Why not to use massively multi-threaded code? - multithreading

Asynchronous and other event-based programming paradigms seem to be spreading like wildfire these days, with the popularity of node.js, Python 3.5's recent async improvements, and what not else.
Not that I particularly mind this or that I haven't already been doing it for a long time myself, but I've been trying to wrap my head around the real reasons why. Searching around for the evils of synchronous programming consistently seems to net the preconceived notion that "you can't have a thread for each request", without really qualifying that statement.
Why not, though? A thread might not be the cheapest resource one could think of, but it hardly seems "expensive". On 64-bit machines, we have more than enough virtual address space to handle all the threads we could ever want, and, unless your call chains are fairly deep, each thread shouldn't necessarily have to require more physical RAM than a single page* for stack plus whatever little overhead the kernel and libc need. As for performance, my own casual testing shows that Linux can handle well over 100,000 thread creations and tear-downs per second on a single CPU, which can hardly be a bottleneck.
That being said, it's not like I think event-based programming is all just a ruse, seeing as how it seems to have been the primary driver allowing such HTTP servers as lighttpd/nginx/whatever to overtake Apache in highly concurrent performance**. However, I've been trying to find some kind of actual inquiry into the reason why massively-multithreaded programs are slower without being able to find any.
So then, why is this?
*My testing seems to show that each thread actually requires two pages. Perhaps there's some dirtying of the TLS going on or something, but nevertheless it doesn't seem to change a lot.
**Though it should also be said that Apache, at that time, was using process-based concurrency rather than thread-based, which obviously makes a lot of difference.

If you have a thread for each request, then you can't do a little bit of work for each of 100 requests without switching contexts 100 times. While many things computers have to do have gotten faster over time, context switching is still expensive because it blows out the caches and modern systems are more dependent on these caches than ever.

That is a loaded question. I've heard different responses over time because I've had that conversation so many times before with different developers. Mainly, my gut feeling is most developers hate it because it is harder to write multi-threaded code and sometimes it is easy to shoot yourself in the foot unnecessarily. That said, each situation is different. Some programs lend themselves to multi-threading rather nicely, like a webserver. Each thread can take a request and essentially processes it without needing much outside resources. It has a set of procedures to apply on a request to decide how to process it. It decides what to do with it and passes it off. So it is fairly independent and can operate in its own world fairly safely. So it is a nice thread.
Other situations might not lend themselves so nicely. Especially when you need shared resources. Things can get hairy fast. Even if you do what seems like perfect context switching, you might still get race conditions. Then the nightmares begin. This is seen quite often in huge monolithic applications where they opted to use threads and open the gates of hell upon their dev team.
In the end, I think we will probably not see more threading in the day-to-day development, but we will move to a more event driven like world. We are going down that route with web development with the emergence of micro-services. So there will probably be more threading used, but not in a way that is visible to the developer using the framework. It will just be apart of the framework. At least that is my opinion.

Once the number of ready or running threads (versus threads pending on events) and/or processes goes beyond the number of cores, then those threads and/or processes are competing for the same cores, same cache, and the same memory bus.
Unless there are a massive number of simultaneous events to pend on, I don't see the purpose of massively multi-threaded code, except for super computers with a large number of processors and cores, and that code is usually massively multi-processing, with multiple memory buses.

Related

Instant Messaging Server Design

Let's suppose we have an instant messaging application, client-server based, not p2p. The actual protocol doesn't matter, what matters is the server architecture. The said server can be coded to operate in single-threaded, non-parallel mode using non-blocking sockets, which by definition allow us to perform operations like read-write effectively immediately (or instantly). This very feature of non-blocking sockets allows us to use some sort of select/poll function at the very core of the server and waste next to no time in the actual socket read/write operations, but rather to spend time processing all this information. Properly coded, this can be very fast, as far as I understand. But there is the second approach, and that is to multithread aggressively, creating a new thread (obviously using some sort of thread pool, because that very operation can be (very) slow on some platforms and under some circumstances), and letting those threads to work in parallel, while the main background thread handles accept() and stuff. I've seen this approach explained in various places over the Net, so it obviously does exist.
Now the question is, if we have non-blocking sockets, and immediate read/write operations, and a simple, easily coded design, why does the second variant even exist? What problems are we trying to overcome with the second design, i.e. threads? AFAIK those are usually used to work around some slow and possibly blocking operations, but no such operations seem to be present there!
I'm assuming you're not talking about having a thread per client as such a design is usually for completely diffreent reasons, but rather a pool of threads each handles several concurrent clients.
The reason for that arcitecture vs a single threaded server is simply to take advantage of multiple processors. You're doing more work than simply I/O. You have to parse the messages, do various work, maybe even run some more heavyweight crypto algorithms. All this takes CPU. If you want to scale, taking advantage of multiple processors will allow you to scale even more, and/or keep the latency even lower per client.
Some of the gain in such a design can be a bit offset by the fact you might need more locking in a multithreaded environment, but done right, and certainly depening on what you're doing, it can be a huge win - at the expense of more complexity.
Also, this might help overcome OS limitations . The I/O paths in the kernel might get more distributed among the procesors. Not all operating systems might fully be able to thread the IO from a single threaded applications. Back in the old days there were'nt all the great alternatives to the old *nix select(), which usually had a filedesciptor limit of 1024, and similar APIs severly started degrading once you told it to monitor too many socket. Spreading all those clients on multiple threads or processes helped overcome that limit.
As for a 1:1 mapping between threads, there's several reasons to implement that architecture:
Easier programming model, which might lead to less hard to find bugs, and faster to implement.
Support blocking APIs. These are all over the place. Having a thread handle many/all of the clients and then go on to do a blocking call to a database is going to stall everyone. Even reading files can block your application, and you usually can't monitor regular file handles/descriptors for IO events - or when you can, the programming model is often exceptionally complicated.
The drawback here is it won't scale, atleast not with the most widely used languages/framework. Having thousands of native threads will hurt performance. Though some languages provides a much more lightweight approach here, such as Erlang and to some extent Go.

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.

Multithreading in .NET 4.0 and performance

I've been toying around with the Parallel library in .NET 4.0. Recently, I developed a custom ORM for some unusual read/write operations one of our large systems has to use. This allows me to decorate an object with attributes and have reflection figure out what columns it has to pull from the database, as well as what XML it has to output on writes.
Since I envision this wrapper to be reused in many projects, I'd like to squeeze as much speed out of it as possible. This library will mostly be used in .NET web applications. I'm testing the framework using a throwaway console application to poke at the classes I've created.
I've now learned a lesson of the overhead that multithreading comes with. Multithreading causes it to run slower. From reading around, it seems like it's intuitive to people who've been doing it for a long time, but it's actually counter-intuitive to me: how can running a method 30 times at the same time be slower than running it 30 times sequentially?
I don't think I'm causing problems by multiple threads having to fight over the same shared object (though I'm not good enough at it yet to tell for sure or not), so I assume the slowdown is coming from the overhead of spawning all those threads and the runtime keeping them all straight. So:
Though I'm doing it mainly as a learning exercise, is this pessimization? For trivial, non-IO tasks, is multithreading overkill? My main goal is speed, not responsiveness of the UI or anything.
Would running the same multithreading code in IIS cause it to speed up because of already-created threads in the thread pool, whereas right now I'm using a console app, which I assume would be single-threaded until I told it otherwise? I'm about to run some tests, but I figure there's some base knowledge I'm missing to know why it would be one way or the other. My console app is also running on my desktop with two cores, whereas a server for a web app would have more, so I might have to use that as a variable as well.
Thread's don't actually all run concurrently.
On a desktop machine I'm presuming you have a dual core CPU, (maybe a quad at most). This means only 2/4 threads can be running at the same time.
If you have spawned 30 threads, the OS is going to have to context switch between those 30 threads to keep them all running. Context switches are quite costly, so hence the slowdown.
As a basic suggestion, I'd aim for 1 thread per CPU if you are trying to optimise calculations. Any more than this and you're not really doing any extra work, you are just swapping threads in an out on the same CPU. Try to think of your computer as having a limited number of workers inside, you can't do more work concurrently than the number of workers you have available.
Some of the new features in the .net 4.0 parallel task library allow you to do things that account for scalability in the number of threads. For example you can create a bunch of tasks and the task parallel library will internally figure out how many CPUs you have available, and optimise the number of threads is creates/uses so as not to overload the CPUs, so you could create 30 tasks, but on a dual core machine the TP library would still only create 2 threads, and queue the . Obviously, this will scale very nicely when you get to run it on a bigger machine. Or you can use something like ThreadPool.QueueUserWorkItem(...) to queue up a bunch of tasks, and the pool will automatically manage how many threads is uses to perform those tasks.
Yes there is a lot of overhead to thread creation, but if you are using the .net thread pool, (or the parallel task library in 4.0) .net will be managing your thread creation, and you may actually find it creates less threads than the number of tasks you have created. It will internally swap your tasks around on the available threads. If you actually want to control explicit creation of actual threads you would need to use the Thread class.
[Some cpu's can do clever stuff with threads and can have multiple Threads running per CPU - see hyperthreading - but check out your task manager, I'd be very surprised if you have more than 4-8 virtual CPUs on today's desktops]
There are so many issues with this that it pays to understand what is happening under the covers. I would highly recommend the "Concurrent Programming on Windows" book by Joe Duffy and the "Java Concurrency in Practice" book. The latter talks about processor architecture at the level you need to understand it when writing multithreaded code. One issue you are going to hit that's going to hurt your code is caching, or more likely the lack of it.
As has been stated there is an overhead to scheduling and running threads, but you may find that there is a larger overhead when you share data across threads. That data may be flushed from the processor cache into main memory, and that will cause serious slow downs to your code.
This is the sort of low-level stuff that managed environments are supposed to protect us from, however, when writing highly parallel code, this is exactly the sort of issue you have to deal with.
A colleague of mine recorded a screencast about the performance issue with Parallel.For and Parallel.ForEach which may help:
http://rocksolidknowledge.com/ScreenCasts.mvc/Watch?video=ParallelLoops.wmv
You're speaking of an ORM, so I presume some amount of I/O is going on. If this is the case, the overhead of thread creation and context switching is going to be comparatively non-existent.
Most likely, you're experiencing I/O contention: it can be slower (particularly on rotational hard drives, but also on other storage devices) to read the same set of data if you read it out of order than if you read it in-order. So, if you're executing 30 database queries, it's possible they'll run faster sequentially than in parallel if they're all backed by the same I/O device and the queries aren't in cache. Running them in parallel may cause the system to have a bunch of I/O read requests almost simultaneously, which may cause the OS to read little bits of each in turn - causing your drive head to jump back and forth, wasting precious milliseconds.
But that's just a guess; it's not possible to really determine what's causing your slowdown without knowing more.
Although thread creation is "extremely expensive" when compared to say adding two numbers, it's not usually something you'll easily overdo. If your operations are extremely short (say, a millisecond or less), using a thread-pool rather than new threads will noticeably save time. Generally though, if your operations are that short, you should reconsider the granularity of parallelism anyhow; perhaps you're better off splitting the computation into bigger chunks: for instance, by having a fairly low number of worker tasks which handle entire batches of smaller work-items at a time rather than each item separately.

What kinds of applications need to be multi-threaded?

What are some concrete examples of applications that need to be multi-threaded, or don't need to be, but are much better that way?
Answers would be best if in the form of one application per post that way the most applicable will float to the top.
There is no hard and fast answer, but most of the time you will not see any advantage for systems where the workflow/calculation is sequential. If however the problem can be broken down into tasks that can be run in parallel (or the problem itself is massively parallel [as some mathematics or analytical problems are]), you can see large improvements.
If your target hardware is single processor/core, you're unlikely to see any improvement with multi-threaded solutions (as there is only one thread at a time run anyway!)
Writing multi-threaded code is often harder as you may have to invest time in creating thread management logic.
Some examples
Image processing can often be done in parallel (e.g. split the image into 4 and do the work in 1/4 of the time) but it depends upon the algorithm being run to see if that makes sense.
Rendering of animation (from 3DMax,etc.) is massively parallel as each frame can be rendered independently to others -- meaning that 10's or 100's of computers can be chained together to help out.
GUI programming often helps to have at least two threads when doing something slow, e.g. processing large number of files - this allows the interface to remain responsive whilst the worker does the hard work (in C# the BackgroundWorker is an example of this)
GUI's are an interesting area as the "responsiveness" of the interface can be maintained without multi-threading if the worker algorithm keeps the main GUI "alive" by giving it time, in Windows API terms (before .NET, etc) this could be achieved by a primitive loop and no need for threading:
MSG msg;
while(GetMessage(&msg, hwnd, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
// do some stuff here and then release, the loop will come back
// almost immediately (unless the user has quit)
}
Servers are typically multi-threaded (web servers, radius servers, email servers, any server): you usually want to be able to handle multiple requests simultaneously. If you do not want to wait for a request to end before you start to handle a new request, then you mainly have two options:
Run a process with multiple threads
Run multiple processes
Launching a process is usually more resource-intensive than lauching a thread (or picking one in a thread-pool), so servers are usually multi-threaded. Moreover, threads can communicate directly since they share the same memory space.
The problem with multiple threads is that they are usually harder to code right than multiple processes.
There are really three classes of reasons that multithreading would be applied:
Execution Concurrency to improve compute performance: If you have a problem that can be broken down into pieces and you also have more than one execution unit (processor core) available then dispatching the pieces into separate threads is the path to being able to simultaneously use two or more cores at once.
Concurrency of CPU and IO Operations: This is similar in thinking to the first one but in this case the objective is to keep the CPU busy AND also IO operations (ie: disk I/O) moving in parallel rather than alternating between them.
Program Design and Responsiveness: Many types of programs can take advantage of threading as a program design benefit to make the program more responsive to the user. For example the program can be interacting via the GUI and also doing something in the background.
Concrete Examples:
Microsoft Word: Edit document while the background grammar and spell checker works to add all the green and red squiggle underlines.
Microsoft Excel: Automatic background recalculations after cell edits
Web Browser: Dispatch multiple threads to load each of the several HTML references in parallel during a single page load. Speeds page loads and maximizes TCP/IP data throughput.
These days, the answer should be Any application that can be.
The speed of execution for a single thread pretty much peaked years ago - processors have been getting faster by adding cores, not by increasing clock speeds. There have been some architectural improvements that make better use of the available clock cycles, but really, the future is taking advantage of threading.
There is a ton of research going on into finding ways of parallelizing activities that we traditionally wouldn't think of parallelizing. Even something as simple as finding a substring within a string can be parallelized.
Basically there are two reasons to multi-thread:
To be able to do processing tasks in parallel. This only applies if you have multiple cores/processors, otherwise on a single core/processor computer you will slow the task down compared to the version without threads.
I/O whether that be networked I/O or file I/O. Normally if you call a blocking I/O call, the process has to wait for the call to complete. Since the processor/memory are several orders of magnitude quicker than a disk drive (and a network is even slower) it means the processor will be waiting a long time. The computer will be working on other things but your application will not be making any progress. However if you have multiple threads, the computer will schedule your application and the other threads can execute. One common use is a GUI application. Then while the application is doing I/O the GUI thread can keep refreshing the screen without looking like the app is frozen or not responding. Even on a single processor putting I/O in a different thread will tend to speed up the application.
The single threaded alternative to 2 is to use asynchronous calls where they return immediately and you keep controlling your program. Then you have to see when the I/O completes and manage using it. It is often simpler just to use a thread to do the I/O using the synchronous calls as they tend to be easier.
The reason to use threads instead of separate processes is because threads should be able to share data easier than multiple processes. And sometimes switching between threads is less expensive than switching between processes.
As another note, for #1 Python threads won't work because in Python only one python instruction can be executed at a time (known as the GIL or Global Interpreter Lock). I use that as an example but you need to check around your language. In python if you want to do parallel calculations, you need to do separate processes.
Many GUI frameworks are multi-threaded. This allows you to have a more responsive interface. For example, you can click on a "Cancel" button at any time while a long calculation is running.
Note that there are other solutions for this (for example the program can pause the calculation every half-a-second to check whether you clicked on the Cancel button or not), but they do not offer the same level of responsiveness (the GUI might seem to freeze for a few seconds while a file is being read or a calculation being done).
All the answers so far are focusing on the fact that multi-threading or multi-processing are necessary to make the best use of modern hardware.
There is however also the fact that multithreading can make life much easier for the programmer. At work I program software to control manufacturing and testing equipment, where a single machine often consists of several positions that work in parallel. Using multiple threads for that kind of software is a natural fit, as the parallel threads model the physical reality quite well. The threads do mostly not need to exchange any data, so the need to synchronize threads is rare, and many of the reasons for multithreading being difficult do therefore not apply.
Edit:
This is not really about a performance improvement, as the (maybe 5, maybe 10) threads are all mostly sleeping. It is however a huge improvement for the program structure when the various parallel processes can be coded as sequences of actions that do not know of each other. I have very bad memories from the times of 16 bit Windows, when I would create a state machine for each machine position, make sure that nothing would take longer than a few milliseconds, and constantly pass the control to the next state machine. When there were hardware events that needed to be serviced on time, and also computations that took a while (like FFT), then things would get ugly real fast.
Not directly answering your question, I believe in the very near future, almost every application will need to be multithreaded. The CPU performance is not growing that fast these days, which is compensated for by the increasing number of cores. Thus, if we will want our applications to stay on the top performance-wise, we'll need to find ways to utilize all your computer's CPUs and keep them busy, which is quite a hard job.
This can be done via telling your programs what to do instead of telling them exactly how. Now, this is a topic I personally find very interesting recently. Some functional languages, like F#, are able to parallelize many tasks quite easily. Well, not THAT easily, but still without the necessary infrastructure needed in more procedural-style environments.
Please take this as additional information to think about, not an attempt to answer your question.
The kind of applications that need to be threaded are the ones where you want to do more than one thing at once. Other than that no application needs to be multi-threaded.
Applications with a large workload which can be easily made parallel. The difficulty of taking your application and doing that should not be underestimated. It is easy when your data you're manipulating is not dependent upon other data but v. hard to schedule the cross thread work when there is a dependency.
Some examples I've done which are good multithreaded candidates..
running scenarios (eg stock derivative pricing, statistics)
bulk updating data files (eg adding a value / entry to 10,000 records)
other mathematical processes
E.g., you want your programs to be multithreaded when you want to utilize multiple cores and/or CPUs, even when the programs don't necessarily do many things at the same time.
EDIT: using multiple processes is the same thing. Which technique to use depends on the platform and how you are going to do communications within your program, etc.
Although frivolous, games, in general are becomming more and more threaded every year. At work our game uses around 10 threads doing physics, AI, animation, redering, network and IO.
Just want to add that caution must be taken with treads if your sharing any resources as this can lead to some very strange behavior, and your code not working correctly or even the threads locking each other out.
mutex will help you there as you can use mutex locks for protected code regions, a example of protected code regions would be reading or writing to shared memory between threads.
just my 2 cents worth.
The main purpose of multithreading is to separate time domains. So the uses are everywhere where you want several things to happen in their own distinctly separate time domains.
HERE IS A PERFECT USE CASE
If you like affiliate marketing multi-threading is essential. Kick the entire process off via a multi-threaded application.
Download merchant files via FTP, unzipping the files, enumerating through each file performing cleanup like EOL terminators from Unix to PC CRLF then slam each into SQL Server via Bulk Inserts then when all threads are complete create the full text search indexes for a environmental instance to be live tomorrow and your done. All automated to kick off at say 11:00 pm.
BOOM! Fast as lightening. Heck you have so much time left you can even download merchant images locally for the products you download, save the images as webp and set the product urls to use local images.
Yep I did it. Wrote it in C#. Works like a charm. Purchase a AMD Ryzen Threadripper 64-core with 256gb memory and fast drives like nvme, get lunch come back and see it all done or just stay around and watch all cores peg to 95%+, listen to the pc's fans kick, warm up the room and the look outside as the neighbors lights flicker from the power drain as you get shit done.
Future would be to push processing to GPU's as well.
Ok well I am pushing it a little bit with the neighbors lights flickering but all else was absolutely true. :)

When is multi-threading not a good idea? [closed]

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I was recently working on an application that sent and received messages over Ethernet and Serial. I was then tasked to add the monitoring of DIO discretes. I throught,
"No reason to interrupt the main
thread which is involved in message
processing, I'll just create
another thread that monitors DIO."
This decision, however, proved to be poor. Sometimes the main thread would be interrupted between a Send and a Receive serial message. This interruption would disrupt the timing and alas, messages would be lost (forever).
I found another way to monitor the DIO without using another thread and Ethernet and Serial communication were restored to their correct functionality.
The whole fiasco, however, got me thinking. Are their any general guidelines about when not to use multiple-threads and/or does anyone have anymore examples of situations when using multiple-threads is not a good idea?
**EDIT:Based on your comments and after scowering the internet for information, I have composed a blog post entitled When is multi-threading not a good idea?
On a single processor machine and a desktop application, you use multi threads so you don't freeze the app but for nothing else really.
On a single processor server and a web based app, no need for multi threading because the web server handles most of it.
On a multi-processor machine and desktop app, you are suggested to use multi threads and parallel programming. Make as many threads as there are processors.
On a multi-processor server and a web based app, no need again for multi threads because the web server handles it.
In total, if you use multiple threads for other than un-freezing desktop apps and any other generic answer, you will make the app slower if you have a single core machine due to the threads interrupting each other.
Why? Because of the hardware switches. It takes time for the hardware to switch between threads in total. On a multi-core box, go ahead and use 1 thread for each core and you will greatly see a ramp up.
To paraphrase an old quote: A programmer had a problem. He thought, "I know, I'll use threads." Now the programmer has two problems. (Often attributed to JWZ, but it seems to predate his use of it talking about regexes.)
A good rule of thumb is "Don't use threads, unless there's a very compelling reason to use threads." Multiple threads are asking for trouble. Try to find a good way to solve the problem without using multiple threads, and only fall back to using threads if avoiding it is as much trouble as the extra effort to use threads. Also, consider switching to multiple threads if you're running on a multi-core/multi-CPU machine, and performance testing of the single threaded version shows that you need the performance of the extra cores.
Multi-threading is a bad idea if:
Several threads access and update the same resource (set a variable, write to a file), and you don't understand thread safety.
Several threads interact with each other and you don't understand mutexes and similar thread-management tools.
Your program uses static variables (threads typically share them by default).
You haven't debugged concurrency issues.
Actually, multi threading is not scalable and is hard to debug, so it should not be used in any case if you can avoid it. There is few cases where it is mandatory : when performance on a multi CPU matters, or when you deal whith a server that have a lot of clients taking a long time to answer.
In any other cases, you can use alternatives such as queue + cron jobs or else.
You might want to take a look at the Dan Kegel's "The C10K problem" web page about handling multiple data sources/sinks.
Basically it is best to use minimal threads, which in sockets can be done in most OS's w/ some event system (or asynchronously in Windows using IOCP).
When you run into the case where the OS and/or libraries do not offer a way to perform communication in a non-blocking manner, it is best to use a thread-pool to handle them while reporting back to the same event loop.
Example diagram of layout:
Per CPU [*] EVENTLOOP ------ Handles nonblocking I/O using OS/library utilities
| \___ Threadpool for various blocking events
Threadpool for handling the I/O messages that would take long
Multithreading is bad except in the single case where it is good. This case is
The work is CPU Bound, or parts of it is CPU Bound
The work is parallelisable.
If either or both of these conditions are missing, multithreading is not going to be a winning strategy.
If the work is not CPU bound, then you are waiting not on threads to finish work, but rather for some external event, such as network activity, for the process to complete its work. Using threads, there is the additional cost of context switches between threads, The cost of synchronization (mutexes, etc), and the irregularity of thread preemption. The alternative in most common use is asynchronous IO, in which a single thread listens to several io ports, and acts on whichever happens to be ready now, one at a time. If by some chance these slow channels all happen to become ready at the same time, It might seem like you will experience a slow-down, but in practice this is rarely true. The cost of handling each port individually is often comparable or better than the cost of synchronizing state on multiple threads as each channel is emptied.
Many tasks may be compute bound, but still not practical to use a multithreaded approach because the process must synchronise on the entire state. Such a program cannot benefit from multithreading because no work can be performed concurrently. Fortunately, most programs that require enormous amounts of CPU can be parallelized to some level.
Multi-threading is not a good idea if you need to guarantee precise physical timing (like in your example). Other cons include intensive data exchange between threads. I would say multi-threading is good for really parallel tasks if you don't care much about their relative speed/priority/timing.
A recent application I wrote that had to use multithreading (although not unbounded number of threads) was one where I had to communicate in several directions over two protocols, plus monitoring a third resource for changes. Both protocol libraries required a thread to run the respective event loop in, and when those were accounted for, it was easy to create a third loop for the resource monitoring. In addition to the event loop requirements, the messages going through the wires had strict timing requirements, and one loop couldn't be risked blocking the other, something that was further alleviated by using a multicore CPU (SPARC).
There were further discussions on whether each message processing should be considered a job that was given to a thread from a thread pool, but in the end that was an extension that wasn't worth the work.
All-in-all, threads should if possible only be considered when you can partition the work into well defined jobs (or series of jobs) such that the semantics are relatively easy to document and implement, and you can put an upper bound on the number of threads you use and that need to interact. Systems where this is best applied are almost message passing systems.
In priciple everytime there is no overhead for the caller to wait in a queue.
A couple more possible reasons to use threads:
Your platform lacks asynchronous I/O operations, e.g. Windows ME (No completion ports or overlapped I/O, a pain when porting XP applications that use them.) Java 1.3 and earlier.
A third-party library function that can hang, e.g. if a remote server is down, and the library provides no way to cancel the operation and you can't modify it.
Keeping a GUI responsive during intensive processing doesn't always require additional threads. A single callback function is usually sufficient.
If none of the above apply and I still want parallelism for some reason, I prefer to launch an independent process if possible.
I would say multi-threading is generally used to:
Allow data processing in the background while a GUI remains responsive
Split very big data analysis onto multiple processing units so that you can get your results quicker.
When you're receiving data from some hardware and need something to continuously add it to a buffer while some other element decides what to do with it (write to disk, display on a GUI etc.).
So if you're not solving one of those issues, it's unlikely that adding threads will make your life easier. In fact it'll almost certainly make it harder because as others have mentioned; debugging mutithreaded applications is considerably more work than a single threaded solution.
Security might be a reason to avoid using multiple threads (over multiple processes). See Google chrome for an example of multi-process safety features.
Multi-threading is scalable, and will allow your UI to maintain its responsivness while doing very complicated things in the background. I don't understand where other responses are acquiring their information on multi-threading.
When you shouldn't multi-thread is a mis-leading question to your problem. Your problem is this: Why did multi-threading my application cause serial / ethernet communications to fail?
The answer to that question will depend on the implementation, which should be discussed in another question. I know for a fact that you can have both ethernet and serial communications happening in a multi-threaded application at the same time as numerous other tasks without causing any data loss.
The one reason to not use multi-threading is:
There is one task, and no user interface with which the task will interfere.
The reasons to use mutli-threading are:
Provides superior responsiveness to the user
Performs multiple tasks at the same time to decrease overall execution time
Uses more of the current multi-core CPUs, and multi-multi-cores of the future.
There are three basic methods of multi-threaded programming that make thread safety implemented with ease - you only need to use one for success:
Thread Safe Data types passed between threads.
Thread Safe Methods in the threaded object to modify data passed between.
PostMessage capabilities to communicate between threads.
Are the processes parallel? Is performance a real concern? Are there multiple 'threads' of execution like on a web server? I don't think there is a finite answer.
A common source of threading issues is the usual approaches employed to synchronize data. Having threads share state and then implement locking at all the appropriate places is a major source of complexity for both design and debugging. Getting the locking right to balance stability, performance, and scalability is always a hard problem to solve. Even the most experienced experts get it wrong frequently. Alternative techniques to deal with threading can alleviate much of this complexity. The Clojure programming language implements several interesting techniques for dealing with concurrency.

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