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Must Be This Tall to Write Multi-Threaded Code
- nbardy 11y agoIt seems like the key to writing current code is to abandon the idea of understanding how to construct a concurrent architecture and to figure out how to adopt a pattern concurrent which provides certain guarantees. Often it is something baked into the language, but frequently it is a library. This is one of the reasons I'm so thrilled with Clojure. 1) Because it has STM baked in and there is a core library for CSP. 2) Because it is a lisp so adding foreign syntax is as simple as a library and doesn't need to be a language extension.
- batou 11y agoRun this in your browser's console window to make it actually scrollable without playing find the sodding scrollbar: document.getElementById("contentpane").style.width = "100%"
- urda 11y agoIt was scrollable for me using standard keyboard and mouse controls. I did not have to play find the scrollbar. Sounds like a local client issue to me on your end. Edit: yeah no, still working just fine. Downvoting should not be used when confirm a problem exists or not. What's the deal today Hacker News?
- Nadya 11y agoMove your mouse outside of the white blog area and try to scroll. That's the problem being addressed by making the white area take up the full width rather than 70% of it.
- bronz 11y agoWhat is racing?
- AnimalMuppet 11y agoRace conditions. For example, thread 1 produces a value, and writes it into a member variable of a class. Thread 2 uses that value, but does not synchronize with thread 1 to make sure that it's been produced. But that's fine, because thread 1 finishes before thread 2 uses the value. That is, thread 1 almost always finishes first. But if it doesn't (if it loses the race), then chaos happens - chaos that is very hard to reproduce or debug.
- bronz 11y agoThank you.
- spitfire 11y agoRace condition. See Therac-25 for why this is quite bad.
- mannykannot 11y ago"The resulting invariants end up being documented in comments." There's your problem. If you are going to use locks, you need a wider view of the system than you get at the source-code level. It is doable, but there is a big impedance mismatch between this approach to software development and agile methods.
- rayiner 11y agoIt's much easier to use threads than to use them properly. Arguably, the stricture's of Rust's type system makes it harder to use threads. But it makes it almost impossible to use threads improperly. Both are probably good things. I have seen some real doosies writing multithreaded code. We had a relatively simple data analysis project that took in spectrum measurements from a piece of hardware, logged them, did some basic visualizations, and allowed for controlling the hardware. Each of these functions ran in one or more threads. Imagine my surprise when I saw lots of uses of CreateThread but nary a call to WaitForSingleObject or even EnterCriticalSection. I think there may have been a Boolean flag to "coordinate" a pair of producer/consumer threads.
- cwzwarich 11y agoRust's type system does nothing to prevent deadlocks.
- rayiner 11y agoFair enough, but it would have prevented the data races in my horror story above.
- ArkyBeagle 11y agoThe visualization end should have been in mostly only one direction and pretty much non-blocking ( except for when you're out of data ). The other side - configuring the hardware - is my bread and butter, and there are a few simple abstractions that are pretty old now ( I have been using them since the late '80s ) that will help greatly. Sadly, for inexplicable economic reason(s), these are less well known year by year. Also - for extra points, think about how you'd do that in one thread. Betcha can... although multiprocessor can be pretty cool. Now write it to where it doesn't matter if it's one or multiple threads...
- rayiner 11y agoMy first inclination, before putting locks everwhere, was to rewrite it as an event-driven application using WaitForMultipleObjects. I can't remember now what that didn't work.
- rpcope1 11y agoI think you really ought to have to read Little Book of Semaphores before you're allowed to touch multi-threaded code. [1] [1] - http://www.greenteapress.com/semaphores/downey05semaphores.pdf http://www.greenteapress.com/semaphores/downey05semaphores.p...
- SEMW 11y ago> In this approach, threads own their data, and communicate with message-passing. This is easier said than done, because the language constructs, primitives, and design patterns for building system software this way are still in their infancy "Still in their infancy"? That's basically a description of Erlang's concurrency model, almost three decades old now. Is there a concurrency equivalent of Spencer's law -- something along the lines of "Those who do not understand Erlang are doomed to reinvent it"?
