Java doc of RecursiveAction mentions:
The following example illustrates some refinements and idioms that may lead to better performance: RecursiveActions need not be fully recursive, so long as they maintain the basic divide-and-conquer approach. Here is a class that sums the squares of each element of a double array, by subdividing out only the right-hand-sides of repeated divisions by two, and keeping track of them with a chain of next references. It uses a dynamic threshold based on method getSurplusQueuedTaskCount, but counterbalances potential excess partitioning by directly performing leaf actions on unstolen tasks rather than further subdividing.
The related code:
protected void compute() {
int l = lo;
int h = hi;
Applyer right = null;
while (h - l > 1 && getSurplusQueuedTaskCount() <= 3) {
int mid = (l + h) >>> 1;
right = new Applyer(array, mid, h, right);
right.fork();
h = mid;
}
double sum = atLeaf(l, h);
while (right != null) {
if (right.tryUnfork()) // directly calculate if not stolen
sum += right.atLeaf(right.lo, right.hi);
else {
right.join();
sum += right.result;
}
right = right.next;
}
result = sum;
}
I just wonder the reasoning of getSurplusQueuedTaskCount() <= 3.
Java doc of ForkJoinTask.getSurplusQueuedTaskCount() mentions:
Returns an estimate of how many more locally queued tasks are held by the current worker thread than there are other worker threads that might steal them. This value may be useful for heuristic decisions about whether to fork other tasks. In many usages of ForkJoinTasks, at steady state, each worker should aim to maintain a small constant surplus (for example, 3) of tasks, and to process computations locally if this threshold is exceeded.
Again, why we have to process computations locally if this threshold is exceeded?
My guess:
getSurplusQueuedTaskCount() = number of locally queued tasks - number of other worker threads that might steal them (locally queued tasks)
getSurplusQueuedTaskCount() > 3 means locally queued tasks outnumber other worker threads. Thus, other worker threads are already so busy that they won't be able to steal any newly created tasks. Thus, the current thread should perform the calculation instead of subdividing calculation (i.e. creating new task).
Is my guess correct?
Related
I am iterating through a HashMap with +- 20 Million entries. In each iteration I am again iterating through HashMap with +- 20 Million entries.
HashMap<String, BitSet> data_1 = new HashMap<String, BitSet>
HashMap<String, BitSet> data_2 = new HashMap<String, BitSet>
I am dividng data_1 into chunks based on number of threads(threads = cores, i have four core processor).
My code is taking more than 20 Hrs to excute. Excluding not storing the results into a file.
1) If i want to store the results of each thread without overlapping into a file, How can i
do that?.
2) How can i make the following much faster.
3) How to create the chunks dynamically, based on number of cores?
int cores = Runtime.getRuntime().availableProcessors();
int threads = cores;
//Number of threads
int Chunks = data_1.size() / threads;
//I don't trust with chunks created by the below line, that's why i created chunk1, chunk2, chunk3, chunk4 seperately and validated them.
Map<Integer, BitSet>[] Chunk= (Map<Integer, BitSet>[]) new HashMap<?,?>[threads];
4) How to create threads using for loops? Is it correct what i am doing?
ClassName thread1 = new ClassName(data2, chunk1);
ClassName thread2 = new ClassName(data2, chunk2);
ClassName thread3 = new ClassName(data2, chunk3);
ClassName thread4 = new ClassName(data2, chunk4);
thread1.start();
thread2.start();
thread3.start();
thread4.start();
thread1.join();
thread2.join();
thread3.join();
thread4.join();
Representation of My Code
Public class ClassName {
Integer nSimilarEntities = 30;
public void run() {
for (String kNonRepeater : data_1.keySet()) {
// Extract the feature vector
BitSet vFeaturesNonRepeater = data_1.get(kNonRepeater);
// Calculate the sum of 1s (L2 norm is the sqrt of this)
double nNormNonRepeater = Math.sqrt(vFeaturesNonRepeater.cardinality());
// Loop through the repeater set
double nMinSimilarity = 100;
int nMinSimIndex = 0;
// Maintain the list of top similar repeaters and the similarity values
long dpind = 0;
ArrayList<String> vSimilarKeys = new ArrayList<String>();
ArrayList<Double> vSimilarValues = new ArrayList<Double>();
for (String kRepeater : data_2.keySet()) {
// Status output at regular intervals
dpind++;
if (Math.floorMod(dpind, pct) == 0) {
System.out.println(dpind + " dot products (" + Math.round(dpind / pct) + "%) out of "
+ nNumSimilaritiesToCompute + " completed!");
}
// Calculate the norm of repeater, and the dot product
BitSet vFeaturesRepeater = data_2.get(kRepeater);
double nNormRepeater = Math.sqrt(vFeaturesRepeater.cardinality());
BitSet vTemp = (BitSet) vFeaturesNonRepeater.clone();
vTemp.and(vFeaturesRepeater);
double nCosineDistance = vTemp.cardinality() / (nNormNonRepeater * nNormRepeater);
// queue.add(new MyClass(kRepeater,kNonRepeater,nCosineDistance));
// if(queue.size() > YOUR_LIMIT)
// queue.remove();
// Don't bother if the similarity is 0, obviously
if ((vSimilarKeys.size() < nSimilarEntities) && (nCosineDistance > 0)) {
vSimilarKeys.add(kRepeater);
vSimilarValues.add(nCosineDistance);
nMinSimilarity = vSimilarValues.get(0);
nMinSimIndex = 0;
for (int j = 0; j < vSimilarValues.size(); j++) {
if (vSimilarValues.get(j) < nMinSimilarity) {
nMinSimilarity = vSimilarValues.get(j);
nMinSimIndex = j;
}
}
} else { // If there are more, keep only the best
// If this is better than the smallest distance, then remove the smallest
if (nCosineDistance > nMinSimilarity) {
// Remove the lowest similarity value
vSimilarKeys.remove(nMinSimIndex);
vSimilarValues.remove(nMinSimIndex);
// Add this one
vSimilarKeys.add(kRepeater);
vSimilarValues.add(nCosineDistance);
// Refresh the index of lowest similarity value
nMinSimilarity = vSimilarValues.get(0);
nMinSimIndex = 0;
for (int j = 0; j < vSimilarValues.size(); j++) {
if (vSimilarValues.get(j) < nMinSimilarity) {
nMinSimilarity = vSimilarValues.get(j);
nMinSimIndex = j;
}
}
}
} // End loop for maintaining list of similar entries
}// End iteration through repeaters
for (int i = 0; i < vSimilarValues.size(); i++) {
System.out.println(Thread.currentThread().getName() + kNonRepeater + "|" + vSimilarKeys.get(i) + "|" + vSimilarValues.get(i));
}
}
}
}
Finally, If not Multithreading, is there any other approaches in java, to reduce time complexity.
