I wrote some lock-free code that works fine with local
reads, under most conditions.
Does local spinning on a memory read necessarily imply I
have to ALWAYS insert a memory barrier before the spinning
read?
(To validate this, I managed to produce a reader/writer
combination which results in a reader never seeing the
written value, under certain very specific
conditions--dedicated CPU, process attached to CPU,
optimizer turned all the way up, no other work done in the
loop--so the arrows do point in that direction, but I'm not
entirely sure about the cost of spinning through a memory
barrier.)
What is the cost of spinning through a memory barrier if
there is nothing to be flushed in the cache's store buffer?
i.e., all the process is doing (in C) is
while ( 1 ) {
__sync_synchronize();
v = value;
if ( v != 0 ) {
... something ...
}
}
Am I correct to assume that it's free and it won't encumber
the memory bus with any traffic?
Another way to put this is to ask: does a memory barrier do
anything more than: flush the store buffer, apply the
invalidations to it, and prevent the compiler from
reordering reads/writes across its location?
Disassembling, __sync_synchronize() appears to translate into:
lock orl
From the Intel manual (similarly nebulous for the neophyte):
Volume 3A: System Programming Guide, Part 1 -- 8.1.2
Bus Locking
Intel 64 and IA-32 processors provide a LOCK# signal that
is asserted automatically during certain critical memory
operations to lock the system bus or equivalent link.
While this output signal is asserted, requests from other
processors or bus agents for control of the bus are
blocked.
[...]
For the P6 and more recent processor families, if the
memory area being accessed is cached internally in the
processor, the LOCK# signal is generally not asserted;
instead, locking is only applied to the processor’s caches
(see Section 8.1.4, “Effects of a LOCK Operation on
Internal Processor Caches”).
My translation: "when you say LOCK, this would be expensive, but we're
only doing it where necessary."
#BlankXavier:
I did test that if the writer does not explicitly push out the write from the store buffer and it is the only process running on that CPU, the reader may never see the effect of the writer (I can reproduce it with a test program, but as I mentioned above, it happens only with a specific test, with specific compilation options and dedicated core assignments--my algorithm works fine, it's only when I got curious about how this works and wrote the explicit test that I realized it could potentially have a problem down the road).
I think by default simple writes are WB writes (Write Back), which means they don't get flushed out immediately, but reads will take their most recent value (I think they call that "store forwarding"). So I use a CAS instruction for the writer. I discovered in the Intel manual all these different types of write implementations (UC, WC, WT, WB, WP), Intel vol 3A chap 11-10, still learning about them.
My uncertainty is on the reader's side: I understand from McKenney's paper that there is also an invalidation queue, a queue of incoming invalidations from the bus into the cache. I'm not sure how this part works. In particular, you seem to imply that looping through a normal read (i.e., non-LOCK'ed, without a barrier, and using volatile only to insure the optimizer leaves the read once compiled) will check into the "invalidation queue" every time (if such a thing exists). If a simple read is not good enough (i.e. could read an old cache line which still appears valid pending a queued invalidation (that sounds a bit incoherent to me too, but how do invalidation queues work then?)), then an atomic read would be necessary and my question is: in this case, will this have any impact on the bus? (I think probably not.)
I'm still reading my way through the Intel manual and while I see a great discussion of store forwarding, I haven't found a good discussion of invalidation queues. I've decided to convert my C code into ASM and experiment, I think this is the best way to really get a feel for how this works.
The "xchg reg,[mem]" instruction will signal its lock intention over the LOCK pin of the core. This signal weaves its way past other cores and caches down to the bus-mastering buses (PCI variants etc) which will finish what they are doing and eventually the LOCKA (acknowledge) pin will signal the CPU that the xchg may complete. Then the LOCK signal is shut off. This sequence can take a long time (hundreds of CPU cycles or more) to complete. Afterwards the appropriate cache lines of the other cores will have been invalidated and you will have a known state, i e one that has ben synchronized between the cores.
The xchg instruction is all that is neccessary to implement an atomic lock. If the lock itself is successful you have access to the resource that you have defined the lock to control access to. Such a resource could be a memory area, a file, a device, a function or what have you. Still, it is always up to the programmer to write code that uses this resource when it's been locked and doesn't when it hasn't. Typically the code sequence following a successful lock should be made as short as possible such that other code will be hindered as little as possible from acquiring access to the resource.
