Go Cond

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External

Internal

Overview

Cond implements a condition variable, a rendezvous point for goroutines waiting for or announcing the occurrence of an event. In this definition, an "event" is an arbitrary signal between two or more goroutines that carries no information other than the fact that it has occurred.

Cond#Wait() offers a way for a goroutine to "efficiently sleep" (be suspended), until it is signaled to wake up and check of a condition, by other calling Signal() or Broadcast(). Each goroutine that wants to access condition, concurrently, uses this access pattern:

cond.L.Lock()
for !condition() {
  c.Wait() // Wait() releases the lock internally, as a side effect
}

// At this point the goroutine has exclusive access to the condition.

// Make use of the condition, accessing it is concurrently-safe.
...
c.L.Unlock()
// Ensure that other goroutine competing for the condition are woken up with Broadcast() or Signal()

To wake just one goroutine that called Wait() and are now suspended, use Signal(). Internally, the runtime maintains a FIFO list of goroutines waiting to be signaled, Signal() finds the goroutine that’s been waiting the longest and notifies it.

To wake up all goroutines that called Wait() and are now suspended, use Broadcast().

For many simple use cases, users will be better off using channels than a Cond, Broadcast() corresponds to closing a channel, and Signal corresponds to sending on a channel. However, Cond is much more performant than using channels.

Each Cond has an associated Locker L, commonly a *Mutex or *RWMutex, which must be held when changing the condition and when calling the Wait method. A Cond must not be copied after first use. In the terminology of the Go memory model, Cond arranges that a call to Broadcast() or Signal() "synchronizes before" any Wait call that it unblocks.

Example

var cond = sync.NewCond(&sync.Mutex{})
var remaining = []string{"red", "green", "blue", "yellow", "black", "fuchsia"}
var next string

func painter(myColor string) {
	cond.L.Lock()
	// wait for my turn, "sleep" otherwise
	for next != myColor {
		cond.Wait()
	}
	// it is my turn, paint
	fmt.Printf("%s\n", myColor)
	// remove myself from the remaining
	var s []string
	for _, c := range remaining {
		if c == myColor {
			continue
		}
		s = append(s, c)
	}
	remaining = s
	// designate a successor
	if len(remaining) > 0 {
		next = remaining[rand.Intn(len(remaining))]
	}
	// release the lock
	cond.L.Unlock()
	// notify everyone else
	cond.Broadcast()
}

func main() {
	var painters = make([]string, len(remaining))
	copy(painters, remaining)
	for _, c := range painters {
		go painter(c)
	}
	// pick a random first painter
	next = remaining[rand.Intn(len(remaining))]
	cond.Broadcast()

	// wait until all painters painted
	cond.L.Lock()
	for len(remaining) > 0 {
		cond.Wait()
	}
	fmt.Printf("all painters done")
	cond.L.Unlock()
}