I'm relatively new to multi-threading, and I am trying to use 3 different threads in a game I'm creating. One thread is performing the back end updating, another is being used for the drawing, and the third is to load and/or generate new chunks (and soon to save them down when I don't need them). I had the draw and update threads working just fine, then when I added the third thread into the mix, I started to get problems with ConcurrentModificationExceptions. They are occurring inside my for ... all loops, in which I am looping through an ArrayList of chunk objects.
I have tried to lock down when each thread is able to access and modify the chunk ArrayList using a Phaser as follows:
private volatile ArrayList<Chunk> chunks = new ArrayList<Chunk>();
private volatile int chunksStability = 0; //+'ive = # threads accessing, -'ive = # threads editing
private volatile Object chunkStabilityCountLock = new Object();
private volatile Phaser chunkStabilityPhaser = new Phaser() {
protected boolean onAdvance(int phase, int registeredParties) {
synchronized(chunkStabilityCountLock)
{
if (registeredParties == 0)
{
chunksStability = 0;
}
else
{
chunksStability = Math.max(Math.min(chunksStability*-1, 1), -1);
}
}
return false;
}
};
//...
/**
* Prevents other threads from editing <b>World.chunks</b>.
* Calling this will freeze the thread if another thread has called <b>World.destabalizeChunks()</b>
* without calling <b>World.stabalizeChunks()</b>
*/
public void lockEditChunks()
{
chunkStabilityPhaser.register();
if (this.chunkStabilityPhaser.getUnarrivedParties() > 1 && this.chunksStability < 0) //number threads currently editing > 0
{
this.chunkStabilityPhaser.arriveAndAwaitAdvance(); //wait until threads editing finish
}
synchronized(chunkStabilityCountLock)
{
++this.chunksStability;
}
}
public void unlockEditChunks()
{
chunkStabilityPhaser.arriveAndDeregister();
}
/**
* Prevents other threads requiring stability of <b>World.chunks</b> from continuing
* Calling this will freeze the thread if another thread has called <b>World.lockEditChunks()</b>
* without calling <b>World.unlockEditChunks()</b>
*/
public void destabalizeChunks()
{
chunkStabilityPhaser.register();
if (this.chunkStabilityPhaser.getUnarrivedParties() > 1 && this.chunksStability > 0) //number threads currently editing > 0
{
this.chunkStabilityPhaser.arriveAndAwaitAdvance(); //wait until threads editing finish
}
synchronized(chunkStabilityCountLock)
{
--this.chunksStability;
}
}
public void stabalizeChunks()
{
chunkStabilityPhaser.arriveAndDeregister();
}
However, I still haven't had any success. I'm wondering if perhaps the reason I am getting a concurrent modification exception has to do with that I might be making modifications to the actual Chunk objects. Would this count as modification, and result in a ConcurrentModificationException. I do know that I am not performing the modification within the same thread, since the exception is not consistently thrown. Leading me to believe that the error is only occurring when one thread (I don't know which) reaches a specific point in its execution while another is iterating through the chunks ArrayList.
I know the simple solution would be to stop using the for ... all loops, and instead perform the loop manually as follows:
for (int i = 0; i < chunks.size(); ++i)
{
Chunk c = chunks.get(i);
}
However, I am concerned that this will result in occasional twitchy behaviour on screen when chunk objects are shifted around in the arraylist. I don't want to synchronize access to it entirely across all threads because that would hinder performance, and this may turn out to be a fairly large project, requiring maximum efficiency where possible. Additionally I don't have any reason to prevent 2 threads from modifying the Chunk ArrayList if they don't use an iterator or require it's stability, nor do I have any reason to prevent 2 threads from iterating through the list simultaneously when nothing is modifying it.
More complete copies of relevant files:
World.java
Chunk.java
WorldBuilder.java
ChunkLoader.java
Ideally, you should make your code so fast, that you can load chunks in between frames. You should be able design this so the pauses do not take more than couple milliseconds and everything still runs smooth. This way your users get quickly loaded chunks and you do not have to deal with multithreaded code and chase race conditions.
