TBB Parallel Pipeline seems to run in-order? - c++

I am working on a data processing pipeline with some OpenCV code, after implementing my pipeline I found no speedup, also no slowdown. I am trying to investigate why this is so.
I came up with the following example:
int start = 0;
tbb::parallel_pipeline(16,
tbb::make_filter<void, int>(tbb::filter::serial_out_of_order, [&](tbb::flow_control& fc){
if(start < 1000) {
return start++;
}
fc.stop();
return start;
}) &
tbb::make_filter<int, int>(tbb::filter::parallel, [](int num){
std::cout << num << std::endl;
return num + 1;
}) &
tbb::make_filter<int, void>(tbb::filter::parallel, [](int num){
})
);
When this code executes, 1-1000 is printed sequentially. Is this correct behavior? Or do I have an issue with my environment?

Reordering is rather unlikely to be seen at the start of the second filter in practice.
The parallel_pipeline works in such a way that the same thread puts a given item through the pipeline for as long as possible (in your pipeline, all filters after the first are parallel, so the same thread will execute all three filters for an item). The overhead for a thread to move an item to the next filter is much less than what another thread needs to steal a task for the next item, process the first filter, and then also move to the second one. Reordering is still possible if e.g. the first thread is preempted by OS, but rather unlikely.
For better chances to observe out-of-order execution, move your print statements to the third filter and add some random amount of "work" to the second one, so that the time for it to process an item varies.

Related

How to reduce the time cost of parallel_for in DPC++?

I've wrote the following code in DPC++ to test time consumption.
// ignore sth for defining subdevices
cl::sycl::queue q[4] = {cl::sycl::queue{SubDevices1[0]}, cl::sycl::queue{SubDevices1[1]},
cl::sycl::queue{SubDevices2[0]}, cl::sycl::queue{SubDevices2[1]}};
void run(){
for(int i = 0; i < 4; i++){
q[i].submit([&](auto &h) {
h.parallel_for(
sycl::nd_range<2>(sycl::range<2>(1, 1), sycl::range<2>(1, 1)),
[=](sycl::nd_item<2> it){
// just empty
}
);
});
}
}
It cost about 0.6s.
When testing for one queue with one parallel_for, it cost about 0.15s.
A more wired thing happened when testing
q[i].submit([&](auto &h) {h.memcpy(...);});
When the array copied is small, this command consumes nearly no time.
How to optimize the above code in run()? Very thanks!
If you run on different devices then all queues will execute parallelly.
If you want to run on a single device, you need to create a context for each queue then it will execute in a parallel manner.
context c1{};
queue q1{c1,gpu_selector()};

Boost Thread_Group in a loop is very slow

I wanted to use threading to run check multiple images in a vector at the same time. Here is the code
boost::thread_group tGroup;
for (int line = 0;line < sourceImageData.size(); line++) {
for (int pixel = 0;pixel < sourceImageData[line].size();pixel++) {
for (int im = 0;im < m_images.size();im++) {
tGroup.create_thread(boost::bind(&ClassX::ClassXFunction, this, line, pixel, im));
}
tGroup.join_all();
}
}
This creates the thread group and loops thru lines of pixel data and each pixel and then multiple images. Its a weird project but anyway I bind the thread to a method in the same instance of the class this code is in so "this" is used. This runs through a population of about 20 images, binding each thread as it goes and then when it is done looping the join_all function takes effect when the threads are done. Then it goes to the next pixel and starts over again.
I'v tested running 50 threads at the same time with this simple program
void run(int index) {
for (int i = 0;i < 100;i++) {
std::cout << "Index : " <<index<<" "<<i << std::endl;
}
}
int main() {
boost::thread_group tGroup;
for (int i = 0;i < 50;i++){
tGroup.create_thread(boost::bind(run, i));
}
tGroup.join_all();
int done;
std::cin >> done;
return 0;
}
This works very quickly. Even though the method the threads are bound to in the previous program is more complicated it shouldn't be as slow as it is. It takes like 4 seconds for one loop of sourceImageData (line) to complete. I'm new to boost threading so I don't know if something is blatantly wrong with the nested loops or otherwise. Any insight is appreciated.
The answer is simple. Don't start that many threads. Consider starting as many threads as you have logical CPU cores. Starting threads is very expensive.
Certainly never start a thread just to do one tiny job. Keep the threads and give them lots of (small) tasks using a task queue.
See here for a good example where the number of threads was similarly the issue: boost thread throwing exception "thread_resource_error: resource temporarily unavailable"
In this case I'd think you can gain a lot of performance by increasing the size of each task (don't create one per pixel, but per scan-line for example)
I believe the difference here is in when you decide to join the threads.
In the first piece of code, you join the threads at every pixel of the supposed source image. In the second piece of code, you only join the threads once at the very end.
Thread synchronization is expensive and often a bottleneck for parallel programs because you are basically pausing execution of any new threads until ALL threads that need to be synchronized, which in this case is all the threads that are active, are done running.
If the iterations of the innermost loop(the one with im) are not dependent on each other, I would suggest you join the threads after the entire outermost loop is done.