- vezzy-fnord 11y agooccam, as well. They're not entirely wrong, though. Actor model and CSP are in their infancy w.r.t. mainstream usage, even though they seem to be working really well. Then Erlang/OTP gives you all sorts of other perks besides concurrency.
- MichaelGG 11y agoOTP will probably really take off once there's a solid, maintained, port for a nicer and faster language.
- vezzy-fnord 11y agoSolid, maintained and nice is already there. As for speed, one must define their needs. Throughput, latency, asynchronicity and GC strategy (which is per-process and concurrent in Erlang) can all affect perceptions of "speed". Then you're given a multitude of ways to interface with C code, right down to treating a C program like it's an Erlang VM node.
- mcguire 11y agoI keep thinking about OTP in Rust. Unfortunately, they got rid of M:N threads, which makes threading less of a useful abstraction.
- erickt 11y agoWe're still pretty confident that Rust will be able to support a high quality green threading library and other M:N concurrency libraries without needing to be integrated into the language itself. All the type magic that we do to pass data between threads should work quite well for a green threading library. We already have a couple projects experimenting with this [1], [2], [3]. Servo also has a pretty nifty work-stealing queue [4] that is yet another abstraction for easily sharing data between threads. 1: https://github.com/rustcc/coroutine-rs https://github.com/rustcc/coroutine-rs 2: https://github.com/zonyitoo/simplesched https://github.com/zonyitoo/simplesched 3: https://github.com/dpc/mioco https://github.com/dpc/mioco 4: https://github.com/servo/servo/blob/c76720d67c0d04f6d77c138c295b4fd4ebf24ee3/components/util/workqueue.rs https://github.com/servo/servo/blob/c76720d67c0d04f6d77c138c...
- ArkyBeagle 11y agoI am utterly ignorant of what Gecko looks like, but in largerish realtime embedded work, things always seem to end up in more formal design methodologies utilizing transactional models such as message sequences ( frequently expressed in charts. )
- ddmills 11y agoThere is a relatively new actor-like language called paninij[1] which uses the idea of 'capsules'. I have been developing a java annotation based version of it called `@PaniniJ`. Capsule oriented programming enforces modular reasoning, which in turn allows the code to be transformed automatically into multithreaded goodness. [1] http://paninij.org/ http://paninij.org/ [2] https://github.com/hridesh/panini https://github.com/hridesh/panini
- ArkyBeagle 11y agoEvent-driven with formally designated actors and protocols between actors is pretty old. '90s at least. An old tool, ObjecTime, deferred decisions about which actors went on what threads until the very last thing. Default was that they were round robin, run-to-completion. It took some measure of work to do so , but people ran ObjecTime code on bare metal. Pannini looks very nice.
- jandrewrogers 11y agoThe problems with traditional multi-threaded concurrency go beyond just complexity and safety. They also offer relatively poor performance on modern hardware due to the necessarily poor locality of shared structures and context switching, which causes unnecessary data motion down in the silicon. Whether or not "message passing" avoids this is dependent on the implementation. Ironically, the fastest model today on typical multi-core silicon looks a lot like old school single-process, single-core event-driven models that you used to see when servers actually had a single core and no threads. One process per physical core, locked to the core, that has complete ownership of its resources. Other processes/cores on the same machine are logically treated little different than if they were on another server. As a bonus, it is very easy to distribute software designed this way. People used to design software this way back before multithreading took off, and in high-performance computing world they still do because it has higher throughput and better scalability than either lock-based concurrency or lock-free structures by a substantial margin. It has been interesting to see it make a comeback as a model for high concurrency server software, albeit with some distributed systems flavor that was not there in the first go around.
- pcwalton 11y agoShared-nothing is great when you can do it. But sometimes the cost of copying is too high, and that's what shared memory is for. Take, for example, a simple texturing fragment shader in GLSL. You're not going to copy the entire texture to every single GPU unit; it might be a 4096x4096 texture you're rendering only a dozen pixels of. Rather, you take advantage of the caching behavior of the memory hierarchy to have each shading unit only cache the part it needs. This is what shared memory can do for you: it enables you to use the hardware to dynamically distribute the data around to maximize locality.
