Lua :: How to write simple program that will load multiple CPUs? - multithreading

I haven't been able to write a program in Lua that will load more than one CPU. Since Lua supports the concept via coroutines, I believe it's achievable.
Reason for me failing can be one of:
It's not possible in Lua
I'm not able to write it ☺ (and I hope it's the case )
Can someone more experienced (I discovered Lua two weeks ago) point me in right direction?
The point is to write a number-crunching script that does hi-load on ALL cores...
For demonstrative purposes of power of Lua.
Thanks...

Lua coroutines are not the same thing as threads in the operating system sense.
OS threads are preemptive. That means that they will run at arbitrary times, stealing timeslices as dictated by the OS. They will run on different processors if they are available. And they can run at the same time where possible.
Lua coroutines do not do this. Coroutines may have the type "thread", but there can only ever be a single coroutine active at once. A coroutine will run until the coroutine itself decides to stop running by issuing a coroutine.yield command. And once it yields, it will not run again until another routine issues a coroutine.resume command to that particular coroutine.
Lua coroutines provide cooperative multithreading, which is why they are called coroutines. They cooperate with each other. Only one thing runs at a time, and you only switch tasks when the tasks explicitly say to do so.
You might think that you could just create OS threads, create some coroutines in Lua, and then just resume each one in a different OS thread. This would work so long as each OS thread was executing code in a different Lua instance. The Lua API is reentrant; you are allowed to call into it from different OS threads, but only if are calling from different Lua instances. If you try to multithread through the same Lua instance, Lua will likely do unpleasant things.
All of the Lua threading modules that exist create alternate Lua instances for each thread. Lua-lltreads just makes an entirely new Lua instance for each thread; there is no API for thread-to-thread communication outside of copying parameters passed to the new thread. LuaLanes does provide some cross-connecting code.

It is not possible with the core Lua libraries (if you don't count creating multiple processes and communicating via input/output), but I think there are Lua bindings for different threading libraries out there.
The answer from jpjacobs to one of the related questions links to LuaLanes, which seems to be a multi-threading library. (I have no experience, though.)
If you embed Lua in an application, you will usually want to have the multithreading somehow linked to your applications multithreading.

In addition to LuaLanes, take a look at llthreads

In addition to already suggested LuaLanes, llthreads and other stuff mentioned here, there is a simpler way.
If you're on POSIX system, try doing it in old-fashioned way with posix.fork() (from luaposix). You know, split the task to batches, fork the same number of processes as the number of cores, crunch the numbers, collate results.
Also, make sure that you're using LuaJIT 2 to get the max speed.

It's very easy just create multiple Lua interpreters and run lua programs inside all of them.
Lua multithreading is a shared nothing model. If you need to exchange data you must serialize the data into strings and pass them from one interpreter to the other with either a c extension or sockets or any kind of IPC.

Serializing data via IPC-like transport mechanisms is not the only way to share data across threads.
If you're programming in an object-oriented language like C++ then it's quite possible for multiple threads to access shared objects across threads via object pointers, it's just not safe to do so, unless you provide some kind of guarantee that no two threads will attempt to simultaneously read and write to the same data.
There are many options for how you might do that, lock-free and wait-free mechanisms are becoming increasingly popular.

