I have been studying C++ multithreads and get a question about it.
Here is what I am understanding about multithreads.
One of the reasons we use multithreads is to reduce the run time, right?
For example, I think if we use two threads we can expect half of the execution time.
So, I tried to code to prove it.
Here is the code.
#include <vector>
#include <iostream>
#include <thread>
#include <future>
using namespace std;
#define iterationNumber 1000000
void myFunction(const int index, const int numberInThread, promise<unsigned long>&& p, const vector<int>& numberList) {
clock_t begin,end;
int firstIndex = index * numberInThread;
int lastIndex = firstIndex + numberInThread;
vector<int>::const_iterator first = numberList.cbegin() + firstIndex;
vector<int>::const_iterator last = numberList.cbegin() + lastIndex;
vector<int> numbers(first,last);
unsigned long result = 0;
begin = clock();
for(int i = 0 ; i < numbers.size(); i++) {
result += numbers.at(i);
}
end = clock();
cout << "thread" << index << " took " << ((float)(end-begin))/CLOCKS_PER_SEC << endl;
p.set_value(result);
}
int main(void)
{
vector<int> numberList;
vector<thread> t;
vector<future<unsigned long>> futures;
vector<unsigned long> result;
const int NumberOfThreads = thread::hardware_concurrency() ?: 2;
int numberInThread = iterationNumber / NumberOfThreads;
clock_t begin,end;
for(int i = 0 ; i < iterationNumber ; i++) {
int randomN = rand() % 10000 + 1;
numberList.push_back(randomN);
}
for(int j = 0 ; j < NumberOfThreads; j++){
promise<unsigned long> promises;
futures.push_back(promises.get_future());
t.push_back(thread(myFunction, j, numberInThread, std::move(promises), numberList));
}
for_each(t.begin(), t.end(), std::mem_fn(&std::thread::join));
for (int i = 0; i < futures.size(); i++) {
result.push_back(futures.at(i).get());
}
unsigned long RRR = 0;
begin = clock();
for(int i = 0 ; i < numberList.size(); i++) {
RRR += numberList.at(i);
}
end = clock();
cout << "not by thread took " << ((float)(end-begin))/CLOCKS_PER_SEC << endl;
}
Because the hardware concurrency of my laptop is 4, it will create 4 threads and each takes a quarter of numberList and sum up the numbers.
However, the result was different than I expected.
thread0 took 0.007232
thread1 took 0.007402
thread2 took 0.010035
thread3 took 0.011759
not by thread took 0.009654
Why? Why it took more time than serial version(not by thread).
For example, I think if we use two threads we can expect half of the
execution time.
You'd think so, but sadly, that is often not the case in practice. The ideal "N cores means 1/Nth the execution time" scenario occurs only when the N cores can execute completely in parallel, without any core's actions interfering with the performance of the other cores.
But what your threads are doing is just summing up different sub-sections of an array... surely that can benefit from being executed in parallel? The answer is that in principle it can, but on a modern CPU, simple addition is so blindingly fast that it isn't really a factor in how long it takes a loop to complete. What really does limit the execute speed of a loop is access to RAM. Compared to the speed of the CPU, RAM access is very slow -- and on most desktop computers, each CPU has only one connection to RAM, regardless of how many cores it has. That means that what you are really measuring in your program is the speed at which a big array of integers can be read in from RAM to the CPU, and that speed is roughly the same -- equal to the CPU's memory-bus bandwidth -- regardless of whether it's one core doing the reading-in of the memory, or four.
To demonstrate how much RAM access is a factor, below is a modified/simplified version of your test program. In this version of the program, I've removed the big vectors, and instead the computation is just a series of calls to the (relatively expensive) sin() function. Note that in this version, the loop is only accessing a few memory locations, rather than thousands, and thus a core that is running the computation loop will not have to periodically wait for more data to be copied in from RAM to its local cache:
#include <vector>
#include <iostream>
#include <thread>
#include <chrono>
#include <math.h>
using namespace std;
static int iterationNumber = 1000000;
unsigned long long threadElapsedTimeMicros[10];
unsigned long threadResults[10];
void myFunction(const int index, const int numberInThread)
{
unsigned long result = 666;
std::chrono::steady_clock::time_point begin = std::chrono::steady_clock::now();
for(int i=0; i<numberInThread; i++) result += 100*sin(result);
std::chrono::steady_clock::time_point end = std::chrono::steady_clock::now();
threadResults[index] = result;
threadElapsedTimeMicros[index] = std::chrono::duration_cast<std::chrono::microseconds>(end - begin).count();
// We'll print out the value of threadElapsedTimeMicros[index] later on,
// after all the threads have been join()'d.
