more than any other), you can just join each thread in order, like so, to wait for them all to finish:
# Store all the threads for each letter in an array.
my #threads = map { thread->new(\sub{ return chr($_); }) } #alphabet;
my #results = map { $_->join } #threads;
Since, when the first thread returns from join, the others are likely already done and just waiting for "join" to grab their return code, or about to be done, this gets you pretty close to "as fast as possible" parallelism-wise, and, since the threads were created in order, #results is ordered already for free.
Now, if your threads can take variable amounts of time to finish, or if you need to do some time-consuming processing in the "main"/spawning thread before plugging child threads' results into the output data structure, joining them in order might not be so good. In that case, you'll need to somehow either: a) detect thread "exit" events as they happen, or b) poll to see which threads have exited.
You can detect thread "exit" events using signals/notifications sent from the child threads to the main/spawning thread. The easiest/most common way to do that is to use the cond_wait and cond_signal functions from threads::shared. Your main thread would wait for signals from child threads, process their output, and store it into the result array. If you take this approach, you should preallocate your result array to the right size, and provide the output index to your threads (e.g. use a C-style for loop when you create your threads and have them return ($result, $index_to_store) or similar) so you can store results in the right place even if they are out of order.
You can poll which threads are done using the is_joinable thread instance method, or using the threads->list(threads::joinable) and threads->list(threads::running) methods in a loop (hopefully not a busy-waiting one; adding a sleep call--even a subsecond one from Time::HiRes--will save a lot of performance/battery in this case) to detect when things are done and grab their results.
Important Caveat: spawning a huge number of threads to perform a lot of work in parallel, especially if that work is small/quick to complete, can cause performance problems, and it might be better to use a smaller number of threads that each do more than one "piece" of work (e.g. spawn a small number of threads, and each thread uses the threads::shared functions to lock and pop the first item off of a shared array of "work to do" and do it rather than map work to threads as 1:1). There are two main performance problems that arise from a 1:1 mapping:
the overhead (in memory and time) of spawning and joining each thread is much higher than you'd think (benchmark it on threads that don't do anything, just return, to see). If the work you need to do is fast, the overhead of thread management for tons of threads can make it much slower than just managing a few re-usable threads.
If you end up with a lot more threads than there are logical CPU cores and each thread is doing CPU-intensive work, or if each thread is accessing the same resource (e.g. reading from the same disks or the same rows in a database), you hit a performance cliff pretty quickly. Tuning the number of threads to the "resources" underneath (whether those are CPUs or hard drives or whatnot) tends to yield much better throughput than trusting the thread scheduler to switch between many more threads than there are available resources to run them on. The reasons this is slow are, very broadly:
Because the thread scheduler (part of the OS, not the language) can't know enough about what each thread is trying to do, so preemptive scheduling cannot optimize for performance past a certain point, given that limited knowledge.
The OS usually tries to give most threads a reasonably fair shot, so it can't reliably say "let one run to completion and then run the next one" unless you explicitly bake that into the code (since the alternative would be unpredictably starving certain threads for opportunities to run). Basically, switching between "run a slice of thread 1 on resource X" and "run a slice of thread 2 on resource X" doesn't get you anything once you have more threads than resources, and adds some overhead as well.
TL;DR threads don't give you performance increases past a certain point, and after that point they can make performance worse. When you can, reuse a number of threads corresponding to available resources; don't create/destroy individual threads corresponding to tasks that need to be done.
Building on Zac B's answer, you can use the following if you want to reuse threads:
use strict;
use warnings;
use Thread::Pool::Simple qw( );
$| = 1;
my $pool = Thread::Pool::Simple->new(
do => [ sub {
select(undef, undef, undef, (200+int(rand(8))*100)/1000);
return chr($_[0]);
} ],
);
my #alphabet = ( 65..90, 97..122 );
print $pool->remove($_) for map { $pool->add($_) } #alphabet;
print "\n";
The results are returned in order, as soon as they become available.