Related

Thread in Tcl is not really working as C threads

In Tclsh thread package, a created thread is not sharing variables and namespace with main thread, which is quite different from C implementation of threads. Why is this contradiction in tcl thread design. Or am i missing something in the code? Does all scripting language have similar threaded design with them?
Below is the quote from Tcl thread documentation PDF,
thread::create
. All other extensions must be loaded
explicitly into each thread
that needs to use them
It's not a contradiction. It's just a different model. It has its advantages and its disadvantages. The key disadvantage you already know: scripts and variables are not shared (unless you take special steps). The key advantage is that the Tcl implementation has no big global locks, and that makes it much easier to use multi-core hardware effectively and means that there are very few gotchas when doing so. Contrast this with the Python Global Interpreter Lock, which is necessary because Python uses the C-like global shared state model.
At the low level, Tcl's threading is strongly isolated with plenty of thread-shared variables behind the scenes so that locks can be avoided (including in the memory management a lot of time, which would otherwise be a key bottleneck). Inter-thread communications are based on top of Tcl's built-in event queueing system; when two threads communicate, one sends a message and (optionally) waits for the other to respond, with the receiver getting the message placed on its internal queue of events until it is in a state that is ready to handle it. This does slow down inter-thread communications, but is much faster when they're not communicating.
It is actually similar to one way you'd use threads in C: message passing. Of course, you can use threads in other ways as well in C. But message passing is one way to completely avoid deadlocks since the semaphores/mutexes can be completely managed around the message queues and you don't need them anywhere else in your code.
This is in fact what Tcl implements at the C level. And it is in fact why it was done this way: to avoid the need for semaphores (to prevent the user form deadlocking himself).
Most other scripting languages simply provide a thin wrapper around pthreads so you can deadlock yourself if you're not careful. I remember way back in the early 2000s the general advice for threaded programming in C and most other languages is to implement a message passing architecture to avoid deadlocks.
Since tcl generally takes the view that API exposed at the script level should be high level, the thread implementation was implemented with a message passing architecture built-in. Of course, there is also the convenient fact that it also avoids having to make the tcl interpreter thread-safe (thus introducing mutexes all over the interpreter source code).
Making interpreters thread-safe is non trivial. Some languages suffer mysterious crashes to this day when running threaded applications. Some languages took over a decade to iron out all threading bugs. Tcl just decided not to try. The tcl interpreter is small enough and spins up quite fast so the solution was to simply run one interpreter per thread.

Use cases for ithreads (interpreter threads) in Perl and rationale for using or not using them?