Keep in mind that if the lock wasn't successful you need to try again by issuing a new xchg.
"Lock free" is an appealing concept but it requires the elimination of shared resources. If your application has two or more cores simultaneously reading from and writing to a common memory address "lock free" is not an option.
I may well not properly have understood the question, but...
If you're spinning, one problem is the compiler optimizing your spin away. Volatile solves this.
The memory barrier, if you have one, will be issued by the writer to the spin lock, not the reader. The writer doesn't actually have to use one - doing so ensures the write is pushed out immediately, but it'll go out pretty soon anyway.
The barrier prevents for a thread executing that code re-ordering across it's location, which is its other cost.
Keep in mind that barriers typically are used to order sets of memory accesses, so your code could very likely also need barriers in other places. For example, it wouldn't be uncommon for the barrier requirement to look like this instead:
while ( 1 ) {
v = pShared->value;
__acquire_barrier() ;
if ( v != 0 ) {
foo( pShared->something ) ;
}
}
This barrier would prevent loads and stores in the if block (ie: pShared->something) from executing before the value load is complete. A typical example is that you have some "producer" that used a store of v != 0 to flag that some other memory (pShared->something) is in some other expected state, as in:
pShared->something = 1 ; // was 0
__release_barrier() ;
pShared->value = 1 ; // was 0
In this typical producer consumer scenario, you'll almost always need paired barriers, one for the store that flags that the auxiliary memory is visible (so that the effects of the value store aren't seen before the something store), and one barrier for the consumer (so that the something load isn't started before the value load is complete).
Those barriers are also platform specific. For example, on powerpc (using the xlC compiler), you'd use __isync() and __lwsync() for the consumer and producer respectively. What barriers are required may also depend on the mechanism that you use for the store and load of value. If you've used an atomic intrinsic that results in an intel LOCK (perhaps implicit), then this will introduce an implicit barrier, so you may not need anything. Additionally, you'll likely also need to judicious use of volatile (or preferably use an atomic implementation that does so under the covers) in order to get the compiler to do what you want.
I've been programming a long time, and the programs I see, when they run out of memory, attempt to clean up and exit, i.e. fail gracefully. I can't remember the last time I saw one actually attempt to recover and continue operating normally.
So much processing relies on being able to successfully allocate memory, especially in garbage collected languages, it seems that out of memory errors should be classified as non-recoverable. (Non-recoverable errors include things like stack overflows.)
What is the compelling argument for making it a recoverable error?
It really depends on what you're building.
It's not entirely unreasonable for a webserver to fail one request/response pair but then keep on going for further requests. You'd have to be sure that the single failure didn't have detrimental effects on the global state, however - that would be the tricky bit. Given that a failure causes an exception in most managed environments (e.g. .NET and Java) I suspect that if the exception is handled in "user code" it would be recoverable for future requests - e.g. if one request tried to allocate 10GB of memory and failed, that shouldn't harm the rest of the system. If the system runs out of memory while trying to hand off the request to the user code, however - that kind of thing could be nastier.
In a library, you want to efficiently copy a file. When you do that, you'll usually find that copying using a small number of big chunks is much more effective than copying a lot of smaller ones (say, it's faster to copy a 15MB file by copying 15 1MB chunks than copying 15'000 1K chunks).
But the code works with any chunk size. So while it may be faster with 1MB chunks, if you design for a system where a lot of files are copied, it may be wise to catch OutOfMemoryError and reduce the chunk size until you succeed.
Another place is a cache for Object stored in a database. You want to keep as many objects in the cache as possible but you don't want to interfere with the rest of the application. Since these objects can be recreated, it's a smart way to conserve memory to attach the cache to an out of memory handler to drop entries until the rest of the app has enough room to breathe, again.
Lastly, for image manipulation, you want to load as much of the image into memory as possible. Again, an OOM-handler allows you to implement that without knowing in advance how much memory the user or OS will grant your code.
[EDIT] Note that I work under the assumption here that you've given the application a fixed amount of memory and this amount is smaller than the total available memory excluding swap space. If you can allocate so much memory that part of it has to be swapped out, several of my comments don't make sense anymore.
