How can I make this less cpu intensive? - c++11

I have a thread which is running in a loop and executing tasks.
outTask::Task* task;
while (!m_out_stop) {
println("abc");
while (m_outQueue.pop(task)) {
println("123");
task->execute();
}
}
How can I make this less CPU intensive? I could make the thread sleep between each task, but that would cause a delay, and is therefore not an ideal solution.
Ps. Print statements are for debugging purposes.

If you are working in windows could use SetThreadPriority:
outTask::Task* task;
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_BELOW_NORMAL);
while (!m_out_stop) {
.....
It makes run slowest your working thread, but not stop it

Related

Kotlin coroutines slow start

I've been attempting to do a bit of performance review on an app I have, it's a back end Kotlin app that just pulls in some data, does a bit of data transformation and dumps it out, nothing too fancy. One thing that caught my eye was the final bit of execution where we dump our final data onto a queue, at first I noticed when we start up the app the final network call takes a very long time at first, sometimes over a second. Normally we run this network call in a coroutine to stop that last call blocking everything but I started trying to time the coroutine and the network call separately and got some odd results, from what I can see the coroutine takes can take forever to launch/complete compared to the network call. It's entirely possible I'm not recording things correctly but this is the general timing approach I have:
val coroutineTime - Instant.now().toEpochMillis()
GlobalScope.launch {
executionTime = measureTimeMillis { <--DO Message Sending -->}
totalTime = Instant.now().toEpochMillis() - coroutineTime
// Log out execution Time and total time
}
Now here what I'll see is something like
- totalTime = ~800ms
- executionTime = ~150ms
These aren't one-offs either, I have multiple of these processes going on at once ( up to 10 threads I think) and the first total times will always take significantly longer than the actual executionTime/network call. Eventually after a new dozen messages the overhead will calm down and these times will become equivalent at about 15ms, but having nearly 700ms overhead on coroutine start up seems insane to me.
Is this normal/expected behavior? I've tested this in a separate app and see similar but less extreme results where the first coroutine will take about 70ms to boot up, I'm struggling to find any other examples of this type of discussion outside of kotlin being used in android development.
As a first note, it's almost never a good idea to use the GlobalScope unless you really know what you're doing. This is why it was marked as delicate API. You should instead use a scope that is appropriately closed (following the lifecycle of whatever component launches this work).
Now, AFAIK, this GlobalScope runs on the default dispatcher, so maybe this is due to a cold start of that default thread pool. Later, it could also be a problem to use this dispatcher for network calls depending on the amount of concurrent coroutines you have. It would be more appropriate to use Disptachers.IO instead for IO bound work (or a custom thread pool).
It still doesn't explain the cold start, but I would first change that before investigating.
This is expected behavior if you use coroutines inappropriately ;-)
My guess is that your message sending is a blocking operation. By default GlobalScope.launch() dispatches coroutines with Dispatchers.Default which is designed to perform CPU-intensive operations, it has a limited number of threads and you should never block when using it. If you do you may run out of threads and coroutines will need to wait until some blocking operations will finish.
If you need to run blocking or IO code, you should use Dispatchers.IO instead:
GlobalScope.launch(Dispatchers.IO) {
I was facing similar issue, I have a function that loads some data from shared prefs, makes some calculations on the data (all this done in Dispatcher.Default), and return the result on Dispatcher.Main. I measured how long it took the Coroutine to actually start executing the block inside Dispatchers.Main.launch { } after calculations are done(time from tag2 to tag3 below), and got about 950ms (!!) Here is the function :
fun someName() {
CoroutineScope(Dispatchers.Default).launch {
val time = System.currentTimeMillis()
//load data and calculations
Log.d("tag2", "load and calculations took " + (System.currentTimeMillis() - time))
CoroutineScope(Dispatchers.Main.immediate).launch {
Log.d("tag3", "reached main thread code " + (System.currentTimeMillis() - time))
//do something
Log.d("tag4", "do something took " + (System.currentTimeMillis() - time))
}
}
}
But then I realized this happens while app launch, and main thread is busy creating all the UI, so even with .immediate it takes time until main thread will get to execute the dispatched code... then I tried to run this function after app already started and waiting, and found that from tag2 to tag 3 takes about 1ms (!!) (with .immediate). So looks like when dispatching something on Coroutine, when thread isn't busy it will start immediately

Guaranteed way to cancel a hanging Task?

