class ThreadUnsafe {
static final int THREAD_NUMBER = 2;
static final int LOOP_NUMBER = 200;
public static void main(String[] args) {
ThreadUnsafe test = new ThreadUnsafe();
for (int i = 0; i < THREAD_NUMBER; i++) {
new Thread(() -> {
test.method1(LOOP_NUMBER);
}, "Thread" + i).start();
}
}
ArrayList<String> list = new ArrayList<>();
public void method1(int loopNumber) {
for (int i = 0; i < loopNumber; i++) {
method2();
method3();
}
}
private void method2() {
list.add("1");
}
private void method3() {
list.remove(0);
}
}
The code above throws
java.lang.IndexOutOfBoundsException: Index: 0, Size: 1
I know ArrayList is not thread-safe, but in the example, I think every remove() call is guaranteed to be preceded by at least one add() call, so the code should be OK even the order is messed up like the following:
thread0: method2()
thread1: method2()
thread1: method3()
thread0: method3()
Some explanations needed here, please.
If always one add() or remove() call is completely finished before another one is started, your reasoning is correct. But ArrayList doesn't guarantee that as its methods aren't synchronized. So, it can happen that two threads are in the middle of some modifying calls at the same time.
Let's look at the internals of e.g. the add() method to understand one possible failure mode.
When adding an element, ArrayList increases the size using size++. And this is not atomic.
Now imagine the list being empty, and two threads A and B adding an element at exactly the same moment, doing the size++ in parallel (maybe in different CPU cores). Let's imagine things happen in the following order:
A reads size as 0.
B reads size as 0.
A adds one to its value, giving 1.
B adds one to its value, giving 1.
A writes its new value back into the size field, resulting in size=1.
B writes its new value back into the size field, resulting in size=1.
Although we had 2 add() calls, the size is only 1. If now you try to remove 2 elements (and this time it happens sequentially), the second remove() will fail.
To achieve thread safety, no other thread should be able to mess around with the internals like size (or the elements array) while one access is currently in progress.
Multi-threading is inherently complex in that the calls from multiple threads can not only happen in any (expected or unexpected) order, but that they can also overlap, unless protected by some mechanism like synchronized. On the other hand, excessive use of the synchronization can easily lead to poor multi-thread performance, and also to dead-locks.
As a supplement to #RalfKleberhoff's answer,
I think every remove() call is guaranteed to be preceded by at least one add() call,
Yes.
so the code should be OK even the order is messed up
No, that is not a valid inference with respect to a multithreaded program.
Your program contains data races as a result of two threads both accessing the same shared, non-atomic object, with some of those accesses being writes, without appropriate synchronization. The whole behavior of a program that contains data races is undefined, so in fact you cannot draw any conclusions at all about its behavior.
Do not try to cheat or scrimp on synchronization. Do minimize the amount of it that you need by limiting your use of shared objects, but where you need it, you need it, and the rules for determining when and where you need it are not that hard to learn.
ArrayList in java docs says,
Note that this implementation is not synchronized. If multiple threads
access an ArrayList instance concurrently, and at least one of the
threads modifies the list structurally, it must be synchronized
externally.
Why this code is not thread safe ?
Multiple thread running on Machine runs independent of each other.
public void method1(int loopNumber) {
for (int i = 0; i < loopNumber; i++) {
method2();
method3();
}
}
Here method2() and method3() are being process sequential within
the thread but not across the thread. ArrayList list is common between both thread. which will be in inconstant state between both thread on multi core system.
Interesting test would be add empty check in method3() and set LOOP_NUMBER = 10000;
private void method3()
{
if (!list.isEmpty())
list.remove(0);
}
In result you should get same Runtime Exception some thing like java.lang.IndexOutOfBoundsException: Index: 0, Size: 1 or java.lang.IndexOutOfBoundsException: Index: 0, Size: 0 because of same reason inconstant state of variable in list i.e. size.
To fix this issue you could have added synchronized like below or use Syncronized list
public void method1(int loopNumber)
{
for (int i = 0; i < loopNumber; i++)
{
synchronized (list)
{
method2();
method3();
}
}
}
Related
Problem statement:- //This is a example, Actual array size is very large
suppose there is class A
public class A{
public static int aa[]=new int[5];
public computeaa(){
for(int i=0;i<5;i++)
aa[i] = useaa(i);
}
//this below function can compute aa[i] value
public int useaa(int i){
if(i<=0)
return 1;
if(aa[i]!=0)
return aa[i];
else
return useaa[i-1]+useaa[i-2];
}
}
And RecursiveAction class B
#Override
protected void compute() {
// TODO Auto-generated method stub
A z=new A();
A.computeaa();
}
public static void main(String[] args) {
List<B> tasks =new ArrayList<B>();
for(int i=1; i<=2; i++){
//There is 2 fork will created
B =new B();
tasks.add(B);
B.fork();
}
if (tasks.size() > 0) {
for (B task : tasks) {
task.join();
}
}
}
Doubt?
suppose fork 1 computes static variable aa[2], and suppose when fork 2 going to computes aa[2], can this fork 2 get the value aa[2] which was computed by fork1 or it will compute seperately??