// If we printed it out now it might affect the timing of the other threads
// that may still be executing
}
int main(void)
{
vector<thread> t;
const int NumberOfThreads = thread::hardware_concurrency();
const int numberInThread = iterationNumber / NumberOfThreads;
// Multithreaded approach
std::chrono::steady_clock::time_point allBegin = std::chrono::steady_clock::now();
for(int j = 0 ; j < NumberOfThreads; j++) t.push_back(thread(myFunction, j, numberInThread));
for(int j = 0 ; j < NumberOfThreads; j++) t[j].join();
std::chrono::steady_clock::time_point allEnd = std::chrono::steady_clock::now();
for(int j = 0 ; j < NumberOfThreads; j++) cout << " The computations in thread #" << j << ": result=" << threadResults[j] << ", took " << threadElapsedTimeMicros[j] << " microseconds" << std::endl;
cout << " Total time spent doing multithreaded computations was " << std::chrono::duration_cast<std::chrono::microseconds>(allEnd - allBegin).count() << " microseconds in total" << std::endl;
// And now, the single-threaded approach, for comparison
unsigned long result = 666;
std::chrono::steady_clock::time_point begin = std::chrono::steady_clock::now();
for(int i = 0 ; i < iterationNumber; i++) result += 100*sin(result);
std::chrono::steady_clock::time_point end = std::chrono::steady_clock::now();
cout << "result=" << result << ", single-threaded computation took " << std::chrono::duration_cast<std::chrono::microseconds>(end - begin).count() << " microseconds" << std::endl;
return 0;
}
When I run the above program on my dual-core Mac mini (i7 with hyperthreading), here are the results I get:
Jeremys-Mac-mini:~ lcsuser1$ g++ -std=c++11 -O3 ./temp.cpp
Jeremys-Mac-mini:~ lcsuser1$ ./a.out
The computations in thread #0: result=1062, took 11718 microseconds
The computations in thread #1: result=1062, took 11481 microseconds
The computations in thread #2: result=1062, took 11525 microseconds
The computations in thread #3: result=1062, took 11230 microseconds
Total time spent doing multithreaded computations was 16492 microseconds in total
result=1181, single-threaded computation took 49846 microseconds
So in this case the results are more like what you'd expect -- because memory access was not a bottleneck, each core was able to run at full speed, and complete its 25% portion of the total calculations in about 25% of the time that it took a single thread to complete 100% of the calculations... and since the four cores were running truly in parallel, the total time spent doing the calculations was about 33% of the time it took for the single-threaded routine to complete (ideally it would be 25% but there's some overhead involved in starting up and shutting down the threads, etc).
This is an explanation, for the beginner.
It's not technically accurate, but IMHO not that far from it that anyone takes damage from reading it.
It provides an entry into understanding the parallel processing terms.
Threads, Tasks, and Processes
It is important to know the difference between threads, and processes.
By default starting a new process, allocates a dedicated memory for that process. So they share memory with no other processes, and could (in theory) be run on separate computers.
(You can share memory with other processes, via operating system, or "shared memory", but you have to add these features, they are not by default available for your process)
Having multiple cores means that the each running process can be executed on any idle core.
So basically one program runs on one core, another program runs on a second core, and the background service doing something for you, runs on a third, (and so on and so forth)
Threads is something different.
For instance all processes will run in a main thread.
The operating system implements a scheduler, that is supposed to allocate cpu time for programs. In principle it will say:
Program A, get 0.01 seconds, than pause!
Program B, get 0.01 seconds, then pause!
Program A, get 0.01 seconds, then pause!
Program B, get 0.01 seconds, then pause!
you get the idea..
The scheduler typically can prioritize between threads, so some programs get more CPU time than others.
The scheduler can of course schedule threads on all cores, but if it does this within a process, (splits a process's threads over multiple cores) there can be a performance penalty as each core holds it's own very fast memory cache.
Since threads from the same process can access the same cache, sharing memory between threads is quite fast.
Accessing another cores cache is not as fast, (if even possible without going via RAM), so in general schedulers will not split a process over multiple cores.
The result is that all the threads belonging to a process runs on the same core.
| Core 1 | Core 2 | Core 3 |
| Process A, Thread 1 | Process C, Thread 1 | Process F, Thread 1|
| Process A, Thread 2 | Process D, Thread 1 | Process F, Thread 2|
| Process B, Thread 1 | Process E, Thread 1 | Process F, Thread 3|
| Process A, Thread 1 | Process C, Thread 1 | Process F, Thread 1|
| Process A, Thread 2 | Process D, Thread 1 | Process F, Thread 2|
| Process B, Thread 1 | Process E, Thread 1 | Process F, Thread 3|
A process can spawn multiple threads, they all share the parent threads memory area, and will normally all run on the core that the parent was running on.
It makes sense to spawn threads within a process, if you have an application that needs to respond to something that it cannot control the timing of.
I.E. the users presses on a cancel button, or attempts to move a window, while the application is running calculations that takes a long time to complete.
Responsiveness of the UI, requires the application to spend time reading, and handling what the user is attempting to do. This could be achieved in a main loop, if the program does parts of the calculation in each iteration.
