What every systems programmer should know about lockless concurrency [pdf]
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It's true that (as implied by the article) you can probably get by with just studying/programming with the C/C++ [1][2] "atomic" memory access types and letting the compiler enforce those semantics, though the reasoning behind a lot of these memory orderings is lost without understanding the motivation/arch. models behind them.
If you're interested in the C/C++ memory models there's active research into specifying them without bad behavior (thin-air reads [3]). Recent results include a semantics that makes value promises and requires a justifying execution [4] which is not totally dissimilar from those required by the official java memory model [5].
1. http://en.cppreference.com/w/cpp/atomic/atomic
2. http://en.cppreference.com/w/c/atomic
3. http://www.cl.cam.ac.uk/~pes20/cpp/notes42.html
4. https://people.mpi-sws.org/~dreyer/papers/promising/paper.pd...
As for comparison, the C/C++ memory model is more general and is operational. It is also formalized in coq and has some good theorems (data race free sequential consistency being the most obvious).
The RISC memory model is axiomatic and follows the standard axiomatic approach adopted for many other memory models like Java and the current C/C++ standard. That's not a dig, they just don't care as much about rigor.
Axiomatic models consider the every possible execution and then weed out bad ones, where as the operational semantics defines the set of all possible executions using a transition relation. If you're into math you might see these vaguely as extensional and intensional respectively.
However, I've recently grown to respect Lockless Programming as I have begun to experiment with GPU programming. OpenCL doesn't give you Mutexes, and indeed, you really shouldn't "lock" an instruction pointer in a GPU ever. (On AMD systems, a singular instruction pointer runs 64 different "threads". So if one of these "threads" lock up, ALL 64 of them lock. This "Single Instruction, Multiple Data" is the key to why GPUs have so many "cores")
As such, the only practical way to write decently high-performance code with concurrency on a GPU is through Atomics (ie: Compare and Swap). Which of course, requires an understanding of memory barriers as well.
*multiple threads (preferably both, in the case of GPUs, but what you described is SIMT)
NVidia is somewhat correct to call their "SIMT" concept something new, because Intel's original SIMD implementations (MMX and SSE) couldn't do the thread-divergence thing very easily (AVX 512 adds a few more features to make thread-divergence easier to handle at the CPU level). But as far as I can tell, AMD GPUs can do thread-divergence, "constant broadcasts", and all that jazz too, but AMD still calls it SIMD.
However, this post is, in part, about how to implement locks.
I haven't read the article in-depth but yeah, it seems like it maybe would have been better titled "What every C++ systems programmer should know about std::atomic". Which is still cool but from the title I was expecting some fancy voodoo algorithms for threadsafe non-locking FIFO queues or something.
I was hoping that there was some cool new trick I'd missed or fundamentally different way to do concurrency than locking. I get disappointed easily in cases like this. :/
https://www.amazon.com/C-Concurrency-Action-Anthony-Williams...
Also, I think it's worth noting that it's really not that much more complicated than a simple mutex if you use the default sequential consistency memory order on an atomic. When you start attempting to optimize around certain patterns using the weaker memory orders, yea, things get a lot tougher.
Lockless solutions do naturally fit in certain cases. For example, producer-consumer queues where there's only some invariants that need to be respected. There the producer must not overwrite what the consumer hasn't consumed yet and the consumer must not advance to areas that the producer hasn't yet filled. Using a lockless approach both the producer and the consumer can continue to operate as long as they won't step on each others' toes. Instead, using a mutex or read-write locking would basically make the access to the queue mutually exclusive to the producer and consumer.
I, myself, like the approach of building my data out of near-immutable blocks and just replacing the references using atomic compare-and-swap, for example.
[1] futexes enable Fast Userspace muTEXES, but futex themselves are kernel space and not particularly fast.
Still you are right that lock-free algos really shine in implementing message queues, but mostly because they can be implemented with fewer or cheaper memory operations, so even in the uncontended case, the lock-free queue can shave some cycles.
> I, myself, like the approach of building my data out of near-immutable blocks and just replacing the references using atomic compare-and-swap, for example.
Yes, one huge advantage of lock free algorithms is that you can have read mostly data structures with no contentions between readers (most rw-lock implementations do require readers to write on some shared state).
Lock free algorithms are generally better when the odds of contention are high, as you can devise algorithms that allow all threads to make progress at the same time. In general, this allows more parallelism, but the cost is that it typically requires more overall atomic operations.
Lock free algos are very good when you have many pure readers and few or occasional writers.
Its a weird architecture because of how each "thread" shares an instruction pointer (ie: NVidia has 32 threads per wavefront, AMD has 64 workitems per Work Group), so its not "really" the same kind of "thread" as in Linux pthreads. But still, the scope of parallelism on a $500 GPU today is rather outstanding.
All of these threads could potentially hit the same global memory at the same time. I mean, if you want bad performance of course, but its entirely possible since the global memory space is shared between all compute units in a GPU.
