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4 Performance Measurement and Debugging

4.1 Introduction

Before we set to work developing parallel programs, we need to consider two more basic questions of programming mechanics. Debugging parallel programs raises certain problems (centering on deadlock and non-determinism) that are new and different—although, as we discuss, the significance of these issues is rather modest in practical terms. Performance analysis and tuning is a crucial issue in parallel programming. The whole point is to write programs that run fast. Once an application is up and running, we must know how well we are doing, and how to do better. These two basic issues are closely related, in fact, in the sense that performance debugging is a crucial aspect of code development for parallelism. Once logical debugging is complete, we know that our code runs correctly. But a "performance bug" that makes a program run too slowly is, in one sense, every bit as significant as a "logic bug" that makes it compute incorrectly. A parallel program that doesn't run fast is, in most cases, approximately as useful as a parallel program that doesn't run at all.

4.2 Debugging

Debugging involves two issues—the systems tools you rely on to accomplish it, and the logical questions you expect to deal with. In the sequential world, symbolic debuggers are the main line of defense as far as tools go. The problems posed by sequential debugging are well known. In the following discussion, we consider debugging in the coordination language framework; then we move on to the special logical problems associated with parallel-program debugging.

4.2.1 Introduction: software tools for debugging in the coordination language framework

The debugging of parallel programs is often held up as a complex and arcane art, but (luckily) it isn't. The concepts of coordination language and coordination framework make it possible to deal with parallel debugging as an incremental extension to ordinary sequential debugging. A parallel program consists of some ordinary sequential programs bound together by a coordination framework. We already know how to debug the sequential programs—whatever approach you take to debugging sequential programs, and whatever tools you rely on, can in principle be carried over intact to the parallel environment. Parallel debugging reduces, accordingly, to the following question: how do we debug a coordination framework? So far as the tools are concerned, there is a high-tech and a low-tech approach.

In the high-tech approach we use a coordination framework debugger that relates to conventional sequential-language symbolic debuggers just as coordination languages relate to sequential languages. The coordination debugger shows you the coordination state of the program, and gives you access to sequential debuggers focused on individual processes. Thus it organizes or "glues together" a collection of sequential debuggers in the same way that a coordination language glues together a collection of sequential processes.

In the low-tech approach, we improvise the coordination debugger, perhaps by creating multiple windows with a sequential debugger running in each. The low-tech approach sounds painful, and it is—particularly when you need to debug a large, diverse process ensemble. But it's important to note that there is a crucial relationship between programming methods on the one hand and debugging on the other. Master-worker programs have a fascinating characteristic: no matter how large they grow, they involve only two kinds of processes, and they run in exactly the same way (in logical terms) whether they are executed with one worker or with ten thousand. During the logical-debugging stage, we'll run such programs with a single master and a single worker (or two workers, to allow for any effects that appear only when there is concurrency among workers). The extent of the actual parallelism in such a program is (obviously) modest. The logistics of such an application are readily handled.

Simple master-worker programs (one master, many identical workers) give rise to more complicated variants. These may involve many specialized masters or several pools of workers. But the general principle still holds.

4.2.2 Tuplescope

The"high-tech" debugging/monitoring/visualization tool for Linda coordination frameworks is called Tuplescope. Tuplescope presents a "visualization" of tuple space (figure 4.1). One of Tuplescope's major functions is the coordination of debugging agents, just as Linda coordinates computation agents. Tuplescope initially offers the user a window on the contents of tuple space. This window is divided into panes representing disjoint spheres of activity. Operations acting on the tuples in one pane are of no interest to operations acting in another pane. Tuples and processes are represented iconically in the panes. As the computation unfolds, tuples appear and disappear, and processes flit from pane to pane as their foci change.