However that get's complicated real fast, so instead of having the calculation code, exit in the middle of a calculation to check the UI, and update the UI, and then continue. You run the calculation code in another thread.
The scheduler then makes sure that the UI thread, and the calculation thread gets CPU time, so the UI responds to user input, while the calculation continues..
And your code stays fairly simple.
But I want to run my calculations another core to gain speed
To distribute calculations on multiple cores, you could spawn a new process for each calculation job. In this way the scheduler will know that each process get's it's own memory, and it can easily be launched on an idle core.
However you have a problem, you need to share memory with the other process, so it knows what to do.
A simple way of doing this, is sharing memory via the filesystem.
You could create a file with the data for the calculation, and then spawn a thread governing the execution (and communication) with another program, (so your UI is responsive, while we wait for the results).
The governing thread runs the other program via system commands, which starts it as another process.
The other program will be written such that it runs with the input file as input argument, so we can run it in multiple instances, on different files.
If the program self terminates when it's done, and creates an output file, it can run on any core, (or multiple) and your process can read the output file.
This actually works, and should the calculation take a long time (like many minutes) this is perhaps ok, even though we use files to communicate between our processes.
For calculations that only takes seconds, however, the file system is slow, and waiting for it will almost remove the gained performance of using processes instead of just using threads. So other more efficient memory sharing is used in real life. For instance creating a shared memory area in RAM.
The "create governing thread, and spawn subprocess, allow communication with process via governing thread, collect data when process is complete, and expose via governing thread" can be implemented in multiple ways.
Tasks
Well "tasks" is ambiguous.
In general it means "Process or thread that solves a task".
However, in certain languages like C#, it is something that implements a thread like thing, that the scheduler can treat as a process. Other languages that provide a similar feature typically dubs this either tasks or workers.
So with workers/tasks it appears to the programmer as if it was merely a thread, that you can share memory with easily, via references, and control like any other thread, by invoking methods on the thread.
But it appears to the scheduler as if it's a process that can be run on any core.
It implements the shared memory problem in a fairly efficient way, as part of the language, so the programmer won't have to re-invent this wheel for all tasks.
This is often referred to as "Hybrid threading" or simply "parallel threads"
Seems that you have some misconception about multi-threading. Simply using two threads cannot halve the processing time.
Multi-threading is a kind of complicated concept but you can easily find related materials on the web. You should read one of them first. But I will try to give a simple explanation with an example.
No matter how many CPUs(or cores) you have, the total handling capacity of the CPU will be always the same whether you use multi-thread or not, right? Then, where does the performance difference come from?
When a program runs on a device(computer) it uses not only CPU but also other system resources such as Networks, RAM, Hard drives, etc. If the flow of the program is serialized there will be a certain point of time when the CPU is idle waiting for other system resources to get done. But, in the case that the program runs with multiple threads(multiple flow), if a thread turns to idle(waiting some tasks done by other system resources) the other threads can use the CPU. Therefore, you can minimize the idle time of the CPU and improve the time performance. This is one of the most simple example about multi-threading.
Since your sample code is almost 'only CPU-consuming', using multi-thread could bring little improvement of performance. Sometimes it can be worse because multi-threading also comes with time cost of context-switching.
FYI, parallel processing is not the same as multi-threading.
This is very good to point out the problems with macs.
Provided you use a o.s. that can schedule threads in a useful manner, you have to consider if a problem is basically the product of 1 problem many times. An example is matrix multiplication. When you multiply 2 matrices there is a certain parts of it which are independent of the others. A 3x3 matrix times another 3x3 requires 9 dot products which can be computed independently of the others, which themselves require 3 multiplications and 2 additions but here the multiplications must be done first. So we see if we wanted to utilize multithreaded processor for this task we could use 9 cores or threads and given they get equal compute time or have same priority level (which is adjustable on windows) you would reduce the time to multiply a 3x3 matrices by 9. This is because we are essentially doing something 9 times which can be done at the same time by 9 people.
now for each of 9 threads we could have 3 cores perform multiplications totaling 3x9=24 cores all together now. Reducing time by t/24. But we have 18 additions and here we can get no gain from more cores. One addition must be piped into another. And the problem takes time t with one core or time t/24 ideally with 24 cores working together. Now you can see why problems are often seeked out if they are 'linear' because they can be done in parallel pretty good like graphics for example (some things like backside culling are sorting problems and inherently not linear so parallel processing has diminished performance boosts).
Then there is added overhead of starting threads and how they are scheduled by the o.s. and processor. Hope this helps.
Related
So I had this question: simple-division-of-labour-over-threads-is-not-reducing-the-time-taken. I thought I had it sorted, but going back to re-visit this work, I am not getting crazy slow down like I was before (due to mutex within rand()) but nor am I getting any improvement in total time taken.
In the code I am splitting up a task of x iteration of work over y threads.
So if I want to do 100'000'000 calculations, in one thread that might take ~350ms, then my hope its that in 2 threads (doing 50'000'000 calcs each) that would take ~175ms and in the three threads ~115ms and so on...