I'm the author of Parallel::WorkUnit so I'm partial to it. And I thought adding ordered responses was actually a great idea. It does it with forks, not threads, because forks are more widely supported and they often perform better in Perl.
my $wu = Parallel::WorkUnit->new();
for my $ascii(#alphabet){
$wu->async(sub{ return chr($ascii); });
}
#output = $wu->waitall();
If you want to limit the number of simultaneous processes:
my $wu = Parallel::WorkUnit->new(max_children => 5);
for my $ascii(#alphabet){
$wu->queue(sub{ return chr($ascii); });
}
#output = $wu->waitall();
Vert.x have many thread pool, eventLoopGroup,acceptorEventLoopGroup,internalBlockingPool,workerPool.
Why need so many?
FileSystem read file will use internalBlockingPool, but like this code executeBlocking will use workerPool.
And in this code why resultHandler execute in eventLoop thread not
workpool?
vertx.executeBlocking(future -> {
System.out.println(Thread.currentThread().getName());
future.complete();
}, r -> {
System.out.println(Thread.currentThread().getName());
});
In my understanding eventloop just a single thread is endless loop for channel.If nothing to do with network, no need to use eventLoopGroup.
how to understand event in Vert.x, can give some Vert.x code not netty code?
Event loops: there can be more than one event loop thread. There typically will be more than one event loop thread (it depends on your number of cores). For example,if you start N instances of a verticle, you will want it to spread across multiple cores using multiple event loops. In the docs, look up the multi-reactor pattern.
Vert.x works differently here. Instead of a single event loop, each
Vertx instance maintains several event loops. By default we choose the
number based on the number of available cores on the machine, but this
can be overridden.
http://vertx.io/docs/vertx-core/java/#_reactor_and_multi_reactor
Regarding your question about the result handler: The execute blocking function will run on a worker thread, but once it is all done, it will be pushed over to the event loop thread to finish the result handler. This behavior helps with keeping certain logic on the event loop thread.
Regarding the other thread groups, they just handle specific functionality in vert.x. If you are stressed about the number of threads in vert.x, I would not worry about it. Vert.x does a good job keeping the OS threads to a minimum while maintaining high functionality and throughput.
Is there any possibility to setup Gatling scenario to run in specific counts of thread? For instance, I want to execute 1M requests during 1hour in 2500 threads.
And also, does each scenario (in setUp(scn.inject())) will be running in different thread? What does "thread" means in Gatling-definition - is it the same as in Java?
I found a topic, but it's not exactly what I need (in case of topic-started he needed only 3 threads, but for me - counts much bigger).
I have
val scn = scenario("Test")
.exec(mine)
}
setUp(
scn.inject(
rampUsers(1000000) over (3600)
)
).assertions(global.successfulRequests.percent.greaterThan(95))
As stated in the topic you've cited, number of threads that Gatling will use to fire the requests against your target system under test is not number of concurrent users. It is implementation detail.
Gatling uses Akka under the hood and issues the requests asynchronously. This asynchronous nature means that Gatling is using a few threads to fire all the requests. If you want to know more see gatling-akka-defaults.conf. It uses Akka Default Dispatcher which uses fork-join pool with aprox. number of CPU cores * 2 threads (not certain at 100%, see doc).
As was already mentioned in cited topic, question is What do you mean by "user"?.
As I understood it, your goal is to have a load 2500 concurrent users against your system. It does not matter if the Gatling will uses 2 or 1000 threads to achieve this.
So if you want 2500 concurrent users (per second) it is easy to write just:
setUp(
scn.inject( constantUsersPerSec(2500) during(3600) )
)...
If you on other hand want a 2500 distinct populations (which is IMO not desired) you can achieve this too, by:
// `scn` have to be function, while scenarios should havce distinct name
def scn(name: String) = scenario(name)
.exec(
http("root").get("/")
)
setUp(
(for {
i <- 0 until 2500 // desired 2500
} yield {
scn(s"Test $i").inject(
rampUsers(1) over (3600)
)
}).toList // setUp can accept List[PopulationBuilder]
)
Populations should be used to inject different scenarios or different type of users at the same time with its own rate and duration. For example see Advanced Tutorial, Step 2. They are not intended to simulate concurrent users. You can see that directly from the code that syntactically the solution is possible but cumbersome.
I have a single-threaded linux app which I would like to make parallel. It reads a data file, creates objects, and places them in a vector. Then it calls a compute-intensive method (.5 second+) on each object. I want to call the method in parallel with object creation. While I've looked at qt and tbb, I am open to other options.