C++ Multithreaded prime counter between specified range

#include <math.h>
#include <sstream>
#include <iostream>
#include <mutex>
#include <stdlib.h>
#include <chrono>
#include <thread>
bool isPrime(int number) {
int i;
for (i = 2; i < number; i++) {
if (number % i == 0) {
return false;
}
}
return true;
}
std::mutex myMutex;
int pCnt = 0;
int icounter = 0;
int limit = 0;
int getNext() {
std::lock_guard<std::mutex> guard(myMutex);
icounter++;
return icounter;
}
void primeCnt() {
std::lock_guard<std::mutex> guard(myMutex);
pCnt++;
}
void primes() {
while (getNext() <= limit)
if (isPrime(icounter))
primeCnt();
}
int main(int argc, char *argv[]) {
std::stringstream ss(argv[2]);
int tCount;
ss >> tCount;
std::stringstream ss1(argv[4]);
int lim;
ss1 >> lim;
limit = lim;
auto t1 = std::chrono::high_resolution_clock::now();
std::thread *arr;
arr = new std::thread[tCount];
for (int i = 0; i < tCount; i++)
arr[i] = std::thread(primes);
for (int i = 0; i < tCount; i++)
arr[i].join();
auto t2 = std::chrono::high_resolution_clock::now();
std::cout << "Primes: " << pCnt << std::endl;
std::cout << "Program took: " << std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1).count() <<
" milliseconds" << std::endl;
return 0;
}
Hello , im trying to find the amount of prime numbers between the user specified range, i.e., 1-1000000 with a user specified amount of threads to speed up the process, however, it seems to take the same amount of time for any amount of threads compared to one thread. Im not sure if its supposed to be that way or if theres a mistake in my code. thank you in advance!
You don't see performance gain because time spent in isPrime() is much smaller than time which threads take when fighting on mutex.
One possible solution is to use atomic operations, as #The Badger suggested. The other way is to partition your task into smaller ones and distribute them over your thread pool.
For example, if you have n threads, then each thread should test numbers from i*(limit/n) to (i+1)*(limit/n), where i is thread number. This way you wouldn't need to do any synchronization at all and your program would (theoretically) scale linearly.
Multithreaded algorithms work best when threads can do a lot of work on their own.
Imagine doing this in real life: you have a group of 20 humans that will do work for you, and you want them to test whether each number up to 1000 is prime. How will you do this?
Would you hand each person a single number at a time, and ask them to come back to you to tell you if its prime and to receive another number?
Surely not; you would give each person a bunch of numbers to work on at once, and have them come back and tell you how many were prime and to receive another bunch of numbers.
Maybe even you'd divide up the entire set of numbers into 20 groups and tell each person to work on a group. (but then you run the risk of one person being slow and having everyone else sitting idle while you wait for that one person to finish... although there are so-called "work stealing" algorithms, but that's complicated)
The same thing applies here; you want each thread to do a lot of work on its own and keep its own tally, and only have to check back with the centralized information once in a while.
A better solution would be to use the Sieve of Atkin to find the primes (even the Sieve of Eratosthenes which is easier to understand is better), your basic algorithm is very poor to start with. It will for every number n in your interval do n checks in order to determine if it's prime and do this limit times. This means that you're doing about limit*limit/2 checks - that's what we call O(n^2) complexity. The Sieve of Atkins OTOH only have to do O(n) operations to find all primes. If n is large it is hard to beat the algorithm that has fewer steps by performing the steps faster. Trying to fix a poor algorithm by throwing more resources on it is a bad strategy.
