Let a queue build up to a certain amount before processing - java

So let me give you an idea of what I'm trying to do:
I've got a program that records statistics, lots and lots of them, but it records them as they happen one at a time and puts them into an ArrayList, for example:
Please note this is an example, I'm not recording these stats, I'm just simplifying it a bit
User clicks -> Add user_click to array
User clicks -> Add user_click to array
Key press -> Add key_press to array
After each event(clicks, key presses, etc) it checks the size of the ArrayList, if it is > 150 the following happens:
A new thread is created
That thread is given a copy of the ArrayList
The original ArrayList is .clear()'ed
The new thread combines similar items so user_click would now be one item with a quantity of 2, instead of 2 items with a quantity of 1 each
The thread processes the data to a MySQL db
I would love to find a better approach to this, although this works just fine. The issue with threadpools and processing immediately is there would be literally thousands of MySQL queries per day without combining them first..
Is there a better way to accomplish this? Is my method okay?
The other thing to keep in mind is the thread where events are fired and recorded can't be slowed down so I don't really want to combine items in the main thread.
If you've got code examples that would be great, if not just an idea of a good way to do this would be awesome as-well!
For anyone interested, this project is hosted on GitHub, the main thread is here, the queue processor is here and please forgive my poor naming conventions and general code cleanliness, I'm still(always) learning!

The logic described seems pretty good, with two adjustments:
Don't copy the list and clear the original. Send the original and create a new list for future events. This eliminates the O(n) processing time of copying the entries.
Don't create a new thread each time. Events are delayed anyway, since you're collecting them, so timeliness of writing to database is not your major concern. Two choices:
Start a single thread up front, then use a BlockingQueue to send list from thread 1 to thread 2. If thread 2 is falling behind, the lists will simply accumulate in the queue until thread 2 can catch up, without delaying thread 1, and without overloading the system with too many threads.
Submit the job to a thread pool, e.g. using an Executor. This would allow multiple (but limited number of) threads to process the lists, in case processing is slower than event generation. Disadvantage is that events may be written out of order.
For the purpose of separation of concern and reusability, you should encapsulate the logic of collecting events, and sending them to thread in blocks for processing, in a separate class, rather than having that logic embedded in the event-generation code.
That way you can easily add extra features, e.g. a timeout for flushing pending events before reaching normal threshold (150), so events don't sit there too long if event generation slows down.

Related

JVM: is it possible to manipulate frame stack?

Suppose I need to execute N tasks in the same thread. The tasks may sometimes need some values from an external storage. I have no idea in advance which task may need such a value and when. It is much faster to fetch M values in one go rather than the same M values in M queries to the external storage.
Note that I cannot expect cooperation from tasks themselves, they can be concidered as nothing more than java.lang.Runnable objects.
Now, the ideal procedure, as I see it, would look like
Execute all tasks in a loop. If a task requests an external value, remember this, suspend the task and switch to the next one.
Fetch the values requested at the previous step, all at once.
Remove all completed task (suspended ones don't count as completed).
If there are still tasks left, go to step 1, but instead of executing a task, continue its execution from the suspended state.
As far as I see, the only way to "suspend" and "resume" something would be to remove its related frames from JVM stack, store them somewhere, and later push them back onto the stack and let JVM continue.
Is there any standard (not involving hacking at lower level than JVM bytecode) way to do this?
Or can you maybe suggest another possible way to achieve this (other than starting N threads or making tasks cooperate in some way)?
It's possible using something like quasar that does stack-slicing via an agent. Some degree of cooperation from the tasks is helpful, but it is possible to use AOP to insert suspension points from outside.
(IMO it's better to be explicit about what's going on (using e.g. Future and ForkJoinPool). If some plain code runs on one thread for a while and is then "magically" suspended and jumps to another thread, this can be very confusing to debug or reason about. With modern languages and libraries the overhead of being explicit about the asynchronicity boundaries should not be overwhelming. If your tasks are written in terms of generic types then it's fairly easy to pass-through something like scalaz Future. But that wouldn't meet your requirements as given).
As mentioned, Quasar does exactly that (it usually schedules N fibers on M threads, but you can set M to 1), using bytecode transformations. It even gives each task (AKA "fiber") its own stack trace, so you can dump it and get a complete stack trace without any interference from any other task sharing the thread.
Well you could try this
you need
A mechanism to save the current state of the task because when the task returns its frame would be popped from the call stack. Based on the return value or something like that you can determine weather it completed or not since you would need to re-execute it from the point where it left thus u need to preserve the state information.
Create a Request Data structure for each task. When ever a task wants to request something it logs it there , The data structure should support all the possible request a task can make.
Store these DS in a Map. At the end of the loop you can query this DS to determine the kind of resource required by each task.
get the resource put it in the DS . Start the task from the state when it returned.
The task queries the DS gets the resource.
The task should use this DS when ever it wants to use an external resource.
you would need to design the method in which resource is requested with special consideration since when you will re-execute the task again you would need to call this method yourself so that the task can execute from where it left.
*DS -> Data Structure
hope it helps.