If you want to learn how to use Perl interpreter threads, there's good documentation in perlthrtut (threads tutorial) and the threads pragma manpage. It's definitely good enough to write some simple scripts.
However, I have found little guidance on the web on why and what to sensibly use Perl's interpreter threads for. In fact, there's not much talk about them, and if people talk about them it's quite often to discourage people from using them.
These threads, available when perl -V:useithreads is useithreads='define'; and unleashed by use threads, are also called ithreads, and maybe more appropriately so as they are very different from threads as offered by the Linux or Windows operating systems or the Java VM in that nothing is shared by default and instead a lot of data is copied, not just the thread stack, thus significantly increasing the process size. (To see the effect, load some modules in a test script, then create threads in a loop pausing for key presses each time around, and watch memory rise in task manager or top.)
[...] every time you start a thread all data structures are copied to
the new thread. And when I say all, I mean all. This e.g. includes
package stashes, global variables, lexicals in scope. Everything!
-- Things you need to know before programming Perl ithreads (Perlmonks 2003)
When researching the subject of Perl ithreads, you'll see people discouraging you from using them ("extremely bad idea", "fundamentally flawed", or "never use ithreads for anything").
The Perl thread tutorial highlights that "Perl Threads Are Different", but it doesn't much bother to explain how they are different and what that means for the user.
A useful but very brief explanation of what ithreads really are is from the Coro manpage under the heading WINDOWS PROCESS EMULATION. The author of that module (Coro - the only real threads in perl) also discourages using Perl interpreter threads.
Somewhere I read that compiling perl with threads enabled will result in a significantly slower interpreter.
There's a Perlmonks page from 2003 (Things you need to know before programming Perl ithreads), in which the author asks: "Now you may wonder why Perl ithreads didn't use fork()? Wouldn't that have made a lot more sense?" This seems to have been written by the author of the forks pragma. Not sure the info given on that page still holds true in 2012 for newer Perls.
Here are some guidelines for usage of threads in Perl I have distilled from my readings (maybe erroneously so):
Consider using non-blocking IO instead of threads, like with HTTP::Async, or AnyEvent::Socket, or Coro::Socket.
Consider using Perl interpreter threads on Windows only, not on UNIX because on UNIX, forks are more efficient both for memory and execution speed.
Create threads at beginning of program, not when memory concumption already considerable - see "ideal way to reduce these costs" in perlthrtut.
Minimize communication between threads because it's slow (all answers on that page).
So far my research. Now, thanks for any more light you can shed on this issue of threads in Perl. What are some sensible use cases for ithreads in Perl? What is the rationale for using or not using them?
The short answer is that they're quite heavy (you can't launch 100+ of them cheaply), and they exhibit unexpected behaviours (somewhat mitigated by recent CPAN modules).
You can safely use Perl ithreads by treating them as independent Actors.
Create a Thread::Queue::Any for "work".
Launch multiple ithreads and "result" Queues passing them the ("work" + own "result") Queues by closure.
Load (require) all the remaining code your application requires (not before threads!)
Add work for the threads into the Queue as required.
In "worker" ithreads:
Bring in any common code (for any kind of job)
Blocking-dequeue a piece of work from the Queue
Demand-load any other dependencies required for this piece of work.
Do the work.
Pass the result back to the main thread via the "result" queue.
Back to 2.
If some "worker" threads start to get a little beefy, and you need to limit "worker" threads to some number then launch new ones in their place, then create a "launcher" thread first, whose job it is to launch "worker" threads and hook them up to the main thread.
What are the main problems with Perl ithreads?
They're a little inconvenient with for "shared" data as you need to explicity do the sharing (not a big issue).
You need to look out for the behaviour of objects with DESTROY methods as they go out of scope in some thread (if they're still required in another!)
The big one: Data/variables that aren't explicitly shared are CLONED into new threads. This is a performance hit and probably not at all what you intended. The work around is to launch ithreads from a pretty much "pristine" condition (not many modules loaded).
IIRC, there are modules in the Threads:: namespace that help with making dependencies explicit and/or cleaning up cloned data for new threads.
Also, IIRC, there's a slightly different model using ithreads called "Apartment" threads, implemented by Thread::Appartment which has a different usage pattern and another set of trade-offs.
The upshot:
Don't use them unless you know what you're doing :-)
Fork may be more efficient on Unix, but the IPC story is much simpler for ithreads. (This may have been mitigated by CPAN modules since I last looked :-)
They're still better than Python's threads.
There might, one day, be something much better in Perl 6.
I have used perl's "threads" on several occasions. They're most useful for launching some process and continuing on with something else. I don't have a lot of experience in the theory of how they work under the hood, but I do have a lot of practical coding experience with them.
For example, I have a server thread that listens for incoming network connections and spits out a status response when someone asks for it. I create that thread, then move on and create another thread that monitors the system, checking five items, sleeping a few seconds, and looping again. It might take 3-4 seconds to collect the monitor data, then it gets shoved into a shared variable, and the server thread can read that when needed and immediately return the last known result to whomever asks. The monitor thread, when it finds that an item is in a bad state, kicks off a separate thread to repair that item. Then it moves on, checking the other items while the bad one is repaired, and kicking off other threads for other bad items or joining finished repair threads. The main program all the while is looping every few seconds, making sure that the monitor and server threads aren't joinable/still running. All of this could be written as a bunch of separate programs utilizing some other form of IPC, but perl's threads make it simple.
Another place where I've used them is in a fractal generator. I would split up portions of the image using some algorithm and then launch as many threads as I have CPUs to do the work. They'd each stuff their results into a single GD object, which didn't cause problems because they were each working on different portions of the array, and then when done I'd write out the GD image. It was my introduction to using perl threads, and was a good introduction, but then I rewrote it in C and it was two orders of magnitude faster :-). Then I rewrote my perl threaded version to use Inline::C, and it was only 20% slower than the pure C version. Still, in most cases where you'd want to use threads due to being CPU intensive, you'd probably want to just choose another language.
As mentioned by others, fork and threads really overlap for a lot of purposes. Coro, however, doesn't really allow for multi-cpu use or parallel processing like fork and thread do, you'll only ever see your process using 100%. I'm over-simplifying this, but I think the easiest way to describe Coro is that it's a scheduler for your subroutines. If you have a subroutine that blocks you can hop to another and do something else while you wait, for example of you have an app that calculates results and writes them to a file. One block might calculate results and push them into a channel. When it runs out of work, another block starts writing them to disk. While that block is waiting on disk, the other block can start calculating results again if it gets more work. Admittedly I haven't done much with Coro; it sounds like a good way to speed some things up, but I'm a bit put off by not being able to do two things at once.
My own personal preference if I want to do multiprocessing is to use fork if I'm doing lots of small or short things, threads for a handful of large or long-lived things.