I know using threads won't perfectly split the work due to thread overheads and such. But i want hoping for some performance gain at least.
My slightly updated code is here:
Reults
1thread:
starting thread: 1 workload: 100000000
thread: 1 finished after: 303ms val: 7.02066
==========================
thread overall_total_time time: 304ms
3 threads
starting thread: 1 workload: 33333333
starting thread: 3 workload: 33333333
starting thread: 2 workload: 33333333
thread: 3 finished after: 363ms val: 6.61467
thread: 1 finished after: 368ms val: 6.61467
thread: 2 finished after: 365ms val: 6.61467
==========================
thread overall_total_time time: 368ms
You can see the 3 threads actually takes slightly longer then 1 thread, but each thread is only doing 1/3 of the work iterations. I see similar lack of performance gain on my PC at home which has 8 CPU cores.
Its not like threading overhead should take more then a few milliseconds (IMO) so I can't see what is going on here. I don't believe there is any resource sharing conflicts because this code is quite simple and uses no external outputs/inputs (other then RAM).
Code For Reference
in godbolt: https://godbolt.org/z/bGWdxE
In main() you can tweak the number of threads and amount of work (loop iterations).
#include <iostream>
#include <vector>
#include <thread>
#include <math.h>
void thread_func(uint32_t interations, uint32_t thread_id)
{
// Print the thread id / workload
std::cout << "starting thread: " << thread_id << " workload: " << interations << std::endl;
// Get the start time
auto start = std::chrono::high_resolution_clock::now();
// do some work for the required number of interations
double val{0};
for (auto i = 1u; i <= interations; i++)
{
val += i / (2.2 * i) / (1.23 * i); // some work
}
// Get the time taken
auto total_time = std::chrono::high_resolution_clock::now() - start;
// Print it out
std::cout << "thread: " << thread_id << " finished after: "
<< std::chrono::duration_cast<std::chrono::milliseconds>(total_time).count()
<< "ms" << " val: " << val << std::endl;
}
int main()
{
uint32_t num_threads = 3; // Max 3 in godbolt
uint32_t total_work = 100'000'000;
// Store the start time
auto overall_start = std::chrono::high_resolution_clock::now();
// Start all the threads doing work
std::vector<std::thread> task_list;
for (uint32_t thread_id = 1; thread_id <= num_threads; thread_id++)
{
task_list.emplace_back(std::thread([=](){ thread_func(total_work / num_threads, thread_id); }));
}
// Wait for the threads to finish
for (auto &task : task_list)
{
task.join();
}
// Get the end time and print it
auto overall_total_time = std::chrono::high_resolution_clock::now() - overall_start;
std::cout << "\n==========================\n"
<< "thread overall_total_time time: "
<< std::chrono::duration_cast<std::chrono::milliseconds>(overall_total_time).count()
<< "ms" << std::endl;
return 0;
}
Update
I think I have narrowed down my issue:
On my 64Bit VM I see:
Compiling for 32-bit no optimisation: more threads = runs slower!
Compiling for 32-bit with optimisation: more threads = runs a bit faster
Compiling for 64-bit no optimisation: more threads = runs faster (as expected)
Compiling for 64-bit with optimisation: more threads = same as with out opt, except everything takes less time in general.
So my issue might just be from running 32-bit code on a 64-bit VM. But I don't really understand why adding threads does not work very well if my executable is 32-bit running on a 64-bit architecture...
There are many possible reasons that could explain the observed results, so I do not think that anyone could give you a definitive answer. Also, the majority of reasons have to do with peculiarities of the hardware architecture, so different answers might be right or wrong on different machines.
As already mentioned in the comments, it could very well be that there is something wrong with thread allocation, so you are not really enjoying any benefit from using multiple threads. Godbolt.org is a cloud service, so it is most probably very heavily virtualized, meaning that your threads are competing against who knows how many hundreds of other threads, so I would assign a zero amount of trust to any results from running on godbolt.
A possible reason for the bad performance of unoptimized 32-bit code on a 64-bit VM could be that the unoptimized 32-bit code is not making efficient use of registers, so it becomes memory-bound. The code looks like it would all nicely fit within the CPU cache, but even the cache is considerably slower than direct register access, and the difference is more pronounced in a multi-threaded scenario where multiple threads are competing for access to the cache.
A possible reason for the still not stellar performance of optimized 32-bit code on a 64-bit VM could be that the CPU is optimized for 64-bit use, so instructions are not efficiently pipelined when running in 32-bit mode, or that the arithmetic unit of the CPU is not being used efficiently. It could be that these divisions in your code make all threads contend for the divider circuitry, of which the CPU may have only one, or of which the CPU may have only one when running in 32-bit mode. That would mean that most threads do nothing but wait for the divider to become available.
