Performance gain in turning local variables into object attributes - multithreading

I have N threads querying a webservice and generating a file, then waiting 30 seconds, then doing it all over again.
I have another N threads opening and reading those files, inserting into a database, removing the files, waiting 100 milliseconds, then doing it all over again.
In all those objects there are a lot of methods with a lot of local variables: integers, strings, arrays, and other framework-specific objects.
Recently we are increasing the number of threads to read those files, because the webservice is returning a lot more data.
What gains can I expect by turning all the local variables into object attributes (instance variables)?
I presume it's not going to be so many instantiations, since that will be done once when the object itself is instantiated.
I'm using Delphi, but I believe it can be answered to any programming language or framework.

I don't think that there will be a remarkable performance increase if you turn the local variables into object attributes. However, generating a file from one thread, reading it from another one, and then deleting the file, sounds like the real bottleneck. If there is no really good reason to use a file as temporary storage, use a single thread instead of two for querying the webservice and then writing the data to the database.

Related

QSQLite Error: Database is locked

I am new to Qt development, the way it handles threads (signals and slots) and databases (and SQLite at that). It has been 4 weeks that I have started working on the mentioned technologies. This is the first time I'm posting a question on SO and I feel I have done research before coming to you all. This may look a little long and possibly a duplicate, but I request you all to read it thoroughly once before dismissing it off as a duplicate or tl;dr.
Context:
I am working on a Windows application that performs a certain operation X on a database. The application is developed in Qt and uses QSQLite as database engine. It's a single threaded application, i.e., the tables are processed sequentially. However, as the DB size grows (in number of tables and records), this processing becomes slower. The result of this operation X is written in a separate results table in the same DB. The processing being done is immaterial to the problem, but in basic terms here's what it does:
Read a row from Table_X_1
Read a row from Table_X_2
Do some operations on the rows (only read)
Push the results in Table_X_Results table (this is the only write being performed on the DB)
Table_X_1 and Table_X_2 are identical in number and types of columns and number of rows, only the data may differ.
What I'm trying to do:
In order to improve the performance, I am trying to make the application multi-threaded. Initially I am spawning two threads (using QtConcurrentRun). The two tables can be categorized in two types, say A and B. Each thread will take care of the tables of two types. Processing within the threads remains same, i.e., within each thread the tables are being processed sequentially.
The function is such that it uses SELECT to fetch rows for processing and INSERT to insert result in results table. For inserting the results I am using transactions.
I am creating all the intermediate tables, result tables and indices before starting my actual operation. I am opening and closing connections everytime. For the threads, I create and open a connection before entering the loop (one for each thread).
THE PROBLEM:
Inside my processing function, I get following (nasty, infamous, stubborn) error:
QSqlError(5, "Unable to fetch row", "database is locked")
I am getting this error when I'm trying to read a row from DB (using SELECT). This is in the same function in which I'm performing my INSERTs into results table. The SELECT and the INSERT are in the same transaction (begin and commit pair). For INSERT I'm using prepared statement (SQLiteStatement).
Reasons for seemingly peculiar things that I am doing:
I am using QtConcurrentRun to create the threads because it is straightforward to do! I have tried using QThread (not subclassing QThread, but the other method). That also leads to same problem.
I am compiling with DSQLITE_THREADSAFE=0 to avoid application from crashing. If I use the default (DSQLITE_THREADSAFE=1), my application crashes at SQLiteStatement::recordSet->Reset(). Also, with the default option, internal SQLITE sync mechanism comes into play which may not be reliable. If the need be, I'll employ explicit sync.
Making the application multi-threaded to improve performance, and not doing this. I'm taking care of all the optimizations recommended there.
Using QSqlDatabase::setConnectOptions with QSQLITE_BUSY_TIMEOUT=0. A link suggested that it will prevent the DB to get locked immediately and hence may give my thread(s) appropriate amount of time to "die peacefully". This failed: the DB got locked much frequently than before.
Observations:
The database goes into lock only and as soon as when one of the threads return. This behavior is consistent.
When compiling with DSQLITE_THREADSAFE=1, the application crashes when one of the threads return. Call stack points at SQLiteStatement::recordSet->Reset() in my function, and at winMutexEnter() (called from EnterCriticalSection()) in sqlite3.c. This is consistent as well.
The threads created using QtConcurrentRun do not die immediately.
If I use QThreads, I can't get them to return. That is to say, I feel the thread never returns even though I have connected the signals and the slots correctly. What is the correct way to wait for threads and how long it takes them to die?
The thread that finishes execution never returns, it has locked the DB and hence the error.
I checked for SQLITE_BUSY and tried to make the thread sleep but could not get it to work. What is the correct way to sleep in Qt (for threads created with QtConcurrentRun or QThreads)?
When I close my connections, I get this warning:
QSqlDatabasePrivate::removeDatabase: connection 'DB_CONN_CREATE_RESULTS' is still in use, all queries will cease to work.
Is this of any significance? Some links suggested that this warning arises because of using local QSqlDatabase, and will not arise if the connection is made a class member. However, could it be the reason for my problem?
Further experiments:
I am thinking of creating another database which will only contain results table (Table_X_Results). The rationale is that while the threads will read from one DB (the one that I have currently), they will get to write to another DB. However, I may still face the same problem. Moreover, I read on the forums and wikis that it IS possible to have two threads doing read and write on same DB. So why can I not get this scenario to work?
I am currently using SQLITE version 3.6.17. Could that be the problem? Will things be better if I used version 3.8.5?
I was trying to post the web resources that I have already explored, but I get a message saying "I'd need 10 reps to post more than 2 links". Any help/suggestions would be much appreciated.

