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Shared Counters and Parallelism Companion slides for The Art of Multiprocessor Programming by Maurice Herlihy & Nir Shavit Modified by Rajeev Alur for CIS640 University of Pennsylvania
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Art of Multiprocessor Programming 2 A Shared Pool Put –Inserts object –blocks if full Remove –Removes & returns an object –blocks if empty public interface Pool { public void put(Object x); public Object remove(); } Unordered set of objects
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Art of Multiprocessor Programming 3 put Simple Locking Implementation put
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Art of Multiprocessor Programming 4 put Simple Locking Implementation put Problem: hot- spot contention
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Art of Multiprocessor Programming 5 put Simple Locking Implementation Problem: hot- spot contention Problem: sequential bottleneck put
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Art of Multiprocessor Programming 6 put Simple Locking Implementation Problem: hot- spot contention Problem: sequential bottleneck put Solution: Queue Lock
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Art of Multiprocessor Programming 7 put Simple Locking Implementation Problem: hot- spot contention Problem: sequential bottleneck put Solution: Queue Lock Solution ???
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Art of Multiprocessor Programming 8 Counting Implementation 19 20 21 remove put 19 20 21
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Art of Multiprocessor Programming 9 Counting Implementation 19 20 21 Only the counters are sequential remove put 19 20 21
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Art of Multiprocessor Programming 10 Shared Counter 3 2 1 0 1 2 3
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Art of Multiprocessor Programming 11 Shared Counter 3 2 1 0 1 2 3 No duplication
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Art of Multiprocessor Programming 12 Shared Counter 3 2 1 0 1 2 3 No duplication No Omission
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Art of Multiprocessor Programming 13 Shared Counter 3 2 1 0 1 2 3 Not necessarily linearizable No duplication No Omission
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Art of Multiprocessor Programming 14 Shared Counters Can we build a shared counter with –Low memory contention, and –Real parallelism? Locking –Can use queue locks to reduce contention –No help with parallelism issue …
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Art of Multiprocessor Programming 15 Software Combining Tree 4 Contention: All spinning local Parallelism: Potential n/log n speedup
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Art of Multiprocessor Programming 16 Combining Trees 0
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Art of Multiprocessor Programming 17 Combining Trees 0 +3
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Art of Multiprocessor Programming 18 Combining Trees 0 +3 +2
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Art of Multiprocessor Programming 19 Combining Trees 0 +3 +2 Two threads meet, combine sums
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Art of Multiprocessor Programming 20 Combining Trees 0 +3 +2 Two threads meet, combine sums +5
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Art of Multiprocessor Programming 21 Combining Trees 5 +3 +2 +5 Combined sum added to root
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Art of Multiprocessor Programming 22 Combining Trees 5 +3 +2 0 Result returned to children
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Art of Multiprocessor Programming 23 Combining Trees 5 0 0 3 0 Results returned to threads
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Art of Multiprocessor Programming 24 Devil in the Details What if –threads don’t arrive at the same time? Wait for a partner to show up? –How long to wait? –Waiting times add up … Instead –Use multi-phase algorithm –Try to wait in parallel …
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Art of Multiprocessor Programming 25 Combining Status enum CStatus{ IDLE, FIRST, SECOND, DONE, ROOT};
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Art of Multiprocessor Programming 26 Combining Status enum CStatus{ IDLE, FIRST, SECOND, DONE, ROOT}; Nothing going on
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Art of Multiprocessor Programming 27 Combining Status enum CStatus{ IDLE, FIRST, SECOND, DONE, ROOT}; 1 st thread partner for combining, will return soon to check for 2 nd thread
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Art of Multiprocessor Programming 28 Combining Status enum CStatus{ IDLE, FIRST, SECOND, DONE, ROOT}; 2 nd thread arrived with value for combining
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Art of Multiprocessor Programming 29 Combining Status enum CStatus{ IDLE, FIRST, SECOND, DONE, ROOT}; 1 st thread has completed operation & deposited result for 2 nd thread
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Art of Multiprocessor Programming 30 Combining Status enum CStatus{ IDLE, FIRST, SECOND, DONE, ROOT}; Special case: root node
