Golang share big chunk of data between goroutines - go

I have a need to read structure fields set from another goroutine, afaik doing so directly even when knowing for sure there will be no concurrent access(write finished before read occurred, signaled via chan struct{}) may result in stale data
Will sending a pointer to the structure(created in the 1st goroutine, modified in the 2nd, read by the 3rd) resolve the possible staleness issue, considering I can guarantee no concurrent access?
I would like to avoid copying as structure is big and contains huge Bytes.Buffer filled in the 2nd goroutine, I need to read from the 3rd
There is an option for locking, but seems like an overkill considering I know that there will be no concurrent access

There are many answers to this, and it depends to your data structure and program logic.
see: How to lock/synchronize access to a variable in Go during concurrent goroutines?
and: How to use RWMutex in Golang?
1- using Stateful Goroutines and channels
2- using sync.Mutex
3- using sync/atomic
4- using WaitGroup
5- using program logic(Semaphore)
...
1: Stateful Goroutines and channels:
I simulated very similar sample(imagine you want to read from one SSD and write to another SSD with different speed):
In this sample code one goroutine (named write) does some job prepares data and fills the big struct, and another goroutine (named read) reads data from big struct then do some job, And the manger goroutine, guarantee no concurrent access to same data.
And communication between three goroutines done with channels. And in your case you can use pointers for channel data, or global struct like this sample.
output will be like this:
mean= 36.6920166015625 stdev= 6.068973186592054
I hope this helps you to get the idea.
Working sample code:
package main
import (
"fmt"
"math"
"math/rand"
"runtime"
"sync"
"time"
)
type BigStruct struct {
big []uint16
rpos int
wpos int
full bool
empty bool
stopped bool
}
func main() {
wg.Add(1)
go write()
go read()
go manage()
runtime.Gosched()
stopCh <- <-time.After(5 * time.Second)
wg.Wait()
mean := Mean(hist)
stdev := stdDev(hist, mean)
fmt.Println("mean=", mean, "stdev=", stdev)
}
const N = 1024 * 1024 * 1024
var wg sync.WaitGroup
var stopCh chan time.Time = make(chan time.Time)
var hist []int = make([]int, 65536)
var s *BigStruct = &BigStruct{empty: true,
big: make([]uint16, N), //2GB
}
var rc chan uint16 = make(chan uint16)
var wc chan uint16 = make(chan uint16)
func next(pos int) int {
pos++
if pos >= N {
pos = 0
}
return pos
}
func manage() {
dataReady := false
var data uint16
for {
if !dataReady && !s.empty {
dataReady = true
data = s.big[s.rpos]
s.rpos++
if s.rpos >= N {
s.rpos = 0
}
s.empty = s.rpos == s.wpos
s.full = next(s.wpos) == s.rpos
}
if dataReady {
select {
case rc <- data:
dataReady = false
default:
runtime.Gosched()
}
}
if !s.full {
select {
case d := <-wc:
s.big[s.wpos] = d
s.wpos++
if s.wpos >= N {
s.wpos = 0
}
s.empty = s.rpos == s.wpos
s.full = next(s.wpos) == s.rpos
default:
runtime.Gosched()
}
}
if s.stopped {
if s.empty {
wg.Done()
return
}
}
}
}
func read() {
for {
d := <-rc
hist[d]++
}
}
func write() {
for {
wc <- uint16(rand.Intn(65536))
select {
case <-stopCh:
s.stopped = true
return
default:
runtime.Gosched()
}
}
}
func stdDev(data []int, mean float64) float64 {
sum := 0.0
for _, d := range data {
sum += math.Pow(float64(d)-mean, 2)
}
variance := sum / float64(len(data)-1)
return math.Sqrt(variance)
}
func Mean(data []int) float64 {
sum := 0.0
for _, d := range data {
sum += float64(d)
}
return sum / float64(len(data))
}
5: another way(faster) for some use cases:
here another way to use shared data structure for read job/write job/ processing job which it was separated in first post, now here doing same 3 jobs without channels and without mutex.
working sample:
package main
import (
"fmt"
"math"
"math/rand"
"time"
)
type BigStruct struct {
big []uint16
rpos int
wpos int
full bool
empty bool
stopped bool
}
func manage() {
for {
if !s.empty {
hist[s.big[s.rpos]]++ //sample read job with any time len
nextPtr(&s.rpos)
}
if !s.full && !s.stopped {
s.big[s.wpos] = uint16(rand.Intn(65536)) //sample wrire job with any time len
nextPtr(&s.wpos)
}
if s.stopped {
if s.empty {
return
}
} else {
s.stopped = time.Since(t0) >= 5*time.Second
}
}
}
func main() {
t0 = time.Now()
manage()
mean := Mean(hist)
stdev := StdDev(hist, mean)
fmt.Println("mean=", mean, "stdev=", stdev)
d0 := time.Since(t0)
fmt.Println(d0) //5.8523347s
}
var t0 time.Time
const N = 100 * 1024 * 1024
var hist []int = make([]int, 65536)
var s *BigStruct = &BigStruct{empty: true,
big: make([]uint16, N), //2GB
}
func next(pos int) int {
pos++
if pos >= N {
pos = 0
}
return pos
}
func nextPtr(pos *int) {
*pos++
if *pos >= N {
*pos = 0
}
s.empty = s.rpos == s.wpos
s.full = next(s.wpos) == s.rpos
}
func StdDev(data []int, mean float64) float64 {
sum := 0.0
for _, d := range data {
sum += math.Pow(float64(d)-mean, 2)
}
variance := sum / float64(len(data)-1)
return math.Sqrt(variance)
}
func Mean(data []int) float64 {
sum := 0.0
for _, d := range data {
sum += float64(d)
}
return sum / float64(len(data))
}