If it turns out you absolutely have to use threads, limit to minimum mutable state shared between them. Ideally you would have two queues, one with load request and one with loaded levels. Those two queues should be the only way those threads communicate. Once some object is sent to another thread, origin thread should no longer use it in any way. This way you can avoid race conditions without adding synchronization.
To more directly answer your question: ConcurrentModificationException occurs only if you modify the collection. Modifying elements stored inside it doesn't affect the list itself.
I highly suspect you have something wrong with your synchronization code. It looks needlessly complicated. In current form only one thread should access chunks at a time. Other have to wait for their turn. Phaser is definitively unnecessary in this case. It's a job for simple synchronized block or, in worst case, read-write lock.
Related
I have a simple multi threading problem (in Java). I have 2 sets of 4 very large arrays and I have 4 threads, 1 for each array in the set. I want the threads, in parallel, to check if both sets, if their arrays have identical values. If one of the values in one of the arrays does not match the corresponding index value in the other array, then the two sets are not identical and all threads should stop what they are doing and move on to next 2 sets of 4 very large arrays. This process continues until all the pairs of array sets have been compared and deemed equal or not equal. I want all the threads to stop when one of the threads finds a mis-match. What is the correct way to implement this?
Here's one simple solution, but I don't know if it's the most efficient: Simply declare an object with a public boolean field.
public class TerminationEvent {
public boolean terminated = false;
}
Before starting the threads, create a new TerminationEvent object. Use this object as a parameter when you construct the thread objects, e.g.
public class MyThread implements Runnable {
private TerminationEvent terminationEvent;
public MyThread(TerminationEvent event) {
terminationEvent = event;
}
}
The same object will be passed to every MyThread, so they will all see the same boolean.
Now, the run() method in each MyThread will have something like
if (terminationEvent.terminated) {
break;
}
in the loop, and will set terminationEvent.terminated = true; when the other threads need to stop.
(Normally I wouldn't use public fields like terminated, but you said you wanted efficiency. I think this is a bit more efficient than a getter method, but I haven't tried benchmarking anything. Also, in a simple case like this, I don't think you need to worry about synchronization when the threads read or write the terminated field.)
Stopping other threads are usually done through the use of interrupts. Java threads do no longer use Thread.stop() because this was seen as unsafe in that it unlocks all monitors held by the thread, possibly leading to other threads being able to view objects in an inconsistent state (Ref: http://docs.oracle.com/javase/1.5.0/docs/guide/misc/threadPrimitiveDeprecation.html). The threads are not "stopped" as such, but are commonly used to set a flag false:
The thread should check the interrupted flag (infrequently) before performing computations:
if (Thread.interrupted()) {
throw new InterruptedException();
}
Use a volatile variable to set the abort condition. In your check loop that is run by all threads, let those threads check a number N of values uninterrupted so they don't have to fetch the volatile too often, which may be costly compared to the value match test. Benchmark your solution to find the optimum for N on your target hardware.
Another way would be to use a ForkJoin approach where your result is true if a mismatch was found. Divide your array slices down to a minimum size similar to N.
I had a strong need for a synchronizer similar to a CountDownLatch, but the starting number for the countdown is unknown. To add context, if I'm going through a buffered recordset (say from a text file or a query) and kicking off a runnable for each record, but I don't know how many records there will be... I need a synchronizer that signals when the iteration is complete and all runnables are complete.
This is the synchronizer I came up with... a BufferedLatch. A method is called in the iteration loop for each record incrementing the recordSetSize. At the end of each runnable kicked off for each record, the processedRecordSetSize is incremented. When the iteration through all records is complete (but runnables may still be in queue), the setDownloadComplete() method is called letting the BufferedLatch know the recordSetSize is now fixed. The await() method waits for the iterationComplete variable to be true (recordsetSize is now fixed) and recordsetSize == processedRecordSetSize;
Is this an optimal implementation of this synchronizer? Is there more concurrent opportunity that synchronization is holding back? Although testing seems to work fine, are there any gotcha's I'm overlooking?
