Effective Concurrency: Choose Concurrency-Friendly Data Structures

The latest Effective Concurrency column, “Choose Concurrency-Friendly Data Structures”, just went live on DDJ’s site, and also appears in the print magazine. From the article:

What is a high-performance data structure? To answer that question, we’re used to applying normal considerations like Big-Oh complexity, and memory overhead, locality, and traversal order. All of those apply to both sequential and concurrent software.

But in concurrent code, we need to consider two additional things to help us pick a data structure that is also sufficiently concurrency-friendly:

  • In parallel code, your performance needs likely include the ability to allow multiple threads to use the data at the same time. If this is (or may become) a high-contention data structure, does it allow for concurrent readers and/or writers in different parts of the data structure at the same time? If the answer is, “No,” then you may be designing an inherent bottleneck into your system and be just asking for lock convoys as threads wait, only one being able to use the data structure at a time.
  • On parallel hardware, you may also care about minimizing the cost of memory synchronization. When one thread updates one part of the data structure, how much memory needs to be moved to make the change visible to another thread? If the answer is, “More than just the part that has ostensibly changed,” then again you’re asking for a potential performance penalty, this time due to cache sloshing as more data has to move from the core that performed the update to the core that is reading the result.

It turns out that both of these answers are directly influenced by whether the data structure allows truly localized updates. …

I hope you enjoy it.
 
Finally, here are links to previous Effective Concurrency columns (based on the magazine print issue dates):
August 2007 The Pillars of Concurrency
September 2007 How Much Scalability Do You Have or Need?
October 2007 Use Critical Sections (Preferably Locks) to Eliminate Races
November 2007 Apply Critical Sections Consistently
December 2007 Avoid Calling Unknown Code While Inside a Critical Section
January 2007 Use Lock Hierarchies to Avoid Deadlock
February 2008 Break Amdahl’s Law!
March 2008 Going Superlinear
April 2008 Super Linearity and the Bigger Machine
May 2008 Interrupt Politely
June 2008 Maximize Locality, Minimize Contention
July 2008 Choose Concurrency-Friendly Data Structures

Seneca and Shakespeare on Goals and Opportunities

From the ancient dramatist Seneca the Younger:

“Our plans miscarry because they have no aim. When a man does not know what harbor he is making for, no wind is the right wind.”

And from the Bard, not to be outdone in metaphors of ships and seas:

“There is a tide in the affairs of men,
Which, taken at the flood, leads on to fortune;
Omitted, all the voyage of their life
Is bound in shallows and miseries.
We must take the current when it serves,
Or lose our ventures.”

Talking Lambdas with Bill Gates on BBC

[6/25: Added YouTube availability and notes.]

A few weeks ago, the BBC was in town to tape a special interview/documentary on Bill Gates. As part of the footage they got, there’s a Bill-in-a-technical-review-meeting shot that includes yours truly at a whiteboard presenting an overview-plus-drilldown on C++0x lambda functions. It was a good review; Bill’s a sharp guy with a broad and deep background and incisive questions.

Here’s the trailer and the program [YouTube]. Some bits of our VC++ team review start around 4:30 of part one and 8:05 of part two, with a few other shots later on. If you watch really closely, you can see a brief flash of a guy in a blue shirt at a whiteboard with code on it in HerbWhiteboardScrawl Sans 60pt, and then Bill gesturing and making comments about simulating lambdas using macros instead of baking them into the language, and variable capture consequences.

The BBC documentary “How a Geek Changed the World” first aired today in the UK on BBC2; I’m guessing it will repeat. I don’t know when it will air in the U.S, but as of this writing it’s on YouTube.