Note that these situations where a thread is being slowed down due to contention for CPU circuitry are very different from situations where a thread is being slowed down due to waiting for some device to respond. When a device is busy, the thread that waits for it is placed by the scheduler in I/O wait mode, so it is not consuming any CPU. When you have contention for CPU circuitry, the stalling happens inside the CPU; there is no thread context switch, so the thread slows down while it appears as if it is running full speed (consuming a full CPU core.) This may be an explanation for your CPU utilization observations.
I am programming performance-sensitive code. I implement a simple scheduler to distribute workloads and master thread takes charge of the scheduler.
cpu_set_t cpus;
pthread_attr_t attr;
pthread_attr_init(&attr);
for(int i_group =0; i_group<n_groups; i_group++){
std::cout << i_t<< "\t"<<i_group << "th group of cpu" <<std::endl;
for(int i =index ; i < index+group_size[i_group]; i++){
struct timeval start, end;
double spent_time;
gettimeofday(&start, NULL);
arguments[i].i_t=i_t;
arguments[i].F_x=F_xs[i_t];
arguments[i].F_y=F_ys[i_t];
arguments[i].F_z=F_zs[i_t];
CPU_ZERO(&cpus);
CPU_SET(arguments[i].thread_id, &cpus);
int err= pthread_attr_setaffinity_np(&attr, sizeof(cpu_set_t), &cpus);
if(err!=0){
std::cout << err <<std::endl;
exit(-1);
}
arguments[i].i_t=i_t;
pthread_create( &threads[i], &attr, &cpu_work, &arguments[i]);
gettimeofday(&end, NULL);
spent_time = ((end.tv_sec - start.tv_sec) * 1000000u + end.tv_usec - start.tv_usec) / 1.e6;
std::cout <<"create: " << spent_time << "s " << std::endl;
}
i_t++;
cpu_count++;
arr_finish[i_group]=false;
}
}
like above the master thread create. For the simple explanation, i will assume i_group=1. The child threads divide and conquer a bunch of matrix-matrix multiplications. Here rank means thread_id.
int local_first = size[2]*( rank -1 )/n_compute_thread ;
int local_end = size[2] * rank/n_compute_thread-1;
//mkl_set_num_threads_local(10);
gettimeofday(&start, NULL);
for(int i_z=local_first; i_z<=local_end; i_z++ ){
cblas_dgemm( CblasColMajor, CblasNoTrans, CblasNoTrans,
size[0], size[1], size[0], 1.0, F_x, size[0],
rho[i_z], size[1], 0.0, T_gamma[i_z], size[1] );
}
for(int i_z=local_first; i_z<=local_end; i_z++ ){
cblas_dgemm( CblasColMajor, CblasNoTrans, CblasNoTrans,
size[0], size[1], size[1], 1.0, T_gamma[i_z], size[0],
F_y, size[1], 0.0, T_gamma2[i_z], size[0] );
}
gettimeofday(&end, NULL);
std::cout <<i_t <<"\t"<< arg->thread_id <<"\t"<< sched_getcpu()<< "\t" << "compute: " <<spent_time << "s" <<std::endl;
Even though workload fairly distributed, the performance of each thread vary too much. see the result below
5 65 4 4 compute: 0.270229s
5 64 1 1 compute: 0.284958s
5 65 2 2 compute: 0.741197s
5 65 3 3 compute: 0.76302s
second column shows how many matrix-matrix multiplications are done in a particular thread. last column shows consumed time.
When I saw this result firstly, I thought that it related to the affinity of threads. Thus, I added several lines to control the binding of threads. However, it did not change the trends of last column.
My computer has 20 physical cores and 20 virtual core. I made only 4 child threads to test. Of course, it was tested in a Linux machine.
Why does the performance of the threads vary so much? and How to fix it?
First, are you actually creating a scheduler? Your code sample suggests that you are using Linux scheduler and setting thread attributes object, and thread affinity parameters, etc. This difference is relevant in choosing how to approach the problem.
In any case, the question is big, and there are several additional questions/topics that could be raised to help clarify the conditions, and move closer to a real answer. To start, here are some things to consider:
1 - Length of benchmark test. Sub-second evaluation of thread performance within a pool of threads seems inadequate. Stretch the evaluation time to allow the scheduler time to settle. Perhaps several minutes.
( For an example of typical duration times used in an existing benchmarking utility, read this )
2 - Thread priorities. Your threads are not the only ones. Is it possible the kernel scheduler may be periodically moving the benchmark around as threads belonging to other processes (other than the ones you have created) that have a higher priority? (and therefore are displacing yours, resulting in skewing the task completion time)
3 - Size of task. Is the number of operations required to complete each task small enough to fit within the time-slice allocated by the scheduler? This could possibly contribute to the perception of thread to thread performance issues, especially if there are any differences in the number of operations between each task. ( Processes that exceed the allotted
CPU time slice are automatically moved down to a lower “tier,” while processes that make I/O requests or block will be moved to higher “tiers.” )
4 - Equality of tasks - You mention divide and conquer a bunch of matrix-matrix multiplications. But are the matrices identical in size and similar in content. i.e., are you certain the count of operations in each task is equivalent the the count of operations in all the other tasks? The time slice allocated by the scheduler to each equally prioritized thread will ensure that over time a task having an operation count larger than that can be completed in a single time-slice will be more susceptible to longer completion times ( context switching due to higher priority of other OS processes) than those having few enough operations to fit comfortable within one time slice.
