Linux 2.6 Multithreading Advances
chromatic writes "Jerry Cooperstein has just written an excellent article explaining the competing threading implementations in the upcoming 2.6 kernel for the O'Reilly Network."
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Many coders are disinclined to use threads, because they don't necessarily improve code speed.
Whether or not multithreading will accelerate any particular program has to be determined case-by-case. And for most software, the deciding factor should be whether threads will simplify development and correctness (theoretically they can, but lots of developers don't understand threads and use them wrong).
My company has some realtime networked game for which threading was an impediment. Both the rate/duration of screen refreshs and network transmissions were low enough so they didn't usually interfere with each other in the same thread. But using thread-safe versions of standard library functions was degrading every other part of the program with constant locking/unlocking.
So nonthreaded was faster. (Maybe cleverer people could've made special thread-unsafe alternative functions to use in contexts where we know inter-thread race conditions won't occur. But munging around with 2 standard libraries in one program is riskier than we'd like to deal with)
While Quake 1 was developed on NEXT, the target platform at that time would have been DOS, so multithreading would be a bit of a problem...
As to further licencees of the engine, revamping the engine to use multithreading was probably not a very high priority in making a game.
On the other hand, for someone writing an engine from scratch is a different matter.
-- Silhouette
From what I understand NGPT is mainly a user space thing. Why not go with the 1:1 one in the kernel (NPTL or whatever), just have a libpthread.so (NPTL runtime) and libpthread-mn.so (NGPT). From a programmer's standpoint, when I say pthread_create() I want to know exactly what that does: with NPTL I know what happens. With NGPT I don't. Also, the old rule of "Don't pay for what you don't use" applies. If I'm going to have just, say, four threads, those four threads are going to run better as four kernel threads as opposed to 2 LWP's dynamically mapped between 4 CPU contexts.
But, again, I might want to write a server of some sort which handles hundreds of thousands of connections at once, but 99% are idle at any given time and the other 1% require some nontrivial processing sometimes and/or a long stream of data to be sent without prejudicing the other 99%. Now, for ANY 1:1 threading system, I can't just create x * 10^5 threads because the overhead would be colossal. But equally so, implementing this with poll() is going to be horrid, and if the amount of processing done on a connection is nontrivial and/or DoS'able, there's going to be tons of hairy context management code in there, until lo and behold you end up with a 1:N or M:N scheduling implementation yourself. NGPT could be very useful as a portable userspace library here, as these people have implemented an efficient M:N scheduler under GPL, something that hasn't existed before and could be very useful. I think these libraries might be much more complimentary than the article makes out.
I can easily imagine that one of them might be more efficient for gigantic numbers of threads that don't individually do much, or maybe one might be more efficient for very large numbers of processors, but I don't know jack about the issues involved, so I'm just talking out my ass. (Hello! I'd like to "ass" you a few questions!)
So, someone who knows... Are these threading systems good for different things? And would it really be that hard to make them both come with the kernel?
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
I really don't understand where people get that ridiculous idea.
Half-Life was mostly based off Quake1. The network protocol and prediction code was taken from QuakeWorld. Some small Quake2 functionality was merged later on.
The initial release of Half-Life was approximatly 65% Quake1, 15% QuakeWorld, 5% Quake2 and 15% Original(Not including the bastardisation of the code into MFC/C++).
And yes, people from Valve have confirmed the base was Quake1, not (as some people continue to claim, and I really wish I knew where the rumor started) Quake2.
Also, the percentages are based off some reverse engineering work I done a while ago when I was playing with making a compatible Linux clone of Half-Life.
(FYI, I took the Quake1 engine.. added Half-Life map loading and rendering within about three hours... Half-Life model support took about four days, and adding a mini-WINE dll loader for the gameplay code took about a week. I gave up on the project when it came down to having to keep it up-to-date with Valves patches)
- Ender
Founder, http://www.quakesrc.org/
Project Leader, http://www.scummvm.org/
I don't understand this all that well myself, but I did just read the whitepaper linked to in the article written by Ingo Molnar and Ulrich Drepper. From the looks of things, NGPT's M:N model will cause a lot more problems because of the difficulty of getting the two schedulers (userspace and kernelspace) to dance well together.
/proc directory when a process has tons of threads.
