Program Execution gets stuck












0















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 :)










share|improve this question




















  • 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
















0















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 :)










share|improve this question




















  • 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














0












0








0








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 :)










share|improve this question
















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






share|improve this question















share|improve this question













share|improve this question




share|improve this question








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














  • 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












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