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<a class="dropdown-item" tabindex="-1" href="SynchOverview.html#"><b>Chapter 1</b></a>
<a class="dropdown-item" href="IntroConcSysOverview.html">&nbsp;&nbsp;&nbsp;1.1. Introduction to Concurrent Systems</a>
<a class="dropdown-item" href="SysAndModels.html">&nbsp;&nbsp;&nbsp;1.2. Systems and Models</a>
<a class="dropdown-item" href="Themes.html">&nbsp;&nbsp;&nbsp;1.3. Themes and Guiding Principles</a>
<a class="dropdown-item" href="Architectures.html">&nbsp;&nbsp;&nbsp;1.4. System Architectures</a>
<a class="dropdown-item" href="StateModels.html">&nbsp;&nbsp;&nbsp;1.5. State Models in UML</a>
<a class="dropdown-item" href="SequenceModels.html">&nbsp;&nbsp;&nbsp;1.6. Sequence Models in UML</a>
<a class="dropdown-item" href="StateModelImplementation.html">&nbsp;&nbsp;&nbsp;1.7. Extended Example: State Model Implementation</a>
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<a class="dropdown-item disabled"><b>Chapter 2</b></a>
<a class="dropdown-item" href="ProcessesOverview.html">&nbsp;&nbsp;&nbsp;2.1. Processes and OS Basics</a>
<a class="dropdown-item" href="Multiprogramming.html">&nbsp;&nbsp;&nbsp;2.2. Processes and Multiprogramming</a>
<a class="dropdown-item" href="KernelMechanics.html">&nbsp;&nbsp;&nbsp;2.3. Kernel Mechanics</a>
<a class="dropdown-item" href="Syscall.html">&nbsp;&nbsp;&nbsp;2.4. System Call Interface</a>
<a class="dropdown-item" href="ProcessCycle.html">&nbsp;&nbsp;&nbsp;2.5. Process Life Cycle</a>
<a class="dropdown-item" href="UnixFile.html">&nbsp;&nbsp;&nbsp;2.6. The UNIX File Abstraction</a>
<a class="dropdown-item" href="EventsSignals.html">&nbsp;&nbsp;&nbsp;2.7. Events and Signals</a>
<a class="dropdown-item" href="Extended2Processes.html">&nbsp;&nbsp;&nbsp;2.8. Extended Example: Listing Files with Processes</a>
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<a class="dropdown-item disabled"><b>Chapter 3</b></a>
<a class="dropdown-item" href="IPCOverview.html">&nbsp;&nbsp;&nbsp;3.1. Concurrency with IPC</a>
<a class="dropdown-item" href="IPCModels.html">&nbsp;&nbsp;&nbsp;3.2. IPC Models</a>
<a class="dropdown-item" href="Pipes.html">&nbsp;&nbsp;&nbsp;3.3. Pipes and FIFOs</a>
<a class="dropdown-item" href="MMap.html">&nbsp;&nbsp;&nbsp;3.4. Shared Memory With Memory-mapped Files</a>
<a class="dropdown-item" href="POSIXvSysV.html">&nbsp;&nbsp;&nbsp;3.5. POSIX vs. System V IPC</a>
<a class="dropdown-item" href="MQueues.html">&nbsp;&nbsp;&nbsp;3.6. Message Passing With Message Queues</a>
<a class="dropdown-item" href="ShMem.html">&nbsp;&nbsp;&nbsp;3.7. Shared Memory</a>
<a class="dropdown-item" href="IPCSems.html">&nbsp;&nbsp;&nbsp;3.8. Semaphores</a>
<a class="dropdown-item" href="Extended3Bash.html">&nbsp;&nbsp;&nbsp;3.9. Extended Example: Bash-lite: A Simple Command-line Shell</a>
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<a class="dropdown-item disabled"><b>Chapter 4</b></a>
<a class="dropdown-item" href="SocketsOverview.html">&nbsp;&nbsp;&nbsp;4.1. Networked Concurrency</a>
<a class="dropdown-item" href="FiveLayer.html">&nbsp;&nbsp;&nbsp;4.2. The TCP/IP Internet Model</a>
<a class="dropdown-item" href="NetApps.html">&nbsp;&nbsp;&nbsp;4.3. Network Applications and Protocols</a>