Type Inference vs. Static/Dynamic Typing

Jeff Atwood just wrote a nice piece on why type inference is convenient, using a C# sample:

I was absolutely thrilled to be able to refactor this code:

StringBuilder sb = new StringBuilder(256);
UTF8Encoding e = new UTF8Encoding();
MD5CryptoServiceProvider md5 = new MD5CryptoServiceProvider();

Into this:

var sb = new StringBuilder(256);
var e = new UTF8Encoding();
var md5 = new MD5CryptoServiceProvider();

It’s not dynamic typing, per se; C# is still very much a statically typed language. It’s more of a compiler trick, a baby step toward a world of Static Typing Where Possible, and Dynamic Typing When Needed.

It’s worth making a stronger demarcation among:

  • type inference, which you can do in any language
  • static vs. dynamic typing, which is completely orthogonal but all too often confused with inference
  • strong vs. weak typing, which is mostly orthogonal (e.g., C is statically typed because every variable has a statically known actual type, but also weakly typed because of its casts)

Above, Jeff explicitly separates inference and dynamic-ness. Unfortunately, later on he proceeds to imply that inference is a small step toward dynamic typing, which is stylistically true in principle but might mislead some readers into thinking inference has something to do with dynamic-ness, which it doesn’t.

Type Inference

Many languages, including C# (as shown above) and the next C++ standard (C++0x, shown below), provide type inference. C++0x does it via the repurposed auto keyword. For example, say you have an object m of type map<int,list<string>>, and you want to create an iterator to it:

map<int,list<string>>::iterator i = m.begin(); // type is required in today’s C++, allowed in C++0x
auto i = m.begin(); // type can be inferred in C++0x

How many times have you said to your compiler, “Compiler, you know the type already, why are you making me repeat it?!” Even the IDE can tell you what the type is when you hover over an expression.

Well, in C++0x you won’t have to any more, which is often niftily convenient. This gets increasingly important as we don’t want to, or can’t, write out the type ourselves, because we have:

  • types with more complicated names
  • types without names (or hard-to-find names)
  • types held most conveniently via an indirection

In particular, consider that C++0x lambda functions generate a function object whose type you generally can’t spell, so if you want to hold that function object and don’t have auto then you generally have to use an indirection:

function<void(void)> f = [] { DoSomething(); };
auto f = [] { DoSomething(); };
// hold via a wrapper — requires indirection
// infer the type and bind directly

Note that the last line above is more efficient than the C equivalent using a pointer to function, because C++ lets you inline everything. For more on this, see Item 46 in Scott Meyers’ Effective STL on why it’s preferable to use function objects rather than functions, because (counterintuitively) they’re more efficient.

Now, though there’s no question auto and var are great, there are some minor limitations. In particular, you may not want the exact type, but another type that can be converted to:

map<int,list<string>>::const_iterator ci = m.begin(); // ci’s type is map<int,list<string>>::const_iterator
auto i = m.begin(); // i’s type is map<int,list<string>>::iterator
Widget* w = new Widget();
const Widget* cw = new Widget();
WidgetBase* wb = new Widget();
shared_ptr<Widget> spw( new Widget() );
// w’s type is Widget*
// cw’s type is const Widget*
// wb’s type is WidgetBase*
// spw’s type is shared_ptr<Widget>
auto w = new Widget(); // w’s type is Widget*

So C++0x auto (like C# var) only gets you the most obvious type. Still and all, that does cover a lot of the cases.

The important thing to note in all of the above examples is that, regardless how you spell it, every variable has a clear, unambiguous, well-known and predictable static type. C++0x auto and C# var are purely notational conveniences that save us from having to spell it out in many cases, but the variable still has one fixed and static type.

Static and Dynamic Typing

As Jeff correctly noted in the above-quoted part, this isn’t dynamic typing, which permits the same variable to actually have different types at different points in its lifetime. Unfortunately, he goes on to say the following that could be mistaken by some readers to imply otherwise:

You might even say implicit variable typing is a gateway drug to more dynamically typed languages.