I often have to execute code on a separate thread that is long running, blocking, instable and\or has a potential to hang forever. Since the existence of TPL the internet is full of examples that nicely cancel a task with the cancellation token but I never found an example that kills a task that hangs. Code that hangs forever is likely to be expected as soon as you communicate with hardware or call some third party code. A task that hangs cannot check the cancellation token and is doomed to stay alive forever. In critical applications I equip those tasks with alive signals that are sent on regular time intervals. As soon as a hanging task is detected, it is killed and a new instance is started.
The code below shows an example task that calls a long running placeholder method SomeThirdPartyLongOperation() which has the potential to hang forever. The StopTask() first checks if the task is still running an tries to cancel it with the cancellation token. If that doesn’t work, the task hangs and the underlying thread is interrupted\aborted old school style.
private Task _task;
private Thread _thread;
private CancellationTokenSource _cancellationTokenSource;
public void StartTask()
{
_cancellationTokenSource = new CancellationTokenSource();
_task = Task.Factory.StartNew(() => DoWork(_cancellationTokenSource.Token), _cancellationTokenSource.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
}
public void StopTask()
{
if (_task.Status == TaskStatus.RanToCompletion)
return;
_cancellationTokenSource.Cancel();
try
{
_task.Wait(2000); // Wait for task to end and prevent hanging by timeout.
}
catch (AggregateException aggEx)
{
List<Exception> exceptions = aggEx.InnerExceptions.Where(e => !(e is TaskCanceledException)).ToList(); // Ignore TaskCanceledException
foreach (Exception ex in exceptions)
{
// Process exception thrown by task
}
}
if (!_task.IsCompleted) // Task hangs and didn't respond to cancellation token => old school thread abort
{
_thread.Interrupt();
if (!_thread.Join(2000))
{
_thread.Abort();
}
}
_cancellationTokenSource.Dispose();
if (_task.IsCompleted)
{
_task.Dispose();
}
}
private void DoWork(CancellationToken cancellationToken)
{
if (string.IsNullOrEmpty(Thread.CurrentThread.Name)) // Set thread name for debugging
Thread.CurrentThread.Name = "DemoThread";
_thread = Thread.CurrentThread; // Save for interrupting/aborting if thread hangs
for (int i = 0; i < 10; i++)
{
cancellationToken.ThrowIfCancellationRequested();
SomeThirdPartyLongOperation(i);
}
}
Although I’ve been using this construct for some years now, I want to know if there are some potential mistakes in it. I’ve never seen an example of a task that saves the underlying thread or gives it a name to simplify debugging, so I’m a bit unsure if this is the right way to go. Comment on any detail is welcome!
Code that hangs forever is likely to be expected as soon as you communicate with hardware or call some third party code.
Communication: absolutely not. There's always a way to timeout with communication APIs, so even with misbehaving hardware, there's no need to force-kill an I/O operation.
Third-party code: only if you're paranoid (or have high demands such as 24x7 automation).
Here's the bottom line:
There's no way to force-kill a task.
You can force-kill a thread, but this can easily cause serious problems with application state, possibility if introducing deadlocks in other parts of the code, and resource leaks.
You can force-kill an appdomain, which solves a large portion of app state / deadlock issues with killing threads. However, it doesn't solve them all, and there's still the problem of resource leaks.
You can force-kill a process. This is the only truly clean and reliable solution.
So, if you choose to trust the third-party code, I recommend that you just call it like any other API. If you require 100% reliability regardless of third-party libraries, you'll need to wrap the third-party dll into a separate process and use cross-process communication to call it.
Your current code force-kills a thread pool thread, which is certainly not recommended; those threads belong to the thread pool, not to you, and this is still true even if you specify LongRunning. If you go the kill-thread route (which is not fully reliable), then I recommend using an explicit thread.
The question is why is this task even hanging at all? I think there's no universal solution to this problem but you should focus on the task to be always responsible and not on forcing to interrupt it.
In this code, it looks like you're looking for a simple thread rather than a task - you shouldn't link tasks to threads - it's very likely that the task will switch to another thread after some async operations and you will end up on killing an innoccent thread that is not connected to your task anymore. If you really need to kill the whole thread then make a dedicated one just for this job.
You shouldn't also name or do anything with any thread that is used for tasks' default pool. Consider this code:
static void Main(string[] args)
{
Task.Run(sth);
Console.Read();
}
static async Task sth()
{
Thread.CurrentThread.Name = "My name";
Console.WriteLine(Thread.CurrentThread.ManagedThreadId);
await Task.Delay(1);
Console.WriteLine(Thread.CurrentThread.ManagedThreadId);
Console.WriteLine(Thread.CurrentThread.Name ?? "No name");
}
the output is:
3
4
No name

