Many threads and critical region - multithreading

If I have many threads running at the same time how can I allow only 1 thread to enter the critical region? Also what will happen if I had more than 1 thread in the critical region?

There are several kinds of bugs that can happen as a result of improperly-protected critical sections, but the most common is called a race condition. This occurs when the correctness of your program's behavior or output is dependent on events occurring in a particular sequence, but it's possible that the events will occur in a different sequence. This will tend to cause the program to behave in an unexpected or unpredictable manner. (Sorry to be a little vague on that last point but by its very nature it's often difficult to predict in advance what the exact result will be other than to say "it probably won't be what you wanted").
Generally, to fix this, you'd use some kind of lock to ensure that only one thread can access the critical section at once. The most common mechanism for this is a mutex lock, which is used for the "simple" case - you have some kind of a shared resource and only one thread can access it at one time.
There are some other mechanisms available too for more complicated cases, such as:
Reader-Writer Locks - either one person can write to the resource or an unlimited number of people can be reading from it.
Counting semaphore - some specified number of threads can access a particular thread at one time. As an analogy, think of a parking lot that only has, for example, 100 spaces - once 100 cars are parked there, they can't accept any more (or, at least, until one of them leaves).
The .NET Framework provides a ManualResetEvent - basically, the threads in question have to wait until an event happens.
This isn't a lock per se, but it's becoming increasingly common to use immutable data structures to obviate the need for locking in the first place. The idea here is that no thread can modify another thread's data, they're always working against either a local version or the unmodified "central" version.

Related

Is it safe to update an object in a thread without locks if other threads will not access it?

I have a vector of entities. At update cycle I iterate through vector and update each entity: read it's position, calculate current speed, write updated position. Also, during updating process I can change some other objects in other part of program, but each that object related only to current entity and other entities will not touch that object.
So, I want to run this code in threads. I separate vector into few chunks and update each chunk in different threads. As I see, threads are fully independent. Each thread on each iteration works with independent memory regions and doesn't affect other threads work.
Do I need any locks here? I assume, that everything should work without any mutexes, etc. Am I right?
Short answer
No, you do not need any lock or synchronization mechanism as your problem appear to be a embarrassingly parallel task.
Longer answer
A race conditions that can only appear if two threads might access the same memory at the same time and at least one of the access is a write operation. If your program exposes this characteristic, then you need to make sure that threads access the memory in an ordered fashion. One way to do it is by using locks (it is not the only one though). Otherwise the result is UB.
It seems that you found a way to split the work among your threads s.t. each thread can work independently from the others. This is the best case scenario for concurrent programming as it does not require any synchronization. The complexity of the code is dramatically decreased and usually speedup will jump up.
Please note that as #acelent pointed out in the comment section, if you need changes made by one thread to be visible in another thread, then you might need some sort of synchronization due to the fact that depending on the memory model and on the HW changes made in one thread might not be immediately visible in the other.
This means that you might write from Thread 1 to a variable and after some time read the same memory from Thread 2 and still not being able to see the write made by Thread 1.
"I separate vector into few chunks and update each chunk in different threads" - in this case you do not need any lock or synchronization mechanism, however, the system performance might degrade considerably due to false sharing depending on how the chunks are allocated to threads. Note that the compiler may eliminate false sharing using thread-private temporal variables.
You can find plenty of information in books and wiki. Here is some info https://software.intel.com/en-us/articles/avoiding-and-identifying-false-sharing-among-threads
Also there is a stackoverflow post here does false sharing occur when data is read in openmp?

Is there any difference between "mutex" and "atomic operation"?

