Multithreaded Programming Guide

Chapter 10 Programming Guidelines

This chapter gives some pointers on programming with threads. Most pointers apply to both Solaris and POSIX threads, but where functionality differs, it is noted. Changing from single-threaded thinking to multithreaded thinking is emphasized in this chapter.

Rethinking Global Variables

Historically, most code has been designed for single-threaded programs. This is especially true for most of the library routines called from C programs. The following implicit assumptions were made for single-threaded code:

The next few examples discuss some of the problems that arise in multithreaded programs because of these assumptions, and how you can deal with them.

Traditional, single-threaded C and UNIX have a convention for handling errors detected in system calls. System calls can return anything as a functional value (for example, write() returns the number of bytes that were transferred). However, the value -1 is reserved to indicate that something went wrong. So, when a system call returns -1, you know that it failed.

Example 10-1 Global Variables and errno

extern int errno;
if (write(file_desc, buffer, size) == -1) {
    /* the system call failed */
    fprintf(stderr, "something went wrong, "
        "error code = %d\n", errno);

Rather than return the actual error code (which could be confused with normal return values), the error code is placed into the global variable errno. When the system call fails, you can look in errno to find out what went wrong.

Now consider what happens in a multithreaded environment when two threads fail at about the same time, but with different errors. Both expect to find their error codes in errno, but one copy of errno cannot hold both values. This global variable approach simply does not work for multithreaded programs.

Threads solves this problem through a conceptually new storage class--thread-specific data. This storage is similar to global storage in that it can be accessed from any procedure in which a thread might be running. However, it is private to the thread--when two threads refer to the thread-specific data location of the same name, they are referring to two different areas of storage.

So, when using threads, each reference to errno is thread-specific because each thread has a private copy of errno. This is achieved in this implementation by making errno a macro that expands to a function call.

Providing for Static Local Variables

Example 10-2 shows a problem similar to the errno problem, but involving static storage instead of global storage. The function gethostbyname(3N) is called with the computer name as its argument. The return value is a pointer to a structure containing the required information for contacting the computer through network communications.

Example 10-2 The gethostbyname() Problem

struct hostent *gethostbyname(char *name) {
    static struct hostent result;
        /* Lookup name in hosts database */
        /* Put answer in result */

Returning a pointer to a local variable is generally not a good idea, although it works in this case because the variable is static. However, when two threads call this variable at once with different computer names, the use of static storage conflicts.

Thread-specific data could be used as a replacement for static storage, as in the errno problem, but this involves dynamic allocation of storage and adds to the expense of the call.

A better way to handle this kind of problem is to make the caller of gethostbyname() supply the storage for the result of the call. This is done by having the caller supply an additional argument, an output argument, to the routine. This requires a new interface to gethostbyname().

This technique is used in threads to fix many of these problems. In most cases, the name of the new interface is the old name with "_r" appended, as in gethostbyname_r(3N).

Synchronizing Threads

The threads in an application must cooperate and synchronize when sharing the data and the resources of the process.

A problem arises when multiple threads call something that manipulates an object. In a single-threaded world, synchronizing access to such objects is not a problem, but as Example 10-3illustrates, this is a concern with multithreaded code. (Note that the printf(3S) function is safe to call for a multithreaded program; this example illustrates what could happen if printf() were not safe.)

Example 10-3 The printf() Problem

/* thread 1: */
    printf("go to statement reached");

/* thread 2: */
    printf("hello world");

printed on display:
    go to hello

Single-Threaded Strategy

One strategy is to have a single, application-wide mutex lock that is acquired whenever any thread in the application is running and is released before it must block. Since only one thread can be accessing shared data at any one time, each thread has a consistent view of memory.

Because this is effectively a single-threaded program, very little is gained by this strategy.


A better approach is to take advantage of the principles of modularity and data encapsulation. A reentrant function is one that behaves correctly if it is called simultaneously by several threads. Writing a reentrant function is a matter of understanding just what behaves correctly means for this particular function.

Functions that are callable by several threads must be made reentrant. This might require changes to the function interface or to the implementation.

Functions that access global state, like memory or files, have reentrance problems. These functions need to protect their use of global state with the appropriate synchronization mechanisms provided by threads.

The two basic strategies for making functions in modules reentrant are code locking and data locking.

Code Locking

Code locking is done at the function call level and guarantees that a function executes entirely under the protection of a lock. The assumption is that all access to data is done through functions. Functions that share data should execute under the same lock.

