- 1 . 1 Programming Model
- 1 . 2 Execution Model
- 1 . 3 Proxies and the charm interface file
- 1 . 4 Machine Model
Charm++ is a C++-based parallel programming system, founded on the migratable-objects programming model, and supported by a novel and powerful adaptive runtime system. It supports both irregular as well as regular applications, and can be used to specify task-parallelism as well as data parallelism in a single application. It automates dynamic load balancing for task-parallel as well as data-parallel applications, via separate suites of load-balancing strategies. Via its message-driven execution model, it supports automatic latency tolerance, modularity and parallel composition. Charm++ also supports automatic checkpoint/restart, as well as fault tolerance based on distributed checkpoints.
Charm++ is a production-quality parallel programming system used by multiple applications in science and engineering on supercomputers as well as smaller clusters around the world. Currently the parallel platforms supported by Charm++ are the IBM BlueGene/Q and OpenPOWER systems, Cray XE, XK, and XC systems, Omni-Path and Infiniband clusters, single workstations and networks of workstations (including x86 (running Linux, Windows, MacOS)), etc. The communication protocols and infrastructures supported by Charm++ are UDP, MPI, OFI, Infiniband, uGNI, and PAMI. Charm++ programs can run without changing the source on all these platforms. Charm++ programs can also interoperate with MPI programs (§ 23 ). Please see the Charm++/Converse Installation and Usage Manual for details about installing, compiling and running Charm++ programs.
A basic unit of parallel computation in Charm++ programs is a chare . A chare is similar to a process, an actor, an ADA task, etc. At its most basic level, it is just a C++ object. A Charm++ computation consists of a large number of chares distributed on available processors of the system, and interacting with each other via asynchronous method invocations. Asynchronously invoking a method on a remote object can also be thought of as sending a ``message'' to it. So, these method invocations are sometimes referred to as messages. (besides, in the implementation, the method invocations are packaged as messages anyway). Chares can be created dynamically.
Conceptually, the system maintains a ``work-pool'' consisting of seeds for new chares, and messages for existing chares. The Charm++ runtime system ( Charm RTS ) may pick multiple items, non-deterministically, from this pool and execute them, with the proviso that two different methods cannot be simultaneously executing on the same chare object (say, on different processors). Although one can define a reasonable theoretical operational semantics of Charm++ in this fashion, a more practical description of execution is useful to understand Charm++: On each PE (``PE'' stands for a ``Processing Element''. PEs are akin to processor cores; see section 1.4 for a precise description), there is a scheduler operating with its own private pool of messages. Each instantiated chare has one PE which is where it currently resides. The pool on each PE includes messages meant for Chares residing on that PE, and seeds for new Chares that are tentatively meant to be instantiated on that PE. The scheduler picks a message, creates a new chare if the message is a seed (i.e. a constructor invocation) for a new Chare, and invokes the method specified by the message. When the method returns control back to the scheduler, it repeats the cycle. I.e. there is no pre-emptive scheduling of other invocations.
When a chare method executes, it may create method invocations for other chares. The Charm Runtime System (RTS, sometimes referred to as the Chare Kernel in the manual) locates the PE where the targeted chare resides, and delivers the invocation to the scheduler on that PE.
Methods of a chare that can be remotely invoked are called entry methods. Entry methods may take serializable parameters, or a pointer to a message object. Since chares can be created on remote processors, obviously some constructor of a chare needs to be an entry method. Ordinary entry methods 1 . 1 are completely non-preemptive- Charm++ will not interrupt an executing method to start any other work, and all calls made are asynchronous.
Charm++ provides dynamic seed-based load balancing. Thus location (processor number) need not be specified while creating a remote chare. The Charm RTS will then place the remote chare on a suitable processor. Thus one can imagine chare creation as generating only a seed for the new chare, which may take root on some specific processor at a later time.
Chares can be grouped into collections. The types of collections of chares supported in Charm++ are: chare-arrays , chare-groups , and chare-nodegroups , referred to as arrays , groups , and nodegroups throughout this manual for brevity. A Chare-array is a collection of an arbitrary number of migratable chares, indexed by some index type, and mapped to processors according to a user-defined map group. A group (nodegroup) is a collection of chares, with exactly one member element on each PE (``node'').
Charm++ does not allow global variables, except readonly variables (see 3.3 ). A chare can normally only access its own data directly. However, each chare is accessible by a globally valid name. So, one can think of Charm++ as supporting a global object space .
Every Charm++ program must have at least one mainchare . Each mainchare is created by the system on processor 0 when the Charm++ program starts up. Execution of a Charm++ program begins with the Charm Kernel constructing all the designated mainchare s. For a mainchare named X, execution starts at constructor X() or X(CkArgMsg *) which are equivalent. Typically, the mainchare constructor starts the computation by creating arrays, other chares, and groups. It can also be used to initialize shared readonly objects.
Charm++ program execution is terminated by the CkExit call. Like the exit system call, CkExit never returns. The Charm RTS ensures that no more messages are processed and no entry methods are called after a CkExit . CkExit need not be called on all processors; it is enough to call it from just one processor at the end of the computation.
