C# ThreadPool application performance degrading over time - c#

I've a class, say "MyComputation" which does a lot of computation in one long constructor. It takes typically about 20ms to run when executed on its own (with no disk i/o or network operations). 100 or so instances of this class are created by a parent class, say "ComputeParent", which queues them up in a ThreadPool as work items:
ThreadPool.QueueUserWorkItem(myComputationCall, my_computation_data);
"myComputationCall" looks like this:
public static void myComputationCall(Object my_computation_data)
{
try
{
MyDataObject data = (MyDataObject)my_computation_data;
var computation_run = new MyComputation(data.parameter1, data.parameter2);
data.result = computation_run.result;
}
finally
{
if (Interlocked.Decrement(ref num_work_items_remaining) == 0)
done_event.Set();
}
}
done_event is a static ManualResetEvent:
private static ManualResetEvent done_event;
...
done_event = new ManualResetEvent(false);
I run ComputeParent about 500 or so times, for various input parameters. So I have a lot of nested classes. The problem is that the time it takes to execute ComputeParent gradually increases. There will be a certain amount of variation between how long it takes to run each particular ComputeParent, but the amount of time increases quite steadily (geometrically, each successive iteration take longer by a longer amount).
The memory consumption of the program does not noticably increase over time though it is quite high (~300MB). Its running on a computer with 8 logical cores, and the processor use seems to be very bursty. I'm not sure what else might be relevant to the problem.
I'd prefer not to have to run ComputeParent through batch files, though the issue does not appear to arise when this is done.

If number of available threads in the ThreadPool becomes 0, and you continue to add new work items then newly added work items will "wait". This means that your ComputeParent will wait for its instances of "myComputationCall". Starting more and more ComputeParent will cause that average execution time of them will go up.

This question has been answered. Thanks to all of the posters.
For others with a similar issue, I would suggest the Task Parallel Library as suggested by Henk.

Related

Parallel LINQ GroupBy taking long time on systems with high amount of cores

We detected a weird problem when running a parallel GroupBy on a system with high amount of cores.
We're running this on .Net Framework 4.7.2.
The (simplified) code:
public static void Main()
{
//int MAX_THREADS = Environment.ProcessorCount - 2;
//ThreadPool.SetMinThreads(1, 1);
//ThreadPool.SetMaxThreads(MAX_THREADS, MAX_THREADS);
var elements = new List<ElementInfo>();
for (int i = 0; i < 250000; i++)
elements.Add(new ElementInfo() { Name = "123", Description = "456" });
using (var cancellationTokenSrc = new CancellationTokenSource())
{
var cancellationToken = cancellationTokenSrc.Token;
var dummy = elements.AsParallel()
.WithCancellation(cancellationToken)
.Select(x => new { Name = x.Name })
.GroupBy(x => "abc")
.ToDictionary(g => g.Key, g => g.ToList());
}
}
public class ElementInfo
{
public string Name { get; set; }
public string Description { get; set; }
}
This code is running in an application that is already using about 100 threads. Running this on a "normal" pc (12 or 16 cores), it runs very fast (less than 1 second).
Running this on a PC with a high amount of cores (48), it runs very slow (20 seconds).
Taking a dump during the 20 second delay, I see the threads running this LINQ are all waiting in HashRepartitionEnumerator.MoveNext().
There's a m_barrier.Wait(), so I think it is waiting there. It seems to wait on m_barrier, which is set to the number of partitions.
My guess is the following:
The number of partitions is set to the number of cores (48 in this case).
A number of threads are started in the thread pool, but the thread pool is full, so new threads need to be started. This happens at 1 thread per second.
While the threadpool is spinning up threads, all threads already running this LINQ query, are waiting until enough threads are started.
Only when enough threads are started, the LINQ query can finish.
Uncommenting the first lines in the Main method supports this thesis: By limiting the number of threads, the desired amount of threads is never reached, so this LINQ query never finishes.
Does this seem like a bug in .Net Framework, or am I doing something wrong?
Note: the real LINQ query has a few CPU-intensive Where-clauses, which makes it ideal to run in parallel. I removed this code as it isn't needed to reproduce the issue.
Does this seem like a bug in .NET Framework, or am I doing something wrong?
Yes, it does look like a bug, but actually this behavior is by design. The Task Parallel Library depends heavily on the ThreadPool by default, and the ThreadPool is not an incredibly clever piece of software. Which is both good and bad. It's good because its behavior is predictable, and it's bad because it behaves non-optimally when stressed. The algorithm that controls its behavior¹ is basically this:
Satisfy instantly all demands for work until the number of the worker threads reaches the number specified by the ThreadPool.SetMinThreads method, which
by default is equal to Environment.ProcessorCount.
If the demand for work cannot be satisfied by the available workers, inject more threads in the pool with a frequency of one new thread per second.
This algorithm offers very few configuration options. For example you can't control the injection rate of new threads. So if the behavior of the built-in ThreadPool doesn't fit your needs, you are in a tough situation. You could consider implementing your own ThreadPool, in the form of a custom TaskScheduler, but unfortunately the PLINQ library doesn't even allow to configure the scheduler. There is no public WithTaskScheduler option available, analogous to the ParallelOptions.TaskScheduler property that can be used with the Parallel class (it's internal, due to fear of deadlocks).
Rewriting the PLINQ library from scratch on top of a custom ThreadPool is presumably not a realistic option. So the best that you can really do is to ensure that the ThreadPool has always enough threads to satisfy the demand (increase the ThreadPool.SetMinThreads), specify explicitly the MaxDegreeOfParalellism whenever you use paralellization, and be conservative regarding the degree of paralellism of each parallel operation. Definitely avoid nesting one parallel operation inside another, because this is the easiest way to saturate the ThreadPool and cause it to misbehave.
¹ As of .NET 6. The behavior of the ThreadPool could change in future .NET versions.