 

Here, Tuplescope is focused on a program whose tuple space has been partitioned into four panes. The panes are rectangles; each is labeled with a template summarizing the tuples whose activities are captured by the pane. (The nested square icon is a resize button—the pane ("summation", INT, INT) has been enlarged. A data tuple is represented by a round icon. A live tuple (process) is represented by square-ish icon (labeled with the process's id): a fat arrow (upward pointing indicates the process's last Linda operation was an in; downward, an out) or a diamond (the process is blocked). Tuples can be "moused" to reveal the fields of a data tuple or the source for the last Linda operation executed by a live tuple. Debug scripts can be written to specify breakpoints based on a variety of conditions. The small window gives one such script. The figure displays tuple space at the moment this condition was triggered. The icon of the live tuple involved has been notched (Process 2) and the data tuple's icon has been flattened into a black disk. The data tuple icon has been moused to display its fields. A control panel, placed above the tuple space display, allows the user to set and change parameters altering the kind of information displayed, the amount, and the speed of update. It also allows the user to start and stop execution as well as activate debugging scripts.

Each of the objects represented can be studied in greater detail by zooming in. A data tuple close-up reveals the structure of the tuple: its fields and their values. A process tuple becomes, upon closer scrutiny, a text window with Linda operations highlighted, while zooming closer still lays bare the process's code and environment to the prying eyes of a full-fledged debugger (a member of the dbx family, for example.)

Tuplescope is nice if you have it (or the equivalent for some other coordination language). If you don't, there are ways to make do without it. In either case, the logical problems of parallel debugging are the same.

4.2.3 Logical problems in parallel debugging

Viewers all over the county have noticed that, whenever the local TV news does a man-on-the-street interview spot, and the topic is parallel code development, responses show a striking consistency from Pasadena to Paramus. Everyone agrees that non-determinacy and deadlock are the lurking dangers. The man-on-the-street is right. These are problems that are peculiar to concurrent programs, problems that sequential debugging rarely faces. We're glad to report, however, that in most cases the dangers are actually quite modest.

Deadlock. It's not surprising that explicit concern with communication gives rise to a new class of bugs.The most fundamental is deadlock. Suppose we have a program with two components, processes A and B. If the program enters a state in which A is waiting for a tuple from B and B is waiting for a tuple from A, the program is deadlocked—no further progress will be made. Obviously more complex cases can (and do) occur. In the general case, an arbitrarily-long cycle will exist. The elements of the cycle are by turns processes and resources (in our case, tuples). Each process in the cycle owns the previous tuple (is the only process that can generate said tuple, in other words), and wants the next one.

A "feature" of deadlocks is that they cannot, in general, be distinguished from other cases in which a program is progressing slowly, or has died for some other reason (for example, some process has core dumped and the operating system hasn't told anyone). Hence, the program developer must know how to detect deadlock. We'll describe two approaches that have been used to detect deadlock in Linda programs. (Similar approaches are possible, of course, in other coordination languages.)

Some implementations look for deadlock at run time. The basis for such a method is a protocol that requires a check each time a process is blocked on a tuple request. If the process about to block is the last one not blocked, deadlock can be declared and we can all go home. All processes exit after writing a status message identifying themselves and the operation they are executing.

The details of this mechanism are not trivial; in fact, efficient implementations for some environments (e.g., local area networks) remains a research topic.

This mechanism suffers from the limitation that it detects only total deadlock. There are two common ways in which partial deadlock might occur. It may be that two processes are mutually deadlocked, effectively dropping out of the computation—and yet the computation is structured in such a way that it can still complete. Or some processes may be blocked on something other than a tuple space operation. If, in the simple example above, another process was blocked waiting, say, for input, it would never appear blocked on a tuple space operation, and thus the detection condition would not be satisfied. It would be possible to refine the detection scheme at the cost of complexity and reduced efficiency, but there's often a better way.

Detecting deadlock using Tuplescope is a simple matter: if all the process icons are in the blocked state, the program is deadlocked. (If any process icon remains blocked, there may be something wrong.)