By my understanding fork 2 in some cases easily access fork1's aa, suppose fork 2 wanted to compute aa[3],It can get the value which was already computed by fork 1. But the problem is suppose when fork 1 will try to compute aa[4], for calculating aa[4], it need aa[3], which fork 1 already computed but can it possible if fork 1 try to get aa[3], but by chance it get the access of aa[3] of fork 1 which was not calculate... again it creating a mess.
I am very puzzle by fork join kindly help
There is simple problem, i want to compute some array which is used by same class, but while creating more then one object i want to use the same array which was computed by other object so that my computation time reduced.
How can i copy or get that array to another object, so that this object doesn't need to compute?
suppose fork 1 computes static variable aa[2], and suppose when fork 2 going to computes aa[2], can this fork 2 get the value aa[2]
which was computed by fork1 or it will compute seperately?
Supposing that the two B tasks run in different threads -- over which you elect not to exercise any control -- those two threads are accessing the same element of the same array object without any synchronization. Either thread can read the value written by the other. Moreover, they may read a different value if they access that array element again. The program is not correctly synchronized and therefore there is no guarantee of sequential consistency.
By my understanding fork 2 in some cases easily access fork1's aa, suppose fork 2 wanted to compute aa[3],It can get the value which
was already computed by fork 1. But the problem is suppose when fork 1
will try to compute aa[4], for calculating aa[4], it need aa[3], which
fork 1 already computed but can it possible if fork 1 try to get
aa[3], but by chance it get the access of aa[3] of fork 1 which was
not calculate... again it creating a mess.
Yes, you judge rightly -- both about possible behaviors and about it being a mess.
There is simple problem, i want to compute some array which is used by
same class, but while creating more then one object i want to use the
same array which was computed by other object so that my computation
time reduced. How can i copy or get that array to another object, so
that this object doesn't need to compute?
Under some circumstances, you might have different threads compute disjoint sections of the array in parallel. The computation presented in the question is not amenable to that, however, because of the dependencies between the data. Because no element past index 1 can be computed before the previous 2 have been computed, computation of the elements needs to be serialized, one way or another. You cannot achieve that any faster than by devoting a single thread to the job.
After such a computation is completed, you can share the initialized array among threads, provided that they synchronize with the completion of the computation one way or another. Additional synchronization requirements apply if any of the threads modify the array after the initial computation is complete.
Your particular case is a bit tricky, because few actions with synchronization significance are present. In particular, your array elements are not (and cannot be) final, and you cannot be confident that the threads in which your tasks run are started only when you fork(); if you had the latter then everything the main thread did before would automatically synchronize with the work of the tasks. As it is, you might do something like this:
public class A {
// not static:
public int aa[] = new int[5];
public void computeAa() {
aa[0] = 1;
aa[1] = 1;
for (int i = 2; i < aa.length; i++) {
aa[i] = aa[i - 1] + aa[i - 2];
}
}
public int getAa(int i) {
return (i < 0) ? 1 : aa[i];
}
}
public class B extends RecursiveAction {
private A myA;
public RecursiveAction(A a) {
myA = a;
}
#Override
protected void compute() {
synchronized (myA) {
// ensure that myA's initialization is complete
while (myA.aa[0] == 0) {
// not yet initialized
myA.wait();
}
}
// ... do something with myA (without modifying it) ...
}
public static void main(String[] args) {
A theA = new A();
synchronized(theA) {
// synchronize the initialization of theA, because other threads will
// check it
theA.computeAa();
// wake up any threads waiting on the initialization
theA.notifyAll();
}
List<B> tasks = new ArrayList<B>();
for(int i = 1; i <= 2; i++){
//There is 2 fork will created
B = new B(theA);
tasks.add(B);
B.fork();
}
for (B task : tasks) {
task.join();
}
}
}
Note here that the main thread creates an instance of A and initializes it before forking any tasks. It provides that instance to each B (thus they share it).
