Program Execution gets stuck
I'm trying to run the following worker threads in a multi-threaded environment but it seems like all the threads get stuck and none of them are able to proceed.
func executeTask(currentTask task, serial bool, imagePixels map[string]*imagePixelContainer, completedTracker map[string]*partsCompleted,
bufferPixels map[string]*imagePixelContainer, nextEffects map[string]*nextEffect, pl *sync.Mutex, threadid int) {
newPixels := applyEffect(imagePixels[currentTask.image].pixels, currentTask.effect, currentTask.starty, currentTask.endy)
mergeComputation(newPixels, bufferPixels[currentTask.image], currentTask.starty, currentTask.endy)
completedTracker[currentTask.image].mux.Lock()
completedTracker[currentTask.image].completed += 1
if completedTracker[currentTask.image].completed == 3 {
imagePixels[currentTask.image].mux.Lock()
imagePixels[currentTask.image].pixels = duplicate(bufferPixels[currentTask.image].pixels)
imagePixels[currentTask.image].mux.Unlock()
completedTracker[currentTask.image].completed = 0
nextEffects[currentTask.image].mux.Lock()
nextEffects[currentTask.image].index += 1
nextEffects[currentTask.image].mux.Unlock()
}
completedTracker[currentTask.image].mux.Unlock()
}
func mergeComputation(computedPixels Pixel, storing *imagePixelContainer, starty int, endy int) {
storing.mux.Lock()
for y := 0; y < len(computedPixels); y++ {
for x := 0; x < len(computedPixels[y]); x++ {
storing.pixels[starty][x] = computedPixels[y][x]
}
starty += 1
}
storing.mux.Unlock()
}
// Worker threads that get spawned
func worker(que *Queue, nextEffects map[string]*nextEffect, effectorder map[string]string, imagePixels map[string]*imagePixelContainer,
completedTracker map[string]*partsCompleted, bufferPixels map[string]*imagePixelContainer, printlock *sync.Mutex, counter *int, threadid int) {
for !(que.Empty()) {
ctask := que.Pop()
if ctask.effect != "" { // Indicates that the task queue is empty at this moment
nextEffects[ctask.image].mux.Lock()
cond := ctask.effect != effectorder[ctask.image][nextEffects[ctask.image].index]
nextEffects[ctask.image].mux.Unlock()
if cond {
que.Push(ctask)
} else {
executeTask(ctask, false, imagePixels, completedTracker, bufferPixels, nextEffects, printlock, threadid)
}
}
}
*counter -= 1
}
The queue's Push and Pop are thread safe. Each map object has a string key to a pointer struct that holds the data variable and a mutex variable to protect that data. Thanks for the help :)
multithreading go
add a comment |
I'm trying to run the following worker threads in a multi-threaded environment but it seems like all the threads get stuck and none of them are able to proceed.
func executeTask(currentTask task, serial bool, imagePixels map[string]*imagePixelContainer, completedTracker map[string]*partsCompleted,
bufferPixels map[string]*imagePixelContainer, nextEffects map[string]*nextEffect, pl *sync.Mutex, threadid int) {
newPixels := applyEffect(imagePixels[currentTask.image].pixels, currentTask.effect, currentTask.starty, currentTask.endy)
mergeComputation(newPixels, bufferPixels[currentTask.image], currentTask.starty, currentTask.endy)
completedTracker[currentTask.image].mux.Lock()
completedTracker[currentTask.image].completed += 1
if completedTracker[currentTask.image].completed == 3 {
imagePixels[currentTask.image].mux.Lock()
imagePixels[currentTask.image].pixels = duplicate(bufferPixels[currentTask.image].pixels)
imagePixels[currentTask.image].mux.Unlock()
completedTracker[currentTask.image].completed = 0
nextEffects[currentTask.image].mux.Lock()
nextEffects[currentTask.image].index += 1
nextEffects[currentTask.image].mux.Unlock()
}
completedTracker[currentTask.image].mux.Unlock()
}
func mergeComputation(computedPixels Pixel, storing *imagePixelContainer, starty int, endy int) {
storing.mux.Lock()
for y := 0; y < len(computedPixels); y++ {
for x := 0; x < len(computedPixels[y]); x++ {
storing.pixels[starty][x] = computedPixels[y][x]
}
starty += 1
}
storing.mux.Unlock()
}
// Worker threads that get spawned
func worker(que *Queue, nextEffects map[string]*nextEffect, effectorder map[string]string, imagePixels map[string]*imagePixelContainer,
completedTracker map[string]*partsCompleted, bufferPixels map[string]*imagePixelContainer, printlock *sync.Mutex, counter *int, threadid int) {
for !(que.Empty()) {
ctask := que.Pop()
if ctask.effect != "" { // Indicates that the task queue is empty at this moment
nextEffects[ctask.image].mux.Lock()
cond := ctask.effect != effectorder[ctask.image][nextEffects[ctask.image].index]
nextEffects[ctask.image].mux.Unlock()
if cond {
que.Push(ctask)
} else {
executeTask(ctask, false, imagePixels, completedTracker, bufferPixels, nextEffects, printlock, threadid)
}
}
}
*counter -= 1
}
The queue's Push and Pop are thread safe. Each map object has a string key to a pointer struct that holds the data variable and a mutex variable to protect that data. Thanks for the help :)
multithreading go
1
dude , go fmt pleeeeasseee
– Seaskyways
Nov 24 '18 at 16:33
3
I'm failing to see where exactly you are spawning any goroutines, and please note that a goroutine != a thread. As an aside,mux
is usually shorthand for multiplexer, not mutex.