<a class="dropdown-item" href="Sockets.html">&nbsp;&nbsp;&nbsp;4.4. The Socket Interface</a>
<a class="dropdown-item" href="TCPSockets.html">&nbsp;&nbsp;&nbsp;4.5. TCP Socket Programming: HTTP</a>
<a class="dropdown-item" href="UDPSockets.html">&nbsp;&nbsp;&nbsp;4.6. UDP Socket Programming: DNS</a>
<a class="dropdown-item" href="AppBroadcast.html">&nbsp;&nbsp;&nbsp;4.7. Application-Layer Broadcasting: DHCP</a>
<a class="dropdown-item" href="Extended4CGI.html">&nbsp;&nbsp;&nbsp;4.8. Extended Example: CGI Web Server</a>
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<a class="dropdown-item disabled"><b>Chapter 5</b></a>
<a class="dropdown-item" href="InternetOverview.html">&nbsp;&nbsp;&nbsp;5.1. The Internet and Connectivity</a>
<a class="dropdown-item" href="AppLayer.html">&nbsp;&nbsp;&nbsp;5.2. Application Layer: Overlay Networks</a>
<a class="dropdown-item" href="TransLayer.html">&nbsp;&nbsp;&nbsp;5.3. Transport Layer</a>
<a class="dropdown-item" href="NetSec.html">&nbsp;&nbsp;&nbsp;5.4. Network Security Fundamentals</a>
<a class="dropdown-item" href="NetLayer.html">&nbsp;&nbsp;&nbsp;5.5. Network Layer: IP</a>
<a class="dropdown-item" href="LinkLayer.html">&nbsp;&nbsp;&nbsp;5.6. Link Layer</a>
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<a class="dropdown-item" href="ThreadsOverview.html">&nbsp;&nbsp;&nbsp;6.1. Concurrency with Multithreading</a>
<a class="dropdown-item" href="ProcVThreads.html">&nbsp;&nbsp;&nbsp;6.2. Processes vs. Threads</a>
<a class="dropdown-item" href="RaceConditions.html">&nbsp;&nbsp;&nbsp;6.3. Race Conditions and Critical Sections</a>
<a class="dropdown-item" href="POSIXThreads.html">&nbsp;&nbsp;&nbsp;6.4. POSIX Thread Library</a>
<a class="dropdown-item" href="ThreadArgs.html">&nbsp;&nbsp;&nbsp;6.5. Thread Arguments and Return Values</a>
<a class="dropdown-item" href="ImplicitThreads.html">&nbsp;&nbsp;&nbsp;6.6. Implicit Threading and Language-based Threads</a>
<a class="dropdown-item" href="Extended6Input.html">&nbsp;&nbsp;&nbsp;6.7. Extended Example: Keyboard Input Listener</a>
<a class="dropdown-item" href="Extended6Primes.html">&nbsp;&nbsp;&nbsp;6.8. Extended Example: Concurrent Prime Number Search</a>
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<a class="dropdown-item disabled"><b>Chapter 7</b></a>
<a class="dropdown-item" href="SynchOverview.html">&nbsp;&nbsp;&nbsp;7.1. Synchronization Primitives</a>
<a class="dropdown-item" href="CritSect.html">&nbsp;&nbsp;&nbsp;7.2. Critical Sections and Peterson's Solution</a>
<a class="dropdown-item" href="Locks.html">&nbsp;&nbsp;&nbsp;7.3. Locks</a>
<a class="dropdown-item" href="Semaphores.html">&nbsp;&nbsp;&nbsp;7.4. Semaphores</a>
<a class="dropdown-item" href="Barriers.html">&nbsp;&nbsp;&nbsp;7.5. Barriers</a>
<a class="dropdown-item" href="Condvars.html">&nbsp;&nbsp;&nbsp;7.6. Condition Variables</a>
<a class="dropdown-item" href="Deadlock.html">&nbsp;&nbsp;&nbsp;7.7. Deadlock</a>
<a class="dropdown-item" href="Extended7Events.html">&nbsp;&nbsp;&nbsp;7.8. Extended Example: Event Log File</a>
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<a class="dropdown-item" href="SynchProblemsOverview.html">&nbsp;&nbsp;&nbsp;8.1. Synchronization Patterns and Problems</a>
<a class="dropdown-item" href="SynchDesign.html">&nbsp;&nbsp;&nbsp;8.2. Basic Synchronization Design Patterns</a>