- jandrewrogers 11y agoI did not mean to imply that you are giving every process a copy of all the data. The main trick is decomposition of the application, data model, and operations such that every process may have a thousand discrete and disjoint shards of "stuff" it shares with no other process. The large number of shards per process mean that average load across shards will be relatively balanced. The "one shard per server/core" model is popular but poor architecture precisely because it is expensive to keep balanced. However, in these models you rarely move data between cores because it is expensive, both due to NUMA and cache effects. Instead, you move the operations to the data, just like you would in a big distributed system. This is the part most software engineers are not used to -- you move the operations to the threads that own the data rather moving to the data to the threads (traditional multithreading) that own the operations. Moving operations is almost always much cheaper than moving data, even within a single server, and operations are not updatable shared state. This turns out to be a very effective architecture for highly concurrent, write heavy software like database engines. It is much faster than, for example, the currently trendy lock-free architectures. Most of the performance benefit is much better locality and fewer stalls or context switches, but it has the added benefit of implementation simplicity since your main execution path is not sharing anything.
- jondubois 11y agoThread-based concurrency has no future. It's complex and it doesn't scale beyond a certain point. Process-based concurrency is relatively simple (especially if your programming language has good async support) and it can scale indefinitely. The one advantage of threads is that the overhead is lower when operating at low concurrency. But it's like algorithmic complexity, people only care about growth in complexity not about the initial offset.
- jerf 11y ago"Process-based concurrency is relatively simple (especially if your programming language has good async support)" You can have "process-based concurrency... simple" or "good async support" but you can't have both... good async support becomes not simple. "Good async support" in a single process just means you pretty much have virtual threads anyhow, you just don't formally label them. That's why all the "good async" languages are basically structuring all their "good async" support so that you can write code that looks and behaves... virtually exactly like threads. The problem with threads isn't the threads... it's the sharing patterns. Lots of nested locks is insane. But that's not the only way to do it. Even in Go it isn't that hard to do things sanely, and things like Erlang and Rust make it even easier. If you've still only used those languages with "good async support", you really ought to try one of the modern languages that are the real competition. I have not heard very many people become fluent in one of those and then want to go back.
- sportanova 11y agowhat are the modern languages that are the real competition?
- woah 11y agoWondering what your opinion on JavaScript's async support is? Huge amounts of flawlessly async single threaded code have been written in js.
- incepted 11y ago> Thread-based concurrency has no future. It's complex and it doesn't scale beyond a certain point. Beyond what point? Every single company that handles petabytes of data, starting with Google, seems to be scaling just fine with thread-based concurrency. And why shouldn't they? Thread-based concurrency has decades of study behind it, it's very well understood, the tooling is terrific (IDE's even tell you ahead of time when deadlocks can happen and when they do, they can tell you exactly why) and the performances are unmatched. I'd say thread-based concurrency is going to be around for a while, as opposed to the many fads that come and go trying to replace it, starting with actor-based concurrency and transactional memory.
- SCHiM 11y agoI got quite frustrated when I read this article. That's because this article, and the many others like this, confuse the real issue. This article, and those like it, all state that the problem with multi-threading and synchronization is inherent to the programing paradigm/language/architecture you're using: > "Buggy multi-threaded code creates race conditions, which are the most dangerous and time-consuming class of bugs in software" > "because the traditional synchronization primitives are inadequate for large-scale systems." Ok. Fair enough, now tell us why that is so. I get quite annoyed when the author then proceeds to turn it all around by saying this: > "Locks don’t lend themselves to these sorts of elegant principles. The programmer needs to scope the lock just right so as to protect the data from races, while simultaneously avoiding (a) the deadlocks that arise from overlapping locks and (b) the erasure of parallelism that arise from megalocks. The resulting invariants end up being documented in comments:" > "And so on. When that code is undergoing frequent changes by multiple people, the chances of it being correct and the comments being up to date are slim." Implying that the real problem with locks/threading/synchronization is actually communication, proper documentation discipline, programmer skill (soft and hard). Of-course I'm not saying that the process of using primitive synchronization methods can't be abstracted over to make it easier to write _proper_ multi threaded code. It's just that this really feels like subjective politicking very much like the aversion to (proper use of) goto() in C/C++ code.