– Gavin
Nov 24 '18 at 18:45
Start by getting a stack trace and seeing where each goroutine is blocked.
– JimB
Nov 24 '18 at 20:54
add a comment |
I'm trying to run the following worker threads in a multi-threaded environment but it seems like all the threads get stuck and none of them are able to proceed.
func executeTask(currentTask task, serial bool, imagePixels map[string]*imagePixelContainer, completedTracker map[string]*partsCompleted,
bufferPixels map[string]*imagePixelContainer, nextEffects map[string]*nextEffect, pl *sync.Mutex, threadid int) {
newPixels := applyEffect(imagePixels[currentTask.image].pixels, currentTask.effect, currentTask.starty, currentTask.endy)
mergeComputation(newPixels, bufferPixels[currentTask.image], currentTask.starty, currentTask.endy)
completedTracker[currentTask.image].mux.Lock()
completedTracker[currentTask.image].completed += 1
if completedTracker[currentTask.image].completed == 3 {
imagePixels[currentTask.image].mux.Lock()
imagePixels[currentTask.image].pixels = duplicate(bufferPixels[currentTask.image].pixels)
imagePixels[currentTask.image].mux.Unlock()
completedTracker[currentTask.image].completed = 0
nextEffects[currentTask.image].mux.Lock()
nextEffects[currentTask.image].index += 1
nextEffects[currentTask.image].mux.Unlock()
}
completedTracker[currentTask.image].mux.Unlock()
}
func mergeComputation(computedPixels Pixel, storing *imagePixelContainer, starty int, endy int) {
storing.mux.Lock()
for y := 0; y < len(computedPixels); y++ {
for x := 0; x < len(computedPixels[y]); x++ {
storing.pixels[starty][x] = computedPixels[y][x]
}
starty += 1
}
storing.mux.Unlock()
}
// Worker threads that get spawned
func worker(que *Queue, nextEffects map[string]*nextEffect, effectorder map[string]string, imagePixels map[string]*imagePixelContainer,
completedTracker map[string]*partsCompleted, bufferPixels map[string]*imagePixelContainer, printlock *sync.Mutex, counter *int, threadid int) {
for !(que.Empty()) {
ctask := que.Pop()
if ctask.effect != "" { // Indicates that the task queue is empty at this moment
nextEffects[ctask.image].mux.Lock()
cond := ctask.effect != effectorder[ctask.image][nextEffects[ctask.image].index]
nextEffects[ctask.image].mux.Unlock()
if cond {
que.Push(ctask)
} else {
executeTask(ctask, false, imagePixels, completedTracker, bufferPixels, nextEffects, printlock, threadid)
}
}
}
*counter -= 1
}
The queue's Push and Pop are thread safe. Each map object has a string key to a pointer struct that holds the data variable and a mutex variable to protect that data. Thanks for the help :)
multithreading go
I'm trying to run the following worker threads in a multi-threaded environment but it seems like all the threads get stuck and none of them are able to proceed.