I'm not sure if I should synchronize method methodOne() in my example. I think not but I'm not 100% sure. Could you please give me advice what to do?
public class SynchroIssue {
class Test {
private double a = 0;
void methodOne() {
a++;
}
void go() {
new Thread(new Runnable() {
#Override
public void run() {
for (int i = 0; i < Integer.MAX_VALUE; i++) {
methodOne();
System.out.println(Thread.currentThread().getName() + ", a = " + a);
}
}
}).start();
}
}
public static void main(String... args) {
SynchroIssue mainObj = new SynchroIssue();
SynchroIssue.Test object1 = mainObj.new Test();
SynchroIssue.Test object2 = mainObj.new Test();
object1.go();
object2.go();
}
}
Assuming that you are actually going to use instances of the SynchroIssue class concurrently, which you are not doing currently, the answer is yes.
The increment operator is not atomic. It is actually 3 instructions:
Get the current value.
Add 1 to that.
Store new value.
If you are not synchronized, concurrent threads can overlap those steps resulting in strange behavior.
Another option, if you are truly only interested in integers, would be the use of AtomicInteger, which has methods to atomically increment.
object1 and object2 are different objects, each start only one thread, and the variable "a" is private and not static, so "a" are different objects too, and there is no interaction between threads. So there is no need to synchronise methodOne().
In this specific example there's no value to be gained by synchronising the methods because only a single thread ever actually interacts with a given instance.
If you called object1.go() twice you'd have a problem. Using synchronized would not be the best solution to that problem though, you should instead use a java.util.concurrent.atomic.DoubleAccumulator, although AtomicInteger would function just as well given that you start at 0 and only ever increment by 1.
In general, you should be wary of using synchronized to roll your own synchronisation protocols. Prefer instead known thread-safe classes where they're available. java.util.concurrent is a good place to look.
You should, but it wouldn't solve your problem.
If you would synchronize the method, only one thread would be able to increase the variable at a time. But the following System.out.println could still print another value, since by the time you call it, another thread may already have increased a.
The solution for your problem would be, that methodOne would also have to return the variable. Something like this:
synchronized double methodOne() {
return ++a;
}
And the thread should do:
for (int i = 0; i < Integer.MAX_VALUE; i++) {
System.out.println(Thread.currentThread().getName() + ", a = " + methodOne());
}
EDIT: as others already pointed out, you only have to do this if you intend to make the variable static. Otherwise you can leave your code as it is.
I want to add some hints to Brett Okken's answer:
Most of the times, when you have a member variable in your class which is modified by the methods of your class in a concurrent context by more than one thread, you should think about one of the synchronization scopes.
Always go for the smallest available scope of synchronization.
Hope this would be helpful.
The code you will see below is trying to achieve the following:
add "line 0" into arraylist
print the last item in the arraylist i.e. "line 0"
remove last item from arraylist
add "line 1" into arraylist
print the last item in the arraylist i.e. "line 1"
remove last item from arraylist
...and so on without end.
So, the output I expect is simply:
line 0
line 1
..
..
However, what I get is a random amount of "line i"s where i is also random.
Here's a sample output:
Line 0
Line 38919
Line 47726
Line 54271
then the program gets stuck in what appears to be a deadlock even though that doesn't make sense because the variable 'held' can only be true or false and either of those situations is supposed to allow one of the threads to do work.
import java.util.*;
public class Test {
static boolean held = true;
static ArrayList<String> line = new ArrayList<>();
public static void main(String[] args) {
new Thread() {
#Override
public void run() {
int i = 0;
while(true) {
if(held) {
line.add("Line " + i);
i++;
held = false;
}
}
}
}.start();
while(true) {
if(!held) {
System.out.println( line.get(line.size() - 1) );
line.remove(line.size() - 1);
held = true;
}else continue;
}
}
}
Likely the fact that your held variable is not volatile is causing the deadlock. The different cores on your computer will have their own memory caches, which are not necessarily updated concurrently. To make sure changes to held are visible to all threads, you should make it volatile. You could also use an AtomicBoolean, or synchronize access to the blocks of code.
The first thing is that in your main you are creating two different threads the first thread (the child) and the thread of the main that will deal with the while loop of the main. This means that you are running them at the same time so you can't be sure what is the value of held when each thread is using it. to solve this matter you have to use semaphore or mutex for accessing to held for change.
The second thing is that in your while loops there is nothing that makes the program out of them, that's why maybe it is causing you an infinite loop.
You could use a lock object that both threads synchronize on, then have each thread do their action on the list, then use wait and notify to alternately wake up the other thread which would also do the same thing.
