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  • Sending mail from command line if body not empty

    - by cdecker
    I'd like to write a simple script that alerts me if a log changes. For this I'm using grep to find the lines I'm interested in. Right now it works like this: grep line /var/log/file | mail -s Log [email protected] Problem is that this sends a mail even if no matching lines are found. The mail utility from mailutils seems to have no switch telling it to drop mails that have an empty body. Is there a quick and easy way to do so?

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  • Streaming a large file

    - by Rich
    quick question say i wanted to download a file of considerable size 10gb say and i sent the GET request to a web server to download that file question is, if the client stopped reading the TCP connection, would the entire file still be downloaded, or does it depend on the client sending back an ack or something to the circuit asking for the next packet hope that makes sense This question was originally asked involving the Tor network, but i just want to know how a standard internet connection would handle this Thanks

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  • shell pipe behavior with MySQLDump

    - by unknown (google)
    I am using mysqldump for a large database (several GB) and import the result from a pipe, please see commands below, does it do incremental pipe, or wait until the first one finishes then import? is this a good way of importing large db across servers? I know you can export gz it, then pscp it then import. Quick alternative are welcome mysqldump -u root -ppass -q mydatabase | mysql -u root -ppass --host=xxx.xx.xxx.xx --port=3306 -C mydatabase

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  • router with mixed-mode enabled - does it really cripple speeds for all?

    - by Mark C
    Hey all, If I have a router that has "mixed mode" enabled to allow b, g, and n devices, it is true that n devices will suffer in reduced bandwidth if there are any non-n devices connected? I found one article on the internet after a quick google search: http://www.wi-fiplanet.com/news/article.php/3335801 Can anyone corroborate or give their opinion on the matter? Thanks!

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  • Eject LiveCD + Reboot

    - by JPerkSter
    We use LiveCD's alot in my line of work. Whether it be fscking file systems, recovering data from a customer to rm'd his server, etc. I'm looking for a quick way to eject the CDROM and reboot the server. Does anyone have any one-liners to do this or any other suggestions? Using 'eject' doesn't work most of the time, from what I've tested / used. We're using RHEL / Cent on most of our servers if that helps :D

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  • Website & Forum sharing the same login credentials ?

    - by Brian
    I am going to be running a small site (100 hits a week maybe) and I am looking for a quick and easy way to share login information between the main website, a control panel (webmin, cpanel, or something), and the forum. One login needed to access any of the three. The website won't have use for the login, per say. But it will display "logged in" when you are on the website. Any custom solutions, any thoughts, logic, examples?

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  • Firefox, reload without cache check

    - by pmoleri
    It looks like a popular question but it's just the opposite. When I visit a site in Firefox 15 I have two different behaviours when: Pressing enter in the address bar Pressing F5 or the refresh button If I look in the network console I can see that F5 does a lot more requests, most of them about cached resources and with a 304-Not Modified answer. Is there's any shortcut to make a quick refresh? Just like pressing enter on the address bar.

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  • How can i see mac folder colours on pc?

    - by user398140
    My colleagues mark folders on mac server using their macs, and sometimes tell me i've marked those folders in green. I'm wondering if there's any mean to see what colours got assigned to what folders using PC. I'm connecting to the server using smb/ssh. Solution can be either windows or linux. Please not i'm not about to change those markings, neither looking for some robust solution, just quick hack.

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  • shortcut to manually Reload file from Disk

    - by akf
    Now that I can turn off the annoying Reload popups, I would like a quick way to manually reload the file I am working on in NotePad++ via the keyboard. Looking at the File menu, Reload from Disk does not have a shortcut. Is there a hidden shortcut that you know of or someway to map one built-in?

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  • I've lost everything [closed]

    - by Melissa
    Possible Duplicate: Recover data loss from accidental quick format My husband downloaded windows 7 to my computer (previously vista) and in the process, deleted everything I had on my computer. He did it without telling me, so nothing was backed up before the transfer. Now, all of my documents, and my entire itunes library are gone. Please tell me there's something I can do. I downloaded itunes again, but nothing is there. Help!

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  • C# XP Sound QuickFix

    - by ikurtz
    I have this: ThreadPool.QueueUserWorkItem(new WaitCallback(FireAttackProc), fireResult); and FireAttackProc: private void FireAttackProc(Object stateInfo) { // Process Attack/Fire (local) lock (_procLock) { // build status message String status = "(Away vs. Home)"; // get Fire Result state info FireResult fireResult = (FireResult)stateInfo; // update home grid with attack information GameModel.HomeCellStatusSet(fireResult.FireGridLocation, Cell.cellState.Lock); this.Invoke(new Action(delegate() { RefreshHomeGrid(); })); status = status + "(Attack Coordinate: (" + GameModel.alphaCoords(fireResult.FireGridLocation.Column) + "," + fireResult.FireGridLocation.Row + "))(Result: "; // play audio data if true if (audio) { String Letters; Stream stream; SoundPlayer player; Letters = GameModel.alphaCoords(fireResult.FireGridLocation.Column); stream = Properties.Resources.ResourceManager.GetStream("_" + Letters); player = new System.Media.SoundPlayer(stream); player.PlaySync(); Letters = fireResult.FireGridLocation.Row.ToString(); stream = Properties.Resources.ResourceManager.GetStream("__" + Letters); player = new System.Media.SoundPlayer(stream); player.PlaySync(); stream.Dispose(); player.Dispose(); } if (audio) { SoundPlayer fire = new SoundPlayer(Properties.Resources.fire); fire.PlaySync(); fire.Dispose(); } // deal with hit/miss switch (fireResult.Hit) { case true: this.Invoke(new Action(delegate() { GameModel.HomeCellStatusSet(fireResult.FireGridLocation, Cell.cellState.Hit); status = status + "(Hit)"; })); if (audio) { SoundPlayer hit = new SoundPlayer(Properties.Resources.firehit); hit.PlaySync(); hit.Dispose(); } break; case false: this.Invoke(new Action(delegate() { GameModel.HomeCellStatusSet(fireResult.FireGridLocation, Cell.cellState.Miss); status = status + "(Miss)"; })); GameModel.PlayerNextTurn = NietzscheBattleshipsGameModel.GamePlayers.Home; if (audio) { SoundPlayer miss = new SoundPlayer(Properties.Resources.firemiss); miss.PlaySync(); miss.Dispose(); } break; } // refresh home grid with updated data this.Invoke(new Action(delegate() { RefreshHomeGrid(); })); GameToolStripStatusLabel.Text = status + ")"; // deal with ship destroyed if (fireResult.ShipDestroyed) { status = status + "(Destroyed: " + GameModel.getShipDescription(fireResult.DestroyedShipType) + ")"; if (audio) { Stream stream; SoundPlayer player; stream = Properties.Resources.ResourceManager.GetStream("_home"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream.Dispose(); string ShipID = fireResult.DestroyedShipType.ToString(); stream = Properties.Resources.ResourceManager.GetStream("_" + ShipID); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream.Dispose(); stream = Properties.Resources.ResourceManager.GetStream("_destroyed"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream.Dispose(); } } // deal with win condition if (fireResult.Win) { if (audio) { Stream stream; SoundPlayer player; stream = Properties.Resources.ResourceManager.GetStream("_home"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream = Properties.Resources.ResourceManager.GetStream("_loses"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); } GameModel.gameContracts = new GameContracts(); } // update status message if (fireResult.Hit) { if (!fireResult.Win) { status = status + "(Turn: Away)"; LockGUIControls(); } } // deal with turn logic if (GameModel.PlayerNextTurn == NietzscheBattleshipsGameModel.GamePlayers.Home) { this.Invoke(new Action(delegate() { if (!fireResult.Win) { status = status + "(Turn: Home)"; AwayTableLayoutPanel.Enabled = true; } })); } // deal with win condition if (fireResult.Win) { this.Invoke(new Action(delegate() { status = status + "(Game: Home Loses)"; CancelToolStripMenuItem.Enabled = false; NewToolStripMenuItem.Enabled = true; LockGUIControls(); })); } // display completed status message GameToolStripStatusLabel.Text = status + ")"; } } The issue is this: Under Vista/win7 the sound clips in the FireAttackProc plays. But under XP the logic contained within FireAttackProc gets executed but none of the sound clips play. Is there a quick solution to this so the sound will play under XP? I ask for a quick solution because i am happy being able to execute fully in Vista/Win7 but would be great if there was a quick solution so it would be XP compitable also. Thank you.

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  • How should I change my Graph structure (very slow insertion)?