import java.util.concurrent.atomic.AtomicInteger;
public final class BufferedLatch {
/** A customized synchronizer built for concurrent iteration processes where the number of objects to be iterated is unknown
* and a runnable will be kicked off for each object, and the await() method will wait for all runnables to be complete
*/
private final AtomicInteger recordsetSize = new AtomicInteger(0);
private final AtomicInteger processedRecordsetSize = new AtomicInteger(0);
private volatile boolean iterationComplete = false;
public int incrementRecordsetSize() throws Exception {
if (iterationComplete) {
throw new Exception("Cannot increase recordsize after download is flagged complete!");
}
else {
return recordsetSize.incrementAndGet();
}
}
public void incrementProcessedRecordSize() {
synchronized(this) {
processedRecordsetSize.incrementAndGet();
if (iterationComplete) {
if (processedRecordsetSize.get() == recordsetSize.get()) {
this.notifyAll();
}
}
}
}
public void setDownloadComplete() {
synchronized(this) {
iterationComplete = true;
}
}
public void await() throws InterruptedException {
while (! (iterationComplete && (processedRecordsetSize.get() == recordsetSize.get()))) {
synchronized(this) {
while (! (iterationComplete && (processedRecordsetSize.get() == recordsetSize.get()))) {
this.wait();
}
}
}
}
}
UPDATE-- NEW CODE
public final class BufferedLatch {
/** A customized synchronizer built for concurrent iteration processes where the number of objects to be iterated is unknown
* and a runnable will be kicked off for each object, and the await() method will wait for all runnables to be complete
*/
private int recordCount = 0;
private int processedRecordCount = 0;
private boolean iterationComplete = false;
public synchronized void incrementRecordCount() throws Exception {
if (iterationComplete) {
throw new Exception("Cannot increase recordCount after download is flagged complete!");
}
else {
recordCount++;
}
}
public synchronized void incrementProcessedRecordCount() {
processedRecordCount++;
if (iterationComplete && recordCount == processedRecordCount) {
this.notifyAll();
}
}
public synchronized void setIterationComplete() {
iterationComplete = true;
if (iterationComplete && recordCount == processedRecordCount) {
this.notifyAll();
}
}
public synchronized void await() throws InterruptedException {
while (! (iterationComplete && (recordCount == processedRecordCount))) {
this.wait();
}
}
}
Probably not. I think conceptually you're onto something here, as it looks like your application needs something more than just a CountDownLatch. However, the implementation seems to have several problems.
First, I note that it looks odd to mix atomics/volatiles AND ordinary object monitor locks (synchronized). While there may be proper uses that mix these different constructs, mixing in this case I believe will lead to errors.
Consider incrementRecordsetSize() which first checks iterationComplete and only if it's false does it increment recordsetSize. The iterationComplete variable is volatile so updates from other threads will be visible. However, the fact that no locking is done here allows TOCTOU race conditions (time-of-check vs time-of-use). The rule seems to be, recordsetSize must not be incremented if iterationComplete is true. Suppose thread T1 comes along and finds iterationComplete to be false, so it decides to increment recordsetSize. Before it does so, another thread T2 comes along and sets iterationComplete to be true. This would allow T1 to do the increment improperly. Worse, before it does so, suppose another thread T3 came along and called incrementProcessedRecordSize(). It would increment processedRecordsetSize and then find iterationComplete true. It further might find that processedRecordsetSize equals recordsetSize and then notify all waiters, who then proceed as if the processing is complete. But it's not, as T1 then proceeds to increment recordsetSize and presumably continues with its processing.
The problem here is that this object's state consists of the fusion of three independent pieces of state -- two int counters and a boolean -- and all three must be read and written atomically. If certain bits of logic attempt to take advantage of individual volatile or atomic properties, it introduces the possibility of race conditions such as the one I described.
I'd suggest rewriting this as a plain object with two plain ints and a boolean (not atomic, not volatile) and just lock around everything. This should certainly clear up the logic and make things easier to understand.