5 - Other processes. I have mentioned this in other items above, but it deserves its own number. In order to use multiple cores, multiple threads are required at the same time. But the inverse is not true. A single core is not limited to a single thread. The OS can at any time preemptively interrupt one of your processes (threads) on a particular core with a higher priority process, (while not interrupting any other core) possibly skewing your time measurement. Again, a longer benchmarking time will serve to reduce the impact of thread to thread differences caused by this particular phenomena.
void* worker(void*)
{
int clk = clock();
float val = 0;
for(int i = 0; i != 100000000; ++i)
{
val += sin(i);
}
printf("val: %f\n", val);
printf("worker: %d ms\n", clock() - clk);
return 0;
}
int main()
{
pthread_t tid;
pthread_create(&tid, NULL, worker, NULL);
int clk = clock();
float val = 0;
for(int i = 0; i != 100000000; ++i)
{
val += sin(i);
}
printf("val: %f\n", val);
printf("main: %d ms\n", clock() - clk);
pthread_join(tid, 0);
return 0;
}
Main thread and the worker thread are supposed to run equally fast, but the result is:
val: 0.782206
worker: 5017 ms
val: 0.782206
main: 8252 ms
Main thread is much slower, I don't know why....
Problem solved. It's the compiler's problem, GCC(MinGW) behaves weirdly on Windows.
I compliled the code in Visual Studio 2012, there's no speed difference.
Main thread and the worker thread are supposed to run equally fast, but the result is:
I have never seen a threading system outside a realtime OS which provided such guarantees. With windows threads and all other threading systems(I have also use posix threads, and whatever the lightweight threading on MacOS X is, and threads in C# threads) in Desktop systems it is my understanding that there are no performance guarantees in terms or how fast one thread will be in relation to another.
A possible explanation (speculation) could be that since you are using a modern quadcore it could be raising the clock rate on the main core. When there are mostly single threaded workloads modern i5/i7/AMD-FX systems raise the clock rate on one core to a pre-rated level that stock cooling can dissipate the heat for. On more parallel workloads all the cores get a smaller bump in clock speed, again pre-rated based on heat dissipation and when idle all of the cores are throttled down to minimize power usage. It is possible that the amount of background work is mostly performed on a single core and the amount of time the second thread spends on the second core is not enough to justify switching to the mode where all the cores speed is boosted.
I would try again with 4 threads and 10x the workload. If you have a tool that monitors CPU load and clock-speeds I would check that. Using that information you can infer if I am right or wrong.
Another option might be profiling and seeing if what part of the work is taking time. It could be that the OS calls are taking more time than your workload.
You could also test your software on another machine with different performance characteristics such as steady clock-speed or single core. This would provide more information.
What could be happening is that the worker thread execution is being interleaved with main's execution, so that some of the worker thread's execution time is being counted against main's time. You could try putting a sleep(10) (some time larger than the run-time of the worker and of main) at the very beginning of the worker and run again.
#include<iostream>
#include<fstream>
#include<time.h>
#include<omp.h>
using namespace std;
static long num_steps = 100;
#define NUM 8
double step;
void main()
{
clock_t time =clock();
ofstream result;
result.open ("Result.txt");
int a[100];
double pi, sum=0.0;
step = 1.0/(double) num_steps;
#pragma omp parallel num_threads(NUM)
{
int i, ID;
double x, psum= 0.0;
int nthreads = omp_get_num_threads();
ID = omp_get_thread_num();
for (i=ID;i<= num_steps; i+=nthreads)
{
x = (i+0.5)*step;
psum += 4.0/(1.0+x*x);
}
#pragma omp critical
sum += psum;
}
pi = step * sum;
for (int j=0;j<100;j++)
result<<a[j]<<endl;
time = clock() - time;
result << "Time Elapsed: " << (((double)time)/CLOCKS_PER_SEC) << endl;
result <<"======================================================================================="<<endl;
result.close();
}
The question is:
for (i=ID;i<= num_steps; i+=nthreads)
the following for loop execute the threads in the following order:
01234567 01234567 01234567 etc...
the assignment is to change the for loop to so threads are distributed equally and anot in rounded way. first the zeroes then ones then twos .... then the sevens
How should I change the forloop?
you must use some kind of thread synchronization for that ...
You tag Visual studio so I assume Windows platform ...
Lately this become my favourite:
// init
CRITICAL_SECTION hnd;
InitializeCriticalSectionAndSpinCount(&hnd,0x00000400);
// start lock
EnterCriticalSection(&hnd);
// stop lock
LeaveCriticalSection(&hnd);
// exit
DeleteCriticalSection(&hnd);
But there are many other ways.