Users of MATLAB run out of memory all the time when performing arithmetic with large arrays. For example if variable x fits in memory and they run "x+1" then MATLAB allocates space for the result and then fills it. If the allocation fails MATLAB errors and the user can try something else. It would be a disaster if MATLAB exited whenever this use case came up.
OOM should be recoverable because shutdown isn't the only strategy to recovering from OOM.
There is actually a pretty standard solution to the OOM problem at the application level.
As part of you application design determine a safe minimum amount of memory required to recover from an out of memory condition. (Eg. the memory required to auto save documents, bring up warning dialogs, log shutdown data).
At the start of your application or at the start of a critical block, pre-allocate that amount of memory. If you detect an out of memory condition release your guard memory and perform recovery. The strategy can still fail but on the whole gives great bang for the buck.
Note that the application need not shut down. It can display a modal dialog until the OOM condition has been resolved.
I'm not 100% certain but I'm pretty sure 'Code Complete' (required reading for any respectable software engineer) covers this.
P.S. You can extend your application framework to help with this strategy but please don't implement such a policy in a library (good libraries do not make global decisions without an applications consent)
I think that like many things, it's a cost/benefit analysis. You can program in attempted recovery from a malloc() failure - although it may be difficult (your handler had better not fall foul of the same memory shortage it's meant to deal with).
You've already noted that the commonest case is to clean up and fail gracefully. In that case it's been decided that the cost of aborting gracefully is lower than the combination of development cost and performance cost in recovering.
I'm sure you can think of your own examples of situations where terminating the program is a very expensive option (life support machine, spaceship control, long-running and time-critical financial calculation etc.) - although the first line of defence is of course to ensure that the program has predictable memory usage and that the environment can supply that.
I'm working on a system that allocates memory for IO cache to increase performance. Then, on detecting OOM, it takes some of it back, so that the business logic could proceed, even if that means less IO cache and slightly lower write performance.
I also worked with an embedded Java applications that attempted to manage OOM by forcing garbage collection, optionally releasing some of non-critical objects, like pre-fetched or cached data.
The main problems with OOM handling are:
1) being able to re-try in the place where it happened or being able to roll back and re-try from a higher point. Most contemporary programs rely too much on the language to throw and don't really manage where they end up and how to re-try the operation. Usually the context of the operation will be lost, if it wasn't designed to be preserved
2) being able to actually release some memory. This means a kind of resource manager that knows what objects are critical and what are not, and the system be able to re-request the released objects when and if they later become critical
Another important issue is to be able to roll back without triggering yet another OOM situation. This is something that is hard to control in higher level languages.
Also, the underlying OS must behave predictably with regard to OOM. Linux, for example, will not, if memory overcommit is enabled. Many swap-enabled systems will die sooner than reporting the OOM to the offending application.
And, there's the case when it is not your process that created the situation, so releasing memory does not help if the offending process continues to leak.
Because of all this, it's often the big and embedded systems that employ this techniques, for they have the control over OS and memory to enable them, and the discipline/motivation to implement them.
It is recoverable only if you catch it and handle it correctly.
In same cases, for example, a request tried to allocate a lot memory. It is quite predictable and you can handle it very very well.
However, in many cases in multi-thread application, OOE may also happen on background thread (including created by system/3rd-party library).
It is almost imposable to predict and you may unable to recover the state of all your threads.
No.
An out of memory error from the GC is should not generally be recoverable inside of the current thread. (Recoverable thread (user or kernel) creation and termination should be supported though)
Regarding the counter examples: I'm currently working on a D programming language project which uses NVIDIA's CUDA platform for GPU computing. Instead of manually managing GPU memory, I've created proxy objects to leverage the D's GC. So when the GPU returns an out of memory error, I run a full collect and only raise an exception if it fails a second time. But, this isn't really an example of out of memory recovery, it's more one of GC integration. The other examples of recovery (caches, free-lists, stacks/hashes without auto-shrinking, etc) are all structures that have their own methods of collecting/compacting memory which are separate from the GC and tend not to be local to the allocating function.
So people might implement something like the following:
T new2(T)( lazy T old_new ) {
T obj;
try{
obj = old_new;
}catch(OutOfMemoryException oome) {
foreach(compact; Global_List_Of_Delegates_From_Compatible_Objects)
compact();
obj = old_new;
}
return obj;
}
Which is a decent argument for adding support for registering/unregistering self-collecting/compacting objects to garbage collectors in general.