embedding multiple lua instances in a multiple threaded program

I have a program with 4 threads.
Within each thread, I do a luaL_newstate();
Each thread only has access to it's own lua instance.
Is there anything I need to worry about? [I.e. is there some hidden state that all lua instances share behind my back?]
Thanks!
No, that should work just fine. All interpreter state is self contained in each Lua instance. I would even say that is the preferred way to use Lua with multiple threads and/or processes.
If you find that you do need to communicate between Lua states eventually, then it is best to serialize the data and pass it using the C API. I recommend reading the "Exploring Lua for Concurrent Programming" whitepaper. It introduces a method of using multiple Lua processes with message passing for inter-process communication.
Creating a single lua_State per thread is a good solution to having multiple threads of Lua execution. However, those states are very separated. In particular, it is difficult to safely communicate between them since the Lua API is only thread-safe as long as each lua_State is accessed from a single thread at a time. (Well, unless lua_lock and lua_unlock are implemented as a suitable mutex, which they are not in the default builds of the lua core.)
If that level of isolation is not acceptable, then you need to investigate one of the several mechanisms for allowing Lua instances to play well with others in a threaded process.
My favorite choice is Lua Lanes which provides for multiple threads along with a mechanism for passing messages and sharing values between them in a thread-safe way. Values of most Lua types (including userdata with a little C side support from the library that uses it) can be safely and efficiently passed from one lane to another.
Other mechanisms exist, and a good starting point for most of them is at the Lua user's wiki page on MultiTaksing.
You're good as long as you don't try to pass values between Lua instances without converting them to C first. For example, it will be nearly impossible to share a mutable table among instances.
What you ask sounds easy to do but not necessarily any more useful than simply having multiple processes running, each with its own Lua and its own address space.

How to make perl thread without copying all variables?

I have one perl program, where using some form of parallelism would really be helpful.
However, I have quite a lot of data in variables, that I don't need at all at that part of the program.
If I use perl threads, it copies all variables every time I create a new thread. In my case, that hurts a lot.
What should I use to make a new thread without the copying? Or are there some better thread implementations, that don't copy everything?
Like the syntax an ease of threads but not all the fat? Use the amazing forks module! It implements the threads interface using fork and IPC making it easy to share data between child processes.
Really, you just have to avoid ithreads. They're horrible, and unlike every other form of threads on the planet they're more expensive than regular heavyweight processes. My preferred solution is to use an event-based framework like POE or AnyEvent (I use POE) and break out any tasks that can't be made nonblocking into subprocesses using POE::Wheel::Run (or fork_call for AnyEvent). It does take more up-front design work to write an app in that manner, but done right, it will give you some efficient code. From time to time I've also written code that simply uses fork and pipe (or open '-|') and IO::Select and waitpid directly within its own event loop, but you should probably consider that a symptom of my having learned C before perl, and not a recommendation. :)
A word to the wise, though: if you're running on Windows, then this approach might be almost as bad as using ithreads directly, since Perl makes up for win32's lack of fork() by using ithreads, so you'll pay that same ithread-creation cost (in CPU and memory) on every fork. There isn't really a good solution to that one.
Use the fork(2) system call to take advantage of Copy-on-write.

Why might threads be considered "evil"?

