We will start from a program that opens a window in which a couple of "balls" start moving, bouncing against the walls.
javac *.java java BallsThe program must be stopped by Ctrl-C. Look at the classes and make sure that you understand them.
Your first task is to add still another thread to your program that kills
the balls at random times (i.e. with short random delays inbetween). But the
balls should be killed in random order. Killing a ball means
that its run method must terminate. This should be
achieved by making the loop terminate normally and NOT by
calling the deprecated method to stop a thread. Further, the ball must be
removed from the
world (in a thread-safe way similar to addBalls).
After this has been done the garbage collector in the run-time system will
eventually
reclaim the space allocated for the ball object.
To solve the problem you can make use of a semaphore that the balls try to acquire in order to "get permission to die". The semaphore is initially zero and then released a number of times in a thread started in main. Note that it is very useful to try to acquire the semaphore, using its tryAcquire method.
Implement this and test your program. Make sure that you understand how the design makes the killing order unpredictable.
If you want, you can change the behaviour of the program further so that killed balls are reborn after some (random) time. But don't spend all time on this exercise. You should also have some time both for the next Java exercise and the MPD versions.
You must now modify the program to achieve the following behaviour:
When a bouncing ball after one of its moves finds itself in
the diagonal area of the world (i.e. where x is very close to y), it
will "freeze", i.e. stop
moving. Note that a ball may jump over the diagonal area in one move; this
will not cause it to freeze.
When all balls have frozen at the diagonal, they will all
wake up and continue bouncing until they freeze again on the
diagonal. This bouncing/freezing continues forever.
You should recognize this as a form of barrier synchronization that can be achieved using N+1 semaphores: one common barrier semaphore, which ball threads release when they reach the synchronization point, and an array of "continue" semaphores, indexed by thread, which threads acquire in order to continue beyond the barrier.
A special barrier synchronization process is also needed, which repeatedly acquire the barrier semaphore N times, followed by releasing all the continue semaphors. See slide 36 of lecture 6 for details.
The package java.util.concurrent includes the class
CyclicBarrier, which provides more convenient means
to achieve barrier synchronization. Rewrite the program from
the previous exercise using this class instead of semaphores.
The window handling and graphics routines are of course different; you should NOT try to learn to do GUI programming in MPD unless you are particularly interested. In this course you will not be asked to do any such programming. Now you will solve the same two problems as in Java. However, we propose that you start with the second problem.
If you have solved the Java version of this problem, an MPD version
using semaphores should be straightforward. Do it anyhow! You might
need the try_p() (see below).
Now for a harder exercise: Implement the body of
a resource cyclicBarrier which
provides similar features as the Java class of the same name. But we are content
with a simpler version with the following spec:
resource cyclicBarrier op await() body cyclicBarrier(int parties) separateThe parameter parties is the number of threads that need to reach the barrier before they are all allowed to continue. Write the body part of this resource and then use it to solve the ball-freezing problem again.
body cyclicBarrier
sem barrier = 0
sem mutex = 1
int arrived = 0
proc await() {
P(mutex)
arrived++
...
}
end
Note that, however, trying to complete this, you will get a faulty solution that does not prevent a quick process from "stealing" a V from a slower process. Optionally, you can fix this by using two barrier semaphores that are used in alternating turns. But, as we warned above, this is a bit tricky.
To test your implementation, modify the bouncing balls program to use this resource. Note that you must update the Makefile, since your MPD program now contains two more files, cyclicBarrier.spec.mpd and cyclicBarrier.body.mpd. This is done using mpdm:
mpdm coords.mpd colors.mpd ball.spec.mpd ball.body.mpd ballWorld.mpd cyclicBarrier.spec.mpd cyclicBarrier.body.mpd balls.mpd mpdwin.o -lX11Then
make clean will clean up the old compiled files, and
make run will compile and run the main resource balls.mpd.
If you have time, here is a final exercise. The
task is to do the ball killing program in MPD.
Here you would also want semaphores with an operation similar to tryAcquire from the Java class. Such an operation is not available for MPD:s built-in semaphores. Therefore we provide you with an alternative semaphore resource. This is a formulation of a semaphore in MPD, which is not compatible with the native semaphores. Thus, you cannot use the P and V primitives.
To use the semaphores of this resource, write
import semaphore # import the package ... cap semaphore mutex = create semaphore(1) # create a new semaphore ... mutex.p() # works as P ... Critical Section mutex.v() # works as V
The resource also contains a
non-blocking operation try_p() which is the correspondence
to tryAcquire.
It tries to acquire the semaphore but instead of blocking
it returns immediately with return value true if the semaphore
was acquired and false if it was not. (If you look into the file
semaphore.mpd,
it will be difficult to understand for the moment. Everything will be explained
in a few weeks! For now, you should rely on your understanding of the concept of
semaphores and trust that the required behaviour is implemented.)
mpdm coords.mpd colors.mpd ball.spec.mpd ball.body.mpd ballWorld.mpd semaphore.mpd balls.mpd mpdwin.o -lX11