I am a complete beginner in Rust and I am currently writing this parallel Conway's game of life. The code itself works fine but the problem is that when using multiple threads the program becomes slower (I measure the speed of the program by counting the time the glider moves from the top-left corner to the bottom-right corner). I did some experiments and it became slower and slower as the number of threads increases. I also have a Java version using almost the same algorithm; it works just fine. All I expect is that the Rust version can become at least slightly faster with threads more than one. Can anyone please point out where I did wrong? I am sorry if the code seems unreasonable, as I said I am a complete beginner :-).
main.rs reads the command line arguments and does the board update.
extern crate clap;
extern crate termion;
extern crate chrono;
use std::thread;
use std::sync::Arc;
use chrono::prelude::*;
mod board;
mod config;
use board::Board;
use config::Config;
fn main() {
let dt1 = Local::now();
let matches = clap::App::new("conway")
.arg(clap::Arg::with_name("length")
.long("length")
.value_name("LENGTH")
.help("Set length of the board")
.takes_value(true))
.arg(clap::Arg::with_name("threads")
.long("threads")
.value_name("THREADS")
.help("How many threads to update the board")
.takes_value(true))
.arg(clap::Arg::with_name("display")
.long("display")
.value_name("DISPLAY")
.help("Display the board or not")
.takes_value(true))
.arg(clap::Arg::with_name("delay")
.long("delay")
.value_name("MILLISECONDS")
.help("Delay between the frames in milliseconds")
.takes_value(true))
.get_matches();
let config = Config::from_matches(matches);
let mut board = Board::new(config.length);
let mut start: bool = false;
let mut end: bool = false;
let mut start_time: DateTime<Local> = Local::now();
let mut end_time: DateTime<Local>;
board.initialize_glider();
loop {
if config.display == 1 {
print!("{}{}", termion::clear::All, termion::cursor::Goto(3, 3));
board_render(&board);
}
if board.board[0][1] == 1 && !start {
start_time = Local::now();
start = true;
}
if board.board[config.length - 1][config.length - 1] == 1 && !end {
end_time = Local::now();
println!("{}", end_time - start_time);
end = true;
}
board = board::Board::update(Arc::new(board), config.threads);
thread::sleep(config.delay);
}
}
fn board_render(board: &Board) {
let mut output = String::with_capacity(board.n * (board.n + 1));
for i in 0..board.n {
for j in 0..board.n {
let ch;
if board.board[i][j] == 0 {
ch = '░';
} else {
ch = '█';
}
output.push(ch);
}
output.push_str("\n ");
}
print!("{}", output);
}
board.rs is where the algorithm for updating the board with multiple threads exists
use std::sync::{Mutex, Arc};
use std::thread;
pub struct Board {
pub n: usize,
pub board: Vec<Vec<i32>>,
}
impl Board {
pub fn new(n: usize) -> Board {
let board = vec![vec![0; n]; n];
Board {
n,
board,
}
}
pub fn update(Board: Arc<Self>, t_num: usize) -> Board {
let new_board = Arc::new(Mutex::new(Board::new(Board.n)));
let mut workers = Vec::with_capacity(t_num);
let block_size = Board.n / t_num;
let mut start = 0;
for t in 0..t_num {
let old_board = Board.clone();
let new_board = Arc::clone(&new_board);
let mut end = start + block_size;
if t == t_num - 1 { end = old_board.n; }
let worker = thread::spawn(move || {
let mut board = new_board.lock().unwrap();
for i in start..end {
for j in 0..old_board.n {
let im = (i + old_board.n - 1) % old_board.n;
let ip = (i + 1) % old_board.n;
let jm = (j + old_board.n - 1) % old_board.n;
let jp = (j + 1) % old_board.n;
let sum = old_board.board[im][jm] + old_board.board[im][j]
+ old_board.board[im][jp] + old_board.board[i][jm] + old_board.board[i][jp]
+ old_board.board[ip][jm] + old_board.board[ip][j] + old_board.board[ip][jp];
if sum == 2 {
board.board[i][j] = old_board.board[i][j];
} else if sum == 3 {
board.board[i][j] = 1;
} else {
board.board[i][j] = 0;
}
}
}
});
workers.push(worker);
start = start + block_size;
}
for worker in workers {
worker.join().unwrap();
}
let result = new_board.lock().unwrap();
let mut board = Board::new(Board.n);
board.board = result.board.to_vec();
board
}
pub fn initialize_glider(&mut self) -> &mut Board {
self.board[0][1] = 1;
self.board[1][2] = 1;
self.board[2][0] = 1;
self.board[2][1] = 1;
self.board[2][2] = 1;
self
}
}