- Demiurge 11y agoThis made me think. I can't actually agree that it's a matter of language primitives. It's very much about the logical complexity of sharing anything. It seems to be a fundamental, recurring theme in CS, data and logic. In a single thread, in imperative language, there is a sequential list of logical steps and manipulation of data, or state. With two or more threads, you have multiple sequence of statements, but they can try to manipulate same data, it's effectively mashing two sequences together in random order! If that is what you want to do, I don't see anything you can really do to make it not rocket science. I'm sure it can be made easier by using some safer primitives for data access, but I don't see how the high level logical races can be made eliminated. As in, a language can eliminate an object being deleted when it's going to be still accessed, but it can't eliminate a student getting an F at midnight while his homework program is still being tested.
- opnitro 11y agoJust so you know, this is broken on ios-safari. I love the title though.
- chipsy 11y agoThe article's style got me into a ranting mood. I don't want "allusion links" that surface vapid text like "new superpowers" or "never ending stream of goodness". You are forcing me to click on them to know WTF you mean.
- woah 11y agoIt's amusing that an article's style can get you into a "ranting mood".
- bsder 11y agoSigh. What's wrong with using lock-free data structures? Go study java.util.concurrent. It's one of the absolute best libraries ever written by some of the smartest programmers I have ever seen. The primary question is "Do I really need to wait or do I just need to be consistent?" 90% of the time the answer is that consistent is good enough. Lock-free data structures are not a panacea. They don't always do as well as locks in the face of contention. However, if you have that much contention, congratulations, you have an actual spot you really need to optimize. By default, though, lock-free data structures protect you from so much fail it's ridiculous. I don't dread concurrent programming if I have a good lock-free data structure library. That having been said, if you really have to wait (normally for hardware access), then you MUST do certain things. Your "lock" MUST be as small as possible--if it isn't "lock with timeout", "single small action that always goes to completion even if error occurs", "unlock"--YOU HAVE FAILED. START OVER. Also, note the "timeout" portion of the lock. "Timeout" MUST be handled and IS NOT NECESSARILY AN ERROR. Now, these don't get all the situations. People who need "transactions" have hard problems. People who have high contention have hard problems. However, I can count the number of times I genuinely needed to deal with contention or transactions on one hand and still have two fingers left over. Whereas, I have lost count of the number of times that I cleared out all manner of bugs simply by switching to a lock-free data structure.
- gamegoblin 11y agojava.util.concurrent has some great functionality, but I have found that some of the concurrent datastructures cause significantly more garbage generation than their non-concurrent counterparts. I was writing some highly concurrent code and initially wrote it with the jdk's lock-free containers, but found that GC was about 5-10x worse (depending on the workload) than simply wrapping the non-concurrent equivalent in a lock.
- bsder 11y ago> I was writing some highly concurrent code and initially wrote it with the jdk's lock-free containers, but found that GC was about 5-10x worse (depending on the workload) than simply wrapping the non-concurrent equivalent in a lock. That seems a bit high, but I can believe it under heavy contention. But, you measured, and then optimized. Which is what people should be doing but aren't.
- aidenn0 11y agoMy dad said he had to read Hoare when he got his M.S. in the eary '80s, and that half the people who read it didn't understand it, and half the people who understood it ignored it. It's 30 years later and people are still using crappy synchronization primitives.
- zubirus 11y ago>> In this approach, threads own their data, and communicate with message-passing. This is the same paradigm as MPI, the message parsing interface. Using it, you also get for free the ability to deploy your "threaded" code in distributed memory architectures. But any person who had just a bit of experience with this standard can tell you how tedious is to develop a parallel code with it. Maybe this is product of the paradigm or just the verbosity of the API (see for example: http://www.mpich.org/static/docs/v3.1/www3/MPI_Alltoallv.html http://www.mpich.org/static/docs/v3.1/www3/MPI_Alltoallv.htm...).I wish there was some sort of OpenMP or Intel TBB equivalent for MPI to ease out the pain.
