
So this is the kind of problem I keep running into. There will seem to be
consensus that you can do everything with isolated processes message passing
(and note here that I include Actors in this scenario even if their
mechanism is more complex). And then someone will pipe up and say "well, of
course, you have to have threads" and the argument is usually "for
efficiency."
I make two observations here which I'd like comments on:
1) What good is more efficiency if the majority of programmers can never get
it right? My position: if a programmer has to explicitly synchronize
anywhere in the program, they'll get it wrong. This of course is a point of
contention; I've met a number of people who say "well, I know you don't
believe it, but *I* can write successful threaded programs." I used to think
that, too. But now I think it's just a learning phase, and you aren't a
reliable thread programmer until you say "it's impossible to get right"
(yes, a conundrum).
2) What if you have lots of processors? Does that change the picture any?
That is, if you use isolated processes with message passing and you have as
many processors as you want, do you still think you need shared-memory
threading?
A comment on the issue of serialization -- note that any time you need to
protect shared memory, you use some form of serialization. Even optimistic
methods guarantee serialization, even if it happens after the memory is
corrupted, by backing up to the uncorrupted state. The effect is the same;
only one thread can access the shared state at a time.
On Tue, Sep 9, 2008 at 4:03 AM, Sebastian Sylvan wrote: On Mon, Sep 8, 2008 at 8:33 PM, Bruce Eckel As some of you on this list may know, I have struggled to understand
concurrency, on and off for many years, but primarily in the C++ and
Java domains. As time has passed and experience has stacked up, I have
become more convinced that while the world runs in parallel, we think
sequentially and so shared-memory concurrency is impossible for
programmers to get right -- not only are we unable to think in such a
way to solve the problem, the unnatural domain-cutting that happens in
shared-memory concurrency always trips you up, especially when the
scale increases. I think that the inclusion of threads and locks in Java was just a
knee-jerk response to solving the concurrency problem. Indeed, there
were subtle threading bugs in the system until Java 5. I personally
find the Actor model to be most attractive when talking about
threading and objects, but I don't yet know where the limitations of
Actors are. However, I keep running across comments where people claim they "must"
have shared memory concurrency. It's very hard for me to tell whether
this is just because the person knows threads or if there is truth to
it. For correctness, maybe not, for efficiency, yes definitely! Imagine a program where you have a huge set of data that needs to be
modified (in some sense) over time by thousands of agents. E.g. a game
simulation.
Now, also imagine that every agent could *potentially* modify every single
piece of data, but that every agent *typically* only touches two or three
varibles here and there. I.e. the collisions between the potential
read/write sets is 100%, while the collisions for the actual read/write sets
is very very low. How would you do this with threads and message passing? Well you could have
one big thread owning all of your data that takes "update" messages, and
then "updates" the world for you (immutably if you wish, by just replacing
its "world" variable with a new one containing your update), but now you've
effectively serialized all your interactions with the "world", so you're not
really concurrent anymore! So you could decompose the world into multiple threads using some
application-specific logical sudivision, but then you're effectively just
treating each thread as a mutable variable with an implicit lock (with the
risks of deadlock that comes with it - remember we don't know the read/write
set in advance - it could be the entire world - so we can't just order our
updates in some global way here), so you're really just doing shared mutable
state again, and gain little from having threads "simulate" your mutable
cells... What you really need for this is some way for each agent to update this
shared state *in parallel*, without having to block all other agents
pessimistically, but instead only block other agents if there was an
*actual* conflict. STM seems to be the only real hope for that sort of thing
right now.
IMO my list of preferred methods goes like this:
1. Purely functional data parallelism
2. Purely functional task parallelism (using e.g. strategies)
3. Message passing with no (or very minimal) shared state (simulated using
threads as "data servers" or otherwise)
(3.5. Join patterns? Don't have enough experience with this, but seems sort
of nice?)
4. Shared state concurrency using STM
5. Shared state concurrency using locks
6. Lockless programming. So while I wouldn't resort to any shared state concurrency unless there are
good reasons for why the other methods don't work well (performance is a
good reason!), there are still situations where you need it, and a general
purpose language had better supply a way of accessing those kinds of
facilities. --
Sebastian Sylvan
+44(0)7857-300802
UIN: 44640862 --
Bruce Eckel