我正在运行非线程
PHP的CGI程序,这是人工生命和进化的一个小练习.生物体具有基因组和解释器,这使得它们执行某些操作,包括在共享的世界地图中移动和相互交互.目前我通过使用通过MySQL数据库交互的多个PHP进程来保持较差的线程外观,但我想重写代码,以便它使用pthreads在单个线程中连续运行,不一定使用数据库(尽管我’ d可能想保留报告).
我一直在浏览github上的问题和解答问题和代码示例,但是没有找到任何东西 – 据我所知 – 解决了我想要的问题.因为我不是一个天才的OOP编码器,而且我是编写线程代码的新手,特别是在PHP中,我的问题相当广泛.
我试图通过编写显示我正在尝试做的代码来缩小我的问题范围,但它可能仍然过于宽泛.我对如何进一步缩小范围表示感谢.
我对以下代码的疑问:
>如何让Organism对共享的World对象进行操作,以便将World对象中的更改传递给所有线程,避免冲突并保持连贯性?
>鉴于人口规模最终是可变的,有没有办法引用世界对象的生物体部分(即$world->有机体),并让World能够创建新的生物体,如图所示下面(有缺陷的)代码?
>鉴于我最终想要创建数百个生物群体,您是否有任何关于限制活动线程数量(即限制内存/ CPU使用率)的指针,同时仍保持一致性?
下面的代码(当然没有运行,但是)说明了我想要实现的目标:
/*
* Shared object containing a map of the world and
* methods for getting/setting coordinates
*/
class World extends Thread
{
public $map;
public $sx;
public $sy;
public $organisms;
// set all map coords to 0
public function __construct($sx, $sy, $p)
{
$map = array();
for( $i = 0; $i < $sx; $i++ )
{
$map[$i] = array();
for( $j = 0; $j < $sy; $j++ )
{
$map[$i][$j] = 0;
}
}
$this->map = $map;
$this->sx = $sx;
$this->sy = $sy;
// create and start organism threads
$this->organisms = array();
for( $i = 0; $i < $p; $i++ )
{
// this won't work because threaded objects created
// within a thread scope that have no external references
// are destroyed in the constructor
$this->makeOrganism($i+1, $i+1, $i+1);
}
}
// produces a new organism, adds to world population
public function makeOrganism($x, $y, $value)
{
if( $x < 1 || $x > $this->sx ) return false;
if( $y < 1 || $y > $this->sy ) return false;
if( $this->getMap($x, $y) != 0 ) return false;
echo "creating new organism $value\n";
$organisms = $this->organisms;
// doesn't work because the world data is decoupled in the new thread
$organisms[] = new Organism($this, $x, $y, $value);
$this->organisms = $organisms;
return true;
}
// assumes valid coords
public function setMap($x, $y, $value)
{
return $this->map[$x-1][$y-1] = $value;
}
// assumes valid coords
public function getMap($x, $y)
{
return $this->map[$x-1][$y-1];
}
public function getSX()
{
return $this->sx;
}
public function getSY()
{
return $this->sy;
}
public function run()
{
for( $i = 0; $i < count($this->organisms); $i++ )
{
echo "starting organism ", $this->value, "\n";
$this->organisms[$i]->start();
}
}
}
/*
* Autonomously running agent accessing shared World map
*/
class Organism extends Thread
{
public $value;
public $world;
public $x;
public $y;
public function __construct(World $world, $x, $y, $value)
{
$this->world = $world;
$this->value = $value;
$this->x = $x;
$this->y = $y;
// assume coordinates are empty
$this->world->setMap($x, $y, $value);
}
// try to move organism by $dx, $dy
public function move($dx, $dy)
{
$x = $this->x + $dx;
$y = $this->y + $dy;
if( $x < 1 || $x > $this->world->getSX() ) return false;
if( $y < 1 || $y > $this->world->getSY() ) return false;
if( $this->world->getMap($x, $y) != 0 ) return false;
$this->world->setMap($x, $y, $this->value);
$this->world->setMap($this->x, $this->y, 0);
$this->x = $x;
$this->y = $y;
return true;
}
public function getValue()
{
return $this->value;
}
public function run()
{
// infinite loop; organisms move randomly about until they die
while( true )
{
echo "running organism ", $this->getValue(), "\n";
// this should operate on the shared object World,
// maintaining consistency and avoiding conflicts between threads
$dx = rand(-1, 1);
$dy = rand(-1, 1);
$this->move($dx, $dy);
// occasionally add an organism to the population by cloning this one
if( rand(0, 100) > 95 )
{
$this->world->makeOrganism($this->x+1, $this->y+1, $this->value+100);
}
// wait random interval, organisms are
// not expected to move all at the same time
$this->wait(1000 + rand(500, 1500));
}
}
}
// initialize shared object
$world = new World(50, 50, 50);
$world->start();
$world->join();
最佳答案 我要回答pthreads v3,PHP7.
请不要将pthreads v2用于新项目,v3要优越得多.
How do I get an Organism to act on a shared World object so that the changes in the World object are communicated to all threads, avoiding conflicts and maintaining coherence?
