fe18596c01 | ||
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.. | ||
actorcompiler | ||
coveragetool | ||
libs/system/src | ||
stacktrace_internal | ||
ActorCollection.actor.cpp | ||
ActorCollection.h | ||
Arena.h | ||
AsioReactor.h | ||
CMakeLists.txt | ||
CompressedInt.actor.cpp | ||
CompressedInt.h | ||
Deque.cpp | ||
Deque.h | ||
DeterministicRandom.h | ||
Error.cpp | ||
Error.h | ||
EventTypes.actor.h | ||
FastAlloc.cpp | ||
FastAlloc.h | ||
FastRef.h | ||
FaultInjection.cpp | ||
FaultInjection.h | ||
FileTraceLogWriter.cpp | ||
FileTraceLogWriter.h | ||
Hash3.c | ||
Hash3.h | ||
IDispatched.h | ||
IRandom.h | ||
IThreadPool.cpp | ||
IThreadPool.h | ||
IndexedSet.actor.h | ||
IndexedSet.cpp | ||
IndexedSet.h | ||
JsonTraceLogFormatter.cpp | ||
JsonTraceLogFormatter.h | ||
Knobs.cpp | ||
Knobs.h | ||
MetricSample.h | ||
Net2.actor.cpp | ||
Net2Packet.cpp | ||
Net2Packet.h | ||
Platform.cpp | ||
Platform.h | ||
Profiler.actor.cpp | ||
Profiler.h | ||
README.md | ||
SignalSafeUnwind.cpp | ||
SignalSafeUnwind.h | ||
SimpleOpt.h | ||
Stats.actor.cpp | ||
Stats.h | ||
SystemMonitor.cpp | ||
SystemMonitor.h | ||
TDMetric.actor.h | ||
TDMetric.cpp | ||
ThreadHelper.actor.h | ||
ThreadHelper.cpp | ||
ThreadPrimitives.cpp | ||
ThreadPrimitives.h | ||
ThreadSafeQueue.h | ||
Trace.cpp | ||
Trace.h | ||
UnitTest.cpp | ||
UnitTest.h | ||
Util.h | ||
XmlTraceLogFormatter.cpp | ||
XmlTraceLogFormatter.h | ||
actorcompiler.h | ||
boost.cpp | ||
error_definitions.h | ||
flow.cpp | ||
flow.h | ||
flow.vcxproj | ||
flow.vcxproj.filters | ||
genericactors.actor.cpp | ||
genericactors.actor.h | ||
hgVersion.h.cmake | ||
local.mk | ||
network.cpp | ||
network.h | ||
no_intellisense.opt | ||
serialize.h | ||
stacktrace.amalgamation.cpp | ||
stacktrace.h | ||
unactorcompiler.h | ||
version.cpp |
README.md
Flow Tutorial
Using Flow
Flow introduces some new keywords and flow controls. Combining these into workable units also introduces some new design patterns to C++ programmers.
Keywords/primitives
The essence of Flow is the capability of passing messages asynchronously between
components. The basic data types that connect asynchronous senders and receivers are
Promise<>
and Future<>
. The sender holds a Promise<X>
to, sometime in the future, deliver
a value of type X
to the holder of the Future<X>
. A receiver, holding a Future<X>
, at some point
needs the X
to continue computation, and invokes the wait(Future<> f)
statement to pause
until the value is delivered. To use the wait()
statement, a function needs to be declared as an
ACTOR function, a special flow keyword which directs the flow compiler to create the necessary
internal callbacks, etc. Similarly, When a component wants to deal not with one asynchronously
delivered value, but with a series, there are PromiseStream<>
and FutureStream<>
. These
two constructs allow for “reliable delivery” of messages, and play an important role in the design
patterns.
Promise, Future
Promise<T>
and Future<T>
are intrinsically linked (they go in pairs) and are two wrappers
around a construct called SingleAssignmentVar
, a variable that can be set only once. A
Promise is a handle to a SingleAssignmentVar
that allows for a one-time set of the value; a
Future is a read-only handle to the variable that only allows reading of the value.
The following example uses these two simple types:
Promise<int> p;
Future<int> f = p.getFuture();
p.send( 4 );
printf( "%d\n", f.get() ); // f is already set
Network traversal
Promises and futures can be used within a single process, but their real strength in a distributed system is that they can traverse the network. For example, one computer could create a promise/future pair, then send the promise to another computer over the network. The promise and future will still be connected, and when the promise is fulfilled by the remote computer, the original holder of the future will see the value appear.