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Art of Multiprocessor Programming 31 Node Synchronization Short-term –Synchronized methods –Consistency during method call Long-term –Boolean locked field –Consistency across calls
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Art of Multiprocessor Programming 32 Phases Precombining –Set up combining rendez-vous Combining –Collect and combine operations Operation –Hand off to higher thread Distribution –Distribute results to waiting threads
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Art of Multiprocessor Programming 33 Precombining Phase 0 Examine status IDLE
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Art of Multiprocessor Programming 34 Precombining Phase 0 0 If IDLE, promise to return to look for partner FIRST
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Art of Multiprocessor Programming 35 Precombining Phase 0 At ROOT, turn back FIRST
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Art of Multiprocessor Programming 36 Precombining Phase 0 FIRST
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Art of Multiprocessor Programming 37 Precombining Phase 0 0 SECOND If FIRST, I’m willing to combine, but lock for now
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Art of Multiprocessor Programming 38 Code Tree class –In charge of navigation Node class –Combining state –Synchronization state –Bookkeeping
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Art of Multiprocessor Programming 39 Precombining Navigation Node node = myLeaf; while (node.precombine()) { node = node.parent; } Node stop = node;
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Art of Multiprocessor Programming 40 Precombining Navigation Node node = myLeaf; while (node.precombine()) { node = node.parent; } Node stop = node; Start at leaf
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Art of Multiprocessor Programming 41 Precombining Navigation Node node = myLeaf; while (node.precombine()) { node = node.parent; } Node stop = node; Move up while instructed to do so
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Art of Multiprocessor Programming 42 Precombining Navigation Node node = myLeaf; while (node.precombine()) { node = node.parent; } Node stop = node; Remember where we stopped
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Art of Multiprocessor Programming 43 Precombining Node synchronized boolean precombine() { while (locked) wait(); switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() }
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Art of Multiprocessor Programming 44 synchronized boolean precombine() { while (locked) wait(); switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } Precombining Node Short-term synchronization
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Art of Multiprocessor Programming 45 synchronized boolean precombine() { while (locked) wait(); switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } Synchronization Wait while node is locked
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Art of Multiprocessor Programming 46 synchronized boolean precombine() { while (locked) wait(); switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } Precombining Node Check combining status
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Art of Multiprocessor Programming 47 Node was IDLE synchronized boolean precombine() { while (locked) {wait();} switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } I will return to look for combining value
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Art of Multiprocessor Programming 48 Precombining Node synchronized boolean precombine() { while (locked) {wait();} switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } Continue up the tree
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Art of Multiprocessor Programming 49 I’m the 2 nd Thread synchronized boolean precombine() { while (locked) {wait();} switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } If 1 st thread has promised to return, lock node so it won’t leave without me
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Art of Multiprocessor Programming 50 Precombining Node synchronized boolean precombine() { while (locked) {wait();} switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } Prepare to deposit 2 nd value
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Art of Multiprocessor Programming 51 Precombining Node synchronized boolean phase1() { while (sStatus==SStatus.BUSY) {wait();} switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } End of phase 1, don’t continue up tree
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Art of Multiprocessor Programming 52 Node is the Root synchronized boolean phase1() { while (sStatus==SStatus.BUSY) {wait();} switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } If root, phase 1 ends, don’t continue up tree
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Art of Multiprocessor Programming 53 Precombining Node synchronized boolean phase1() { while (locked) {wait();} switch (cStatus) { case IDLE: cStatus = CStatus.FIRST; return true; case FIRST: locked = true; cStatus = CStatus.SECOND; return false; case ROOT: return false; default: throw new PanicException() } Always check for unexpected values!
