When multi-threading is a bad idea? - multithreading

According to the way i understand threads, programming a multi-threaded program either can speed up the program or just match the execution time of a single-threaded version of the program.
So, my two questions are:
1- Is what i said true or false ?
2- give example when multi-threading code produce negative results on performance ?

A multi-threaded program can behave worse than a single-threaded equivalent. This is primarily due to:
The cost to initially create additional threads
The cost of context switches
The potential for false sharing.
Creating many threads that do a small amount of work that alters adjacent regions of memory would likely exhibit all of those issues.
Multi-threaded programs in general introduce additional complexity and present numerous opportunities for bugs. That should also be taken into account when deciding whether or not to use multiple threads.

1-True in general, false in rare cases.
2-example:
you have only one CPU core while no blocking/wait on any thread. There is necessarily waste of CPU time to coordinate multi threads. Since only one thread can run although they all could, (hence the non-blocking/non-waiting condition), the total time is higher.

Related

In what circumstances would using threads benefit a sequential program?

The title pretty well sums up my question. "In what circumstances would using threads benefit a sequential program"?
there are many reasons and its a bit complicated. So I try to be as precious as possible.
Every programm can be parallelized, but sometimes its not worth.
The Big benefit of multithreading is the usage of all cores. This can lead to an improvement of the performance. In the optimal case, having 2 cores working on a problem will double the execution-speed. But in reality this speed-up will be reduzed by the amount of overhead from the threads:
general overhead:
thread start/stop
communication/synchronization
To ignore the start-stop overhead, the life-time of the threads should be as large as possible.
The communication/synchronisation part is the main-problem. There is an an awful lot of complexity here. In short: avoid/reduce the communication between threads. Each thread should work as isolated as possible.
basically its a trade-off between the overhead and parallelism.
so the key-questions are:
Do you have performance-problems?
Do you have access to a multicore?
Do you need the ease of stack-management (->each TCP-connection on
different thread)
Are you willing to test multiple solutions
(sequential vs. parallel)?
for more information: https://en.wikipedia.org/wiki/Gustafson%27s_law

Can a multi-threaded program ever be deterministic?