func executeTask(currentTask task, serial bool, imagePixels map[string]*imagePixelContainer, completedTracker map[string]*partsCompleted,
bufferPixels map[string]*imagePixelContainer, nextEffects map[string]*nextEffect, pl *sync.Mutex, threadid int) {
newPixels := applyEffect(imagePixels[currentTask.image].pixels, currentTask.effect, currentTask.starty, currentTask.endy)
mergeComputation(newPixels, bufferPixels[currentTask.image], currentTask.starty, currentTask.endy)
completedTracker[currentTask.image].mux.Lock()
completedTracker[currentTask.image].completed += 1
if completedTracker[currentTask.image].completed == 3 {
imagePixels[currentTask.image].mux.Lock()
imagePixels[currentTask.image].pixels = duplicate(bufferPixels[currentTask.image].pixels)
imagePixels[currentTask.image].mux.Unlock()
completedTracker[currentTask.image].completed = 0
nextEffects[currentTask.image].mux.Lock()
nextEffects[currentTask.image].index += 1
nextEffects[currentTask.image].mux.Unlock()
}
completedTracker[currentTask.image].mux.Unlock()
}
func mergeComputation(computedPixels Pixel, storing *imagePixelContainer, starty int, endy int) {
storing.mux.Lock()
for y := 0; y < len(computedPixels); y++ {
for x := 0; x < len(computedPixels[y]); x++ {
storing.pixels[starty][x] = computedPixels[y][x]
}
starty += 1
}
storing.mux.Unlock()
}
// Worker threads that get spawned
func worker(que *Queue, nextEffects map[string]*nextEffect, effectorder map[string]string, imagePixels map[string]*imagePixelContainer,
completedTracker map[string]*partsCompleted, bufferPixels map[string]*imagePixelContainer, printlock *sync.Mutex, counter *int, threadid int) {
for !(que.Empty()) {
ctask := que.Pop()
if ctask.effect != "" { // Indicates that the task queue is empty at this moment
nextEffects[ctask.image].mux.Lock()
cond := ctask.effect != effectorder[ctask.image][nextEffects[ctask.image].index]
nextEffects[ctask.image].mux.Unlock()
if cond {
que.Push(ctask)
} else {
executeTask(ctask, false, imagePixels, completedTracker, bufferPixels, nextEffects, printlock, threadid)
}
}
}
*counter -= 1
}
The queue's Push and Pop are thread safe. Each map object has a string key to a pointer struct that holds the data variable and a mutex variable to protect that data. Thanks for the help :)
multithreading go
multithreading go
edited Nov 24 '18 at 16:35
peterSO
96.3k15160178
96.3k15160178
asked Nov 24 '18 at 16:06
kir bakkir bak
2114
2114
1
dude , go fmt pleeeeasseee
– Seaskyways
Nov 24 '18 at 16:33
3
I'm failing to see where exactly you are spawning any goroutines, and please note that a goroutine != a thread. As an aside,mux
is usually shorthand for multiplexer, not mutex.
– Gavin
Nov 24 '18 at 18:45
Start by getting a stack trace and seeing where each goroutine is blocked.
– JimB
Nov 24 '18 at 20:54
add a comment |
1
dude , go fmt pleeeeasseee
– Seaskyways
Nov 24 '18 at 16:33
3
I'm failing to see where exactly you are spawning any goroutines, and please note that a goroutine != a thread. As an aside,mux
is usually shorthand for multiplexer, not mutex.
– Gavin
Nov 24 '18 at 18:45
Start by getting a stack trace and seeing where each goroutine is blocked.
– JimB
Nov 24 '18 at 20:54
1
1
dude , go fmt pleeeeasseee
– Seaskyways
Nov 24 '18 at 16:33
dude , go fmt pleeeeasseee
– Seaskyways
Nov 24 '18 at 16:33
3
3
I'm failing to see where exactly you are spawning any goroutines, and please note that a goroutine != a thread. As an aside,
mux
is usually shorthand for multiplexer, not mutex.– Gavin
Nov 24 '18 at 18:45
I'm failing to see where exactly you are spawning any goroutines, and please note that a goroutine != a thread. As an aside,
mux
is usually shorthand for multiplexer, not mutex.– Gavin
Nov 24 '18 at 18:45
Start by getting a stack trace and seeing where each goroutine is blocked.
– JimB
Nov 24 '18 at 20:54
Start by getting a stack trace and seeing where each goroutine is blocked.
– JimB
Nov 24 '18 at 20:54
add a comment |
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1
dude , go fmt pleeeeasseee
– Seaskyways
Nov 24 '18 at 16:33
3
I'm failing to see where exactly you are spawning any goroutines, and please note that a goroutine != a thread. As an aside,
mux
is usually shorthand for multiplexer, not mutex.– Gavin
Nov 24 '18 at 18:45
Start by getting a stack trace and seeing where each goroutine is blocked.
– JimB
Nov 24 '18 at 20:54