Luckily, deadlock in parallel applications is a surprisingly infrequent problem. Mutual dependence is not a characteristic of most parallel computations. (It's more frequently an issue in distributed systems; we discuss the problem again, from this point of view, in chapter 9.) Typically, parallel applications use a sequence of tuples to represent the evolving computation state. Updates to the state are often accomplished via paired in and out operations. As long as the state variable is "created" (the tuple representing the initial state is outed), its existence is preserved over every update. Hence further updates and further read operations need never block indefinitely.

(Linda programmers do sometimes experience a problem that is vaguely related to deadlock—they write ins that almost, but don't quite, match their outs. The C-Linda linker flags in or rd statements for which no matching tuple will ever be generated. It remains the case, though, that generating a slightly wrong set of tuples—wrong in number or in content—can leave an in or rd statement hanging.)

Non-determinism. Non-determinism refers to those aspects of a program's behavior that can't be predicted from the source program. Linda's in operation, for example, is defined in such a way that some matching tuple is returned. We can't say which one. If many processes are blocked on similar in statements, and an out creates a tuple that will match any one of them, some blocked process will get the tuple and continue. But again, we can't predict which one.

This kind of "semantic non-determinism"—non-determinism that is an explicit part of a language definition—isn't an attribute of Linda per se, nor an attribute of parallel or coordination languages exclusively. It arises in circumstances where imposing a fixed order is unnatural, hence semantically inappropriate, and a burden on a language's users; hence too, an unnecessary restriction on the implementation. If many processes reach for a tuple simultaneously, the simplest and most natural thing to say is that "one of them gets it"—not that "the one in the red hat gets it," or "the one with lowest process id gets it," or whatever. Any such rule is likely to be arbitrary, and arbitrary (as opposed to logical) rules are best avoided. Not bothering the user with arbitrary rules also, of course, frees the implementation from enforcing arbitrary rules. The more freedom an implementation has, the more opportunity it has to do the easiest or the fastest thing at runtime. (The same may hold in sequential languages. The order in which arguments to a function are evaluated is generally left unspecified—to choose what is probably the most significant example.)

Another kind of non-determinism has to do not with the language definition (except in the most general sense), but with the execution model. When processes execute asynchronously, we can't say how each one's internal activities will relate to the others. On different runs, the relationships might be different. If processes P and Q each execute an out statement, sometime P 's tuple may be generated first and other times Q 's may be (unless there is some logical dependence between the operations).

In the context of result and agenda parallelism, non-determinism of all kinds tends to be a minor consideration, so far as debugging goes. In result-parallel codes, execution is governed by data-dependencies. A given process runs when and only when all the processes it depends upon have completed. Processes execute simultaneously exactly when they have no relationship at all. The one-worker debugging model for master-worker agenda parallelism sharply constrains the extent to which non-determinism can occur. This isn't a mere debugging trick, though—it points to a deeper issue. We can debug with a single worker because the program behaves as if it had only one worker, regardless of the number it actually does have. Worker processes have no direct inter-relationships. Any significant non-determinism will occur in the context of the master-worker relationship only.

Specialist parallelism can be more problematic. As we've seen, though, specialist parallelism is usually implemented using message passing. If we use ordered message streams, one kind of non-determinism is eliminated. Non-determinism still occurs with regard to the order in which processes are allowed to append messages to a multi-source stream, or remove them from a multi-sink stream. But most programs are insensitive to such non-determinism, which can of course be eliminated, if need be, by breaking one stream into many.

4.3 Performance

Once a parallel program has been written and debugged, it's incumbent upon the author to explore the code's performance. If it doesn't run faster as more processors are made available, at least up to a point, it's a failure.

The usual measures of parallel performance, and the ones we will concentrate on here, are speedup and efficiency. Speedup is the ratio of sequential run time to parallel run time. Efficiency is the ratio of speedup to number of processors.