Some parallel programming languages provide a construct called a monitor that implicitly does code locking for functions that are defined within the scope of the monitor. A monitor can also be implemented by a mutex lock.

Functions under the protection of the same mutex lock or within the same monitor are guaranteed to execute atomically with respect to each other.

Data Locking

Data locking guarantees that access to a collection of data is maintained consistently. For data locking, the concept of locking code is still there, but code locking is around references to shared (global) data, only. For a mutual exclusion locking protocol, only one thread can be in the critical section for each collection of data.

Alternatively, in a multiple readers, single writer protocol, several readers can be allowed for each collection of data or one writer. Multiple threads can execute in a single module when they operate on different data collections and do not conflict on a single collection for the multiple readers, single writer protocol. So, data locking typically allows more concurrency than does code locking. (Note that Solaris threads has "Readers/Writer Lock" functionality built in.)

What strategy should you use when using locks (whether implemented with mutexes, condition variables, or semaphores) in a program? Should you try to achieve maximum parallelism by locking only when necessary and unlocking as soon as possible (fine-grained locking)? Or should you hold locks for long periods to minimize the overhead of taking and releasing them (coarse-grained locking)?

The granularity of the lock depends on the amount of data it protects. A very coarse-grained lock might be a single lock to protect all data. Dividing how the data is protected by the appropriate number of locks is very important. Too fine a grain of locking can degrade performance. The small cost associated with acquiring and releasing locks can add up when there are too many locks.

The common wisdom is to start with a coarse-grained approach, identify bottlenecks, and add finer-grained locking where necessary to alleviate the bottlenecks. This is reasonably sound advice, but use your own judgment about taking it to the extreme.


For both code locking and data locking, invariants are important to control locking complexity. An invariant is a condition or relation that is always true.

The definition is modified somewhat for concurrent execution: an invariant is a condition or relation that is true when the associated lock is being set. Once the lock is set, the invariant can be false. However, the code holding the lock must reestablish the invariant before releasing the lock.

An invariant can also be a condition or relation that is true when a lock is being set. Condition variables can be thought of as having an invariant that is the condition.

Example 10-4 Testing the Invariant with assert(3X)


The assert() statement is testing the invariant. The cond_wait() function does not preserve the invariant, which is why the invariant must be re-evaluated when the thread returns.

Another example is a module that manages a doubly linked list of elements. For each item on the list a good invariant is the forward pointer of the previous item on the list that should also point to the same thing as the backward pointer of the forward item.

Assume this module uses code-based locking and therefore is protected by a single global mutex lock. When an item is deleted or added the mutex lock is acquired, the correct manipulation of the pointers is made, and the mutex lock is released. Obviously, at some point in the manipulation of the pointers the invariant is false, but the invariant is reestablished before the mutex lock is released.

Avoiding Deadlock

Deadlock is a permanent blocking of a set of threads that are competing for a set of resources. Just because some thread can make progress does not mean that there is not a deadlock somewhere else.

The most common error causing deadlock is self deadlock or recursive deadlock: a thread tries to acquire a lock it is already holding. Recursive deadlock is very easy to program by mistake.

For example, if a code monitor has every module function grabbing the mutex lock for the duration of the call, then any call between the functions within the module protected by the mutex lock immediately deadlocks. If a function calls some code outside the module which, through some circuitous path, calls back into any method protected by the same mutex lock, then it will deadlock too.

The solution for this kind of deadlock is to avoid calling functions outside the module when you don't know whether they will call back into the module without reestablishing invariants and dropping all module locks before making the call. Of course, after the call completes and the locks are reacquired, the state must be verified to be sure the intended operation is still valid.

An example of another kind of deadlock is when two threads, thread 1 and thread 2, each acquires a mutex lock, A and B, respectively. Suppose that thread 1 tries to acquire mutex lock B and thread 2 tries to acquire mutex lock A. Thread 1 cannot proceed and it is blocked waiting for mutex lock B. Thread 2 cannot proceed and it is blocked waiting for mutex lock A. Nothing can change, so this is a permanent blocking of the threads, and a deadlock.

This kind of deadlock is avoided by establishing an order in which locks are acquired (a lock hierarchy). When all threads always acquire locks in the specified order, this deadlock is avoided.

Adhering to a strict order of lock acquisition is not always optimal. When thread 2 has many assumptions about the state of the module while holding mutex lock B, giving up mutex lock B to acquire mutex lock A and then reacquiring mutex lock B in order would cause it to discard its assumptions and reevaluate the state of the module.