- zzzcpan 11y ago> However, these programmers aren’t fleeing concurrency itself - they’re fleeing concurrent access to the same data. He's not wrong. Modern real world example: Golang authors designed net library in a such way, that everyone who uses it has to think about concurrent access to shared mutable states. Which is hard and unnecessary. Event loops never had this problem, but for some reason got labeled "non idiomatic" by Golang folks. So I had to implement event loop myself.
- smegel 11y agoI've written a lot of multi-threaded code, but I don't think I've written ANY multi-threaded code that doesn't involve queues passing objects (hopefully safely) between threads. As in, no locks, no semaphores, no accessing shared state between threads (OK apart from an global flag structure that just set various error conditions encountered and was only interacted with by atomic get/set operations and where order of access was never important). Adding a lock to a program is like a huge red flag - stop everything and really think about what you are doing.
- deleted 11y ago[deleted]
- Matthias247 11y agoTotally agree. I also have written a lot of multithreaded code in the past years. At the beginning I really used locks and acted on various resources from multiple threads. It turned out to get into an unmaintainable mess where you have to think about dozens of invariants before each change. In the meantime I mostly implement things in a way that each data is owned by exactly on thread (or mostly event loops running on a thread or also in a thread pool) and provide thread-safe APIs on top of that by using queues and message (or function object) passing to exchange data and results between the calling thread and the resource-owning thread.
- JoeAltmaier 11y agoSome ivory tower nut proved in the 70s that semaphore-and-thread was logically equivalent to queue-and-message, i.e. the same results could be obtained by each. But queue-and-message is superior in very many ways. Done carefully, you have only the queue as a shared structure. If message processors are non-blocking then the entire system is non-blocking. Deadlock can be statically determined by examination of the message vectors. And last but certainly not least, in the debugger, all important state is in the message or local variables in a message processor. No enormous stacks to dive through, trying to find who did what to whom. Simple single-threaded message processors have straightforward logic. And a message-aware operating system can make the work queues transparent.
- nickpsecurity 11y agoSounds like they're just using the wrong tools. Eiffel's SCOOP model[1] made things a lot easier back around '95. They've been improving on it since, with a lot of great work recently [2]. Various modifications proved absence of deadlocks, absence of livelocks, or guarantee of progress. I believe a version was ported to Java. A few modern variants have performance along lines of C++ w/ TBB and Go. What are the odds that it could be ported to a restricted use of C++ language, I wonder? Note: Ada's concurrency strategy also prevented quite a few types of errors. They're described in this article [3] on ParaSail, a language designed for easy concurrency that goes much further. [1] http://cme.ethz.ch/scoop/ http://cme.ethz.ch/scoop/ [2] http://cme.ethz.ch/publications/ http://cme.ethz.ch/publications/ [3] http://www.embedded.com/design/programming-languages-and-tools/4375616/ParaSail--Less-is-more-with-multicore http://www.embedded.com/design/programming-languages-and-too...
- steven2012 11y agoI hate blog posts like this. You get one guy, who is seemingly very smart, and he says basically "Don't do multithreading, it's very hard. Only an elite few, such as me, can do this right, so most of you out there DON'T DO IT!" It's bullshit. Mainly because it's no harder than anything else, and has just as much pitfalls as every other type of programming. Yes, to a certain degree multithreading is hard, but it's not rocket science. But PROGRAMMING is hard. Not just multithreaded programming. There's nothing very special about multithreaded programming that should scare off people from trying it. Sure, you might fuck up, but that's For example, our entire company was almost completely brought down a few months ago by our "architect" implementing a feature so poorly that it caused massive system instability. What was this feature? It essentially boiled down to a 1 or a 2. Customer accounts were tagged with either a 1 or a 2, an it's supposed to take a different code path for each, but he made it so fucking complicated and he didn't do his due diligence, the entire weight of his code cause significant downtime, and a customer that accounts for 60% of our revenues almost walked. And none of this is rocket science. Of course, I worked at another company where one engineer thought "oh, asynchronous APIs are faster than synchronous APIs" so they implemented the entire API asynchronously. Of course, that required mutexes on the server side. And then more mutexes. And it got to the point where the performance was hell because of the unintended consequences of trying to make things faster. You would write a new API and the server would barf saying "You took the locks in the wrong order" but there was no indication of you ever doing anything wrong. It was a mess. So I get what the OP is saying, but it's not specific to just multithreadedness. I bet the same programmer would have made a mess of a single-threaded app as well. They are just shitty or careless programmers. If you're careful, multithreaded programming is helpful and you can see some significant performance boosts from it. But like every other paradigm in programming, don't overuse it. A judicious use of simple multithreaded programming might help a lot, but there are few apps that benefit from an extremely complex system with hundreds of threads, massive amounts of mutexes, etc.