I'm learning Operating System now, and I'm quite confused with the two concepts - mutex and atomic operation. In my understanding, they are the same, but my OS instructor gave us such a question,
Suppose a multi-processor operating system kernel tracks the number of processes created by each user. This operating system kernel maintains a counter variable for each user that it increments every time it creates a new process for a user and decrements every time a process from that user terminates. Furthermore, this operating system runs on a processor that provides atomic fetch-and-increment and fetch-and-decrement instructions.
Should the operating system update the counter using the atomic increment and decrement instructions, or should it update the counter in a critical section protected by a mutex?
This question indicates that mutex and atomic operation are two things. Could anyone help me with it?
An atomic operation is one that cannot be subdivided into smaller parts. As such, it will never be halfway done, so you can guarantee that it will always be observed in a consistent state. For example, modern hardware implements atomic compare-and-swap operations.
A mutex (short for mutual exclusion) excludes other processes or threads from executing the same section of code (the critical section). Basically, it ensures that at most one thread is executing a given section of code. A mutex is also called a lock.
Underneath the hood, locks must be implemented using hardware somehow, and the implementation must make use of the atomicity guarantees of the underlying hardware.
Most nontrivial operations cannot be made atomic, so you must either use a lock to block other threads from operating while the critical section executes, or else you must carefully design a lock-free algorithm that ensures that all the critical state-changing operations can be safely implemented using atomic operations.
This is a very deep subject, and there is a large body of literature on all these topics. The Wikipedia links I've given are a good starting point, but since you're taking a class on operating systems right now, it might be best for you to ask your professor to provide good resources for learning and understanding this stuff.
If you're a total noob, my answer may be a good place to start. I've just learned how these work, and feel I'm in a good place to relay back.
Generally, both of these are means of avoiding bad things that happen when you read something that's halfway written.
Mutex
A mutex is like the key to a bathroom at a small business. Only one person ever has the key, so if some other person comes along they'll likely have to wait. Here's the rubs:
If someone walks off with the key, then the waiting person never stops waiting.
Nothing can stop some other process from making its own door to the bathroom.
In the context of code, a mutex is mostly the key part, and the person is a process.
Atomic
Atomic means something that can't be split into smaller steps. In the natural world there is no CPU clock -- so everything we do could be smaller steps -- but let's pretend...
When you're typing on your keyboard, every key you hit is an atomic action. It happens all at once, and you can not hit two keys at exactly the same time. Here's what's good about this:
No waiting: the fact that no two keys are being hit at the same time is not because one has to wait. It's because one is always done by the time the next gets there.
No collision: no matter how much you hammer away, you'll never get two characters overlaid. One always happens before the other, completely.
For a counter example, if you were trying to type two words at the same time, that would be not atomic. The letters would mix up.
In the context of code, hitting keys is the same as running a single CPU command. It doesn't matter what other commands are in queue, the one your are doing will finish in its entirety before the next happens.
If you can do something atomically, then you don't have to worry about collision. But not everything is feasible within these bounds. Generally, atomics are for really low level operations -- like getting and setting an primitive (int, boolean, etc). For anything that's going to run a bunch of CPU commands but wants to be atomic, there's a couple tricks:
Use a mutex. Kind of cheating, not really atomic. But some things do this and call themselves atomic.
Carefully writing code such that it never requires more than one concurrent instruction on a piece of data in a row to remain correct. This one gets a bit deeper, but sometimes it can be done.
From here there's tons of reading to get into the nitty gritty details, but this should be enough to give you a foundation understanding of the subject.
first read #Daniel answer then mine.
If your processor provides atomic instructions enough to complete your task you do not need Mutex/locks. In your case fetch-increment and fetch-decrement are supposed to be atomic so you do not need to use Mutex.
Atomic operations use low level/hardware level locks to make some operations ATOMIC: operations which are virtually performed in one go/cpu cycle. So atomic operations never place system in inconsistent state
EDIT
No Atomic and Mutex are not same thing but two opposite things used for same purpose of making sure that state of system should not become inconsistent. You use Mutex for Non-ATOMIC operations while for ATOMIC operations you do not use Mutex.