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Art of Multiprocessor Programming 54 Combining Phase 0 0 SECOND 1 st thread locked out until 2 nd provides value +3
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Art of Multiprocessor Programming 55 Combining Phase 0 0 SECOND 2 nd thread deposits value to be combined, unlocks node, & waits … 2 +3 zzz
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Art of Multiprocessor Programming 56 Combining Phase +3 +2 +5 SECOND 2 0 1 st thread moves up the tree with combined value … zzz
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Art of Multiprocessor Programming 57 Combining (reloaded) 0 0 2 nd thread has not yet deposited value … FIRST
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Art of Multiprocessor Programming 58 Combining (reloaded) 0 +3 FIRST 1 st thread is alone, locks out late partner
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Art of Multiprocessor Programming 59 Combining (reloaded) 0 +3 FIRST Stop at root
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Art of Multiprocessor Programming 60 Combining (reloaded) 0 +3 FIRST 2 nd thread’s phase 1 visit locked out
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Art of Multiprocessor Programming 61 Combining Navigation node = myLeaf; int combined = 1; while (node != stop) { combined = node.combine(combined); stack.push(node); node = node.parent; }
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Art of Multiprocessor Programming 62 Combining Navigation node = myLeaf; int combined = 1; while (node != stop) { combined = node.combine(combined); stack.push(node); node = node.parent; } Start at leaf
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Art of Multiprocessor Programming 63 Combining Navigation node = myLeaf; int combined = 1; while (node != stop) { combined = node.combine(combined); stack.push(node); node = node.parent; } Add 1
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Art of Multiprocessor Programming 64 Combining Navigation node = myLeaf; int combined = 1; while (node != stop) { combined = node.combine(combined); stack.push(node); node = node.parent; } Revisit nodes visited in phase 1
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Art of Multiprocessor Programming 65 Combining Navigation node = myLeaf; int combined = 1; while (node != stop) { combined = node.combine(combined); stack.push(node); node = node.parent; } Accumulate combined values, if any
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Art of Multiprocessor Programming 66 node = myLeaf; int combined = 1; while (node != stop) { combined = node.combine(combined); stack.push(node); node = node.parent; } Combining Navigation We will retraverse path in reverse order …
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Art of Multiprocessor Programming 67 Combining Navigation node = myLeaf; int combined = 1; while (node != stop) { combined = node.combine(combined); stack.push(node); node = node.parent; } Move up the tree
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Art of Multiprocessor Programming 68 Combining Phase Node synchronized int combine(int combined) { while (locked) wait(); locked = true; firstValue = combined; switch (cStatus) { case FIRST: return firstValue; case SECOND: return firstValue + secondValue; default: … }
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Art of Multiprocessor Programming 69 synchronized int combine(int combined) { while (locked) wait(); locked = true; firstValue = combined; switch (cStatus) { case FIRST: return firstValue; case SECOND: return firstValue + secondValue; default: … } Combining Phase Node Wait until node is unlocked
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Art of Multiprocessor Programming 70 synchronized int combine(int combined) { while (locked) wait(); locked = true; firstValue = combined; switch (cStatus) { case FIRST: return firstValue; case SECOND: return firstValue + secondValue; default: … } Combining Phase Node Lock out late attempts to combine
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Art of Multiprocessor Programming 71 synchronized int combine(int combined) { while (locked) wait(); locked = true; firstValue = combined; switch (cStatus) { case FIRST: return firstValue; case SECOND: return firstValue + secondValue; default: … } Combining Phase Node Remember our contribution
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Art of Multiprocessor Programming 72 synchronized int combine(int combined) { while (locked) wait(); locked = true; firstValue = combined; switch (cStatus) { case FIRST: return firstValue; case SECOND: return firstValue + secondValue; default: … } Combining Phase Node Check status
