I wanted to write a program that spawns two threads that lock a Mutex
, increase it, print something, and then unlock the Mutex
so the other thread can do the same. I added some sleep time to make it more consistent, so I thought the output should be something like:
ping pong ping pong …
but the actual output is pretty random. Most of the time, it is just
ping ping ping … pong
But there's no consistency at all; sometimes there is a “pong” in the middle too.
I was of the belief that mutexes had some kind of way to determine who wanted to lock it last but it doesn’t look like that’s the case.
use std::sync::{Arc, Mutex};
use std::{thread, time};
fn main() {
let data1 = Arc::new(Mutex::new(1));
let data2 = data1.clone();
let ten_millis = time::Duration::from_millis(10);
let a = thread::spawn(move || loop {
let mut data = data1.lock().unwrap();
thread::sleep(ten_millis);
println!("ping ");
*data += 1;
if *data > 10 {
break;
}
});
let b = thread::spawn(move || loop {
let mut data = data2.lock().unwrap();
thread::sleep(ten_millis);
println!("pong ");
*data += 1;
if *data > 10 {
break;
}
});
a.join().unwrap();
b.join().unwrap();
}
A recursive type mutex permits a thread to lock many times. That is, a thread attempting to relock this mutex without first unlocking will succeed. This type of mutex must be unlocked the same number to times it is locked before the mutex will be returned to an unlocked state. If locked, an error is returned.
A mutex doesn't lock anything. You just use a mutex to communicate to other parts of your code that they should consider whatever you decide needs to be protected from access by several threads at the same time to be off-limits for now.
Attempting to unlock a mutex locked by a different thread results in undefined behavior. Attempting to unlock an unlocked mutex results in undefined behavior. This type of mutex provides error checking. A thread attempting to relock this mutex without first unlocking it will return with an error.
Mutex is an abbreviation for mutual exclusion, as in, a mutex allows only one thread to access some data at any given time. To access the data in a mutex, a thread must first signal that it wants access by asking to acquire the mutex's lock.
Mutex
and RwLock
both defer to OS-specific primitives and cannot be guaranteed to be fair. On Windows, they are both implemented with SRW locks which are specifically documented as not fair. I didn't do research for other operating systems but you definitely cannot rely on fairness with std::sync::Mutex
, especially if you need this code to be portable.
A possible solution in Rust is the Mutex
implementation provided by the parking_lot
crate, which provides an unlock_fair
method, which is implemented with a fair algorithm.
From the parking_lot
documentation:
By default, mutexes are unfair and allow the current thread to re-lock the mutex before another has the chance to acquire the lock, even if that thread has been blocked on the mutex for a long time. This is the default because it allows much higher throughput as it avoids forcing a context switch on every mutex unlock. This can result in one thread acquiring a mutex many more times than other threads.
However in some cases it can be beneficial to ensure fairness by forcing the lock to pass on to a waiting thread if there is one. This is done by using this method instead of dropping the
MutexGuard
normally.
While parking_lot::Mutex
doesn't claim to be fair without specifically using the unlock_fair
method, I found that your code produced the same number of pings as pongs, by just making that switch (playground), not even using the unlock_fair
method.
Usually mutexes are unlocked automatically, when a guard goes out of scope. To make it unlock fairly, you need to insert this method call before the guard is dropped:
let b = thread::spawn(move || loop {
let mut data = data1.lock();
thread::sleep(ten_millis);
println!("pong ");
*data += 1;
if *data > 10 {
break;
}
MutexGuard::unlock_fair(data);
});
The order of locking the mutex is not guaranteed in any way; it's possible for the first thread to acquire the lock 100% of the time, while the second thread 0%
The threads are scheduled by the OS and the following scenario is quite possible:
If you give the second thread more time to acquire the lock you will see the expected ping-pong pattern, although there is no guarantee (a bad OS may decide to never give CPU time to some of your threads):
use std::sync::{Arc, Mutex};
use std::{thread, time};
fn main() {
let data1 = Arc::new(Mutex::new(1));
let data2 = data1.clone();
let ten_millis = time::Duration::from_millis(10);
let a = thread::spawn(move || loop {
let mut data = data1.lock().unwrap();
*data += 1;
if *data > 10 {
break;
}
drop(data);
thread::sleep(ten_millis);
println!("ping ");
});
let b = thread::spawn(move || loop {
let mut data = data2.lock().unwrap();
*data += 1;
if *data > 10 {
break;
}
drop(data);
thread::sleep(ten_millis);
println!("pong ");
});
a.join().unwrap();
b.join().unwrap();
}
You can verify that by playing with the sleep time. The lower the sleep time, the more irregular the ping-pong alternations will be, and with values as low as 10ms, you may see ping-ping-pong, etc.
Essentially, a solution based on time is bad by design. You can guarantee that "ping" will be followed by "pong" by improving the algorithm. For instance you can print "ping" on odd numbers and "pong" on even numbers:
use std::sync::{Arc, Mutex};
use std::{thread, time};
const MAX_ITER: i32 = 10;
fn main() {
let data1 = Arc::new(Mutex::new(1));
let data2 = data1.clone();
let ten_millis = time::Duration::from_millis(10);
let a = thread::spawn(move || 'outer: loop {
loop {
thread::sleep(ten_millis);
let mut data = data1.lock().unwrap();
if *data > MAX_ITER {
break 'outer;
}
if *data & 1 == 1 {
*data += 1;
println!("ping ");
break;
}
}
});
let b = thread::spawn(move || 'outer: loop {
loop {
thread::sleep(ten_millis);
let mut data = data2.lock().unwrap();
if *data > MAX_ITER {
break 'outer;
}
if *data & 1 == 0 {
*data += 1;
println!("pong ");
break;
}
}
});
a.join().unwrap();
b.join().unwrap();
}
This isn't the best implementation, but I tried to do it with as few modifications as possible to the original code.
You may also consider an implementation with a Condvar
, a better solution, in my opinion, as it avoids the busy waiting on the mutex (ps: also removed the code duplication):
use std::sync::{Arc, Mutex, Condvar};
use std::thread;
const MAX_ITER: i32 = 10;
fn main() {
let cv1 = Arc::new((Condvar::new(), Mutex::new(1)));
let cv2 = cv1.clone();
let a = thread::spawn(ping_pong_task("ping", cv1, |x| x & 1 == 1));
let b = thread::spawn(ping_pong_task("pong", cv2, |x| x & 1 == 0));
a.join().unwrap();
b.join().unwrap();
}
fn ping_pong_task<S: Into<String>>(
msg: S,
cv: Arc<(Condvar, Mutex<i32>)>,
check: impl Fn(i32) -> bool) -> impl Fn()
{
let message = msg.into();
move || {
let (condvar, mutex) = &*cv;
let mut value = mutex.lock().unwrap();
loop {
if check(*value) {
println!("{} ", message);
*value += 1;
condvar.notify_all();
}
if *value > MAX_ITER {
break;
}
value = condvar.wait(value).unwrap();
}
}
}
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