Large Number of Timers

I need to write a component that receives an event (the event has a unique ID). Each event requires me to send out a request. The event specifies a timeout period, which to wait for a response from the request.
If the response comes before the timer fires, great, I cancel the timer.
If the timer fires first, then the request timed out, and I want to move on.
This timeout period is specified in the event, so it's not constant.
The expected timeout period is in the range of 30 seconds to 5 minutes.
I can see two ways of implementing this.
Create a timer for each event and put it into a dictionary linking the event to the timer.
Create an ordered list containing the DateTime of the timeout, and a new thread looping every 100ms to check if something timed out.
Option 1 would seem like the easiest solution, but I'm afraid that creating so many timers might not be a good idea because timers might be too expensive. Are there any pitfalls when creating a large number of timers? I suspect that in the background, the timer implementation might actually be an efficient implementation of Option 2. If this option is a good idea, which timer should I use? System.Timers.Timer or System.Threading.Timer.
Option 2 seems like more work, and may not be an efficient solution compared to Option 1.
Update
The maximum number of timers I expect is in the range of 10000, but more likely in the range of 100. Also, the normal case would be the timer being canceled before firing.
Update 2
I ran a test using 10K instances of System.Threading.Timer and System.Timers.Timer, keeping an eye on thread count and memory. System.Threading.Timer seems to be "lighter" compared to System.Timers.Timer judging by memory usage, and there was no creation of excessive number of threads for both timers (ie - thread pooling working properly). So I decided to go ahead and use System.Threading.Timer.
I do this a lot in embedded systems (pure c), where I can't burn a lot of resources (e.g. 4k of RAM is the system memory). This is one approach that has been used (successfully):
Create a single system timer (interrupt) that goes off on a periodic basis (e.g. every 10 ms).
A "timer" is an entry in a dynamic list that indicates how many "ticks" are left till the timer goes off.
Each time the system timer goes off, iterate the list and decrement each of the "timers". Each one that is zero is "fired". Remove it from the list and do whatever the timer was supposed to do.
What happens when the timer goes off depends on the application. It may be a state machine gets run. It may be a function gets called. It may be an enumeration telling the execution code what to do with the parameter sent it the "Create Timer" call. The information in the timer structure is whatever is necessary in the context of the design. The "tick count" is the secret sauce.
We also have created this returning an "ID" for the timer (usually the address of the timer structure, which is drawn from a pool) so it can be cancelled or status on it can be obtained.
Convenience functions convert "seconds" to "ticks" so the API of creating the timers is always in terms of "seconds" or "milliseconds".
You set the "tick" interval to a reasonable value for granularity tradeoff.
I have done other implementations of this in C++, C#, objective-C, with little change in the general approach. It is a very general timer subsystem design/architecture. You just need something to create the fundamental "tick".
I even did it once with a tight "main" loop and a stopwatch from the high-precision internal timer to create my own "simulated" tick when I did not have a timer. I do not recommend this approach; I was simulating hardware in a straight console app and did not have access to the system timers, so it was a bit of an extreme case.
Iterating over a list of a hundreds of timers 10 times a second is not that big a deal on a modern processor. There are ways you can overcome this as well by inserting the items with "delta seconds" and putting them into the list in sorted order. This way you only have to check the ones at the front of the list. This gets you past scaling issues, at least in terms of iterating the list.
Was this helpful?
You should do it the simplest way possible. If you are concerned about performance, you should run your application through a profiler and determine the bottlenecks. You might be very surprised to find out it was some code which you least expected, and you had optimized your code for no reason. I always write the simplest code possible as this is the easiest. See PrematureOptimization
I don't see why there would be any pitfalls with a large number of timers. Are we talking about a dozen, or 100, or 10,000? If it's very high you could have issues. You could write a quick test to verify this.
As for which of those Timer classes to use: I don't want to steal anyone elses answer who probably did much more research: check out this answer to that question`
The first option simply isn't going to scale, you are going to need to do something else if you have a lot of concurrent timeouts. (If you don't know if how many you have is enough to be a problem though, feel free to try using timers to see if you actually have a problem.)
That said, your second option would need a bit of tweaking. Rather than having a tight loop in a new thread, just create a single timer and set its interval (each time it fires) to be the timespan between the current time and the "next" timeout time.
Let me propose a different architecture: for each event, just create a new Task and send the request and wait1 for the response there.
The ~1000 tasks should scale just fine, as shown in this early demo. I suspect ~10000 tasks would still scale, but I haven't tested that myself.
1 Consider implementing the wait by attaching a continuation on Task.Delay (instead of just Thread.Sleep), to avoid under-subscription.
I think Task.Delay is a really good option. Here is the test code for measuring how many concurrent tasks can be executed in different delay times. This code is also calculating error statistics for waiting time accuracy.
static async Task Wait(int delay, double[] errors, int index)
{
var sw = new Stopwatch();
sw.Start();
await Task.Delay(delay);
sw.Stop();
errors[index] = Math.Abs(sw.ElapsedMilliseconds - delay);
}
static void Main(string[] args)
{
var trial = 100000;
var minDelay = 1000;
var maxDelay = 5000;
var errors = new double[trial];
var tasks = new Task[trial];
var rand = new Random();
var sw = new Stopwatch();
sw.Start();
for (int i = 0; i < trial; i++)
{
var delay = rand.Next(minDelay, maxDelay);
tasks[i] = Wait(delay, errors, i);
}
sw.Stop();
Console.WriteLine($"{trial} tasks started in {sw.ElapsedMilliseconds} milliseconds.");
Task.WaitAll(tasks);
Console.WriteLine($"Avg Error: {errors.Average()}");
Console.WriteLine($"Min Error: {errors.Min()}");
Console.WriteLine($"Max Error: {errors.Max()}");
Console.ReadLine();
}
You may change the parameters to see different results. Here are several results in milliseconds:
100000 tasks started in 9353 milliseconds.
Avg Error: 9.10898
Min Error: 0
Max Error: 110

WithDegreeOfParallelism(N>CPU count)