    - by Nazgulled
    Hi, This program I'm doing is about a social network, which means there are users and their profiles. The profiles structure is UserProfile. Now, there are various possible Graph implementations and I don't think I'm using the best one. I have a Graph structure and inside, there's a pointer to a linked list of type Vertex. Each Vertex element has a value, a pointer to the next Vertex and a pointer to a linked list of type Edge. Each Edge element has a value (so I can define weights and whatever it's needed), a pointer to the next Edge and a pointer to the Vertex owner. I have a 2 sample files with data to process (in CSV style) and insert into the Graph. The first one is the user data (one user per line); the second one is the user relations (for the graph). The first file is quickly inserted into the graph cause I always insert at the head and there's like ~18000 users. The second file takes ages but I still insert the edges at the head. The file has about ~520000 lines of user relations and takes between 13-15mins to insert into the Graph. I made a quick test and reading the data is pretty quickly, instantaneously really. The problem is in the insertion. This problem exists because I have a Graph implemented with linked lists for the vertices. Every time I need to insert a relation, I need to lookup for 2 vertices, so I can link them together. This is the problem... Doing this for ~520000 relations, takes a while. How should I solve this? Solution 1) Some people recommended me to implement the Graph (the vertices part) as an array instead of a linked list. This way I have direct access to every vertex and the insertion is probably going to drop considerably. But, I don't like the idea of allocating an array with [18000] elements. How practically is this? My sample data has ~18000, but what if I need much less or much more? The linked list approach has that flexibility, I can have whatever size I want as long as there's memory for it. But the array doesn't, how am I going to handle such situation? What are your suggestions? Using linked lists is good for space complexity but bad for time complexity. And using an array is good for time complexity but bad for space complexity. Any thoughts about this solution? Solution 2) This project also demands that I have some sort of data structures that allows quick lookup based on a name index and an ID index. For this I decided to use Hash Tables. My tables are implemented with separate chaining as collision resolution and when a load factor of 0.70 is reach, I normally recreate the table. I base the next table size on this http://planetmath.org/encyclopedia/GoodHashTablePrimes.html. Currently, both Hash Tables hold a pointer to the UserProfile instead of duplication the user profile itself. That would be stupid, changing data would require 3 changes and it's really dumb to do it that way. So I just save the pointer to the UserProfile. The same user profile pointer is also saved as value in each Graph Vertex. So, I have 3 data structures, one Graph and two Hash Tables and every single one of them point to the same exact UserProfile. The Graph structure will serve the purpose of finding the shortest path and stuff like that while the Hash Tables serve as quick index by name and ID. What I'm thinking to solve my Graph problem is to, instead of having the Hash Tables value point to the UserProfile, I point it to the corresponding Vertex. It's still a pointer, no more and no less space is used, I just change what I point to. Like this, I can easily and quickly lookup for each Vertex I need and link them together. This will insert the ~520000 relations pretty quickly. I thought of this solution because I already have the Hash Tables and I need to have them, then, why not take advantage of them for indexing the Graph vertices instead of the user profile? It's basically the same thing, I can still access the UserProfile pretty quickly, just go to the Vertex and then to the UserProfile. But, do you see any cons on this second solution against the first one? Or only pros that overpower the pros and cons on the first solution? Other Solution) If you have any other solution, I'm all ears. But please explain the pros and cons of that solution over the previous 2. I really don't have much time to be wasting with this right now, I need to move on with this project, so, if I'm doing to do such a change, I need to understand exactly what to change and if that's really the way to go. Hopefully no one fell asleep reading this and closed the browser, sorry for the big testament. But I really need to decide what to do about this and I really need to make a change. P.S: When answering my proposed solutions, please enumerate them as I did so I know exactly what are you talking about and don't confuse my self more than I already am.

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  • Differences Between NHibernate and Entity Framework

    - by Ricardo Peres
    Introduction NHibernate and Entity Framework are two of the most popular O/RM frameworks on the .NET world. Although they share some functionality, there are some aspects on which they are quite different. This post will describe this differences and will hopefully help you get started with the one you know less. Mind you, this is a personal selection of features to compare, it is by no way an exhaustive list. History First, a bit of history. NHibernate is an open-source project that was first ported from Java’s venerable Hibernate framework, one of the first O/RM frameworks, but nowadays it is not tied to it, for example, it has .NET specific features, and has evolved in different ways from those of its Java counterpart. Current version is 3.3, with 3.4 on the horizon. It currently targets .NET 3.5, but can be used as well in .NET 4, it only makes no use of any of its specific functionality. You can find its home page at NHForge. Entity Framework 1 came out with .NET 3.5 and is now on its second major version, despite being version 4. Code First sits on top of it and but came separately and will also continue to be released out of line with major .NET distributions. It is currently on version 4.3.1 and version 5 will be released together with .NET Framework 4.5. All versions will target the current version of .NET, at the time of their release. Its home location is located at MSDN. Architecture In NHibernate, there is a separation between the Unit of Work and the configuration and model instances. You start off by creating a Configuration object, where you specify all global NHibernate settings such as the database and dialect to use, the batch sizes, the mappings, etc, then you build an ISessionFactory from it. The ISessionFactory holds model and metadata that is tied to a particular database and to the settings that came from the Configuration object, and, there will typically be only one instance of each in a process. Finally, you create instances of ISession from the ISessionFactory, which is the NHibernate representation of the Unit of Work and Identity Map. This is a lightweight object, it basically opens and closes a database connection as required and keeps track of the entities associated with it. ISession objects are cheap to create and dispose, because all of the model complexity is stored in the ISessionFactory and Configuration objects. As for Entity Framework, the ObjectContext/DbContext holds the configuration, model and acts as the Unit of Work, holding references to all of the known entity instances. This class is therefore not lightweight as its NHibernate counterpart and it is not uncommon to see examples where an instance is cached on a field. Mappings Both NHibernate and Entity Framework (Code First) support the use of POCOs to represent entities, no base classes are required (or even possible, in the case of NHibernate). As for mapping to and from the database, NHibernate supports three types of mappings: XML-based, which have the advantage of not tying the entity classes to a particular O/RM; the XML files can be deployed as files on the file system or as embedded resources in an assembly; Attribute-based, for keeping both the entities and database details on the same place at the expense of polluting the entity classes with NHibernate-specific attributes; Strongly-typed code-based, which allows dynamic creation of the model and strongly typing it, so that if, for example, a property name changes, the mapping will also be updated. Entity Framework can use: Attribute-based (although attributes cannot express all of the available possibilities – for example, cascading); Strongly-typed code mappings. Database Support With NHibernate you can use mostly any