I know Jeff knows what he’s talking about because he said it correctly earlier in the same post, but let’s be clear: Inference doesn’t have anything to do with dynamic typing. Jeff is just noting that inference just happens to let you declare variables in a style that can be similar to the way you do it all the time in a dynamically typed language. (Before I could post this, I see that Lambda the Ultimate also commented on this confusion. At least one commenter noted that this could be equally viewed as a gateway drug to statically typed languages, because you can get the notational convenience without abandoning static typing.)

Quoting from Bjarne’s glossary:

dynamic type – the type of an object as determined at run-time; e.g. using dynamic_cast or typeid. Also known as most-derived type.

static type – the type of an object as known to the compiler based on its declaration. See also: dynamic type.

Let’s revisit an earlier C++ example again, which shows the difference between a variable’s static type and dynamic type:

WidgetBase* wb = new Widget();
if( dynamic_cast<Widget*>( wb ) ) { … }
// wb’s static type is WidgetBase*
// cast succeeds: wb’s dynamic type is Widget*

The static type of the variable says what interface it supports, so in this case wb allows you to access only the members of WidgetBase. The dynamic type of the variable is what the object being pointed to right now is.

In dynamically typed languages, however, variables don’t have a static type and you generally don’t have to mention the type. In many dynamic languages, you don’t even have to declare variables. For example:

// Python
x = 10;
x = “hello, world”;
// x’s type is int
// x’s type is str

Boost’s variant and any

There are two popular ways to get this effect in C++, even though the language remains statically typed. The first is Boost variant:

// C++ using Boost
variant< int, string > x;
x = 42;
x = “hello, world”;
x = new Widget();
// say what types are allowed
// now x holds an int
// now x holds a string
// error, not int or string

Unlike a union, a variant can include essentially any kind of type, but you have to say what the legal types are up front. You can even simulate getting overload resolution via boost::apply_visitor, which is checked statically (at compile time).

The second is Boost any:

// C++ using Boost
any x;
x = 42;
x = “hello, world”;
x = new Widget();

// now x holds an int
// now x holds a string
// now x holds a Widget*

Again unlike a union, an any can include essentially any kind of type. Unlike variant, however, any doesn’t make (or let) you say what the legal types are up front, which can be good or bad depending how relaxed you want your typing to be. Also, any doesn’t have a way to simulate overload resolution, and it always requires heap storage for the contained object.

Interestingly, this shows how C++ is well and firmly (and let’s not forget efficiently) on the path of Static Typing Where Possible, and Dynamic Typing When Needed.

Use variant when:

  • You want an object that holds a value of one of a specific set of types.
  • You want compile-time checked visitation.
  • You want the efficiency of stack-based storage where possible scheme (avoiding the overhead of dynamic allocation).
  • You can live with horrible error messages when you don’t type it exactly right.

Use any when:

  • You want the flexibility of having an object that can hold a value of virtually “any” type.
  • You want the flexibility of any_cast.
  • You want the no-throw exception safety guarantee for swap.

Stroustrup & Sutter on C++: The Interviews

While Bjarne and I were at SD for S&S, we took time out to do an interview together with Ted Neward for InformIT. I just got word that it went live… here are the links.

On the OnSoftware – Video (RSS):

On the OnSoftware – Audio (RSS):

Enjoy!

Memory Model talk at Gamefest 2008

I’ll be giving a memory model talk at Gamefest in Seattle next month. Here’s a quick summary:

Memory Models: Foundational Knowledge for Concurrent Code
July 22-23, 2008
Gamefest 2008
Seattle, WA, USA

A memory model defines a contract between the programmer and the execution environment, that trades off:

  • programmability via stronger guarantees for programmers, vs.
  • performance via greater flexibility for reordering program memory operations.

The “execution environment” includes everything from the compiler and optimizer on down to the CPU and cache hardware, and it really wants to help you by reordering your program to make it run faster. You, on the other hand, you want it to not help you excessively in ways that will break the meaning of your code. In this talk, we’ll consider why a memory model is important, how to achieve a reasonable balance, detailed considerations on current and future PC and Xbox platforms, and some best practices for writing solid concurrent code.