In the general case, it's not recoverable.
However, if your system includes some form of dynamic caching, an out-of-memory handler can often dump the oldest elements in the cache (or even the whole cache).
Of course, you have to make sure that the "dumping" process requires no new memory allocations :) Also, it can be tricky to recover the specific allocation that failed, unless you're able to plug your cache dumping code directly at the allocator level, so that the failure isn't propagated up to the caller.
It depends on what you mean by running out of memory.
When malloc() fails on most systems, it's because you've run out of address-space.
If most of that memory is taken by cacheing, or by mmap'd regions, you might be able to reclaim some of it by freeing your cache or unmmaping. However this really requires that you know what you're using that memory for- and as you've noticed either most programs don't, or it doesn't make a difference.
If you used setrlimit() on yourself (to protect against unforseen attacks, perhaps, or maybe root did it to you), you can relax the limit in your error handler. I do this very frequently- after prompting the user if possible, and logging the event.
On the other hand, catching stack overflow is a bit more difficult, and isn't portable. I wrote a posixish solution for ECL, and described a Windows implementation, if you're going this route. It was checked into ECL a few months ago, but I can dig up the original patches if you're interested.
Especially in garbage collected environments, it's quote likely that if you catch the OutOfMemory error at a high level of the application, lots of stuff has gone out of scope and can be reclaimed to give you back memory.
In the case of single excessive allocations, the app may be able to continue working flawlessly. Of course, if you have a gradual memory leak, you'll just run into the problem again (more likely sooner than later), but it's still a good idea to give the app a chance to go down gracefully, save unsaved changes in the case of a GUI app, etc.
Yes, OOM is recoverable. As an extreme example, the Unix and Windows operating systems recover quite nicely from OOM conditions, most of the time. The applications fail, but the OS survives (assuming there is enough memory for the OS to properly start up in the first place).
I only cite this example to show that it can be done.
The problem of dealing with OOM is really dependent on your program and environment.
For example, in many cases the place where the OOM happens most likely is NOT the best place to actually recover from an OOM state.
Now, a custom allocator could possibly work as a central point within the code that can handle an OOM. The Java allocator will perform a full GC before is actually throws a OOM exception.
The more "application aware" that your allocator is, the better suited it would be as a central handler and recovery agent for OOM. Using Java again, it's allocator isn't particularly application aware.
This is where something like Java is readily frustrating. You can't override the allocator. So, while you could trap OOM exceptions in your own code, there's nothing saying that some library you're using is properly trapping, or even properly THROWING an OOM exception. It's trivial to create a class that is forever ruined by a OOM exception, as some object gets set to null and "that never happen", and it's never recoverable.
So, yes, OOM is recoverable, but it can be VERY hard, particularly in modern environments like Java and it's plethora of 3rd party libraries of various quality.
The question is tagged "language-agnostic", but it's difficult to answer without considering the language and/or the underlying system. (I see several toher hadns
If memory allocation is implicit, with no mechanism to detect whether a given allocation succeeded or not, then recovering from an out-of-memory condition may be difficult or impossible.
For example, if you call a function that attempts to allocate a huge array, most languages just don't define the behavior if the array can't be allocated. (In Ada this raises a Storage_Error exception, at least in principle, and it should be possible to handle that.)
On the other hand, if you have a mechanism that attempts to allocate memory and is able to report a failure to do so (like C's malloc() or C++'s new), then yes, it's certainly possible to recover from that failure. In at least the cases of malloc() and new, a failed allocation doesn't do anything other than report failure (it doesn't corrupt any internal data structures, for example).
Whether it makes sense to try to recover depends on the application. If the application just can't succeed after an allocation failure, then it should do whatever cleanup it can and terminate. But if the allocation failure merely means that one particular task cannot be performed, or if the task can still be performed more slowly with less memory, then it makes sense to continue operating.
A concrete example: Suppose I'm using a text editor. If I try to perform some operation within the editor that requires a lot of memory, and that operation can't be performed, I want the editor to tell me it can't do what I asked and let me keep editing. Terminating without saving my work would be an unacceptable response. Saving my work and terminating would be better, but is still unnecessarily user-hostile.
