What is the cost of refreshing a Realm? - multithreading

I have read the docs and understand that in many cases you do not need to manually call refresh on the Realm instance. However, in this pretty common scenario it turned out to be necessary because the completion block may query the Realm before the start of the next run loop.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[[RLMRealm defaultRealm] transactionWithBlock:^{
// Add some RLMObjects
}];
if (completion) {
dispatch_async(dispatch_get_main_queue(), ^{
[[RLMRealm defaultRealm] refresh]; // necessary if it queries realm
completion();
});
}
});
I thought I was being a good citizen by performing write operations on a background thread, but now that I have to call refresh, I'm wondering if the overhead involved in this call defeats the point of doing the background processing.
So my questions are:
1) What is the performance cost of calling refresh on the Realm?
2) Adding just one object to the realm in this pattern probably is
pointless. After adding how many objects in this pattern would I see an advantage over the alternative of just performing the write transaction on the main thread synchronously?

Really great questions!
1) What is the performance cost of calling refresh on the Realm?
tl;dr; refreshing isn't that expensive
The cost will be proportionally linear to the number of live "accessors" backed by the Realm instance being advanced on that thread. Accessors in Realm Objective-C are RLMObjects, RLMArrays and RLMResults.
Since Realm uses an MVCC versioning system under the hood, similar to git's inner workings, calling -[RLMRealm refresh] is a matter of advancing that Realm's "current transaction pointer" to the latest stable state, much like a git pull operation.
It's worth noting that for Realms on a thread with a runloop and with autorefresh set to YES (which is generally the case for Realms on the main thread), -[RLMRealm refresh] will be called automatically at every iteration of the runloop.
So in the vast majority of cases, refreshing a Realm will have a negligible performance impact, unless you have a very large number of live "accessors" on that thread.
2) Adding just one object to the realm in this pattern probably is pointless. After adding how many objects in this pattern would I see an advantage over the alternative of just performing the write transaction on the main thread synchronously?
tl;dr; performing writes in the background is safer
In the vast majority of cases without contention, the overhead to performing a write transaction on the main thread will be below the threshold of 1/60th of a second needed for smooth UIs. However writes in Realm are blocking, which means that if there's a large write transaction happening concurrently in the background, this will block the main thread when writing from the main thread concurrently, which is less than ideal because it causes UIs to stutter or block.
For this reason, we recommend that all write transactions, no matter how small and fast, be performed on a background thread unless you're sure there won't be any contention.
I realize that performing writes on a background thread is complicated by Realm's strict thread confinement enforcement of accessors, which is why we're tracking adding APIs for asynchronous writes allowing the safe handover of accessors across threads in #3136.
Since read operations in Realm aren't blocked by other reads or writes (thanks to MVCC mentioned above!), it's perfectly acceptable to perform those on any thread.

Related

Why is this MPMC Queue not lock free? [duplicate]