[TODO: network delivery guarantees]
wait()
Wait allows for the calling code to pause execution while the value of a Future
is set. This
statement is called with a Future<T>
as its parameter and returns a T
; the eventual value of the
Future
. Errors that are generated in the code that is setting the Future
, will be thrown from
the location of the wait()
, so Error
s must be caught at this location.
The following example shows a snippet (from an ACTOR) of waiting on a Future
:
Future<int> f = asyncCalculation(); // defined elsewhere
int count = wait( f );
printf( "%d\n", count );
It is worth nothing that, although the function wait()
is declared in actorcompiler.h, this
“function” is compiled by the Actor Compiler into a complex set of integrated statements and
callbacks. It is therefore never present in generated code or at link time.
Note : because of the way that the actor compiler is built, wait()
must always assign the
resulting value to a newly declared variable.
From 6.1, wait()
on Void
actors shouldn't assign the resulting value. So, the following code
Future<Void> asyncTask(); //defined elsewhere
wait(asyncTask());
becomes
Future<Void> asyncTask(); //defined elsewhere
wait(asyncTask());
ACTOR
The only code that can call the wait()
function are functions that are themselves labeled with
the “ACTOR” tag. This is the essential unit of asynchronous work that can be chained together
to create complex message-passing systems.
An actor, although declared as returning a Future<T>
, simply returns a T
. Because an actor
may wait on the results of other actors, an actor must return either a Future
or void
. In most
cases returning void
is less advantageous than returning a Future
, since there are
implications for actor cancellation. See the Actor Cancellation section for details.
The following simple actor function waits on the Future
to be ready, when it is ready adds offset
and returns the result:
ACTOR Future<int> asyncAdd(Future<int> f, int offset) {
int value = wait( f );
return value + offset;
}
State Variables
Since ACTOR-labeled functions are compiled into a c++ class and numerous supporting
functions, the variable scoping rules that normally apply are altered. The differences arise out
of the fact that control flow is broken at wait() statements. Generally the compiled code is
broken into chunks at wait statements, so scoping variables so that they can be seen in multiple
“chunks” requires the state
keyword.
The following function waits on two inputs and outputs the sum with an offset attached:
ACTOR Future<int> asyncCalculation(Future<int> f1, Future<int> f2, int offset ) {
state int value1 = wait( f1 );
int value2 = wait( f2 );
return value1 + value2 + offset;
}
Void
The Void
type is used as a signalling-only type for coordination of asynchronous processes.
The following function waits on an input, send an output to a Promise
, and signals completion:
ACTOR Future<Void> asyncCalculation(Future<int> f, Promise<int> p, int offset ) {
int value = wait( f );
p.send( value + offset );
return Void();
}
PromiseStream<>, FutureStream<>
PromiseStream and FutureStream
are groupings of a series of asynchronous messages.
These allow for two important features: multiplexing and network reliability, discussed later.
They can be waited on with the waitNext()
function.
waitNext()
Like wait()
, waitNext()
pauses program execution and awaits the next value in a
FutureStream
. If there is a value ready in the stream, execution continues without delay. The
following “server” waits on input, send an output to a PromiseStream
:
ACTOR void asyncCalculation(FutureStream<int> f, PromiseStream<int> p, int offset ) {
while( true ) {
int value = waitNext( f );
p.send( value + offset );
}
}
choose / when
The choose / when
construct allows an Actor to wait for multiple Future
events at once in a
ordered and predictable way. Only the when
associated with the first future to become ready
will be executed. The following shows the general use of choose and when:
choose {
when( int number = waitNext( futureStreamA ) ) {
// clause A
}
when( std::string text = wait( futureB ) ) {
// clause B
}
}
You can put this construct in a loop if you need multiple when
clauses to execute.
Future composition
Futures can be chained together with the result of one depending on the output of another.
