Multi-threaded Event Dispatching - c++

I am developing a C++ application that will use Lua scripts for external add-ons. The add-ons are entirely event-driven; handlers are registered with the host application when the script is loaded, and the host calls the handlers as the events occur.
What I want to do is to have each Lua script running in its own thread, to prevent scripts from locking up the host application. My current intention is to spin off a new thread to execute the Lua code, and allow the thread to terminate on its own once the code has completed. What are the potential pitfalls of spinning off a new thread as a form of multi-threaded event dispatching?

Here are a few:
Unless you take some steps to that effect, you are not in control of the lifetime of the threads (they can stay running indefinitely) or the resources they consume (CPU, etc)
Messaging between threads and synchronized access to commonly accessible data will be harder to implement
If you are expecting a large number of add-ons, the overhead of creating a thread for each one might be too great
Generally speaking, giving event-driven APIs a new thread to run on strikes me as a bad decision. Why have threads running when they don't have anything to do until an event is raised? Consider spawning one thread for all add-ons, and managing all event propagation from that thread. It will be massively easier to implement and when the bugs come, you will have a fighting chance.

Creating a new thread and destroying it frequently is not really a good idea. For one, you should have a way to bound this so that it doesn't consume too much memory (think stack space, for example), or get to the point where lots of pre-emption happens because the threads are competing for time on the CPU. Second, you will waste a lot of work associated with creating new threads and tearing them down. (This depends on your operating system. Some OSs might have cheap thread creation and others might have that be expensive.)
It sounds like what you are seeking to implement is a work queue. I couldn't find a good Wikipedia article on this but this comes close: Thread pool pattern.
One could go on for hours talking about how to implement this, and different concurrent queue algorithms that can be used. But the idea is that you create N threads which will drain a queue, and do some work in response to items being enqueued. Typically you'll also want the threads to, say, wait on a semaphore while there are no items in the queue -- the worker threads decrement this semaphore and the enqueuer will increment it. To prevent enqueuers from enqueueing too much while worker threads are busy and hence taking up too much resources, you can also have them wait on a "number of queue slots available" semaphore, which the enqueuer decrements and the worker thread increments. These are just examples, the details are up to you. You'll also want a way to tell the threads to stop waiting for work.

My 2 cents: depending on the number and rate of events generated by the host application, the main problem I can see is in term of performances. Creating and destroyng thread has a cost [performance-wise] I'm assuming that each thread once spawned do not need to share any resource with the other threads, so there is no contention.
If all threads are assigned on a single core of your CPU and there is no load balancing, you can easily overload one CPU and have the others [on a multcore system] unloaded. I'll consider some thread affinity + load balancing policy.
Other problem could be in term of resource [read memory] How much memory each LUA thread will consume?
Be very careful to memory leaks in the LUA threads as well: if events are frequent and threads are created/destroyed frequently leaving leacked memory, you can consume your host memory quite soon ;)

Related

How do I automatically add threads to a pool based on the computational needs of the program?

We have a C++ program which, depending on the way the user configures it, may be CPU bound or IO bound. For the purpose of loose coupling with the program configuration, I'd like to have my thread pool automatically realize when the program would benefit from more threads (i.e. CPU bound). It would be nice if it realized when it was I/O bound and reduced the number of workers, but that would just be a bonus (i.e. I'd be happy with something that just automatically grows without automatic shrinkage).
We use Boost so if there's something there that would help we can use it. I realize that any solution would probably be platform specific, so we're mainly interested in Windows and Linux, with a tertiary interest in OS X or any other *nix.
Short answer: use distinct fixed-size thread pools for CPU intensive operations and for IOs. In addition to the pool sizes, further regulation of the number of active threads will be done by the bounded-buffer (Producer/Consumer) that synchronizes the computer and IO steps of your workflow.
For compute- and data-intensive problems where the bottlenecks are a moving target between different resources (e.g. CPU vs IO), it can be useful to make a clear distinction between a thread and a thread, particularly, as a first approximation:
A thread that is created to use more CPU cycles ("CPU thread")
A thread that is created to handle an asynchronous IO operation ("IO thread")
More generally, threads should be segregated by the type of resources that they need. The aim should be to ensure that a single thread doesn't use more than one resource (e.g. avoiding switching between reading data and processing data in the same thread). When a tread uses more than one resource, it should be split and the two resulting threads should be synchronized through a bounded-buffer.
Typically there should be exactly as many CPU threads as needed to saturate the instruction pipelines of all the cores available on the system. To ensure that, simply have a "CPU thread pool" with exactly that many threads that are dedicated to computational work only. That would be boost:: or std::thread::hardware_concurrency() if that can be trusted. When the application needs less, there will simply be unused threads in the CPU thread pool. When it needs more, the work is queued. Instead of a "CPU thread pool", you could use c++11 std::async but you would need to implement a thread throttling mechanism with your selection of synchronization tools (e.g. a counting semaphore).
In addition to the "CPU thread pool", there can be another thread pool (or several other thread pools) dedicated to asynchronous IO operations. In your case, it seems that IO resource contention is potentially a concern. If that's the case (e.g. a local hard drive) the maximum number of threads should be carefully controlled (e.g. at most 2 read and 2 write threads on a local hard drive). This is conceptually the same as with CPU threads and you should have one fixed size thread pool for reading and another one for writing. Unfortunately, there will probably not be any good primitive available to decide on the size of these thread pools (measuring might be simple though, if your IO patterns are very regular). If resource contention is not an issue (e.g. NAS or small HTTP requests) then boost::asio or c++11 std::async would probably be a better option than a thread pool; in which case, thread throttling can be entirely left to the bounded-buffers.