Normally it is said that multi threaded programs are non-deterministic, meaning that if it crashes it will be next to impossible to recreate the error that caused the condition. One doesn't ever really know what thread is going to run next, and when it will be preempted again.
Of course this has to do with the OS thread scheduling algorithm and the fact that one doesn't know what thread is going to be run next, and how long it will effectively run.
Program execution order also plays a role as well, etc...
But what if you had the algorithm used for thread scheduling and what if you could know when what thread is running, could a multi threaded program then become "deterministic", as in, you'll be able to reproduce a crash?
Knowing the algorithm will not actually allow you to predict what will happen when. All kinds of delays that happen in the execution of a program or thread are dependent on environmental conditions such as: available memory, swapping, incoming interrupts, other busy tasks, etc.
If you were to map your multi-threaded program to a sequential execution, and your threads in themselves behave deterministically, then your whole program could be deterministic and 'concurrency' issues could be made reproducible. Of course, at that point they would not be concurrency issues any more.
If you would like to learn more, http://en.wikipedia.org/wiki/Process_calculus is very interesting reading.
My opinion is: technically no (but mathematically yes). You can write deterministic threading algorithm, but it will be extremely hard to predict state of the application after some sensible amount of time that you can treat it is non-deterministic.
There are some tools (in development) that will try to create race-conditions in a somewhat predictable manner but this is about forward-looking testing, not about reconstructing a 'bug in the wild'.
CHESS is an example.
It would be possible to run a program on a virtual multi-threaded machine where the allocation of virtual cycles to each thread was done via some entirely deterministic process, possibly using a pseudo-random generator (which could be seeded with a constant before each program run). Another, possibly more interesting, possibility would be to have a virtual machine which would alternate between running threads in 'splatter' mode (where almost any variable they touch would have its value become 'unknown' to other threads) and 'cleanup' mode (where results of operations with known operands would be visible and known to other threads). I would expect the situation would probably be somewhat analogous to hardware simulation: if the output of every gate is regarded as "unknown" between its minimum and maximum propagation times, but the simulation works anyway, that's a good indication the design is robust, but there are many useful designs which could not be constructed to work in such simulations (the states would be essentially guaranteed to evolve into a valid combination, though one could not guarantee which one). Still, it might be an interesting avenue of exploration, since large parts of many programs could be written to work correctly even in a 'splatter mode' VM.
I don't think it is practicable. To enforce a specific thread interleaving we require to place locks on shared variables, forcing the threads to access them in a specific order. This would cause severe performance degradation.
Replaying concurrency bugs is usually handled by record&replay systems. Since the recording of such large amounts of information also degrades performance, the most recent systems do partial logging and later complete the thread interleavings using SMT solving. I believe that the most recent advance in this type of systems is Symbiosis (published in this year's PLDI conference). Tou can find open source implementations in this URL:
http://www.gsd.inesc-id.pt/~nmachado/software/Symbiosis_Tutorial.html
This is actually a valid requirement in many systems today which want to execute tasks parallelly but also want some determinism from time to time.
For example, a mobile company would want to process subscription events of multiple users parallelly but would want to execute events of a single user one at a time.
One solution is to of course write everything to get executed on a single thread. Another solution is deterministic threading. I have written a simple library in Java that can be used to achieve the behavior I have described in the above example. Take a look at this- https://github.com/mukulbansal93/deterministic-threading.
Now, having said that, the actual allocation of CPU to a thread or process is in the hands of the OS. So, it is possible that the threads get the CPU cycles in a different order every time you run the same program. So, you cannot achieve the determinism in the order the threads are allocated CPU cycles. However, by delegating tasks effectively amongst threads such that sequential tasks are assigned to a single thread, you can achieve determinism in overall task execution.
Also, to answer your question about the simulation of a crash. All modern CPU scheduling algorithms are free from starvation. So, each and every thread is bound to get guaranteed CPU cycles. Now, it is possible that your crash was a result of the execution of a certain sequence of threads on a single CPU. There is no way to rerun that same execution order or rather the same CPU cycle allocation order. However, the combination of modern CPU scheduling algorithms being starvation-free and Murphy's law will help you simulate the error if you run your code enough times.
PS, the definition of enough times is quite vague and depends on a lot of factors like execution cycles need by the entire program, number of threads, etc. Mathematically speaking, a crude way to calculate the probability of simulating the same error caused by the same execution sequence is on a single processor is-
1/Number of ways to execute all atomic operations of all defined threads
For instance, a program with 2 threads with 2 atomic instructions each can be allocated CPU cycles in 4 different ways on a single processor. So probability would be 1/4.
Lots of crashes in multithreaded programs have nothing to do with the multithreading itself (or the associated resource contention).
Normally it is said that multi threaded programs are non-deterministic, meaning that if it crashes it will be next to impossible to recreate the error that caused the condition.
I disagree with this entirely, sure multi-threaded programs are non-deterministic, but then so are single-threaded ones, considering user input, message pumps, mouse/keyboard handling, and many other factors. A multi-threaded program usually makes it more difficult to reproduce the error, but definitely not impossible. For whatever reasons, program execution is not completely random, there is some sort of repeatability (but not predictability), I can usually reproduce multi-threaded bugs rather quickly in my apps, but then I have lots of verbose logging in my apps, for the end users' actions.
As an aside, if you are getting crashes, can't you also get crash logs, with call stack info? That will greatly aid in the debugging process.

Is there a point to multithreading?