Anecdotally, I've found that a lot of programmers mistakenly believe that "lock-free" simply means "concurrent programming without mutexes". Usually, there's also a correlated misunderstanding that the purpose of writing lock-free code is for better concurrent performance. Of course, the correct definition of lock-free is actually about progress guarantees. A lock-free algorithm guarantees that at least one thread is able to make forward progress regardless of what any other threads are doing.
This means a lock-free algorithm can never have code where one thread is depending on another thread in order to proceed. E.g., lock-free code can not have a situation where Thread A sets a flag, and then Thread B keeps looping while waiting for Thread A to unset the flag. Code like that is basically implementing a lock (or what I would call a mutex in disguise).
However, other cases are more subtle and there are some cases where I honestly can't really tell if an algorithm qualifies as lock-free or not, because the notion of "making progress" sometimes appears subjective to me.
One such case is in the (well-regarded, afaik) concurrency library, liblfds. I was studying the implementation of a multi-producer/multi-consumer bounded queue in liblfds - the implementation is very straightforward, but I cannot really tell if it should qualify as lock-free.
The relevant algorithm is in lfds711_queue_bmm_enqueue.c. Liblfds uses custom atomics and memory barriers, but the algorithm is simple enough for me to describe in a paragraph or so.
The queue itself is a bounded contiguous array (ringbuffer). There is a shared read_index and write_index. Each slot in the queue contains a field for user-data, and a sequence_number value, which is basically like an epoch counter. (This avoids ABA issues).
The PUSH algorithm is as follows:
Atomically LOAD the write_index
Attempt to reserve a slot in the queue at write_index % queue_size using a CompareAndSwap loop that attempts to set write_index to write_index + 1.
If the CompareAndSwap is successful, copy the user data into the
reserved slot.
Finally, update the sequence_index on the
slot by making it equal to write_index + 1.
The actual source code uses custom atomics and memory barriers, so for further clarity about this algorithm I've briefly translated it into (untested) standard C++ atomics for better readability, as follows:
bool mcmp_queue::enqueue(void* data)
{
int write_index = m_write_index.load(std::memory_order_relaxed);
for (;;)
{
slot& s = m_slots[write_index % m_num_slots];
int sequence_number = s.sequence_number.load(std::memory_order_acquire);
int difference = sequence_number - write_index;
if (difference == 0)
{
if (m_write_index.compare_exchange_weak(
write_index,
write_index + 1,
std::memory_order_acq_rel
))
{
break;
}
}
if (difference < 0) return false; // queue is full
}
// Copy user-data and update sequence number
//
s.user_data = data;
s.sequence_number.store(write_index + 1, std::memory_order_release);
return true;
}
Now, a thread that wants to POP an element from the slot at read_index will not be able to do so until it observes that the slot's sequence_number is equal to read_index + 1.
Okay, so there are no mutexes here, and the algorithm likely performs well (it's only a single CAS for PUSH and POP), but is this lock-free? The reason it's unclear to me is because the definition of "making progress" seems murky when there is the possibility that a PUSH or POP can always just fail if the queue is observed to be full or empty.
But what's questionable to me is that the PUSH algorithm essentially reserves a slot, meaning that the slot can never be POP'd until the push thread gets around to updating the sequence number. This means that a POP thread that wants to pop a value depends on the PUSH thread having completed the operation. Otherwise, the POP thread will always return false because it thinks the queue is EMPTY. It seems debatable to me whether this actually falls within the definition of "making progress".
Generally, truly lock-free algorithms involve a phase where a pre-empted thread actually tries to ASSIST the other thread in completing an operation. So, in order to be truly lock-free, I would think that a POP thread that observes an in-progress PUSH would actually need to try and complete the PUSH, and then only after that, perform the original POP operation. If the POP thread simply returns that the queue is EMPTY when a PUSH is in progress, the POP thread is basically blocked until the PUSH thread completes the operation. If the PUSH thread dies, or goes to sleep for 1,000 years, or otherwise gets scheduled into oblivion, the POP thread can do nothing except continuously report that the queue is EMPTY.
So does this fit the defintion of lock-free? From one perspective, you can argue that the POP thread can always make progress, because it can always report that the queue is EMPTY (which is at least some form of progress I guess.) But to me, this isn't really making progress, since the only reason the queue is observed as empty is because we are blocked by a concurrent PUSH operation.
So, my question is: is this algorithm truly lock-free? Or is the index reservation system basically a mutex in disguise?