Reduce Context Switches Between Threads With Same Priority

I am writing an application that use a third-party library to perform heavy computations.
This library implements parallelism internally and spawn given number threads. I want to run several (dynamic count) instances of this library and therefore end up with quite heavily oversubscribing the cpu.
Is there any way I can increase the "time quantum" of all the threads in a process so that e.g. all the threads with normal priority rarely context switch (yield) unless they are explicitly yielded through e.g. semaphores?
That way I could possibly avoid most of the performance overhead of oversubscribing the cpu. Note that in this case I don't care if a thread is starved for a few seconds.
EDIT:
One complicated way of doing this is to perform thread scheduling manually.
Enumerate all the threads with a specific priority (e.g. normal).
Suspend all of them.
Create a loop which resumes/suspends the threads every e.g. 40 ms and makes sure no mor threads than the current cpu count is run.
Any major drawbacks with this approach? Not sure what the overhead of resume/suspending a thread is?
There is nothing special you need to do. Any decent scheduler will not allow unforced context switches to consume a significant fraction of CPU resources. Any operating system that doesn't have a decent scheduler should not be used.
The performance overhead of oversubscribing the CPU is not the cost of unforced context switches. Why? Because the scheduler can simply avoid those. The scheduler only performs an unforced context switch when that has a benefit. The performance costs are:
It can take longer to finish a job because more work will be done on other jobs between when the job is started and when the job finishes.
Additional threads consume memory for their stacks and related other tracking information.
More threads generally means more contention (for example, when memory is allocated) which can mean more forced context switches where a thread has to be switched out because it can't make forward progress.
You only want to try to change the scheduler's behavior when you know something significant that the scheduler doesn't know. There is nothing like that going on here. So the default behavior is what you want.
Any major drawbacks with this approach? Not sure what the overhead of
resume/suspending a thread is?
Yes,resume/suspend the thread is very very dangerous activity done in user mode of program. So it should not be used(almost never). Moreover we should not use these concepts to achieve something which any modern scheduler does for us. This too is mentioned in other post of this question.
The above is applicable for any operating system, but from SO post tag it appears to me that it has been asked for Microsoft Windows based system. Now if we read about the SuspendThread() from MSDN, we get the following:
"This function is primarily designed for use by debuggers. It is not intended to be used for thread synchronization. Calling SuspendThread on a thread that owns a synchronization object, such as a mutex or critical section, can lead to a deadlock if the calling thread tries to obtain a synchronization object owned by a suspended thread".
So consider the scenario in which thread has acquired some resource(implicitly .i.e. part of not code..by library or kernel mode), and if we suspend the thread this would result into mysterious deadlock situation as other threads of that process would be waiting for that particular resource. The fact is we are not sure(at any time) in our program that what sort of resources are acquired by any running thread, suspend/resume thread is not good idea.