To prevent concurrent modifications to a struct while retaining the ability to read, you'd typically embed a sync.RWMutex. This is no exemption. You can simply lock your struct for writes while it is in transit and unlock it at a point in time of your convenience.
package main
import (
"fmt"
"sync"
"time"
)
// Big simulates your big struct
type Big struct {
sync.RWMutex
value string
}
// pump uses a groutine to take the slice of pointers to Big,
// locks the underlying structs and sends the pointers to
// the locked instances of Big downstream
func pump(bigs []*Big) chan *Big {
// We make the channel buffered for this example
// for illustration purposes
c := make(chan *Big, 3)
go func() {
for _, big := range bigs {
// We lock the struct before sending it to the channel
// so it can not be changed via pointer while in transit
big.Lock()
c <- big
}
close(c)
}()
return c
}
// sink reads pointers to the locked instances of Big
// reads them and unlocks them
func sink(c chan *Big) {
for big := range c {
fmt.Println(big.value)
time.Sleep(1 * time.Second)
big.Unlock()
}
}
// modify tries to achieve locks to the instances and modify them
func modify(bigs []*Big) {
for _, big := range bigs {
big.Lock()
big.value = "modified"
big.Unlock()
}
}
func main() {
bigs := []*Big{&Big{value: "Foo"}, &Big{value: "Bar"}, &Big{value: "Baz"}}
c := pump(bigs)
// For the sake of this example, we wait until all entries are
// send into the channel and hence are locked
time.Sleep(1 * time.Second)
// Now we try to modify concurrently before we even start to read
// the struct of which the pointers were sent into the channel
go modify(bigs)
sink(c)
// We use sleep here to keep waiting for modify() to finish simple.
// Usually, you'd use a sync.waitGroup
time.Sleep(1 * time.Second)
for _, big := range bigs {
fmt.Println(big.value)
}
}
Run on playground