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Art of Multiprocessor Programming 73 synchronized int combine(int combined) { while (locked) wait(); locked = true; firstValue = combined; switch (cStatus) { case FIRST: return firstValue; case SECOND: return firstValue + secondValue; default: … } Combining Phase Node 1 st thread is alone
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Art of Multiprocessor Programming 74 synchronized int combine(int combined) { while (locked) wait(); locked = true; firstValue = combined; switch (cStatus) { case FIRST: return firstValue; case SECOND: return firstValue + secondValue; default: … } Combining Node Combine with 2 nd thread
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Art of Multiprocessor Programming 75 Operation Phase 5 +3 +2 +5 Add combined value to root, start back down (phase 4) zzz
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Art of Multiprocessor Programming 76 Operation Phase (reloaded) 5 Leave value to be combined … SECOND 2
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Art of Multiprocessor Programming 77 Operation Phase (reloaded) 5 +2 Unlock, and wait … SECOND 2 zzz
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Art of Multiprocessor Programming 78 Operation Phase Navigation prior = stop.op(combined);
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Art of Multiprocessor Programming 79 Operation Phase Navigation prior = stop.op(combined); Get result of combining
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Art of Multiprocessor Programming 80 Operation Phase Node synchronized int op(int combined) { switch (cStatus) { case ROOT: int oldValue = result; result += combined; return oldValue; case SECOND: secondValue = combined; locked = false; notifyAll(); while (cStatus != CStatus.DONE) wait(); locked = false; notifyAll(); cStatus = CStatus.IDLE; return result; default: …
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Art of Multiprocessor Programming 81 synchronized int op(int combined) { switch (cStatus) { case ROOT: int oldValue = result; result += combined; return oldValue; case SECOND: secondValue = combined; locked = false; notifyAll(); while (cStatus != CStatus.DONE) wait(); locked = false; notifyAll(); cStatus = CStatus.IDLE; return result; default: … At Root Add sum to root, return prior value
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Art of Multiprocessor Programming 82 synchronized int op(int combined) { switch (cStatus) { case ROOT: int oldValue = result; result += combined; return oldValue; case SECOND: secondValue = combined; locked = false; notifyAll(); while (cStatus != CStatus.DONE) wait(); locked = false; notifyAll(); cStatus = CStatus.IDLE; return result; default: … Intermediate Node Deposit value for later combining …
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Art of Multiprocessor Programming 83 synchronized int op(int combined) { switch (cStatus) { case ROOT: int oldValue = result; result += combined; return oldValue; case SECOND: secondValue = combined; locked = false; notifyAll(); while (cStatus != CStatus.DONE) wait(); locked = false; notifyAll(); cStatus = CStatus.IDLE; return result; default: … Intermediate Node Unlock node, notify 1 st thread
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Art of Multiprocessor Programming 84 synchronized int op(int combined) { switch (cStatus) { case ROOT: int oldValue = result; result += combined; return oldValue; case SECOND: secondValue = combined; locked = false; notifyAll(); while (cStatus != CStatus.DONE) wait(); locked = false; notifyAll(); cStatus = CStatus.IDLE; return result; default: … Intermediate Node Wait for 1 st thread to deliver results
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Art of Multiprocessor Programming 85 synchronized int op(int combined) { switch (cStatus) { case ROOT: int oldValue = result; result += combined; return oldValue; case SECOND: secondValue = combined; locked = false; notifyAll(); while (cStatus != CStatus.DONE) wait(); locked = false; notifyAll(); cStatus = CStatus.IDLE; return result; default: … Intermediate Node Unlock node & return
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Art of Multiprocessor Programming 86 Distribution Phase 5 0 zzz Move down with result SECOND
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Art of Multiprocessor Programming 87 Distribution Phase 5 zzz Leave result for 2 nd thread & lock node SECOND 2
