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% Atomics
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Rust pretty blatantly just inherits C11's memory model for atomics. This is not
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due this model being particularly excellent or easy to understand. Indeed, this
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model is quite complex and known to have [several flaws][C11-busted]. Rather, it
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is a pragmatic concession to the fact that *everyone* is pretty bad at modeling
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atomics. At very least, we can benefit from existing tooling and research around
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C.
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Trying to fully explain the model in this book is fairly hopeless. It's defined
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in terms of madness-inducing causality graphs that require a full book to
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properly understand in a practical way. If you want all the nitty-gritty
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details, you should check out [C's specification (Section 7.17)][C11-model].
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Still, we'll try to cover the basics and some of the problems Rust developers
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face.
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The C11 memory model is fundamentally about trying to bridge the gap between the
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semantics we want, the optimizations compilers want, and the inconsistent chaos
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our hardware wants. *We* would like to just write programs and have them do
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exactly what we said but, you know, fast. Wouldn't that be great?
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# Compiler Reordering
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Compilers fundamentally want to be able to do all sorts of crazy transformations
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to reduce data dependencies and eliminate dead code. In particular, they may
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radically change the actual order of events, or make events never occur! If we
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write something like
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```rust,ignore
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x = 1;
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y = 3;
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x = 2;
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```
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The compiler may conclude that it would be best if your program did
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```rust,ignore
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x = 2;
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y = 3;
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```
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This has inverted the order of events and completely eliminated one event.
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From a single-threaded perspective this is completely unobservable: after all
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the statements have executed we are in exactly the same state. But if our
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program is multi-threaded, we may have been relying on `x` to actually be
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assigned to 1 before `y` was assigned. We would like the compiler to be
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able to make these kinds of optimizations, because they can seriously improve
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performance. On the other hand, we'd also like to be able to depend on our
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program *doing the thing we said*.
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# Hardware Reordering
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On the other hand, even if the compiler totally understood what we wanted and
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respected our wishes, our hardware might instead get us in trouble. Trouble
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comes from CPUs in the form of memory hierarchies. There is indeed a global
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shared memory space somewhere in your hardware, but from the perspective of each
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CPU core it is *so very far away* and *so very slow*. Each CPU would rather work
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with its local cache of the data and only go through all the anguish of
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talking to shared memory only when it doesn't actually have that memory in
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cache.
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After all, that's the whole point of the cache, right? If every read from the
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cache had to run back to shared memory to double check that it hadn't changed,
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what would the point be? The end result is that the hardware doesn't guarantee
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that events that occur in the same order on *one* thread, occur in the same
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order on *another* thread. To guarantee this, we must issue special instructions
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to the CPU telling it to be a bit less smart.
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For instance, say we convince the compiler to emit this logic:
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```text
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initial state: x = 0, y = 1
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THREAD 1 THREAD2
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y = 3; if x == 1 {
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x = 1; y *= 2;
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}
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```
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Ideally this program has 2 possible final states:
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* `y = 3`: (thread 2 did the check before thread 1 completed)
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* `y = 6`: (thread 2 did the check after thread 1 completed)
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However there's a third potential state that the hardware enables:
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* `y = 2`: (thread 2 saw `x = 1`, but not `y = 3`, and then overwrote `y = 3`)
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It's worth noting that different kinds of CPU provide different guarantees. It
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|
is common to separate hardware into two categories: strongly-ordered and weakly-
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|
ordered. Most notably x86/64 provides strong ordering guarantees, while ARM
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|
provides weak ordering guarantees. This has two consequences for concurrent
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programming:
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* Asking for stronger guarantees on strongly-ordered hardware may be cheap or
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even free because they already provide strong guarantees unconditionally.
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Weaker guarantees may only yield performance wins on weakly-ordered hardware.
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* Asking for guarantees that are too weak on strongly-ordered hardware is
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more likely to *happen* to work, even though your program is strictly
|
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|
incorrect. If possible, concurrent algorithms should be tested on
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weakly-ordered hardware.
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# Data Accesses
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The C11 memory model attempts to bridge the gap by allowing us to talk about the
|
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|
*causality* of our program. Generally, this is by establishing a *happens
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|
before* relationship between parts of the program and the threads that are
|
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|
running them. This gives the hardware and compiler room to optimize the program
|
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|
more aggressively where a strict happens-before relationship isn't established,
|
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|
but forces them to be more careful where one is established. The way we
|
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|
communicate these relationships are through *data accesses* and *atomic
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|
accesses*.
|
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|
|
Data accesses are the bread-and-butter of the programming world. They are
|
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|
|
fundamentally unsynchronized and compilers are free to aggressively optimize
|
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|
them. In particular, data accesses are free to be reordered by the compiler on
|
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|
|
the assumption that the program is single-threaded. The hardware is also free to
|
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|
propagate the changes made in data accesses to other threads as lazily and
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|
|
inconsistently as it wants. Most critically, data accesses are how data races
|
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|
|
happen. Data accesses are very friendly to the hardware and compiler, but as
|
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|
|
we've seen they offer *awful* semantics to try to write synchronized code with.