Related

Observer pattern or a Publish/Subscribe pattern for a cellular automaton

I am trying to code an observer pattern or a publish/submit pattern for a sort of cellular automaton.
The classical observer pattern does not to the trick because if a cell A subscribes to changes in a cell B and vice-versa, the application will run out of stack owing to the recursive approach (B.update() will call A.update() and so on and the app will run out of stack).
So I thought about using a publish/subscribe pattern where respective cells pass each other messages, rather than calling each other's update() methods.
Here is a simple example with two cells A and B:
package main
import (
"fmt"
ps "publish/pubsub"
)
func main() {
fmt.Printf("Starting\n")
chEnd := make(chan int)
// initialize
a := ps.NewNode(1, 0)
b := ps.NewNode(2, 0)
// connect nodes
a.Connect(b.ChOut)
b.Connect(a.ChOut)
// Start listening
a.Listen()
b.Listen()
// Start sending data on one arbitrary node
// to start the process.
a.ChIn <- 10
<-chEnd
}
and the corresponding lib
package pubsub
import (
"fmt"
)
type Node struct {
Id int
State int
ChOut chan int
ChIn chan int
}
func NewNode(id int, state int) Node {
chout := make(chan int)
var chin chan int
return Node{id, state, chout, chin}
}
func (p *Node) Broadcast(inItem int) {
p.ChOut <- inItem + 1
//time.Sleep(100 * time.Millisecond)
}
func (p *Node) Listen() {
go func() {
for {
select {
case inItem := <-p.ChIn:
fmt.Printf("%d: %d\n", p.Id, inItem)
p.Broadcast(inItem)
}
}
}()
}
func (p *Node) Connect(ch chan int) {
p.ChIn = ch
}
Each node has a input and an output channe.
The input channel of B is the output channel of A and vice-versa.
Every update consists merely of incrementing the data passed by the other cell.
It seems to work. So far, so good.
I tried to do something similar with a set of 4 cells A, B, C, D, in order to simulate a one dimensional cellular automaton of sorts.
In this second attempt,
each cell has two input channels (let and right) to listen to its closest left- and right-hand neighbour, respectively (ChinL and ChinR).
each cell has to output channels to communicate its latest updated state to its closest neighbours (ChoutL and ChoutR).
I must have done something wrong in the implementation of that scheme with 4 cells, because it yields odd results : the values passed back and forth between the 4 cells seem to hit a threshold instead of increasing at every consecutive step: here is the code:
package main
import (
"fmt"
ps "publish/pubsub"
)
func main() {
fmt.Printf("Starting\n")
chEnd := make(chan int)
// initialize
a := ps.NewNode(1, 0)
b := ps.NewNode(2, 0)
c := ps.NewNode(3, 0)
d := ps.NewNode(4, 0)
// connect nodes
a.ChInL = d.ChOutR
a.ChInR = b.ChOutL
b.ChInL = a.ChOutR
b.ChInR = c.ChOutL
c.ChInL = b.ChOutR
c.ChInR = d.ChOutL
d.ChInL = c.ChOutR
d.ChInR = a.ChOutL
// Start listening
go a.Listen()
go b.Listen()
go c.Listen()
go d.Listen()
go a.Broadcast()
go b.Broadcast()
go c.Broadcast()
go d.Broadcast()
// Start sending data on one arbitrary node
// to start the process.
a.ChInL <- 1
// Dummy read on channel to make main() wait
<-chEnd
}
/*
A B C D
LR LR LR LR
*/
and the corresponding lib
package pubsub
import (
"fmt"
"strings"
)
type Node struct {
Id int
State int
ChOutL chan int
ChOutR chan int
ChInL chan int
ChInR chan int
ChIO chan int
}
func NewNode(id int, state int) Node {
choutL := make(chan int)
choutR := make(chan int)
var chinL chan int
var chinR chan int
chIO := make(chan int)
return Node{id, state, choutL, choutR, chinL, chinR, chIO}