以下代码创建了一组操作共享对象的线程:
<?php
class Test extends Thread {
public function __construct(Threaded $shared) {
$this->shared = $shared;
}
public function run() {
$this->shared[] = $this->getThreadId();
}
}
$shared = new Threaded();
$tests = [];
for ($i = 0; $i<20; $i++) {
$tests[$i] =
new Test($shared);
$tests[$i]->start();
}
foreach ($tests as $test)
$test->join();
var_dump($shared);
?>
会产生类似于:
object(Threaded)#1 (20) {
[0]=>
int(140322714146560)
[1]=>
int(140322703144704)
[2]=>
int(140322621355776)
[3]=>
int(140322612963072)
[4]=>
int(140322604570368)
[5]=>
int(140322596177664)
[6]=>
int(140322587784960)
[7]=>
int(140322579392256)
[8]=>
int(140322570999552)
[9]=>
int(140322487138048)
[10]=>
int(140322478745344)
[11]=>
int(140322470352640)
[12]=>
int(140322461959936)
[13]=>
int(140322453567232)
[14]=>
int(140322445174528)
[15]=>
int(140322436781824)
[16]=>
int(140322428389120)
[17]=>
int(140322419996416)
[18]=>
int(140322411603712)
[19]=>
int(140322403211008)
}
元素数量一致并不是偶然的:
$this->shared[] = $this->getThreadId();
执行此操作时,pthreads会为您提供安全保障.
任何引用Threaded $shared对象的Thread都可以操作它.
一致性和安全性是两回事,请考虑以下代码:
<?php
class Test extends Thread {
public function __construct(Threaded $shared) {
$this->shared = $shared;
}
public function run() {
if (!isset($this->shared[0])) {
$this->shared[0] = $this->getThreadId();
}
}
private $shared;
}
$shared = new Threaded();
$tests = [];
for ($i = 0; $i < 16; $i++) {
$tests[$i] =
new Test($shared);
$tests[$i]->start();
}
foreach ($tests as $test)
$test->join();
?>
您可能希望只有一个线程可以通过此路径:
$this->shared[0] = $this->getThreadId();
但是,并不能保证这一点.由于在调用isset和上面的语句之间没有锁定,因此许多线程可以自由地同时传递路径.
使用以下代码替换Test的run方法将确保一致性:
public function run() {
$this->shared->synchronized(function(){
if (!isset($this->shared[0])) {
$this->shared[0] = $this->getThreadId();
}
});
}
Given that the population size is ultimately variable, is there a way to make the references to the Organisms part of the World object (ie. $world->organisms), and have World be able to create new Organisms, as shown in below (faulty) code?
这听起来违反了SOLID的基本原则.无论如何,追逐这不是一件好事.
听起来有机体应该属于主要过程,因此需要在那里构建并传递给线程或工作者或其他任何东西.
它们需要属于主进程,因为它们可能最终出现在多个Thread中.
Given that I ultimately want to create a population of hundreds of Organisms, do you have any pointers on limiting the number of active threads (ie. limiting memory/cpu usage) while still maintaining consistency?
使用pthreads提供的Pool实现.
以下是一些代码:
<?php
class Organisms extends Volatile {}
class World extends Threaded {
public function __construct(Organisms $organisms, Volatile $grid) {
$this->organisms = $organisms;
$this->grid = $grid;
}
public function populate($organism, int $x, int $y) : bool {
$reference = $this->getGridReference($x, $y);
return $this->grid->synchronized(function() use($organism, $reference) {
if (isset($this->grid[$reference]))
return false;
return (bool) $this->grid[$reference] = $organism;
});
}
private function getGridReference(int $x, int $y) {
return sprintf("%dx%d", $x, $y);
}
public function getOrganisms() { return $this->organisms; }
private $organisms;
}
class Organism extends Threaded {
public function __construct(World $world) {
$this->world = $world;
}
public function setPosition(int $x, int $y) {
$this->x = $x;
$this->y = $y;
}
public function getWorld() { return $this->world; }
private $world;
private $x = -1;
private $y = -1;
}
class OrganismPopulateTask extends Threaded {
public function __construct(World $world, Organism $organism, int $x, int $y) {
$this->world = $world;
$this->organism = $organism;
$this->x = $x;
$this->y = $y;
}
public function run() {
if ($this->world->populate(
(object) $this->organism, $this->x, $this->y)) {
$this->organism->setPosition($this->x, $this->y);
}
}
private $world;
private $organism;
private $x;
private $y;
}
$organisms = new Organisms();
$grid = new Volatile();
$world = new World($organisms, $grid);
$pool = new Pool(16);
$organisms[] = new Organism($world);
$organisms[] = new Organism($world);
$pool
->submit(new OrganismPopulateTask($world, $organisms[0], 10, 10));
$pool
->submit(new OrganismPopulateTask($world, $organisms[1], 10, 10));
$pool->shutdown();
var_dump($world);
?>
将产量:
object(World)#3 (2) {
["organisms"]=>
object(Organisms)#1 (2) {
[0]=>
object(Organism)#5 (3) {
["world"]=>
*RECURSION*
["x"]=>
int(10)
["y"]=>
int(10)
}
[1]=>
object(Organism)#6 (3) {
["world"]=>
*RECURSION*
["x"]=>
int(-1)
["y"]=>
int(-1)
}
}
["grid"]=>
object(Volatile)#2 (1) {
["10x10"]=>
object(Organism)#5 (3) {
["world"]=>
*RECURSION*
["x"]=>
int(10)
["y"]=>
int(10)
}
}
}
注意:这使用v3.1.2中包含的功能
其中大多数应该是自我解释的,显式强制转换是为了避免因尝试连接已经消失的对象而导致的异常.
需要注意的主要事项是每个“动作”都被视为“任务”并提交给池.