How to measure DispatchQueue back pressure - swift

My program has many parallel processes each on their own queue. I'd like to be able to visualize/measure the back pressure of the queues.
One approach is to count every block that enters and exits, but I'm sure GCD has this information already. Is there a better approach to measuring back pressure?

There is no API for querying the number of pending blocks in a GCD queue. That said, since you're asking about a queue that you "own", you can wrap it in a way that lets you keep track of that. For instance, you could make your own wrappers around dispatch_[a]sync that would increment a counter whenever you enqueued a block, and also wrapped the block to decrement the counter when the block completes. This really wouldn't be that hard to implement. (dispatch_queue_get_specific would likely be a good place to start...)
FWIW, a few years back, I would've suggested you use NSOperationQueue, but even NSOperationQueue has deprecated its operationCount property, so it's probably fair to say that Apple is unlikely to provide this functionality going forward, so implementing it yourself is probably your best option, if you really need this functionality.
This is probably not immediately helpful to you, but if you need to measure "back pressure" on GCD queues, you're probably not using them in the right way. If you're enqueuing work items that block during execution, that's bad, and will eventually lead to thread starvation. If you're enqueuing tons of work items that you might want to cancel, say if the user changed screens or something, then you should work on a pattern for cancellable work items (or use NSOperation). I'm struggling to think of a use case that would demand that you be able to measure "back pressure" that couldn't be solved with your own code.

If you want to visualize what is going on, you can use OSLog, post .begin and .end events and watch it in Instruments’ “Points of Interest”. (See WWDC 2019 Getting Started with Instruments.)
So, import os.log:
import os.log
Then create a log:
private let pointsOfInterestLog = OSLog(subsystem: Bundle.main.bundleIdentifier!, category: .pointsOfInterest)
Enqueue 100 tasks:
for i in 0..<100 {
enqueueTask(i) {
print("done \(i)")
}
}
Where the routine posts a .begin event to the points of interest log before dispatching the task, and posts a .end event when the task actually starts, e.g.
func enqueueTask(_ index: Int, completion: #escaping () -> Void) {
let id = OSSignpostID(log: pointsOfInterestLog)
os_signpost(.begin, log: pointsOfInterestLog, name: "backlog", signpostID: id, "queued %d", index)
queue.async {
os_signpost(.end, log: pointsOfInterestLog, name: "backlog", signpostID: id, "started %d", index)
...
completion()
}
}
Then profile the app (with command+i or “Product” » “Profile”) and choose, for example, “Time Profiler” (which includes the “Points of Interest” tool). Start a recording an you will see a visual representation of your backlog:
(I expanded the “Points of Interest” to be big enough to show all 100 backlogged tasks.)
This is one way to visualize your backlog. I must confess that I generally use “Points of Interest” not to show the backlog, but rather to show when these tasks are actually running (i.e. .begin when the dispatched task actually starts running and .end when the dispatched task finishes). Or I use the “thread” view in Instruments to see how my worker threads are being used. Or I use the “CPU” view in Instruments to see how my CPUs are being used.
Regardless, as you can see, Instruments can be used to visualize whatever time ranges you want, in this case, the time between the adding of the task to the queue and when it starts running.

Related

Why concurrent queue with sync act like serial queue?