The blocking synchronization primitives usually have variants that attempt to get a lock and fail if they cannot, such as mutex_trylock(). This allows threads to violate the lock hierarchy when there is no contention. When there is contention, the held locks must usually be discarded and the locks reacquired in order.

Deadlocks Related to Scheduling

Because there is no guaranteed order in which locks are acquired, a problem in threaded programs is that a particular thread never acquires a lock, even though it seems that it should.

This usually happens when the thread that holds the lock releases it, lets a small amount of time pass, and then reacquires it. Because the lock was released, it might seem that the other thread should acquire the lock. But, because nothing blocks the thread holding the lock, it continues to run from the time it releases the lock until it reacquires the lock, and so no other thread is run.

You can usually solve this type of problem by calling thr_yield(3T) just before the call to reacquire the lock. This allows other threads to run and to acquire the lock.

Because the time-slice requirements of applications are so variable, the threads library does not impose any. Use calls to thr_yield() to make threads share time as you require.

Locking Guidelines

Here are some simple guidelines for locking.

Following Some Basic Guidelines


Creating and Using Threads

The threads packages will cache the threads data structure, stacks, and LWPs so that the repetitive creation of unbound threads can be inexpensive.

Unbound thread creation is very inexpensive when compared to process creation or even to bound thread creation. In fact, the cost is similar to unbound thread synchronization when you include the context switches to stop one thread and start another.

So, creating and destroying threads as they are required is usually better than attempting to manage a pool of threads that wait for independent work.

A good example of this is an RPC server that creates a thread for each request and destroys it when the reply is delivered, instead of trying to maintain a pool of threads to service requests.

While thread creation is relatively inexpensive when compared to process creation, it is not inexpensive when compared to the cost of a few instructions. Create threads for processing that lasts at least a couple of thousand machine instructions.

Lightweight Processes

Figure 10-1 illustrates the relationship between LWPs and the user and kernel levels.

Figure 10-1 Multithreading Levels and Relationships


The user-level threads library, with help from the programmer and the operating environment, ensures that the number of LWPs available is adequate for the currently active user-level threads. However, there is no one-to-one mapping between user threads and LWPs, and user-level threads can freely migrate from one LWP to another.

With Solaris threads, a programmer can tell the threads library how many threads should be "running" at the same time.

For example, if the programmer says that up to three threads should run at the same time, then at least three LWPs should be available. If there are three available processors, the threads run in parallel. If there is only one processor, then the operating environment multiplexes the three LWPs on that one processor. If all the LWPs block, the threads library adds another LWP to the pool.

When a user thread blocks due to synchronization, its LWP transfers to another runnable thread. This transfer is done with a coroutine linkage and not with a system call.

The operating environment decides which LWP should run on which processor and when. It has no knowledge about what user threads are or how many are active in each process.

The kernel schedules LWPs onto CPU resources according to their scheduling classes and priorities. The threads library schedules threads on the process pool of LWPs in much the same way.

Each LWP is independently dispatched by the kernel, performs independent system calls, incurs independent page faults, and runs in parallel on a multiprocessor system.

An LWP has some capabilities that are not exported directly to threads, such as a special scheduling class.

Unbound Threads

The library invokes LWPs as needed and assigns them to execute runnable threads. The LWP assumes the state of the thread and executes its instructions. If the thread becomes blocked on a synchronization mechanism, or if another thread should be run, the thread state is saved in process memory and the threads library assigns another thread to the LWP to run.

Bound Threads

Sometimes having more threads than LWPs, as can happen with unbound threads, is a disadvantage.

For example, a parallel array computation divides the rows of its arrays among different threads. If there is one LWP for each processor, but multiple threads for each LWP, each processor spends time switching between threads. In this case, it is better to have one thread for each LWP, divide the rows among a smaller number of threads, and reduce the number of thread switches.

A mixture of threads that are permanently bound to LWPs and unbound threads is also appropriate for some applications.

An example of this is a realtime application that has some threads with system-wide priority and realtime scheduling, and other threads that attend to background computations. Another example is a window system with unbound threads for most operations and a mouse serviced by a high-priority, bound, realtime thread.

When a user-level thread issues a system call, the LWP running the thread calls into the kernel and remains attached to the thread at least until the system call completes.

Bound threads are more expensive than unbound threads. Because bound threads can change the attributes of the underlying LWP, the LWPs are not cached when the bound threads exit. Instead, the operating environment provides a new LWP when a bound thread is created and destroys it when the bound thread exits.

