2 Phase Locking and Deadlocks in DBMS - concurrency

Hi good people of stack overflow.
I have a question regarding the functionality of 2PL and deadlocks. I don't know why this is so hard for me to understand, but I've tried making a pseudo sequence diagram to ease the understanding.
Is my understanding of 2PL correct here? I'm aware of the deadlock handling isn't specific to 2PL.
Is it correctly understood that IF T1 transaction has aquired a writelock (exclusive) and T2 then tries to aquire a readlock, that T2 then is forced to wait?
I know that only one can have a writelock, but as I understand 2PL, then if a transaction is modifying (having the writelock), then another transaction cannot read (aquire the readlock).
Looking forward to your answers - have a great weekend. :-)
/Ben

Related

C++ Concurrency, Coroutines & Job Scheduling?

I'm trying to get my head around multithreading in C++, to come up with a general purpose implementation that suits me. Everyone has a different implementation, Awesome CPP lists 39 libraries. It seems to me though that this is a logistical problem that is of the same ilk as any logistical scheduling problem in any field.
In my head, there are two obvious ways to repeatedly perform the job abc:
Split abc into 3 separate tasks: a, b & c. Spawn x threads. Have a queue. Jobs coming in get added to the queue. Each thread grabs the next task from the queue, and at the end of the task puts it back into the queue for the next task. They can either access the queue directly, or they can all communicate with a central 'manager' or 'scheduler' thread that serves them with their tasks.
Perform abc sequentially on x separate threads independently (parallelism.)
(1) has the problem that there is potentially a lot of overhead in keeping a queue and dealing with race conditions on it. (1) is otherwise intuitive and makes sense to me. It's what I would do in real life with a real life problem. It's literally how companies work in the real world.
(2) has the problem that any blocking causes the whole thread to block, idling the CPU thread. And (2) is far less flexible and applicable in less use-cases. On the plus side is has no overhead between tasks.
Question 1: Doesn't (1) also have the same blocking problem? If a thread reads from a file, it'll have to wait for the disk. How is that usually addressed, is there some way to yield back temporarily while its doing something like reading or writing from disk, or is this usually addressed simply by having more threads running than there are CPU threads and hoping not too many block at once?
It seems to me that (1) is clearly the better solution, except that it restricts the tasks only to medium to large scaled tasks. It would be pointless to use it to do something like parallelizing straightforward math (just an example) because handling the queue would take longer than the actual processing of the task. Hence the value of (1) for any given task is inversely proportionate to the difference between the overhead of the storage mechanism (the queue) and the size of the task. This sounds fine on the surface, until you realize that the efficiency of splitting into tasks is itself proportionate to the size of the task. To put it simply: you want each task to be small for overall efficiency in theory, but in practice you want each task to be larger so as to minimize the overhead of the queue.
Its obvious that some storage mechanism is required because you can't keep track of something without a recording mechanism, it doesn't have to be strictly a queue, but any form of recording the task in memory while it waits to be picked up. The optimization of the queue (I'm using the word loosely, not strictly a queue type) is then the #1 important factor here. The cheaper a task can receive its payload, the better.
Which leads me to Question 2: is this what C++20 coroutines are useful for? I've spent hours reading tutorials on coroutines, but it's still unclear what useful they're for. I think I get what they do. If I have it right they allow a special type of function (coroutine) to pause itself in the middle, yield its processing back to the caller along with a payload, and the caller can later resume it. But why would I want to do that? And can't I do that just by splitting the function into two?
Question 3: Are coroutines meant to be used by a task scheduler thread to somehow optimize the queuing? Or is the point just to allow you to write code linearly and then put those yields in it to break it up? In which case it wouldn't be useful for me if I already had my jobs split up into separate tasks by design?
Question 4: Am I trying to reinvent the wheel here? Has this problem already been solved? And if so, why are there so many different implementations?
Q1: No, it more likely has a different blocking problem.
Q2: Co-routines have many applications; try substituting for X in "is this what X is for?" X = { while, if, return, pointer, ... }. Don't look to standards bodies (particularly that one) for insight; they are best at punctuation and spell checking.
Q3: Co-routines can be used to optimise various constructions, but the real goal of using such a formalism is to make your program as natural an expression of the problem as possible. One of the better examples of how Co-routines can be intelligently used are the Go-routines of Go.
Q4: Probably; almost definitely; because many of the solutions are inadequate.
Q1+Q4. There is no single blocking problem, some that come to mind are: Deadlock, Livelock, unnecessarily sequential, non-Scalable, Slow. Some structures {{ threads, coroutines, threads + coroutines } * { locks, conditions, message passing }} help solve some of these problems, but induce others. My favourite is { (threads + coroutines) * (message passing) }, which is typically good for everything but Slow.