How to prevent system sleep with boost::thread

I see SetThreadExecutionState will prevent computer to sleep.
With boost::thread, how will I apply this to my software?
With disable_interruption?
That's an operation system specific function, and completely unrelated to threading.
It's related to power management.
You could run /a/ background thread that does this in a loop, though:
void background_thread() {
while (true) {
boost::this_thread::sleep_for(boost::chrono::seconds(30));
::SetThreadExecutionState(...); // whatever you want to do
}
}
Ironically, you would want to use interuption points in order to gracefully terminate that thread (although you can use whatever synchronization mechanism you prefer)

Efficient daemon in Vala

i'd like to make a daemon in Vala which only executes a task every X seconds.
I was wondering which would be the best way:
Thread.usleep() or Posix.sleep()
GLib.MainLoop + GLib.Timeout
other?
I don't want it to eat too many resources when it's doing nothing..
If you spend your time sleeping in a system call, there's won't be any appreciable difference from a performance perspective. That said, it probably makes sense to use the MainLoop approach for two reasons:
You're going to need to setup signal handlers so that your daemon can die instantaneously when it is given SIGTERM. If you call quit on your main loop by binding SIGTERM via Posix.signal, that's probably going to be a more readable piece of code than checking that the sleep was successful.
If you ever decide to add complexity, the MainLoop will make it more straight forward.
You can use GLib.Timeout.add_seconds the following way:
Timeout.add_seconds (5000, () => {
/* Do what you want here */
// Continue this "loop" every 5000 ms
return Source.CONTINUE;
// Or remove it
return Source.REMOVE;
}, Priority.LOW);
Note: The Timeout is set as Priority.LOW as it runs in background and should give priority to others tasks.

Would a multithreaded Java application exploit a multi-core machine very well?

If I write a multi-threaded java application, will the JVM take care of utilizing all available cores? Do I have to do some work?
Unless you use a JVM that has so-called "green" threads (which is very few these days), Java threads are run by OS threads, so multiple threads get run on different cores by default.
To follow up, I see 100% usage on both cores when I run this code on my dual core. If I bring the number of threads from two to one, one core goes to 100% and another about 4%.
package test;
import java.util.ArrayList;
public class ThreadTest
{
public void startCPUHungryThread()
{
Runnable runnable = new Runnable(){
public void run()
{
while(true)
{
}
}
};
Thread thread = new Thread(runnable);
thread.start();
}
public static void main(String[] args)
{
ThreadTest thread = new ThreadTest();
for (int i=0; i<2; i++)
{
thread.startCPUHungryThread();
}
}
}
All modern JVMs will take advantage of as many cores as your hardware has. An easy way to illustrate this is to download and run the DaCapo benchmark on your machine. The lusearch benchmark uses 32 threads. If you run this on your desktop or server, you should see all of your CPUs hit 100% utilization during the test.
On the flip of that, it is sometimes useful to "bound"/set affinity for a Java process to only use a set of cores/sockets, though done via OS semantics. As previously answered, most runtimes indeed employ all cpus and with highly threaded apps can eat up more resources than you might expect.

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