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Art of Multiprocessor Programming 88 Distribution Phase 5 0 zzz Move result back down tree SECOND 2
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Art of Multiprocessor Programming 89 Distribution Phase 5 2 nd thread awakens, unlocks, takes value IDLE 3
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Art of Multiprocessor Programming 90 Distribution Phase Navigation while (!stack.empty()) { node = stack.pop(); node.distribute(prior); } return prior;
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Art of Multiprocessor Programming 91 Distribution Phase Navigation while (!stack.empty()) { node = stack.pop(); node.distribute(prior); } return prior; Traverse path in reverse order
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Art of Multiprocessor Programming 92 Distribution Phase Navigation while (!stack.empty()) { node = stack.pop(); node.distribute(prior); } return prior; Distribute results to waiting 2 nd threads
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Art of Multiprocessor Programming 93 Distribution Phase Navigation while (!stack.empty()) { node = stack.pop(); node.distribute(prior); } return prior; Return result to caller
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Art of Multiprocessor Programming 94 Distribution Phase synchronized void distribute(int prior) { switch (cStatus) { case FIRST: cStatus = CStatus.IDLE; locked = false; notifyAll(); return; case SECOND: result = prior + firstValue; cStatus = CStatus.DONE; notifyAll(); return; default: …
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Art of Multiprocessor Programming 95 Distribution Phase synchronized void distribute(int prior) { switch (cStatus) { case FIRST: cStatus = CStatus.IDLE; locked = false; notifyAll(); return; case SECOND: result = prior + firstValue; cStatus = CStatus.DONE; notifyAll(); return; default: … No combining, unlock node & reset
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Art of Multiprocessor Programming 96 Distribution Phase synchronized void distribute(int prior) { switch (cStatus) { case FIRST: cStatus = CStatus.IDLE; locked = false; notifyAll(); return; case SECOND: result = prior + firstValue; cStatus = CStatus.DONE; notifyAll(); return; default: … Notify 2 nd thread that result is available
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Art of Multiprocessor Programming 97 Bad News: High Latency +2 +3 +5 Log n
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Art of Multiprocessor Programming 98 Good News: Real Parallelism +2 +3 +5 2 threads 1 thread
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Art of Multiprocessor Programming 99 Throughput Puzzles Ideal circumstances –All n threads move together, combine –n increments in O(log n) time Worst circumstances –All n threads slightly skewed, locked out –n increments in O(n · log n) time
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Art of Multiprocessor Programming 100 Index Distribution Benchmark void indexBench(int iters, int work) { while (int i < iters) { i = r.getAndIncrement(); Thread.sleep(random() % work); }}
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Art of Multiprocessor Programming 101 Index Distribution Benchmark void indexBench(int iters, int work) { while (int i < iters) { i = r.getAndIncrement(); Thread.sleep(random() % work); }} How many iterations
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Art of Multiprocessor Programming 102 Index Distribution Benchmark void indexBench(int iters, int work) { while (int i < iters) { i = r.getAndIncrement(); Thread.sleep(random() % work); }} Expected time between incrementing counter
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Art of Multiprocessor Programming 103 Index Distribution Benchmark void indexBench(int iters, int work) { while (int i < iters) { i = r.getAndIncrement(); Thread.sleep(random() % work); }} Take a number
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Art of Multiprocessor Programming 104 Index Distribution Benchmark void indexBench(int iters, int work) { while (int i < iters) { i = r.getAndIncrement(); Thread.sleep(random() % work); }} Pretend to work (more work, less concurrency)
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Art of Multiprocessor Programming 105 Performance Benchmarks Alewife –NUMA architecture –Simulated Throughput: –average number of inc operations in 1 million cycle period. Latency: –average number of simulator cycles per inc operation.