database you want, including: SQL Server; SQL Server Compact; SQL Server Azure; Oracle; DB2; PostgreSQL; MySQL; Sybase Adaptive Server/SQL Anywhere; Firebird; SQLLite; Informix; Any through OLE DB; Any through ODBC. Out of the box, Entity Framework only supports SQL Server, but a number of providers exist, both free and commercial, for some of the most used databases, such as Oracle and MySQL. See a list here. Inheritance Strategies Both NHibernate and Entity Framework support the three canonical inheritance strategies: Table Per Type Hierarchy (Single Table Inheritance), Table Per Type (Class Table Inheritance) and Table Per Concrete Type (Concrete Table Inheritance). Associations Regarding associations, both support one to one, one to many and many to many. However, NHibernate offers far more collection types: Bags of entities or values: unordered, possibly with duplicates; Lists of entities or values: ordered, indexed by a number column; Maps of entities or values: indexed by either an entity or any value; Sets of entities or values: unordered, no duplicates; Arrays of entities or values: indexed, immutable. Querying NHibernate exposes several querying APIs: LINQ is probably the most used nowadays, and really does not need to be introduced; Hibernate Query Language (HQL) is a database-agnostic, object-oriented SQL-alike language that exists since NHibernate’s creation and still offers the most advanced querying possibilities; well suited for dynamic queries, even if using string concatenation; Criteria API is an implementation of the Query Object pattern where you create a semi-abstract conceptual representation of the query you wish to execute by means of a class model; also a good choice for dynamic querying; Query Over offers a similar API to Criteria, but using strongly-typed LINQ expressions instead of strings; for this, although more refactor-friendlier that Criteria, it is also less suited for dynamic queries; SQL, including stored procedures, can also be used; Integration with Lucene.NET indexer is available. As for Entity Framework: LINQ to Entities is fully supported, and its implementation is considered very complete; it is the API of choice for most developers; Entity-SQL, HQL’s counterpart, is also an object-oriented, database-independent querying language that can be used for dynamic queries; SQL, of course, is also supported. Caching Both NHibernate and Entity Framework, of course, feature first-level cache. NHibernate also supports a second-level cache, that can be used among multiple ISessionFactorys, even in different processes/machines: Hashtable (in-memory); SysCache (uses ASP.NET as the cache provider); SysCache2 (same as above but with support for SQL Server SQL Dependencies); Prevalence; SharedCache; Memcached; Redis; NCache; Appfabric Caching. Out of the box, Entity Framework does not have any second-level cache mechanism, however, there are some public samples that show how we can add this. ID Generators NHibernate supports different ID generation strategies, coming from the database and otherwise: Identity (for SQL Server, MySQL, and databases who support identity columns); Sequence (for Oracle, PostgreSQL, and others who support sequences); Trigger-based; HiLo; Sequence HiLo (for databases that support sequences); Several GUID flavors, both in GUID as well as in string format; Increment (for single-user uses); Assigned (must know what you’re doing); Sequence-style (either uses an actual sequence or a single-column table); Table of ids; Pooled (similar to HiLo but stores high values in a table); Native (uses whatever mechanism the current database supports, identity or sequence). Entity Framework only supports: Identity generation; GUIDs; Assigned values. Properties NHibernate supports properties of entity types (one to one or many to one), collections (one to many or many to many) as well as scalars and enumerations. It offers a mechanism for having complex property types generated from the database, which even include support for querying. It also supports properties originated from SQL formulas. Entity Framework only supports scalars, entity types and collections. Enumerations support will come in the next version. Events and Interception NHibernate has a very rich event model, that exposes more than 20 events, either for synchronous pre-execution or asynchronous post-execution, including: Pre/Post-Load; Pre/Post-Delete; Pre/Post-Insert; Pre/Post-Update; Pre/Post-Flush. It also features interception of class instancing and SQL generation. As for Entity Framework, only two events exist: ObjectMaterialized (after loading an entity from the database); SavingChanges (before saving changes, which include deleting, inserting and updating). Tracking Changes For NHibernate as well as Entity Framework, all changes are tracked by their respective Unit of Work implementation. Entities can be attached and detached to it, Entity Framework does, however, also support self-tracking entities. Optimistic Concurrency Control NHibernate supports all of the imaginable scenarios: SQL Server’s ROWVERSION; Oracle’s ORA_ROWSCN; A column containing date and time; A column containing a version number; All/dirty columns comparison. Entity Framework is more focused on Entity Framework, so it only supports: SQL Server’s ROWVERSION; Comparing all/some columns. Batching NHibernate has full support for insertion batching, but only if the ID generator in use is not database-based (for example, it cannot be used with Identity), whereas Entity Framework has no batching at all. Cascading Both support cascading for collections and associations: when an entity is deleted, their conceptual children are also deleted. NHibernate also offers the possibility to set the foreign key column on children to NULL instead of removing them. Flushing Changes NHibernate’s ISession has a FlushMode property that can have the following values: Auto: changes are sent to the database when necessary, for example, if there are dirty instances of an entity type, and a query is performed against this entity type, or if the ISession is being disposed; Commit: changes are sent when committing the current transaction; Never: changes are only sent when explicitly calling Flush(). As for Entity Framework, changes have to be explicitly sent through a call to AcceptAllChanges()/SaveChanges(). Lazy Loading NHibernate supports lazy loading for Associated entities (one to one, many to one); Collections (one to many, many to many); Scalar properties (thing of BLOBs or CLOBs). Entity Framework only supports lazy loading for: Associated entities; Collections. Generating and Updating the Database Both NHibernate and Entity Framework Code First (with the Migrations API) allow creating the database model from the mapping and updating it if the mapping changes. Extensibility As you can guess, NHibernate is far more extensible than Entity Framework. Basically, everything can be extended, from ID generation, to LINQ to SQL transformation, HQL native SQL support, custom column types, custom association collections, SQL generation, supported databases, etc. With Entity Framework your options are more limited, at least, because practically no information exists as to what can be extended/changed. It features a provider model that can be extended to support any database. Integration With Other Microsoft APIs and Tools When it comes to integration with Microsoft technologies, it will come as no surprise that Entity Framework offers the best support. For example, the following technologies are fully supported: ASP.NET (through the EntityDataSource); ASP.NET Dynamic Data; WCF Data Services; WCF RIA Services; Visual Studio (through the integrated designer). Documentation This is another point where Entity Framework is superior: NHibernate lacks, for starters, an up to date API reference synchronized with its current version. It does have a community mailing list, blogs and wikis, although not much used. Entity Framework has a number of resources on MSDN and, of course, several forums and discussion groups exist. Conclusion Like I said, this is a personal list. I may come as a surprise to some that Entity Framework is so behind NHibernate in so many aspects, but it is true that NHibernate is much older and, due to its open-source nature, is not tied to product-specific timeframes and can thus evolve much more rapidly. I do like both, and I chose whichever is best for the job I have at hands. I am looking forward to the changes in EF5 which will add significant value to an already interesting product. So, what do you think? Did I forget anything important or is there anything else worth talking about? Looking forward for your comments!