Design and Technical issue in Multi Threaded Application

I wanted to Discuss the Design and technical issue/challenges related with multi threaded application.
Issue I faced
1.I came across the situation where there is multiple thread is using the shared function/variable crash the application, so proper guard is required on that occasion.
2. State Machine and Multi thread-
There are several point one should remember before delve in to the multi thread application.
There can issue related to 1. Memory 2. Handle 3. Socket etc.
please share your experience on the following point
what are the common mistake one do in the multi threaded application
Any specific issue related to multi threaded.
Should we pass data by value or by referen in the thread function.
Well, there are so many...
1) Shared functions/procedures - they are just code and, unless the code modifies itself, there can be no problem. Local variables are no problem because each thread calls on a separate stack, (amost by definition:). Any other data can an issue and may need protection. 99.99% of all household API calls on multiTasking OS are thread-safe, again, almost by definition. Another poster has already warned about thread-local storage...
2) State machines. Can be a little awkward. You can easly lock all the events firing into the SM, so ensuring the integrity of the state, but you must not make blocking calls from inside the SM while it is locked, (might seem obvious, but I have done this.. once :).
I occasionally run state-machines from one thread only, queueing event objects to it. This moves the locking to the input queue and means that the SM is somewhat easier to debug. It also means that the thread running the SM can implement timeouts on an internal delta queue and so itself fire timeout calls to the objects on the delta queue, (classic example: TCP server sockets with connection timeouts - thousands of socket objects that each need an independent timeout).
3) 'Should we pass data by value or by referen in the thread function.'. Not sure what you mean, here. Most OS allow one pointer to be passed on thread creation - do with it what you will. You could pass it an event it should signal on work completion or a queue object upon which it is to wait for work requests. After creation, you need some form of inter-thread comms to send requests and get results, (unless you are going to use the direct 'read/write/waitForExit' mechanism - AV/deadlock/noClose generator).
I usually use a simple semaphore/CS producer-consumer queue to send/receive comms objects between worker threads, and the PostMessage API to send them to a UI thread. Apart from the locking in the queue, I don't often need any more locking. You have to try quite hard to deadlock a threaded system based on message-passing and things like thread pools become trivial - just make [no. of CPU] threads and pass each one the same queue to wait on.
Common mistakes. See the other posters for many, to which I would add:
a) Reading/writing directly to thread fields to pass parameters and return results, (esp. between UI threads and 'worker' threads), ie 'Create thread suspended, load parameters into thread fields, resume thread, wait on thread handle for exit, read results from thread fields, free thread object'. This causes performance hit from continually creating/terminating/destroying threads and often forces the developer to ensure that thread are terminated when exiting an app to prevent AV/216/217 exceptions on close. This can be very tricky, in some cases impossible because a few API's block with no way of unblocking them. If developers would stop this nasty practice, there would be far fewer app close problems.
b) Trying to build multiThreaded apps in a procedural fashion, eg. trying to wait for results from a work thread in a UI event handler. Much safer to build a thread request object, load it with parameters, queue it to a work thread and exit the event handler. The thread can get the object, do work, put results back into the object and, (on Windows, anyway), PostMessage the object back. A UI message-handler can deal with the results and dispose of the object, (or recycle, reuse:). This approach means that, since the UI and worker are always operating on different data that can outlive them both, no locking and, (usually), no need to ensure that the work thread is freed when closing the app, (problems with this are ledgendary).
Rgds,
Martin
The biggest issue people face in multi threading applications are race conditions, deadlocks and not using semaphores of some sort to protect globally accessible variables.
You are facing these problems when using thread locks.
Deadlock
Priority Inversion
Convoying
“Async-signal-safety”
Kill-tolerant availability
Preemption tolerance
Overall performance
If you want to look at more advanced threading techniques you can look at the lock free threading, where many threads work on the same problem in case they are waiting.
Deadlocks, memory corruption (of shared resources) due to lack of proper synchronization, buffer overflow (even that can be occured due to memory corruption), improper usage of thread local storage are the most common things
Also it depends on under which platform and technology you're using to implement the thread. For e.g. in Microsoft Windows, if you use MFC objects, several MFC objects are not really shareable across threads because they're heavily rely on thread local storage (e.g CSocket, CWnd classes etc.)