}
func (p *Node) Broadcast() {
for item := range p.ChIO {
p.ChOutL <- item + 1
p.ChOutR <- item + 1
fmt.Printf("%d: %d %s\n", p.Id, item, strings.Repeat("*", item))
}
}
func (p *Node) Listen() {
for {
//time.Sleep(100 * time.Millisecond)
select {
case inItem := <-p.ChInL:
go func() {
p.ChIO <- inItem
}()
case inItem := <-p.ChInR:
go func() {
p.ChIO <- inItem
}()
}
}
}
For completeness, here is the go.mod for the modules above:
module publish
go 1.17
For every signal a node receives on p.ChInL or p.ChInR you send out 2 signals. The first to p.ChOutL and the second to p.ChOutR. Since every node does this there will be an exponential amount of signals going around.
When running it locally the threshold is between 20 and 25. So about 2^25 33554432 signals going around. To see 26, the program will need to process 67108864 signals. So it will go past this threshold, just exponentially slower.
Now for the fix. I think you should implement some sort of tick system. So instead of sending update signals for every change to the automaton you send one update every tick like 20 times per second.
Maybe better yet, instead of using routines and channels, just make an slice of nodes and loop over them (again only updating the neighbor and not propagating it in the same tick/loop). Each iteration of the loop the state of all nodes has changed. I believe this is also how other automatons like game-of-live work. Now you can run the simulation as fast as your computer can run.
Here is one possible alternative:
package pubsub
import (
"fmt"
"math/rand"
"strings"
"time"
)
type Node struct {
Id int
State int
ChOutL chan int
ChOutR chan int
ChInL chan int
ChInR chan int
ChIO chan int
}
func NewNode(id int, state int) Node {
choutL := make(chan int)
choutR := make(chan int)
var chinL chan int
var chinR chan int
chIO := make(chan int)
return Node{id, state, choutL, choutR, chinL, chinR, chIO}
}
func (p *Node) Broadcast() {
for item := range p.ChIO {
rnd := rand.Intn(2)
if rnd == 0 {
p.ChOutL <- item + 1
} else {
p.ChOutR <- item + 1
}
fmt.Printf("%d: %d %s\n", p.Id, item, strings.Repeat("*", item))
}
}
func (p *Node) Listen() {
for {
time.Sleep(100 * time.Millisecond)
select {
case inItem := <-p.ChInL:
p.ChIO <- inItem
case inItem := <-p.ChInR:
p.ChIO <- inItem
}
}
}
Here is a second alternative:
package main
import (
"fmt"
ps "pub/pubsub"
)
func main() {
fmt.Printf("Hello\n")
chEnd := make(chan int)
A := ps.NewNode(1, 0)
B := ps.NewNode(2, 0)
C := ps.NewNode(3, 0)
D := ps.NewNode(4, 0)
B.LeftNode = &A
B.RightNode = &C
C.LeftNode = &B
C.RightNode = &D
D.LeftNode = &C
D.RightNode = &A
A.LeftNode = &D
A.RightNode = &B
A.Listen()
B.Listen()
C.Listen()
D.Listen()
A.State = 1
<-chEnd
}
//----
package pubsub
import (
"fmt"
"strings"
"sync"
"time"
)
type Node struct {
Id int
State int
LeftNode *Node
RightNode *Node
LeftState int
RightState int
}
var m sync.Mutex
func NewNode(id int, state int) Node {
return Node{id, state, nil, nil, 0, 0}
}
func (n *Node) Listen() {
go func() {
for {
m.Lock()
time.Sleep(10 * time.Millisecond)
if n.LeftState != n.LeftNode.State {
n.LeftState = n.LeftNode.State
n.State = n.LeftNode.State + 1
fmt.Printf("%d: %d %s\n", n.Id, n.State, strings.Repeat("*", n.State))
}
m.Unlock()
}
}()
go func() {
for {
m.Lock()
time.Sleep(10 * time.Millisecond)
if n.RightState != n.RightNode.State {
n.RightState = n.RightNode.State
n.State = n.RightNode.State + 1
fmt.Printf("%d: %d %s\n", n.Id, n.State, strings.Repeat("*", n.State))
}
m.Unlock()
}
}()
}