What is the essential distinction b/w producer/consumer & write/read multithread modeling?

When interviewed multithreaded modeling questions, there are two models that are frequently asked:
producer/consumer model
writer/reader model
My question is I can't catch the essential distinction between these two models.
What I understand for these two models is below:
For producer/consumer model, producers until some halting criteria, at which it signals a consumer and waits on another condition variable while consumers wait until an item have been produced and then proceed to "consume it," notifying the producers that another slot is ready for production.
For writer/reader model, there are three key parameters applied(ref ): uses one mutex, two conditional_variable and three integers.
readers - readers in the cv readerQ plus the reading reader
writers - writers in cv writerQ plus the writing writer
active_writers - the writer currently writing. can only be 1 or 0.
For me, both of them use "mutex and condition variables", the only difference is producer/consumer wait&notify on conditional variables, while read/write uses conditional variables and integers together to check whether satisfied lock/unclock conditions or not.
I know one distinction is that for producer/consumer model, both producer and consumer would change the shared data, but they are disconnected from each other. They just communicate through the shared data (usually indicated by a queue).There is no need for producers/consumers to know whether there is an available consumer/producer, i.e the status of both parties is not important. However, in write/read model, both parties need to trace other partie's status (i.e.available number). BUT, I believe this is not the essential distinction.
Besides above naive understanding, could anyone help to tell me what are the essential distinctions between these two models? Thank you very much!
Well, they are actually quite irrelevant:
In very high level:
Producer/Consumer aims at having someone (Producers) producing data for processing. Someone else (Consumers) are waiting for data. Once the data-to-be-processed arrive, it will be consumed by one (and only one) Consumer. Then the Consumer owns the data and perform its work.
Reader/Writer is a way to lock a shared resource / data. Everyone are working against the same piece of data. However, we knows that sometimes the data needs to be modified, hence we want to work as Writers (hence get a Writer lock). Sometimes the data simply needs to be read, hence we want to work as Readers. The whole purpose of Reader-Writer-lock is to avoid unnecessary contention as Readers are only doing read-only operation on the resource.

Testing concurrent data structure

What are some methods for testing concurrent data structures to make sure the data structs behave correctly when accessed from multiple threads ?
All of the other answers have focused on actually testing the code by putting it through its paces and actually running it in one form or another or politely saying "don't do it yourself, use an existing library".
This is great and all, but IMO, the most important (practical tests are important too) test is to look at the code line by line and for every line of code ask "what happens if I get interrupted by another thread here?" Imagine another thread, running just about any of the other lines/functions during this interruption. Do things still stay consistent? When competing for resources, does the other thread[s] block or spin?
This is what we did in school when learning about concurrency and it is a surprisingly effective approach. Bottom line, I feel that taking the time to prove to yourself that things are consistent and work as expected in all states is the first technique you should use when dealing with this stuff.
Concurrent systems are probabilistic and errors are often difficult to replicate. Therefore you need to run various input/output cases, each tested over time (hours, days, etc) in order to detect possible errors.
Tests for concurrent data structure involves examining the container's state before and after expected events such as insert and delete.
Use a pre-existing, pre-tested library that meets your needs if possible.
Make sure that the code has appropriate self-consistency checks (preferably fast sanity checks), and run your code on as many different types of hardware as possible to help narrow down interesting timing problems.
Have multiple people peer review the code, preferably without a pre-explanation of how it's supposed to work. That way they have to grok the code which should help catch more bugs.
Set up a bunch of threads that do nothing but random operations on the data structures and check for consistency at some rate.
Start with the assumption that your calls to access/modify data are not thread safe and use locks to ensure only a single thread can access/modify any part of the data at a time. Only after you can prove to yourself that a specific type of access is safe outside of the lock by multiple threads at once should you move that code outside of the lock.
Assume worst case scenarios, e.g. that your code will stop right in the middle of some pointer manipulation or another critical point, and that another thread will encounter that data in mid-transition. If that would have a bad result, leave it within the lock.
I normally test these kinds of things by interjecting sleep() calls at appropriate places in the distributed threads/processes.
For instance, to test a lock, put sleep(2) in all your threads at the point of contention, and spawn two threads roughly 1 second apart. The first one should obtain the lock, and the second should have to wait for it.
Most race conditions can be tested by extending this method, but if your system has too many components it may be difficult or impossible to know every possible condition that needs to be tested.
Run your concurrent threads for one or a few days and look what happens. (Sounds strange, but finding out race conditions is such a complex topic that simply trying it is the best approach).