I was reading the SQLite FAQ, and came upon this passage:
Threads are evil. Avoid them.
I don't quite understand the statement "Thread are evil". If that is true, then what is the alternative?
My superficial understanding of threads is:
Threads make concurrence happen. Otherwise, the CPU horsepower will be wasted, waiting for (e.g.) slow I/O.
But the bad thing is that you must synchronize your logic to avoid contention and you have to protect shared resources.
Note: As I am not familiar with threads on Windows, I hope the discussion will be limited to Linux/Unix threads.
When people say that "threads are evil", the usually do so in the context of saying "processes are good". Threads implicitly share all application state and handles (and thread locals are opt-in). This means that there are plenty of opportunities to forget to synchronize (or not even understand that you need to synchronize!) while accessing that shared data.
Processes have separate memory space, and any communication between them is explicit. Furthermore, primitives used for interprocess communication are often such that you don't need to synchronize at all (e.g. pipes). And you can still share state directly if you need to, using shared memory, but that is also explicit in every given instance. So there are fewer opportunities to make mistakes, and the intent of the code is more explicit.
Simple answer the way I understand it...
Most threading models use "shared state concurrency," which means that two execution processes can share the same memory at the same time. If one thread doesn't know what the other is doing, it can modify the data in a way that the other thread doesn't expect. This causes bugs.
Threads are "evil" because you need to wrap your mind around n threads all working on the same memory at the same time, and all of the fun things that go with it (deadlocks, racing conditions, etc).
You might read up about the Clojure (immutable data structures) and Erlang (message passsing) concurrency models for alternative ideas on how to achieve similar ends.
What makes threads "evil" is that once you introduce more than one stream of execution into your program, you can no longer count on your program to behave in a deterministic manner.
That is to say: Given the same set of inputs, a single-threaded program will (in most cases) always do the same thing.
A multi-threaded program, given the same set of inputs, may well do something different every time it is run, unless it is very carefully controlled. That is because the order in which the different threads run different bits of code is determined by the OS's thread scheduler combined with a system timer, and this introduces a good deal of "randomness" into what the program does when it runs.
The upshot is: debugging a multi-threaded program can be much harder than debugging a single-threaded program, because if you don't know what you are doing it can be very easy to end up with a race condition or deadlock bug that only appears (seemingly) at random once or twice a month. The program will look fine to your QA department (since they don't have a month to run it) but once it's out in the field, you'll be hearing from customers that the program crashed, and nobody can reproduce the crash.... bleah.
To sum up, threads aren't really "evil", but they are strong juju and should not be used unless (a) you really need them and (b) you know what you are getting yourself into. If you do use them, use them as sparingly as possible, and try to make their behavior as stupid-simple as you possibly can. Especially with multithreading, if anything can go wrong, it (sooner or later) will.
I would interpret it another way. It's not that threads are evil, it's that side-effects are evil in a multithreaded context (which is a lot less catchy to say).
A side effect in this context is something that affects state shared by more than one thread, be it global or just shared. I recently wrote a review of Spring Batch and one of the code snippets used is:
private static Map<Long, JobExecution> executionsById = TransactionAwareProxyFactory.createTransactionalMap();
private static long currentId = 0;
public void saveJobExecution(JobExecution jobExecution) {
Assert.isTrue(jobExecution.getId() == null);
Long newId = currentId++;
jobExecution.setId(newId);
jobExecution.incrementVersion();
executionsById.put(newId, copy(jobExecution));
}
Now there are at least three serious threading issues in less than 10 lines of code here. An example of a side effect in this context would be updating the currentId static variable.
Functional programming (Haskell, Scheme, Ocaml, Lisp, others) tend to espouse "pure" functions. A pure function is one with no side effects. Many imperative languages (eg Java, C#) also encourage the use of immutable objects (an immutable object is one whose state cannot change once created).
The reason for (or at least the effect of) both of these things is largely the same: they make multithreaded code much easier. A pure function by definition is threadsafe. An immutable object by definition is threadsafe.
The advantage processes have is that there is less shared state (generally). In traditional UNIX C programming, doing a fork() to create a new process would result in shared process state and this was used as a means of IPC (inter-process communication) but generally that state is replaced (with exec()) with something else.
But threads are much cheaper to create and destroy and they take less system resources (in fact, the operating itself may have no concept of threads yet you can still create multithreaded programs). These are called green threads.
The paper you linked to seems to explain itself very well. Did you read it?
Keep in mind that a thread can refer to the programming-language construct (as in most procedural or OOP languages, you create a thread manually, and tell it to executed a function), or they can refer to the hardware construct (Each CPU core executes one thread at a time).
The hardware-level thread is obviously unavoidable, it's just how the CPU works. But the CPU doesn't care how the concurrency is expressed in your source code. It doesn't have to be by a "beginthread" function call, for example. The OS and the CPU just have to be told which instruction threads should be executed.
His point is that if we used better languages than C or Java with a programming model designed for concurrency, we could get concurrency basically for free. If we'd used a message-passing language, or a functional one with no side-effects, the compiler would be able to parallelize our code for us. And it would work.