I can't say I agree here. It really depends on the cost of the swap operation required to make this work. Consider a lock-free map for example. Under high contention, I'd prefer to wait for a lock than copy the map while spinning on an atomic. What would push the needle for me one way or another (with respect to locking vs lockless) is a blend between the probability of contention, the cost of the loop itself, and the cost of the swap.
I think you’re right in many cases though.
An alternative lock-free approach is to segmented memory between threads and then coordinate between threads using messages passed with ring buffers. This can be done entirely without atomic operations but hits other scaling problems and is also extremely difficult to implement so probably not widely applicable.
Also any lock implementations also use a cas or equivalent internally (you could use the Dekker algorithm, but it is not cheper).
Perhaps "Cache Flush" is the wrong word, but as long as cores are forced to communicate, you're going to get a performance penalty.
I know when you do a simple atomic_increment on x86_64 platforms, things can be 2x slower at a minimum than a non-atomic increment.
"Cache Coherence" simply means that the CPU handles all of those edge cases for you. But it still needs to be handled, and that entails a performance penalty.
If you have a 4-core / 8-thread machine (Like a recent Intel i7), its faster to have 8-Non Atomic counters that are added up at the end... rather than to have 1-atomic counter with 8-threads doing atomic-increment on it.
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Any core that modifies a memory location invalidates the cache for all other cores. (ie: Core 1 does atomic_inc(x), implies that Core2/Core3/Core4 all have an invalid value of "x". So atomic_inc(x) causes a cache-flush on Core2/Core3/Core4)
Again, I'm not an expert, but that's my understanding of how modern systems work.
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I looked up the Intel Architecture Manual, and they have the following table:
If the data is in another core's L1 cache, the latency increases dramatically, especially on a "Dirty Hit". (ie: Core1 is trying to read "x", but Core3 is telling the other cores that "x" has changed)
In effect, its more efficient for an Intel CPU to access something from L3 cache than for it to access a "Dirty" value from another core. Heck, based on these numbers, even a "Clean" hit is more costly than using the L3 cache!
The extra penalty introduced by common atomic operations that make strong guarantees about ordering is waiting for the store buffer to flush all prior stores before the result of the atomic operation is flushed out of the store buffers to L1 and then the atomic operation is flushed.
I hesitate to make generalizations about memory visibility requirements and costs as it is very API and hardware specific. Weaker guarantees exist and would have different costs.
TL;DR The total memory overhead is the same the difference is the atomic operation stalls the CPU that is performing the atomic operation unless it can speculate past it.
Also blind stores can be resolved in the background and don't block the CPU from continuing as long as the cache line is never read from.
Understanding how atomic instructions work and their effect (or lack of) on the system is important for optimizations.
Ultimately, I'm basing my viewpoint from this PDF: the "Is parallel programming Hard" free online book.
https://www.kernel.org/pub/linux/kernel/people/paulmck/perfb...
> Line 1 defines an atomic variable, line 5 atomically increments it, and line 10 reads it out. Because this is atomic, it keeps perfect count. However, it is slower: on a Intel Core Duo laptop, it is about six times slower than non-atomic increment when a single thread is incrementing, and more than ten times slower if two threads are incrementing.
The PDF changes over time. But this line can be found on page 42 at the moment.
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So according to the tests done by the author here, atomic operations are CERTAINLY slower, even in single-threaded cases.
I can't say I understand why they're slower, but something is definitely going on.
[1] atomic stores and loads are extremely cheap on x86.
[2] you can see that from the cost: a RMW or membar is around 20-30 clock cycles, while cross core communication costs in the order of 100s cycles.
edit: s/buffer/barrier/
Not in the sense of flushing from cache to memory, but yes in the sense of data from a local core cache needing to be sent to another core.
Caches may be coherent but coherency is definitely not free, especially on multi-processor systems, which you probably care about if you are writing this kind of code.
The only thing that can be said to be 'flushed' by a CAS (at least on a x86 where it has full barrier semantic) is the store buffer (which is not a cache), but even there the only thing it does is simply prevent more recent loads [1] to complete before any store older or equal than the cas has completed. The store buffer is not really flushed and is still drained at the same speed it would without at cas.
[1] or any other operation for simplicity of implementation.
But if you have a data-structure with say, 20 ints... you have two approaches.
1. Use a mutex (which may be CAS-based under the hood) at the beginning and end: 1 lock and 1 unlock. The 20-ints are then accessed with non-atomic operations.
2. Use atomic operations on those 20-ints. But in this case, you pay the "atomics cost" each time.
In many cases, #1 may be faster than #2.
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Sorry for the 2nd response, but this is a different idea than what I was talking in my 1st response.
I don't think it's as bad as that - I've heard it's only as expensive as hitting the L2 cache.
But the C++ memory model (and the acquire/release consistency model in general), which does away with explicit barriers but attach synchronization behaviour to store->load edges [1], instead clicked almost immediately and in retrospect made it easier for me to describe an algorithm in the more informal reordering based model.
[1] barriers are available, but are discouraged and are still defined in term of acquire/release and sequential consistency.