In incrementProcessedRecordSize I note that the condition essentially duplicates the condition in the await method. A simplifying convention is for all updates to notify and have the condition evaluated only by the waiters. This may result in some unnecessary wakeups. If this is a problem, you might consider minimizing the number of notifies, but you need to think about maintainability. If you're not careful, the wait/notify conditions will become spread across the code and will be very hard to reason about. Alternatively, you could refactor the condition into a method and call it from the different places that do waiting and notification.
It looks like await() does a complicated form of double-checked locking. Instead of testing a volatile boolean outside the lock, it tests several separate pieces of information both outside and inside the lock. This seems susceptible to TOCTOU problems (as above) but it might be safe if you can prove the state really latches, that is, that once it becomes true it never returns to false. I'd have to stare at the code for a long time before I'd be able to convince myself it's correct.
On the other hand, what does this buy you? It seems to optimize away just the taking of the lock. If you have a zillion threads that are going to come by after processing is complete, it might be worth it, but it doesn't seem like it. I'd just remove the outer while loop and check the variables within a synchronized block.
Finally, having an object that represents counters and a boolean may very well be sensible for what you're doing, but other things you've said (in the question and in comments) are that some threads are generating a workload (e.g. reading lines from a file) and other threads are retiring that workload. This implies that there is some other data structure like a queue that contains this workload, and you have a producer-consumer problem here. That other structure has to be thread-safe, of course, since multiple threads are interacting over it. But the counters and boolean in this structure need to be updated in lockstep with the updates to the workload structure, otherwise there could be race conditions between checking and updating these separate objects.
It seems to me you could replace the counters in this object with the queue and just put simple locks around everything. The producers would append to the queue until they're done, at which time they set iterationComplete to true which prevents more work from being added. The consumers pull from the queue until iterationComplete is true and the queue is empty, at which point they're done. If they find the queue empty but iterationComplete is false, they know to block while awaiting further work.
I'd say to stick with simple locking and avoid volatiles/atomics until you get the basics correct. If there are bottlenecks in that code, then apply optimizations selectively while preserving the same invariants.
I am trying to find a good way to achieve the following API:
void add(Object o);
void processAndClear();
The class would store the objects and upon calling processAndClear would iterate through the currently stored ones, process them somehow, and then clear the store. This class should be thread safe.
the obvious approach is to use locking, but I wanted to be more "concurrent". This is the approach which I would use:
class Store{
private AtomicReference<CopyOnWriteArrayList<Object>> store = new AtomicReference<>(new CopyOnWriteArrayList <>());
void add(Object o){
store.get().add(o);
}
void processAndClear(){
CopyOnWriteArrayList<Object> objects = store.get();
store.compareAndSet(objects, new CopyOnWriteArrayList<>());
for (Object object : objects) {
//do sth
}
}
}
This would allow threads that try to add objects to proceed almost immediately without any locking/waiting for the xlearing to complete. Is this the more or less correct approach?
Your above code is not thread-safe. Imagine the following:
Thread A is put on hold at add() right after store.get()
Thread B is in processAndClear(), replaces the list, processes all elements of the old one, then returns.
Thread A resumes and adds a new item to the now obsolete list that will never be processed.
The probably easiest solution here would be to use a LinkedBlockingQueue, which would as well simplify the task a lot:
class Store{
final LinkedBlockingQueue<Object> queue = new LinkedBlockingQueue<>();
void add(final Object o){
queue.put(o); // blocks until there is free space in the optionally bounded queue
}
void processAndClear(){
Object element;
while ((element = queue.poll()) != null) { // does not block on empty list but returns null instead
doSomething(element);
}
}
}
Edit: How to do this with synchronized:
class Store{
final LinkedList<Object> queue = new LinkedList<>(); // has to be final for synchronized to work
void add(final Object o){
synchronized(queue) { // on the queue as this is the shared object in question
queue.add(o);
}
}
void processAndClear() {
final LinkedList<Object> elements = new LinkedList<>(); // temporary local list
synchronized(queue) { // here as well, as every access needs to be properly synchronized
elements.addAll(queue);
queue.clear();
}
for (Object e : elements) {
doSomething(e); // this is thread-safe as only this thread can access these now local elements
}
}
}
Why this is not a good idea
Although this is thread-safe, it is much slower if compared to the concurrent version. Assume that you have a system with 100 threads that frequently call add, while one thread calls processAndClear. Then the following performance bottle-necks will occur:
If one thread calls add the other 99 are put on hold in the meantime.