This queue data structure is not strictly lock-free by what I consider the most reasonable definition. That definition is something like:
A structure is lock-free if only if any thread can be indefinitely
suspended at any point while still leaving the structure usable by the
remaining threads.
Of course this implies a suitable definition of usable, but for most structures this is fairly simple: the structure should continue to obey its contracts and allow elements to be inserted and removed as expected.
In this case a thread that has succeeded in incrementing m_write_increment, but hasn't yet written s.sequence_number leaves the container in what will soon be an unusable state. If such a thread is killed, the container will eventually report both "full" and "empty" to push and pop respectively, violating the contract of a fixed size queue.
There is a hidden mutex here (the combination of m_write_index and the associated s.sequence_number) - but it basically works like a per-element mutex. So the failure only becomes apparent to writers once you've looped around and a new writer tries to get the mutex, but in fact all subsequent writers have effectively failed to insert their element into the queue since no reader will ever see it.
Now this doesn't mean this is a bad implementation of a concurrent queue. For some uses it may behave mostly as if it was lock free. For example, this structure may have most of the useful performance properties of a truly lock-free structure, but at the same time it lacks some of the useful correctness properties. Basically the term lock-free usually implies a whole bunch of properties, only a subset of which will usually be important for any particular use. Let's look at them one by one and see how this structure does. We'll broadly categorize them into performance and functional categories.
Performance
Uncontended Performance
The uncontended or "best case" performance is important for many structures. While you need a concurrent structure for correctness, you'll usually still try to design your application so that contention is kept to a minimum, so the uncontended cost is often important. Some lock-free structures help here, by reducing the number of expensive atomic operations in the uncontended fast-path, or avoiding a syscall.
This queue implementation does a reasonable job here: there is only a single "definitely expensive" operation: the compare_exchange_weak, and a couple of possibly expensive operations (the memory_order_acquire load and memory_order_release store)1, and little other overhead.
This compares to something like std::mutex which would imply something like one atomic operation for lock and another for unlock, and in practice on Linux the pthread calls have non-negligible overhead as well.
So I expect this queue to perform reasonably well in the uncontended fast-path.
Contended Performance
One advantage of lock-free structures is that they often allow better scaling when a structure is heavily contended. This isn't necessarily an inherent advantage: some lock-based structures with multiple locks or read-write locks may exhibit scaling that matches or exceeds some lock-free approaches, but it is usually that case that lock-free structures exhibit better scaling that a simple one-lock-to-rule-them-all alternative.
This queue performs reasonably in this respect. The m_write_index variable is atomically updated by all readers and will be a point of contention, but the behavior should be reasonable as long as the underlying hardware CAS implementation is reasonable.
Note that a queue is generally a fairly poor concurrent structure since inserts and removals all happen at the same places (the head and the tail), so contention is inherent in the definition of the structure. Compare this to a concurrent map, where different elements have no particular ordered relationship: such a structure can offer efficient contention-free simultaneous mutation if different elements are being accessed.
Context-switch Immunity
One performance advantage of lock-free structures that is related to the core definition above (and also to the functional guarantees) is that a context switch of a thread which is mutating the structure doesn't delay all the other mutators. In a heavily loaded system (especially when runnable threads >> available cores), a thread may be switched out for hundreds of milliseconds or seconds. During this time, any concurrent mutators will block and incur additional scheduling costs (or they will spin which may also produce poor behavior). Even though such "unluckly scheduling" may be rare, when it does occur the entire system may incur a serious latency spike.
Lock-free structures avoid this since there is no "critical region" where a thread can be context switched out and subsequently block forward progress by other threads.
This structure offers partial protection in this area — the specifics of which depend on the queue size and application behavior. Even if a thread is switched out in the critical region between the m_write_index update and the sequence number write, other threads can continue to push elements to the queue as long as they don't wrap all the way around to the in-progress element from the stalled thread. Threads can also pop elements, but only up to the in-progress element.
