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multithreading - How do I implement the Sieve Of Eratosthenes using multithreaded C#?

I am trying to implement Sieve Of Eratosthenes using Mutithreading. Here is my implementation:

using System;
using System.Collections.Generic;
using System.Threading;

namespace Sieve_Of_Eratosthenes 
{
    class Controller 
        {
        public static int upperLimit = 1000000000;
        public static bool[] primeArray = new bool[upperLimit];

        static void Main(string[] args) 
        {
        DateTime startTime = DateTime.Now;

        Initialize initial1 = new Initialize(0, 249999999);
        Initialize initial2 = new Initialize(250000000, 499999999);
        Initialize initial3 = new Initialize(500000000, 749999999);
        Initialize initial4 = new Initialize(750000000, 999999999);

        initial1.thread.Join();
        initial2.thread.Join();
        initial3.thread.Join();
        initial4.thread.Join();

        int sqrtLimit = (int)Math.Sqrt(upperLimit);

        Sieve sieve1 = new Sieve(249999999);
        Sieve sieve2 = new Sieve(499999999);
        Sieve sieve3 = new Sieve(749999999);
        Sieve sieve4 = new Sieve(999999999);

        for (int i = 3; i < sqrtLimit; i += 2) 
            {
            if (primeArray[i] == true) 
                {
                int squareI = i * i;

                    if (squareI <= 249999999) 
                    {
                sieve1.set(i);
                sieve2.set(i);
                sieve3.set(i);
                sieve4.set(i);
                sieve1.thread.Join();
                sieve2.thread.Join();
                sieve3.thread.Join();
                sieve4.thread.Join();
            } 
                    else if (squareI > 249999999 & squareI <= 499999999) 
                    {
                sieve2.set(i);
                sieve3.set(i);
                sieve4.set(i);
                sieve2.thread.Join();
                sieve3.thread.Join();
                sieve4.thread.Join();
            } 
                    else if (squareI > 499999999 & squareI <= 749999999) 
                    {
                sieve3.set(i);
                sieve4.set(i);
                sieve3.thread.Join();
                sieve4.thread.Join();
            } 
                    else if (squareI > 749999999 & squareI <= 999999999) 
                    {
                sieve4.set(i);
                sieve4.thread.Join();
            }
            }
        }    

        int count = 0;
        primeArray[2] = true;
        for (int i = 2; i < upperLimit; i++) 
            {
            if (primeArray[i]) 
                {
                count++;
            }
        }

        Console.WriteLine("Total: " + count);

        DateTime endTime = DateTime.Now;
        TimeSpan elapsedTime = endTime - startTime;
        Console.WriteLine("Elapsed time: " + elapsedTime.Seconds);
        }

        public class Initialize 
        {
            public Thread thread;
        private int lowerLimit;
        private int upperLimit;

        public Initialize(int lowerLimit, int upperLimit) 
            {
            this.lowerLimit = lowerLimit;
            this.upperLimit = upperLimit;
            thread = new Thread(this.InitializeArray);
            thread.Priority = ThreadPriority.Highest;
            thread.Start();
        }

        private void InitializeArray() 
            {
            for (int i = this.lowerLimit; i <= this.upperLimit; i++) 
                {
                if (i % 2 == 0) 
                    {
                    Controller.primeArray[i] = false;
            } 
                    else 
                    {
                Controller.primeArray[i] = true;
            }
            }
        }
        }

        public class Sieve 
            {
            public Thread thread;
            public int i;
            private int upperLimit;

            public Sieve(int upperLimit) 
                {
                this.upperLimit = upperLimit;
            }

        public void set(int i) 
            {
            this.i = i;
            thread = new Thread(this.primeGen);
            thread.Start();
        }

        public void primeGen() 
            {
            for (int j = this.i * this.i; j <= this.upperLimit; j += i) 
                {
                Controller.primeArray[j] = false;
            }
        }
        }
    }
}

This takes 30 seconds to produce the output, is there any way to speed this up?

Edit: Here is the TPL implementation:

public LinkedList<int> GetPrimeList(int limit) {
        LinkedList<int> primeList = new LinkedList<int>();
        bool[] primeArray = new bool[limit];

        Console.WriteLine("Initialization started...");

        Parallel.For(0, limit, i => {
            if (i % 2 == 0) {
                primeArray[i] = false;
            } else {
                primeArray[i] = true;
            }
        }
        );
        Console.WriteLine("Initialization finished...");

        /*for (int i = 0; i < limit; i++) {
            if (i % 2 == 0) {
                primeArray[i] = false;
            } else {
                primeArray[i] = true;
            }
        }*/

        int sqrtLimit = (int)Math.Sqrt(limit);
        Console.WriteLine("Operation started...");
        Parallel.For(3, sqrtLimit, i => {
            lock (this) {
                if (primeArray[i]) {
                    for (int j = i * i; j < limit; j += i) {
                        primeArray[j] = false;
                    }

                }
            }
        }
        );
        Console.WriteLine("Operation finished...");
        /*for (int i = 3; i < sqrtLimit; i += 2) {
            if (primeArray[i]) {
                for (int j = i * i; j < limit; j += i) {
                    primeArray[j] = false;
                }
            }
        }*/

        //primeList.AddLast(2);
        int count = 1;
        Console.WriteLine("Counting started...");
        Parallel.For(3, limit, i => {
            lock (this) {
                if (primeArray[i]) {
                    //primeList.AddLast(i);
                    count++;
                }
            }
        }
        );
        Console.WriteLine("Counting finished...");
        Console.WriteLine(count);

        /*for (int i = 3; i < limit; i++) {
            if (primeArray[i]) {
                primeList.AddLast(i);
            }
        }*/

        return primeList;
    }

Thank you.

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Edited:

My answer to the question is: Yes, you can definitely use the Task Parallel Library (TPL) to find the primes to one billion faster. The given code(s) in the question is slow because it isn't efficiently using memory or multiprocessing, and final output also isn't efficient.

So other than just multiprocessing, there are a huge number of things you can do to speed up the Sieve of Eratosthenese, as follows:

  1. You sieve all numbers, even and odd, which both uses more memory (one billion bytes for your range of one billion) and is slower due to the unnecessary processing. Just using the fact that two is the only even prime so making the array represent only odd primes would half the memory requirements and reduce the number of composite number cull operations by over a factor of two so that the operation might take something like 20 seconds on your machine for primes to a billion.
  2. Part of the reason that composite number culling over such a huge memory array is so slow is that it greatly exceeds the CPU cache sizes so that many memory accesses are to main memory in a somewhat random fashion meaning that culling a given composite number representation can take over a hundred CPU clock cycles, whereas if they were all in the L1 cache it would only take one cycle and in the L2 cache only about four cycles; not all accesses take the worst case times, but this definitely slows the processing. Using a bit packed array to represent the prime candidates will reduce the use of memory by a factor of eight and make the worst case accesses less common. While there will be a computational overhead to accessing individual bits, you will find there is a net gain as the time saving in reducing average memory access time will be greater than this cost. The simple way to implement this is to use a BitArray rather than an array of bool. Writing your own bit accesses using shift and "and" operations will be more efficient than use of the BitArray class. You will find a slight saving using BitArray and another factor of two doing your own bit operations for a single threaded performance of perhaps about ten or twelve seconds with this change.
  3. Your output of the count of primes found is not very efficient as it requires an array access and an if condition per candidate prime. Once you have the sieve buffer as an array packed word array of bits, you can do this much more efficiently with a counting Look Up Table (LUT) which eliminates the if condition and only needs two array accesses per bit packed word. Doing this, the time to count becomes a negligible part of the work as compared to the time to cull composite numbers, for a further saving to get down to perhaps eight seconds for the count of the primes to one billion.
  4. Further reductions in the number of processed prime candidates can be the result of applying wheel factorization, which removes say the factors of the primes 2, 3, and 5 from the processing and by adjusting the method of bit packing can also increase the effective range of a given size bit buffer by a factor of another about two. This can reduce the number of composite number culling operations by another huge factor of up to over three times, although at the cost of further computational complexity.
  5. In order to further reduce memory use, making memory accesses even more efficient, and preparing the way for multiprocessing per page segment, one can divide the work into pages that are no larger than the L1 or L2 cache sizes. This requires that one keep a base primes table of all the primes up to the square root of the maximum prime candidate and recomputes the starting address parameters of each of the base primes used in culling across a given page segment, but this is still more efficient than using huge culling arrays. An added benefit to implementing this page segmenting is that one then does not have to specify the upper sieving limit in advance but rather can just extend the base primes as necessary as further upper pages are processed. With all of the optimizations to this point, you can likely produce the count of primes up to one billion in about 2.5 seconds.
  6. Finally, one can put the final touches on multiprocessing the page segments using TPL or Threads, which using a buffer size of about the L2 cache size (per core) will produce an addition gain of a factor of two on your dual core non Hyper Threaded (HT) older processor as the Intel E7500 Core2Duo for an execute time to find the number of primes to one billion of about 1.25 seconds or so.

I have implemented a multi-threaded Sieve of Eratosthenes as an answer to another thread to show there isn't any advantage to the Sieve of Atkin over the Sieve of Eratosthenes. It uses the Task Parallel Library (TPL) as in Tasks and TaskFactory so requires at least DotNet Framework 4. I have further tweaked that code using all of the optimizations discussed above as an alternate answer to the same quesion. I re-post that tweaked code here with added comments and easier-to-read formatting, as follows:

  using System;
  using System.Collections;
  using System.Collections.Generic;
  using System.Linq;
  using System.Threading;
  using System.Threading.Tasks;

  class UltimatePrimesSoE : IEnumerable<ulong> {
    #region const and static readonly field's, private struct's and classes

    //one can get single threaded performance by setting NUMPRCSPCS = 1
    static readonly uint NUMPRCSPCS = (uint)Environment.ProcessorCount + 1;
    //the L1CACHEPOW can not be less than 14 and is usually the two raised to the power of the L1 or L2 cache
    const int L1CACHEPOW = 14, L1CACHESZ = (1 << L1CACHEPOW), MXPGSZ = L1CACHESZ / 2; //for buffer ushort[]
    const uint CHNKSZ = 17; //this times BWHLWRDS (below) times two should not be bigger than the L2 cache in bytes
    //the 2,3,57 factorial wheel increment pattern, (sum) 48 elements long, starting at prime 19 position
    static readonly byte[] WHLPTRN = { 2,3,1,3,2,1,2,3,3,1,3,2,1,3,2,3,4,2,1,2,1,2,4,3,
                                       2,3,1,2,3,1,3,3,2,1,2,3,1,3,2,1,2,1,5,1,5,1,2,1 }; const uint FSTCP = 11;
    static readonly byte[] WHLPOS; static readonly byte[] WHLNDX; //look up wheel position from index and vice versa
    static readonly byte[] WHLRNDUP; //to look up wheel rounded up index positon values, allow for overflow in size
    static readonly uint WCRC = WHLPTRN.Aggregate(0u, (acc, n) => acc + n); //small wheel circumference for odd numbers
    static readonly uint WHTS = (uint)WHLPTRN.Length; static readonly uint WPC = WHTS >> 4; //number of wheel candidates
    static readonly byte[] BWHLPRMS = { 2,3,5,7,11,13,17 }; const uint FSTBP = 19; //big wheel primes, following prime
    //the big wheel circumference expressed in number of 16 bit words as in a minimum bit buffer size
    static readonly uint BWHLWRDS = BWHLPRMS.Aggregate(1u, (acc, p) => acc * p) / 2 / WCRC * WHTS / 16;
    //page size and range as developed from the above
    static readonly uint PGSZ = MXPGSZ / BWHLWRDS * BWHLWRDS; static readonly uint PGRNG = PGSZ * 16 / WHTS * WCRC;
    //buffer size (multiple chunks) as produced from the above
    static readonly uint BFSZ = CHNKSZ * PGSZ, BFRNG = CHNKSZ * PGRNG; //number of uints even number of caches in chunk
    static readonly ushort[] MCPY; //a Master Copy page used to hold the lower base primes preculled version of the page
    struct Wst { public ushort msk; public byte mlt; public byte xtr; public ushort nxt; }
    static readonly byte[] PRLUT; /*Wheel Index Look Up Table */ static readonly Wst[] WSLUT; //Wheel State Look Up Table
    static readonly byte[] CLUT; // a Counting Look Up Table for very fast counting of primes