Real World Examples of read-write in concurrent software

I'm looking for real world examples of needing read and write access to the same value in concurrent systems.
In my opinion, many semaphores or locks are present because there's no known alternative (to the implementer,) but do you know of any patterns where mutexes seem to be a requirement?
In a way I'm asking for candidates for the standard set of HARD problems for concurrent software in the real world.
What kind of locks are used depends on how the data is being accessed by multiple threads. If you can fine tune the use case, you can sometimes eliminate the need for exclusive locks completely.
An exclusive lock is needed only if your use case requires that the shared data must be 100% exact all the time. This is the default that most developers start with because that's how we think about data normally.
However, if what you are using the data for can tolerate some "looseness", there are several techniques to share data between threads without the use of exclusive locks on every access.
For example, if you have a linked list of data and if your use of that linked list would not be upset by seeing the same node multiple times in a list traversal and would not be upset if it did not see an insert immediately after the insert (or similar artifacts), you can perform list inserts and deletes using atomic pointer exchange without the need for a full-stop mutex lock around the insert or delete operation.
Another example: if you have an array or list object that is mostly read from by threads and only occasionally updated by a master thread, you could implement lock-free updates by maintaining two copies of the list: one that is "live" that other threads can read from and another that is "offline" that you can write to in the privacy of your own thread. To perform an update, you copy the contents of the "live" list into the "offline" list, perform the update to the offline list, and then swap the offline list pointer into the live list pointer using an atomic pointer exchange. You will then need some mechanism to let the readers "drain" from the now offline list. In a garbage collected system, you can just release the reference to the offline list - when the last consumer is finished with it, it will be GC'd. In a non-GC system, you could use reference counting to keep track of how many readers are still using the list. For this example, having only one thread designated as the list updater would be ideal. If multiple updaters are needed, you will need to put a lock around the update operation, but only to serialize updaters - no lock and no performance impact on readers of the list.
All the lock-free resource sharing techniques I'm aware of require the use of atomic swaps (aka InterlockedExchange). This usually translates into a specific instruction in the CPU and/or a hardware bus lock (lock prefix on a read or write opcode in x86 assembler) for a very brief period of time. On multiproc systems, atomic swaps may force a cache invalidation on the other processors (this was the case on dual proc Pentium II) but I don't think this is as much of a problem on current multicore chips. Even with these performance caveats, lock-free runs much faster than taking a full-stop kernel event object. Just making a call into a kernel API function takes several hundred clock cycles (to switch to kernel mode).
Examples of real-world scenarios:
producer/consumer workflows. Web service receives http requests for data, places the request into an internal queue, worker thread pulls the work item from the queue and performs the work. The queue is read/write and has to be thread safe.
Data shared between threads with change of ownership. Thread 1 allocates an object, tosses it to thread 2 for processing, and never wants to see it again. Thread 2 is responsible for disposing the object. The memory management system (malloc/free) must be thread safe.
File system. This is almost always an OS service and already fully thread safe, but it's worth including in the list.
Reference counting. Releases the resource when the number of references drops to zero. The increment/decrement/test operations must be thread safe. These can usually be implemented using atomic primitives instead of full-stop kernal mutex locks.
Most real world, concurrent software, has some form of requirement for synchronization at some level. Often, better written software will take great pains to reduce the amount of locking required, but it is still required at some point.
For example, I often do simulations where we have some form of aggregation operation occurring. Typically, there are ways to prevent locking during the simulation phase itself (ie: use of thread local state data, etc), but the actual aggregation portion typically requires some form of lock at the end.
Luckily, this becomes a lock per thread, not per unit of work. In my case, this is significant, since I'm typically doing operations on hundreds of thousands or millions of units of work, but most of the time, it's occuring on systems with 4-16 PEs, which means I'm usually restricting to a similar number of units of execution. By using this type of mechanism, you're still locking, but you're locking between tens of elements instead of potentially millions.

Are "benaphores" worth implementing on modern OS's?