Another problem with your implementation is that it has race conditions and therefore is broken to start with. It's often little use in optimizing something unless you first make sure it's working correctly. The problem is in the primes function:
void primes() {
while (getNext() <= limit)
if( isPrime(icounter) )
primeCnt();
}
Between the getNext() and isPrime another thread may have increased the icounter and cause the program to skip candidates. This results in the program giving different result each time. In addition neither icounter nor pCnt is declared volatile so there's actually no guarantee that the value gets to the global storage location as part of the mutex lock.
Since the problem is CPU intensive, that is almost all of the time is spent executing CPU instructions multi threading won't help unless you have multiple CPU's (or cores) which the OS are scheduling threads of the same process on. This means that there is a limit of number of threads (that can be as low as 1 - I fx see only a improvement for two threads, beyond that theres none) where you can expect an improved performance. What happens if you have more threads than cores is that the OS will just let one thread run for a while on a core and then switch the thread an let the next thread execute for a while.
The problem that may arise when scheduling threads on different cores is in addition that each core may have separate cache (which is faster than the shared cache). In effect if two threads are going to access the same memory the separated cache has to be flushed as part of the synchronization of the data involved - this may be time consuming.
That is you have to strive to keep the data that the different threads are working on separate and minimize the frequent use of common variable data. In your example it would mean that you should avoid the global data as much as possible. The counter for example need only be accessed when the counting has finished (to add the threads contribution to the count). Also you could minimize the use of icounter by not reading it for each candidate, but get a bunch of candidates in one go. Something like:
void primes() {
int next;
int count=0;
while( (next = getNext(1000)) <= limit ) {
for( int j = next; j < next+1000 && j <= limit ; j++ ) {
if( isPrime(j) )
count++;
}
}
primeCnt(count);
}
where getNext is the same, but it reserves a number of candidates (by increasing icounter by the supplied count) and primeCnt adds count to pCnt.
Consequently you may end up in a situation where the core runs one thread, then after a while switch to another thread and so on. The result of this is that you will have to run all the code for your problem plus code for switching between the thread. Add that you will probably have more cache hits, then this will probably even be slower.
Perhaps instead of a mutex try to use an atomic integer for the counter. It might speed it up a bit, not sure by how much.
#include <atomic>
std::atomic<uint64_t> pCnt; // Made uint64 for bigger range as #IgnisErus mentioned
std::atomic<uint64_t> icounter;
int getNext() {
return ++icounter; // Pre increment is faster
}
void primeCnt() {
++pCnt;
}
On benchmarking, most of the time the processor need to warm up to get the best performance, so to take the time once is not always a good representation of the actual performance. Try to run the code many times and get an average. You can also try to do some heavy work before you do the calculation (A long for-loop calculating the power of some counter?)
Getting accurate benchmark results is also a topic of interest for me since I do not yet know how to do it.

