SearcharxivSearch

arXiv · 1904.12210

A Practical Analysis of Rust's Concurrency Story

Abstract

Correct concurrent programs are difficult to write; when multiple threads mutate shared data, they may lose writes, corrupt data, or produce erratic program behavior. While many of the data-race issues with concurrency can be avoided by the placing of locks throughout the code, these often serialize program execution, and can significantly slow down performance-critical applications. Programmers also make mistakes, and often forget locks in less-executed code paths, which leads to programs that misbehave only in rare situations. Rust is a recent programming language from Mozilla that attempts to solve these intertwined issues by detecting data-races at compile time. Rust's type system encodes a data-structure's ability to be shared between threads in the type system, which in turn allows the compiler to reject programs where threads directly mutate shared state without locks or other protection mechanisms. In this work, we examine how this aspect of Rust's type system impacts the development and refinement of a concurrent data structure, as well as its ability to adapt to situations where correctness is guaranteed by lower-level invariants (e.g., in lock-free algorithms) that are not directly expressible in the type system itself. We detail the implementation of a concurrent lock-free hashmap in order to describe these traits of the Rust language. Our code is publicly available at https://github.com/saligrama/concache and is one of the fastest concurrent hashmaps for the Rust language, which leads to mitigating bottlenecks in concurrent programs.

Explore related subjects

Keep this discovery

BibTeXRIS

Aditya Saligrama, Andrew Shen, Jon Gjengset. 2019-04-27. A Practical Analysis of Rust's Concurrency Story. https://arxiv.org/abs/1904.12210

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(\delta)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $\delta$ steps. We show that the class $VP(\delta)$ is feasible only for $\delta \geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $\Theta(\delta n)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $\delta \geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $\Theta(n)$ steps against an oblivious adversary and $\Theta(n \log n)$ steps against an adaptive adversary.

cs.DC

The Computing Channel: How Modulation Programs the Airwaves

Distributed computing and distributed artificial intelligence require frequent exchanges of intermediate results, although many applications need only an aggregate rather than messages from individual devices. Conventional systems recover each message before computing the aggregate, whereas over-the-air computation (OAC) exploits simultaneous transmission to obtain it directly. However, dominant OAC implementations rely on analog signaling, creating a mismatch with finite-precision data and digital communication procedures. This article presents digital function-oriented communication, in which finite-alphabet symbol representations and receiver decisions are jointly designed so that multiple-access superposition encodes the desired function without recovering individual inputs. We introduce its computational-constellation principle, main design approaches, extensions, and implementation challenges. Federated edge learning illustrates how the framework can reduce user-dependent data-bearing resources while operating directly on quantized model updates.

cs.DC

Can AI Remediate Backend Failures Safely? GuardedAct with Blast-Radius-Aware Sandboxing

Large Language Models (LLMs) have shown promising capabilities in generating remediation actions for microservice failures. However, directly executing AI-generated repair actions in production risks cascading collateral damage. We propose GuardedAct, a sandbox-first remediation framework that interposes a blast-radius-aware verification layer between the LLM action generator and the production environment. GuardedAct operates in four phases: (1) ingesting a diagnosis report together with the live system topology and recent telemetry, (2) prompting an LLM to produce a ranked list of candidate remediation actions, (3) simulating each action in a lightweight digital-twin sandbox that estimates the blast radius and assigns a risk label, and (4) enforcing a rollback-confidence gate that auto-executes only low-risk actions while escalating high-risk ones for human review. We evaluate GuardedAct on five fault scenarios injected into the DeathStarBench social-network application. Experimental results show that GuardedAct achieves an overall recovery rate of 87.4% while reducing collateral damage by 79.7% relative to direct LLM execution (from 25.6% to 5.2%), at the cost of a modest sandbox-induced increase in mean time to recovery (approximately 8 s). Ablation studies confirm that each component contributes meaningfully to the safety-speed trade-off.

cs.DC