How do you minimise locking between producers and consumers? Lucian Radu Teodorescu describes a common, but currently undocumented, design pattern. Design patterns can help us reason about code. They are like algorithms that are vaguely defined in the code. Once we recognise a pattern, we can easily draw conclusions about the behaviour of the code without looking at all the parts. Patterns also help us when designing software; they are known solutions to common problems.
In this article, we describe a concurrency pattern that can’t be found directly in any listing of concurrency patterns, and yet, it appears (in one way or another) in many codebases. It is useful when we have producers and consumers that run continuously, and we want to minimise the locking between them.
The Publish Pattern
by Lucian Radu Teodorescu
From the article:
Let’s say we have an open-world game. As the player walks through the world, we load the data corresponding to the regions around the player. We have two types of workloads in our scenario: one for loading the data and another for displaying the loaded data. For the sake of our discussion, let’s say that each of these two activities is bound to a thread.
The problem we are trying to solve is how to structure the passing of data (let’s call this document) from the loading thread (producer) to the rendering thread (consumer). This is analogous to the classical producer-consumer problem [Wikipedia-1], but it has some interesting twists. Let’s try to outline the requirements of the problem:
- (R1) The producer is constantly producing new versions of the document.
- (R2) The consumer is constantly consuming document data.
- (R3) The consumer will use the latest version of the document.
Please note that we are discussing multiple versions of the document. In our example, the loading thread will produce different documents depending on the position of the player, and the rendering thread will display the latest document, corresponding to the player’s most recent position.
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