I planned to start the thread(s) while the vector was empty. Each one would call makeSolids (below), which has a while loop that would run until interpDone==true and all objects in the vector have been processed. However, I'm a n00b when it comes to threading, and I've been looking for a ready-made solution.
QtConcurrent::map(Iter begin,Iter end,function()) looks very easy, but I can't use it on a vector that's changing in size, can I? And how would I tell it to wait for more data?
I also looked at intel's tbb, but it looked like my main thread would halt if I used parallel_for or parallel_while. That stinks, since their memory manager was recommended (open cascade's mmgt has poor performance when multithreaded).
/**intended to be called by a thread
\param start the first item to get from the vector
\param skip how many to skip over (4 for 4 threads)
*/
void g2m::makeSolids(uint start, uint incr) {
uint curr = start;
while ((!interpDone) || (lineVector.size() > curr)) {
if (lineVector.size() > curr) {
if (lineVector[curr]->isMotion()) {
((canonMotion*)lineVector[curr])->setSolidMode(SWEPT);
((canonMotion*)lineVector[curr])->computeSolid();
}
lineVector[curr]->setDispMode(BEST);
lineVector[curr]->display();
curr += incr;
} else {
uio::sleep(); //wait a little bit for interp
}
}
}
EDIT: To summarize, what's the simplest way to process a vector at the same time that the main thread is populating the vector?
Firstly, to benefit from threading you need to find similarly slow tasks for each thread to do. You said your per-object processing takes .5s+, how long does your file reading / object creation take? It could easily be a tenth or a thousandth of that time, in which case your multithreading approach is going to produce neglegible benefit. If that's the case, (yes, I'll answer your original question soon incase it's not) then think about simultaneously processing multiple objects. Given your processing takes quite a while, the thread creation overhead isn't terribly significant, so you could simply have your main file reading/object creation thread spawn a new thread and direct it at the newly created object. The main thread then continues reading/creating subsequent objects. Once all objects are read/created, and all the processing threads launched, the main thread "joins" (waits for) the worker threads. If this will create too many threads (thousands), then put a limit on how far ahead the main thread is allowed to get: it might read/create 10 objects then join 5, then read/create 10, join 10, read/create 10, join 10 etc. until finished.
Now, if you really want the read/create to be in parallel with the processing, but the processing to be serialised, then you can still use the above approach but join after each object. That's kind of weird if you're designing this with only this approach in mind, but good because you can easily experiment with the object processing parallelism above as well.
Alternatively, you can use a more complex approach that just involves the main thread (that the OS creates when your program starts), and a single worker thread that the main thread must start. They should be coordinated using a mutex (a variable ensuring mutually-exclusive, which means not-concurrent, access to data), and a condition variable which allows the worker thread to efficiently block until the main thread has provided more work. The terms - mutex and condition variable - are the standard terms in the POSIX threading that Linux uses, so should be used in the explanation of the particular libraries you're interested in. Summarily, the worker thread waits until the main read/create thread broadcasts it a wake-up signal indicating another object is ready for processing. You may want to have a counter with index of the last fully created, ready-for-processing object, so the worker thread can maintain it's count of processed objects and move along the ready ones before once again checking the condition variable.
It's hard to tell if you have been thinking about this problem deeply and there is more than you are letting on, or if you are just over thinking it, or if you are just wary of threading.
Reading the file and creating the objects is fast; the one method is slow. The dependency is each consecutive ctor depends on the outcome of the previous ctor - a little odd - but otherwise there are no data integrity issues so there doesn't seem to be anything that needs to be protected by mutexes and such.
Why is this more complicated than something like this (in crude pseudo-code):
while (! eof)
{
readfile;
object O(data);
push_back(O);
pthread_create(...., O, makeSolid);
}
while(x < vector.size())
{
pthread_join();
x++;
}
If you don't want to loop on the joins in your main then spawn off a thread to wait on them by passing a vector of TIDs.
If the number of created objects/threads is insane, use a thread pool. Or put a counter is the creation loop to limit the number of threads that can be created before running ones are joined.
#Caleb: quite -- perhaps I should have emphasized active threads. The GUI thread should always be considered one.