Use bound threads only when a thread needs resources that are available only through the underlying LWP, such as a virtual time interval timer or an alternate stack, or when the thread must be visible to the kernel to be scheduled with respect to all other active threads in the system, as in realtime scheduling.

Use unbound threads even when you expect all threads to be active simultaneously. This allows Solaris threads to efficiently cache LWP and thread resources so that thread creation and destruction are fast. Use thr_setconcurrency(3T) to tell Solaris threads how many threads you expect to be simultaneously active.

Thread Concurrency (Solaris Threads Only)

By default, Solaris threads attempts to adjust the system execution resources (LWPs) used to run unbound threads to match the real number of active threads. While the Solaris threads package cannot make perfect decisions, it at least ensures that the process continues to make progress.

When you have some idea of the number of unbound threads that should be simultaneously active (executing code or system calls), tell the library through thr_setconcurrency(3T).

For example:

Alternatively, the concurrency level can be incremented by one through the THR_NEW_LWP flag as each thread is created.

Include unbound threads blocked on interprocess (USYNC_PROCESS) synchronization variables as active when you compute thread concurrency. Exclude bound threads--they do not require concurrency support from Solaris threads because they are equivalent to LWPs.


A new thread is created with thr_create(3T) in less time than an existing thread can be restarted. This means that it is more efficient to create a new thread when one is needed and have it call thr_exit(3T) when it has completed its task than it would be to stockpile an idle thread and restart it.

Thread Creation Guidelines

Here are some simple guidelines for using threads.

Working with Multiprocessors

Multithreading lets you take advantage of multiprocessors, primarily through parallelism and scalability. Programmers should be aware of the differences between the memory models of a multiprocessor and a uniprocessor.

Memory consistency is always from the viewpoint of the processor interrogating memory. For uniprocessors, memory is obviously consistent because there is only one processor viewing memory.

To improve multiprocessor performance, memory consistency is relaxed.You cannot always assume that changes made to memory by one processor are immediately reflected in the other processors' views of that memory.

You can avoid this complexity by using synchronization variables when you use shared or global variables.

Barrier synchronization is sometimes an efficient way to control parallelism on multiprocessors. An example of barriers can be found in Appendix B, Solaris Threads Example: barrier.c."

Another multiprocessor issue is efficient synchronization when threads must wait until all have reached a common point in their execution.

Note -

The issues discussed here are not important when the threads synchronization primitives are always used to access shared memory locations.

The Underlying Architecture

When threads synchronize access to shared storage locations using the threads synchronization routines, the effect of running a program on a shared-memory multiprocessor is identical to the effect of running the program on a uniprocessor.

However, in many situations a programmer might be tempted to take advantage of the multiprocessor and use "tricks" to avoid the synchronization routines. As Example 10-5and Example 10-6 show, such tricks can be dangerous.

Understanding the memory models supported by common multiprocessor architectures helps to understand the dangers.

The major multiprocessor components are:

In the simple traditional model, the multiprocessor behaves as if the processors are connected directly to memory: when one processor stores into a location and another immediately loads from the same location, the second processor loads what was stored by the first.

Caches can be used to speed the average memory access, and the desired semantics can be achieved when the caches are kept consistent with one another.

A problem with this simple approach is that the processor must often be delayed to make certain that the desired semantics are achieved. Many modern multiprocessors use various techniques to prevent such delays, which, unfortunately, change the semantics of the memory model.

Two of these techniques and their effects are explained in the next two examples.

"Shared-Memory" Multiprocessors

Consider the purported solution to the producer/consumer problem shown in Example 10-5.

Although this program works on current SPARC-based multiprocessors, it assumes that all multiprocessors have strongly ordered memory. This program is therefore not portable.

Example 10-5 The Producer/Consumer Problem--Shared Memory Multiprocessors

                    char buffer[BSIZE];
                    unsigned int in = 0;
                    unsigned int out = 0;

void                             char
producer(char item) {              consumer(void) {
                                    char item;
        ;/* nothing */                do  
    while                                 ;/* nothing */
        (in - out == BSIZE);           while
                                         (in - out == 0);
    buffer[in%BSIZE] = item;            item = buffer[out%BSIZE];
    in++;                             out++;
}                                }

When this program has exactly one producer and exactly one consumer and is run on a shared-memory multiprocessor, it appears to be correct. The difference between in and out is the number of items in the buffer.

The producer waits (by repeatedly computing this difference) until there is room for a new item, and the consumer waits until there is an item in the buffer.