Could anyone help me to understand this code I created:
let cq = DispatchQueue(label: "downloadQueue", attributes: .concurrent)
cq.sync {
for i in 0..<10 {
sleep(2)
print(i)
}
}
print("all finished!")
And the output is serial order 1->10, with 2 sec waiting in between. In the end it will print out all finished
I understand that the the last part.
However my question is:
Shouldn't concurrent queue start multiple tasks at the same time?
So my original thought was: the 1-10 printing should be done concurrently, not necessarily in the serial order.
Could anyone explain the purpose of sync call on concurrent queue and give me an example why and when we need it?
If you want to demonstrate them running concurrently, you should dispatch the 10 tasks individually:
let cq = DispatchQueue(label: "downloadQueue", attributes: .concurrent)
for i in 0..<10 {
cq.async {
sleep(2)
print(i)
}
}
print("all finished queuing them!")
Note:
There are 10 dispatches to the concurrent queue, not one.
Each dispatched task runs concurrently with respect to other tasks dispatched to that queue (which is why we need multiple dispatches to illustrate the concurrency).
Also note that we dispatch asynchronously because we do not want to calling queue to wait for each dispatched task before dispatching the next.
You ask:
So my original thought was: the 1-10 printing should be done concurrently, not necessarily in the serial order.
Because they are inside a single dispatch, they will run as a single task, running in order. You need to put them in separate dispatches to see them run concurrently.
You go on to ask:
Could anyone explain the purpose of sync call on concurrent queue and give me an example why and when we need it?
The sync has nothing to do with whether the destination queue is serial or concurrent. The sync only dictates the behavior of the calling thread, namely, should the caller wait for the dispatched task to finish or not. In this case, you really do not want to wait, so you should use async.
As a general rule, you should avoid calling sync unless (a) you absolutely have to; and (b) you are willing to have the calling thread blocked until the sync task runs. So, with very few exceptions, one should use async. And, perhaps needless to say, we never block the main thread for more than a few milliseconds.
While using sync on a concurrent dispatch queue is generally avoided, one example you might encounter is the “reader-writer” synchronization pattern. In this case, “reads” happen synchronously (because you need to wait the result), but “writes” happen asynchronously with a barrier (because you do not need to wait, but you do not want it to happen concurrently with respect to anything else on that queue). A detailed discussion of using GCD for synchronization (esp the reader-writer pattern), is probably beyond the scope of this question. But search the web or StackOverflow for “GCD reader-writer” and you will find discussions on the topic.)
Let us graphically illustrate my revamped rendition of your code, using OSLog to create intervals in Instruments’ “Points of Interest” tool:
import os.log
private let log = OSLog(subsystem: "Foo", category: .pointsOfInterest)
class Foo {
func demonstration() {
let queue = DispatchQueue(label: "downloadQueue", attributes: .concurrent)
for i in 0..<10 {
queue.async { [self] in
let id = OSSignpostID(log: log)
os_signpost(.begin, log: log, name: "async", signpostID: id, "%d", i)
spin(for: 2)
os_signpost(.end, log: log, name: "async", signpostID: id)
}
}
print("all finished queuing them!")
}
func spin(for seconds: TimeInterval) {
let start = CACurrentMediaTime()
while CACurrentMediaTime() - start < seconds { }
}
}
When I profile this in Instruments (e.g. “Product” » “Profile”), choosing “Time Profiler” template (which includes “Points of Interest” tool), I see a graphical timeline of what is happening:
So let me draw your attention to two interesting aspects of the above:
The concurrent queue runs tasks concurrently, but because my iPhone’s CPU only has six cores, only six of them can actually run at the same time. The next four will have to wait until a core is available for that particular worker thread.
Note, this demonstration only works because I am not just calling sleep, but rather I am spinning for the desired time interval, to more accurately simulate some slow, blocking task. Spinning is a better proxy for slow synchronous task than sleep is.
This illustrates, as you noted, concurrent tasks may not appear in the precise order that they were submitted. This is because (a) they all were queued so quickly in succession; and (b) they run concurrently: There is a “race” as to which concurrently running thread gets to the logging statements (or “Points of Interest” intervals) first.
Bottom line, for those tasks running concurrently, because of races, they may not appear to run in order. That is how concurrent execution works.
No, you have to add multiple operations to the DispatchQueue, it will then run the multiple queues in parallel.