I'd also learn about atomic operations, atomic cas, and memory barriers, but short of some very specific game libraries with weird macros for this, I couldn't find them anywhere.
It seemed like we were expected to sprinkle volatile everywhere, remember rules about unaligned access, and write our own platform specific macros for memory barriers. If you're primarily testing your code on an x86 laptop, it's very difficult to be confident that you're doing it correctly.
How come? These days atomic ops are included in C and C++ standard library. And there are atomic operations for every important compiler out there and if you need portability across compilers (without relying on new C/C++ standards), there are portability libraries (e.g. boost).
These have existed for a long time
E.g. here are GCC's atomics: https://gcc.gnu.org/onlinedocs/gcc/_005f_005fatomic-Builtins...
> It seemed like we were expected to sprinkle volatile everywhere, remember rules about unaligned access, and write our own platform specific macros for memory barriers.
Unless you're using Java, "volatile" is not useful for concurrent programming. When you see volatile keyword in C code, it's almost always wrong or there for a legacy reason.
Sounds like your computer architecture classes were not up to date or very well taught.
Or maybe I went to school before C++11 was around.
¯\_(ツ)_/¯
If you went to school in the multi-core era or slightly before that it shouldn't have been a problem.
There isn't much need for atomics on single core, single CPU machines so if you went before that, it's understandable.
The existing lock free concurrency solutions are not mature enough to replace locks. I like this analogy of what garbage collection is to memory is STM is to memory(https://homes.cs.washington.edu/~djg/papers/analogy_oopsla07...).
acm had this article a while back: http://pages.cs.wisc.edu/~cain/pubs/cascaval_cacm08.pdf
may you please comment on that ? thank you !
I have never used it though and I am not sure who does.
the only case I can think of where I would actually use the thing is if I already had an STM runtime and I wanted to cut down some of the constant time overheads.
the other problematic aspect s that transaction scheduler policy is pretty important for contended performance and as part of the broader system design. in this case you have to live with whatever intel gives you
The library is used in vxWorks, QNX, Linux (both kernel and user space.) and tested heavily on Xeon SMP 1-2GHz CPU at that time.
For memory management, it was implemented in C++ and the message (Memory) Alloc/Free calls were all lockless. One can allocated a memory from kernel and send it as msg to user space and use it there without copy. The limitation is that the max allows messages are statically pre-allocated for the system. The library manages the pre-allocated pools of various sizes with lockless APIs. When the pools runs out, the API returns error.
The only primitive the library depended on was Atomic_Inc/Dec - absolutely no mutex, spin locks in the non-blocking API code path, etc.
The library was designed to support HA (High available ) TCP/IP stack and routing protocols. The APIs was not the complex. The most complicate part was the regress testing code and the diagnostic code. The API was used by team of 100+ developers. I need help them to debug complex IPC/DIPC issues - and prove to them when the error return, it was not the library/API issue.
There was a trace mechanism that track all the messages went thru the system(s). The trace system was also completely non-blocking and lockless, worked both in kernel and user space. All context switches in Linux Kernel was tracked - very similar to FTRACE in kernel today. I hacked the kernel/bios to preserve the DRAM content part of the trace system during warmboot. This way, I can recovered all the messages, last context switched info even for kernel hang, crash issue for postmortem. The trace system used rdtsc for time stamping had 0.5 nano-seconds resolution on 2Ghz Xeon CPU.
The API/Library worked fine. The overall system complexities was a big issue. We can demo TCP/IP, BGP and various routing protocols that did HA Switch over and In Service OS upgrade. But only as demo - and after switch over the state syncing took a long time and reliability of HA TCP/IP and routing protocol was an big issue.
Base on the lesson learned from that project - I went on and coded a different Application level HA system. That system based everything on top of standard Linux API/utilities. That works much better and the HA port of the SW took only 1 dev (me) 3 weeks to code. It supported in service SW (include Linux kernel) upgrade, HW/SW fault detected and automatically switch over. It was deployed in Comcast. Fault detection took < 50 ms and switch over is almost instance. Full state sync was done with wget over management Ethernet interface and always took < 1 second. All incremental states update were done over UDP and took 1 pkt.
The funny Biz/$ outcomes from these two projects:
The first one: startup sold only one HA router for $200k and burned 100M+ of VC $ but sold to Nokia for $400+Mil. I was able to paid off my mortgage with the options from that company - Not FU money but ok outcome.
The 2nd one: The startup sold $40M of products for $60K from that project to Comcast and various Cable companies at 60% margin. That product (with 19+ FPGA) was created/code/developed with ~8 HW/FW/SW engineers (including the 2 founders). The VC got "a seasoned CEO" - managed to raise a few more rounds, kick out the founders (MIT PhD), hired 160+ people and ran the company to the ground.
https://github.com/nikomatsakis/rust-memory-model
A bit old, https://blog.rust-lang.org/2015/04/10/Fearless-Concurrency.h...
For this kind of thing we mostly say "we defer to the C++ memory model" at the moment.