I don’t want to make this subjective...
If I/O and other input/output-related bottlenecks are not of concern, then do we need to write multithreaded code? Theoretically the single threaded code will fare better since it will get all the CPU cycles. Right?
Would JavaScript or ActionScript have fared any better, had they been multithreaded?
I am just trying to understand the real need for multithreading.
I don't know if you have payed any attention to trends in hardware lately (last 5 years) but we are heading to a multicore world.
A general wake-up call was this "The free lunch is over" article.
On a dual core PC, a single-threaded app will only get half the CPU cycles. And CPUs are not getting faster anymore, that part of Moores law has died.
In the words of Herb Sutter The free lunch is over, i.e. the future performance path for computing will be in terms of more cores not higher clockspeeds. The thing is that adding more cores typically does not scale the performance of software that is not multithreaded, and even then it depends entirely on the correct use of multithreaded programming techniques, hence multithreading is a big deal.
Another obvious reason is maintaining a responsive GUI, when e.g. a click of a button initiates substantial computations, or I/O operations that may take a while, as you point out yourself.
The primary reason I use multithreading these days is to keep the UI responsive while the program does something time-consuming. Sure, it's not high-tech, but it keeps the users happy :-)
Most CPUs these days are multi-core. Put simply, that means they have several processors on the same chip.
If you only have a single thread, you can only use one of the cores - the other cores will either idle or be used for other tasks that are running. If you have multiple threads, each can run on its own core. You can divide your problem into X parts, and, assuming each part can run indepedently, you can finish the calculations in close to 1/Xth of the time it would normally take.
By definition, the fastest algorithm running in parallel will spend at least as much CPU time as the fastest sequential algorithm - that is, parallelizing does not decrease the amount of work required - but the work is distributed across several independent units, leading to a decrease in the real-time spent solving the problem. That means the user doesn't have to wait as long for the answer, and they can move on quicker.
10 years ago, when multi-core was unheard of, then it's true: you'd gain nothing if we disregard I/O delays, because there was only one unit to do the execution. However, the race to increase clock speeds has stopped; and we're instead looking at multi-core to increase the amount of computing power available. With companies like Intel looking at 80-core CPUs, it becomes more and more important that you look at parallelization to reduce the time solving a problem - if you only have a single thread, you can only use that one core, and the other 79 cores will be doing something else instead of helping you finish sooner.
Much of the multithreading is done just to make the programming model easier when doing blocking operations while maintaining concurrency in the program - sometimes languages/libraries/apis give you little other choice, or alternatives makes the programming model too hard and error prone.
Other than that the main benefit of multi threading is to take advantage of multiple CPUs/cores - one thread can only run at one processor/core at a time.
No. You can't continue to gain the new CPU cycles, because they exist on a different core and the core that your single-threaded app exists on is not going to get any faster. A multi-threaded app, on the other hand, will benefit from another core. Well-written parallel code can go up to about 95% faster- on a dual core, which is all the new CPUs in the last five years. That's double that again for a quad core. So while your single-threaded app isn't getting any more cycles than it did five years ago, my quad-threaded app has four times as many and is vastly outstripping yours in terms of response time and performance.
Your question would be valid had we only had single cores. The things is though, we mostly have multicore CPU's these days. If you have a quadcore and write a single threaded program, you will have three cores which is not used by your program.
So actually you will have at most 25% of the CPU cycles and not 100%. Since the technology today is to add more cores and less clockspeed, threading will be more and more crucial for performance.
That's kind of like asking whether a screwdriver is necessary if I only need to drive this nail. Multithreading is another tool in your toolbox to be used in situations that can benefit from it. It isn't necessarily appropriate in every programming situation.
Here are some answers:
You write "If input/output related problems are not bottlenecks...". That's a big "if". Many programs do have issues like that, remembering that networking issues are included in "IO", and in those cases multithreading is clearly worthwhile. If you are writing one of those rare apps that does no IO and no communication then multithreading might not be an issue
"The single threaded code will get all the CPU cycles". Not necessarily. A multi-threaded code might well get more cycles than a single threaded app. These days an app is hardly ever the only app running on a system.
Multithreading allows you to take advantage of multicore systems, which are becoming almost universal these days.
Multithreading allows you to keep a GUI responsive while some action is taking place. Even if you don't want two user-initiated actions to be taking place simultaneously you might want the GUI to be able to repaint and respond to other events while a calculation is taking place.
So in short, yes there are applications that don't need multithreading, but they are fairly rare and becoming rarer.
First, modern processors have multiple cores, so a single thraed will never get all the CPU cycles.
On a dualcore system, a single thread will utilize only half the CPU. On a 8-core CPU, it'll use only 1/8th.
So from a plain performance point of view, you need multiple threads to utilize the CPU.
Beyond that, some tasks are also easier to express using multithreading.
Some tasks are conceptually independent, and so it is more natural to code them as separate threads running in parallel, than to write a singlethreaded application which interleaves the two tasks and switches between them as necessary.
For example, you typically want the GUI of your application to stay responsive, even if pressing a button starts some CPU-heavy work process that might go for several minutes. In that time, you still want the GUI to work. The natural way to express this is to put the two tasks in separate threads.
Most of the answers here make the conclusion multicore => multithreading look inevitable. However, there is another way of utilizing multiple processors - multi-processing. On Linux especially, where, AFAIK, threads are implemented as just processes perhaps with some restrictions, and processes are cheap as opposed to Windows, there are good reasons to avoid multithreading. So, there are software architecture issues here that should not be neglected.
Of course, if the concurrent lines of execution (either threads or processes) need to operate on the common data, threads have an advantage. But this is also the main reason for headache with threads. Can such program be designed such that the pieces are as much autonomous and independent as possible, so we can use processes? Again, a software architecture issue.
I'd speculate that multi-threading today is what memory management was in the days of C:
it's quite hard to do it right, and quite easy to mess up.
thread-safety bugs, same as memory leaks, are nasty and hard to find
Finally, you may find this article interesting (follow this first link on the page). I admit that I've read only the abstract, though.

When Should I Use Threads?

As far as I'm concerned, the ideal amount of threads is 3: one for the UI, one for CPU resources, and one for IO resources.
But I'm probably wrong.
I'm just getting introduced to them, but I've always used one for the UI and one for everything else.
When should I use threads and how? How do I know if I should be using them?
Unfortunately, there are no hard and fast rules to using Threads. If you have too many threads the processor will spend all its time generating and switching between them. Use too few threads you will not get the throughput you want in your application. Additionally using threads is not easy. A language like C# makes it easier on you because you have tools like ThreadPool.QueueUserWorkItem. This allows the system to manage thread creation and destruction. This helps mitigate the overhead of creating a new thread to pass the work onto. You have to remember that the creation of a thread is not an operation that you get for "free." There are costs associated with starting a thread so that should always be taken into consideration.
Depending upon the language you are using to write your application you will dictate how much you need to worry about using threads.
The times I find most often that I need to consider creating threads explicitly are:
Asynchronous operations
Operations that can be parallelized
Continual running background operations
The answer totally depends on what you're planning on doing. However, one for CPU resources is a bad move - your CPU may have up to six cores, plus hyperthreading, in a retail CPU, and most CPUs will have two or more. In this case, you should have as many threads as CPU cores, plus a few more for scheduling mishaps. The whole CPU is not a single-threaded beast, it may have many cores and need many threads for 100% utilization.
You should use threads if and only if your target demographic will virtually all have multi-core (as is the case in current desktop/laptop markets), and you have determined that one core is not enough performance.
Herb Sutter wrote an article for Dr. Dobb's Journal in which he talks about the three pillars of concurrency. This article does a very good job of breaking down which problems are good candidates for being solved via threading constructs.
From the SQLite FAQ: "Threads are evil. Avoid Them." Only use them when you absolutely have to.
If you have to, then take steps to avoid the usual carnage. Use thread pools to execute fine-grained tasks with no interdependencies, using GUI-framework-provided facilities to dispatch outcomes back to the UI. Avoid sharing data between long-running threads; use message queues to pass information between them (and to synchronise).
A more exotic solution is to use languages such as Erlang that are explicit designed for fine-grained parallelism without sacrificing safety and comprehensibility. Concurrency itself is of fundamental importance to the future of computation; threads are simply a horrible, broken way to express it.
The "ideal number of threads" depends on your particular problem and how much parallelism you can exploit. If you have a problem that is "embarassingly parallel" in that it can be subdivided into independent problems with little to no communication between them required, and you have enough cores that you can actually get true parallelism, then how many threads you use depends on things like the problem size, the cache line size, the context switching and spawning overhead, and various other things that is really hard to compute before hand. For such situations, you really have to do some profiling in order to choose an optimal sharding/partitioning of your problem across threads. It typically doesn't make sense, though, to use more threads than you do cores. It is also true that if you have lots of synchronization, then you may, in fact, have a performance penalty for using threads. It's highly dependent on the particular problem as well as how interdependent the various steps are. As a guiding principle, you need to be aware that spawning threads and thread synchronization are expensive operations, but performing computations in parallel can increase throughput if communication and other forms of synchronization is minimal. You should also be aware that threading can lead to very poor cache performance if your threads end up invalidating a mutually shared cache line.