Designing concurrency in a Python program

I'm designing a large-scale project, and I think I see a way I could drastically improve performance by taking advantage of multiple cores. However, I have zero experience with multiprocessing, and I'm a little concerned that my ideas might not be good ones.
Idea
The program is a video game that procedurally generates massive amounts of content. Since there's far too much to generate all at once, the program instead tries to generate what it needs as or slightly before it needs it, and expends a large amount of effort trying to predict what it will need in the near future and how near that future is. The entire program, therefore, is built around a task scheduler, which gets passed function objects with bits of metadata attached to help determine what order they should be processed in and calls them in that order.
Motivation
It seems to be like it ought to be easy to make these functions execute concurrently in their own processes. But looking at the documentation for the multiprocessing modules makes me reconsider- there doesn't seem to be any simple way to share large data structures between threads. I can't help but imagine this is intentional.
Questions
So I suppose the fundamental questions I need to know the answers to are thus:
Is there any practical way to allow multiple threads to access the same list/dict/etc... for both reading and writing at the same time? Can I just launch multiple instances of my star generator, give it access to the dict that holds all the stars, and have new objects appear to just pop into existence in the dict from the perspective of other threads (that is, I wouldn't have to explicitly grab the star from the process that made it; I'd just pull it out of the dict as if the main thread had put it there itself).
If not, is there any practical way to allow multiple threads to read the same data structure at the same time, but feed their resultant data back to a main thread to be rolled into that same data structure safely?
Would this design work even if I ensured that no two concurrent functions tried to access the same data structure at the same time, either for reading or for writing?
Can data structures be inherently shared between processes at all, or do I always explicitly have to send data from one process to another as I would with processes communicating over a TCP stream? I know there are objects that abstract away that sort of thing, but I'm asking if it can be done away with entirely; have the object each thread is looking at actually be the same block of memory.
How flexible are the objects that the modules provide to abstract away the communication between processes? Can I use them as a drop-in replacement for data structures used in existing code and not notice any differences? If I do such a thing, would it cause an unmanageable amount of overhead?
Sorry for my naivete, but I don't have a formal computer science education (at least, not yet) and I've never worked with concurrent systems before. Is the idea I'm trying to implement here even remotely practical, or would any solution that allows me to transparently execute arbitrary functions concurrently cause so much overhead that I'd be better off doing everything in one thread?
Example
For maximum clarity, here's an example of how I imagine the system would work:
The UI module has been instructed by the player to move the view over to a certain area of space. It informs the content management module of this, and asks it to make sure that all of the stars the player can currently click on are fully generated and ready to be clicked on.
The content management module checks and sees that a couple of the stars the UI is saying the player could potentially try to interact with have not, in fact, had the details that would show upon click generated yet. It produces a number of Task objects containing the methods of those stars that, when called, will generate the necessary data. It also adds some metadata to these task objects, assuming (possibly based on further information collected from the UI module) that it will be 0.1 seconds before the player tries to click anything, and that stars whose icons are closest to the cursor have the greatest chance of being clicked on and should therefore be requested for a time slightly sooner than the stars further from the cursor. It then adds these objects to the scheduler queue.
The scheduler quickly sorts its queue by how soon each task needs to be done, then pops the first task object off the queue, makes a new process from the function it contains, and then thinks no more about that process, instead just popping another task off the queue and stuffing it into a process too, then the next one, then the next one...
Meanwhile, the new process executes, stores the data it generates on the star object it is a method of, and terminates when it gets to the return statement.
The UI then registers that the player has indeed clicked on a star now, and looks up the data it needs to display on the star object whose representative sprite has been clicked. If the data is there, it displays it; if it isn't, the UI displays a message asking the player to wait and continues repeatedly trying to access the necessary attributes of the star object until it succeeds.
Even though your problem seems very complicated, there is a very easy solution. You can hide away all the complicated stuff of sharing you objects across processes using a proxy.
The basic idea is that you create some manager that manages all your objects that should be shared across processes. This manager then creates its own process where it waits that some other process instructs it to change the object. But enough said. It looks like this:
import multiprocessing as m
manager = m.Manager()
starsdict = manager.dict()
process = Process(target=yourfunction, args=(starsdict,))
process.run()
The object stored in starsdict is not the real dict. instead it sends all changes and requests, you do with it, to its manager. This is called a "proxy", it has almost exactly the same API as the object it mimics. These proxies are pickleable, so you can pass as arguments to functions in new processes (like shown above) or send them through queues.
You can read more about this in the documentation.
I don't know how proxies react if two processes are accessing them simultaneously. Since they're made for parallelism I guess they should be safe, even though I heard they're not. It would be best if you test this yourself or look for it in the documentation.