Possible frameworks/ideas for thread managment and work allocation in C++

I am developing a C++ application that needs to process large amount of data. I am not in position to partition data so that multi-processes can handle each partition independently. I am hoping to get ideas on frameworks/libraries that can manage threads and work allocation among worker threads.
Manage threads should include at least below functionality.
1. Decide on how many workers threads are required. We may need to provide user-defined function to calculate number of threads.
2. Create required number of threads.
3. Kill/stop unnecessary threads to reduce resource wastage.
4. Monitor healthiness of each worker thread.
Work allocation should include below functionality.
1. Using callback functionality, the library should get a piece of work.
2. Allocate the work to available worker thread.
3. Master/slave configuration or pipeline-of-worker-threads should be possible.
Many thanks in advance.
Your question essentially boils down to "how do I implement a thread pool?"
Writing a good thread pool is tricky. I recommend hunting for a library that already does what you want rather than trying to implement it yourself. Boost has a thread-pool library in the review queue, and both Microsoft's concurrency runtime and Intel's Threading Building Blocks contain thread pools.
With regard to your specific questions, most platforms provide a function to obtain the number of processors. In C++0x this is std::thread::hardware_concurrency(). You can then use this in combination with information about the work to be done to pick a number of worker threads.
Since creating threads is actually quite time consuming on many platforms, and blocked threads do not consume significant resources beyond their stack space and thread info block, I would recommend that you just block worker threads with no work to do on a condition variable or similar synchronization primitive rather than killing them in the first instance. However, if you end up with a large number of idle threads, it may be a signal that your pool has too many threads, and you could reduce the number of waiting threads.
Monitoring the "healthiness" of each thread is tricky, and typically platform dependent. The simplest way is just to check that (a) the thread is still running, and hasn't unexpectedly died, and (b) the thread is processing tasks at an acceptable rate.
The simplest means of allocating work to threads is just to use a single shared job queue: all tasks are added to the queue, and each thread takes a task when it has completed the previous task. A more complex alternative is to have a queue per thread, with a work-stealing scheme that allows a thread to take work from others if it has run out of tasks.
If your threads can submit tasks to the work queue and wait for the results then you need to have a scheme for ensuring that your worker threads do not all get stalled waiting for tasks that have not yet been scheduled. One option is to spawn a new thread when a task gets blocked, and another is to run the not-yet-scheduled task that is blocking a given thread on that thread directly in a recursive manner. There are advantages and disadvantages with both these schemes, and with other alternatives.

My threadspool just make 4~5threads. why?

I use QueueUserWorkItem() function to invoke threadpool.
And I tried lots of work with it. (about 30000)
but by the task manager my application only make 4~5 thread after I push the start button.
I read the MSDN which said that the default number of thread limitation is about 500.
why just a few of threads are made in my application?
I'm tyring to speed up my application and I dout this threadpool is the one of reason that slow down my application.
thanks
It is important to understand how the threadpool scheduler works. It was designed to fine-tune the number of running threads against the capabilities of your machine. Your machine probably can run only two threads at the same time, dual-core CPUs are the current standard. Maybe four.
So when you dump a bunch of threads in its lap, it starts out by activating only two threads. The rest of them are in a queue, waiting for CPU cores to become available. As soon as one of those two threads completes, it activates another one. Twice a second, it evaluates what's going on with active threads that didn't complete. It makes the rough assumption that those threads are blocking and thus not making progress and allows another thread to activate. You've now got three running threads. Getting up the 500 threads, the default max number of threads, will take 249 seconds.
Clearly, this behavior spells out what a thread should do to be suitable to run as a threadpool thread. It should complete quickly and don't block often. Note that blocking on I/O requests is dealt with separately.
If this behavior doesn't suit you then you can use a regular Thread. It will start running right away and compete with other threads in your program (and the operating system) for CPU time. Creating 30,000 of such threads is not possible, there isn't enough virtual memory available for that. A 32-bit operating system poops out somewhere south of 2000 threads, consuming all available virtual memory. You can get about 50,000 threads on a 64-bit operating system before the paging file runs out. Testing these limits in a production program is not recommended.
I think you may have misunderstood the use of the threadpool. Spawning threads and killing threads involves the Windows Kernel and is an expensive operation. If you continuously need threads to perform an aynchronous operation and then you throw them away it would perform many system calls.
So the threadpool is actually a group of threads which are created once which instead of exiting when they complete their task actually enter a wait for another item for queueuserworkitem. The threadpool will then tune itself based on how many threads are required concurrently for your process. If you wish to test this write this code:
for(int i = 0; i < 30000; i++)
{
ThreadPool.QueueUserWorkItem(myMethod);
}
You will see this will create a whole bunch of threads. Maybe not 30000 as some of the threads that are created will be reused as the ThreadPool starts to work through your function calls.
The threadpool is there so you can avoid creating a thread for every asynchronous operation for the very reason that threads are expensive. If you want 30,000 threads you're going to use a lot of memory for the thread stacks plus waste a lot of CPU time doing context switches. Now creating that many threads would be justified if you had 30,000 CPU cores...