C++ volatile required when spinning on boost::shared_ptr operator bool()? [duplicate]

This question already has answers here:
Closed 12 years ago.
Possible Duplicate:
When to use volatile with multi threading?
I have two threads referencing the same boost::shared_ptr:
boost::shared_ptr<Widget> shared;
On thread is spinning, waiting for the other thread to reset the boost::shared_ptr:
while(shared)
boost::thread::yield();
And at some point the other thread will call:
shared.reset();
My question is whether or not I need to declare the shared pointer as volatile to prevent the compiler from optimizing the call to shared.operator bool() out of the loop and never detecting the change? I know that if I were simply looping on a variable, waiting for it to reach 0 I would need volatile, but I'm not sure if boost::shared_ptr is implemented in such a way that it is not necessary here.
EDIT: I'm fully aware that condition variables can be used to solve this problem in a different way. But in this case, the busy loop is very uncommon and contending for the lock on the condition variable is an overhead we would rather not incur.
Rant 1:
That code probably won't do what you think it will. When you write code like that, you're introducing a data race into your code. This is almost certainly a bug that will result in your program non-deterministically failing.
Data structures (including shared_ptr) are generally not meant to be accessed concurrently. Do not modify the same structure at the same time in more than one thread. That could corrupt the structure. Do not modify it in one thread and read it in another thread. The reader could see inconsistent data. Probably multiple threads can read it at the same time.
If you think you really want to do some of the above, find out if the data structure allows some of these behaviors in a section probably titled "Thread Safety." If it does allow them, take a second look at whether your performance really needs this, and then use it. (The documentation on shared_ptr does NOT allow what you're doing.)
Rant 2:
Now, for a higher-level concern, you probably shouldn't be doing thread synchronization by waiting for a pointer to be set to NULL. Really, look at condition variables, barriers, or futures as a way of getting one thread to wait until another is finished with something. It's a nicer interface, and whoever looks at your code next (that includes you in 6 months) will thank you.
I know you're concerned about the performance cost of real synchronization. Don't worry about this. It'll be fine. If you're worried about lock contention, use barriers or futures, which don't have a big shared lock to contend for.
Caveat: there is a time for writing code that avoids locks at all cost. But unless you're looking at profiler data that says your synch ops are too slow for your target workload, this isn't the time.
Rant 3:
I hope that shared in your example is global. Otherwise, you have multiple threads with local references to the same shared_ptr that points to the real object you're interested in. It kind of defeats the purpose of having a reference-counted pointer. Just please tell me it's global.
What you actually should do is to use condition variables. Busy waits are evil.
Edit: also depending on your task, futures may be even cleaner way to achieve what you want.