Reading huge file in Java

I read a huge File (almost 5 million lines). Each line contains Date and a Request, I must parse Requests between concrete **Date**s. I use BufferedReader for reading File till start Date and than start parse lines. Can I use Threads for parsing lines, because it takes a lot of time?
It isn't entirely clear from your question, but it sounds like you are reparsing your 5 million-line file every time a client requests data. You certainly can solve the problem by throwing more threads and more CPU cores at it, but a better solution would be to improve the efficiency of your application by eliminating duplicate work.
If this is the case, you should redesign your application to avoid reparsing the entire file on every request. Ideally you should store data in a database or in-memory instead of processing a flat text file on every request. Then on a request, look up the information in the database or in-memory data structure.
If you cannot eliminate the 5 million-line file entirely, you can periodically recheck the large file for changes, skip/seek to the end of the last record that was parsed, then parse only new records and update the database or in-memory data structure. This can all optionally be done in a separate thread.
Firstly, 5 million lines of 1000 characters is only 5Gb, which is not necessarily prohibitive for a JVM. If this is actually a critical use case with lots of hits then buying more memory is almost certainly the right thing to do.
Secondly, if that is not possible, most likely the right thing to do is to build an ordered Map based on the date. So every date is a key in the map and points to a list of line numbers which contain the requests. You can then go direct to the relevant line numbers.
Something of the form
HashMap<Date, ArrayList<String>> ()
would do nicely. That should have a memory usage of order 5,000,000*32/8 bytes = 20Mb, which should be fine.
You could also use the FileChannel class to keep the I/O handle open as you go jumping from on line to a different line. This allows Memory Mapping.
See http://docs.oracle.com/javase/7/docs/api/java/nio/channels/FileChannel.html
And http://en.wikipedia.org/wiki/Memory-mapped_file
A good way to parallelize a lot of small tasks is to wrap the processing of each task with a FutureTask and then pass each task to a ThreadPoolExecutor to run them. The executor should be initalized with the number of CPU cores your system has available.
When you call executor.execute(future), the future will be queued for background processing. To avoid creating and destroying too many threads, the ScheduledThreadPoolExecutor will only create as many threads as you specified and execute the futures one after another.
To retrieve the result of a future, call future.get(). When the future hasn't completed yet (or wasn't even started yet), this method will freeze until it is completed. But other futures get executed in background while you wait.
Remember to call executor.shutdown() when you don't need it anymore, to make sure it terminates the background threads it otherwise keeps around until the keepalive time has expired or it is garbage-collected.
tl;dr pseudocode:
create executor
for each line in file
create new FutureTask which parses that line
pass future task to executor
add future task to a list
for each entry in task list
call entry.get() to retrieve result
executor.shutdown()

java application multi-threading design and optimization

I designed a java application. A friend suggested using multi-threading, he claims that running my application as several threads will decrease the run time significantly.
In my main class, I carry several operations that are out of our scope to fill global static variables and hash maps to be used across the whole life time of the process. Then I run the core of the application on the entries of an array list.
for(int customerID : customers){
ConsumerPrinter consumerPrinter = new ConsumerPrinter();
consumerPrinter.runPE(docsPath,outputPath,customerID);
System.out.println("Customer with CustomerID:"+customerID+" Done");
}
for each iteration of this loop XMLs of the given customer is fetched from the machine, parsed and calculations are taken on the parsed data. Later, processed results are written in a text file (Fetched and written data can reach up to several Giga bytes at most and 50 MBs on average). More than one iteration can write on the same file.
Should I make this piece of code multi-threaded so each group of customers are taken in an independent thread?
How can I know the most optimal number of threads to run?
What are the best practices to take into consideration when implementing multi-threading?
Should I make this piece of code multi-threaded so each group of customers are taken
in an independent thread?
Yes multi-threading will save your processing time. While iterating on your list you can spawn new thread each iteration and do customer processing in it. But you need to do proper synchronization meaning if two customers processing requires operation on same resource you must synchronize that operation to avoid possible race condition or memory inconsistency issues.
How can I know the most optimal number of threads to run?
You cannot really without actually analyzing the processing time for n customers with different number of threads. It will depend on number of cores your processor has, and what is the actually processing that is taking place for each customer.
What are the best practices to take into consideration when implementing multi-threading?
First and foremost criteria is you must have multiple cores and your OS must support multi-threading. Almost every system does that in present times but is a good criteria to look into. Secondly you must analyze all the possible scenarios that may led to race condition. All the resource that you know will be shared among multiple threads must be thread-safe. Also you must also look out for possible chances of memory inconsistency issues(declare your variable as volatile). Finally there are something that you cannot predict or analyze until you actually run test cases like deadlocks(Need to analyze Thread dump) or memory leaks(Need to analyze Heap dump).
The idea of multi thread is to make some heavy process into another, lets say..., "block of memory".
Any UI updates have to be done on the main/default thread, like print messenges or inflate a view for example. You can ask the app to draw a bitmap, donwload images from the internet or a heavy validation/loop block to run them on a separate thread, imagine that you are creating a second short life app to handle those tasks for you.
Remember, you can ask the app to download/draw a image on another thread, but you have to print this image on the screen on the main thread.
This is common used to load a large bitmap on a separated thread, make math calculations to resize this large image and then, on the main thread, inflate/print/paint/show the smaller version of that image to te user.
In your case, I don't know how heavy runPE() method is, I don't know what it does, you could try to create another thread for him, but the rest should be on the main thread, it is the main process of your UI.
You could optmize your loop by placing the "ConsumerPrinter consumerPrinter = new ConsumerPrinter();" before the "for(...)", since it does not change dinamically, you can remove it inside the loop to avoid the creating of the same object each time the loop restarts : )
While straight java multi-threading can be used (java.util.concurrent) as other answers have discussed, consider also alternate programming approaches to multi-threading, such as the actor model. The actor model still uses threads underneath, but much complexity is handled by the actor framework rather than directly by you the programmer. In addition, there is less (or no) need to reason about synchronizing on shared state between threads because of the way programs using the actor model are created.
See Which Actor model library/framework for Java? for a discussion of popular actor model libraries.