While the push behavior may not be a problem for high-capacity queues, the pop behavior can be a problem: if the queue has a high throughput compared to the average time a thread is context switched out, and the average fullness, the queue will quickly appear empty to all consumer threads, even if there are many elements added beyond the in-progress element. This isn't affected by the queue capacity, but simply the application behavior. It means that the consumer side may completely stall when this occurs. In this respect, the queue doesn't look very lock-free at all!
Functional Aspects
Async Thread Termination
On advantage of lock-free structures it they are safe for use by threads that may be asynchronously canceled or may otherwise terminate exceptionally in the critical region. Cancelling a thread at any point leaves the structure is a consistent state.
This is not the case for this queue, as described above.
Queue Access from Interrupt or Signal
A related advantage is that lock-free structures can usually be examined or mutated from an interrupt or signal. This is useful in many cases where an interrupt or signal shares a structure with regular process threads.
This queue mostly supports this use case. Even if the signal or interrupt occurs when another thread is in the critical region, the asynchronous code can still push an element onto the queue (which will only be seen later by consuming threads) and can still pop an element off of the queue.
The behavior isn't as complete as a true lock-free structure: imagine a signal handler with a way to tell the remaining application threads (other than the interrupted one) to quiesce and which then drains all the remaining elements of the queue. With a true lock-free structure, this would allow the signal handler to full drain all the elements, but this queue might fail to do that in the case a thread was interrupted or switched out in the critical region.
1 In particular, on x86, this will only use an atomic operation for the CAS as the memory model is strong enough to avoid the need for atomics or fencing for the other operations. Recent ARM can do acquire and release fairly efficiently as well.
I am the author of liblfds.
The OP is correct in his description of this queue.
It is the single data structure in the library which is not lock-free.
This is described in the documentation for the queue;
http://www.liblfds.org/mediawiki/index.php?title=r7.1.1:Queue_%28bounded,_many_producer,_many_consumer%29#Lock-free_Specific_Behaviour
"It must be understood though that this is not actually a lock-free data structure."
This queue is an implementation of an idea from Dmitry Vyukov (1024cores.net) and I only realised it was not lock-free while I was making the test code work.
By then it was working, so I included it.
I do have some thought to remove it, since it is not lock-free.
Most of the time people use lock-free when they really mean lockless. lockless means a data-structure or algorithm that does not use locks, but there is no guarantee for forward progress. Also check this question. So the queue in liblfds is lockless, but as BeeOnRope mentioned is not lock-free.
A thread that calls POP before the next update in sequence is complete is NOT "effectively blocked" if the POP call returns FALSE immediately. The thread can go off and do something else. I'd say that this queue qualifies as lock-free.
However, I wouldn't say that it qualifies as a "queue" -- at least not the kind of queue that you could publish as a queue in a library or something -- because it doesn't guarantee a lot of the behaviors that you can normally expect from a queue. In particular, you can PUSH and element and then try and FAIL to POP it, because some other thread is busy pushing an earlier item.
Even so, this queue could still be useful in some lock-free solutions for various problems.
For many applications, however, I would worry about the possibility for consumer threads to be starved while a producer thread is pre-empted. Maybe liblfds does something about that?
"Lock-free" is a property of the algorithm, which implements some functionality. The property doesn't correlate with a way, how given functionality is used by a program.
When talk about mcmp_queue::enqueue function, which returns FALSE if underlying queue is full, its implementation (given in the question post) is lock-free.
However, implementing mcmp_queue::dequeue in lock-free manner would be difficult. E.g., this pattern is obviously not-lock free, as it spins on the variable changed by other thread:
while(s.sequence_number.load(std::memory_order_acquire) == read_index);
data = s.user_data;
...
return data;
I did formal verification on this same code using Spin a couple years ago for a course in concurrency testing and it is definitely not lock-free.
Just because there is no explicit "locking", doesn't mean it's lock-free. When it comes to reasoning about progress conditions, think of it from an individual thread's perspective:
Blocking/locking: if another thread gets descheduled and this can block my progress, then it is blocking.
Lock-free/non-blocking: if I am able to eventually make progress in the absence of contention from other threads, then it is at most lock-free.
If no other thread can block my progress indefinitely, then it is wait-free.