During the first part of processAndClear all 100 threads are put on hold.
If you assume that those 100 adding threads have nothing else to do, you can easily show, that the application runs at the same speed as a single-threaded application minus the cost for synchronization. That means: adding will effectively be slower with 100 threads than with 1. This is not the case if you use a concurrent list as in the first example.
There will however be a minor performance gain with the processing thread, as doSomething can be run on the old elements while new ones are added. But again the concurrent example could be faster, as you could have multiple threads do the processing simultaneously.
Effectively synchronized can be used as well, but you will automatically introduce performance bottle-necks, potentially causing the application to run slower as single-threaded, forcing you to do complicated performance tests. In addition extending the functionality always contains a risk of introducing threading issues, as locking needs to be done manually.A concurrent list in contrast solves all these problems without additional code and the code can easily changed or extended later on.
The class would store the objects and upon calling processAndClear would iterate through the currently stored ones, process them somehow, and then clear the store.
This seems like you should use a BlockingQueue for this task. Your add(...) method would add to the queue and your consumer would call take() which blocks waiting for the next item. The BlockingQueue (ArrayBlockingQueue is a typical implementation) takes care of all of the synchronization and signaling for you.
This means that you don't have to have a CopyOnWriteArrayList nor an AtomicReference. What you would lose is a collection and you can iterate through for other reasons than your post articulates currently.
i need to write a java program but i need some advice before starting on my own.
The program i will be writing is to do the following:
Simulate a shop takes advanced order for donuts
The shop would not take further orders, once 5000 donuts have been ordered
Ok i am kind of stuck thinking if i should be writing the java-class to act as a Monitor or should i use Java-Semaphore class instead?
Please advice me. Thanks for the help.
Any java object can work as a monitor via the wait/notify methods inherited from Object:
Object monitor = new Object();
// thread 1
synchronized(monitor) {
monitor.wait();
}
// thread 2
synchronized(monitor) {
monitor.notify();
}
Just make sure to hold the lock on the monitor object when calling these methods (don't worry about the wait, the lock is released automatically to allow other threads to acquire it). This way, you have a convenient mechanism for signalling among threads.
It seems to me like you are implementing a bounded producer-consumer queue. In this case:
The producer will keep putting items in a shared queue.
If the queue size reaches 5000, it will call wait on a shared monitor and go to sleep.
When it puts an item, it will call notify on the monitor to wake up the consumer if it's waiting.
The consumer will keep taking items from the queue.
When it takes an item, it will call notify on the monitor to wake up the producer.
If the queue size reaches 0 the consumer calls wait and goes to sleep.
For an even more simplified approach, have a loop at the various implementation of BlockingQueue, which provides the above features out of the box!
It seems to me that the core of this exercise is updating a counter (number of orders taken), in a thread-safe and atomic fashion. If implemented incorrectly, your shop could end up taking more than 5000 pre-orders due to missed updates and possibly different threads seeing stale values of the counter.
The simplest way to update a counter atomically is to use synchronized methods to get and increment it:
class DonutShop {
private int ordersTaken = 0;
public synchronized int getOrdersTaken() {
return ordersTaken;
}
public synchronized void increaseOrdersBy(int n) {
ordersTaken += n;
}
// Other methods here
}
The synchronized methods mean that only one thread can be calling either method at any time (and they also provide a memory barrier to ensure that different threads see the same value rather than locally cached ones which may be outdated). This ensures a consistent view of the counter across all threads in your application.
(Note that I didn't have a "set" method but an "increment" method. The problem with "set" is that if client has to call shop.set(shop.get() + 1);, another thread could have incremented the value between the calls to get and set, so this update would be lost. By making the whole increment operation atomic - because it's in the synchronized block - this situation cannot occur.