I think for this scenario it's better to use a synchronized list instead of arraylist:
List line = Collections.synchronizedList(new ArrayList(...));
This piece of code:
synchronized (mList) {
if (mList.size() != 0) {
int s = mList.size() - 1;
for (int i = s; i > 0; i -= OFFSET) {
mList.get(i).doDraw(canv);
}
getHead().drawHead(canv);
}
}
Randomly throws AIOOBEs. From what I've read, the synchronized should prevent that, so what am I doing wrong?
Edits:
AIOOBE = Array Index Out Of Bounds Exception
The code's incomplete, cut down to what is needed. But to make you happy, OFFSET is 4, and just imagine that there is a for-loop adding a bit of data at the beginning. And a second thread reading and / or modifying the list.
Edit 2:
I've noticed it happens when the list is being drawn and the current game ends. The draw-thread hasn't drawn all elements when the list is emptied. Is there a way of telling the game to wait with emtying the list untill it's empty?
Edit 3:
I've just noticed that I'm not sure if this is a multi-threading problem. Seems I only have 2 threads, one for calculating and drawing and one for user input.. Gonna have to look into this a bit more than I thought.
What you're doing looks right... but that's all:
It doesn't matter on what object you synchronize, it needn't be the list itself.
What does matter is if all threads always synchronize on the same object, when accessing a shared resource.
Any access to SWING (or another graphic library) must happen in the AWT-Thread.
To your edit:
I've noticed it happens when the list is being drawn and the current game ends. The draw-thread hasn't drawn all elements when the list is emptied. Is there a way of telling the game to wait with emtying the list untill it's empty?
I think you mean "...wait with emptying the list until the drawing has completed." Just synchronize the code doing it on the same lock (i.e., the list itself in your case).
Again: Any access to a shared resource must be protected somehow. It seems like you're using synchronized just here and not where you're emptying the list.
The safe solution is to only allow one thread to create objects, add and remove them from a List after the game has started.
I had problems myself with random AIOOBEs erros and no synchornize could solve it properly plus it was slowing down the response of the user.
My solution, which is now stable and fast (never had an AIOOBEs since) is to make UI thread inform the game thread to create or manipulate an object by setting a flag and coordinates of the touch into the persistent variables.
Since the game thread loops about 60 times per second this proved to be sufficent to pick up the message from the UI thread and do something.
This is a very simple solution and it works great!
My suggestion is to use a BlockingQueue and I think you are looking for this solution also. How you can do it? It is already shown with an example in the javadoc :)
class Producer implements Runnable {
private final BlockingQueue queue;
Producer(BlockingQueue q) { queue = q; }
public void run() {
try {
while (true) { queue.put(produce()); }
} catch (InterruptedException ex) { ... handle ...}
}
Object produce() { ... }
}
class Consumer implements Runnable {
private final BlockingQueue queue;
Consumer(BlockingQueue q) { queue = q; }
public void run() {
try {
while (true) { consume(queue.take()); }
} catch (InterruptedException ex) { ... handle ...}
}
void consume(Object x) { ... }
}
class Setup {
void main() {
BlockingQueue q = new SomeQueueImplementation();
Producer p = new Producer(q);
Consumer c1 = new Consumer(q);
Consumer c2 = new Consumer(q);
new Thread(p).start();
new Thread(c1).start();
new Thread(c2).start();
}
}
The beneficial things for you are, you need not to worry about synchronizing your mList. BlockingQueue offers 10 special method. You can check it in the doc. Few from javadoc:
BlockingQueue methods come in four forms, with different ways of handling operations that cannot be satisfied immediately, but may be satisfied at some point in the future: one throws an exception, the second returns a special value (either null or false, depending on the operation), the third blocks the current thread indefinitely until the operation can succeed, and the fourth blocks for only a given maximum time limit before giving up.
To be in safe side: I am not experienced with android. So not certain whether all java packages are allowed in android. But at least it should be :-S, I wish.
You are getting Index out of Bounds Exception because there are 2 threads that operate on the list and are doing it wrongly.
You should have been synchronizing at another level, in such a way that no other thread can iterate through the list while other thread is modifying it! Only on thread at a time should 'work on' the list.
I guess you have the following situation:
//piece of code that adds some item in the list
synchronized(mList){
mList.add(1, drawableElem);
...
}
and
//code that iterates you list(your code simplified)
synchronized (mList) {
if (mList.size() != 0) {
int s = mList.size() - 1;
for (int i = s; i > 0; i -= OFFSET) {
mList.get(i).doDraw(canv);
}
getHead().drawHead(canv);
}
}
Individually the pieces of code look fine. They seam thread-safe. But 2 individual thread-safe pieces of code might not be thread safe at a higher level!
