| Lecture 1 – Introduction : Lecture 1 – Introduction CSE 490h – Introduction to Distributed Computing, Spring 2007 Except as otherwise noted, the content of this presentation is licensed under the Creative Commons Attribution 2.5 License.
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| Outline : Outline Scope of Problems
A Brief History
Parallel vs. Distributed Computing
Parallelization and Synchronization
Prelude to MapReduce |
| Computer Speedup : Computer Speedup Moore’s Law: “The density of transistors on a chip doubles every 18 months, for the same cost” (1965) Image: Tom’s Hardware |
| Scope of problems : Scope of problems What can you do with 1 computer?
What can you do with 100 computers?
What can you do with an entire data center?
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| Distributed problems : Distributed problems Rendering multiple frames of high-quality animation
Image: DreamWorks Animation |
| Distributed problems : Distributed problems Simulating several hundred or thousand characters Happy Feet © Kingdom Feature Productions; Lord of the Rings © New Line Cinema |
| Distributed problems : Distributed problems Indexing the web (Google)
Simulating an Internet-sized network for networking experiments (PlanetLab)
Speeding up content delivery (Akamai)
What is the key attribute that all these examples have in common? |
| Parallel vs. Distributed : Parallel vs. Distributed Parallel computing can mean:
Vector processing of data (SIMD)
Multiple CPUs in a single computer (MIMD)
Distributed computing is multiple CPUs across many computers (MIMD) |
| A Brief History… 1975-85 : A Brief History… 1975-85 Parallel computing was favored in the early years
Primarily vector-based at first
Gradually more thread-based parallelism was introduced
Cray 2 supercomputer (Wikipedia) |
| A Brief History… 1985-95 : “Massively parallel architectures” start rising in prominence
Message Passing Interface (MPI) and other libraries developed
Bandwidth was a big problem A Brief History… 1985-95 |
| A Brief History… 1995-Today : A Brief History… 1995-Today Cluster/grid architecture increasingly dominant
Special node machines eschewed in favor of COTS technologies
Web-wide cluster software
Companies like Google take this to the extreme (thousands of nodes/cluster) |
| Parallelization & Synchronization : Parallelization & Synchronization |
| Parallelization Idea : Parallelization Idea Parallelization is “easy” if processing can be cleanly split into n units: |
| Parallelization Idea (2) : Parallelization Idea (2) In a parallel computation, we would like to have as many threads as we have processors. e.g., a four-processor computer would be able to run four threads at the same time. |
| Parallelization Idea (3) : Parallelization Idea (3) |
| Parallelization Idea (4) : Parallelization Idea (4) |
| Parallelization Pitfalls : Parallelization Pitfalls But this model is too simple!
How do we assign work units to worker threads?
What if we have more work units than threads?
How do we aggregate the results at the end?
How do we know all the workers have finished?
What if the work cannot be divided into completely separate tasks? What is the common theme of all of these problems? |
| Parallelization Pitfalls (2) : Parallelization Pitfalls (2) Each of these problems represents a point at which multiple threads must communicate with one another, or access a shared resource.
Golden rule: Any memory that can be used by multiple threads must have an associated synchronization system! |
| What is Wrong With This? : What is Wrong With This? Thread 1:
void foo() {
x++;
y = x;
} Thread 2:
void bar() {
y++;
x+=3;
} If the initial state is y = 0, x = 6, what happens after these threads finish running? |
| Multithreaded = Unpredictability : Multithreaded = Unpredictability When we run a multithreaded program, we don’t know what order threads run in, nor do we know when they will interrupt one another. Thread 1:
void foo() {
eax = mem[x];
inc eax;
mem[x] = eax;
ebx = mem[x];
mem[y] = ebx;
} Thread 2:
void bar() {
eax = mem[y];
inc eax;
mem[y] = eax;
eax = mem[x];
add eax, 3;
mem[x] = eax;
} Many things that look like “one step” operations actually take several steps under the hood: |
| Multithreaded = Unpredictability : Multithreaded = Unpredictability This applies to more than just integers:
Pulling work units from a queue
Reporting work back to master unit
Telling another thread that it can begin the “next phase” of processing
… All require synchronization! |
| Synchronization Primitives : Synchronization Primitives A synchronization primitive is a special shared variable that guarantees that it can only be accessed atomically.
Hardware support guarantees that operations on synchronization primitives only ever take one step |
| Semaphores : Semaphores A semaphore is a flag that can be raised or lowered in one step
Semaphores were flags that railroad engineers would use when entering a shared track Only one side of the semaphore can ever be red! (Can both be green?) |
| Semaphores : Semaphores set() and reset() can be thought of as lock() and unlock()
Calls to lock() when the semaphore is already locked cause the thread to block.
Pitfalls: Must “bind” semaphores to particular objects; must remember to unlock correctly |
| The “corrected” example : The “corrected” example Thread 1:
void foo() {
sem.lock();
x++;
y = x;
sem.unlock();
} Thread 2:
void bar() {
sem.lock();
y++;
x+=3;
sem.unlock();
} Global var “Semaphore sem = new Semaphore();” guards access to x & y |
| Condition Variables : Condition Variables A condition variable notifies threads that a particular condition has been met
Inform another thread that a queue now contains elements to pull from (or that it’s empty – request more elements!)
Pitfall: What if nobody’s listening?
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| The final example : The final example Thread 1:
void foo() {
sem.lock();
x++;
y = x;
fooDone = true;
sem.unlock();
fooFinishedCV.notify();
} Thread 2:
void bar() {
sem.lock();
if(!fooDone) fooFinishedCV.wait(sem);
y++;
x+=3;
sem.unlock();
} Global vars: Semaphore sem = new Semaphore(); ConditionVar fooFinishedCV = new ConditionVar(); boolean fooDone = false; |
| Barriers : Barriers A barrier knows in advance how many threads it should wait for. Threads “register” with the barrier when they reach it, and fall asleep.
Barrier wakes up all registered threads when total count is correct
Pitfall: What happens if a thread takes a long time? |
| Too Much Synchronization? Deadlock : Too Much Synchronization? Deadlock Synchronization becomes even more complicated when multiple locks can be used
Can cause entire system to “get stuck”
Thread A:
semaphore1.lock();
semaphore2.lock();
/* use data guarded by
semaphores */
semaphore1.unlock();
semaphore2.unlock();
Thread B:
semaphore2.lock();
semaphore1.lock();
/* use data guarded by
semaphores */
semaphore1.unlock();
semaphore2.unlock();
(Image: RPI CSCI.4210 Operating Systems notes) |
| The Moral: Be Careful! : The Moral: Be Careful! Synchronization is hard
Need to consider all possible shared state
Must keep locks organized and use them consistently and correctly
Knowing there are bugs may be tricky; fixing them can be even worse!
Keeping shared state to a minimum reduces total system complexity |
| Prelude to MapReduce : Prelude to MapReduce We saw earlier that explicit parallelism/synchronization is hard
Synchronization does not even answer questions specific to distributed computing, like how to move data from one machine to another
Fortunately, MapReduce handles this for us |
| Prelude to MapReduce : Prelude to MapReduce MapReduce is a paradigm designed by Google for making a subset (albeit a large one) of distributed problems easier to code
Automates data distribution & result aggregation
Restricts the ways data can interact to eliminate locks (no shared state = no locks!) |