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To synchronize threads, Java uses monitors, which are a high-level mechanism for allowing only one thread at a time to execute a region of code protected by the monitor. The behavior of monitors is explained in terms of locks ; there is a lock associated with each object.
This type of multithreading is known as block, cooperative or coarse-grained multithreading. The goal of multithreading hardware support is to allow quick switching between a blocked thread and another thread ready to run. Switching from one thread to another means the hardware switches from using one register set to another.
A concurrent programming language is defined as one which uses the concept of simultaneously executing processes or threads of execution as a means of structuring a program. A parallel language is able to express programs that are executable on more than one processor.
The Java Memory Model (JMM) defines the allowable behavior of multithreaded programs, and therefore describes when such reorderings are possible. It places execution-time constraints on the relationship between threads and main memory in order to achieve consistent and reliable Java applications.
A process with two threads of execution, running on one processor Program vs. Process vs. Thread Scheduling, Preemption, Context Switching. In computer science, a thread of execution is the smallest sequence of programmed instructions that can be managed independently by a scheduler, which is typically a part of the operating system. [1]
Concurrent data structures are significantly more difficult to design and to verify as being correct than their sequential counterparts. The primary source of this additional difficulty is concurrency, exacerbated by the fact that threads must be thought of as being completely asynchronous: they are subject to operating system preemption, page faults, interrupts, and so on.
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Concurrent components communicate by altering the contents of shared memory locations (exemplified by Java and C#). This style of concurrent programming usually needs the use of some form of locking (e.g., mutexes, semaphores, or monitors) to coordinate between threads.