Swift dispatch queues async order of execution

Considering this trivial piece of code
DispatchQueue.global().async {
print("2")
}
print("1")
we can say that output will be as following:
1
2
Are there any circumstances under which order of execution will be different (disregarding kind of used queue)? May they be forced to appear manually if any?
You said:
we can say that output will be as following ...
No, at best you can only say that the output will often/frequently be in that order, but is not guaranteed to be so.
The code snippet is dispatching code asynchronously to a global, concurrent queue, which will run it on a separate worker thread, and, in the absence of any synchronization, you have a classic race condition between the current thread and that worker thread. You have no guarantee of the sequence of these print statements, though, in practice, you will frequently see 1 before 2.
this is one of the common questions at tech interview; and for some reason interviewers expect conclusion that order of execution is constant here. So (as it was not aligned with my understanding) I decided to clarify.
Your understanding is correct, that the sequence of these two print statements is definitely not guaranteed.
Are there any circumstances under which order of execution will be different
A couple of thoughts:
By adjusting queue priorities, for example, you can change the likelihood that 1 will appear before 2. But, again, not guaranteed.
There are a variety of mechanisms to guarantee the order.
You can use a serial queue ... I gather you didn’t want to consider using another/different queue, but it is generally the right solution, so any discussion on this topic would be incomplete without that scenario;
You can use dispatch group ... you can notify on the global queue when the current queue satisfies the group;
You can use dispatch semaphores ... semaphores are a classic answer to the question, but IMHO semaphores should used sparingly as it’s so easy to make mistakes ... plus blocking threads is never a good idea;
For the sake of completeness, we should mention that you really can use any synchronization mechanism, such as locks.
I do a quick test too. Normally I will do a UI update after code execution on global queue is complete, and I would usually put in the end of code block step 2.
But today I suddenly found even I put that main queue code in the beginning of global queue block step 1, it still is executed after all global queue code execution is completed.
DispatchQueue.global().async {
// step 1
DispatchQueue.main.async {
print("1. on the main thread")
}
// code global queue
print("1. off the main thread")
print("2. off the main thread")
// step 2
DispatchQueue.main.async {
print("2. on the main thread")
}
}
Here is the output:
1. off the main thread
2. off the main thread
1. on the main thread
2. on the main thread