You can also try to make your own locks or lock-less threads
but be aware of that in newer OS like Windows 7 is different process sheduler
and have tendency to be crazy
with what i mean 100% working lock-less code on previous OS-es is now choppy or freezing
so i prefer to use OS locks.
If you use locks wrongly you risk to lose any benefit of multi-threaded speed-up.
If you just worry about that your solution does not compute threads on the same time
not parallel but serial in your case than it can be caused by this:
processing time granularity.
any sheduled task is divided to chunks of time.
If your task is too short then it is done sooner then the other task even begin execution.
to test that try bigger payload (compute time > few seconds)
enlarge number of cycles greatly
add Sleep(time ms) to have longer computation time
if the output will be mixed then it was it
if not then you are still under granularity boundary
or your multi-thread code is wrong
wrong multi-thread code
are you shore your threads are created/running at the same time ?
or do you synchronize to something wrong ? (like till the end of previous task)
also some compilers do a big deal of volatile variables (add locks to it what sometimes do very weird things ... I stumped on it many times but mostly on MCU platforms and Eclipse)
Single core
on some cases if you have just 1 CPU/Core/Computer for processing
or just setted affinity mask to single CPU
on some algorithms windows shedulers do not shedule the CPU time evenly
even regardless the process/thread priority/class
something similar appears sometimes on Windows 7 even for more CPUs ...
especially with code mixed with Kernel mode code
To play with granularity you can use his:
// obtain OS time capabilities
TIMECAPS tim;
timeGetDevCaps(&tim,sizeof(tim));
// set new granularity
if (timeBeginPeriod(time ms)!=TIMERR_NOERROR) log("time granularity out of range");
// return to previous hranularity
timeEndPeriod(time ms ... must be the same as beginperiod);out of range");
PS. Very good stuf about this is here:
http://bitflipgames.com/2011/05/09/multithreaded-programming-part-1-the-critical-section-lock/
http://bitflipgames.com/2011/05/17/multithreaded-programming-part-2-multiple-readersingle-writer-lock/
http://bitflipgames.com/2011/05/20/multithreaded-programming-part-2-5-mrsw-lock-code/
http://bitflipgames.com/2011/05/25/multithreaded-programming-part-3-going-lockless/
On my laptop with Intel Pentium dual-core processor T2370 (Acer Extensa) I ran a simple multithreading speedup test. I am using Linux. The code is pasted below. While I was expecting a speedup of 2-3 times, I was surprised to see a slowdown by a factor of 2. I tried the same with gcc optimization levels -O0 ... -O3, but everytime I got the same result. I am using pthreads. I also tried the same with only two threads (instead of 3 threads in the code), but the performance was similar.
What could be the reason? The faster version took reasonably long - about 20 secs - so it seems is not an issue of startup overhead.
NOTE: This code is a lot buggy (indeed it does not make much sense as the output of serial and parallel versions would be different). The intention was just to "get" a speedup comparison for the same number of instructions.
#include <stdio.h>
#include <time.h>
#include <unistd.h>
#include <pthread.h>
class Thread{
private:
pthread_t thread;
static void *thread_func(void *d){((Thread *)d)->run();}
public:
Thread(){}
virtual ~Thread(){}
virtual void run(){}
int start(){return pthread_create(&thread, NULL, Thread::thread_func, (void*)this);}
int wait(){return pthread_join(thread, NULL);}
};
#include <iostream>
const int ARR_SIZE = 100000000;
const int N = 20;
int arr[ARR_SIZE];
int main(void)
{
class Thread_a:public Thread{
public:
Thread_a(int* a): arr_(a) {}
void run()
{
for(int n = 0; n<N; n++)
for(int i=0; i<ARR_SIZE/3; i++){ arr_[i] += arr_[i-1];}
}
private:
int* arr_;
};
class Thread_b:public Thread{
public:
Thread_b(int* a): arr_(a) {}
void run()
{
for(int n = 0; n<N; n++)
for(int i=ARR_SIZE/3; i<2*ARR_SIZE/3; i++){ arr_[i] += arr_[i-1];}
}
private:
int* arr_;
};
class Thread_c:public Thread{
public:
Thread_c(int* a): arr_(a) {}
void run()
{
for(int n = 0; n<N; n++)
for(int i=2*ARR_SIZE/3; i<ARR_SIZE; i++){ arr_[i] += arr_[i-1];}
}
private:
int* arr_;
};
{
Thread *a=new Thread_a(arr);
Thread *b=new Thread_b(arr);
Thread *c=new Thread_c(arr);
clock_t start = clock();
if (a->start() != 0) {
return 1;
}
if (b->start() != 0) {
return 1;
}
if (c->start() != 0) {
return 1;
}
if (a->wait() != 0) {
return 1;
}
if (b->wait() != 0) {
return 1;
}
if (c->wait() != 0) {
return 1;
}
clock_t end = clock();
double duration = (double)(end - start) / CLOCKS_PER_SEC;
std::cout << duration << "seconds\n";
delete a;
delete b;
}
{
clock_t start = clock();
for(int n = 0; n<N; n++)
for(int i=0; i<ARR_SIZE; i++){ arr[i] += arr[i-1];}
clock_t end = clock();
double duration = (double)(end - start) / CLOCKS_PER_SEC;
std::cout << "serial: " << duration << "seconds\n";
}
return 0;
}
See also: What can make a program run slower when using more threads?