System.Threading.ThreadPool.SetMaxThreads(50, 50);
File.ReadLines().AsParallel().WithDegreeOfParallelism(100).ForAll((s)->{
/*
some code which is waiting external API call
and do not utilize CPU
*/
});
I have never got threads count more than CPU count in my system.
Can I use PLINQ and get more than one thread per CPU?
If you're calling external web API, you might be hitting the limit of concurrent simultaneous connections, which is set to 2. In the begining of your application do the following:
System.Net.ServicePointManager.DefaultConnectionLimit = 4096;
System.Net.ServicePointManager.Expect100Continue = false;
Try if that helps. If not, there might be some other bottleneck within the routine you're trying to parallelize.
Also, just like other responders said, ThreadPool decides how many threads to spin up based on load. In my experience with TPL I've seen that thread cound increases by time: longer the app runs, and heavier load gets, more threads are spun up.
PLINQ uses a hill-climbing algorithm to determine the optimum size of the thread pool which is used by the TPL. I think that if you put a lot of I/O in your tasks, seeing more threads than the cpu count is likeable.
That said, I've never seen more threads than the cpu count :) . But maybe I never had the right situation.
I tested this with the following code:
var lines = Enumerable.Range(0, 200).ToArray();
int currentThreads = 0;
int maxThreads = 0;
object l = new object();
lines.AsParallel().WithDegreeOfParallelism(100).ForAll(
s =>
{
lock (l)
{
currentThreads++;
if (currentThreads > maxThreads)
{
maxThreads = currentThreads;
Console.WriteLine(maxThreads);
}
}
Thread.Sleep(3000);
lock (l)
{
currentThreads--;
}
});
Console.WriteLine();
Console.WriteLine(maxThreads);
Basically, it records the current number of concurrently executing iterations and then saves the maximum encountered value.
The results vary quite a bit, between 15 and 25, but it's always much more than the number of CPUs my computer has (4). Increasing the sleep time increases the maximum number of concurrent threads. So it looks like the limiting factor here is the ThreadPool: it will create new threads slowly, especially when jobs are being completed relatively quickly.
If you want to increase the number of threads used, you would need to use SetMinThreads() (not SetMaxThreads()). If I set the minimum to 50, the number of threads actually used is around 60.
But having dozens of threads that do nothing but wait is quite inefficient, especially when it comes to memory consumption. You should consider using asynchronous methods instead.
PLINQ does not fit in this case.
I have found next article useful for me.
http://msdn.microsoft.com/en-us/library/hh228609(v=vs.110).aspx
Short answer: nope.
The amount of threading is simply up to the .Net Framework runtime. There is no developer control for controlling the number of threads for TPL (Task Parallel Library) usage.
EDIT
Thanks to some other feedback: it is actually possible--but not recommended--to manually control the number of threads in the ThreadPool, which PLINQ and TPL use.
It's my opinion that any parallelization problem needs to be carefully thought out, and carefully constructed and tested. There's a lot of subtlety in this.