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Art of Multiprocessor Programming 106 Performance Latency: Throughput: 90000 80000 60000 50000 30000 20000 0 0 50100150 200250 300 Splock Ctree[n] num of processors cycles per operation 100150 200250 300 90000 80000 70000 60000 50000 40000 30000 20000 Splock Ctree[n] operations per million cycles 50 10000 0 0 num of processors work = 0
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Art of Multiprocessor Programming 107 Performance Latency: Throughput: 90000 80000 60000 50000 30000 20000 0 0 50100150 200250 300 Splock Ctree[n] num of processors cycles per operation 100150 200250 300 90000 80000 70000 60000 50000 40000 30000 20000 Splock Ctree[n] operations per million cycles 50 10000 0 0 num of processors work = 0
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Art of Multiprocessor Programming 108 The Combining Paradigm Implements any RMW operation When tree is loaded –Takes 2 log n steps –for n requests Very sensitive to load fluctuations: –if the arrival rates drop –the combining rates drop –overall performance deteriorates!
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Art of Multiprocessor Programming 109 Conclusions Combining Trees –Work well under high contention –Sensitive to load fluctuations –Can be used for getAndMumble() ops Next lecture –Counting networks –A different approach …
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640 Class Project Can be done in groups of 2 Presentation during week of 4/27 Written report (5-10 pages) Topics –Parallelization –Verification –Some relevant topic of interest to you
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Parallelization How to efficiently solve a problem in parallel –Lonestar Benchmark (e.g. Delauney triangulation, N-body simulation) –Diffusion Implement a solution –Evaluate speed-up –Try optimizations using fine-grained synchronization
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Verification Debugging parallel programs is hard –Use MSR’s Chess tool for state-space exporation of C/C++/C# programs –Produce “correct” implementations of some of the concurrent data structures we studied in C# Formal verification of concurrent data structures –Can we prove correctness? –In some theorem prover, e.g., Coq
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A Balancer Input wires Output wires
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Tokens Traverse Balancers Token i enters on any wire leaves on wire i mod (fan-out)
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Tokens Traverse Balancers
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Arbitrary input distribution Balanced output distribution
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Smoothing Network k-smooth property
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Counting Network step property
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Counting Networks Count! 0, 4, 8..... 1, 5, 9..... 2, 6,10.... 3, 7........
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Bitonic[4]
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Counting Networks Good for counting number of tokens low contention no sequential bottleneck high throughput practical networks depth
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Bitonic[k] is not Linearizable
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2
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2 0
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2 0 Problem is: Red finished before Yellow started Red took 2 Yellow took 0
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Shared Memory Implementation class balancer { boolean toggle; balancer[] next; synchronized boolean flip() { boolean oldValue = this.toggle; this.toggle = !this.toggle; return oldValue; }
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Shared Memory Implementation class balancer { boolean toggle; balancer[] next; synchronized boolean flip() { boolean oldValue = this.toggle; this.toggle = !this.toggle; return oldValue; } state
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Shared Memory Implementation class balancer { boolean toggle; balancer[] next; synchronized boolean flip() { boolean oldValue = this.toggle; this.toggle = !this.toggle; return oldValue; } Output connections to balancers
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Shared Memory Implementation class balancer { boolean toggle; balancer[] next; synchronized boolean flip() { boolean oldValue = this.toggle; this.toggle = !this.toggle; return oldValue; } Get-and-complement
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Shared Memory Implementation Balancer traverse (Balancer b) { while(!b.isLeaf()) { boolean toggle = b.flip(); if (toggle) b = b.next[0] else b = b.next[1] return b; }
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Shared Memory Implementation Balancer traverse (Balancer b) { while(!b.isLeaf()) { boolean toggle = b.flip(); if (toggle) b = b.next[0] else b = b.next[1] return b; } Stop when we get to the end
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Shared Memory Implementation Balancer traverse (Balancer b) { while(!b.isLeaf()) { boolean toggle = b.flip(); if (toggle) b = b.next[0] else b = b.next[1] return b; } Flip state
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Shared Memory Implementation Balancer traverse (Balancer b) { while(!b.isLeaf()) { boolean toggle = b.flip(); if (toggle) b = b.next[0] else b = b.next[1] return b; } Exit on wire
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Bitonic[2k] Schematic Bitonic[k] Merger[2k]
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Bitonic[2k] Layout
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Unfolded Bitonic Network
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Merger[8]