ACTOR Future<int> asyncAddition(Future<int> f, int offset ) {
int value = wait( f );
return value + offset;
}
ACTOR Future<int> asyncDivision(Future<int> f, int divisor ) {
int value = wait( f );
return value / divisor;
}
ACTOR Future<int> asyncCalculation( Future<int> f ) {
int value = wait( asyncDivision(
asyncAddition( f, 10 ), 2 ) );
return value;
}
Design Patterns
RPC
Many of the “servers” in FoundationDB that communicate over the network expose their interfaces as a struct of PromiseStreams--one for each request type. For instance, a logical server that keeps a count could look like this:
struct CountingServerInterface {
PromiseStream<int> addCount;
PromiseStream<int> subtractCount;
PromiseStream<Promise<int>> getCount;
// serialization code required for use on a network
template <class Ar>
void serialize( Ar& ar ) {
serializer(ar, addCount, subtractCount, getCount);
}
};
Clients can then pass messages to the server with calls such as this:
CountingServerInterface csi = ...; // comes from somewhere
csi.addCount.send(5);
csi.subtractCount.send(2);
Promise<int> finalCount;
csi.getCount.send(finalCount);
int value = wait( finalCount.getFuture() );
There is even a utility function to take the place of the last three lines: [TODO: And is necessary when sending requests over a real network to ensure delivery]
CountingServerInterface csi = ...; // comes from somewhere
csi.addCount.send(5);
csi.subtractCount.send(2);
int value = wait( csi.getCount.getReply<int>() );
Canonically, a single server ACTOR that implements the interface is a loop with a choose statement between all of the request types:
ACTOR void serveCountingServerInterface(CountingServerInterface csi) {
state int count = 0;
loop {
choose {
when (int x = waitNext(csi.addCount.getFuture())){
count += x;
}
when (int x = waitNext(csi.subtractCount.getFuture())){
count -= x;
}
when (Promise<int> r = waitNext(csi.getCount.getFuture())){
r.send( count ); // goes to client
}
}
}
}
In this example, the add and subtract interfaces modify the count itself, stored with a state
variable. The get interface is a bit more complicated, taking a Promise<int>
instead of just an
int. In the interface class, you can see a PromiseStream<Promise<int>>
. This is a common
construct that is analogous to sending someone a self-addressed envelope. You send a
promise to a someone else, who then unpacks it and send the answer back to you, because
you are holding the corresponding future.
ACTOR return values
An actor can have only one returned Future, so there is a case that one actor wants to perform some operation more than once:
ACTOR Future<Void> periodically(PromiseStream<Void> ps, int seconds) {
loop {
wait( delay( seconds ) );
ps.send(Void());
}
}
In this example, the PromiseStream
is actually a way for the actor to return data from some
operation that it ongoing.
“gotchas”
Actor compiler
There are some things about the actor compiler that can confuse and may change over time
Switch statements
Do not use these with wait statements inside!
try/catch with no wait()
When a try/catch
block does not wait()
the blocks are still decomposed into separate
functions. This means that variables that you want to access both before and after such a block
will need to be declared state.
ACTOR cancellation
When the reference to the returned Future
of an actor is dropped, that actor will be cancelled.
Cancellation of an actor means that any wait()
s that were currently active (the callback was
currently registered) will be delivered an exception (actor_cancelled
). In almost every case
this exception should not be caught, though there are cetainly exceptions!
Memory Management
Reference Counting
The FoundationDB solution uses reference counting to manage the lifetimes of many of its
constituent classes. In order for a class T
to be reference counted, the following two globally
defined methods must be defined (see FastRef.h):
void addref(T*);
void delref(T*);
The easiest way to implement these methods is by making your class a descendant of
ReferenceCounted
.
NOTE: Any descendants of ReferenceCounted
should either have virtual destructors or be
sealed. If you fail to meet these criteria, then references to descendants of your class will never
be deleted.
If you choose not to inherit from ReferenceCounted
, you will have to manage the reference
count yourself. One way this can be done is to define void addref()
and void delref()
methods on your class, which will make it compatible with the existing global addref
and
delref
methods. Otherwise, you will need to create the global addref
and delref
methods
for your class, as mentioned above. In either case, you will need to manage the reference
count on your object and delete it when the count reaches 0. Note that the reference count
should usually be initialized to 1, as the addRef(T*)
function is not called when the object is
created.
To create a reference counted instance of a class T
, you instantiate a Reference<T>
on the
stack with a pointer to your T
object:
Reference<T> refCountedInstance(new T());
The Reference<T>
class automatically calls addref on your T
instance every time it is copied
(such as by argument passing or assignment), but not when the object is initially created
(consequently, ReferenceCounted
classes are initialized with reference count 1). It will call
delref
on your T
instance whenever a particular Reference<T>
instance gets deleted (usually
by going out of scope). When no more instances of Reference<T>
holding a particular T
instance exist, then that T
instance will be destroyed.
Potential Gotchas
Reference Cycles
You must be cautious about creating reference cycles when using reference counting. For
example, if two Reference<T>
objects refer to each other, then without specific intervention
their reference counts will never reach 0 and the objects will never be deleted.