Parallelization of long running processes and performance optimization

I would like to parallelize the application that processes multiple video clips frame by frame. Sequence of each frame per clip is important (obviously).
I decided to go with TPL Dataflow since I believe this is a good example of dataflow (movie frames being data).
So I have one process that loads frames from database (lets say in a batch of 500, all bunched up)
Example sequence:
|mid:1 fr:1|mid:1 fr:2|mid:2 fr:1|mid:3 fr:1|mid:1 fr:3|mid:2 fr:2|mid:2 fr:3|mid:1 fr:4|
and posts them to BufferBlock. To this BufferBlock I have linked ActionBlocks with the filter to have one ActionBlock per MovieID so that I get some kind of data partitioning. Each ActionBlock is sequential, but ideally multiple ActionBlocks for multiple movies can run in parallel.
I do have the above described network working and it does run in parallel, but from my calculations only eight to ten ActionBlocks are executing simultaneously. I timed each ActionBlock's running time and its around 100-200ms.
What steps can I take to at least double concurrency?
I did try converting action delegates to async methods and make database access asynchronous within ActionBlock action delegate but it did not help.
EDIT: I implemented extra level of data partitioning: frames for Movies with Odd IDs are processed on ServerA, frames for Even movies are processed on ServerB. Both instances of the application hit the same database. If my problem was DB IO, then I would not see any improvement in total frames processed count (or very little, under 20%). But I do see it doubling. So this leads me to conclude that Threadpool is not spawning more threads to do more frames in parallel (both servers are quad-cores and profiler shows about 25-30 threads per application).
Some assumptions:
From your example data, you are receiving movie frames (and possibly the frames in the movies) out of order
Your ActionBlock<T> instances are generic; they all call the same method for processing, you just create a list of them based on each movie id (you have a list of movie ids beforehand) like so:
// The movie IDs
IEnumerable<int> movieIds = ...;
// The actions.
var actions = movieIds.Select(
i => new { Id = i, Action = new ActionBlock<Frame>(MethodToProcessFrame) });
// The buffer block.
BufferBlock<Frame> buffer = ...;
// Link everything up.
foreach (var action in actions)
{
// Not necessary in C# 5.0, but still, good practice.
// The copy of the action.
var actionCopy = action;
// Link.
bufferBlock.LinkTo(actionCopy.Action, f => f.MovieId == actionCopy.Id);
}
If this is the case, you're creating too many ActionBlock<T> instances which aren't being given work; because your frames (and possibly movies) are out-of-order, you aren't guaranteed that all of the ActionBlock<T> instances will have work to do.
Additionally, when you create an ActionBlock<T> instance it's going to be created with a MaxDegreeOfParallelism of 1, meaning that it's thread safe because only one thread can access the block at the same time.
Additionally, the TPL DataFlow library ultimately relies on the Task<TResult> class, which schedules by default on the thread pool. The thread pool is going to do a few things here:
Make sure that all processor cores are saturated. This is very different from making sure that your ActionBlock<T> instances are saturated and this is the metric you should be concerned with
Make sure that while the processor cores are saturated, make sure that the work is distributed evenly, as well as make sure that not too many concurrent tasks are executing (context switches are expensive).
It also looks like your method that processes your movies is generic, and it doesn't matter what frame from what movie is passed in (if it does matter, then you need to update your question with that, as it changes a lot of things). This would also mean that it's thread-safe.