This is a difficult question. On first sight it seems having no more memory means "out of luck" but, you must also see that one can get rid of many memory related stuff if one really insist. Let's just take the in other ways broken function strtok which on one hand has no problems with memory stuff. Then take as counterpart g_string_split from the Glib library, which heavily depends on allocation of memory as nearly everything in glib or GObject based programs. One can definitly say in more dynamic languages memory allocation is much more used as in more inflexible languages, especially C. But let us see the alternatives. If you just end the program if you run out of memory, even careful developed code may stop working. But if you have a recoverable error, you can do something about it. So the argument, making it recoverable means that one can choose to "handle" that situation differently (e.g putting aside a memory block for emergencies, or degradation to a less memory extensive program).
So the most compelling reason is. If you provide a way of recovering one can try the recoverying, if you do not have the choice all depends on always getting enough memory...
Regards
It's just puzzling me now.
At work, we have a bundle of applications working together, and memory is running low. While the problem is either make the application bundle go 64-bit (and so, be able to work beyond the 2 Go limits we have on a normal Win32 OS), and/or reduce our use of memory, this problem of "How to recover from a OOM" won't quit my head.
Of course, I have no solution, but still play at searching for one for C++ (because of RAII and exceptions, mainly).
Perhaps a process supposed to recover gracefully should break down its processing in atomic/rollback-able tasks (i.e. using only functions/methods giving strong/nothrow exception guarantee), with a "buffer/pool of memory" reserved for recovering purposes.
Should one of the task fails, the C++ bad_alloc would unwind the stack, free some stack/heap memory through RAII. The recovering feature would then salvage as much as possible (saving the initial data of the task on the disk, to use on a later try), and perhaps register the task data for later try.
I do believe the use of C++ strong/nothrow guanrantees can help a process to survive in low-available-memory conditions, even if it would be akin memory swapping (i.e. slow, somewhat unresponding, etc.), but of course, this is only theory. I just need to get smarter on the subject before trying to simulate this (i.e. creating a C++ program, with a custom new/delete allocator with limited memory, and then try to do some work under those stressful condition).
Well...
Out of memory normally means you have to quit whatever you were doing. If you are careful about cleanup, though, it can leave the program itself operational and able to respond to other requests. It's better to have a program say "Sorry, not enough memory to do " than say "Sorry, out of memory, shutting down."
Out of memory can be caused either by free memory depletion or by trying to allocate an unreasonably big block (like one gig). In "depletion" cases memory shortage is global to the system and usually affects other applications and system services and the whole system might become unstable so it's wise to forget and reboot. In "unreasonably big block" cases no shortage actually occurs and it's safe to continue. The problem is you can't automatically detect which case you're in. So it's safer to make the error non-recoverable and find a workaround for each case you encounter this error - make your program use less memory or in some cases just fix bugs in code that invokes memory allocation.
There are already many good answers here. But I'd like to contribute with another perspective.
Depletion of just about any reusable resource should be recoverable in general. The reasoning is that each and every part of a program is basically a sub program. Just because one sub cannot complete to it's end at this very point in time, does not mean that the entire state of the program is garbage. Just because the parking lot is full of cars does not mean that you trash your car. Either you wait a while for a booth to be free, or you drive to a store further away to buy your cookies.
In most cases there is an alternative way. Making an out of error unrecoverable, effectively removes a lot of options, and none of us like to have anyone decide for us what we can and cannot do.
The same applies to disk space. It's really the same reasoning. And contrary to your insinuation about stack overflow is unrecoverable, i would say that it's and arbitrary limitation. There is no good reason that you should not be able to throw an exception (popping a lot of frames) and then use another less efficient approach to get the job done.
My two cents :-)
If you are really out of memory you are doomed, since you can not free anything anymore.
If you are out of memory, but something like a garbage collector can kick in and free up some memory you are non dead yet.
The other problem is fragmentation. Although you might not be out of memory (fragmented), you might still not be able to allocate the huge chunk you wanna have.
I know you asked for arguments for, but I can only see arguments against.
I don't see anyway to achieve this in a multi-threaded application. How do you know which thread is actually responsible for the out-of-memory error? One thread could allocating new memory constantly and have gc-roots to 99% of the heap, but the first allocation that fails occurs in another thread.