Trap SIGINT in Cocoa macos application

I am attempting to trap a SIGINT for a UI application made for MacOS. In the app delegate class, I see the following method:
func applicationWillTerminate(_ aNotification: Notification) {
}
However, a Ctrl + C, SIGINT, never gets caught in here. Reading around the internet, has shown that this function is not guaranteed to execute, especially if the app goes in the background.
What can I do in the app delegate to catch a SIGINT? Or is there an alternate place I am to catch the interrupt so that I can close the resources appropriately?
Charles's answer is correct, but his caveat ("Be sure only to call reentrant functions from within the handler") is an extreme limitation. It's possible to redirect handling of a signal to a safer environment using kqueue and CFFileDescriptor.
Technical Note TN2050: Observing Process Lifetimes Without Polling is on a different subject but illustrates the technique. There, Apple describes Charles's caveat this way:
Listening for a signal can be tricky because of the wacky execution
environment associated with signal handlers. Specifically, if you
install a signal handler (using signal or sigaction), you must be very
careful about what you do in that handler. Very few functions are safe
to call from a signal handler. For example, it is not safe to allocate
memory using malloc!
The functions that are safe from a signal handler (the async-signal
safe functions) are listed on the sigaction man page.
In most cases you must take extra steps to redirect incoming signals
to a more sensible environment.
I've taken the code illustration from there and modified it for handling SIGINT. Sorry, it's Objective-C. Here's the one-time setup code:
// Ignore SIGINT so it doesn't terminate the process.
signal(SIGINT, SIG_IGN);
// Create the kqueue and set it up to watch for SIGINT. Use the
// EV_RECEIPT flag to ensure that we get what we expect.
int kq = kqueue();
struct kevent changes;
EV_SET(&changes, SIGINT, EVFILT_SIGNAL, EV_ADD | EV_RECEIPT, NOTE_EXIT, 0, NULL);
(void) kevent(kq, &changes, 1, &changes, 1, NULL);
// Wrap the kqueue in a CFFileDescriptor. Then create a run-loop source
// from the CFFileDescriptor and add that to the runloop.
CFFileDescriptorContext context = { 0, self, NULL, NULL, NULL };
CFFileDescriptorRef kqRef = CFFileDescriptorCreate(NULL, kq, true, sigint_handler, &context);
CFRunLoopSourceRef rls = CFFileDescriptorCreateRunLoopSource(NULL, kqRef, 0);
CFRunLoopAddSource(CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
CFRelease(rls);
CFFileDescriptorEnableCallBacks(kqRef, kCFFileDescriptorReadCallBack);
CFRelease(kqRef);
And here's how you would implement the sigint_handler callback referenced above:
static void sigint_handler(CFFileDescriptorRef f, CFOptionFlags callBackTypes, void *info)
{
struct kevent event;
(void) kevent(CFFileDescriptorGetNativeDescriptor(f), NULL, 0, &event, 1, NULL);
CFFileDescriptorEnableCallBacks(f, kCFFileDescriptorReadCallBack);
// You've been notified!
}
Note that this technique requires that you run the setup code on a thread which will live as long as you're interested in handling SIGINT (perhaps the app's lifetime) and service/run its run loop. Threads created by the system for its own purposes, such as those which service Grand Central Dispatch queues, are not suitable for this purpose.
The main thread of the app will work and you can use it. However, if the main thread locks up or become unresponsive, then it's not servicing its run loop and the SIGINT handler won't be called. Since SIGINT is often used to interrupt exactly such a stuck process, the main thread may not be suitable.
So, you may want to spawn a thread of your own just to monitor this signal. It should do nothing else, because anything else might cause it to get stuck, too. Even there, though, there are issues. Your handler function will be called on this background thread of yours and the main thread may still be locked up. There's a lot of stuff that is main-thread-only in the system libraries and you won't be able to do any of that. But you'll have much greater flexibility than in a POSIX-style signal handler.
I should add that GCD's dispatch sources can also monitor UNIX signals and are easier to work with, especially from Swift. However, they won't have a dedicated thread pre-created to run the handler. The handler will be submitted to a queue. Now, you may designate a high-priority/high-QOS queue, but I'm not entirely certain that the handler will get run if the process has numerous runaway threads already running. That is, a task that's actually running on a high-priority queue will take precedence over lower-priority threads or queues, but starting a new task might not. I'm not sure.
You can do this via the sigaction() function:
import Foundation
let handler: #convention(c) (Int32) -> () = { sig in
// handle the signal somehow
}
var action = sigaction(__sigaction_u: unsafeBitCast(handler, to: __sigaction_u.self),
sa_mask: 0,
sa_flags: 0)
sigaction(SIGINT, &action, nil)
Be sure only to call reentrant functions from within the handler.
Although I won't dare to compete with the great answers above, I think there is something important to say that may simplify the solution a lot.
I think your question mixes two very different levels of MacOS program life-cycle management.
True, you can run simple posix-style executables on Mac - but a Mac Cocoa app IS NOT a posix app with "attached UI". Mac application relies on a very verbose, complete, and feature-rich life-cycle mechanism that allows much more than anything posix process can -- from state preservation and restoration (when killed/re-launched) to being auto-launched in response to opening a file. Energy management, handling computer sleep, background and foreground transitions, attaching to the same app on close-by device, modes etc. etc.
Furthermore -- I can't see how one can ever expect a 'ctrl-C' from the keyboard to reach a Cocoa ("UI") application, as keyboard shortcuts are totally different in this context, and you can't run "UI" app from a terminal/shell synchronously.
Now the right wa to 'interrupt' a Cocoa app that is "stuck" or takes too long to perform something, is using the convention command-preiod key-combination, still widely implemented by many apps (Photoshop, video-editors, the Finder etc.) I'm sorry I could not locate this definition in Apple User Interface Guidelines - maybe it is no longer part of the standard. However, Ctrl-C certainly isn't!!!
you can implement Cmd-Period (⌘.) in your app (i.e. register for this high-level "interrupt" action, and handle it gracefully.
There is a good reason why NSApplication object wrapping the Cocoa App ignores SIGINT! it is completely out of context.