The times you are reporting are measured using the clock function:
The clock() function returns an approximation of processor time used by the program.
$ time bin/amit_kumar_threads.cpp
6.62seconds
serial: 2.7seconds
real 0m5.247s
user 0m9.025s
sys 0m0.304s
The real time will be less for multiprocessor tasks, but the processor time will typically be greater.
When you use multiple threads, the work may be done by more than one processor, but the amount of work is the same, and in addition there may be some overhead such as contention for limited resources. clock() measures the total processor time, which will be the work + any contention overhead. So it should never be less than the processor time for doing the work in a single thread.
It's a little hard to tell from the question whether you knew this, and were surprised that the value returned by clock() was twice that for a single thread rather than being only a little more, or you were expecting it to be less.
Using clock_gettime() instead (you'll need the realtime library librt, g++ -lrt etc.) gives:
$ time bin/amit_kumar_threads.cpp
2.524 seconds
serial: 2.761 seconds
real 0m5.326s
user 0m9.057s
sys 0m0.344s
which still is less of a speed-up than one might hope for, but at least the numbers make some sense.
100000000*20/2.5s = 800Hz, the bus frequency is 1600 MHz, so I suspect with a read and a write for each iteration (assuming some caching), you're memory bandwidth limited as tstenner suggests, and the clock() value shows that most of the time some of your processors are waiting for data. (does anyone know whether clock() time includes such stalls?)
The only thing your thread does is adding some elements, so your application should be IO-bound. When you add an extra thread, you have 2 CPUs sharing the memory bus, so it won't go faster, instead, you'll have cache misses etc.
I believe that your algorithm essentially makes your cache memory useless.
Probably what you are seeing is the effect of (non)locality of reference between the three threads. Essentially because each thread is operating on a different section of data that is widely separated from the others you are causing cache misses as the data section for one thread replaces that for another thread in your cache. If your program was constructed so that the threads operated on sections of data that were smaller (so that they could all be kept in memory) or closer together (so that all threads could use the same in-cache pages), you'd see a performance boost. As it is I suspect that your slow down is because a lot of memory references are having to be satisifed from main memory instead of from your cache.
Not related to your threading issues, but there is a bounds error in your code.
You have:
for(int i=0; i<ARR_SIZE; i++){ arr[i] += arr[i-1];}
When i is zero you will be doing
arr[0] += arr[-1];
Also see herb's article on how multi cpu and cache lines interference in multithreaded code specially the section `All Sharing Is Bad -- Even of "Unshared" Objects...'
As others have pointed out, threads don't necessarily provide improvements to speed. In this particular example, the amount of time spent in each thread is significantly less than the amount of time required to perform context switches and synchronization.
tstenner has got it mostly right.
This is mainly a benchmark of your OS's "allocate and map a new page" algorithm. That array allocation allocates 800MB of virtual memory; the OS won't actually allocate real physical memory until it's needed. "Allocate and map a new page" is usually protected by a mutex, so more cores won't help.
Your benchmark also stresses the memory bus (minimum 800MB transferred; on OSs that zero memory just before they give it to you, the worst case is 800MB * 7 transfers). Adding more cores isn't really going to help if the bottleneck is the memory bus.
You have 3 threads that are trampling all over the same memory. The cache lines are being read and written to by different threads, so will be ping-ponging between the L1 caches on the two CPU cores. (A cache line that is to be written to can only be in one L1 cache, and that must be the L1 cache that is attached to the CPU code that's doing the write). This is not very efficient. The CPU cores are probably spending most of their time waiting for the cache line to be transferred, which is why this is slower with threads than if you single-threaded it.
Incidentally, the code is also buggy because the same array is read & written from different CPUs without locking. Proper locking would have an effect on performance.
Threads take you to the promised land of speed boosts(TM) when you have a proper vector implementation. Which means that you need to have:
a proper parallelization of your algorithm
a compiler that knows and can spread your algorithm out on the hardware as a parallel procedure
hardware support for parallelization
It is difficult to come up with the first. You need to be able to have redundancy and make sure that it's not eating in your performance, proper merging of data for processing the next batch of data and so on ...
But this is then only a theoretical standpoint.
Running multiple threads doesn't give you much when you have only one processor and a bad algorithm. Remember -- there is only one processor, so your threads have to wait for a time slice and essentially you are doing sequential processing.