In practice I would probably use an AtomicInteger instead, which is basically a wrapper around an int to allow for atomic queries and updates, just like the DonutShop class above. It also has the advantage that it's more efficient in terms of minimising exclusive blocking, and it's part of the standard library so will be more immediately familiar to other developers than a class you've written yourself.
In terms of correctness, either will suffice.
Like Tudor wrote, you can use any object as monitor for general purpose locking and synchronization.
However, if you got the requirement that only x orders (x=5000 for your case) can be processed at any one time, you could use the java.util.concurrent.Semaphore class. It is made specifically for use cases where you can only have fixed number of jobs running - it is called permits in the terminology of Semaphore
If you do the processing immediately, you can go with
private Semaphore semaphore = new Semaphore(5000);
public void process(Order order)
{
if (semaphore.tryAcquire())
{
try
{
//do your processing here
}
finally
{
semaphore.release();
}
}
else
{
throw new IllegalStateException("can't take more orders");
}
}
If if takes more than that (human input required, starting another thread/process, etc.), you need to add callback for when the processing is over, like:
private Semaphore semaphore = new Semaphore(5000);
public void process(Order order)
{
if (semaphore.tryAcquire())
{
//start a new job to process order
}
else
{
throw new IllegalStateException("can't take more orders");
}
}
//call this from the job you started, once it is finished
public void processingFinished(Order order)
{
semaphore.release();
//any other post-processing for that order
}
I am planning to use this schema in my application, but I was not sure whether this is safe.
To give a little background, a bunch of servers will compute results of sub-tasks that belong to a single task and report them back to the central server. This piece of code is used to register the results, and also check whether all the subtasks for the task has completed and if so, report that fact only once.
The important point is that, all task must be reported once and only once as soon as it is completed (all subTaskResults are set).
Can anybody help? Thank you! (Also, if you have a better idea to solve this problem, please let me know!)
*Note that I simplified the code for brevity.
Solution I
class Task {
//Populate with bunch of (Long, new AtomicReference()) pairs
//Actual app uses read only HashMap
Map<Id, AtomicReference<SubTaskResult>> subtasks = populatedMap();
Semaphore permission = new Semaphore(1);
public Task set(id, subTaskResult){
//null check omitted
subtasks.get(id).set(result);
return check() ? this : null;
}
private boolean check(){
for(AtomicReference ref : subtasks){
if(ref.get()==null){
return false;
}
}//for
return permission.tryAquire();
}
}//class
Stephen C kindly suggested to use a counter. Actually, I have considered that once, but I reasoned that the JVM could reorder the operations and thus, a thread can observe a decremented counter (by another thread) before the result is set in AtomicReference (by that other thread).
*EDIT: I now see this is thread safe. I'll go with this solution. Thanks, Stephen!
Solution II
class Task {
//Populate with bunch of (Long, new AtomicReference()) pairs
//Actual app uses read only HashMap
Map<Id, AtomicReference<SubTaskResult>> subtasks = populatedMap();
AtomicInteger counter = new AtomicInteger(subtasks.size());
public Task set(id, subTaskResult){
//null check omitted
subtasks.get(id).set(result);
//In the actual app, if !compareAndSet(null, result) return null;
return check() ? this : null;
}
private boolean check(){
return counter.decrementAndGet() == 0;
}
}//class
I assume that your use-case is that there are multiple multiple threads calling set, but for any given value of id, the set method will be called once only. I'm also assuming that populateMap creates the entries for all used id values, and that subtasks and permission are really private.
If so, I think that the code is thread-safe.
Each thread should see the initialized state of the subtasks Map, complete with all keys and all AtomicReference references. This state never changes, so subtasks.get(id) will always give the right reference. The set(result) call operates on an AtomicReference, so the subsequent get() method calls in check() will give the most up-to-date values ... in all threads. Any potential races with multiple threads calling check seem to sort themselves out.
However, this is a rather complicated solution. A simpler solution would be to use an concurrent counter; e.g. replace the Semaphore with an AtomicInteger and use decrementAndGet instead of repeatedly scanning the subtasks map in check.