Unable to use goroutines concurrently to find max until context is cancelled

I have successfully made a synchronous solution without goroutines to findMax of compute calls.
package main
import (
"context"
"fmt"
"math/rand"
"time"
)
func findMax(ctx context.Context, concurrency int) uint64 {
var (
max uint64 = 0
num uint64 = 0
)
for i := 0; i < concurrency; i++ {
num = compute()
if num > max {
max = num
}
}
return max
}
func compute() uint64 {
// NOTE: This is a MOCK implementation of the blocking operation.
time.Sleep(time.Duration(rand.Int63n(100)) * time.Millisecond)
return rand.Uint64()
}
func main() {
maxDuration := 2 * time.Second
concurrency := 10
ctx, cancel := context.WithTimeout(context.Background(), maxDuration)
defer cancel()
max := findMax(ctx, concurrency)
fmt.Println(max)
}
https://play.golang.org/p/lYXRNTDtNCI
When I attempt to use goroutines to use findMax to repeatedly call compute function using as many goroutines until context ctx is canceled by the caller main function. I am getting 0 every time and not the expected max of the grouting compute function calls. I have tried different ways to do it and get deadlock most of the time.
package main
import (
"context"
"fmt"
"math/rand"
"time"
)
func findMax(ctx context.Context, concurrency int) uint64 {
var (
max uint64 = 0
num uint64 = 0
)
for i := 0; i < concurrency; i++ {
select {
case <- ctx.Done():
return max
default:
go func() {
num = compute()
if num > max {
max = num
}
}()
}
}
return max
}
func compute() uint64 {
// NOTE: This is a MOCK implementation of the blocking operation.
time.Sleep(time.Duration(rand.Int63n(100)) * time.Millisecond)
return rand.Uint64()
}
func main() {
maxDuration := 2 * time.Second
concurrency := 10
ctx, cancel := context.WithTimeout(context.Background(), maxDuration)
defer cancel()
max := findMax(ctx, concurrency)
fmt.Println(max)
}
https://play.golang.org/p/3fFFq2xlXAE
Your program has multiple problems:
You are spawning multiple goroutines that are operating on shared variables i.e., max and num leading to data race as they are not protected (eg. by Mutex).
Here num is modified by every worker goroutine but it should have been local to the worker otherwise the computed data could be lost (eg. one worker goroutine computed a result and stored it in num, but right after that a second worker computes and replaces the value of num).
num = compute // Should be "num := compute"
You are not waiting for every goroutine to finish it's computation and it may result in incorrect results as every workers computation wasn't taken into account even though context wasn't cancelled. Use sync.WaitGroup or channels to fix this.
Here's a sample program that addresses most of the issues in your code:
package main
import (
"context"
"fmt"
"math/rand"
"sync"
"time"
)
type result struct {
sync.RWMutex
max uint64
}
func findMax(ctx context.Context, workers int) uint64 {
var (
res = result{}
wg = sync.WaitGroup{}
)
for i := 0; i < workers; i++ {
select {
case <-ctx.Done():
// RLock to read res.max
res.RLock()
ret := res.max
res.RUnlock()
return ret
default:
wg.Add(1)
go func() {
defer wg.Done()
num := compute()
// Lock so that read from res.max and write
// to res.max is safe. Else, data race could
// occur.
res.Lock()
if num > res.max {
res.max = num
}
res.Unlock()
}()
}
}
// Wait for all the goroutine to finish work i.e., all
// workers are done computing and updating the max.
wg.Wait()
return res.max
}
func compute() uint64 {
rnd := rand.Int63n(100)
time.Sleep(time.Duration(rnd) * time.Millisecond)
return rand.Uint64()
}
func main() {
maxDuration := 2 * time.Second
concurrency := 10
ctx, cancel := context.WithTimeout(context.Background(), maxDuration)
defer cancel()
fmt.Println(findMax(ctx, concurrency))
}
As #Brits pointed out in the comments that when context is cancelled make sure that you stop those worker goroutines to stop processing (if possible) because it is not needed anymore.