As described so far, the execution of individual Chares is ``reactive'': When method A is invoked the chare executes this code, and so on. But very often, chares have specific life-cycles, and the sequence of entry methods they execute can be specified in a structured manner, while allowing for some localized non-determinism (e.g. a pair of methods may execute in any order, but when they both finish, the execution continues in a pre-determined manner, say executing a 3rd entry method). To simplify expression of such control structures, Charm++ provides two methods: the structured dagger notation (Sec 5 ), which is the main notation we recommend you use. Alternatively, you may use threaded entry methods, in combination with futures and sync methods (See 12.1 ). The threaded methods run in light-weight user-level threads, and can block waiting for data in a variety of ways. Again, only the particular thread of a particular chare is blocked, while the PE continues executing other chares.
The normal entry methods, being asynchronous, are not allowed to return any value, and are declared with a void return type. However, the sync methods are an exception to this. They must be called from a threaded method, and so are allowed to return (certain types of) values.
To support asynchronous method invocation and global object space, the
RTS needs to be able to serialize (``marshall'') the parameters, and
be able to generate global ``names'' for chares. For this purpose,
programmers have to declare the chare classes and the signature of
their entry methods in a special ``
'' file, called an
interface file. Other than the interface file, the rest of a Charm++
program consists of just normal C++ code. The system generates several
classes based on the declarations in the interface file, including
``Proxy'' classes for each chare class.
Those familiar with various component models (such as CORBA) in the
distributed computing world will recognize ``proxy'' to be a dummy, standin
entity that refers to an actual entity. For each chare type, a ``proxy''
The methods of
this ``proxy'' class correspond to the remote methods of the actual class, and
act as ``forwarders''. That is, when one invokes a method on a proxy to a
remote object, the proxy marshalls the parameters into a message, puts
adequate information about the target chare on the envelope of the
message, and forwards it to the
Individual chares, chare array, groups, node-groups, as well as the
individual elements of these collections have a such a
proxy. Multiple methods for obtaining such proxies are described in
Proxies for each type of entity in Charm++
have some differences among the features they support, but the basic
syntax and semantics remain the same - that of invoking methods on
the remote object by invoking methods on proxies.
The following sections provide detailed information about various features of the Charm++ programming system. Part I, ``Basic Usage'', is sufficient for writing full-fledged applications. Note that only the last two chapters of this part involve the notion of physical processors (cores, nodes, ..), with the exception of simple query-type utilities (Sec 2.9 ). We strongly suggest that all application developers, beginners and experts alike, try to stick to the basic language to the extent possible, and use features from the advanced sections only when you are convinced they are essential. (They are useful in specific situations; but a common mistake we see when we examine programs written by beginners is the inclusion of complex features that are not necessary for their purpose. Hence the caution). The advanced concepts in the Part II of the manual support optimizations, convenience features, and more complex or sophisticated features. 1 . 2
In accordance with this vision, the first part of the manual (up to and including the chapter on load balancing) has almost no mention of entities with physical meanings (cores, nodes, etc.). The runtime system is responsible for the magic of keeping closely communicating objects on nearby physical locations, and optimizing communications within chares on the same node or core by exploiting the physically available shared memory. The programmer does not have to deal with this at all. The only exception to this pure model in the basic part are the functions used for finding out which ``processor'' an object is running on, and for finding how many total processors are there.
However, for implementing lower level libraries, and certain optimizations, programmers need to be aware of processors. In any case, it is useful to understand how the Charm++ implementation works under the hood. So, we describe the machine model, and some associated terminology here.
In terms of physical resources, we assume the parallel machine consists of one or more nodes , where a node is a largest unit over which cache coherent shared memory is feasible (and therefore, the maximal set of cores per which a single process can run. Each node may include one or more processor chips, with shared or private caches between them. Each chip may contain multiple cores, and each core may support multiple hardware threads (SMT for example).
Charm++ recognizes two logical entities: a PE (processing element) and a ``node''. In a Charm++ program, a PE is a unit of mapping and scheduling: each PE has a scheduler with an associated pool of messages. Each chare is assumed to reside on one PE at a time. Depending on the runtime command-line parameters, a PE may be associated with a subset of cores or hardware threads. One or more PEs make up of a logical ``node'', the unit that one may partition a physical node into. In the implementation, a separate process exists for each logical node and all PEs within the logical node share the same memory address space. The Charm++ runtime system optimizes communication within a logical node by using shared memory.
For example, on a machine with 16-core nodes, where each core has two hardware threads, one may launch a Charm++ program with one or multiple (logical) nodes per physical node. One may choose 32 PEs per (logical) node, and one logical node per physical node. Alternatively, one can launch it with 12 PEs per logical node, and 1 logical node per physical node. One can also choose to partition the physical node, and launch it with 4 logical nodes per physical node (for example), and 4 PEs per node. It is not a general practice in Charm++ to oversubscribe the underlying physical cores or hardware threads on each node. In other words, a Charm++ program is usually not launched with more PEs than there are physical cores or hardware threads allocated to it. More information about these launch time options are provided in Appendix C . And utility functions to retrieve the information about those Charm++ logical machine entities in user programs can be referred in section 2.9 .