Also, if it can be assumed that the processing of one frame doesn't rely on the processing of any previous frames (or, it looks like the frames of the movie come in order) you can use a single ActionBlock<T> but tweak up the MaxDegreeOfParallelism value, like so:
// The buffer block.
BufferBlock<Frame> buffer = ...;
// Have *one* ActionBlock<T>
var action = new ActionBlock<Frame>(MethodToProcessFrame,
// This is where you tweak the concurrency:
new ExecutionDataflowBlockOptions {
MaxDegreeOfParallelism = 4,
}
);
// Link. No filter needed.
bufferBlock.LinkTo(action);
Now, your ActionBlock<T> will always be saturated. Granted, any responsible task scheduler (the thread pool by default) is still going to limit the maximum amount of concurrency, but it's going to do as much as it can reasonably do at the same time.
To that end, if your action is truly thread safe, you can set the MaxDegreeOfParallelism to DataflowBlockOptions.Unbounded, like so:
// Have *one* ActionBlock<T>
var action = new ActionBlock<Frame>(MethodToProcessFrame,
// This is where you tweak the concurrency:
new ExecutionDataflowBlockOptions {
// We're thread-safe, let the scheduler determine
// how nuts we can go.
MaxDegreeOfParallelism = DataflowBlockOptions.Unbounded,
}
);
Of course, all of this assumes that everything else is optimal (I/O reads/writes, etc.)
Odds are that's the optimal degree of parallelization. The thread pool is honestly pretty darn good at determining the optimal number of actual threads to have active. My guess is that your hardware can support about that many parallel processes actually working in parallel. If you added more you wouldn't actually be increasing throughput, you'd just be spending more time doing context switches between threads and less time actually working on them.
If you notice that, over an extended period of time, your CPU load, memory bus, network connection, disk access, etc. are all working below capacity then you might have a problem, and you'd want to check to see what is actually bottlenecking. Chances are though some resource somewhere is at it's capacity, and the TPL has recognized that and ensured that it doesn't over saturate that resource.
I suspect you are IO bound. The question is where? On the read or the write. Are you writing more data than reading. CPU may be under 50% because it cannot write out faster.
I am not saying the ActionBlock is wrong but I would consider a producer consumer with BlockingCollection. Optimize how you read and write data.
This different but I have an app where I read blocks of text. Parse the text and then write the words back to SQL. I read the on a single thread, then parallel the parse, and then write on a single thread. I write on a single thread so as not to fracture indexes. If you are IO bound you need to figure out what is the slowest IO then optimize that process.
Tell me more about that IO.
In the question you mention reading from database also.
I would give BlockingCollections a try.
BlockingCollection Class
And have size limit for each as so you don't blow memory.
Make it just big enough that it (almost) never goes empty.
The Blocking Collection after the slowest step will go empty.
If you can parallel process then do so.
What I have found is parallel inserts in a table are not faster.
Let one process take lock and hold it and keep that hose open.
Look close at how you insert.
One row at a time is slow.
I use TVP and insert 10,000 at a time but a lot of people like Drapper or BulkInsert.
If you drop indexes and triggers and insert sorted by clustered index will be fastest.
Take a tablock and hold it.
I am getting inserts in the 10 ms range.
Right now the update is the slowest.
Look at that - are you doing just one row at a time?
Look at taking tablock and doing by video clip.
Unless it is an ugly update it should not take longer than in insert.