In response to this comment in the updated solution:
Actually, I have considered that once,
but I reasoned that the JVM could
reorder the operations and thus, a
thread can observe a decremented
counter (by another thread) before the
result is set in AtomicReference (by
that other thread).
The AtomicInteger and AtomicReference by definition are atomic. Any thread that tries to access one is guaranteed to see the "current" value at the time of the access.
In this particular case, each thread calls set on the relevant AtomicReference before it calls decrementAndGet on the AtomicInteger. This cannot be reordered. Actions performed by a thread are performed in order. And since these are atomic actions, the efects will be visible to other threads in order as well.
In other words, it should be thread-safe ... AFAIK.
The atomicity guaranteed (per class documentation) explicitly for AtomicReference.compareAndSet extends to set and get methods (per package documentation), so in that regard your code appears to be thread-safe.
I am not sure, however, why you have Semaphore.tryAquire as a side-effect there, but without complimentary code to release the semaphore, that part of your code looks wrong.
The second solution does provide a thread-safe latch, but it's vulnerable to calls to set() that provide an ID that's not in the map -- which would trigger a NullPointerException -- or more than one call to set() with the same ID. The latter would mistakenly decrement the counter too many times and falsely report completion when there are presumably other subtasks IDs for which no result has been submitted. My criticism isn't with regard to the thread safety, but rather to the invariant maintenance; the same flaw would be present even without the thread-related concern.
Another way to solve this problem is with AbstractQueuedSynchronizer, but it's somewhat gratuitous: you can implement a stripped-down counting semaphore, where each call set() would call releaseShared(), decrementing the counter via a spin on compareAndSetState(), and tryAcquireShared() would only succeed when the count is zero. That's more or less what you implemented above with the AtomicInteger, but you'd be reusing a facility that offers more capabilities you can use for other portions of your design.
To flesh out the AbstractQueuedSynchronizer-based solution requires adding one more operation to justify the complexity: being able to wait on the results from all the subtasks to come back, such that the entire task is complete. That's Task#awaitCompletion() and Task#awaitCompletion(long, TimeUnit) in the code below.
Again, it's possibly overkill, but I'll share it for the purpose of discussion.
import java.util.concurrent.TimeUnit;
import java.util.concurrent.locks.AbstractQueuedSynchronizer;
final class Task
{
private static final class Sync extends AbstractQueuedSynchronizer
{
public Sync(int count)
{
setState(count);
}
#Override
protected int tryAcquireShared(int ignored)
{
return 0 == getState() ? 1 : -1;
}
#Override
protected boolean tryReleaseShared(int ignored)
{
int current;
do
{
current = getState();
if (0 == current)
return true;
}
while (!compareAndSetState(current, current - 1));
return 1 == current;
}
}
public Task(int count)
{
if (count < 0)
throw new IllegalArgumentException();
sync_ = new Sync(count);
}
public boolean set(int id, Object result)
{
// Ensure that "id" refers to an incomplete task. Doing so requires
// additional synchronization over the structure mapping subtask
// identifiers to results.
// Store result somehow.
return sync_.releaseShared(1);
}
public void awaitCompletion()
throws InterruptedException
{
sync_.acquireSharedInterruptibly(0);
}
public void awaitCompletion(long time, TimeUnit unit)
throws InterruptedException
{
sync_.tryAcquireSharedNanos(0, unit.toNanos(time));
}
private final Sync sync_;
}
I have a weird feeling reading your example program, but it depends on the larger structure of your program what to do about that. A set function that also checks for completion is almost a code smell. :-) Just a few ideas.
If you have synchronous communication with your servers you might use an ExecutorService with the same number of threads like the number of servers that do the communication. From this you get a bunch of Futures, and you can naturally proceed with your calculation - the get calls will block at the moment the result is needed but not yet there.
If you have asynchronous communication with the servers you might also use a CountDownLatch after submitting the task to the servers. The await call blocks the main thread until the completion of all subtasks, and other threads can receive the results and call countdown on each received result.
With all these methods you don't need special threadsafety measures other than that the concurrent storing of the results in your structure is threadsafe. And I bet there are even better patterns for this.