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  • Inside the Concurrent Collections: ConcurrentDictionary

    - by Simon Cooper
    Using locks to implement a thread-safe collection is rather like using a sledgehammer - unsubtle, easy to understand, and tends to make any other tool redundant. Unlike the previous two collections I looked at, ConcurrentStack and ConcurrentQueue, ConcurrentDictionary uses locks quite heavily. However, it is careful to wield locks only where necessary to ensure that concurrency is maximised. This will, by necessity, be a higher-level look than my other posts in this series, as there is quite a lot of code and logic in ConcurrentDictionary. Therefore, I do recommend that you have ConcurrentDictionary open in a decompiler to have a look at all the details that I skip over. The problem with locks There's several things to bear in mind when using locks, as encapsulated by the lock keyword in C# and the System.Threading.Monitor class in .NET (if you're unsure as to what lock does in C#, I briefly covered it in my first post in the series): Locks block threads The most obvious problem is that threads waiting on a lock can't do any work at all. No preparatory work, no 'optimistic' work like in ConcurrentQueue and ConcurrentStack, nothing. It sits there, waiting to be unblocked. This is bad if you're trying to maximise concurrency. Locks are slow Whereas most of the methods on the Interlocked class can be compiled down to a single CPU instruction, ensuring atomicity at the hardware level, taking out a lock requires some heavy lifting by the CLR and the operating system. There's quite a bit of work required to take out a lock, block other threads, and wake them up again. If locks are used heavily, this impacts performance. Deadlocks When using locks there's always the possibility of a deadlock - two threads, each holding a lock, each trying to aquire the other's lock. Fortunately, this can be avoided with careful programming and structured lock-taking, as we'll see. So, it's important to minimise where locks are used to maximise the concurrency and performance of the collection. Implementation As you might expect, ConcurrentDictionary is similar in basic implementation to the non-concurrent Dictionary, which I studied in a previous post. I'll be using some concepts introduced there, so I recommend you have a quick read of it. So, if you were implementing a thread-safe dictionary, what would you do? The naive implementation is to simply have a single lock around all methods accessing the dictionary. This would work, but doesn't allow much concurrency. Fortunately, the bucketing used by Dictionary allows a simple but effective improvement to this - one lock per bucket. This allows different threads modifying different buckets to do so in parallel. Any thread making changes to the contents of a bucket takes the lock for that bucket, ensuring those changes are thread-safe. The method that maps each bucket to a lock is the GetBucketAndLockNo method: private void GetBucketAndLockNo( int hashcode, out int bucketNo, out int lockNo, int bucketCount) { // the bucket number is the hashcode (without the initial sign bit) // modulo the number of buckets bucketNo = (hashcode & 0x7fffffff) % bucketCount; // and the lock number is the bucket number modulo the number of locks lockNo = bucketNo % m_locks.Length; } However, this does require some changes to how the buckets are implemented. The 'implicit' linked list within a single backing array used by the non-concurrent Dictionary adds a dependency between separate buckets, as every bucket uses the same backing array. Instead, ConcurrentDictionary uses a strict linked list on each bucket: This ensures that each bucket is entirely separate from all other buckets; adding or removing an item from a bucket is independent to any changes to other buckets. Modifying the dictionary All the operations on the dictionary follow the same basic pattern: void AlterBucket(TKey key, ...) { int bucketNo, lockNo; 1: GetBucketAndLockNo( key.GetHashCode(), out bucketNo, out lockNo, m_buckets.Length); 2: lock (m_locks[lockNo]) { 3: Node headNode = m_buckets[bucketNo]; 4: Mutate the node linked list as appropriate } } For example, when adding another entry to the dictionary, you would iterate through the linked list to check whether the key exists already, and add the new entry as the head node. When removing items, you would find the entry to remove (if it exists), and remove the node from the linked list. Adding, updating, and removing items all follow this pattern. Performance issues There is a problem we have to address at this point. If the number of buckets in the dictionary is fixed in the constructor, then the performance will degrade from O(1) to O(n) when a large number of items are added to the dictionary. As more and more items get added to the linked lists in each bucket, the lookup operations will spend most of their time traversing a linear linked list. To fix this, the buckets array has to be resized once the number of items in each bucket has gone over a certain limit. (In ConcurrentDictionary this limit is when the size of the largest bucket is greater than the number of buckets for each lock. This check is done at the end of the TryAddInternal method.) Resizing the bucket array and re-hashing everything affects every bucket in the collection. Therefore, this operation needs to take out every lock in the collection. Taking out mutiple locks at once inevitably summons the spectre of the deadlock; two threads each hold a lock, and each trying to acquire the other lock. How can we eliminate this? Simple - ensure that threads never try to 'swap' locks in this fashion. When taking out multiple locks, always take them out in the same order, and always take out all the locks you need before starting to release them. In ConcurrentDictionary, this is controlled by the AcquireLocks, AcquireAllLocks and ReleaseLocks methods. Locks are always taken out and released in the order they are in the m_locks array, and locks are all released right at the end of the method in a finally block. At this point, it's worth pointing out that the locks array is never re-assigned, even when the buckets array is increased in size. The number of locks is fixed in the constructor by the concurrencyLevel parameter. This simplifies programming the locks; you don't have to check if the locks array has changed or been re-assigned before taking out a lock object. And you can be sure that when a thread takes out a lock, another thread isn't going to re-assign the lock array. This would create a new series of lock objects, thus allowing another thread to ignore the existing locks (and any threads controlling them), breaking thread-safety. Consequences of growing the array Just because we're using locks doesn't mean that race conditions aren't a problem. We can see this by looking at the GrowTable method. The operation of this method can be boiled down to: private void GrowTable(Node[] buckets) { try { 1: Acquire first lock in the locks array // this causes any other thread trying to take out // all the locks to block because the first lock in the array // is always the one taken out first // check if another thread has already resized the buckets array // while we were waiting to acquire the first lock 2: if (buckets != m_buckets) return; 3: Calculate the new size of the backing array 4: Node[] array = new array[size]; 5: Acquire all the remaining locks 6: Re-hash the contents of the existing buckets into array 7: m_buckets = array; } finally { 8: Release all locks } } As you can see, there's already a check for a race condition at step 2, for the case when the GrowTable method is called twice in quick succession on two separate threads. One will successfully resize the buckets array (blocking the second in the meantime), when the second thread is unblocked it'll see that the array has already been resized & exit without doing anything. There is another case we need to consider; looking back at the AlterBucket method above, consider the following situation: Thread 1 calls AlterBucket; step 1 is executed to get the bucket and lock numbers. Thread 2 calls GrowTable and executes steps 1-5; thread 1 is blocked when it tries to take out the lock in step 2. Thread 2 re-hashes everything, re-assigns the buckets array, and releases all the locks (steps 6-8). Thread 1 is unblocked and continues executing, but the calculated bucket and lock numbers are no longer valid. Between calculating the correct bucket and lock number and taking out the lock, another thread has changed where everything is. Not exactly thread-safe. Well, a similar problem was solved in ConcurrentStack and ConcurrentQueue by storing a local copy of the state, doing the necessary calculations, then checking if that state is still valid. We can use a similar idea here: void AlterBucket(TKey key, ...) { while (true) { Node[] buckets = m_buckets; int bucketNo, lockNo; GetBucketAndLockNo( key.GetHashCode(), out bucketNo, out lockNo, buckets.Length); lock (m_locks[lockNo]) { // if the state has changed, go back to the start if (buckets != m_buckets) continue; Node headNode = m_buckets[bucketNo]; Mutate the node linked list as appropriate } break; } } TryGetValue and GetEnumerator And so, finally, we get onto TryGetValue and GetEnumerator. I've left these to the end because, well, they don't actually use any locks. How can this be? Whenever you change a bucket, you need to take out the corresponding lock, yes? Indeed you do. However, it is important to note that TryGetValue and GetEnumerator don't actually change anything. Just as immutable objects are, by definition, thread-safe, read-only operations don't need to take out a lock because they don't change anything. All lockless methods can happily iterate through the buckets and linked lists without worrying about locking anything. However, this does put restrictions on how the other methods operate. Because there could be another thread in the middle of reading the dictionary at any time (even if a lock is taken out), the dictionary has to be in a valid state at all times. Every change to state has to be made visible to other threads in a single atomic operation (all relevant variables are marked volatile to help with this). This restriction ensures that whatever the reading threads are doing, they never read the dictionary in an invalid state (eg items that should be in the collection temporarily removed from the linked list, or reading a node that has had it's key & value removed before the node itself has been removed from the linked list). Fortunately, all the operations needed to change the dictionary can be done in that way. Bucket resizes are made visible when the new array is assigned back to the m_buckets variable. Any additions or modifications to a node are done by creating a new node, then splicing it into the existing list using a single variable assignment. Node removals are simply done by re-assigning the node's m_next pointer. Because the dictionary can be changed by another thread during execution of the lockless methods, the GetEnumerator method is liable to return dirty reads - changes made to the dictionary after GetEnumerator was called, but before the enumeration got to that point in the dictionary. It's worth listing at this point which methods are lockless, and which take out all the locks in the dictionary to ensure they get a consistent view of the dictionary: Lockless: TryGetValue GetEnumerator The indexer getter ContainsKey Takes out every lock (lockfull?): Count IsEmpty Keys Values CopyTo ToArray Concurrent principles That covers the overall implementation of ConcurrentDictionary. I haven't even begun to scratch the surface of this sophisticated collection. That I leave to you. However, we've looked at enough to be able to extract some useful principles for concurrent programming: Partitioning When using locks, the work is partitioned into independant chunks, each with its own lock. Each partition can then be modified concurrently to other partitions. Ordered lock-taking When a method does need to control the entire collection, locks are taken and released in a fixed order to prevent deadlocks. Lockless reads Read operations that don't care about dirty reads don't take out any lock; the rest of the collection is implemented so that any reading thread always has a consistent view of the collection. That leads us to the final collection in this little series - ConcurrentBag. Lacking a non-concurrent analogy, it is quite different to any other collection in the class libraries. Prepare your thinking hats!