C# thread pool limiting threads

Alright...I've given the site a fair search and have read over many posts about this topic. I found this question: Code for a simple thread pool in C# especially helpful.
However, as it always seems, what I need varies slightly.
I have looked over the MSDN example and adapted it to my needs somewhat. The example I refer to is here: http://msdn.microsoft.com/en-us/library/3dasc8as(VS.80,printer).aspx
My issue is this. I have a fairly simple set of code that loads a web page via the HttpWebRequest and WebResponse classes and reads the results via a Stream. I fire off this method in a thread as it will need to executed many times. The method itself is pretty short, but the number of times it needs to be fired (with varied data for each time) varies. It can be anywhere from 1 to 200.
Everything I've read seems to indicate the ThreadPool class being the prime candidate. Here is what things get tricky. I might need to fire off this thing say 100 times, but I can only have 3 threads at most running (for this particular task).
I've tried setting the MaxThreads on the ThreadPool via:
ThreadPool.SetMaxThreads(3, 3);
I'm not entirely convinced this approach is working. Furthermore, I don't want to clobber other web sites or programs running on the system this will be running on. So, by limiting the # of threads on the ThreadPool, can I be certain that this pertains to my code and my threads only?
The MSDN example uses the event drive approach and calls WaitHandle.WaitAll(doneEvents); which is how I'm doing this.
So the heart of my question is, how does one ensure or specify a maximum number of threads that can be run for their code, but have the code keep running more threads as the previous ones finish up until some arbitrary point? Am I tackling this the right way?
Sincerely,
Jason
Okay, I've added a semaphore approach and completely removed the ThreadPool code. It seems simple enough. I got my info from: http://www.albahari.com/threading/part2.aspx
It's this example that showed me how:
[text below here is a copy/paste from the site]
A Semaphore with a capacity of one is similar to a Mutex or lock, except that the Semaphore has no "owner" – it's thread-agnostic. Any thread can call Release on a Semaphore, while with Mutex and lock, only the thread that obtained the resource can release it.
In this following example, ten threads execute a loop with a Sleep statement in the middle. A Semaphore ensures that not more than three threads can execute that Sleep statement at once:
class SemaphoreTest
{
static Semaphore s = new Semaphore(3, 3); // Available=3; Capacity=3
static void Main()
{
for (int i = 0; i < 10; i++)
new Thread(Go).Start();
}
static void Go()
{
while (true)
{
s.WaitOne();
Thread.Sleep(100); // Only 3 threads can get here at once
s.Release();
}
}
}
Note: if you are limiting this to "3" just so you don't overwhelm the machine running your app, I'd make sure this is a problem first. The threadpool is supposed to manage this for you. On the other hand, if you don't want to overwhelm some other resource, then read on!
You can't manage the size of the threadpool (or really much of anything about it).
In this case, I'd use a semaphore to manage access to your resource. In your case, your resource is running the web scrape, or calculating some report, etc.
To do this, in your static class, create a semaphore object:
System.Threading.Semaphore S = new System.Threading.Semaphore(3, 3);
Then, in each thread, you do this:
System.Threading.Semaphore S = new System.Threading.Semaphore(3, 3);
try
{
// wait your turn (decrement)
S.WaitOne();
// do your thing
}
finally {
// release so others can go (increment)
S.Release();
}
Each thread will block on the S.WaitOne() until it is given the signal to proceed. Once S has been decremented 3 times, all threads will block until one of them increments the counter.
This solution isn't perfect.
If you want something a little cleaner, and more efficient, I'd recommend going with a BlockingQueue approach wherein you enqueue the work you want performed into a global Blocking Queue object.
Meanwhile, you have three threads (which you created--not in the threadpool), popping work out of the queue to perform. This isn't that tricky to setup and is very fast and simple.
Examples:
Best threading queue example / best practice
Best method to get objects from a BlockingQueue in a concurrent program?
It's a static class like any other, which means that anything you do with it affects every other thread in the current process. It doesn't affect other processes.
I consider this one of the larger design flaws in .NET, however. Who came up with the brilliant idea of making the thread pool static? As your example shows, we often want a thread pool dedicated to our task, without having it interfere with unrelated tasks elsewhere in the system.

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