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Unfolded Bitonic Network
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Merger[4]
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Unfolded Bitonic Network
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Merger[2]
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Bitonic[k] Depth Width k Depth is (log 2 k)(log 2 k + 1)/2
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Merger[2k]
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Merger[2k] Schematic Merger[k]
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Merger[2k] Layout
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Lemma If a sequence has the step property …
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Lemma So does its even subsequence
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Lemma And its odd subsequence
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Merger[2k] Schematic Merger[k] Bitonic[k] even odd even
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Proof Outline Outputs from Bitonic[k] Inputs to Merger[k] even odd even
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Proof Outline Inputs to Merger[k] even odd even Outputs of Merger[k]
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Proof Outline Outputs of Merger[k]Outputs of last layer
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Periodic Network Block
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Block[2k] Schematic Block[k]
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Block[2k] Layout
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Periodic[8]
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Network Depth Each block[k] has depth log 2 k Need log 2 k blocks Grand total of (log 2 k) 2
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Lower Bound on Depth Theorem: The depth of any width w counting network is at least Ω(log w). Theorem: there exists a counting network of θ(log w) depth. Unfortunately, proof is non-constructive and constants in the 1000s.
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Sequential Theorem If a balancing network counts –Sequentially, meaning that –Tokens traverse one at a time Then it counts –Even if tokens traverse concurrently
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Red First, Blue Second (2)
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Blue First, Red Second (2)
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Either Way Same balancer states
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Order Doesn’t Matter Same balancer states Same output distribution
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Index Distribution Benchmark void indexBench(int iters, int work) { while (int i = 0 < iters) { i = fetch&inc(); Thread.sleep(random() % work); }
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Performance (Simulated) * All graphs taken from Herlihy,Lim,Shavit, copyright ACM. MCS queue lock Spin lock Number processors Throughput Higher is better!
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Performance (Simulated) * All graphs taken from Herlihy,Lim,Shavit, copyright ACM. MCS queue lock Spin lock Number processors Throughput 64-leaf combining tree 80-balancer counting network Higher is better!
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Performance (Simulated) * All graphs taken from Herlihy,Lim,Shavit, copyright ACM. MCS queue lock Spin lock Number processors Throughput 64-leaf combining tree 80-balancer counting network Combining and counting are pretty close
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Performance (Simulated) * All graphs taken from Herlihy,Lim,Shavit, copyright ACM. MCS queue lock Spin lock Number processors Throughput 64-leaf combining tree 80-balancer counting network But they beat the hell out of the competition!
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Throughput vs. Size Bitonic[16] Bitonic[4] Bitonic[8] Number processors Throughput
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Shared Pool Put counting network Remove counting network
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Put/Remove Network Guarantees never: –Put waiting for item, while –Get has deposited item Otherwise OK to wait –Put delayed while pool slot is full –Get delayed while pool slot is empty
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What About Decrements Adding arbitrary values Other operations –Multiplication –Vector addition..
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Anti-Tokens
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Tokens & Anti-Tokens Cancel
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As if nothing happened
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Tokens vs Antitokens Tokens –read balancer –flip –proceed Antitokens –flip balancer –read –proceed
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Pumping Lemma Keep pumping tokens through one wire Eventually, after Ω tokens, network repeats a state
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Anti-Token Effect token anti-token
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Observation Each anti-token on wire i –Has same effect as Ω-1 tokens on wire i –So network still in legal state Moreover, network width w divides Ω –So Ω-1 tokens
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Before Antitoken
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Balancer states as if … Ω-1 Ω-1 is one brick shy of a load
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Post Antitoken Next token shows up here
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Implication Counting networks with –Tokens (+1) –Anti-tokens (-1) Give –Highly concurrent –Low contention getAndIncrement + getAndDecrement methods QED
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