Arenas
In addition to using reference counting, the FoundationDB solution also uses memory pools to
allocate buffers. In this scheme, buffers are allocated from a common pool, called an Arena
,
and remain valid for the entire lifetime of that Arena
. When the Arena
is destroyed, all of the
memory it held for the buffers is deallocated along with it. As a general convention, types which
can use these Arenas
and do not manage their own memory are given the "Ref
" suffix. When
a *Ref
object is being used, consideration should be given to how its buffers are being
managed (much in the same way that you would consider memory management when you see
a T*
).
As an example, consider the StringRef
class. A StringRef
is an object which contains a
pointer to a sequence of bytes, but does not actually manage that buffer. Thus, if a StringRef
is deallocated, the data remains intact. Conversely, if the data is deallocated, the StringRef
becomes invalid. In order for the StringRef
to manage its own buffer, we need to create an
instance of the Standalone<StringRef>
class:
Standalone<StringRef> str("data");
A Standalone<T>
object has its own arena (technically, it is an Arena
), and for classes like
StringRef
which support the use of arenas, the memory buffers used by the class are
allocated from that arena. Standalone<T>
is also a subclass of T
, and so for all other purposes
operates just like a T
.
There are a number of classes which support the use of arenas, and some which have
convenience types for their Standalone
versions (not a complete list):
T | Standalone alias |
---|---|
StringRef | N/A |
LiteralStringRef | N/A |
KeyRef | Key |
ValueRef | Value |
KeyValueRef | KeyValue |
KeyRangeRef | KeyRange |
KeySelectorRef | KeySelector |
VectorRef | N/A |
The VectorRef<T>
class is an std::vector
-like object which is used to manage a list of these
*Ref
objects. A Standalone<VectorRef<T>>
has its own arena which can be used to store
the buffers held by its constituents. In order for that to happen, one of the two deep insertion
methods (push_back_deep
or append_deep
) should be used when placing items in the vector.
The shallow insertion methods will hold the objects only; any arena-managed memory is not
copied. Thus, the Standalone<VectorRef<T>>
will hold the T
objects without managing their
memory. Note that the arena(s) used by the VectorRef
need not be its own (and cannot be
unless the VectorRef
is a Standalone
object), and are determined by arguments to the
functions that insert items.
VectorRef<T>
can also be used with types besides the standard Ref
types, in which case the
deep copy methods should not be used. In this case, the VectorRef<T>
object holds the items
in an arena much like a normal vector would hold the items in its buffer. Again, the arena used
by the VectorRef<T>
need not be its own.
When a Standalone<T>
is copied (e.g. by argument passing or assignment) to another
Standalone<T>
, they will share the same memory. The actual memory contents of the arena
are stored in a reference counted structure (ArenaBlock
), so the memory will persist until all
instances of Arena
holding that memory are destroyed. If instead a T
object is copied to a
Standalone<T>
, then its entire contents are copied into the arena of the new Standalone<T>
object using a deep copy. Thus, it is generally more efficient to consistently use *Ref
objects
and manage the memory with something external, or to consistently use Standalone<T>
objects (where assignments just increment reference counters) to avoid memory copies.
Potential Gotchas
Function Creating and Returning a non-Standalone Ref Object
A function which creates a Ref
object should generally return a Standalone
version of that
object. Otherwise, make certain that the Arena
on which that Ref
object was created still exists
when the caller uses the returned Ref
.
Assigning Returned Standalone Object to non Standalone Variable
A caller which receives a Standalone
return value should assign that return value to a
Standalone
variable. Consider the following example:
Standalone<StringRef> foo() {
return Standalone<StringRef>("string");
}
void bar() {
StringRef val = foo();
}
When val
is copy-assigned in bar
, its data is stored in the Arena
of the StringRef
that was
returned from foo
. When this returned StringRef
is subsequently deallocated, val
will no
longer be valid.
Use of Standalone Objects in ACTOR Functions
Special care needs to be taken when using using Standalone
values in actor functions.
Consider the following example:
ACTOR Future<void> foo(StringRef param)
{
//Do something
return Void();
}
ACTOR Future<Void> bar()
{
Standalone<StringRef> str("string");
wait(foo(str));
return Void();
}
Although it appears at first glance that bar
keeps the Arena
for str
alive during the call to foo
,
it will actually go out of scope in the class generated by the actor compiler. As a result, param
in
foo
will become invalid. To prevent this, either declare param
to be of type
Standalone<StringRef>
or make str
a state variable.