For memory that is strongly ordered (for instance, a modification to memory on one processor is immediately available to the other processors), this solution is correct (it is correct even taking into account that in and out will eventually overflow, as long as BSIZE is less than the largest integer that can be represented in a word).

Shared-memory multiprocessors do not necessarily have strongly ordered memory. A change to memory by one processor is not necessarily available immediately to the other processors. When two changes to different memory locations are made by one processor, the other processors do not necessarily see the changes in the order in which they were made because changes to memory don't happen immediately.

First the changes are stored in store buffers that are not visible to the cache.

The processor looks at these store buffers to ensure that a program has a consistent view, but because store buffers are not visible to other processors, a write by one processor doesn't become visible until it is written to cache.

The synchronization primitives (see Chapter 4, Programming with Synchronization Objects") use special instructions that flush the store buffers to cache. So, using locks around your shared data ensures memory consistency.

When memory ordering is very relaxed, Example 10-5has a problem because the consumer might see that in has been incremented by the producer before it sees the change to the corresponding buffer slot.

This is called weak ordering because stores made by one processor can appear to happen out of order by another processor (memory, however, is always consistent from the same processor). To fix this, the code should use mutexes to flush the cache.

The trend is toward relaxing memory order. Because of this, programmers are becoming increasingly careful to use locks around all global or shared data.

As demonstrated by Example 10-5and Example 10-6, locking is essential.

Peterson's Algorithm

The code in Example 10-6is an implementation of Peterson's Algorithm, which handles mutual exclusion between two threads. This code tries to guarantee that there is never more than one thread in the critical section and that, when a thread calls mut_excl(), it enters the critical section sometime "soon."

An assumption here is that a thread exits fairly quickly after entering the critical section.

Example 10-6 Mutual Exclusion for Two Threads?

void mut_excl(int me /* 0 or 1 */) {
    static int loser;
    static int interested[2] = {0, 0};
    int other; /* local variable */
    other = 1 - me;
    interested[me] = 1;
    loser = me;
    while (loser == me && interested[other])

    /* critical section */
    interested[me] = 0;

This algorithm works some of the time when it is assumed that the multiprocessor has strongly ordered memory.

Some multiprocessors, including some SPARC-based multiprocessors, have store buffers. When a thread issues a store instruction, the data is put into a store buffer. The buffer contents are eventually sent to the cache, but not necessarily right away. (Note that the caches on each of the processors maintain a consistent view of memory, but modified data does not reach the cache right away.)

When multiple memory locations are stored into, the changes reach the cache (and memory) in the correct order, but possibly after a delay. SPARC-based multiprocessors with this property are said to have total store order (TSO).

When one processor stores into location A and then loads from location B, and another processor stores into location B and loads from location A, the expectation is that either the first processor fetches the newly modified value in location B or the second processor fetches the newly modified value in location A, or both, but that the case in which both processors load the old values simply cannot happen.

However, with the delays caused by load and store buffers, the "impossible case" can happen.

What could happen with Peterson's algorithm is that two threads running on separate processors each stores into its own slot of the interested array and then loads from the other slot. They both see the old values (0), assume that the other party is not present, and both enter the critical section. (Note that this is the sort of problem that might not show up when you test a program, but only much later.)

This problem is avoided when you use the threads synchronization primitives, whose implementations issue special instructions to force the writing of the store buffers to the cache.

Parallelizing a Loop on a Shared-Memory Parallel Computer

In many applications, and especially numerical applications, while part of the algorithm can be parallelized, other parts are inherently sequential, as shown in the following:

Thread2 through Threadn
while(many_iterations) {

    --- Barrier ---
while(many_iterations) {

    --- Barrier ---

For example, you might produce a set of matrices with a strictly linear computation, then perform operations on the matrices using a parallel algorithm, then use the results of these operations to produce another set of matrices, then operate on them in parallel, and so on.

The nature of the parallel algorithms for such a computation is that little synchronization is required during the computation, but synchronization of all the threads employed is required to ensure that the sequential computation is finished before the parallel computation begins.

The barrier forces all the threads that are doing the parallel computation to wait until all threads involved have reached the barrier. When they've reached the barrier, they are released and begin computing together.


This guide has covered a wide variety of important threads programming issues. Look in Appendix A, Sample Application - Multithreaded grep"for a pthreads program example that uses many of the features and styles that have been discussed. Look in Appendix B, Solaris Threads Example: barrier.c"for a program example that uses Solaris threads.

Further Reading

For more in-depth information about multithreading, see the following book: