How is Node.js inherently faster while it still uses Threads internally? - node.js

Referring to the following discussion:
How is Node.js inherently faster when it still relies on Threads internally?
After having gone through all responses, I still have basic questions: If a DB call is made, 'somebody' has to block for the call to return. It turns into a blocking call deep down. Somebody has to make a call to the DB. The 'somebody' has to be a thread. If there are 50 DB calls, though they appear to be non-blocking to the Javascript, deep down they have all blocked. If there are 50 calls, for them to be all fired together on the DB, they have to be each sent to the DB by a thread. This means there would be 50 threads that have sent the DB call and are waiting for their call to return. This is no different than having 50 threads like they do in Apache. Please rectify my understanding. What is Node.js doing cleverly and how to ensure that fewer threads than 50 run in this case?

You are... partially correct. If there are 50 concurrent DB calls, then that means 50 threads, each dedicated to a DB call (actually, the reality is that by default, node provides only 4 concurrent threads in its thread pool, if you want more you have to explicitly specify how many threads you're willing to allow node to spin up; see my answer here - any excess requests are queued).
What makes this more efficient than Apache is that each of those threads is dedicated to the smallest functional unit... it lives only for the life of that database call, and then it's relinquished (in this case, a new thread is created, up to the limit, and then that thread is put back into the pool). This is in dramatic opposition to Apache, which spins up a thread for each new request, and may have to service multiple database calls and other processing in between until that request is completed and can then be relinquished.
Ultimately, this results in each thread spending more of its time doing work or in the pool waiting for more work and less time being idle and unavailable.
Be aware that this is workload-dependent, there are workloads that work better in the Apache model, but in general, most web style workloads are more suited to the node model.

The difference is that I believe in something like apache, those threads are going to be handled in the order they are received. So if thread one is waiting for 10TB of data and thread two is only waiting for 10KB of data, thread two has to wait until thread one is done even though it's work could be done far faster and return quicker. With node the idea is that each thread waiting for I/O is returned as soon as it is done. So depending on the I/O the same situation could allow thread two to return before thread one is done it's work. This is older but still an excellent write up I believe of threading in node. http://blog.mixu.net/2011/02/01/understanding-the-node-js-event-loop/

Related

How does event-driven programming help a webserver that only does IO?

I'm considering a few frameworks/programming methods for our new backend project. It regards a BackendForFrontend implementation, which aggregates downstream services. For simplicity, these are the steps it goes trough:
Request comes into the webserver
Webserver makes downstream request
Downstream request returns result
Webserver returns request
How is event-driven programming better than "regular" thread-per-request handling? Some websites try to explain, and it often comes down to something like this:
The second solution is a non-blocking call. Instead of waiting for the answer, the caller continues execution, but provides a callback that will be executed once data arrives.
What I don't understand: we need a thread/handler to await this data, right? Its nice that the event handler can continue, but we still need (in this example) a thread/handler per request that awaits each downstream request, right?
Consider this example: the downstream requests take n seconds to return. In this n seconds, r requests come in. In the thread-per-request we need r threads: one for every request. After n seconds pass, the first thread is done processing and available for a new request.
When implementing a event-driven design, we need r+1 threads: an event loop and r handlers. Each handler takes a request, performs it, and calls the callback once done.
So how does this improve things?
What I don't understand: we need a thread/handler to await this data,
right?
Not really. The idea behind NIO is that no threads ever get blocked.
It is interesting because the operating system already works in a non-blocking way. It is our programming languages that were modeled in a blocking manner.
As an example, imagine that you had a computer with a single CPU. Any I/O operation that you do will be orders of magnitude slower than the CPU, right?. Say you want to read a file. Do you think the CPU will stay there, idle, doing nothing while the disk head goes and fetches a few bytes and puts them in the disk buffer? Obviously not. The operating system will register an interruption (i.e. a callback) and will use the valuable CPU for something else in the mean time. When the disk head has managed to read a few bytes and made them available to be consumed, an interruption will be triggered and the OS will then give attention to it, restore the previous process block and allocate some CPU time to handle the available data.
So, in this case, the CPU is like a thread in your application. It is never blocked. It is always doing some CPU-bound stuff.
The idea behind NIO programming is the same. In the case you're exposing, imagine that your HTTP server has a single thread. When you receive a request from your client you need to make an upstream request (which represents I/O). So what a NIO framework would do here is to issue the request and register a callback for when the response is available.
Immediately after that your valuable single thread is released to attend yet another request, which is going to register another callback, and so on, and so on.
When the callback resolves, it will be automatically scheduled to be processed by your single thread.
As such, that thread works as an event loop, one in which you're supposed to schedule only CPU bound stuff. Every time you need to do I/O, that's done in a non-blocking way and when that I/O is complete, some CPU-bound callback is put into the event loop to deal with the response.
This is a powerful concept, because with a very small amount threads you can process thousands of requests and therefore you can scale more easily. Do more with less.
This feature is one of the major selling points of Node.js and the reason why even using a single thread it can be used to develop backend applications.
Likewise this is the reason for the proliferation of frameworks like Netty, RxJava, Reactive Streams Initiative and the Project Reactor. They all are seeking to promote this type of optimization and programming model.
There is also an interesting movement of new frameworks that leverage this powerful features and are trying to compete or complement one another. I'm talking of interesting projects like Vert.x and Ratpack. And I'm pretty sure there are many more out there for other languages.
The whole idea of non-blocking paradigm is achieved by this idea called
"Event Loop"
Interesting references:
http://www.masterraghu.com/subjects/np/introduction/unix_network_programming_v1.3/ch06lev1sec2.html
Understanding the Event Loop
https://www.youtube.com/watch?v=8aGhZQkoFbQ

In what condition would a thread exit or stop running

I am writing a server application in which there is a thread deployed to read/write many sockets connecting to clients. My manager tells me that it is not a good design, because if the thread aborts due to unknown reason then all the read/write work will stop forever.
So I wonder in what conditions will a thread abort, except the case we return from the Run() function of a thread. Do we need consider the case that the thread stops running abnormally?
It depends. One thread per client can be a bad thing scalability wise, especially if the thread doesn't do that much work per client. In that circumstance it can be better to have a thread that handles a number of clients, the idea to achieve a good balance between the number of threads and having them do a decent amount of work.
If on the other hand each thread is doing a lot of work per client then one thread isn't such a bad idea, the overhead of the thread not being significant in comparison to the work load.
So setting that aside, a thread will abort if your code is written so that the thread returns or self-terminates. If another thread in your program knows the thread's handle/id then the library you're using may have a function with a name like thread_kill(). That would allow that other thread to kill this thread, though that's almost always a bad idea.
So as far as I'm concerned your thread will only abort and disappear if you've written your code to make that happen deliberately.
Handling exceptions is probably best done in its entirety within the thread where the exception arose. I've never tried to do otherwise (still writing in pure C), but the word is that it's difficult to handle them outside the thread. Irrespective of whether each thread handles one or many clients you still have to handle all errors and events within thread.
It may be simpler to get that correct if you write I so that a thread handles handles a single client. Getting it wrong could lead to a thread getting into a stalled state (eg waiting for the client that is listening too) and accumulating those as time goes past will eventually kill your whole system.
I am writing a server application in which there is a thread deployed to read/write many sockets connecting to clients.
Not a good design. There should be at least one thread per client, in some circumstances two: one to read and one to write. If you're dealing in blocking I/O, servicing one client could block out all the others. (If you're dealing in non-blocking I/O you don't need threads at all.)
My manager tells me that it is not a good design, because if the thread aborts due to unknown reason then all the read/write work will stop forever.
He's right, for more reasons than he is advancing.

Is non-blocking I/O really faster than multi-threaded blocking I/O? How?

I searched the web on some technical details about blocking I/O and non blocking I/O and I found several people stating that non-blocking I/O would be faster than blocking I/O. For example in this document.
If I use blocking I/O, then of course the thread that is currently blocked can't do anything else... Because it's blocked. But as soon as a thread starts being blocked, the OS can switch to another thread and not switch back until there is something to do for the blocked thread. So as long as there is another thread on the system that needs CPU and is not blocked, there should not be any more CPU idle time compared to an event based non-blocking approach, is there?
Besides reducing the time the CPU is idle I see one more option to increase the number of tasks a computer can perform in a given time frame: Reduce the overhead introduced by switching threads. But how can this be done? And is the overhead large enough to show measurable effects? Here is an idea on how I can picture it working:
To load the contents of a file, an application delegates this task to an event-based i/o framework, passing a callback function along with a filename
The event framework delegates to the operating system, which programs a DMA controller of the hard disk to write the file directly to memory
The event framework allows further code to run.
Upon completion of the disk-to-memory copy, the DMA controller causes an interrupt.
The operating system's interrupt handler notifies the event-based i/o framework about the file being completely loaded into memory. How does it do that? Using a signal??
The code that is currently run within the event i/o framework finishes.
The event-based i/o framework checks its queue and sees the operating system's message from step 5 and executes the callback it got in step 1.
Is that how it works? If it does not, how does it work? That means that the event system can work without ever having the need to explicitly touch the stack (such as a real scheduler that would need to backup the stack and copy the stack of another thread into memory while switching threads)? How much time does this actually save? Is there more to it?
The biggest advantage of nonblocking or asynchronous I/O is that your thread can continue its work in parallel. Of course you can achieve this also using an additional thread. As you stated for best overall (system) performance I guess it would be better to use asynchronous I/O and not multiple threads (so reducing thread switching).
Let's look at possible implementations of a network server program that shall handle 1000 clients connected in parallel:
One thread per connection (can be blocking I/O, but can also be non-blocking I/O).
Each thread requires memory resources (also kernel memory!), that is a disadvantage. And every additional thread means more work for the scheduler.
One thread for all connections.
This takes load from the system because we have fewer threads. But it also prevents you from using the full performance of your machine, because you might end up driving one processor to 100% and letting all other processors idle around.
A few threads where each thread handles some of the connections.
This takes load from the system because there are fewer threads. And it can use all available processors. On Windows this approach is supported by Thread Pool API.
Of course having more threads is not per se a problem. As you might have recognized I chose quite a high number of connections/threads. I doubt that you'll see any difference between the three possible implementations if we are talking about only a dozen threads (this is also what Raymond Chen suggests on the MSDN blog post Does Windows have a limit of 2000 threads per process?).
On Windows using unbuffered file I/O means that writes must be of a size which is a multiple of the page size. I have not tested it, but it sounds like this could also affect write performance positively for buffered synchronous and asynchronous writes.
The steps 1 to 7 you describe give a good idea of how it works. On Windows the operating system will inform you about completion of an asynchronous I/O (WriteFile with OVERLAPPED structure) using an event or a callback. Callback functions will only be called for example when your code calls WaitForMultipleObjectsEx with bAlertable set to true.
Some more reading on the web:
Multiple Threads in the User Interface on MSDN, also shortly handling the cost of creating threads
Section Threads and Thread Pools says "Although threads are relatively easy to create and use, the operating system allocates a significant amount of time and other resources to manage them."
CreateThread documentation on MSDN says "However, your application will have better performance if you create one thread per processor and build queues of requests for which the application maintains the context information.".
Old article Why Too Many Threads Hurts Performance, and What to do About It
I/O includes multiple kind of operations like reading and writing data from hard drives, accessing network resources, calling web services or retrieving data from databases. Depending on the platform and on the kind of operation, asynchronous I/O will usually take advantage of any hardware or low level system support for performing the operation. This means that it will be performed with as little impact as possible on the CPU.
At application level, asynchronous I/O prevents threads from having to wait for I/O operations to complete. As soon as an asynchronous I/O operation is started, it releases the thread on which it was launched and a callback is registered. When the operation completes, the callback is queued for execution on the first available thread.
If the I/O operation is executed synchronously, it keeps its running thread doing nothing until the operation completes. The runtime doesn't know when the I/O operation completes, so it will periodically provide some CPU time to the waiting thread, CPU time that could have otherwise be used by other threads that have actual CPU bound operations to perform.
So, as #user1629468 mentioned, asynchronous I/O does not provide better performance but rather better scalability. This is obvious when running in contexts that have a limited number of threads available, like it is the case with web applications. Web application usually use a thread pool from which they assign threads to each request. If requests are blocked on long running I/O operations there is the risk of depleting the web pool and making the web application freeze or slow to respond.
One thing I have noticed is that asynchronous I/O isn't the best option when dealing with very fast I/O operations. In that case the benefit of not keeping a thread busy while waiting for the I/O operation to complete is not very important and the fact that the operation is started on one thread and it is completed on another adds an overhead to the overall execution.
You can read a more detailed research I have recently made on the topic of asynchronous I/O vs. multithreading here.
To presume a speed improvement due to any form of multi-computing you must presume either that multiple CPU-based tasks are being executed concurrently upon multiple computing resources (generally processor cores) or else that not all of the tasks rely upon the concurrent usage of the same resource -- that is, some tasks may depend on one system subcomponent (disk storage, say) while some tasks depend on another (receiving communication from a peripheral device) and still others may require usage of processor cores.
The first scenario is often referred to as "parallel" programming. The second scenario is often referred to as "concurrent" or "asynchronous" programming, although "concurrent" is sometimes also used to refer to the case of merely allowing an operating system to interleave execution of multiple tasks, regardless of whether such execution must take place serially or if multiple resources can be used to achieve parallel execution. In this latter case, "concurrent" generally refers to the way that execution is written in the program, rather than from the perspective of the actual simultaneity of task execution.
It's very easy to speak about all of this with tacit assumptions. For example, some are quick to make a claim such as "Asynchronous I/O will be faster than multi-threaded I/O." This claim is dubious for several reasons. First, it could be the case that some given asynchronous I/O framework is implemented precisely with multi-threading, in which case they are one in the same and it doesn't make sense to say one concept "is faster than" the other.
Second, even in the case when there is a single-threaded implementation of an asynchronous framework (such as a single-threaded event loop) you must still make an assumption about what that loop is doing. For example, one silly thing you can do with a single-threaded event loop is request for it to asynchronously complete two different purely CPU-bound tasks. If you did this on a machine with only an idealized single processor core (ignoring modern hardware optimizations) then performing this task "asynchronously" wouldn't really perform any differently than performing it with two independently managed threads, or with just one lone process -- the difference might come down to thread context switching or operating system schedule optimizations, but if both tasks are going to the CPU it would be similar in either case.
It is useful to imagine a lot of the unusual or stupid corner cases you might run into.
"Asynchronous" does not have to be concurrent, for example just as above: you "asynchronously" execute two CPU-bound tasks on a machine with exactly one processor core.
Multi-threaded execution doesn't have to be concurrent: you spawn two threads on a machine with a single processor core, or ask two threads to acquire any other kind of scarce resource (imagine, say, a network database that can only establish one connection at a time). The threads' execution might be interleaved however the operating system scheduler sees fit, but their total runtime cannot be reduced (and will be increased from the thread context switching) on a single core (or more generally, if you spawn more threads than there are cores to run them, or have more threads asking for a resource than what the resource can sustain). This same thing goes for multi-processing as well.
So neither asynchronous I/O nor multi-threading have to offer any performance gain in terms of run time. They can even slow things down.
If you define a specific use case, however, like a specific program that both makes a network call to retrieve data from a network-connected resource like a remote database and also does some local CPU-bound computation, then you can start to reason about the performance differences between the two methods given a particular assumption about hardware.
The questions to ask: How many computational steps do I need to perform and how many independent systems of resources are there to perform them? Are there subsets of the computational steps that require usage of independent system subcomponents and can benefit from doing so concurrently? How many processor cores do I have and what is the overhead for using multiple processors or threads to complete tasks on separate cores?
If your tasks largely rely on independent subsystems, then an asynchronous solution might be good. If the number of threads needed to handle it would be large, such that context switching became non-trivial for the operating system, then a single-threaded asynchronous solution might be better.
Whenever the tasks are bound by the same resource (e.g. multiple needs to concurrently access the same network or local resource), then multi-threading will probably introduce unsatisfactory overhead, and while single-threaded asynchrony may introduce less overhead, in such a resource-limited situation it too cannot produce a speed-up. In such a case, the only option (if you want a speed-up) is to make multiple copies of that resource available (e.g. multiple processor cores if the scarce resource is CPU; a better database that supports more concurrent connections if the scarce resource is a connection-limited database, etc.).
Another way to put it is: allowing the operating system to interleave the usage of a single resource for two tasks cannot be faster than merely letting one task use the resource while the other waits, then letting the second task finish serially. Further, the scheduler cost of interleaving means in any real situation it actually creates a slowdown. It doesn't matter if the interleaved usage occurs of the CPU, a network resource, a memory resource, a peripheral device, or any other system resource.
The main reason to use AIO is for scalability. When viewed in the context of a few threads, the benefits are not obvious. But when the system scales to 1000s of threads, AIO will offer much better performance. The caveat is that AIO library should not introduce further bottlenecks.
One possible implementation of non-blocking I/O is exactly what you said, with a pool of background threads that do blocking I/O and notify the thread of the originator of the I/O via some callback mechanism. In fact, this is how the AIO module in glibc works. Here are some vague details about the implementation.
While this is a good solution that is quite portable (as long as you have threads), the OS is typically able to service non-blocking I/O more efficiently. This Wikipedia article lists possible implementations besides the thread pool.
I am currently in the process of implementing async io on an embedded platform using protothreads. Non blocking io makes the difference between running at 16000fps and 160fps. The biggest benefit of non blocking io is that you can structure your code to do other things while hardware does its thing. Even initialization of devices can be done in parallel.
Martin
In Node, multiple threads are being launched, but it's a layer down in the C++ run-time.
"So Yes NodeJS is single threaded, but this is a half truth, actually it is event-driven and single-threaded with background workers. The main event loop is single-threaded but most of the I/O works run on separate threads, because the I/O APIs in Node.js are asynchronous/non-blocking by design, in order to accommodate the event loop. "
https://codeburst.io/how-node-js-single-thread-mechanism-work-understanding-event-loop-in-nodejs-230f7440b0ea
"Node.js is non-blocking which means that all functions ( callbacks ) are delegated to the event loop and they are ( or can be ) executed by different threads. That is handled by Node.js run-time."
https://itnext.io/multi-threading-and-multi-process-in-node-js-ffa5bb5cde98 
The "Node is faster because it's non-blocking..." explanation is a bit of marketing and this is a great question. It's efficient and scaleable, but not exactly single threaded.
The improvement as far as I know is that Asynchronous I/O uses ( I'm talking about MS System, just to clarify ) the so called I/O completion ports. By using the Asynchronous call the framework leverage such architecture automatically, and this is supposed to be much more efficient that standard threading mechanism. As a personal experience I can say that you would sensibly feel your application more reactive if you prefer AsyncCalls instead of blocking threads.
Let me give you a counterexample that asynchronous I/O does not work.
I am writing a proxy similar to below-using boost::asio.
https://github.com/ArashPartow/proxy/blob/master/tcpproxy_server.cpp
However, the scenario of my case is, incoming (from clients side) messages are fast while outgoing (to server side) is slow for one session, to keep up with the incoming speed or to maximize the total proxy throughput, we have to use multiple sessions under one connection.
Thus this async I/O framework does not work anymore. We do need a thread pool to send to the server by assigning each thread a session.

Thread vs async execution. What's different?

I believed any kind of asynchronous execution makes a thread in invisible area. But if so,
Async codes does not offer any performance gain than threaded codes.
But I can't understand why so many developers are making many features async form.
Could you explain about difference and cost of them?
The purpose of an asynchronous execution is to prevent the code calling the asynchronous method (the foreground code) from being blocked. This allows your foreground code to go on doing useful work while the asynchronous thread is performing your requested work in the background. Without asynchronous execution, the foreground code must wait until the background task is completed before it can continue executing.
The cost of an asynchronous execution is the same as that of any other task running on a thread.
Typically, an async result object is registered with the foreground code. The async result object can either raise an event when the background task is completed, or the foreground code can periodically check the async result object to see if its completion flag has been set.
Concurrency does not necessarily require threads.
In Linux, for example, you can perform non-blocking syscalls. Using this type of calls, you can for instance start a number of network reads. Your code can keep track of the reads manually (using handles in a list or similar) and periodically ask the OS if new data is available on any of the connections. Internally, the OS also keeps a list of ongoing reads. Using this technique, you can thus achieve concurrency without any (extra) threads, neither in your program nor in the OS.
If you use threads and blocking IO, you would typically start one thread per read. In this scenario, the OS will instead have a list of ongoing threads, which it parks when the tread tries to read data when there is none available. Threads are resumed as data becomes available.
Having the OS switch between threads might involve slightly more overhead in the form of context switching - switching program counter and register content. But the real deal breaker is usually stack allocation per thread. This size is a couple of megabytes by default on Linux. If you have a lot of concurrency in your program, this might push you in the direction of using non-blocking calls to handle more concurrency per thread.
So it is possible to do async programming without threads. If you want to do async programming using only blocking OS-calls you need to dedicate a thread to do the blocking while you continue. But if you use non-blocking calls you can do a lot of concurrent things with just a single thread. Have a look at Node.js, which have great support for many concurrent connections while being single-threaded for most operations.
Also check out Golang, which achieve a similar effect using a sort of green threads called goroutines. Multiple goroutines run concurrently on the same OS thread and they are restrictive in stack memory, pushing the limit much further.
Async codes does not offer any performance gain than threaded codes.
Asynchornous execution is one of the traits of multi-threaded execution, which is becoming more relevant as processors are packing in more cores.
For servers, multi-core only mildly relevant, as they are already written with concurrency in mind and will scale natrually, but multi-core is particularly relevant for desktop apps, which traditionally do only a few things concurrently - often just one foreground task with a background thread. Now, they have to be coded to do many things concurrently if they are to take advantage of the power of the multi-core cpu.
As to the performance - on single-core - the asynchornous tasks slow down the system as much as they would if run sequentially (this a simplication, but true for the most part.) So, running task A, which takes 10s and task B which takes 5s on a single core, the total time needed will be 15s, if B is run asynchronously or not. The reason is, is that as B runs, it takes away cpu resources from A - A and B compete for the same cpu.
With a multi-core machine, additional tasks run on otherwise unused cores, and so the situation is different - the additional tasks don't really consume any time - or more correctly, they don't take away time from the core running task A. So, runing tasks A and B asynchronously on multi-core will conume just 10s - not 15s as with single core. B's execution runs at the same time as A, and on a separate core, so A's execution time is unaffected.
As the number of tasks and cores increase, then the potential improvements in performance also increase. In parallel computing, exploiting parallelism to produce an improvement in performance is known as speedup.
we are already seeing 64-core cpus, and it's esimated that we will have 1024 cores commonplace in a few years. That's a potential speedup of 1024 times, compared to the single-threaded synchronous case. So, to answer your question, there clearly is a performance gain to be had by using asynchronous execution.
I believed any kind of asynchronous execution makes a thread in invisible area.
This is your problem - this actually isn't true.
The thing is, your whole computer is actually massively asynchronous - requests to RAM, communication via a network card, accessing a HDD... those are all inherently asynchronous operations.
Modern OSes are actually built around asynchronous I/O. Even when you do a synchronous file request, for example (e.g. File.ReadAllText), the OS sends an asynchronous request. However, instead of giving control back to your code, it blocks while it waits for the response to the asynchronous request. And this is where proper asynchronous code comes in - instead of waiting for the response, you give the request a callback - a function to execute when the response comes back.
For the duration of the asynchronous request, there is no thread. The whole thing happens on a completely different level - say, the request is sent to the firmware on your NIC, and given a DMA address to fill the response. When the NIC finishes your request, it fills the memory, and signals an interrupt to the processor. The OS kernel handles the interrupt by signalling the owner application (usually an IOCP "channel") the request is done. This is still all done with no thread whatsoever - only for a short time right at the end, a thread is borrowed (in .NET this is from the IOCP thread pool) to execute the callback.
So, imagine a simple scenario. You need to send 100 simultaneous requests to a database engine. With multi-threading, you would spin up a new thread for each of those requests. That means a hundred threads, a hundread thread stacks, the cost of starting a new thread itself (starting a new thread is cheap - starting a hundred at the same time, not so much), quite a bit of resources. And those threads would just... block. Do nothing. When the response comes, the threads are awakened, one after another, and eventually disposed.
On the other hand, with asynchronous I/O, you can simply post all the requests from a single thread - and register a callback when each of those is finished. A hundred simultaneous requests will cost you just your original thread (which is free for other work as soon as the requests are posted), and a short time with threads from the thread pool when the requests are finished - in "worst" case scenario, about as many threads as you have CPU cores. Provided you don't use blocking code in the callback, of course :)
This doesn't necessarily mean that asynchronous code is automatically more efficient. If you only need a single request, and you can't do anything until you get a response, there's little point in making the request asynchronous. But most of the time, that's not your actual scenario - for example, you need to maintain a GUI in the meantime, or you need to make simultaneous requests, or your whole code is callback-based, rather than being written synchronously (a typical .NET Windows Forms application is mostly event-based).
The real benefit from asynchronous code comes from exactly that - simplified non-blocking UI code (no more "(Not Responding)" warnings from the window manager), and massively improved parallelism. If you have a web server that handles a thousand requests simultaneously, you don't want to waste 1 GiB of address space just for the completely unnecessary thread stacks (especially on a 32-bit system) - you only use threads when you have something to do.
So, in the end, asynchronous code makes UI and server code much simpler. In some cases, mostly with servers, it can also make it much more efficient. The efficiency improvements come precisely from the fact that there is no thread during the execution of the asynchronous request.
Your comment only applies to one specific kind of asynchronous code - multi-threaded parallelism. In that case, you really are wasting a thread while executing a request. However, that's not what people mean when saying "my library offers an asynchronous API" - after all, that's a 100% worthless API; you could have just called await Task.Run(TheirAPIMethod) and gotten the exact same thing.

Many threads or as few threads as possible?

As a side project I'm currently writing a server for an age-old game I used to play. I'm trying to make the server as loosely coupled as possible, but I am wondering what would be a good design decision for multithreading. Currently I have the following sequence of actions:
Startup (creates) ->
Server (listens for clients, creates) ->
Client (listens for commands and sends period data)
I'm assuming an average of 100 clients, as that was the max at any given time for the game. What would be the right decision as for threading of the whole thing? My current setup is as follows:
1 thread on the server which listens for new connections, on new connection create a client object and start listening again.
Client object has one thread, listening for incoming commands and sending periodic data. This is done using a non-blocking socket, so it simply checks if there's data available, deals with that and then sends messages it has queued. Login is done before the send-receive cycle is started.
One thread (for now) for the game itself, as I consider that to be separate from the whole client-server part, architecturally speaking.
This would result in a total of 102 threads. I am even considering giving the client 2 threads, one for sending and one for receiving. If I do that, I can use blocking I/O on the receiver thread, which means that thread will be mostly idle in an average situation.
My main concern is that by using this many threads I'll be hogging resources. I'm not worried about race conditions or deadlocks, as that's something I'll have to deal with anyway.
My design is setup in such a way that I could use a single thread for all client communications, no matter if it's 1 or 100. I've separated the communications logic from the client object itself, so I could implement it without having to rewrite a lot of code.
The main question is: is it wrong to use over 200 threads in an application? Does it have advantages? I'm thinking about running this on a multi-core machine, would it take a lot of advantage of multiple cores like this?
Thanks!
Out of all these threads, most of them will be blocked usually. I don't expect connections to be over 5 per minute. Commands from the client will come in infrequently, I'd say 20 per minute on average.
Going by the answers I get here (the context switching was the performance hit I was thinking about, but I didn't know that until you pointed it out, thanks!) I think I'll go for the approach with one listener, one receiver, one sender, and some miscellaneous stuff ;-)
use an event stream/queue and a thread pool to maintain the balance; this will adapt better to other machines which may have more or less cores
in general, many more active threads than you have cores will waste time context-switching
if your game consists of a lot of short actions, a circular/recycling event queue will give better performance than a fixed number of threads
To answer the question simply, it is entirely wrong to use 200 threads on today's hardware.
Each thread takes up 1 MB of memory, so you're taking up 200MB of page file before you even start doing anything useful.
By all means break your operations up into little pieces that can be safely run on any thread, but put those operations on queues and have a fixed, limited number of worker threads servicing those queues.
Update: Does wasting 200MB matter? On a 32-bit machine, it's 10% of the entire theoretical address space for a process - no further questions. On a 64-bit machine, it sounds like a drop in the ocean of what could be theoretically available, but in practice it's still a very big chunk (or rather, a large number of pretty big chunks) of storage being pointlessly reserved by the application, and which then has to be managed by the OS. It has the effect of surrounding each client's valuable information with lots of worthless padding, which destroys locality, defeating the OS and CPU's attempts to keep frequently accessed stuff in the fastest layers of cache.
In any case, the memory wastage is just one part of the insanity. Unless you have 200 cores (and an OS capable of utilizing) then you don't really have 200 parallel threads. You have (say) 8 cores, each frantically switching between 25 threads. Naively you might think that as a result of this, each thread experiences the equivalent of running on a core that is 25 times slower. But it's actually much worse than that - the OS spends more time taking one thread off a core and putting another one on it ("context switching") than it does actually allowing your code to run.
Just look at how any well-known successful design tackles this kind of problem. The CLR's thread pool (even if you're not using it) serves as a fine example. It starts off assuming just one thread per core will be sufficient. It allows more to be created, but only to ensure that badly designed parallel algorithms will eventually complete. It refuses to create more than 2 threads per second, so it effectively punishes thread-greedy algorithms by slowing them down.