- hamburglar 11y agoThe reason I bristle about blog posts like this is that there are two wholly disparate types of multi-threaded programming: First, there's the type that's hard and should probably be avoided except by supergeniuses. This involves big hairy lock graphs where locks are held across complex operations that may involve other locks, and swirling dependencies of doom. This shit is nasty, and I completely agree that you must be "this tall" to be trusted with it. The other kind of multi-threaded programming is the simple kind, where you need to have a threadsafe interface to a module, the locking is dead simple if you know what you're doing, and your lock graph has about three states, all of which clear in constant time and have no dependencies. In this case, there is no excuse for not having this basic competency, and the attitude that we should all just throw up our hands and never hope to write multi-threaded code again is massively counterproductive. This shit is not brain-bendingly hard, it just takes a small amount of practice and discipline. Let's stop pretending all multi-threaded programming is wizardry.
- MCRed 11y agoErlang and Elixir solved this problem. I only write multi-threaded code in very limited cases when it makes sense to split processing out of UI on mobile devices. Everywhere else I use Elixir, and I write multi-process code and I don't think twice about it. And I never run into problems. I'm really feeling like people keep choosing tools that haven't solved the problem, or even tried to, and then thinking that the problem is perennial. It was solved a long time ago by erlang.
- iso8859-1 11y agoCan I make a 3D shooter using Erlang?
- Profan 11y agoCertainly there's nothing stopping you in particular, (expect maybe the current lack of library support for it, but that could be fixed), not that Erlang is an especially good platform for the task. So while some people seem to claim Erlang/Elixir may have solved the problem, they shouldn't lose sight of that there are other domains than their own. But still, for a long time there has been support for message-passing systems of different kinds even in languages like C and C++ and its siblings though, just not integrated into the language. (I love Erlang/LFE personally, but wouldn't write a 3D shooter in it)
- crocal 11y agoAbsolutely yes. If you need an example of 3D à la Erlang, have a look at Wings 3D. http://www.wings3d.com/ http://www.wings3d.com/.
- zobzu 11y agoLove this sign, too bad I heard its gone
- Animats 11y agoThe main problem with multithreaded programming is that most languages are clueless about threads and locks. They were an afterthought in C, and were viewed as an operating system primitive, not a language primitive. The language has no clue what data is locked by which lock. There's no syntax to even talk about that. Of course concurrency in C and C++ gets messed up. Rust has a rational approach to shared data protection. Shared data is owned by a mutex, and you must borrow that mutex to access the data. You can have N read-only borrowers, or one read-write borrower. The borrow checker checks that at compile time. This gives us an enforceable way to think about who can access what.
- gopalv 11y ago> Shared data is owned by a mutex, and you must borrow that mutex to access the data. This is how sane locking code works in C or C++. The critical issue is that we have a lot of code already written which doesn't respect this simple rule. 90% of the time, that C/C++ code needs to be re-architected to make the locks either more comprehensive (fix races) or less (performance). Rewriting in Rust generally achieves that, because it is a re-architecting and refactoring step with concurrency in mind. And if done neatly, this leaves no room for the next guy to come in and undo parts of that design, because there's violating that takes more work than keeping it - the wrong approach is suddenly the harder one to get to, unlike C/C++.
- Gankro 11y agoThe fundamental problem with this pattern in C++ is that you can always just keep around a pointer into it and then the "mutex guard" thing falls apart. There's no way to communicate to the language that this pointer can't hang around any longer than the mutex guard (because that's the only thing preventing the pointer from being racy). You basically can't write safe abstractions in C++ in the face of pointers.