<a class="dropdown-item" href="ProdCons.html">&nbsp;&nbsp;&nbsp;8.3. Producer-Consumer Problem</a>
<a class="dropdown-item" href="ReadWrite.html">&nbsp;&nbsp;&nbsp;8.4. Readers-Writers Problem</a>
<a class="dropdown-item" href="DiningPhil.html">&nbsp;&nbsp;&nbsp;8.5. Dining Philosophers Problem and Deadlock</a>
<a class="dropdown-item" href="CigSmokers.html">&nbsp;&nbsp;&nbsp;8.6. Cigarette Smokers Problem and the Limits of Semaphores and Locks</a>
<a class="dropdown-item" href="Extended8ModExp.html">&nbsp;&nbsp;&nbsp;8.7. Extended Example: Parallel Modular Exponentiation</a>
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<a class="dropdown-item disabled"><b>Chapter 9</b></a>
<a class="dropdown-item" href="ParallelDistributedOverview.html">&nbsp;&nbsp;&nbsp;9.1. Parallel and Distributed Systems</a>
<a class="dropdown-item" href="ParVConc.html">&nbsp;&nbsp;&nbsp;9.2. Parallelism vs. Concurrency</a>
<a class="dropdown-item" href="ParallelDesign.html">&nbsp;&nbsp;&nbsp;9.3. Parallel Design Patterns</a>
<a class="dropdown-item" href="Scaling.html">&nbsp;&nbsp;&nbsp;9.4. Limits of Parallelism and Scaling</a>
<a class="dropdown-item" href="DistTiming.html">&nbsp;&nbsp;&nbsp;9.5. Timing in Distributed Environments</a>
<a class="dropdown-item" href="DistDataStorage.html">&nbsp;&nbsp;&nbsp;9.6. Reliable Data Storage and Location</a>
<a class="dropdown-item" href="DistConsensus.html">&nbsp;&nbsp;&nbsp;9.7. Consensus in Distributed Systems</a>
<a class="dropdown-item" href="Extended9Blockchain.html">&nbsp;&nbsp;&nbsp;9.8. Extended Example: Blockchain Proof-of-Work</a>
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<a class="dropdown-item disabled"><b>Appendix A</b></a>
<a class="dropdown-item" href="CLangOverview.html">&nbsp;&nbsp;&nbsp;A.1. C Language Reintroduction</a>
<a class="dropdown-item" href="Debugging.html">&nbsp;&nbsp;&nbsp;A.2. Documentation and Debugging</a>
<a class="dropdown-item" href="BasicTypes.html">&nbsp;&nbsp;&nbsp;A.3. Basic Types and Pointers</a>
<a class="dropdown-item" href="Arrays.html">&nbsp;&nbsp;&nbsp;A.4. Arrays, Structs, Enums, and Type Definitions</a>
<a class="dropdown-item" href="Functions.html">&nbsp;&nbsp;&nbsp;A.5. Functions and Scope</a>
<a class="dropdown-item" href="Pointers.html">&nbsp;&nbsp;&nbsp;A.6. Pointers and Dynamic Allocation</a>
<a class="dropdown-item" href="Strings.html">&nbsp;&nbsp;&nbsp;A.7. Strings</a>
<a class="dropdown-item" href="FunctionPointers.html">&nbsp;&nbsp;&nbsp;A.8. Function Pointers</a>
<a class="dropdown-item" href="Files.html">&nbsp;&nbsp;&nbsp;A.9. Files</a>
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<h1>7.1. Synchronization Primitives<a class="headerlink" href="SynchOverview.html#synchronization-primitives" title="Permalink to this headline"></a></h1>
<div class="figure mb-2 align-center" style="width: 100%">
<a class="reference internal image-reference" href="_images/CSF-Timeline.7.png"><img class="p-3 mb-2 align-center border border-dark rounded-lg" alt="Timeline of major CSF topics with Multicore and Threads highlighted" src="_images/CSF-Timeline.7.png" style="width: 90%;" /></a>
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<blockquote class="blockquote text-center">
<p>“Its not an idea until you write it down.”