It's just you would have done the following:
Vector v = new Vector();
if(v.length() == 0){ v.length() itself is thread safe!
v.add("elem"); v.add() itself is also thread safe individually!
}
BUT the compound operation is NOT!
Regards,
Tiberiu
public final class ClientGateway {
private static ClientGateway instance;
private static List<NetworkClientListener> listeners = Collections.synchronizedList(new ArrayList<NetworkClientListener>());
private static final Object listenersMutex = new Object();
protected EventHandler eventHandler;
private ClientGateway() {
eventHandler = new EventHandler();
}
public static synchronized ClientGateway getInstance() {
if (instance == null)
instance = new ClientGateway();
return instance;
}
public void addNetworkListener(NetworkClientListener listener) {
synchronized (listenersMutex) {
listeners.add(listener);
}
}
class EventHandler {
public void onLogin(final boolean isAdviceGiver) {
new Thread() {
public void run() {
synchronized (listenersMutex) {
for (NetworkClientListener nl : listeners)
nl.onLogin(isAdviceGiver);
}
}
}.start();
}
}
}
This code throws a ConcurrentModificationException
But I thought if they are both synchronized on the listenersMutex then they should be executed in serial? All code within functions that operate on the listeners list operate within syncrhonized blocks that are synchronized on the Mutex. The only code that modifies the list are addNetworkListener(...) and removeNetworkListener(...) but removeNetworkListener is never called at the moment.
What appears to be happening with the error is that a NetworkClientListener is still being added while the onLogin function/thread is iterating the listeners.
Thank you for your insight!
EDIT: NetworkClientListener is an interface and leaves the implementation of "onLogin" up to the coder implementing the function, but their implementation of the function does not have access to the listeners List.
Also, I just completely rechecked and there is no modification of the list outside of the addNetworkListener() and removeNetworkListener() functions, the other functions only iterate the list. Changing the code from:
for (NetworkClientListener nl : listeners)
nl.onLogin(isAdviceGiver);
To:
for(int i = 0; i < listeners.size(); i++)
nl.onLogin(isAdviceGiver);
Appears to solve the concurrency issue, but I already knew this and would like to know what's causing it in the first place.
Thanks again for your continuing help!
Exception:
Exception in thread "Thread-5" java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:782)
at java.util.ArrayList$Itr.next(ArrayList.java:754)
at chapchat.client.networkcommunication.ClientGateway$EventHandler$5.run(ClientGateway.java:283)
EDIT Okay, I feel a little dumb. But thank you for all your help! Particularly MJB & jprete!
Answer: Someone's implementation of onLogin() added a new listener to the gateway. Therefore(since java's synchronization is based on Threads and is reentrant, so that a Thread may not lock on itself) when onLogin() was called we in his implementation, we were iterating through the listeners and in the middle of doing so, adding a new listener.
Solution: MJB's suggestion to use CopyOnWriteArrayList instead of synchronized lists
Mutexes only guard from access from multiple threads. If nl.onLogin() happens to have logic that adds a listener to the listeners list, then a ConcurrentModificationException may be thrown, because it's being accessed (by the iterator) and changed (by the add) simultaneously.
EDIT: Some more information would probably help. As I recall, Java collections check for concurrent modifications by keeping a modification count for each collection. Every time you do an operation that changes the collection, the count gets incremented. In order to check the integrity of operations, the count is checked at the beginning and end of the operation; if the count changed, then the collection throws a ConcurrentModificationException at the point of access, not at the point of modification. For iterators, it checks the counter after every call to next(), so on the next iteration of the loop through listeners, you should see the exception.
I must admit that I don't see it either - if indeed removeListeners is not called.
What is the logic of the nl.onLogin bit? If it modified stuff, it could cause the exception.
A tip btw if you expect listeners to be moderately rare in being added, you could make the list CopyOnWriteArrayList type -- in which case you don't need your mutexes at all - CopyOnWriteArrayList is totally thread safe, and returns a weakly consistent iterator that will never throw CME (except where I just said, in nl.onLogin).
Instead of ArrayList , use can use thread-safe class CopyOnWriteArrayList which does not throw ConcurrentModificationException even if it is modified while iterating. While iterating if it is attempted to modify(add,update) then it makes a copy of the list, but iterater will continue working on original one.
Its a bit slower than ArrayList . It is useful in cases where you do not want to syncronise the iterations.