    class Bpa { //very efficient auto-resizing thread-safe read-only indexer class to hold the base primes array
      byte[] sa = new byte[0]; uint lwi = 0, lpd = 0; object lck = new object();
      public uint this[uint i] {
        get {
          if (i >= this.sa.Length) lock (this.lck) {
              var lngth = this.sa.Length; while (i >= lngth) {
                var bf = (ushort[])MCPY.Clone(); if (lngth == 0) {
                  for (uint bi = 0, wi = 0, w = 0, msk = 0x8000, v = 0; w < bf.Length;
                      bi += WHLPTRN[wi++], wi = (wi >= WHTS) ? 0 : wi) {
                    if (msk >= 0x8000) { msk = 1; v = bf[w++]; } else msk <<= 1;
                    if ((v & msk) == 0) {
                      var p = FSTBP + (bi + bi); var k = (p * p - FSTBP) >> 1;
                      if (k >= PGRNG) break; var pd = p / WCRC; var kd = k / WCRC; var kn = WHLNDX[k - kd * WCRC];
                      for (uint wrd = kd * WPC + (uint)(kn >> 4), ndx = wi * WHTS + kn; wrd < bf.Length; ) {
                        var st = WSLUT[ndx]; bf[wrd] |= st.msk; wrd += st.mlt * pd + st.xtr; ndx = st.nxt;
                      }
                    }
                  }
                }
                else { this.lwi += PGRNG; cullbf(this.lwi, bf); }
                var c = count(PGRNG, bf); var na = new byte[lngth + c]; sa.CopyTo(na, 0);
                for (uint p = FSTBP + (this.lwi << 1), wi = 0, w = 0, msk = 0x8000, v = 0;
                    lngth < na.Length; p += (uint)(WHLPTRN[wi++] << 1), wi = (wi >= WHTS) ? 0 : wi) {
                  if (msk >= 0x8000) { msk = 1; v = bf[w++]; } else msk <<= 1; if ((v & msk) == 0) {
                    var pd = p / WCRC; na[lngth++] = (byte)(((pd - this.lpd) << 6) + wi); this.lpd = pd;
                  }
                } this.sa = na;
              }
            } return this.sa[i];
        }
      }
    }
    static readonly Bpa baseprms = new Bpa(); //the base primes array using the above class

    struct PrcsSpc { public Task tsk; public ushort[] buf; } //used for multi-threading buffer array processing

    #endregion

    #region private static methods

    static int count(uint bitlim, ushort[] buf) { //very fast counting method using the CLUT look up table
      if (bitlim < BFRNG) {
        var addr = (bitlim - 1) / WCRC; var bit = WHLNDX[bitlim - addr * WCRC] - 1; addr *= WPC;
        for (var i = 0; i < 3; ++i) buf[addr++] |= (ushort)((unchecked((ulong)-2) << bit) >> (i << 4));
      }
      var acc = 0; for (uint i = 0, w = 0; i < bitlim; i += WCRC)
        acc += CLUT[buf[w++]] + CLUT[buf[w++]] + CLUT[buf[w++]]; return acc;
    }

    static void cullbf(ulong lwi, ushort[] b) { //fast buffer segment culling method using a Wheel State Look Up Table
      ulong nlwi = lwi;
      for (var i = 0u; i < b.Length; nlwi += PGRNG, i += PGSZ) MCPY.CopyTo(b, i); //copy preculled lower base primes.
      for (uint i = 0, pd = 0; ; ++i) {
        pd += (uint)baseprms[i] >> 6;
        var wi = baseprms[i] & 0x3Fu; var wp = (uint)WHLPOS[wi]; var p = pd * WCRC + PRLUT[wi];
        var k = ((ulong)p * (ulong)p - FSTBP) >> 1;
        if (k >= nlwi) break; if (k < lwi) {
          k = (lwi - k) % (WCRC * p);
          if (k != 0) {
            var nwp = wp + (uint)((k + p - 1) / p); k = (WHLRNDUP[nwp] - wp) * p - k;
          }
        }
        else k -= lwi; var kd = k / WCRC; var kn = WHLNDX[k - kd * WCRC];
        for (uint wrd = (uint)kd * WPC + (uint)(kn >> 4), ndx = wi * WHTS + kn; wrd < b.Length; ) {
          var st = WSLUT[ndx]; b[wrd] |= st.msk; wrd += st.mlt * pd + st.xtr; ndx = st.nx

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