<footer class="blockquote-footer">Ivan Sutherland</footer>
</blockquote><p>The resurgence of interest in multithreading in the late 1990s brought
synchronization with it as a core topic. When multiple threads share an address
space, they must ensure not to conflict in their memory accesses. Edsger
Dijkstras THE OS introduced semaphores as a software construct in 1968, while
the POSIX.1c-1995 standard defined an interface for them. In addition,
higher-level primitives have made synchronization more manageable as a key
infrastructure component for concurrent software.</p>
<div class="topic border border-dark rounded-lg bg-light px-2 mb-3">
<div class="figure align-left" style="width: 5%">
<a class="reference internal image-reference" href="_images/CSF-Images-Objectives.png"><img alt="Decorative chapter objectives image" src="_images/CSF-Images-Objectives.png" style="width: 100%;" /></a>
</div>
<p class="topic-title first pt-2 mb-1">Chapter Objectives</p><hr class="mt-1" />
<p>In this chapter, we will address the following instructional objectives:</p>
<ul class="simple">
<li>We will justify the need for synchronization primitives as solutions to race
conditions and timing constraints.</li>
<li>We will compare and contrast primitive synchronization mechanisms and what
problems they solve.</li>
<li>We will examine code using the POSIX thread librarys synchronization
primitive implementations.</li>
<li>We will identify the conditions that lead to deadlock, a difficult race
condition that can arise in synchronized software.</li>
</ul>
</div>
<p>Concurrent programs introduce a new class of software bugs called <a class="reference internal" href="Glossary.html#term-race-condition"><span class="xref std std-term">race
conditions</span></a>. Race conditions arise whenever the <em>timing</em> of
multiple <a class="reference internal" href="Glossary.html#term-thread"><span class="xref std std-term">threads of execution</span></a> determines the outcome. The
problem is that the scheduling of threads is out of the control of the
programmer who wrote the code and the user running the program.</p>
<p>The scheduling is determined by the operating system kernel, a special program
that manages the systems resources. In modern general-purpose computer systems,
there may be hundreds or thousands of threads that must take turns getting
access to a small number of CPU processing cores. The kernel makes the decision
of which thread to run based on what else the machine is doing, how long each
thread has already run, and many other factors. The programmer cannot predict or
control any of these factors; in fact, the exact combination of factors is
likely to be unique every time the program runs.</p>
<p>In many cases, the <a class="reference internal" href="Glossary.html#term-nondeterminism"><span class="xref std std-term">nondeterministic</span></a> nature of thread scheduling is not a
problem. If one thread is responsible for factoring 5,182,397,724,980 into a
product of primes while another is computing the billionth digit of Pi, it
probably doesnt matter which calculation finishes first. However, if these two
results are going to be combined in some way, the program must guarantee that
both of them have completed before attempting this third step. That is, these
steps must be <a class="reference internal" href="Glossary.html#term-synchronization"><span class="xref std std-term">synchronized</span></a>.</p>
<p>There are several forms of synchronization that various programs may require.
Some common examples include the following:</p>
<blockquote>
<div><ul class="simple">
<li>Multiple threads may try to modify a shared data structure, but each write
must be performed one at a time to ensure the final result is correct.</li>
<li>The system may need to place a limit on the number of simultaneous accesses to
a shared resource to avoid delays. For instance, a web server may limit the
number of incoming network requests to make sure it does not consume too much memory.</li>
<li>Particular events may need to be performed in a specific order, such as when
the output produced by one thread is required as input to another thread.</li>
<li>The system may need to make sure that a minimum number of calculations have
been completed before proceeding to take some sort of action. For example, some
programs run multiple different algorithms that should produce the same result;
the system may require at least three algorithms agree before having the
confidence that the result is correct.</li>
</ul>
</div></blockquote>
<p>The <a class="reference internal" href="Glossary.html#term-synchronization-primitive"><span class="xref std std-term">synchronization primitives</span></a> described in
this chapter can achieve all of these goals. Synchronization primitives are
variable types that have one critical aspect: operations that manipulate the
primitives are guaranteed to be <a class="reference internal" href="Glossary.html#term-atomic"><span class="xref std std-term">atomic</span></a>. This feature contrasts with
standard variables that lack this guarantee. For instance, consider the simple
line of C code <code class="docutils literal notranslate"><span class="pre">x++</span></code> that increments an <code class="docutils literal notranslate"><span class="pre">int</span></code> variable. This line requires three
separate instructions to load the variable into a register, increment the
register, then store the result back into memory. In between these instructions,
the kernel might interrupt the execution and switch to another thread. In
contrast, a synchronization primitive would use special-purpose hardware
techniques to guarantee that this kind of multi-step operation happens in a
single step that cannot be interrupted by the kernel.</p>
<p>Careless misuse of synchronization primitives can cause a variety of problems.
For one thing, some synchronization primitives impose a performance penalty by
turning off all parallel execution in a system. This shutdown requires CPU cores
temporarily save copies of their data and stop running; they may also need to
perform pending writes back to multiple levels of cache. Even worse,
synchronization primitives can lead to <a class="reference internal" href="Glossary.html#term-deadlock"><span class="xref std std-term">deadlock</span></a>, a condition in which
two (or more) threads are simultaneously waiting on each other. Finally, some
synchronization algorithms contain subtle flaws that can be easily overlooked.</p>
<p>The goal for this chapter is to examine the common synchronization primitives
that are widely supported, particular in the POSIX thread library. The focus
here is on the basic intent of each primitive and some principles for avoiding
deadlock and significant performance penalties. In <a class="reference external" href="SynchProblemsOverview.html">Synchronization Problems</a>, we will explore how to combine primitives to
solve more complex problems.</p>
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