ConcurrentHashMap vs ConcurrentSkipListMap clarification

I'd like to clarify something about ConcurrentHashMap vs ConcurrentSkipListMap based on the API documentation.
From my understanding ConcurrentHashMap gaurantees thread safety for insertions by multiple threads. So if you have a map that will only be populated concurrently by multiple threads then there are no issues. The API however goes on to suggest that it does not gaurantee locking for retrieval so you may get misleading results here?
In contrast, for the ConcurrentSkipListMap it is stated that: "Insertion, removal, update, and access operations safely execute concurrently by multiple threads". So I assume this does not have the aforementioned retrieval issue that the hash map has, but obviously this would generally come with a performance cost?
In practice, has anyone found the need to use the ConcurrentSkipListMap because of this particular behaviour, or does it generally not matter that retrievals may give an out of date view?
ConcurrentHashMap
Retrievals reflect the results of the most recently completed update
operations holding upon their onset. For aggregate operations such as
putAll and clear, concurrent retrievals may reflect insertion or
removal of only some entries.
it uses volatile semantics for get(key). In case when Thread1 calls put(key1, value1) and right after that Thread2 calls get(key1), Thread2 wouldn't wait Thread1 to finish its put, they are not synchronized with each other and Thread2 can get old associated value. But if put(key1, value1) was finished in Thread1 before Thread2 tries to get(key1) then Thread2 is guaranteed to get this update (value1).
ConcurrentSkipListMap is sorted and provides
expected average log(n) time cost for the containsKey, get,
put and remove operations and their variants
ConcurrentSkipListMap isn't so fast, but is useful when you need sorted thread-safe map.
The API however goes on to suggest that it does not gaurantee locking for retrieval so you may get misleading results here?
Interestingly enough, neither does the ConcurrentSkipListMap, infact the CSLM is completely non-blocking.
In Java 7 The CHM, for all intents and purposes, is non-blocking when executing reads. In fact, Java 8's updated CHM implementation has completely non-blocking reads.
The point here is that the CHM and CSLM have similar read semantics, the difference is time complexity.
From your question, you seem to have come to the conclusion that only insertions into ConcurrentHashMap are thread safe.
From my understanding ConcurrentHashMap gaurantees thread safety for insertions by multiple threads. So if you have a map that will only be populated concurrently by multiple threads then there are no issues.
How did you come to this conclusion? The first line of the documentation for ConcurrentHashMap implies that all operations are thread safe:
A hash table supporting full concurrency of retrievals and adjustable expected concurrency for updates.
Additionally, it implies that get() operations can sustain a higher level of concurrency than put() operations.
Simply put ConcurrentHashMap does not have the retrieval issue that you think it has. In most cases you should be using ConcurrentHashMap instead of ConcurrentSkipListMap since performance of ConcurrentHashMap is generally better than ConcurrentSkipListMap. You should only be using CurrentSkipListMap when you need a ConcurrentMap that has predictable iteration order or if you need the facilities of a NavigableMap.

DB-connection in separate thread - what's the best way?