Threads aren't any more "evil" than hammers or screwdrivers or any other tools; they just require skill to utilize. The solution isn't to avoid them; it's to educate yourself and up your skill set.
Creating a lot of threads without constraint is indeed evil.. using a pooling mechanisme (threadpool) will mitigate this problem.
Another way threads are 'evil' is that most framework code is not designed to deal with multiple threads, so you have to manage your own locking mechanisme for those datastructures.
Threads are good, but you have to think about how and when you use them and remember to measure if there really is a performance benefit.
A thread is a bit like a light weight process. Think of it as an independent path of execution within an application. The thread runs in the same memory space as the application and therefore has access to all the same resources, global objects and global variables.
The good thing about them: you can parallelise a program to improve performance. Some examples, 1) In an image editing program a thread may run the filter processing independently of the GUI. 2) Some algorithms lend themselves to multiple threads.
Whats bad about them? if a program is poorly designed they can lead to deadlock issues where both threads are waiting on each other to access the same resource. And secondly, program design can me more complex because of this. Also, some class libraries don't support threading. e.g. the c library function "strtok" is not "thread safe". In other words, if two threads were to use it at the same time they would clobber each others results. Fortunately, there are often thread safe alternatives... e.g. boost library.
Threads are not evil, they can be very useful indeed.
Under Linux/Unix, threading hasn't been well supported in the past although I believe Linux now has Posix thread support and other unices support threading now via libraries or natively. i.e. pthreads.
The most common alternative to threading under Linux/Unix platforms is fork. Fork is simply a copy of a program including it's open file handles and global variables. fork() returns 0 to the child process and the process id to the parent. It's an older way of doing things under Linux/Unix but still well used. Threads use less memory than fork and are quicker to start up. Also, inter process communications is more work than simple threads.
In a simple sense you can think of a thread as another instruction pointer in the current process. In other words it points the IP of another processor to some code in the same executable. So instead of having one instruction pointer moving through the code there are two or more IP's executing instructions from the same executable and address space simultaneously.
Remember the executable has it's own address space with data / stack etc... So now that two or more instructions are being executed simultaneously you can imagine what happens when more than one of the instructions wants to read/write to the same memory address at the same time.
The catch is that threads are operating within the process address space and are not afforded protection mechanisms from the processor that full blown processes are. (Forking a process on UNIX is standard practice and simply creates another process.)
Out of control threads can consume CPU cycles, chew up RAM, cause execeptions etc.. etc.. and the only way to stop them is to tell the OS process scheduler to forcibly terminate the thread by nullifying it's instruction pointer (i.e. stop executing). If you forcibly tell a CPU to stop executing a sequence of instructions what happens to the resources that have been allocated or are being operated on by those instructions? Are they left in a stable state? Are they properly freed? etc...
So, yes, threads require more thought and responsibility than executing a process because of the shared resources.
For any application that requires stable and secure execution for long periods of time without failure or maintenance, threads are always a tempting mistake. They invariably turn out to be more trouble than they are worth. They produce rapid results and prototypes that seem to be performing correctly but after a couple weeks or months running you discover that they have critical flaws.
As mentioned by another poster, once you use even a single thread in your program you have now opened a non-deterministic path of code execution that can produce an almost infinite number of conflicts in timing, memory sharing and race conditions. Most expressions of confidence in solving these problems are expressed by people who have learned the principles of multithreaded programming but have yet to experience the difficulties in solving them.
Threads are evil. Good programmers avoid them wherever humanly possible. The alternative of forking was offered here and it is often a good strategy for many applications. The notion of breaking your code down into separate execution processes which run with some form of loose coupling often turns out to be an excellent strategy on platforms that support it. Threads running together in a single program is not a solution. It is usually the creation of a fatal architectural flaw in your design that can only be truly remedied by rewriting the entire program.
The recent drift towards event oriented concurrency is an excellent development innovation. These kinds of programs usually prove to have great endurance after they are deployed.
I've never met a young engineer who didn't think threads were great. I've never met an older engineer who didn't shun them like the plague.
Being an older engineer, I heartily agree with the answer by Texas Arcane.
Threads are very evil because they cause bugs that are extremely difficult to solve. I have literally spent months solving sporadic race-conditions. One example caused trams to suddenly stop about once a month in the middle of the road and block traffic until towed away. Luckily I didn't create the bug, but I did get to spend 4 months full-time to solve it...
It's a tad late to add to this thread, but I would like to mention a very interesting alternative to threads: asynchronous programming with co-routines and event loops. This is being supported by more and more languages, and does not have the problem of race conditions like multi-threading has.
It can replace multi-threading in cases where it is used to wait on events from multiple sources, but not where calculations need to be performed in parallel on multiple CPU cores.

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