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  • CodePlex Daily Summary for Wednesday, May 14, 2014

    CodePlex Daily Summary for Wednesday, May 14, 2014Popular ReleasesQuickMon: Version 3.10: Adding the ability to see 'history' of Collector states (including details of errors or warnings at that time). The history size is configurable (default is switched off) and the Windows Service completely ignores keeping history (no UI or user to access it anyway). The Collector stats window now displays this history plus multiple collector stats windows can be opened at the same time. Additionally fixed a bug in the event log collector that reported an 'Error' state when an 'out of bounds' ...xFunc: xFunc 2.15.4: Fixed bug in Processor.csTFS Planning and Disaster Recovery Avoidance Guide: v1.4.BETA - TFS, DR and Azure IaaS Planning Guides: Welcome to the TFS Planning and DR Avoidance Guidance What is new? A new crisper, more compact style, which is easier to consume on multiple devices without sacrificing any content. Also included are the new TFS on Azure IaaS guide and supplementary guides. Note Capacity planning workbook and posters are included in the Everything Zip package. Quality-Bar Detail Documentation has been reviewed by Visual Studio ALM Rangers Documentation has been through an independent technical review ...WinAudit: WinAudit Freeware v3.0: WinAudit.exe v3.0 MD5: 88750CCF49FF7418199B2645755830FA Known Issues: 1. Report creation can be very slow when right-to-left (Hebrew) characters are present. 2. Emsisoft Anti-Malware may stop and/or quarantine WinAudit. This happens when WinAudit attempts to obtain a list if running programmes. You will need to set an exception rule in Emsisoft to allow WinAudit to run.MVCwCMS - ASP.NET MVC CMS: MVCwCMS 2.2.2: Updated CKFinder config. For the installation instructions visit the documentation page: https://mvcwcms.codeplex.com/documentationTerraMap (Terraria World Map Viewer): TerraMap 1.0.4: Added support for the new Terraria v1.2.4 update. New items, walls, and tiles Fixed Issue 35206: Hightlight/Find doesn't work for Demon Altars Fixed finding Demon Hearts/Shadow Orbs Added ability to find Enchanted Swords (in the stone) and Water Bolt books Fixed installer not uninstalling older versions The setup file will make sure .NET 4 is installed, install TerraMap, create desktop and start menu shortcuts, add a .wld file association, and launch TerraMap. If you prefer the zip ...WPF Localization Extension: v2.2.1: Issue #9277 Issue #9292 Issue #9311 Issue #9312 Issue #9313 Issue #9314CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.2.1.41167 Release: This release of the CtrlAltStudio Viewer includes the following significant features: Oculus Rift support. Stereoscopic 3D display support. Variable walking / flying speed. Xbox 360 Controller support. Kinect for Windows support. Based on Firestorm viewer 4.6.5 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-2-1-41167-release Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http:/...ExtJS based ASP.NET Controls: FineUI v4.0.6: FineUI(???) ?? ExtJS ??? ASP.NET ??? FineUI??? ?? No JavaScript,No CSS,No UpdatePanel,No ViewState,No WebServices ??????? ?????? IE 8.0+、Chrome、Firefox、Opera、Safari ???? Apache License v2.0 ?:ExtJS ?? GPL v3 ?????(http://www.sencha.com/license) ???? ??:http://fineui.com/ ??:http://fineui.com/bbs/ ??:http://fineui.com/demo/ ??:http://fineui.com/doc/ ??:http://fineui.codeplex.com/ FineUI ???? ExtJS ????????,???? ExtJS ?,?????: 1. ????? FineUI ? ExtJS ? http://fineui.com/bbs/forum.ph...Office App Model Samples: Office App Model Samples v2.0: Office App Model Samples v2.0Readable Passphrase Generator: KeePass Plugin 0.13.0: Version 0.13.0 Added "mutators" which add uppercase and numbers to passphrases (to help complying with upper, lower, number complexity rules). Additional API methods which help consuming the generator from 3rd party c# projects. 13,160 words in the default dictionary (~600 more than previous release).CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.25.0: Release v1.0.25.0 MemberInfo/MethodInfo popup is now positioned properly to fit the screen In MethodInfo popup method signatures are word-wrapped Implemented Debug text value visualizer Pining sub-values from Watch PanelWrapper for the PAYMILL API: Paymill API Wrapper: Add Description in PreauthorizationHow to develop an autodialer / predictive dialer in C#: VoIP AutoDialer in C Sharp: This is the downloadable source code for this example project that is intended to help you in developing your own VoIP autodialer application in C#.R.NET: R.NET 1.5.12: R.NET 1.5.12 is a beta release towards R.NET 1.6. You are encouraged to use 1.5.12 now and give feedback. See the documentation for setup and usage instructions. Main changes for R.NET 1.5.12: The C stack limit was not disabled on Windows. For reasons possibly peculiar to R, this means that non-concurrent access to R from multiple threads was not stable. This is now fixed, with the fix validated with a unit test. Thanks to Odugen, skyguy94, and previously others (evolvedmicrobe, tomasp) fo...CTI Text Encryption: CTI Text Encryption 5.2: Change log: 5.2 - Remove Cut button. - Fixed Reset All button does not reset encrypted text column. - Switch button location between Copy and Paste. - Enable users to use local fonts to display characters of their language correctly. (A font settings file will be saved at the same folder of this program.) 5.1 - Improve encryption process. - Minor UI update. - Version 5.1 is not compatible with older version. 5.0 - Improve encryption algorithm. - Simply inner non-encryption related mec...SEToolbox: SEToolbox 01.029.006 Release 1: Fix to allow keyboard search on load dialog. (type the first few letters of your save) Fixed check for new release. Changed the way ship details are loaded to alleviate load time for worlds with very large ships (100,000+ blocks). Fixed Image importer, was incorrectly listing 'Asteroid' as import option. Minor changes to menus (text and appearance) for clarity and OS consistency. Added in reading of world palette for color dialog editor. WIP on subsystem editor. Can now multiselec...Tiny Wifi Host: Tiny Wifi Host 3.0.0.0: Tiny Wifi Hotspot Creator (Portable) v3 size: 50KB-140KB New Features: Friendly name for connected devices instead of Mac-Address (Double click selected device to enter friendly name) Saves device names to devices.xml Better error reporting+solutions Warning sound when number of connected devices exceed a certain number. (useful when only certain number of devices must be connected at a time) Many Bug Fixes. NoAudio files does not include connect, disconnect and warning audio to dec...Media Companion: Media Companion MC3.597b: Thank you for being patient, againThere are a number of fixes in place with this release. and some new features added. Most are self explanatory, so check out the options in Preferences. Couple of new Features:* Movie - Allow save Title and Sort Title in Title Case format. * Movie - Allow save fanart.jpg if movie in folder. * TV - display episode source. Get episode source from episode filename. Fixed:* Movie - Added Fill Tags from plot keywords to Batch Rescraper. * Movie - Fixed TMDB s...SimCityPak: SimCityPak 0.3.0.0: Contains several bugfixes, newly identified properties and some UI improvements. Main new features UI overhaul for the main index list: Icons for each different index, including icons for different property files Tooltips for all relevant fields Removed clutter Identified hundreds of additional properties (thanks to MaxisGuillaume) - this should make modding gameplay easierNew ProjectsAlumno-Materia-Inscripcion: NADIA DEJATE DE JODEEERAndroid_Training_Leasing: Android Training LeasingBob The Simple Text Game: Bob The Simple Text Game is a Simple Text GameConference Booking System: Web application with the purpose of easily managing meetings in an office with multiple companiesCRM Web API Lead Capture Example: Sample Visual Studio 2013 project that provides an example of how you could use Web API and Microsoft Azure to capture HTML form data.FoosballEye: Foosball ranking application - allow to create simple ranking of foosball players base on played matches.Frequency Analyzer: Tool to perform frequency analysis on any text-based cryptogram. fromen_playground: We do stuff!!!!Galaktika ERP Helper: ??????????????? ???????, ??????????????? ??? ?????????? ?????????? ????????? ??????????, ???????????? ?????? ?? ??????? «????????? ERP»gitprojtest5132014: awdfHtml Markup Minifier (Orchard Module): Orchard module designed to reduce size of output HTML to bare minimum while maintaining same functionality. Faster loading, less bandwidth use.ID3 Hunter: The ID3 Hunter is a simple application that uses the Last.FM music database to automatically detect song metadata for MP3 files.Jquery Dirty Flag: Smart Way to Manage Dirty Flag Using JqueryJsxyUIS: ??????????????????????NetDirkFramework: NetDirkFramework?????.NET/ASP.NETMVC/WebAPI/ADO.NET/EF、jQuery?jEasyUI??????、??????MIS????????????。?????,?????????????????????????????????????????????。ocbizweb: ocbizwebPower Pole Survey: This is a showcase of my knowledge in MVVM Patterns.prestamosapi: prestamosapiRedLineTest: This is a test of the online collaboration tooling from MS. We are all using Visual Studio 2010.SharePoint Database Explorer: Connect to any SharePoint 2010 or 2013 content database to view and download documents, metadata and list items.Systematize: to arrange in accord with a definite plan or scheme : order systematically <the need to systematize their work>Visualizers: This project is used for how we want visualize our Data in debug mode For Visual studio 2010,zSILENCER: reverse MKULTRA??????-??????【??】??????????: ???????????????,????,???????、???????????,???????????,????,?????,???????。 ????-????【??】????????: ?????????????????????,????????????,?????、??、????,?????,??????! ?????-?????【??】?????????: ???????????????????,???、???!???????,????????????????,????????????,???! ?????-?????【??】?????????: ????????????、?????、?????、?????、?????、????,???????????,?????,??????! ????-????【??】????????: ????????【.????.????.????.????.】??【??】:、??、??、??、??、??、??、??、??、??、??、?????。 ??????-??????【??】??????????: ????????????????????????,????,????,????,???????,?????,?????.??????。 ??????-??????【??】??????????: ????????????????、?????,????????????????????,????,????,??????。 ????-????【??】????????: ????????????????,????,??.??.??.??.??.??.??.???,????,???????! ?????-?????【??】?????????: ???????????????????????????:???????,??????,????,????,????,?????! ?????-?????【??】?????????: ?????????????,????????,?????,???,???????????,???????????,?????,??????! ??????-??????【??】??????????: ??????????,??????????????????????,???????????????,?????????????! ??????-??????【??】??????????: ??????????????????????,?????, ... ????????????,????,????,?????,???????。 ????-????【??】????????: ???????????????????,?????????/?,,???????????,??????????????! ?????-?????【??】?????????: ????????????????????,?????????、??、??、????,??????????,?????????????! ?????-?????【??】?????????: ????????????????、????、????、??????????,???,?????,???????????????. ????-????【??】????????: ?????????????????,?????????????,????,?????????,?????????????,?????,?????! ??????-??????【??】??????????: ???????????,?????????????? ??。????????、????、????、?????????? ???????。 ??????-??????【??】??????????: ???????????????????????:????、????、??????????????,????????。????????! ????-????【??】????????: ????????????????、?????、?????、????、?????,??????????。????????????????! ?????-?????【??】?????????: ??????????????????????????,??????????,????,????,?????????、??????,??????。 ?????-?????【??】?????????: ????????????????????????????,??????????,????,????,?????????、??????,??????。

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  • C#/.NET Little Wonders: Interlocked CompareExchange()