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|
Actually, that's too weak.
|
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|
**It is literally impossible to write correct synchronized code using only data
|
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|
accesses.**
|
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|
Atomic accesses are how we tell the hardware and compiler that our program is
|
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|
|
multi-threaded. Each atomic access can be marked with an *ordering* that
|
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|
|
specifies what kind of relationship it establishes with other accesses. In
|
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|
|
practice, this boils down to telling the compiler and hardware certain things
|
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|
|
they *can't* do. For the compiler, this largely revolves around re-ordering of
|
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|
|
instructions. For the hardware, this largely revolves around how writes are
|
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|
|
propagated to other threads. The set of orderings Rust exposes are:
|
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|
|
|
|
|
|
* Sequentially Consistent (SeqCst)
|
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|
|
* Release
|
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|
|
* Acquire
|
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|
|
* Relaxed
|
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|
|
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|
|
|
(Note: We explicitly do not expose the C11 *consume* ordering)
|
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|
|
|
|
|
|
TODO: negative reasoning vs positive reasoning? TODO: "can't forget to
|
|
|
|
synchronize"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Sequentially Consistent
|
|
|
|
|
|
|
|
Sequentially Consistent is the most powerful of all, implying the restrictions
|
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|
|
of all other orderings. Intuitively, a sequentially consistent operation
|
|
|
|
cannot be reordered: all accesses on one thread that happen before and after a
|
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|
|
SeqCst access stay before and after it. A data-race-free program that uses
|
|
|
|
only sequentially consistent atomics and data accesses has the very nice
|
|
|
|
property that there is a single global execution of the program's instructions
|
|
|
|
that all threads agree on. This execution is also particularly nice to reason
|
|
|
|
about: it's just an interleaving of each thread's individual executions. This
|
|
|
|
does not hold if you start using the weaker atomic orderings.
|
|
|
|
|
|
|
|
The relative developer-friendliness of sequential consistency doesn't come for
|
|
|
|
free. Even on strongly-ordered platforms sequential consistency involves
|
|
|
|
emitting memory fences.
|
|
|
|
|
|
|
|
In practice, sequential consistency is rarely necessary for program correctness.
|
|
|
|
However sequential consistency is definitely the right choice if you're not
|
|
|
|
confident about the other memory orders. Having your program run a bit slower
|
|
|
|
than it needs to is certainly better than it running incorrectly! It's also
|
|
|
|
mechanically trivial to downgrade atomic operations to have a weaker
|
|
|
|
consistency later on. Just change `SeqCst` to `Relaxed` and you're done! Of
|
|
|
|
course, proving that this transformation is *correct* is a whole other matter.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Acquire-Release
|
|
|
|
|
|
|
|
Acquire and Release are largely intended to be paired. Their names hint at their
|
|
|
|
use case: they're perfectly suited for acquiring and releasing locks, and
|
|
|
|
ensuring that critical sections don't overlap.
|
|
|
|
|
|
|
|
Intuitively, an acquire access ensures that every access after it stays after
|
|
|
|
it. However operations that occur before an acquire are free to be reordered to
|
|
|
|
occur after it. Similarly, a release access ensures that every access before it
|
|
|
|
stays before it. However operations that occur after a release are free to be
|
|
|
|
reordered to occur before it.
|
|
|
|
|
|
|
|
When thread A releases a location in memory and then thread B subsequently
|
|
|
|
acquires *the same* location in memory, causality is established. Every write
|
|
|
|
that happened before A's release will be observed by B after its release.
|
|
|
|
However no causality is established with any other threads. Similarly, no
|
|
|
|
causality is established if A and B access *different* locations in memory.
|
|
|
|
|
|
|
|
Basic use of release-acquire is therefore simple: you acquire a location of
|
|
|
|
memory to begin the critical section, and then release that location to end it.
|
|
|
|
For instance, a simple spinlock might look like:
|
|
|
|
|
|
|
|
```rust
|
|
|
|
use std::sync::Arc;
|
|
|
|
use std::sync::atomic::{AtomicBool, Ordering};
|
|
|
|
use std::thread;
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
let lock = Arc::new(AtomicBool::new(false)); // value answers "am I locked?"
|
|
|
|
|
|
|
|
// ... distribute lock to threads somehow ...
|
|
|
|
|
|
|
|
// Try to acquire the lock by setting it to true
|
|
|
|
while lock.compare_and_swap(false, true, Ordering::Acquire) { }
|
|
|
|
// broke out of the loop, so we successfully acquired the lock!
|
|
|
|
|
|
|
|
// ... scary data accesses ...
|
|
|
|
|
|
|
|
// ok we're done, release the lock
|
|
|
|
lock.store(false, Ordering::Release);
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
|
|
|
On strongly-ordered platforms most accesses have release or acquire semantics,
|
|
|
|
making release and acquire often totally free. This is not the case on
|
|
|
|
weakly-ordered platforms.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Relaxed
|
|
|
|
|
|
|
|
Relaxed accesses are the absolute weakest. They can be freely re-ordered and
|
|
|
|
provide no happens-before relationship. Still, relaxed operations are still
|
|
|
|
atomic. That is, they don't count as data accesses and any read-modify-write
|
|
|
|
operations done to them occur atomically. Relaxed operations are appropriate for
|
|
|
|
things that you definitely want to happen, but don't particularly otherwise care
|
|
|
|
about. For instance, incrementing a counter can be safely done by multiple
|
|
|
|
threads using a relaxed `fetch_add` if you're not using the counter to
|
|
|
|
synchronize any other accesses.
|
|
|
|
|
|
|
|
There's rarely a benefit in making an operation relaxed on strongly-ordered
|
|
|
|
platforms, since they usually provide release-acquire semantics anyway. However
|
|
|
|
relaxed operations can be cheaper on weakly-ordered platforms.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
[C11-busted]: http://plv.mpi-sws.org/c11comp/popl15.pdf
|
|
|
|
[C11-model]: http://www.open-std.org/jtc1/sc22/wg14/www/standards.html#9899
|