Values sent over channel are not seen as received

The code below starts a few workers. Each worker receives a value via a channel which is added to a map where the key is the worker ID and value is the number received. Finally, when I add all the values received, I should get an expected result (in this case 55 because that is what you get when you add from 1..10). In most cases, I am not seeing the expected output. What am I doing wrong here? I do not want to solve it by adding a sleep. I would like to identify the issue programmatically and fix it.
type counter struct {
value int
count int
}
var data map[string]counter
var lock sync.Mutex
func adder(wid string, n int) {
defer lock.Unlock()
lock.Lock()
d := data[wid]
d.count++
d.value += n
data[wid] = d
return
}
func main() {
fmt.Println(os.Getpid())
data = make(map[string]counter)
c := make(chan int)
for w := 1; w <= 3; w++ { //starting 3 workers here
go func(wid string) {
data[wid] = counter{}
for {
v, k := <-c
if !k {
continue
}
adder(wid, v)
}
}(strconv.Itoa(w)) // worker is given an ID
}
time.Sleep(1 * time.Second) // If this is not added, only one goroutine is recorded.
for i := 1; i <= 10; i++ {
c <- i
}
close(c)
total := 0
for i, v := range data {
fmt.Println(i, v)
total += v.value
}
fmt.Println(total)
}
Your code has two significant races:
The initialization of data[wid] = counter{} is not synchronized with other goroutines that may be reading and rewriting data.
The worker goroutines do not signal when they are done modifying data, which means your main goroutine may read data before they finish writing.
You also have a strange construct:
for {
v, k := <-c
if !k {
continue
}
adder(wid, v)
}
k will only be false when the channel c is closed, after which the goroutine spins as much as it can. This would be better written as for v := range c.
To fix the reading code in the main goroutine, we'll use the more normal for ... range c idiom and add a sync.WaitGroup, and have each worker invoke Done() on the wait-group. The main goroutine will then wait for them to finish. To fix the initialization, we'll lock the map (there are other ways to do this, e.g., to set up the map before starting any of the goroutines, or to rely on the fact that empty map slots read as zero, but this one is straightforward). I also took out the extra debug. The result is this code, also available on the Go Playground.
package main
import (
"fmt"
// "os"
"strconv"
"sync"
// "time"
)
type counter struct {
value int
count int
}
var data map[string]counter
var lock sync.Mutex
var wg sync.WaitGroup
func adder(wid string, n int) {
defer lock.Unlock()
lock.Lock()
d := data[wid]
d.count++
d.value += n
data[wid] = d
}
func main() {
// fmt.Println(os.Getpid())
data = make(map[string]counter)
c := make(chan int)
for w := 1; w <= 3; w++ { //starting 3 workers here
wg.Add(1)
go func(wid string) {
lock.Lock()
data[wid] = counter{}
lock.Unlock()
for v := range c {
adder(wid, v)
}
wg.Done()
}(strconv.Itoa(w)) // worker is given an ID
}
for i := 1; i <= 10; i++ {
c <- i
}
close(c)
wg.Wait()
total := 0
for i, v := range data {
fmt.Println(i, v)
total += v.value
}
fmt.Println(total)
}
(This can be improved easily, e.g., there's no reason for wg to be global.)
Well, I like #torek's answer but I wanted to post this answer as it contains a bunch of improvements:
Reduce the usage of locks (For such simple tasks, avoid locks. If you benchmark it, you'll notice a good difference because my code uses the lock only numworkers times).
Improve the naming of variables.
Remove usage of global vars (Use of global vars should always be as minimum as possible).
The following code adds a number from minWork to maxWork using numWorker spawned goroutines.
package main
import (
"fmt"
"sync"
)
const (
bufferSize = 1 // Buffer for numChan
numworkers = 3 // Number of workers doing addition
minWork = 1 // Sum from [minWork] (inclusive)
maxWork = 10000000 // Sum upto [maxWork] (inclusive)
)
// worker stats
type worker struct {
workCount int // Number of times, worker worked
workDone int // Amount of work done; numbers added
}
// workerMap holds a map for worker(s)
type workerMap struct {
mu sync.Mutex // Guards m for safe, concurrent r/w
m map[int]worker // Map to hold worker id to worker mapping
}
func main() {
var (
totalWorkDone int // Total Work Done
wm workerMap // WorkerMap
wg sync.WaitGroup // WaitGroup
numChan = make(chan int, bufferSize) // Channel for nums
)
wm.m = make(map[int]worker, numworkers)
for wid := 0; wid < numworkers; wid++ {
wg.Add(1)
go func(id int) {
var wk worker
// Wait for numbers
for n := range numChan {
wk.workCount++
wk.workDone += n
}
// Fill worker stats
wm.mu.Lock()
wm.m[id] = wk
wm.mu.Unlock()
wg.Done()
}(wid)
}
// Send numbers for addition by multiple workers
for i := minWork; i <= maxWork; i++ {
numChan <- i
}
// Close the channel
close(numChan)
// Wait for goroutines to finish
wg.Wait()
// Print stats
for k, v := range wm.m {
fmt.Printf("WorkerID: %d; Work: %+v\n", k, v)
totalWorkDone += v.workDone
}
// Print total work done by all workers
fmt.Printf("Work Done: %d\n", totalWorkDone)
}