Unfortunately, these apparently simple definitions conceal much complexity. For example, what do we mean by "sequential run time"? In measuring a parallel application's performance, we need to establish what we are gaining in real terms. A parallel program is ordinarily costlier than a conventional, sequential version of the same algorithm: creating and coordinating processes takes time. Running an efficient parallel program on many processors allows us to recoup the overhead and come out ahead in absolute terms. An inefficient parallel program, on the other hand, may demonstrate impressive relative speedup—it may run faster on many processors than on one—without ever amortizing the "overhead of parallelization" and achieving absolute speedup. (Readers should be alert to this point in assessing data on parallel programming experiments.)

Clearly, then, we need to benchmark our parallel programs against the "comparable" sequential version. Establishing what's "comparable," though, can be tricky. When a parallel application starts life as a sequential program, this sequential program may be the natural comparison point. In fact, most "real" parallel programs—programs that are developed for production use—do start life not as blank sheets of paper but as ordinary, sequential programs that run too slowly. But suppose that the most natural sequential starting point doesn't represent the most efficient sequential strategy? The best sequential algorithm may parallelize poorly; another approach, worse in the sequential case, may parallelize better. In these cases we are obliged, within reason, to compare the parallel program to a different sequential version that represents our best shot at good sequential performance.

Once we've decided what our two comparison programs will be, subtle questions remain. One of the most important and common has to do with differences in problem size. Solving the same size problem sequentially and in parallel can result in artifacts that reflect not the programming effort per se, but the memory hierarchy of the machine used in the comparison. We will run the sequential version on one processor of a parallel machine, and the parallel version on many processors of the same machine, to control for hardware as far as possible. But each sub-computation within a parallel program will generally be "smaller" than the sequential computation in its entirety. Because of the size difference, memory references in the parallel sub-computations may have a better chance of hitting in cache, yielding a performance benefit that is real but (in a sense) accidental. The aggregate memory of the parallel machine may (for distributed-memory machines, probably will) exceed the capacity of the node on which we execute the sequential version. This too can lead to faster memory access for the parallel code. Ought we to say, then, that a true comparison must compare the parallel program against a sequential version running on a different machine, one whose aggregate memory is the same size as the parallel machine's, or with a larger cache to compensate for the larger problem sizes, and so on? If so, we are writing a complex, burdensome and (ultimately) subjective list of requirements. It's more reasonable to acknowledge the fact that, in practice, it's almost impossible to avoid some element of "unfairness" in this kind of performance testing.

Scaling the problem to "fit" better for the sequential case represents another course of action, but this leads to its own set of problems. Obviously we can't directly compare a small sequential problem to a large parallel problem. But we can't restrict parallel testing to small problems only, because parallelism becomes more valuable as the problem size gets larger. The whole point, after all, is to run large, computationally expensive problems well—not to be able to improve the performance of small problems that run adequately on conventional machines. Can we run a small sequential problem, and use a performance model to extrapolate its behavior to the larger problem sizes that we use in the parallel test runs? Yes, in principle. But different components of the computation may scale differently, and achieving a sufficiently accurate performance model to yield reliable figures will often prove a difficult exercise.

Our best bet, in sum, is to be reasonable, and to accept the inherent imprecision of the assignment. We will compare a parallel program with a "reasonable" sequential version. We'll run the sequential problem on one node of a parallel machine, and parallel versions of the same size problem on many nodes of the same machine. The next step is to study the performance figures, and attempt to understand them.

4.3.1 Modeling the behavior of parallel programs

As a first approximation, we can (or would like to) model performance by an expression of the form

a/k + b,

where a represents the amount of time taken by the parallelized component of the parallel program, b represents the time taken by the serial component, and k is the number of processors. We assume that the parallel and sequential programs are essentially the same algorithmically. Note, though, that a and b might not sum to the sequential time tSeq . Both a and b may be larger than their counterparts in the sequential version. It's possible (in fact likely) that parallelization will add to both components—will add additional work that can be parallelized and additional work that cannot be. Ideally, we would like

a = tSeq ,

b = 0.

But in practice, (parallelizable) overhead will be introduced when we write the parallel version, and there will also be some inherently serial parts of our algorithm (often including problem set up and take down, for example), and some inherently serial aspects of our coordination framework (for example, synchronization and certain communication costs).

Although we haven't explicitly indicated the dependence, both a and b can (and likely will) vary both with k and and with the size of the problem.

Assuming for the moment that a and b are essentially independent of k, consider what happens in two different cases: k is very large, and k is small.

First, suppose we are willing to buy performance by adding processors. We don't care about efficiency, so long as each new processor reduces run time. As k grows arbitrarily large, the ratio tSeq /b sets an upper limit on speedup. (This constraint is closely related to "Amdahl's Law": speedup = 1/1 - f,, where f is the fraction of the code that can be parallelized. If none of the code can be parallelized, f = 0 , and the maximum speedup is one—that is, no speedup. If all code is parallelizable, then f = 1 and potential speedup is, in the abstract, unlimited.) To reduce this absolute limit on speedup, our only choice is to reduce b , the non-parallelizable part of the program.

Now, suppose that we are not blessed with an unlimited number of processors. If k is bounded by K (i.e., we are presented with a fixed number of processors), such that a/K >> b, then b is no longer our major concern. If we consider efficiency (achieved speedup divided by the number of processors), we can derive a relation similar to the one for absolute speedup: efficiency is limited by tSeq /a. Given a fixed number of processors, we can no longer tolerate ineffective use of a processor's computing time; we must minimize time wasted on overhead, by attempting to make tSeq /a as close to 1 as possible—in particular, by minimizing the (parallelizable) overheads we introduced when we turned our serial code into a parallel program. Of course we need the make sure that, in the process of doing so, we don't increase b significantly.

In other words: when we have an unlimited number of processors, efficiency (in principle) doesn't matter. We can neglect efficiency in two ways. We can leave some of our processors mostly idle; a mostly-idle processor can still contribute to absolute performance if it kicks in exactly when we need it (at a particularly compute-intensive juncture), and then goes back to sleep. Or, we can keep all of our processors busy full-time, but busy ineffectively—spending much of their time on overhead introduced during the process of parallelization. If processors waste most of their time on overhead, we can still achieve good absolute performance: if performance is inadequate, we simply hire more processors. (This is the federal bureaucracy model of parallel computing). Performance in this setting is limited only by the unparallelizable portion of the program (by b). Given a fixed number of processors, however, we can no longer neglect efficiency. We must ensure that each processor wastes as little of its time on overhead as possible, by reducing a as much as we can.

In practical terms, our two cases reduce to the following possibilities. Either we have plenty of processors, in which case b may be a dominating factor; or processors are in short supply, in which case a may be a dominating factor (so long as b remains under control); or we may have some "intermediate" number of processors, in which we case we might concentrate on a and b.

If we build a parallel program and we aren't satisfied with its performance, we must decide which situation holds, and concentrate on the appropriate parameters. How do we go about this? First we need to accumulate some timing data; runtime for the sequential program, and runtime for the parallel program under a representative sampling of k 's. Fitting the parallel runtime data to a curve of the form a/k + b will tell us, first, whether the model even applies; second, the approximate values of a and b. We can use this information to decide which case holds. At maximum k, are there enough processors to make b the dominant term, are we still "processor-limited" (is a/n the dominant term), or does some intermediate case hold?

To reduce b, we need to look for ways to reduce the non-parallelizable component of the overhead added by parallelization, and to parallelize more of the original code. I/O is often one important target for the second effort. In a sequential code, computation time may significantly outweigh I/O time—and so, naturally, little effort is wasted on making I/O efficient. In the parallel version, computation time may be reduced to a point at which I/O becomes a dominating cost. If so, we need to worry about making I/O efficient. Another good way to reduce b is to re-think the techniques that are used to synchronize computations. Inexperienced programmers often assert too much control—for example, they use queues or streams when bags might do. Bags (as we've discussed) aren't terribly important in sequential programming, but good parallel programmers use them whenever they can. Only one process at a time can append-to or remove-from a queue, but many processes can reach into a bag simultaneously. When we switch from data structures that force serialization to data structures that allow concurrency, we reduce b and improve performance.

If our performance is "processor-limited," we'll concentrate on reducing a (without increasing b). One useful technique for master-worker programs is to reduce the cost of task acquisition. Much of this cost is parallelizable—many workers can acquire tasks simultaneously—but the less time each worker spends at this activity, the better. In more general terms, we try to reduce the communication costs (typically as much a function of the number of communication events as the amount of material communicated) associated with each computation.

Increasing a can lead to better performance, in a special sense. When we increase the problem size, we obviously expect to increase total run time. But for many problems, a is close to tSeq , and b grows more slowly than a as the problem size increases, thus increasing tSeq /b and with it, maximum possible speed up. (To restate this strategy: if you don't get good performance on a small problem, try a large problem.) For example: a matrix multiplication code may spend n2 time setting up, but n3 time computing, suggesting that maximum possible speedup will grow linearly with problem size. (To put this yet another way: the f in Amdahl's law is often a function of the problem size—a fact that is frequently overlooked.) Repeated timing trials for different values of n (for different problem sizes) can yield important information about how a and b depend on n, and thus to what degree altering problem size will alter performance.

Load balancing and work starvation. Although the a/n + b expression is useful, it isn't guaranteed to be accurate. There are several reasons why it might fail. The most important is load balancing. A problem that decomposes into four tasks (or four specialists, or a four-element live data structure) won't achieve a speedup of greater than four regardless of what n is (regardless, that is, of how many processors we run it on). A more subtle but equally important effect occurs in cases where, for example, we have 36 tasks in a master-worker program. If the tasks are about equal in complexity, such a program is likely to finish no faster on 17 processors than on 12. Finishing time is determined by the most heavily-burdened worker. In the 12-processor case, the worker with the greatest burden (and for that matter every other worker) does three tasks. In the 17-processor case, the worker with the greatest burden still does 3 tasks. 15 of the others do only two tasks each—but thereafter, they simply idle while the others finish up. We refer to this kind of problem as work starvation, a phenomenon that occurs when a good load balance is logically impossible.

Work starvation is the extreme case of a bad load balance, but it represents (after all) merely the end-point of a spectrum. Even where a reasonable load balance is possible, achieving it may not be easy. The research literature is full of static scheduling studies—recipes for achieving a good distribution of the components of a parallel program to the processors of a parallel machine. (We examine static scheduling in greater detail in chapter 8.) Often, however, we can avoid load balancing problems by using the master/worker approach. This strategy usually achieves a good load balance without even trying: because workers grab new tasks as needed, we reach an even load distribution dynamically.

There are cases in which dynamic task assignment isn't sufficient in itself. Suppose our tasks vary greatly in complexity, and suppose that the last task to be grabbed happens to be a complicated one. Every worker but one may sit idle (all other tasks having been completed) while the final, time-consuming task is processed. Such problems are best attacked by switching from a task bag to an ordered task queue; we return to this problem in chapter 6.

Granularity knobs. The most crucial issue in parallel performance debugging is granularity. A coordination framework takes time to execute. The time invested in the coordination frame—in creating processes and moving information among them—must (in some sense) be over-balanced by the time invested in computing. If it isn't, the overhead of coordination overwhelms the gain of parallelism, and we can't get good performance. Concretely, a message-passing program won't perform well if each specialist doesn't do "enough" computing between message-exchange operations; a live data structure program won't perform well if each live data element does "too little" computing; a master-worker program won't perform well if the task size is "too small". Exceeding the granularity bounds can lead to excessively large a's or b's or both. If the overhead parallelizes, we may get an application with good relative speedup, but poor absolute performance. If the overhead doesn't parallelize, our excessively fine-grained program may not speed up at all.

Little can be said about "correct granularity" in absolute terms, beyond the fact that, in every hardware environment, and for every coordination language, a "crossover point" exists beyond which an application is too fined-grained to perform well. In most cases, it's up to the programmer to discover this crossover point for himself.

Its rough attributes can be established on the basis of hardware. The cost of communication is usually the dominating factor in determining the crossover point. Adding a tuple to tuple space costs tens of microseconds on current-generation shared-memory parallel computers, hundreds of microseconds on distributed-memory parallel computers, tens of milliseconds on local area networks. (The Linda Machine [ACGK88] is an exception. It's a distributed-memory machine on which Linda operations run as fast as they do on shared-memory architectures.) These differences reflect the obvious architectural distinctions: on networks, bits must be transported via a slow channel, on distributed-memory machines they go via a fairly fast channel, and on shared-memory machines, they barely get transported at all. (They are merely copied from one part of memory to another.) Exactly the same hierarchy of costs would hold if we were discussing message passing, or any other communication model, instead of Linda. (It's important to note that the cost of executing Linda operations is dominated by the cost of transporting bits, not by the high-level aspects of the Linda model. It's often conjectured that Linda must be expensive to use because of associative matching; luckily, this conjecture is false. Almost all matching is handled not at runtime but at compile time and link time, by an optimizing compile-time system which, in effect, "partially evaluates" the runtime library with respect to a user's application [Car87,CG90]). If the task size in any setting is less than the amount of time it takes to find the task and report the results, we are paying more in overhead than we're accomplishing in computation, and it's a good bet that our application cannot perform well.

Clearly we must avoid excessively-fine granularity. But granularity that's too large is also bad. It can lead to load-balance problems or (in the limit) to work starvation. Many smaller tasks lend themselves to a more-even distribution of work than fewer, larger tasks.

The best way to deal with the granularity issue is, we believe, by building applications with granularity knobs. It's desirable that granularity not be a fixed attribute of a program, but rather something that can easily be adjusted. We can use this tunability to achieve good performance on our initial host machine. We may well need to twiddle the dial again when we port to a different machine, particularly if the new environment has very different communication hardware. We make this technique concrete in the next chapter.

4.4 Exercises

1. We've discussed the fact that tuple space is inherently non-deterministic: some process gets a matching tuple; a process gets some matching tuple. Non-deterministic isn't the same as random: if tuple space were random, which process or which tuple would be a random choice (without pattern over arbitrarily-many repetitions). (a) Suppose that tuple space operations were random in their behavior. Discuss the implications from a programmer's and also (in general terms) from an implementor's perspective. (b) Suppose, again, that tuple space is no longer non-deterministic; suppose now that tuple space operations are defined in a time-ordered way. A process that executes an in or a rd gets the oldest matching tuple (the one that was added to tuple space at the earliest point). If many processes are awaiting a tuple, the oldest blocked process (the one that started waiting at the earliest point) gets the tuple. Discuss the implications, again, from a programmer's and an implementor's perspective.

2. Read the "timing and tracing tools" section of the appendix (section 5). Now, do some measurements: how long do out, in and rd require on you implementation? How do their execution times vary with the size of the tuple? With the matching pattern specified by in or rd? With the number of active processes?

3. How long does it take to add a tuple to and remove it from a bag in your implementation? How long does it take to append elements to and remove them from in-streams (all three variants) and read streams? How long does it take to look elements up and add them to the hash table that was described in exercise 2 in the previous chapter?

4. How do granularity issues arise in human organizations? To what extent have higher communication rates altered the limits of acceptable granularity? To what extent does "finer task granularity" mean less worker autonomy?

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