Nodejs - How to maintain a global datastructure

So I have a backend implementation in node.js which mainly contains a global array of JSON objects. The JSON objects are populated by user requests (POSTS). So the size of the global array increases proportionally with the number of users. The JSON objects inside the array are not identical. This is a really bad architecture to begin with. But I just went with what I knew and decided to learn on the fly.
I'm running this on a AWS micro instance with 6GB RAM.
How to purge this global array before it explodes?
Options that I have thought of:
At a periodic interval write the global array to a file and purge. Disadvantage here is that if there are any clients in the middle of a transaction, that transaction state is lost.
Restart the server every day and write the global array into a file at that time. Same disadvantage as above.
Follow 1 or 2, and for every incoming request - if the global array is empty look for the corresponding JSON object in the file. This seems absolutely absurd and stupid.
Somehow I can't think of any other solution without having to completely rewrite the nodejs application. Can you guys think of any .. ? Will greatly appreciate any discussion on this.
I see that you are using memory as a storage. If that is the case and your code is synchronous (you don't seem to use database, so it might), then actually solution 1. is correct. This is because JavaScript is single-threaded, which means that when one code is running the other cannot run. There is no concurrency in JavaScript. This is only a illusion, because Node.js is sooooo fast.
So your cleaning code won't fire until the transaction is over. This is of course assuming that your code is synchronous (and from what I see it might be).
But still there are like 150 reasons for not doing that. The most important is that you are reinventing the wheel! Let the database do the hard work for you. Using proper database will save you all the trouble in the future. There are many possibilites: MySQL, PostgreSQL, MongoDB (my favourite), CouchDB and many many other. It shouldn't matter at this point which one. Just pick one.
I would suggest that you start saving your JSON to a non-relational DB like http://www.couchbase.com/.
Couchbase is extremely easy to setup and use even in a cluster. It uses a simple key-value design so saving data is as simple as:
couchbaseClient.set("someKey", "yourJSON")
then to retrieve your data:
data = couchbaseClient.set("someKey")
The system is also extremely fast and is used by OMGPOP for Draw Something. http://blog.couchbase.com/preparing-massive-growth-revisited

