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    ###### tags: `Goならわかるシステムプログラミング` # 第17回 Go言語と並列処理(2) https://ascii.jp/elem/000/001/480/1480872/ goroutineは,goを付けて関数呼び出しを行うだけで使用可能. ## 1. スレッドとgoroutineの違い スレッド:メモリにロードされたプログラムの現在の実行状態を持つ仮想CPU * ランキューに入ったスレッドは,優先度ごとに時間分割されたCPUコアにマッピングされて実行される goroutine:OSのスレッドに自動的にマッピングされる擬似スレッド * 初期スタックメモリのサイズが小さく(2KB)、起動処理が軽い ## 2. GoのランタイムはミニOS コンテクストスイッチ:スレッドごとの状態変数などの切り替え 1つのスレッドをCPUとみなし,ランタイムでgoroutineを管理できる * 大量のクライアントを効率よくさばける * ブロッキングがスレッド自体を占拠しないので,残りのタイムスライスで別の処理が可能 * ブロッキングされたgoroutineを網羅できる ## 3. runtimeパッケージのgoroutine関連の機能 * runtime.LockOSThread():現在実行中のOSスレッドに限定 * runtime.Gosched():現在実行中のgoroutineを一時中断.使わない. * runtime.GOMAXPROCS(n):同時に実行するOSスレッド数を制御.物理コア数に合わせたりなど ## 4. Race Detector * -raceオプション:データ競合を発見する ## 5. syncパッケージ チャネルとselectで並列処理は実装可能 既存の並列化のAPIに沿ったsyncパッケージ * 無い機能 スレッドローカルストレージ:スレッドごとデータを保存.IDを持たないので無い スピンロック:ビジーループによるロック.1つのgoroutineが軽いので無い. * sync.Mutex Mutex:マルチプレクサ.複数の入力を一つに絞る メモリ空間への実行パスを保護(排他制御)する. サンプルコード idのインクリメント:メモリを読み込んで書き換えるgoroutineを1つに制限 main()が終了したらプログラムが終了してしまう * sync.WaitGroup goroutineのジョブ終了待ち * sync.Once 処理を一度だけ実行.初期化処理の遅延などに使用. * sync.Cond タスクがが完了したら待っているすべてのgoroutineに通知.Cond.Broadcast() * sync.Pool オブジェクトのキャッシュ WeakRef:弱参照のオブジェクトは,メモリが圧迫した場合GCで除去しうる. ## 6. sync/atomicパッケージ 不可分操作: * 全操作が完了するまで、他のプロセスはその途中の状態を観測できない. * 一部操作が失敗したら組合せ全体が失敗し、システムの状態は不可分操作を行う前の状態に戻る. # 第18回 Go言語と並列処理(3) https://ascii.jp/elem/000/001/486/1486902/ GPUのスレッディンングモデル ## 1. Goにおける並行・並列処理のパターン集 * 同期→非同期化 重い処理をgoroutineで分割実行して非同期化 * 非同期→同期化 selectやチャネルを使用して処理を同期させる * タスク生成と処理を分ける: Producer-Consumer goroutineならC側が余剰でも安全 プロセス間→メッセージキュー メッセージキュー:ラムダ間の処理を協調させるためのデータの受け渡しを行うキュー * 開始した順で処理する: チャネルのチャネル チャネル:FIFOのキュー チャネルのチャネルで処理の開始順に * タスク処理が詰まったら待機: バックプレッシャー 送信量の逆向き制御.Goならチャネルにバッファをつける. * 並列Forループ CPUのコア数が上限 * 決まった数のgoroutineでタスクを消化: ワーカープール 事前に作られたワーカーが並列でタスクを消化. * 依存関係のあるタスクを表現する: Future/Promise 依存関係のあるタスクをパイプラインとして表現.必要なデータがそろったタスクが逐次実行. * イベントの流れを定義する: ReactiveX オブザーバーパターン:監視している値が変更されると,監視している側に確実に通知を行う. * 自立した複数のシステムで協調動作: アクターモデル ## 2. もう一つの並行・並列実行モデル * マルチコア * イベント駆動 * マルチスレッド GPUによるスレッディング: * 最大数のスレッドで同一のタスクを処理. NVIDIA系:32スレッド AMD系:64スレッド * SMやCUという計算ユニットにランタイムがタスクを振り分ける

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