By sticking with the 1:1 solution that's currently used in the kernel and the NPTL model, there's really only the kernel scheduler to worry about, making things run a lot more smoothly generally. I'd imagine latency being a big issue with M:N (I'm pretty sure that it was mentioned in the whitepaper). I haven't read the other side of the issue, but I think that pretty graph in the O'Reilly article says it all performance-wise.
There are other issues though, like getting full POSIX compliance with signal handling. The 1:1 model apparently makes signal handling much more difficult (I don't know anything about the POSIX signaling model, but there's a paper about it on Drepper's homepage that could probably shed some light on the subject if you were so inclined. There are other issues in the current thread model that have to be dealt with in a new 1:1 model (and are) such as a messy
From the whitepaper, it seems that the development of the O(1) scheduler was meant to facilitate the new thread model they've developed, which I hadn't thought about before even though it makes sense. There's still some issues to work through, but both models look promising. If the signal handling issues can be resolved it looks like from the article that NPTL's model will win on sheer performance.
As for making them both come with the kernel, that's really really difficult, since this stuff touches on some major pieces of the kernel like signal handling. The same way you're only going to get one scheduler and VM subsystem, you're only going to get one threading model. You're able to patch your own tree to your heart's content, but as per a default install, there can be only one.
"I may not have morals, but I have standards."
has a nice article about the state of threading on Linux. See the Sept. 27th Weekly Edition.
scheduler does not immediately respond to priority changes
thread-specific storage access is slow
There is a well known effect in multi-threaded programming called priority inversion that can cause deadlocks when a low-priority thread has acquired a resource that a high priority thread is waiting for, but a medium priority thread keeps the low priority thread from beeing executed and so the medium priority thread effectively gets more cycles than the high priority thread.
One way to overcome this problem is to use priority ceiling locks where the priority of a thread is boosted to a ceiling value when it acquires a lock. Unfortunately I found that changing the priority of a thread for a short interval does not have any effect at all with the current 2.4.x standard pthreads implementation.
The second problem I ecountered is that accessing thread-specific storage with pthread_getspecific() takes 100-200 processor cycles on 1 Ghz PIII, which makes this common approach to overcome hotspots almost as slow as locking.
Does anyone know if any of these issues are adressed by the new implementations ?
p.
Without order, nothing can exist. Without chaos, nothing can be created.
Mostly because the was unix VMs are designed is much more efficient at multiple process programs than windows is. Windows started doing threads long before smp was all that common. They did it because multi process was slow as hell. But for 90% of tasks it worked just fine in linux. And its not like linux is just now moving to a thread model. Its just making the existing one (which worked well until you scale to many many threads) a bit better. And by better I don't mean similar to windows performance, I mean similar to solaris (which has threading from the gods).
That's a common myth. In fact, there are some kinds of deadlock that do go away, but there are also some kinds that merely change their shape. For example, the need to lock a data structure to guarantee consistent updates goes away, and so do deadlocks related to locking multiple data structures. OTOH, resource-contention deadlocks don't go away. You might still have two "tasks" contending for resources A and B, except that in the non-threaded model the tasks might be chained event handlers for some sort of state machine instead of threads. If task1 tries to get A then B, and task2 tries to get B then A, then task1's "B_READY" and task2's "A_READY" events will never fire and you're still deadlocked. Sure, you can solve it by requiring that resources be taken in order, but you can do that with threads too; the problem's solvable, but isn't solved by some kind of single-threading magic.
I've written several articles on this topic for my website in the past. In case anyone's interested...
Slashdot - News for Herds. Stuff that Splatters.
The change in thinking for this is argued in this Sun Whitepaper , and this FAQ .
If one believes the Sun guys have a clue, you can take this as a vote in favor of 1:1.
IMO, anyone who runs more than about 4*NCPUS threads in a program is an idiot; the benchmarks on 10^5 threads are absurd and irrelevant.
Once you run a reasonable number of threads, you can be quickly driven to internal queueing of work from thread to thread; and by the time you have done that, you may already have reached a point of state abstraction that lets you run event driven in a very small number of threads, approaching NCPUs as the lower useful limit. Putting all your state in per-thread storage or on the thread stack is a sign of weak state abstraction.
-dB
"It if was easy to do, we'd find someone cheaper than you to do it."