Lots of IPCs are offered by Unix/Linux: pipes, sockets, shared memory, dbus, message-queues...
What are the most suitable applications for each, and how do they perform?
Of the available IPC mechanisms, the choice for performance often comes down to Unix domain sockets or named pipes (FIFOs). I read a paper on Performance Analysis of Various Mechanisms for Inter-process Communication that indicates Unix domain sockets for IPC may provide the best performance.
Linux supports three types of interprocess communication mechanisms which first appeared in Unix System V (1983). These are message queues, semaphores and shared memory.
Shared memory is the fastest form of interprocess communication. The main advantage of shared memory is that the copying of message data is eliminated. The usual mechanism for synchronizing shared memory access is semaphores.
Processes communicate with each other and with the kernel to coordinate their activities. Linux supports a number of Inter-Process Communication (IPC) mechanisms. Signals and pipes are two of them but Linux also supports the System V IPC mechanisms named after the Unix TM release in which they first appeared.
Here are the big seven:
Pipe
Useful only among processes related as parent/child. Call pipe(2)
and fork(2)
. Unidirectional.
FIFO, or named pipe
Two unrelated processes can use FIFO unlike plain pipe. Call mkfifo(3)
. Unidirectional.
Socket and Unix Domain Socket
Bidirectional. Meant for network communication, but can be used locally too. Can be used for different protocol. There's no message boundary for TCP. Call socket(2)
.
Message Queue
OS maintains discrete message. See sys/msg.h.
Signal
Signal sends an integer to another process. Doesn't mesh well with multi-threads. Call kill(2)
.
Semaphore
A synchronization mechanism for multi processes or threads, similar to a queue of people waiting for bathroom. See sys/sem.h.
Shared memory
Do your own concurrency control. Call shmget(2)
.
One determining factor when choosing one method over the other is the message boundary issue. You may expect "messages" to be discrete from each other, but it's not for byte streams like TCP or Pipe.
Consider a pair of echo client and server. The client sends string, the server receives it and sends it right back. Suppose the client sends "Hello", "Hello", and "How about an answer?".
With byte stream protocols, the server can receive as "Hell", "oHelloHow", and " about an answer?"; or more realistically "HelloHelloHow about an answer?". The server has no clue where the message boundary is.
An age old trick is to limit the message length to CHAR_MAX
or UINT_MAX
and agree to send the message length first in char
or uint
. So, if you are at the receiving side, you have to read the message length first. This also implies that only one thread should be doing the message reading at a time.
With discrete protocols like UDP or message queues, you don't have to worry about this issue, but programmatically byte streams are easier to deal with because they behave like files and stdin/out.
Shared memory can be the most efficient since you build your own communication scheme on top of it, but it requires a lot of care and synchronization. Solutions are available for distributing shared memory to other machines too.
Sockets are the most portable these days, but require more overhead than pipes. The ability to transparently use sockets locally or over a network is a great bonus.
Message queues and signals can be great for hard real-time applications, but they are not as flexible.
These methods were naturally created for communication between processes, and using multiple threads within a process can complicate things -- especially with signals.
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