swift stop loop and continue it with a button

is it possible to stop an for in loop and continue it and the stopped position with a button.
i mean something like this:
for x in 0..<5 {
if x == 3 {
// show a button
// this button have to be pressed
// which do some tasks
// when all tasks are finished >
// continue this loop at the stopped point
}
}
is this possible? if yes, how?
Short answer: use a semaphore
Longer answer:
Your situation is an example of the more general case of how to pause some computation, saving its current state (local variables, call stack, etc.), and later to resume it from the same point, with all state restored.
Some languages/systems provide coroutines to support this, others the more esoteric call with current continuation, neither are available to you (currently) Swift...
What you do have is Grand Central Dispatch (GCD), provided in Swift through Dispatch, which provides support for executing concurrent asynchronous tasks and synchronisation between them. Other concurrency mechanisms such as pthread are also available, but GCD tends to be recommended.
Using GCD an outline of a solution is:
Execute you loop as an asynchronous concurrent task. It must not be executing on the main thread or you will deadlock...
When you wish to pause:
Create a semaphore
Start another async task to display the button, run the other jobs etc. This new task must signal the semaphore when it is finished. The new task may call the main thread to perform UI operations.
Your loop task waits on the semaphore, this will block the loop task until the button task signals it.
This may sound complicated but with Swift block syntax and Dispatch it is quite simple. However you do need to read up on GCD first!
Alternatively you can ask whether you can restructure your solution into multiple parts so saving/restoring the current state is not required. You might find designs such as continuation passing style useful, which again is quite easy using Swift's blocks.
HTH

iOS Threads Wait for Action

I have a processing thread that I use to fill a data buffer. Elsewhere a piece of hardware triggers a callback which reads from this data buffer. The processing thread then kicks in and refills the buffer.
When the buffer fills up I am currently telling the thread to wait by:
while( [self FreeWriteSpace] < mProcessBufferSize && InActive) {
[NSThread sleepForTimeInterval:.0001];
}
However when I profile I am getting a lot of CPU time spent in sleep. Is there a better way to wait? Do I even care if the profiles says time is spent in sleep?
Time spent in sleep is effectively free. In Instruments, look at "running samples" rather than "all samples." But this still isn't an ideal solution.
First, your sleep interval is crazy. Do you really need .1µs granularity? The system almost certainly isn't giving you because the processor isn't that fast. I have to believe you could up this to .1 or .01. But that's still busy-waiting which is not ideal if you can help it.
The better solution is to use an NSCondition. In this thread, wait on the condition, and in your processing thread, trigger the condition when there's room to write.
Do be careful with your naming. Do not name methods with leading caps (that indicates that it's a class name). And avoid accessing ivars directly (InActive) like this. "InActive" is also a very confusing name. Does it mean the system is active (In Active) or not active (inactive). Naming in Objective-C is extremely important. The compiler will not protect you the way it does in C# and C++. Good naming is how you keep your programs working, and many parts of ObjC rely on it.
You may also want to investigate Grand Central Dispatch, which is particularly designed for these kinds of problems. Look at dispatch_async() to run things when new data comes in.
However when I profile I am getting a
lot of CPU time spent in sleep. Is
there a better way to wait? Do I even
care if the profiles says time is
spent in sleep?
Yes -- never, never poll. Polling eats CPU, makes your app less responsive, eats battery, and is an all around waste.
Notify instead.
The easiest way is to use one of the variants of "perform selector on main thread" (see NSThread's documentation). Or dispatch to a queue (including something like dispatch_async(dispatch_get_main_queue(), ^{ ... yo, data be ready ...});).