Threading and Mutex

I'm working on a program that simulates a gas station. Each car at the station is it's own thread. Each car must loop through a single bitmask to check if a pump is open, and if it is, update the bitmask, fill up, and notify other cars that the pump is now open. My current code works but there are some issues with load balancing. Ideally all the pumps are used the same amount and all cars get equal fill-ups.
EDIT: My program basically takes a number of cars, pumps, and a length of time to run the test for. During that time, cars will check for an open pump by constantly calling this function.
int Station::fillUp()
{
// loop through the pumps using the bitmask to check if they are available
for (int i = 0; i < pumpsInStation; i++)
{
//Check bitmask to see if pump is open
stationMutex->lock();
if ((freeMask & (1 << i)) == 0 )
{
//Turning the bit on
freeMask |= (1 << i);
stationMutex->unlock();
// Sleeps thread for 30ms and increments counts
pumps[i].fillTankUp();
// Turning the bit back off
stationMutex->lock();
freeMask &= ~(1 << i);
stationCondition->notify_one();
stationMutex->unlock();
// Sleep long enough for all cars to have a chance to fill up first.
this_thread::sleep_for(std::chrono::milliseconds((((carsInStation-1) * 30) / pumpsInStation)-30));
return 1;
}
stationMutex->unlock();
}
// If not pumps are available, wait until one becomes available.
stationCondition->wait(std::unique_lock<std::mutex>(*stationMutex));
return -1;
}
I feel the issue has something to do with locking the bitmask when I read it. Do I need to have some sort of mutex or lock around the if check?
It looks like every car checks the availability of pump #0 first, and if that pump is busy it then checks pump #1, and so on. Given that, it seems expected to me that pump #0 would service the most cars, followed by pump #1 serving the second-most cars, all the way down to pump #(pumpsInStation-1) which only ever gets used in the (relatively rare) situation where all of the pumps are in use simultaneously at the time a new car pulls in.
If you'd like to get better load-balancing, you should probably have each car choose a different random ordering to iterate over the pumps, rather than having them all check the pumps' availability in the same order.
Normally I wouldn't suggest refactoring as it's kind of rude and doesn't go straight to the answer, but here I think it would help you a bit to break your logic into three parts, like so, to better show where the contention lies:
int Station::acquirePump()
{
// loop through the pumps using the bitmask to check if they are available
ScopedLocker locker(&stationMutex);
for (int i = 0; i < pumpsInStation; i++)
{
// Check bitmask to see if pump is open
if ((freeMask & (1 << i)) == 0 )
{
//Turning the bit on
freeMask |= (1 << i);
return i;
}
}
return -1;
}
void Station::releasePump(int n)
{
ScopedLocker locker(&stationMutex);
freeMask &= ~(1 << n);
stationCondition->notify_one();
}
bool Station::fillUp()
{
// If a pump is available:
int i = acquirePump();
if (i != -1)
{
// Sleeps thread for 30ms and increments counts
pumps[i].fillTankUp();
releasePump(i)
// Sleep long enough for all cars to have a chance to fill up first.
this_thread::sleep_for(std::chrono::milliseconds((((carsInStation-1) * 30) / pumpsInStation)-30));
return true;
}
// If no pumps are available, wait until one becomes available.
stationCondition->wait(std::unique_lock<std::mutex>(*stationMutex));
return false;
}
Now when you have the code in this form, there is a load balancing issue which is important to fix if you don't want to "exhaust" one pump or if it too might have a lock inside. The issue lies in acquirePump where you are checking the availability of free pumps in the same order for each car. A simple tweak you can make to balance it better is like so:
int Station::acquirePump()
{
// loop through the pumps using the bitmask to check if they are available
ScopedLocker locker(&stationMutex);
for (int n = 0, i = startIndex; n < pumpsInStation; ++n, i = (i+1) % pumpsInStation)
{
// Check bitmask to see if pump is open
if ((freeMask & (1 << i)) == 0 )
{
// Change the starting index used to search for a free pump for
// the next car.
startIndex = (startIndex+1) % pumpsInStation;
// Turning the bit on
freeMask |= (1 << i);
return i;
}
}
return -1;
}
Another thing I have to ask is if it's really necessary (ex: for memory efficiency) to use bit flags to indicate whether a pump is used. If you can use an array of bool instead, you'll be able to avoid locking completely and simply use atomic operations to acquire and release pumps, and that'll avoid creating a traffic jam of locked threads.
Imagine that the mutex has a queue associated with it, containing the waiting threads. Now, one of your threads manages to get the mutex that protects the bitmask of occupied stations, checks if one specific place is free. If it isn't, it releases the mutex again and loops, only to go back to the end of the queue of threads waiting for the mutex. Firstly, this is unfair, because the first one to wait is not guaranteed to get the next free slot, only if that slot happens to be the one on its loop counter. Secondly, it causes an extreme amount of context switches, which is bad for performance. Note that your approach should still produce correct results in that no two cars collide while accessing a single filling station, but the behaviour is suboptimal.
What you should do instead is this:
lock the mutex to get exclusive access to the possible filling stations
locate the next free filling station
if none of the stations are free, wait for the condition variable and restart at point 2
mark the slot as occupied and release the mutex
fill up the car (this is where the sleep in the simulation actually makes sense, the other one doesn't)
lock the mutex
mark the slot as free and signal the condition variable to wake up others
release the mutex again
Just in case that part isn't clear to you, waiting on a condition variable implicitly releases the mutex while waiting and reacquires it afterwards!

