Daniel Keep wrote:
Jeremie Pelletier wrote:
I myself couldn't live without threads or references, but I agree that
mixing the two can lead to interesting scenarios to debug. Just try and
code a responsive GUI without using threads, the application will "hang"
everytime you're not going back to the main loop every few milliseconds.
Or doing network I/O without bringing your program to a crawl, of course
you could use async I/O but where is that I/O gonna run without a
background thread to support it :)

<rant>

See, people equate "parallel execution" with "threads" these days which
is half the problem.  Threads are a TERRIBLE abstraction, because they
don't.  There's no protection.  Almost every time I express the opinion
that threads are broken, people automatically assume I think we should
all go back to single-core machines and cooperative multitasking.

It's like if I said I don't like Coke that I'm somehow against all
beverages.

A while ago, I was playing with a toy language design which used value
semantics for everything.  The one exception was references, but they
had two big differences from how, for example, D implements them:

1. They could only point to the heap, and could not point to any
pre-existing value.  If you, for example, took a ref to an array, it
would actually copy the array to the heap.

2. Refs to mutable values could only be dereferenced by their "owning"
thread; other threads couldn't even look at the contents.  A thread
could transfer ownership of a ref to another thread, or disown it
entirely at which point it became globally immutable.

Because of this, threads in the language couldn't even see each other's
mutable data (there were no process-globals, only thread-global); they
had to communicate via message passing.

In something like that, you don't need to worry about threads
interacting badly, because they can't interact except at specific points
in the program.

For something like a GUI, you'd have the GUI in one thread and do the
processing in another.  Instead of having to worry about locking and
synchronising, you just send the other thread a "do this" message.

Of course, something like that would never get into D.  Oh well.  :)

Where was I?

</rant>

Besides, the upcoming shared qualifier is there to address those issues.

You might want to look at this article, I came across it a few months
ago and found it rather insightful, it just could change your view on
references:
http://blogs.msdn.com/ericlippert/archive/2009/02/17/references-are-not-addresses.aspx

I've read it before.  It doesn't apply because we're talking about D,
not C#.  Conceptually, it's correct, but D is a systems programming
language.  If you're going to deal with things like the definition of
purity, then you HAVE to know what a reference really is and how it
works.  If you just use pure, you don't care.

It's like how if you're working on the CLR itself, you'd need to know
how references are implemented.  If you're USING the CLR, it's
immaterial in most cases.

In C#, if you talk about "Beethoven", then it's always the same
Beethoven.  The only way the definition of Beethoven would change is if
everyone in the universe forgot who he was first.

But in D, that's not entirely true.  You can hit the GC over the head
with a "delete" and it'll forget.  Sometimes it'll forget because you
accidentally stored the only remaining reference in a malloc'ed struct
RIGHT when some other thread triggered a collect and oh dear.

I would like to clarify, however, that I think it is fairly reasonable
to expect this optimisation to work.  It's just that I've been bitten by
threading issues so very many times that I work on the basis that given
half a chance, threading will completely screw your program.

That said, I think I'm getting too ranty, so I'll just leave it at that.

I dont believe there's such a thing as "too ranty", your post was quite insightful.

I understand your views on threading, ownership I believe is a feature planned for D3, but it wouldn't be that hard to implement on a custom runtime (i myself am still unsure about whether to do it or not yet). I've read Bartosz's entry about ownership, and I've looked at libraries using it (such as Qt). I think its a neat idea in itself, but I would rather see shared than ownership, or only using ownership on shared objects to keep things fast.

The thing is, you can share any piece of data, not just objects, therefore enforcing the ownership model would limit sharable data to objects, which is too limiting for many of us.

You're right about concurrency being a different concept than threading, but I wouldn't give threading away for a pure concurrent model either. I believe D is aiming at giving programmers a choice of the tools they wish to use. I could see uses of both a concurrent model with message passing and a threading model with shared data used at once in a program. Shared data is always faster than message passing so you could implement real time code with it, and use messsage passing for other parts such as delegating GUI messages from the main loop.

Shared data being harder to manage than message passing does not make it a bad thing, it just means you can have two different models for two different usages.

I know the link I gave is for C# and this is D, but these are concepts not bound to any particular languages. I just wanted to point out that references in themselves aren't a bad idea, I find them much more convenient than pointers for objects and arrays, I just wish you had means to explicitly separate an object pointer from its data instead of only being able to use the reference which doesn't make the difference between the two syntactically.

Jeremie

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