Back in my days as a BeOS programmer, I read this article by Benoit Schillings, describing how to create a "benaphore": a method of using atomic variable to enforce a critical section that avoids the need acquire/release a mutex in the common (no-contention) case.
I thought that was rather clever, and it seems like you could do the same trick on any platform that supports atomic-increment/decrement.
On the other hand, this looks like something that could just as easily be included in the standard mutex implementation itself... in which case implementing this logic in my program would be redundant and wouldn't provide any benefit.
Does anyone know if modern locking APIs (e.g. pthread_mutex_lock()/pthread_mutex_unlock()) use this trick internally? And if not, why not?
What your article describes is in common use today. Most often it's called "Critical Section", and it consists of an interlocked variable, a bunch of flags and an internal synchronization object (Mutex, if I remember correctly). Generally, in the scenarios with little contention, the Critical Section executes entirely in user mode, without involving the kernel synchronization object. This guarantees fast execution. When the contention is high, the kernel object is used for waiting, which releases the time slice conductive for faster turnaround.
Generally, there is very little sense in implementing synchronization primitives in this day and age. Operating systems come with a big variety of such objects, and they are optimized and tested in significantly wider range of scenarios than a single programmer can imagine. It literally takes years to invent, implement and test a good synchronization mechanism. That's not to say that there is no value in trying :)
Java's AbstractQueuedSynchronizer (and its sibling AbstractQueuedLongSynchronizer) works similarly, or at least it could be implemented similarly. These types form the basis for several concurrency primitives in the Java library, such as ReentrantLock and FutureTask.
It works by way of using an atomic integer to represent state. A lock may define the value 0 as unlocked, and 1 as locked. Any thread wishing to acquire the lock attempts to change the lock state from 0 to 1 via an atomic compare-and-set operation; if the attempt fails, the current state is not 0, which means that the lock is owned by some other thread.
AbstractQueuedSynchronizer also facilitates waiting on locks and notification of conditions by maintaining CLH queues, which are lock-free linked lists representing the line of threads waiting either to acquire the lock or to receive notification via a condition. Such notification moves one or all of the threads waiting on the condition to the head of the queue of those waiting to acquire the related lock.
Most of this machinery can be implemented in terms of an atomic integer representing the state as well as a couple of atomic pointers for each waiting queue. The actual scheduling of which threads will contend to inspect and change the state variable (via, say, AbstractQueuedSynchronizer#tryAcquire(int)) is outside the scope of such a library and falls to the host system's scheduler.

What are multi-threading DOs and DONTs? [closed]

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Closed 10 years ago.
I am applying my new found knowledge of threading everywhere and getting lots of surprises
Example:
I used threads to add numbers in an
array. And outcome was different every
time. The problem was that all of my
threads were updating the same
variable and were not synchronized.
What are some known thread issues?
What care should be taken while using
threads?
What are good multithreading resources.
Please provide examples.
sidenote:(I renamed my program thread_add.java to thread_random_number_generator.java:-)
In a multithreading environment you have to take care of synchronization so two threads doesn't clobber the state by simultaneously performing modifications. Otherwise you can have race conditions in your code (for an example see the infamous Therac-25 accident.) You also have to schedule the threads to perform various tasks. You then have to make sure that your synchronization and scheduling doesn't cause a deadlock where multiple threads will wait for each other indefinitely.
Synchronization
Something as simple as increasing a counter requires synchronization:
counter += 1;
Assume this sequence of events:
counter is initialized to 0
thread A retrieves counter from memory to cpu (0)
context switch
thread B retrieves counter from memory to cpu (0)
thread B increases counter on cpu
thread B writes back counter from cpu to memory (1)
context switch
thread A increases counter on cpu
thread A writes back counter from cpu to memory (1)
At this point the counter is 1, but both threads did try to increase it. Access to the counter has to be synchronized by some kind of locking mechanism:
lock (myLock) {
counter += 1;
}
Only one thread is allowed to execute the code inside the locked block. Two threads executing this code might result in this sequence of events:
counter is initialized to 0
thread A acquires myLock
context switch
thread B tries to acquire myLock but has to wait
context switch
thread A retrieves counter from memory to cpu (0)
thread A increases counter on cpu
thread A writes back counter from cpu to memory (1)
thread A releases myLock
context switch
thread B acquires myLock
thread B retrieves counter from memory to cpu (1)
thread B increases counter on cpu
thread B writes back counter from cpu to memory (2)
thread B releases myLock
At this point counter is 2.
Scheduling
Scheduling is another form of synchronization and you have to you use thread synchronization mechanisms like events, semaphores, message passing etc. to start and stop threads. Here is a simplified example in C#:
AutoResetEvent taskEvent = new AutoResetEvent(false);
Task task;
// Called by the main thread.
public void StartTask(Task task) {
this.task = task;
// Signal the worker thread to perform the task.
this.taskEvent.Set();
// Return and let the task execute on another thread.
}
// Called by the worker thread.
void ThreadProc() {
while (true) {
// Wait for the event to become signaled.
this.taskEvent.WaitOne();
// Perform the task.
}
}
You will notice that access to this.task probably isn't synchronized correctly, that the worker thread isn't able to return results back to the main thread, and that there is no way to signal the worker thread to terminate. All this can be corrected in a more elaborate example.
Deadlock
A common example of deadlock is when you have two locks and you are not careful how you acquire them. At one point you acquire lock1 before lock2:
public void f() {
lock (lock1) {
lock (lock2) {
// Do something
}
}
}
At another point you acquire lock2 before lock1:
public void g() {
lock (lock2) {
lock (lock1) {
// Do something else
}
}
}
Let's see how this might deadlock:
thread A calls f
thread A acquires lock1
context switch
thread B calls g
thread B acquires lock2
thread B tries to acquire lock1 but has to wait
context switch
thread A tries to acquire lock2 but has to wait
context switch
At this point thread A and B are waiting for each other and are deadlocked.
There are two kinds of people that do not use multi threading.
1) Those that do not understand the concept and have no clue how to program it.
2) Those that completely understand the concept and know how difficult it is to get it right.
I'd make a very blatant statement:
DON'T use shared memory.
DO use message passing.
As a general advice, try to limit the amount of shared state and prefer more event-driven architectures.
I can't give you examples besides pointing you at Google. Search for threading basics, thread synchronisation and you'll get more hits than you know.
The basic problem with threading is that threads don't know about each other - so they will happily tread on each others toes, like 2 people trying to get through 1 door, sometimes they will pass though one after the other, but sometimes they will both try to get through at the same time and will get stuck. This is difficult to reproduce, difficult to debug, and sometimes causes problems. If you have threads and see "random" failures, this is probably the problem.
So care needs to be taken with shared resources. If you and your friend want a coffee, but there's only 1 spoon you cannot both use it at the same time, one of you will have to wait for the other. The technique used to 'synchronise' this access to the shared spoon is locking. You make sure you get a lock on the shared resource before you use it, and let go of it afterwards. If someone else has the lock, you wait until they release it.
Next problem comes with those locks, sometimes you can have a program that is complex, so much that you get a lock, do something else then access another resource and try to get a lock for that - but some other thread has that 2nd resource, so you sit and wait... but if that 2nd thread is waiting for the lock you hold for the 1st resource.. it's going to sit and wait. And your app just sits there. This is called deadlock, 2 threads both waiting for each other.
Those 2 are the vast majority of thread issues. The answer is generally to lock for as short a time as possible, and only hold 1 lock at a time.
I notice you are writing in java and that nobody else mentioned books so Java Concurrency In Practice should be your multi-threaded bible.
-- What are some known thread issues? --
Race conditions.
Deadlocks.
Livelocks.
Thread starvation.
-- What care should be taken while using threads? --
Using multi-threading on a single-processor machine to process multiple tasks where each task takes approximately the same time isn’t always very effective.For example, you might decide to spawn ten threads within your program in order to process ten separate tasks. If each task takes approximately 1 minute to process, and you use ten threads to do this processing, you won’t have access to any of the task results for the whole 10 minutes. If instead you processed the same tasks using just a single thread, you would see the first result in 1 minute, the next result 1 minute later, and so on. If you can make use of each result without having to rely on all of the results being ready simultaneously, the single
thread might be the better way of implementing the program.
If you launch a large number of threads within a process, the overhead of thread housekeeping and context switching can become significant. The processor will spend considerable time in switching between threads, and many of the threads won’t be able to make progress. In addition, a single process with a large number of threads means that threads in other processes will be scheduled less frequently and won’t receive a reasonable share of processor time.
If multiple threads have to share many of the same resources, you’re unlikely to see performance benefits from multi-threading your application. Many developers see multi-threading as some sort of magic wand that gives automatic performance benefits. Unfortunately multi-threading isn’t the magic wand that it’s sometimes perceived to be. If you’re using multi-threading for performance reasons, you should measure your application’s performance very closely in several different situations, rather than just relying on some non-existent magic.
Coordinating thread access to common data can be a big performance killer. Achieving good performance with multiple threads isn’t easy when using a coarse locking plan, because this leads to low concurrency and threads waiting for access. Alternatively, a fine-grained locking strategy increases the complexity and can also slow down performance unless you perform some sophisticated tuning.
Using multiple threads to exploit a machine with multiple processors sounds like a good idea in theory, but in practice you need to be careful. To gain any significant performance benefits, you might need to get to grips with thread balancing.
-- Please provide examples. --
For example, imagine an application that receives incoming price information from
the network, aggregates and sorts that information, and then displays the results
on the screen for the end user.
With a dual-core machine, it makes sense to split the task into, say, three threads. The first thread deals with storing the incoming price information, the second thread processes the prices, and the final thread handles the display of the results.
After implementing this solution, suppose you find that the price processing is by far the longest stage, so you decide to rewrite that thread’s code to improve its performance by a factor of three. Unfortunately, this performance benefit in a single thread may not be reflected across your whole application. This is because the other two threads may not be able to keep pace with the improved thread. If the user interface thread is unable to keep up with the faster flow of processed information, the other threads now have to wait around for the new bottleneck in the system.
And yes, this example comes directly from my own experience :-)
DONT use global variables
DONT use many locks (at best none at all - though practically impossible)
DONT try to be a hero, implementing sophisticated difficult MT protocols
DO use simple paradigms. I.e share the processing of an array to n slices of the same size - where n should be equal to the number of processors
DO test your code on different machines (using one, two, many processors)
DO use atomic operations (such as InterlockedIncrement() and the like)
YAGNI
The most important thing to remember is: do you really need multithreading?
I agree with pretty much all the answers so far.
A good coding strategy is to minimise or eliminate the amount of data that is shared between threads as much as humanly possible. You can do this by:
Using thread-static variables (although don't go overboard on this, it will eat more memory per thread, depending on your O/S).
Packaging up all state used by each thread into a class, then guaranteeing that each thread gets exactly one state class instance to itself. Think of this as "roll your own thread-static", but with more control over the process.
Marshalling data by value between threads instead of sharing the same data. Either make your data transfer classes immutable, or guarantee that all cross-thread calls are synchronous, or both.
Try not to have multiple threads competing for the exact same I/O "resource", whether it's a disk file, a database table, a web service call, or whatever. This will cause contention as multiple threads fight over the same resource.