Programming for Multi core Processors

As far as I know, the multi-core architecture in a processor does not effect the program. The actual instruction execution is handled in a lower layer.
my question is,
Given that you have a multicore environment, Can I use any programming practices to utilize the available resources more effectively? How should I change my code to gain more performance in multicore environments?
That is correct. Your program will not run any faster (except for the fact that the core is handling fewer other processes, because some of the processes are being run on the other core) unless you employ concurrency. If you do use concurrency, though, more cores improves the actual parallelism (with fewer cores, the concurrency is interleaved, whereas with more cores, you can get true parallelism between threads).
Making programs efficiently concurrent is no simple task. If done poorly, making your program concurrent can actually make it slower! For example, if you spend lots of time spawning threads (thread construction is really slow), and do work on a very small chunk size (so that the overhead of thread construction dominates the actual work), or if you frequently synchronize your data (which not only forces operations to run serially, but also has a very high overhead on top of it), or if you frequently write to data in the same cache line between multiple threads (which can lead to the entire cache line being invalidated on one of the cores), then you can seriously harm the performance with concurrent programming.
It is also important to note that if you have N cores, that DOES NOT mean that you will get a speedup of N. That is the theoretical limit to the speedup. In fact, maybe with two cores it is twice as fast, but with four cores it might be about three times as fast, and then with eight cores it is about three and a half times as fast, etc. How well your program is actually able to take advantage of these cores is called the parallel scalability. Often communication and synchronization overhead prevent a linear speedup, although, in the ideal, if you can avoid communication and synchronization as much as possible, you can hopefully get close to linear.
It would not be possible to give a complete answer on how to write efficient parallel programs on StackOverflow. This is really the subject of at least one (probably several) computer science courses. I suggest that you sign up for such a course or buy a book. I'd recommend a book to you if I knew of a good one, but the paralell algorithms course I took did not have a textbook for the course. You might also be interested in writing a handful of programs using a serial implementation, a parallel implementation with multithreading (regular threads, thread pools, etc.), and a parallel implementation with message passing (such as with Hadoop, Apache Spark, Cloud Dataflows, asynchronous RPCs, etc.), and then measuring their performance, varying the number of cores in the case of the parallel implementations. This was the bulk of the course work for my parallel algorithms course and can be quite insightful. Some computations you might try parallelizing include computing Pi using the Monte Carlo method (this is trivially parallelizable, assuming you can create a random number generator where the random numbers generated in different threads are independent), performing matrix multiplication, computing the row echelon form of a matrix, summing the square of the number 1...N for some very large number of N, and I'm sure you can think of others.
I don't know if it's the best possible place to start, but I've subscribed to the article feed from Intel Software Network some time ago and have found a lot of interesting thing there, presented in pretty simple way. You can find some very basic articles on fundamental concepts of parallel computing, like this. Here you have a quick dive into openMP that is one possible approach to start parallelizing the slowest parts of your application, without changing the rest. (If those parts present parallelism, of course.) Also check Intel Guide for Developing Multithreaded Applications. Or just go and browse the article section, the articles are not too many, so you can quickly figure out what suits you best. They also have a forum and a weekly webcast called Parallel Programming Talk.
Yes, simply adding more cores to a system without altering the software would yield you no results (with exception of the operating system would be able to schedule multiple concurrent processes on separate cores).
To have your operating system utilise your multiple cores, you need to do one of two things: increase the thread count per process, or increase the number of processes running at the same time (or both!).
Utilising the cores effectively, however, is a beast of a different colour. If you spend too much time synchronising shared data access between threads/processes, your level of concurrency will take a hit as threads wait on each other. This also assumes that you have a problem/computation that can relatively easily be parallelised, since the parallel version of an algorithm is often much more complex than the sequential version thereof.
That said, especially for CPU-bound computations with work units that are independent of each other, you'll most likely see a linear speed-up as you throw more threads at the problem. As you add serial segments and synchronisation blocks, this speed-up will tend to decrease.
I/O heavy computations would typically fare the worst in a multi-threaded environment, since access to the physical storage (especially if it's on the same controller, or the same media) is also serial, in which case threading becomes more useful in the sense that it frees up your other threads to continue with user interaction or CPU-based operations.
You might consider using programming languages designed for concurrent programming. Erlang and Go come to mind.

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