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Two posts ago, I discussed the Interlocked Add(), Increment(), and Decrement() methods (here) for adding and subtracting values in a thread-safe, lightweight manner.  Then, last post I talked about the Interlocked Read() and Exchange() methods (here) for safely and efficiently reading and setting 32 or 64 bit values (or references).  This week, we’ll round out the discussion by talking about the Interlocked CompareExchange() method and how it can be put to use to exchange a value if the current value is what you expected it to be. Dirty reads can lead to bad results Many of the uses of Interlocked that we’ve explored so far have centered around either reading, setting, or adding values.  But what happens if you want to do something more complex such as setting a value based on the previous value in some manner? Perhaps you were creating an application that reads a current balance, applies a deposit, and then saves the new modified balance, where of course you’d want that to happen atomically.  If you read the balance, then go to save the new balance and between that time the previous balance has already changed, you’ll have an issue!  Think about it, if we read the current balance as $400, and we are applying a new deposit of $50.75, but meanwhile someone else deposits $200 and sets the total to $600, but then we write a total of $450.75 we’ve lost $200! Now, certainly for int and long values we can use Interlocked.Add() to handles these cases, and it works well for that.  But what if we want to work with doubles, for example?  Let’s say we wanted to add the numbers from 0 to 99,999 in parallel.  We could do this by spawning several parallel tasks to continuously add to a total: 1: double total = 0; 2:  3: Parallel.For(0, 10000, next => 4: { 5: total += next; 6: }); Were this run on one thread using a standard for loop, we’d expect an answer of 4,999,950,000 (the sum of all numbers from 0 to 99,999).  But when we run this in parallel as written above, we’ll likely get something far off.  The result of one of my runs, for example, was 1,281,880,740.  That is way off!  If this were banking software we’d be in big trouble with our clients.  So what happened?  The += operator is not atomic, it will read in the current value, add the result, then store it back into the total.  At any point in all of this another thread could read a “dirty” current total and accidentally “skip” our add.   So, to clean this up, we could use a lock to guarantee concurrency: 1: double total = 0.0; 2: object locker = new object(); 3:  4: Parallel.For(0, count, next => 5: { 6: lock (locker) 7: { 8: total += next; 9: } 10: }); Which will give us the correct result of 4,999,950,000.  One thing to note is that locking can be heavy, especially if the operation being locked over is trivial, or the life of the lock is a high percentage of the work being performed concurrently.  In the case above, the lock consumes pretty much all of the time of each parallel task – and the task being locked on is relatively trivial. Now, let me put in a disclaimer here before we go further: For most uses, lock is more than sufficient for your needs, and is often the simplest solution!    So, if lock is sufficient for most needs, why would we ever consider another solution?  The problem with locking is that it can suspend execution of your thread while it waits for the signal that the lock is free.  Moreover, if the operation being locked over is trivial, the lock can add a very high level of overhead.  This is why things like Interlocked.Increment() perform so well, instead of locking just to perform an increment, we perform the increment with an atomic, lockless method. As with all things performance related, it’s important to profile before jumping to the conclusion that you should optimize everything in your path.  If your profiling shows that locking is causing a high level of waiting in your application, then it’s time to consider lighter alternatives such as Interlocked. CompareExchange() – Exchange existing value if equal some value So let’s look at how we could use CompareExchange() to solve our problem above.  The general syntax of CompareExchange() is: T CompareExchange<T>(ref T location, T newValue, T expectedValue) If the value in location == expectedValue, then newValue is exchanged.  Either way, the value in location (before exchange) is returned. Actually, CompareExchange() is not one method, but a family of overloaded methods that can take int, long, float, double, pointers, or references.  It cannot take other value types (that is, can’t CompareExchange() two DateTime instances directly).  Also keep in mind that the version that takes any reference type (the generic overload) only checks for reference equality, it does not call any overridden Equals(). So how does this help us?  Well, we can grab the current total, and exchange the new value if total hasn’t changed.  This would look like this: 1: // grab the snapshot 2: double current = total; 3:  4: // if the total hasn’t changed since I grabbed the snapshot, then 5: // set it to the new total 6: Interlocked.CompareExchange(ref total, current + next, current); So what the code above says is: if the amount in total (1st arg) is the same as the amount in current (3rd arg), then set total to current + next (2nd arg).  This check and exchange pair is atomic (and thus thread-safe). This works if total is the same as our snapshot in current, but the problem, is what happens if they aren’t the same?  Well, we know that in either case we will get the previous value of total (before the exchange), back as a result.  Thus, we can test this against our snapshot to see if it was the value we expected: 1: // if the value returned is != current, then our snapshot must be out of date 2: // which means we didn't (and shouldn't) apply current + next 3: if (Interlocked.CompareExchange(ref total, current + next, current) != current) 4: { 5: // ooops, total was not equal to our snapshot in current, what should we do??? 6: } So what do we do if we fail?  That’s up to you and the problem you are trying to solve.  It’s possible you would decide to abort the whole transaction, or perhaps do a lightweight spin and try again.  Let’s try that: 1: double current = total; 2:  3: // make first attempt... 4: if (Interlocked.CompareExchange(ref total, current + i, current) != current) 5: { 6: // if we fail, go into a spin wait, spin, and try again until succeed 7: var spinner = new SpinWait(); 8:  9: do 10: { 11: spinner.SpinOnce(); 12: current = total; 13: } 14: while (Interlocked.CompareExchange(ref total, current + i, current) != current); 15: } 16:  This is not trivial code, but it illustrates a possible use of CompareExchange().  What we are doing is first checking to see if we succeed on the first try, and if so great!  If not, we create a SpinWait and then repeat the process of SpinOnce(), grab a fresh snapshot, and repeat until CompareExchnage() succeeds.  You may wonder why not a simple do-while here, and the reason it’s more efficient to only create the SpinWait until we absolutely know we need one, for optimal efficiency. Though not as simple (or maintainable) as a simple lock, this will perform better in many situations.  Comparing an unlocked (and wrong) version, a version using lock, and the Interlocked of the code, we get the following average times for multiple iterations of adding the sum of 100,000 numbers: 1: Unlocked money average time: 2.1 ms 2: Locked money average time: 5.1 ms 3: Interlocked money average time: 3 ms So the Interlocked.CompareExchange(), while heavier to code, came in lighter than the lock, offering a good compromise of safety and performance when we need to reduce contention. CompareExchange() - it’s not just for adding stuff… So that was one simple use of CompareExchange() in the context of adding double values -- which meant we couldn’t have used the simpler Interlocked.Add() -- but it has other uses as well. If you think about it, this really works anytime you want to create something new based on a current value without using a full lock.  For example, you could use it to create a simple lazy instantiation implementation.  In this case, we want to set the lazy instance only if the previous value was null: 1: public static class Lazy<T> where T : class, new() 2: { 3: private static T _instance; 4:  5: public static T Instance 6: { 7: get 8: { 9: // if current is null, we need to create new instance 10: if (_instance == null) 11: { 12: // attempt create, it will only set if previous was null 13: Interlocked.CompareExchange(ref _instance, new T(), (T)null); 14: } 15:  16: return _instance; 17: } 18: } 19: } So, if _instance == null, this will create a new T() and attempt to exchange it with _instance.  If _instance is not null, then it does nothing and we discard the new T() we created. This is a way to create lazy instances of a type where we are more concerned about locking overhead than creating an accidental duplicate which is not used.  In fact, the BCL implementation of Lazy<T> offers a similar thread-safety choice for Publication thread safety, where it will not guarantee only one instance was created, but it will guarantee that all readers get the same instance.  Another possible use would be in concurrent collections.  Let’s say, for example, that you are creating your own brand new super stack that uses a linked list paradigm and is “lock free”.  We could use Interlocked.CompareExchange() to be able to do a lockless Push() which could be more efficient in multi-threaded applications where several threads are pushing and popping on the stack concurrently. Yes, there are already concurrent collections in the BCL (in .NET 4.0 as part of the TPL), but it’s a fun exercise!  So let’s assume we have a node like this: 1: public sealed class Node<T> 2: { 3: // the data for this node 4: public T Data { get; set; } 5:  6: // the link to the next instance 7: internal Node<T> Next { get; set; } 8: } Then, perhaps, our stack’s Push() operation might look something like: 1: public sealed class SuperStack<T> 2: { 3: private volatile T _head; 4:  5: public void Push(T value) 6: { 7: var newNode = new Node<int> { Data = value, Next = _head }; 8:  9: if (Interlocked.CompareExchange(ref _head, newNode, newNode.Next) != newNode.Next) 10: { 11: var spinner = new SpinWait(); 12:  13: do 14: { 15: spinner.SpinOnce(); 16: newNode.Next = _head; 17: } 18: while (Interlocked.CompareExchange(ref _head, newNode, newNode.Next) != newNode.Next); 19: } 20: } 21:  22: // ... 23: } Notice a similar paradigm here as with adding our doubles before.  What we are doing is creating the new Node with the data to push, and with a Next value being the original node referenced by _head.  This will create our stack behavior (LIFO – Last In, First Out).  Now, we have to set _head to now refer to the newNode, but we must first make sure it hasn’t changed! So we check to see if _head has the same value we saved in our snapshot as newNode.Next, and if so, we set _head to newNode.  This is all done atomically, and the result is _head’s original value, as long as the original value was what we assumed it was with newNode.Next, then we are good and we set it without a lock!  If not, we SpinWait and try again. Once again, this is much lighter than locking in highly parallelized code with lots of contention.  If I compare the method above with a similar class using lock, I get the following results for pushing 100,000 items: 1: Locked SuperStack average time: 6 ms 2: Interlocked SuperStack average time: 4.5 ms So, once again, we can get more efficient than a lock, though there is the cost of added code complexity.  Fortunately for you, most of the concurrent collection you’d ever need are already created for you in the System.Collections.Concurrent (here) namespace – for more information, see my Little Wonders – The Concurent Collections Part 1 (here), Part 2 (here), and Part 3 (here). Summary We’ve seen before how the Interlocked class can be used to safely and efficiently add, increment, decrement, read, and exchange values in a multi-threaded environment.  In addition to these, Interlocked CompareExchange() can be used to perform more complex logic without the need of a lock when lock contention is a concern. The added efficiency, though, comes at the cost of more complex code.  As such, the standard lock is often sufficient for most thread-safety needs.  But if profiling indicates you spend a lot of time waiting for locks, or if you just need a lock for something simple such as an increment, decrement, read, exchange, etc., then consider using the Interlocked class’s methods to reduce wait. Technorati Tags: C#,CSharp,.NET,Little Wonders,Interlocked,CompareExchange,threading,concurrency