- robotresearcher 11y ago> You basically can't write safe abstractions in C++ in the face of pointers. Sure you can, with accessor methods (get/set). Don't expose the address of the underlying data structure. Don't expose the lock object either.
- kabdib 11y agoCoroutines are great stuff. Being able to yield for an async result and then wake up later, without having to do expensive and buggy lock rendezvous nonsense, is manageable and scalable.
- tsotha 11y agoIt's really not that hard to write multi-threaded code. I just laugh when I read articles like this - I've been doing it for more than fifteen years now. By taking a tool like that away from your team you're stunting their growth and your product.
- angry_octet 11y agoYou really didn't read the article did you? He makes it quite clear that they (i.e. mozilla) have tried to multithread things many times and the resulting complexity has led to bit rot and increased bugginess. In that context your boasting seems inflated and inane.
- tsotha 11y agoTo what should I give more credence - an article in which someone says something is impossible, or large, multi-threaded applications at my workplace grinding through data around the clock? I feel like a blacksmith who's been told horseshoes are impossible to make.
- hyperpallium 11y agoShared-nothing message passing is an answer, as used in Erlang, but I seem to recall reading that race and deadlock can still occur, just at a higher level.
- tormeh 11y agoPeople: There are solutions to this shit. If you're building a distributed system or need to deal with loss of data regardless, use actor systems (Erlang or Akka). If you need something that's not quite as probabilistic and are willing to handle deadlocks use CSP (Go or Rust). If you need absolute determinism and you're willing to pay for it in performance use SRP (Esterel or possibly maybe at your own risk Céu). If you need shitstains in your underwear use locks and semaphores.
- nicerobot 11y agoAgreed. Now days, you should not even think about threads. If you are, you're doing it wrong. You should only be concerning yourself with immutability or not sharing state. Hardly rocket science. Here's how easy it is in Go: https://github.com/Spatially/go-workgroup https://github.com/Spatially/go-workgroup just write a function and send it data. Done. Granted, to do that distributed requires some thought for the remoting but still not a concern for the developer.
- tormeh 11y agoFor distributed systems you are supposed to use Erlang with OTP or maybe Akka if you need more speed/JVM. Local and distributed concurrency are nearly indistinguishable when using actors.
- mike_hearn 11y agoI get the feeling a lot of developers have only ever written one or two very specific kinds of software and think that their experiences generalise to all kinds. Threading with locks isn't going to go away any time soon no matter how religiously one states their opposition to it. Take the case of mobile or indeed desktop app programming: • Memory usage is important • Real-time responsiveness is important • Avoiding slow operations on the main thread is important Some consequences of these constraints is that if you have a simple actor like design with a GUI thread (frontend) and a backend thread (network, other expensive operations) you can easily write crappy software. If the GUI needs a bit of data and needs it fast because the user just navigated to a new screen, sending a message to the backend actor and waiting whilst it finishes off whatever task it's doing isn't going to cut it. You need fine grained access to a subset of the data being managed by the backend, and you need it now, without yielding to some other thread that might not get scheduled quickly. And you need to avoid delays due to duplicating a large object graph then garbage collecting that immutable copy or (worse) running out of RAM and having your app be killed by the OS. In some kinds of web server I've worked on, you're serving a large mostly-but-not-quite immutable data store. That data set must be held in RAM and you cannot have one copy for each thread because that'd not fit into the servers you use. And the data set must be hot-updateable whilst the server is running. You cannot just code around these requirements, they're fundamental to the product. You can sometimes accept doubling your memory usage so the serving copy can be immutable whilst a new copy is created and updated. but sometimes that just makes you more expensive than your competitors. There are lots of types of programming where for performance, cost or other reasons, you simply cannot say "shared state is hard so we will never do it". You just have to bite the bullet and do it.
- atsaloli 11y agoSigh. No mention of logic verification that there are no race conditions. Problem has been solved by Dr Holzmann at JPL http://www.verticalsysadmin.com/making_robust_software/ http://www.verticalsysadmin.com/making_robust_software/