Here's an extremely contrived OTT example. In a real app you would cap the number of threads to reduce scheduling overhead:
All UI - one thread.
Background calcs - one thread.
Logging errors to a disk file - one thread.
Calling a web service - one thread per unique physical host.
Querying the database - one thread per independent group of tables that need updating.
Rather than guessing how to do divvy up the tasks, profile your app and isolate those bits that are (a) very slow, and (b) could be done asynchronously. Those are good candidates for a separate thread.
And here's what you should avoid:
Calcs, database hits, service calls, etc - all in one thread, but spun up multiple times "to improve performance".
Don't start new threads unless you really need to. Starting threads is not cheap and for short running tasks starting the thread may actually take more time than executing the task itself. If you're on .NET take a look at the built in thread pool, which is useful in a lot of (but not all) cases. By reusing the threads the cost of starting threads is reduced.
EDIT: A few notes on creating threads vs. using thread pool (.NET specific)
Generally try to use the thread pool. Exceptions:
Long running CPU bound tasks and blocking tasks are not ideal run on the thread pool cause they will force the pool to create additional threads.
All thread pool threads are background threads, so if you need your thread to be foreground, you have to start it yourself.
If you need a thread with different priority.
If your thread needs more (or less) than the standard 1 MB stack space.
If you need to be able to control the life time of the thread.
If you need different behavior for creating threads than that offered by the thread pool (e.g. the pool will throttle creating of new threads, which may or may not be what you want).
There are probably more exceptions and I am not claiming that this is the definitive answer. It is just what I could think of atm.
I am applying my new found knowledge of threading everywhere
[Emphasis added]
DO remember that a little knowledge is dangerous. Knowing the threading API of your platform is the easy bit. Knowing why and when you need to use synchronisation is the hard part. Reading up on "deadlocks", "race-conditions", "priority inversion" will start you in understanding why.
The details of when to use synchronisation are both simple (shared data needs synchronisation) and complex (atomic data types used in the right way don't need synchronisation, which data is really shared): a lifetime of learning and very solution specific.
An important thing to take care of (with multiple cores and CPUs) is cache coherency.
I am surprised that no one has pointed out Herb Sutter's Effective Concurrency columns yet. In my opinion, this is a must read if you want to go anywhere near threads.
a) Always make only 1 thread responsible for a resource's lifetime. That way thread A won't delete a resource thread B needs - if B has ownership of the resource
b) Expect the unexpected
DO think about how you will test your code and set aside plenty of time for this. Unit tests become more complicated. You may not be able to manually test your code - at least not reliably.
DO think about thread lifetime and how threads will exit. Don't kill threads. Provide a mechanism so that they exit gracefully.
DO add some kind of debug logging to your code - so that you can see that your threads are behaving correctly both in development and in production when things break down.
DO use a good library for handling threading rather than rolling your own solution (if you can). E.g. java.util.concurrency
DON'T assume a shared resource is thread safe.
DON'T DO IT. E.g. use an application container that can take care of threading issues for you. Use messaging.
In .Net one thing that surprised me when I started trying to get into multi-threading is that you cannot straightforwardly update the UI controls from any thread other than the thread that the UI controls were created on.
There is a way around this, which is to use the Control.Invoke method to update the control on the other thread, but it is not 100% obvious the first time around!
Don't be fooled into thinking you understand the difficulties of concurrency until you've split your head into a real project.
All the examples of deadlocks, livelocks, synchronization, etc, seem simple, and they are. But they will mislead you, because the "difficulty" in implementing concurrency that everyone is talking about is when it is used in a real project, where you don't control everything.
While your initial differences in sums of numbers are, as several respondents have pointed out, likely to be the result of lack of synchronisation, if you get deeper into the topic, be aware that, in general, you will not be able to reproduce exactly the numeric results you get on a serial program with those from a parallel version of the same program. Floating-point arithmetic is not strictly commutative, associative, or distributive; heck, it's not even closed.
And I'd beg to differ with what, I think, is the majority opinion here. If you are writing multi-threaded programs for a desktop with one or more multi-core CPUs, then you are working on a shared-memory computer and should tackle shared-memory programming. Java has all the features to do this.
Without knowing a lot more about the type of problem you are tackling, I'd hesitate to write that 'you should do this' or 'you should not do that'.

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