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  • ????ASMM

    - by Liu Maclean(???)
    ???Oracle??????????????SGA/PGA???,????10g????????????ASMM????,????????ASMM?????????Oracle??????????,?ASMM??????DBA????????????;????????ASMM???????????????DBA???:????????????DB,?????????????DBA?????????????????????????????????,ASMM??????????,???????????,??????????,??????????????????;?10g release 1?10.2??????ASMM?????????????,???????ASMM????????ASMM?????startup???????????ASMM??AMM??,????????DBA????SGA/PGA?????????”??”??”???”???,???????????DBA????chemist(???????1??2??????????????)? ?????????????????ASMM?????,?????????????…… Oracle?SGA???????9i???????????,????: Buffer Cache ????????????,??????????????? Default Pool                  ??????,???DB_CACHE_SIZE?? Keep Pool                     ??????,???DB_KEEP_CACHE_SIZE?? Non standard pool         ???????,???DB_nK_cache_size?? Recycle pool                 ???,???db_recycle_cache_size?? Shared Pool ???,???shared_pool_size?? Library cache   ?????? Row cache      ???,?????? Java Pool         java?,???Java_pool_size?? Large Pool       ??,???Large_pool_size?? Fixed SGA       ???SGA??,???Oracle???????,?????????granule? ?9i?????ASMM,???????????SGA,??????MSMM??9i???buffer cache??????????,?????????????????????????,???9i?????????????,?????????????????????????? ????SGA?????: ?????shared pool?default buffer pool????????,??????????? ?9i???????????(advisor),?????????? ??????????????? ?????????,?????? ?????,?????ORA-04031?????????? ASMM?????: ?????????? ???????????????? ???????sga_target?? ???????????,??????????? ??MSMM???????: ???? ???? ?????? ???? ??????????,??????????? ??????????????????,??????????ORA-04031??? ASMM???????????:1.??????sga_target???????2.???????,???:????(memory component),????(memory broker)???????(memory mechanism)3.????(memory advisor) ASMM????????????(Automatically set),??????:shared_pool_size?db_cache_size?java_pool_size?large_pool _size?streams_pool_size;?????????????????,???:db_keep_cache_size?db_recycle_cache_size?db_nk_cache_size?log_buffer????SGA?????,????????????????,??log_buffer?fixed sga??????????????? ??ASMM?????????sga_target??,???????ASMM??????????????????db_cache_size?java_pool_size???,?????????????????????,????????????????????(???)????????,Oracle?????????(granule,?SGA<1GB?granule???4M,?SGA>1GB?granule???16M)???????,??????????????buffer cache,??????????????????(granule)??????????????????????sga_target??,???????????????????(dism,???????)???ASMM?????????????statistics_level?????typical?ALL,?????BASIC??MMON????(Memory Monitor is a background process that gathers memory statistics (snapshots) stores this information in the AWR (automatic workload repository). MMON is also responsible for issuing alerts for metrics that exceed their thresholds)?????????????????????ASMM?????,???????????sga_target?????statistics_level?BASIC: SQL> show parameter sga NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ lock_sga boolean FALSE pre_page_sga boolean FALSE sga_max_size big integer 2000M sga_target big integer 2000M SQL> show parameter sga_target NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ sga_target big integer 2000M SQL> alter system set statistics_level=BASIC; alter system set statistics_level=BASIC * ERROR at line 1: ORA-02097: parameter cannot be modified because specified value is invalid ORA-00830: cannot set statistics_level to BASIC with auto-tune SGA enabled ?????server parameter file?spfile??,ASMM????shutdown??????????????(Oracle???????,????????)???spfile?,?????strings?????spfile????????????????????,?: G10R2.__db_cache_size=973078528 G10R2.__java_pool_size=16777216 G10R2.__large_pool_size=16777216 G10R2.__shared_pool_size=1006632960 G10R2.__streams_pool_size=67108864 ???spfile?????????????????,???????????”???”?????,??????????”??”?? ?ASMM?????????????? ?????(tunable):????????????????????????????buffer cache?????????,cache????????????????,?????????? IO????????????????????????????Library cache????? subheap????,?????????????????????????????????(open cursors)?????????client??????????????buffer cache???????,???????????pin??buffer???(???????) ?????(Un-tunable):???????????????????,?????????????????,?????????????????????????large pool?????? ??????(Fixed Size):???????????,??????????????????????????????????????? ????????????????(memory resize request)?????????,?????: ??????(Immediate Request):???????????ASMM????????????????????????(chunk)?,??????OUT-OF-MEMORY(ORA-04031)???,????????????????????(granule)????????????????????granule,????????????,?????????????????????????????,????granule??????????????? ??????(Deferred Request):???????????????????????????,??????????????granule???????????????MMON??????????delta. ??????(Manual Request):????????????alter system?????????????????????????????????????????????????granule,??????grow?????ORA-4033??,?????shrink?????ORA-4034??? ?ASMM????,????(Memory Broker)????????????????????????????(Deferred)??????????????????????(auto-tunable component)???????????????,???????????????MMON??????????????????????????????????,????????????????;MMON????Memory Broker?????????????????????????MMON????????????????????????????????????????(resize request system queue)?MMAN????(Memory Manager is a background process that manages the dynamic resizing of SGA memory areas as the workload increases or decreases)??????????????????? ?10gR1?Shared Pool?shrink??????????,?????????????Buffer Cache???????????granule,????Buffer Cache?granule????granule header?Metadata(???buffer header??RAC??Lock Elements)????,?????????????????????shared pool????????duration(?????)?chunk??????granule?,????????????granule??10gR2????Buffer Cache Granule????????granule header?buffer?Metadata(buffer header?LE)????,??shared pool???duration?chunk????????granule,??????buffer cache?shared pool??????????????10gr2?streams pool?????????(???????streams pool duration????) ??????????(Donor,???trace????)???,?????????granule???buffer cache,????granule????????????: ????granule???????granule header ?????chunk????granule?????????buffer header ???,???chunk??????????????????????metadata? ???2-4??,???granule???? ??????????????????,??buffer cache??granule???shared pool?,???????: MMAN??????????buffer cache???granule MMAN????granule??quiesce???(Moving 1 granule from inuse to quiesce list of DEFAULT buffer cache for an immediate req) DBWR???????quiesced???granule????buffer(dirty buffer) MMAN??shared pool????????(consume callback),granule?free?chunk???shared pool??(consume)?,????????????????????granule????shared granule??????,???????????granule???????????,??????pin??buffer??Metadata(???buffer header?LE)?????buffer cache??? ???granule???????shared pool,???granule?????shared??? ?????ASMM???????????,??????????: _enabled_shared_pool_duration:?????????10g????shared pool duration??,?????sga_target?0?????false;???10.2.0.5??cursor_space_for_time???true??????false,???10.2.0.5??cursor_space_for_time????? _memory_broker_shrink_heaps:???????0??Oracle?????shared pool?java pool,??????0,??shrink request??????????????????? _memory_management_tracing: ???????MMON?MMAN??????????(advisor)?????(Memory Broker)?????trace???;??ORA-04031????????36,???8?????????????trace,???23????Memory Broker decision???,???32???cache resize???;??????????: Level Contents 0×01 Enables statistics tracing 0×02 Enables policy tracing 0×04 Enables transfer of granules tracing 0×08 Enables startup tracing 0×10 Enables tuning tracing 0×20 Enables cache tracing ?????????