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P2 AggrePlay: efficient record and replay of multi-threaded programs

AggrePlay:多线程程序的高效记录与重放
FSE Proceedings of the 2019 27th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering2019匹配度 2/10 · 论文属于并发程序的确定性重放与动态分析,关注记录/回放开销,与用户核心方向(LLM/Agent 与静态分析结合、浮点程序分析、贝叶斯程序分析)没有直接关联;仅在 PL/程序分析大领域有微弱交集。引用 7 inbox
Ernest Pobee, W. K. Chan
crossref: 2026-09-12

AI 速览

一句话:基于线程局部确定性与汇总读值的读写交错记录,实现多线程程序的高效确定性重放。

确定性重放多线程程序常面临高内存与运行时开销:已有方法往往需要多次重放迭代才能复现程序输出,或可能向外部源产生非确定性的输出序列。本文提出 AggrePlay,一种基于读写交错记录的确定性重放技术,利用线程局部确定性和汇总读值来降低记录负担。在记录阶段,AggrePlay 为每个线程在每个内存位置上记录一个读计数向量时钟;在重放阶段,每个线程在写事件前将记录的向量时钟与当前读计数进行比对,以此决定是否允许该写事件发生。作者在 Splash2x 基准套件和两个真实应用上开展实验,结果表明:平均而言,AggrePlay 在压缩日志大小上取得更好的缩减,记录阶段运行时减速改善 56%,重放阶段的成功概率比现有工作高 41.58%。

问题
多线程程序的确定性重放通常伴随高内存与运行时开销,已有方法常需多次重放迭代才能复现输出,或产生非确定的外部输出序列。
方法
AggrePlay 基于读写交错记录,借助线程局部确定性与汇总读值;记录阶段为每个线程在每个内存位置记录读计数向量时钟,重放阶段在写事件前将记录的向量时钟与当前读计数比对。
评估
使用 Splash2x 基准套件和两个真实应用进行实验,结果显示平均压缩日志大小更优、记录阶段运行时减速改善 56%、重放阶段成功概率比现有工作高 41.58%。
原文摘要(Abstract)

Deterministic replay presents challenges and often results in high memory and runtime overheads. Previous studies deterministically reproduce program outputs often only after several replay iterations or may produce a non-deterministic sequence of output to external sources. In this paper, we propose AggrePlay, a deterministic replay technique which is based on recording read-write interleavings leveraging thread-local determinism and summarized read values. During the record phase, AggrePlay records a read count vector clock for each thread on each memory location. Each thread checks the logged vector clock against the current read count in the replay phase before a write event. We present an experiment and analyze the results using the Splash2x benchmark suite as well as two real-world applications. The experimental results show that on average, AggrePlay experiences a better reduction in compressed log size, and 56% better runtime slowdown during the record phase, as well as a 41.58% higher probability in the replay phase than existing work.

链接与引用

DOI 原文 ·

BibTeX
@inproceedings{paperbot5103,
  title = {AggrePlay: efficient record and replay of multi-threaded programs},
  author = {Ernest Pobee and W. K. Chan},
  booktitle = {FSE},
  year = {2019},
  doi = {10.1145/3338906.3338959}
}