How to create global counter in highly concurrent system

I'm creating global counter, which can be shared between goroutines.
Referring to this question, following code may satisfy my needs.
However if there ware lots of concurrent requests, could it happen that the same number is assigned to more than two goroutines?
If so how can I avoid this?
This question is different from the link I pasted, as what I want to know about is how I can avoid duplication using channel counter. if the only possible solution is other implementation like sync.Mutex or atomic, I'll use it. however, according to the link (again), channel seems to be the best option. Any comment or answer really helpful. thanks in advance.
I'm new to multithread coding and also go, might be silly question. sorry for that.
package main
import (
"fmt"
"time"
)
var counter int
var counter_chan chan int
func main() {
counter_chan = make(chan int, 100)
counter = 0
go func() {
for {
select {
case chanc := <-counter_chan:
counter += chanc
fmt.Printf("%d \n", counter)
}
}
}()
for i := 0; i < 10; i++ {
go AddCounter(counter_chan)
}
time.Sleep(time.Second)
fmt.Printf("Total Count is ... %d \n", GetCount())
}
func AddCounter(ch chan int) {
ch <- 1
}
func GetCount() int {
return counter
}
func ResetCount() {
if counter > 8190 {
counter = 0
}
}
-- Edit 05/14 2018
Assume following code is thread-safe for getting and resetting value. Am I right?
package main
import (
"fmt"
"time"
)
var counter int
var addCounterChan chan int
var readCounterChan chan int
func main() {
addCounterChan = make(chan int, 100)
readCounterChan = make(chan int, 100)
counter = 0
go func() {
for {
select {
case val := <-addCounterChan:
counter += val
if counter > 5 {
counter = 0
}
readCounterChan <- counter
fmt.Printf("%d \n", counter)
}
}
}()
for i := 0; i < 10; i++ {
go AddCounter(addCounterChan)
}
time.Sleep(time.Second)
for i := 0; i < 10; i++ {
fmt.Printf("Total Count #%d is ... %d \n", (i + 1), GetCount(readCounterChan))
}
}
// Following two functions will be implemented in another package in real case.
func AddCounter(ch chan int) {
ch <- 1
}
func GetCount(ch chan int) int {
r := <-ch
return r
}
The direct answer to your question is: The code you've pasted updates the counter safely, but doesn't read or reset it safely.
Contrary to the accepted answer in the question you linked to, however, the easiest, most efficient way to implement a shared counter is with the atomic package. It can be used to atomically increment several common types. Example:
var globalCounter *int32 = new(int32)
// .. later in your code
currentCount := atomic.AddInt32(globalCounter, 1)
Use a sync.Mutex to create a counter with add, get and reset operations as shown in the question.
type counter struct {
mu sync.Mutex
n int
}
func (c *counter) Add() {
c.mu.Lock()
c.n++
c.mu.Unlock()
}
func (c *counter) Get() int {
c.mu.Lock()
n := c.n
c.mu.Unlock()
return n
}
func (c *counter) Reset() {
c.mu.Lock()
if c.n > 8190 {
c.n = 0
}
c.mu.Unlock()
}
If the reset function is not needed, then use the sync/atomic.
type counter struct {
n int32
}
func (c *counter) Add() {
atomic.AddInt32(&c.n, 1)
}
func (c *counter) Get() int {
return int(atomic.LoadInt32(&c.n))
}
Go 1.19
The sync/atomic package now includes atomic types, such as atomic.Int32, which you can use to manage a value that can only be accessed atomically.
This basically accomplishes the same thing as having a custom struct with a mutex, or using top-level atomic functions to read and write a "naked" numerical type. Instead of rolling your own, you can simply rely on the standard library.
A simple example:
package main
import (
"fmt"
"sync"
"sync/atomic"
)
// zero value is 0
var counter = atomic.Int32{}
func main() {
wg := &sync.WaitGroup{}
wg.Add(100)
for i := 0; i < 100; i++ {
go func() {
counter.Add(1)
wg.Done()
}()
}
wg.Wait()
fmt.Println(counter.Load())
}
Playground: https://go.dev/play/p/76xM3xXTAM5?v=gotip

Infinite goroutines until received desired response

I'm trying launch goroutines in an infinite loop until I get the response I'm looking for but the select is unreachable if I change for i := 0; i < 10; i++ {} to for {}. What's a pattern for solving this?
package main
import (
"fmt"
"math/rand"
"time"
)
func myFunc() float64 {
c := make(chan float64)
for i := 0; i < 10; i++ {
go func() {
var value float64
value = someOp()
if value > .9 {
c <- value
}
}()
}
// unreachable code the if the for loop above is infinite
for {
select {
case x := <-c:
return x
default:
}
}
}
func someOp() float64 {
rand.Seed(time.Now().UnixNano())
return rand.Float64()
}
func main() {
fmt.Println(myFunc())
}
Starting an unlimited number of goroutines is usually not a good idea. A better approach is to start a fixed number of goroutines that loop looking for an answer. Return from these goroutines when an answer is found.
func myFunc() float64 {
c := make(chan float64, 1) // Size 1 prevents race between main goroutine and workers
done := make(chan struct{})
defer close(done)
// Start a fixed number of goroutines
for i := 0; i < 10; i++ {
go func() {
for {
select {
case <-done:
// myfunc exited with result, return from this goroutine
return
default:
var value float64
value = someOp()
if value > .9 {
select {
case c <- value:
// This is first goroutine to send a value
default:
// Another goroutine sent a value
}
return
}
}
}
}()
}
return <-c
}
https://play.golang.org/p/SRpeT8k34eA

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