Thread related issues and debugging them

This is my follow up to the previous post on memory management issues. The following are the issues I know.
1)data races (atomicity violations and data corruption)
2)ordering problems
3)misusing of locks leading to dead locks
4)heisenbugs
Any other issues with multi threading ? How to solve them ?
Eric's list of four issues is pretty much spot on. But debugging these issues is tough.
For deadlock, I've always favored "leveled locks". Essentially you give each type of lock a level number. And then require that a thread aquire locks that are monotonic.
To do leveled locks, you can declare a structure like this:
typedef struct {
os_mutex actual_lock;
int level;
my_lock *prev_lock_in_thread;
} my_lock_struct;
static __tls my_lock_struct *last_lock_in_thread;
void my_lock_aquire(int level, *my_lock_struct lock) {
if (last_lock_in_thread != NULL) assert(last_lock_in_thread->level < level)
os_lock_acquire(lock->actual_lock)
lock->level = level
lock->prev_lock_in_thread = last_lock_in_thread
last_lock_in_thread = lock
}
What's cool about leveled locks is the possibility of deadlock causes an assertion. And with some extra magic with FUNC and LINE you know exactly what badness your thread did.
For data races and lack of synchronization, the current situation is pretty poor. There are static tools that try to identify issues. But false positives are high.
The company I work for ( http://www.corensic.com ) has a new product called Jinx that actively looks for cases where race conditions can be exposed. This is done by using virtualization technology to control the interleaving of threads on the various CPUs and zooming in on communication between CPUs.
Check it out. You probably have a few more days to download the Beta for free.
Jinx is particularly good at finding bugs in lock free data structures. It also does very well at finding other race conditions. What's cool is that there are no false positives. If your code testing gets close to a race condition, Jinx helps the code go down the bad path. But if the bad path doesn't exist, you won't be given false warnings.
Unfortunately there's no good pill that helps automatically solve most/all threading issues. Even unit tests that work so well on single-threaded pieces of code may never detect an extremely subtle race condition.
One thing that will help is keeping the thread-interaction data encapsulated in objects. The smaller the interface/scope of the object, the easier it will be to detect errors in review (and possibly testing, but race conditions can be a pain to detect in test cases). By keeping a simple interface that can be used, clients that use the interface will also be correct just by default. By building up a bigger system from lots of smaller pieces (only a handful of which actually do thread-interaction), you can go a long way towards averting threading errors in the first place.
The four most common problems with theading are
1-Deadlock
2-Livelock
3-Race Conditions
4-Starvation
How to solve [issues with multi threading]?
A good way to "debug" MT applications is through logging. A good logging library with extensive filtering options makes it easier. Of course, logging itself influences the timing, so you still can have "heisenbugs", but it's much less likely than when you're actuall breaking into the debugger.
Prepare and plan for that. Include a good logging facility into your application from the start.
Make your threads as simple as possible.
Try not to use global variables. Global constants (actual constants that never change) is fine. When you do need to use global or shared variables you need to protect them with some type of mutex/lock (semaphore, monitor, ...).
Make sure that you actually understand what how your mutexes work. There are a few different implementations which can work differently.
Try to organize your code so that the critical sections (places where you hold some type of lock(s) ) are as quick as possible. Be aware that some functions may block (sleep or wait on something and keep the OS from allowing that thread to continue running for some time). Do not use these while holding any locks (unless absolutely necessary or during debugging as it can sometimes show other bugs).
Try to understand what more threads actually does for you. Blindly throwing more threads at a problem is very often going to make things worse. Different threads compete for the CPU and for locks.
Deadlock avoidance requires planning. Try to avoid having to acquire more than one lock at a time. If this is unavoidable decide on an ordering you will use to acquire and release the locks for all threads. Make sure you know what deadlock really means.
Debugging multi-threaded or distributed applications is difficult. If you can do most of the debugging in a single threaded environment (maybe even just forcing other threads to sleep) then you can try to eliminate non-threading centric bugs before jumping into multi-threaded debugging.
Always think about what the other threads might be up to. Comment this in your code. If you are doing something a certain way because you know that at that time no other thread should be accessing a certain resource write a big comment saying so.
You may want to wrap calls to mutex locks/unlocks in other functions like:
int my_lock_get(lock_type lock, const char * file, unsigned line, const char * msg) {
thread_id_type me = this_thread();
logf("%u\t%s (%u)\t%s:%u\t%s\t%s\n", time_now(), thread_name(me), me, "get", msg);
lock_get(lock);
logf("%u\t%s (%u)\t%s:%u\t%s\t%s\n", time_now(), thread_name(me), me, "in", msg);
}
And a similar version for unlock. Note, the functions and types used in this are all made up and not overly based on any one API.
Using something like this you can come back if there is an error and use a perl script or something like it to run queries on your logs to examine where things went wrong (matching up locks and unlocks, for instance).
Note that your print or logging functionality may need to have locks around it as well. Many libraries already have this built in, but not all do. These locks need to not use the printing version of the lock_[get|release] functions or you'll have infinite recursion.
Beware of global variables even if
they are const, in particular in
C++. Only POD that are statically
initialized "à la" C are good here.
As soon as a run-time constructor
comes into play, be extremely
careful. AFAIR initialization order
of variables with static linkage that are in
different compilation units are
called in an undefined order. Maybe
C++ classes that initialize all
their members properly and have an
empty function body, could be ok
nowadays, but I once had a bad
experience with that, too.
This is one of the reason why on the
POSIX side pthread_mutex_t is much
easier to program than sem_t: it
has a static initializer
PTHREAD_MUTEX_INITIALIZER.
Keep critical sections as short as
possible, for two reasons: it might
be more efficient at the end, but
more importantly it is easier to
maintain and to debug.
A critical section should never be
longer that a screen, including the
locking and unlocking that is needed
to protect it, and including the
comments and assertions that help
the reader to understand what is
happening.
Start implementing critical sections
very rigidly maybe with one global
lock for them all, and relax the
constraints afterwards.
Logging might is difficult if many
threads start to write at the same
time. If every thread does a
reasonable amount of work try to
have them each write a file of their
own, such that they don't interlock
each other.
But beware, logging changes behavior
of code. This can be bad when bugs
disappear, or beneficial when bugs
appear that you otherwise wouldn't
have noticed.
To make a post-mortem analysis of
such a mess you have to have
accurate timestamps on each line
such that all the files can be
merged and give you a coherent view
of the execution.
-> Add priority inversion to that list.
As another poster eluded to, log files are wonderful things. For deadlocks, using a LogLock instead of a Lock can help pinpoint when you entities stop working. That is, once you know you've got a deadlock, the log will tell you when and where locks were instantiated and released. This can be enormously helpful in tracking these things down.
I've found that race conditions when using an Actor model following the same message->confirm->confirm received style seem to disappear. That said, YMMV.