Sqlite thread modes and sqlite misuse paradox

I have a project where i should use multiple tables to avoid keeping dublicated data in my sqlite file(Even though i knew usage of several tables was nightmare).
In my application i am reading data from one table in some method and inserting data into another table in some other method. When i do this i am getting from sqlite step function, error code 21 which is sqlite misuse.
Accoding to my researches that was because i was not able to reach tables from multi threads.
Up to now, i read the sqlite website and learned that there are 3 modes to configurate sqlite database:
1) singlethread: you have no chances to call several threads.
2) multithread: yeah multi thread; but there are some obstacles.
3) serialized: this is the best match with multithread database applications.
if sqlite3_threadsafe() == 2 returns true then yes your sqlite database is serialized and this returned true, so i proved it for myself.
then i have a code to configurate my sqlite database for serialized to take it under guarantee.
sqlite3_config(SQLITE_CONFIG_SERIALIZED);
when i use above codes in class where i read and insert data from 1 table works perfectly :). But if i try to use it in class where i read and insert data from 2 tables (actually where i really need it) problem sqlite misuse comes up.
I checked my code where i open and close database, there is no problem with them. they work unless i delete the other.
I am using ios5 and this is really a big problem for my project. i heard that instagram uses postgresql may be this was the reason ha? Would you suggest postgresql or sqlite at first?
It seems to me like you've got two things mixed up.
Single vs. multi-threaded
Single threaded builds are only ever safe to use from one thread of your code because they lack the mechanisms (mutexes, critical sections, etc.) internally that permit safe use from several. If you are using multiple threads, use a multi-threaded build (or expect “interesting” trouble; you have been warned).
SQLite's thread support is pretty simple. With a multi-threaded build, particular connections should only be used from a single thread (except that they can be initially opened in another).
All recent (last few years?) SQLite builds are happy with access to a single database from multiple processes, but the degree of parallelism depends on the…
Transaction type
SQL in general supports multiple types of transaction. SQLite supports only a subset of them, and its default is SERIALIZABLE. This is the safest mode of access; it simulates what you would see if only one thing could happen at a time. (Internally, it's implemented using a scheme that lets many readers in at once, but only one writer; there's some cleverness to prevent anyone from starving anyone else.)
SQLite also supports read-uncommitted transactions. This increases the amount of parallelism available to code, but at the risk of readers seeing information that's not yet been guaranteed to persist. Whether this matters to you depends on your application.

Returning LOTS of items from a MongoDB via Node.js

I'm returning A LOT (500k+) documents from a MongoDB collection in Node.js. It's not for display on a website, but rather for data some number crunching. If I grab ALL of those documents, the system freezes. Is there a better way to grab it all?
I'm thinking pagination might work?
Edit: This is already outside the main node.js server event loop, so "the system freezes" does not mean "incoming requests are not being processed"
After learning more about your situation, I have some ideas:
Do as much as you can in a Map/Reduce function in Mongo - perhaps if you throw less data at Node that might be the solution.
Perhaps this much data is eating all your memory on your system. Your "freeze" could be V8 stopping the system to do a garbage collection (see this SO question). You could Use V8 flag --trace-gc to log GCs & prove this hypothesis. (thanks to another SO answer about V8 and Garbage collection
Pagination, like you suggested may help. Perhaps even splitting up your data even further into worker queues (create one worker task with references to records 1-10, another with references to records 11-20, etc). Depending on your calculation
Perhaps pre-processing your data - ie: somehow returning much smaller data for each record. Or not using an ORM for this particular calculation, if you're using one now. Making sure each record has only the data you need in it means less data to transfer and less memory your app needs.
I would put your big fetch+process task on a worker queue, background process, or forking mechanism (there are a lot of different options here).
That way you do your calculations outside of your main event loop and keep that free to process other requests. While you should be doing your Mongo lookup in a callback, the calculations themselves may take up time, thus "freezing" node - you're not giving it a break to process other requests.
Since you don't need them all at the same time (that's what I've deduced from you asking about pagination), perhaps it's better to separate those 500k stuff into smaller chunks to be processed at the nextTick?
You could also use something like Kue to queue the chunks and process them later (thus not everything in the same time).

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