A practical example: whenever I have occurred an OutOfMemoryError in our Java application (running on a JBoss server), it's not like one thread dies and the rest of the server continues to run: no, there are several OOMEs, killing several threads (some of which are JBoss' internal threads). I don't see what I as a programmer could do to recover from that - or even what JBoss could do to recover from it. In fact, I am not even sure you CAN: the javadoc for VirtualMachineError suggests that the JVM may be "broken" after such an error is thrown. But maybe the question was more targeted at language design.
uClibc has an internal static buffer of 8 bytes or so for file I/O when there is no more memory to be allocated dynamically.
What is the compelling argument for making it a recoverable error?
In Java, a compelling argument for not making it a recoverable error is because Java allows OOM to be signalled at any time, including at times where the result could be your program entering an inconsistent state. Reliable recoery from an OOM is therefore impossible; if you catch the OOM exception, you can not rely on any of your program state. See
No-throw VirtualMachineError guarantees
I'm working on SpiderMonkey, the JavaScript VM used in Firefox (and gnome and a few others). When you're out of memory, you may want to do any of the following things:
Run the garbage-collector. We don't run the garbage-collector all the time, as it would kill performance and battery, so by the time you're reaching out of memory error, some garbage may have accumulated.
Free memory. For instance, get rid of some of the in-memory cache.
Kill or postpone non-essential tasks. For instance, unload some tabs that haven't be used in a long time from memory.
Log things to help the developer troubleshoot the out-of-memory error.
Display a semi-nice error message to let the user know what's going on.
...
So yes, there are many reasons to handle out-of-memory errors manually!
I have this:
void *smalloc(size_t size) {
void *mem = null;
for(;;) {
mem = malloc(size);
if(mem == NULL) {
sleep(1);
} else
break;
}
return mem;
}
Which has saved a system a few times already. Just because you're out of memory now, doesn't mean some other part of the system or other processes running on the system have some memory they'll give back soon. You better be very very careful before attempting such tricks, and have all control over every memory you do allocate in your program though.
I'm wondering, and in need, of strategies that can be applied to reducing low-level locking.
However the catch here is that this is not new code (with tens of thousands of lines of C++ code) for a server application, so I can't just rewrite the whole thing.
I fear there might not be a solution to this problem by now (too late). However I'd like to hear about good patterns others have used.
Right now there are too many lock and not as many conflicts, so it's a paranoia induced hardware performance issue.
The best way to describe the code is as single threaded code suddenly getting peppered with locks.
Why do you need to eliminate the low-level locking? Do you have deadlock issues? Do you have performance problems? Or scaling issues? Are the locks generally contended or uncontended?
What environment are you using? The answers in C++ will be different to the ones in Java, for example. E.g. uncontended synchronization blocks in Java 6 are actually relatively cheap in performance terms, so simply upgrading your JRE might get you past whatever problem you are trying to solve. There might be similar performance boosts available in C++ by switching to a different compiler or locking library.
In general, there are several strategies that allow you to reduce the number of mutexes you acquire.
First, anything only ever accessed from a single thread doesn't need a mutex.
Second, anything immutable is safe provided it is 'safely published' (i.e. created in such a way that a partially constructed object is never visible to another thread).
Third, most platforms now support atomic writes - which can help when a single primitive type (including a pointer) is all that needs protecting. These work very similarly to optimistic locking in a database. You can also use atomic writes to create lock-free algorithms to replace more complex types, including Map implementations. However, unless you are very, very good, you are much better off borrowing somebody else's debugged implementation (the java.util.concurrent package contains lots of good examples) - it is notoriously easy to accidentally introduce bugs when writing your own algorithms.
Fourth, widening the scope of the mutex can help - either simply holding open a mutex for longer, rather than constantly locking and unlocking it, or taking a lock on a 'larger' item - the object rather than one of its properties, for example. However, this has to be done extremely carefully; you can easily introduce problems this way.
The threading model of your program has to be decided before a single line is written. Any module, if inconsistent with the rest of the program, can crash, corrupt of deadlock the application.
If you have the luxury of starting fresh, try to identify large functions of your program that can be done in parallel and use a thread pool to schedule the tasks. The trick to efficiency is to avoid mutexes wherever possible and (re)code your app to avoid contention for resources at a high level.
You may find some of the answers here and here helpful as you look for ways to atomically update shared state without explicit locks.