delay loop output in C++

I have a while loop that runs in a do while loop. I need the while loop to run exactly every second no faster no slower. but i'm not sure how i would do that. this is the loop, off in its own function. I have heard of the sleep() function but I also have heard that it is not very accurate.
int min5()
{
int second = 00;
int minute = 0;
const int ZERO = 00;
do{
while (second <= 59){
if(minute == 5) break;
second += 1;
if(second == 60) minute += 1;
if(second == 60) second = ZERO;
if(second < 60) cout << "Current Time> "<< minute <<" : "<< second <<" \n";
}
} while (minute <= 5);
}
The best accuracy you can achieve is by using Operating System (OS) functions. You need to find the API that also has a callback function. The callback function is a function you write that the OS will call when the timer has expired.
Be aware that the OS may lose timing precision due to other tasks and activities that are running while your program is executing.
If you want a portable solution, you shouldn't expect high-precision timing. Usually, you only get that with a platform-dependent solution.
A portable (albeit not very CPU-efficient, nor particularly elegant) solution might make use of a function similar to this:
#include <ctime>
void wait_until_next_second()
{
time_t before = time(0);
while (difftime(time(0), before) < 1);
}
You'd then use this in your function like this:
int min5()
{
wait_until_next_second(); // synchronization (optional), so that the first
// subsequent call will not take less than 1 sec.
...
do
{
wait_until_next_second(); // waits approx. one second
while (...)
{
...
}
} while (...)
}
Some further comments on your code:
Your code gets into an endless loop once minute reaches the value 5.
Are you aware that 00 denotes an octal (radix 8) number (due to the leading zero)? It doesn't matter in this case, but be careful with numbers such as 017. This is decimal 15, not 17!
You could incorporate the seconds++ right into the while loop's condition: while (seconds++ <= 59) ...
I think in this case, it would be better to insert endl into the cout stream, since that will flush it, while inserting "\n" won't flush the stream. It doesn't truly matter here, but your intent seems to be to always see the current time on cout; if you don't flush the stream, you're not actually guaranteed to see the time message immediately.
As someone else posted, your OS may provide some kind of alarm or timer functionality. You should try to use this kind of thing rather than coding your own polling loop. Polling the time means you need to be context switched in every second, which keeps your code running when the system could be doing other stuff. In this case you interrupt someone else 300 times just to say "are we done yet".
Also, you should never make assumptions about the duration of a sleep - even if you had a real time OS this would be unsafe - you should always ask the real time clock or tick counter how much time has elapsed each time because otherwise any errors accumulate so you will get less and less accurate over time. This is true even on a real time system because even if a real time system could sleep accurately for 1 second, it takes some time for your code to run so this timing error would accumulate on each pass through the loop.
In Windows for example, there is a possibility to create a waitable timer object.
If that's Your operating system check the documentation here for example Waitable Timer Objects.
From the code You presented it looks like what You are trying to do can be done much easier with sleep. It doesn't make sense to guarantee that Your loop body is executed exactly every 1 second. Instead make it execute 10 times a second and check if the time that elapsed form the last time, You took some action, is more than a second or not. If not, do nothing. If yes, take action (print Your message, increment variables etc), store the time of last action and loop again.
Sleep(1000);
http://msdn.microsoft.com/en-us/library/ms686298(VS.85).aspx