Which is more memory efficient, Threaded Entities or Threaded Sectors for a Java Game?

I'm working on shoot 'em up game, that I'm planning on flooding the screen with entities, (Bullets, Mobs, and the like). I've tried a global timer to update everything on the screen, but I've gotten some serious fps drop when I flood the screen like I want.
So, I see myself as having two options. I can either give each individual entity a timer Thread, or I can section off the level into chunks and give each chunk its own timer.
With the first scenario, entities with their own timer threads, I will end up with hundreds of entities, each with their own thread running a timer.
In the section option, I will have multiple sections of the map with a timer updating multiple entities at once, with detections for when an entity leaves from one section to another.
I'm not familiar with Programming with Memory Efficiency in mind, so which method would be better for me to use?
You could try a ScheduledExecutorService.
It's part of the Java higher-level concurrency API. You can decide how many threads should exist (it re-uses threads for different tasks to avoid the overhead of creating new ones every time and is therefore expected to be much more efficient than creating new Threads all the time) or use a cached thread pool (which will create as many threads are necessary, but once a Thread has died it will re-use it to run new tasks).
Another advantage of this API is that not only can you run Runnables, you can also use Callables, which may return a value for you to use in the future (so you can perform calculations in different Threads and then use the result of each Thread for a final result).
I was experimenting with something similar and don't have a definite answer. But maybe some of the feedback I got from Java-Gaming.org will be helpful or of interest.
What I tried was this: each entity has its own thread, and collisions are handled via a very detailed map of the screen (basically a second version of the screen). Then, I have another thread that handles the display of the screen.
An "early" version of this, with over 500 entities being animated, is online:
http://hexara.com/pond.html
Later versions use more elaborate shapes and borders (rather than letting entities die and freeze at the edges) and collision logic such as bouncing off of each other and gravity. I was also playing with sprite aspects like "firefly" blinking. I mention "actors" on the web page, but the code isn't strictly that.
Some folks at java-gaming.org strongly thought having so many threads was not efficient. There was a lot of interesting feedback from them, which you might be interested in exploring. I haven't had time yet.
http://www.java-gaming.org/topics/multi-threading-and-collision-detection/25967/view.html
They were discussing things like hyperthreading and the acca framework for Actors.

Graphically/Text display of thread progress and status

I am working on a program (Java) that uses concurrent threading quite heavily. I run into issues with the work being performed by these threads very regularly. It's not an issue with the actual thread handling, instead it is the actual stuff it's doing (db access, math computations, file IO etc).
I would like to provide some way of seeing the status of threads in realtime from the console. Perhaps something like this:
THREAD ID THREAD STATUS TABLE NAME ELAPSED TIME
Thread 1: Dumping MSF011 22s
Thread 2: Conversion MSF002 2h 8m
Thread 3: Conversion MSF020 10s
Thread 4: Loading MSF001 14m
ITEMS LEFT IN QUEUE: MSF033, MSF123, MSFXYZ
sort of thing.
Ideally I'd like to see that updated in place (so no new lines etc, but I am open to ANY idea that lets me see information like this quickly.
How important is the console output? I mean, will other mechanisms (ie graphical) be ok?
Either way, I'd approach it as two steps.
Instrument your threads
Display the instrument data
Instrument your threads
If JConole and the default thread information isn't enough (WAITING, stack traces etc), you can get your threads to post updates to their state as they go along. I like to use MBeans to do this so that way you can separate the posting of updates from the reading. Otherwise you could update some shared location with the state and have the reading done in the same VM. Perhaps even dumping process information to a file?
Display the instrument data
Once you've got the threads updating the process information within, displaying it should be straight forward. If you really want the console output and to have it not scroll, I think something like ncurses is your only choice.
Otherwise, it's probably simpler to write a little UI that reads the instrument data and updates a display. You can read this data via the MBean server if your using MBeans (and so separate the UI physically from the server) or just read from say a file. JFreeChart is nice if you want some pretty graphs.
Having said all that, Haim has written a 'top' style thing to monitor threads. See here. Might be useful

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