I am creating an app that accesses a database. On every database access, the app waits for the job to be finished.
To keep the UI responsive, I want to put all the database stuff in a separate thread.
Here is my idea:
The db-thread creates all database components it needs when it is created
Now the thread just sits there and waits for a command
If it receives a command, it performs the action and goes back to idle. During that time the main thread waits.
the db-thread lives as long as the app is running
Does this sound ok?
What's the best way to get the database results from the db-thread into the main thread?
I haven't done much with threads so far, therefore I'm wondering if the db-thread can create a query component out of which the main thread reads the results. Main thread and db thread will never access the query at the same time. Will this still cause problems?
What you are looking for is the standard data access technique, called asynchronous query execution. Some data access components implement this feature in an easy-to-use manner. At least dbGo (ADO) and AnyDAC implement that. Lets consider the dbGo.
The idea is simple - you call the convenient dataset methods, like a Open. The method launches required task in a background thread and immediately returns. When the task is completed, an appropriate event will be fired, notifying the application, that the task is finished.
The standard approach with the DB GUI applications and the Open method is the following (draft):
include eoAsyncExecute, eoAsyncFetch, eoAsyncFetchNonBlock into dataset ExecuteOptions;
disconnect TDataSource.DataSet from dataset;
set dataset OnFetchComplete to a proc P;
show "Hello ! We do the hard work to process your requests. Please wait ..." dialog;
call the dataset Open method;
when the query execution will be finished, the OnFetchComplete will be called, so the P. And the P hides the "Wait" dialog and connects TDataSource.DataSet back to the dataset.
Also your "Wait" dialog may have a Cancel button, which an user may use to cancel a too long running query.
First of all - if you haven't much experience with multi-threading, don't start with the VCL classes. Use the OmniThreadLibrary, for (among others) those reasons:
Your level of abstraction is the task, not the thread, a much better way of dealing with concurrency.
You can easily switch between executing tasks in their own thread and scheduling them with a thread pool.
All the low-level details like thread shutdown, bidirectional communication and much more are taken care of for you. You can concentrate on the database stuff.
The db-thread creates all database components it needs when it is created
This may not be the best way. I have generally created components only when needed, but not destroyed immediately. You should definitely keep the connection open in a thread pool thread, and close it only once the thread has been inactive for some time and the pool disposes of it. But it is also often a good idea to keep a cache of transaction and statement objects.
If it receives a command, it performs the action and goes back to idle. During that time the main thread waits.
The first part is being handled fine when OTL is used. However - don't have the main thread wait, this will bring little advantage over performing the database access directly in the VCL thread in the first place. You need an asynchronous design to make best use of multiple threads. Consider a standard database browser form that has controls for filtering records. I handle this by (re-)starting a timer every time one of the controls changes. Once the user finishes editing the timer event fires (say after 500 ms), and a task is started that executes the statement that fetches data according to the filter criteria. The grid contents are cleared, and it is repopulated only when the task has finished. This may take some time though, so the VCL thread doesn't wait for the task to complete. Instead the user could even change the filter criteria again, in which case the current task is cancelled and a new one started. OTL gives you an event for task completion, so the asynchronous design is easy to achieve.
What's the best way to get the database results from the db-thread into the main thread?
I generally don't use data aware components for multi-threaded db apps, but use standard controls that are views for business objects. In the database tasks I create these objects, put them in lists, and the task completion event transfers the list to the VCL thread.
Main thread and db thread will never access the query at the same time.
With all components that load data on-demand you can't be sure of that. Often only the first records are fetched from the db, and fetching continues after they have been consumed. Such components obviously must not be shared by threads.
I have implemented both strategies: Thread pool and adhoc thread creation.
I suggest to begin with the adhoc thread creation, it is simpler to implement and simpler to scale.
Only move to a thread pool if (with careful evaluation) (1) there is a lot of resources (and time) invested in the creation of the thread and (2) you have a lot of creation requests.
In both cases you must deal with passing parameters and collect results. I suggest to extend the thread class with properties that allow this data passing.
Refer to the documentation of the classes, components and functions that the thread use to make sure they are thread safe, that is, they can be use simultaneously from different threads. If not, you will need to synchronize the access. In some cases you may find slight differences regarding thread safety. As an example, see DateTimeToStr.
If you create your thread at start and reuse it later whenever you need it, you have to make sure that you disconnect the db components (grid..) from the underlying datasource (disableControls) each time you're "processing" data.
For the sake of simplicity, I would inherit TThread and implement all the business logic in my own class. The result dataset would be a member of this class and I would connect it the db aware compos in with synchronize.
Anyway, it is also very important to delegate as much work as possible to the db server and keep the UI as lightweight as possible. Firebird is my favourite db server: triggers, for select, custom UDF dlls developed in Delphi, many thread safe db components with lots of examples and good support (forum) : jvUIB...
Good Luck

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.

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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