I write in .NET and I'm not sure if the way I code is due to .NET limitations and their API design or if this is a standard way of doing things, but this is how I've done this kind of thing in the past:
A queue object that will be used for processing incoming data. This should be sync locked between the queuing thread and worker thread to avoid race conditions.
A worker thread for processing data in the queue. The thread that queues up the data queue uses semaphore to notify this thread to process items in the queue. This thread will start itself before any of the other threads and contain a continuous loop that can run until it receives a shut down request. The first instruction in the loop is a flag to pause/continue/terminate processing. The flag will be initially set to pause so that the thread sits in an idle state (instead of looping continuously) while there is no processing to be done. The queuing thread will change the flag when there are items in the queue to be processed. This thread will then process a single item in the queue on each iteration of the loop. When the queue is empty it will set the flag back to pause so that on the next iteration of the loop it will wait until the queuing process notifies it that there is more work to be done.
One connection listener thread which listens for incoming connection requests and passes these off to...
A connection processing thread that creates the connection/session. Having a separate thread from your connection listener thread means that you're reducing the potential for missed connection requests due to reduced resources while that thread is processing requests.
An incoming data listener thread that listens for incoming data on the current connection. All data is passed off to a queuing thread to be queued up for processing. Your listener threads should do as little as possible outside of basic listening and passing the data off for processing.
A queuing thread that queues up the data in the right order so everything can be processed correctly, this thread raises the semaphore to the processing queue to let it know there's data to be processed. Having this thread separate from the incoming data listener means that you're less likely to miss incoming data.
Some session object which is passed between methods so that each user's session is self contained throughout the threading model.
This keeps threads down to as simple but as robust a model as I've figured out. I would love to find a simpler model than this, but I've found that if I try and reduce the threading model any further, that I start missing data on the network stream or miss connection requests.
It also assists with TDD (Test Driven Development) such that each thread is processing a single task and is much easier to code tests for. Having hundreds of threads can quickly become a resource allocation nightmare, while having a single thread becomes a maintenance nightmare.
It's far simpler to keep one thread per logical task the same way you would have one method per task in a TDD environment and you can logically separate what each should be doing. It's easier to spot potential problems and far easier to fix them.
What's your platform? If Windows then I'd suggest looking at async operations and thread pools (or I/O Completion Ports directly if you're working at the Win32 API level in C/C++).
The idea is that you have a small number of threads that deal with your I/O and this makes your system capable of scaling to large numbers of concurrent connections because there's no relationship between the number of connections and the number of threads used by the process that is serving them. As expected, .Net insulates you from the details and Win32 doesn't.
The challenge of using async I/O and this style of server is that the processing of client requests becomes a state machine on the server and the data arriving triggers changes of state. Sometimes this takes some getting used to but once you do it's really rather marvellous;)
I've got some free code that demonstrates various server designs in C++ using IOCP here.
If you're using unix or need to be cross platform and you're in C++ then you might want to look at boost ASIO which provides async I/O functionality.
I think the question you should be asking is not if 200 as a general thread number is good or bad, but rather how many of those threads are going to be active.
If only several of them are active at any given moment, while all the others are sleeping or waiting or whatnot, then you're fine. Sleeping threads, in this context, cost you nothing.
However if all of those 200 threads are active, you're going to have your CPU wasting so much time doing thread context switches between all those ~200 threads.

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