_memory_management_tracing?????DUMP_TRANSFER_OPS????????????????,?????????????????trace?????????mman_trace?transfer_ops_dump? SQL> alter system set "_memory_management_tracing"=63; System altered Operation make shared pool grow and buffer cache shrink!!!.............. ???????granule?????,????default buffer pool?resize??: AUTO SGA: Request 0xdc9c2628 after pre-processing, ret=0 /* ???0xdc9c2628??????addr */ AUTO SGA: IMMEDIATE, FG request 0xdc9c2628 /* ???????????Immediate???? */ AUTO SGA: Receiver of memory is shared pool, size=16, state=3, flg=0 /* ?????????shared pool,???,????16?granule,??grow?? */ AUTO SGA: Donor of memory is DEFAULT buffer cache, size=106, state=4, flg=0 /* ???????Default buffer cache,????,????106?granule,??shrink?? */ AUTO SGA: Memory requested=3896, remaining=3896 /* ??immeidate request???????3896 bytes */ AUTO SGA: Memory received=0, minreq=3896, gransz=16777216 /* ????free?granule,??received?0,gransz?granule??? */ AUTO SGA: Request 0xdc9c2628 status is INACTIVE /* ??????????,??????inactive?? */ AUTO SGA: Init bef rsz for request 0xdc9c2628 /* ????????before-process???? */ AUTO SGA: Set rq dc9c2628 status to PENDING /* ?request??pending?? */ AUTO SGA: 0xca000000 rem=3896, rcvd=16777216, 105, 16777216, 17 /* ???????0xca000000?16M??granule */ AUTO SGA: Returning 4 from kmgs_process for request dc9c2628 AUTO SGA: Process req dc9c2628 ret 4, 1, a AUTO SGA: Resize done for pool DEFAULT, 8192 /* ???default pool?resize */ AUTO SGA: Init aft rsz for request 0xdc9c2628 AUTO SGA: Request 0xdc9c2628 after processing AUTO SGA: IMMEDIATE, FG request 0x7fff917964a0 AUTO SGA: Receiver of memory is shared pool, size=17, state=0, flg=0 AUTO SGA: Donor of memory is DEFAULT buffer cache, size=105, state=0, flg=0 AUTO SGA: Memory requested=3896, remaining=0 AUTO SGA: Memory received=16777216, minreq=3896, gransz=16777216 AUTO SGA: Request 0x7fff917964a0 status is COMPLETE /* shared pool????16M?granule */ AUTO SGA: activated granule 0xca000000 of shared pool ?????partial granule????????????trace: AUTO SGA: Request 0xdc9c2628 after pre-processing, ret=0 AUTO SGA: IMMEDIATE, FG request 0xdc9c2628 AUTO SGA: Receiver of memory is shared pool, size=82, state=3, flg=1 AUTO SGA: Donor of memory is DEFAULT buffer cache, size=36, state=4, flg=1 /* ????????shared pool,?????default buffer cache */ AUTO SGA: Memory requested=4120, remaining=4120 AUTO SGA: Memory received=0, minreq=4120, gransz=16777216 AUTO SGA: Request 0xdc9c2628 status is INACTIVE AUTO SGA: Init bef rsz for request 0xdc9c2628 AUTO SGA: Set rq dc9c2628 status to PENDING AUTO SGA: Moving granule 0x93000000 of DEFAULT buffer cache to activate list AUTO SGA: Moving 1 granule 0x8c000000 from inuse to quiesce list of DEFAULT buffer cache for an immediate req /* ???buffer cache??????0x8c000000?granule??????inuse list, ???????quiesce list? */ AUTO SGA: Returning 0 from kmgs_process for request dc9c2628 AUTO SGA: Process req dc9c2628 ret 0, 1, 20a AUTO SGA: activated granule 0x93000000 of DEFAULT buffer cache AUTO SGA: NOT_FREE for imm req for gran 0x8c000000 / * ??dbwr??0x8c000000 granule????dirty buffer */ AUTO SGA: Returning 0 from kmgs_process for request dc9c2628 AUTO SGA: Process req dc9c2628 ret 0, 1, 20a AUTO SGA: NOT_FREE for imm req for gran 0x8c000000 AUTO SGA: Returning 0 from kmgs_process for request dc9c2628 AUTO SGA: Process req dc9c2628 ret 0, 1, 20a AUTO SGA: NOT_FREE for imm req for gran 0x8c000000 AUTO SGA: Returning 0 from kmgs_process for request dc9c2628 AUTO SGA: Process req dc9c2628 ret 0, 1, 20a AUTO SGA: NOT_FREE for imm req for gran 0x8c000000 AUTO SGA: Returning 0 from kmgs_process for request dc9c2628 AUTO SGA: Process req dc9c2628 ret 0, 1, 20a AUTO SGA: NOT_FREE for imm req for gran 0x8c000000 AUTO SGA: Returning 0 from kmgs_process for request dc9c2628 AUTO SGA: Process req dc9c2628 ret 0, 1, 20a AUTO SGA: NOT_FREE for imm req for gran 0x8c000000 ......................................... AUTO SGA: Rcv shared pool consuming 8192 from 0x8c000000 in granule 0x8c000000; owner is DEFAULT buffer cache AUTO SGA: Rcv shared pool consuming 90112 from 0x8c002000 in granule 0x8c000000; owner is DEFAULT buffer cache AUTO SGA: Rcv shared pool consuming 24576 from 0x8c01a000 in granule 0x8c000000; owner is DEFAULT buffer cache AUTO SGA: Rcv shared pool consuming 65536 from 0x8c022000 in granule 0x8c000000; owner is DEFAULT buffer cache AUTO SGA: Rcv shared pool consuming 131072 from 0x8c034000 in granule 0x8c000000; owner is DEFAULT buffer cache AUTO SGA: Rcv shared pool consuming 286720 from 0x8c056000 in granule 0x8c000000; owner is DEFAULT buffer cache AUTO SGA: Rcv shared pool consuming 98304 from 0x8c09e000 in granule 0x8c000000; owner is DEFAULT buffer cache AUTO SGA: Rcv shared pool consuming 106496 from 0x8c0b8000 in granule 0x8c000000; owner is DEFAULT buffer cache ..................... /* ??shared pool????0x8c000000 granule??chunk, ??granule?owner????default buffer cache */ AUTO SGA: Imm xfer 0x8c000000 from quiesce list of DEFAULT buffer cache to partial inuse list of shared pool /* ???0x8c000000 granule?default buffer cache????????shared pool????inuse list */ AUTO SGA: Returning 4 from kmgs_process for request dc9c2628 AUTO SGA: Process req dc9c2628 ret 4, 1, 20a AUTO SGA: Init aft rsz for request 0xdc9c2628 AUTO SGA: Request 0xdc9c2628 after processing AUTO SGA: IMMEDIATE, FG request 0x7fffe9bcd0e0 AUTO SGA: Receiver of memory is shared pool, size=83, state=0, flg=1 AUTO SGA: Donor of memory is DEFAULT buffer cache, size=35, state=0, flg=1 AUTO SGA: Memory requested=4120, remaining=0 AUTO SGA: Memory received=14934016, minreq=4120, gransz=16777216 AUTO SGA: Request 0x7fffe9bcd0e0 status is COMPLETE /* ????partial transfer?? */ ?????partial transfer??????DUMP_TRANSFER_OPS????0x8c000000 partial granule???????,?: SQL> oradebug setmypid; Statement processed. SQL> oradebug dump DUMP_TRANSFER_OPS 1; Statement processed. SQL> oradebug tracefile_name; /s01/admin/G10R2/udump/g10r2_ora_21482.trc =======================trace content============================== GRANULE SIZE is 16777216 COMPONENT NAME : shared pool Number of granules in partially inuse list (listid 4) is 23 Granule addr is 0x8c000000 Granule owner is DEFAULT buffer cache /* ?0x8c000000 granule?shared pool?partially inuse list, ?????owner??default buffer cache */ Granule 0x8c000000 dump from owner perspective gptr = 0x8c000000, num buf hdrs = 1989, num buffers = 156, ghdr = 0x8cffe000 / * ?????granule?granule header????0x8cffe000, ????156?buffer block,1989?buffer header */ /* ??granule??????,??????buffer cache??shared pool chunk */ BH:0x8cf76018 BA:(nil) st:11 flg:20000 BH:0x8cf76128 BA:(nil) st:11 flg:20000 BH:0x8cf76238 BA:(nil) st:11 flg:20000 BH:0x8cf76348 BA:(nil) st:11 flg:20000 BH:0x8cf76458 BA:(nil) st:11 flg:20000 BH:0x8cf76568 BA:(nil) st:11 flg:20000 BH:0x8cf76678 BA:(nil) st:11 flg:20000 BH:0x8cf76788 BA:(nil) st:11 flg:20000 BH:0x8cf76898 BA:(nil) st:11 flg:20000 BH:0x8cf769a8 BA:(nil) st:11 flg:20000 BH:0x8cf76ab8 BA:(nil) st:11 flg:20000 BH:0x8cf76bc8 BA:(nil) st:11 flg:20000 BH:0x8cf76cd8 BA:0x8c018000 st:1 flg:622202 ............... Address 0x8cf30000 to 0x8cf74000 not in cache Address 0x8cf74000 to 0x8d000000 in cache Granule 0x8c000000 dump from receivers perspective Dumping layout Address 0x8c000000 to 0x8c018000 in sga heap(1,3) (idx=1, dur=4) Address 0x8c018000 to 0x8c01a000 not in this pool Address 0x8c01a000 to 0x8c020000 in sga heap(1,3) (idx=1, dur=4) Address 0x8c020000 to 0x8c022000 not in this pool Address 0x8c022000 to 0x8c032000 in sga heap(1,3) (idx=1, dur=4) Address 0x8c032000 to 0x8c034000 not in this pool Address 0x8c034000 to 0x8c054000 in sga heap(1,3) (idx=1, dur=4) Address 0x8c054000 to 0x8c056000 not in this pool Address 0x8c056000 to 0x8c09c000 in sga heap(1,3) (idx=1, dur=4) Address 0x8c09c000 to 0x8c09e000 not in this pool Address 0x8c09e000 to 0x8c0b6000 in sga heap(1,3) (idx=1, dur=4) Address 0x8c0b6000 to 0x8c0b8000 not in this pool Address 0x8c0b8000 to 0x8c0d2000 in sga heap(1,3) (idx=1, dur=4) ???????granule?????shared granule??????,?????????buffer block,????1?shared subpool??????durtaion?4?chunk,duration=4?execution duration;??duration?chunk???????????,??extent???quiesce list??????????????free?execution duration?????????????,??????duration???extent(??????extent????granule)??????? ?????????????ASMM?????????,????: V$SGAINFODisplays summary information about the system global area (SGA). V$SGADisplays size information about the SGA, including the sizes of different SGA components, the granule size, and free memory. V$SGASTATDisplays detailed information about the SGA. V$SGA_DYNAMIC_COMPONENTSDisplays information about the dynamic SGA components. This view summarizes information based on all completed SGA resize operations since instance startup. V$SGA_DYNAMIC_FREE_MEMORYDisplays information about the amount of SGA memory available for future dynamic SGA resize operations. V$SGA_RESIZE_OPSDisplays information about the last 400 completed SGA resize operations. V$SGA_CURRENT_RESIZE_OPSDisplays information about SGA resize operations that are currently in progress. A resize operation is an enlargement or reduction of a dynamic SGA component. V$SGA_TARGET_ADVICEDisplays information that helps you tune SGA_TARGET. ?????????shared pool duration???,?????????

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