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61 lines
2.1 KiB
C++
61 lines
2.1 KiB
C++
#include "Tutorial.h"
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void CoWorkTutorial()
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{
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/// .`CoWork`
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/// `CoWork` is intented to be use when thread are used to speedup code by distributing tasks
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/// over multiple CPU cores. `CoWork` spans a single set of worker threads that exist for the
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/// whole duration of program run. `CoWork` instances then manage assigning jobs to these
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/// worker threads and waiting for the all work to finish.
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/// Job units to `CoWork` are represented by `Function<void ()>` and thus can be written
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/// inline as lambdas.
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/// As an example, following code reads input file by lines, splits lines into words (this
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/// is the parallelized work) and then adds resulting words to `Index`:
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FileIn in(GetDataFile("test.txt")); // let us open some tutorial testing data
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Index<String> w;
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Mutex m; // need mutex to serialize access to w
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CoWork co;
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while(!in.IsEof()) {
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String ln = in.GetLine();
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co & [ln, &w, &m] {
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Vector<String> h = Split(ln, [](int c) { return IsAlpha(c) ? 0 : c; });
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Mutex::Lock __(m);
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for(const auto& s : h)
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w.FindAdd(s);
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};
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}
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co.Finish();
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DUMP(w);
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/// Adding words to `w` requires `Mutex`. Alternative to this 'result gathering' `Mutex` is
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/// CoWork::FinLock. The idea behind this is that CoWork requires an internal `Mutex` to
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/// serialize access to common data, so why `FinLock` locks this internal mutex a bit
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/// earlier, saving CPU cycles required to lock and unlock dedicated mutex. From API
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/// contract perspective, you can consider `FinLock` to serialize code till the end of
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/// worker job.
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in.Seek(0);
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while(!in.IsEof()) {
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String ln = in.GetLine();
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co & [ln, &w, &m] {
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Vector<String> h = Split(ln, [](int c) { return IsAlpha(c) ? 0 : c; });
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CoWork::FinLock(); // replaces the mutex, locked till the end of CoWork job
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for(const auto& s : h)
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w.FindAdd(s);
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};
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}
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co.Finish();
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DUMP(w);
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/// Of course, the code performed after FinLock should not take long, otherwise there is
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/// negative impact on all CoWork instances. In fact, from this perspective, above code is
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/// probably past this threshold...
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}
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