The computer works similarly to what you have to do by hand (It processes more digits/bits at a time but the problem is the same.
If you do addition, the time is proportional to the of the size of the number.
If you do multiplication or divisor it's proportional to the square of the size of the number.
For the computer the size is based on multiples of 32 or 64 significant bits depending on the implementation.
I'd say this task is suitable for parallel streams. Don't hesitate to take a look at this conception if you have time. Parallel streams seamlessly use multithreading at full speed.
The top-level processing will look like this:
data_1.entrySet()
.parallelStream()
.flatmap(nonRepeaterEntry -> processOne(nonRepeaterEntry.getKey(), nonRepeaterEntry.getValue(), data2))
.forEach(System.out::println);
You should provide processOne function with prototype like this:
Stream<String> processOne(String nonRepeaterKey, String nonRepeaterBitSet, Map<String BitSet> data2);
It will return prepared string list with what you print now into file.
To make stream inside you can prepare List list first and then turn it into stream in return statement:
return list.stream();
Even though inner loop can be processed in streams, parallel streaming inside is discouraged - you already have enough parallelism.
For your questions:
1) If i want to store the results of each thread without overlapping into a file, How can i do that?.
Any logging framework (logback, log4j) can deal with it. Parallel streams can deal with it. Also you can store prepared lines into some queue/array and print them in separate thread. It takes a bit of care, though, ready solutions are easier and effectively they do such thing.
2) How can i make the following much faster.
Optimize and parallelize. At normal situation you get number_of_threads/1.5..number_of_threads times faster processing thinking you have hyperthreading in play, but it depends on things you do not-so-parallel and underlying implementations of stuff.
3) How to create the chunks dynamically, based on number of cores?
You don't have to. Make a list of tasks (1 task per data_1 entry) and feed executor service with them - that's already big enough task size. You can use FixedThreadPool with number of threads as parameter, and it will deal will distribute tasks evenly.
Not you should create task class, get Future for each task upon threadpool.submit and in the end run a loop doing .get for each Future. It will throttle main thread down to executor processing speed implicitly doing fork-join like behaviour.
4) Direct threads creation is outdated technique. It's recommended to use executor service of some sort, parallel streams etc. For loop processing you need to create list of chunks, and in loop create thread, add it to list of threads. And in another loop join to each thread if the list.
Ad hoc optimizations:
1) Make Repeater class that will store key, bitset and cardinality. Preprocess your hashsets turning them into Repeater instances and calculating cardinality once (i.e. not for every inner loop run). It will save you 20mil*(20mil-1) calls of .cardinality(). You still need to call it for difference.
2) Replace similarKeys, similarValues with limited size priorityQueue on combined entries. It works faster for 30 elements.
Take a look at this question for infor about PriorityQueue:
Java PriorityQueue with fixed size
3) You can skip processing of nonRepeater if its cardinality is already 0 - bitSet and will never increase resulting cardinality, and you'll filter out all 0-distance values.
4) You can skip (remove from temporary list you create in p.1 optimization) every Repeater with zero cardinality. Like in p.3 it will never produce anything fruitful.
I am using java for multi threaded multiplication. I am practicing multi threaded programming. Following is the code that I took from another post of stackoverflow.
public class MatMulConcur {
private final static int NUM_OF_THREAD =1 ;
private static Mat matC;
public static Mat matmul(Mat matA, Mat matB) {
matC = new Mat(matA.getNRows(),matB.getNColumns());
return mul(matA,matB);
}
private static Mat mul(Mat matA,Mat matB) {
int numRowForThread;
int numRowA = matA.getNRows();
int startRow = 0;
Worker[] myWorker = new Worker[NUM_OF_THREAD];
for (int j = 0; j < NUM_OF_THREAD; j++) {
if (j<NUM_OF_THREAD-1){
numRowForThread = (numRowA / NUM_OF_THREAD);
} else {
numRowForThread = (numRowA / NUM_OF_THREAD) + (numRowA % NUM_OF_THREAD);
}
myWorker[j] = new Worker(startRow, startRow+numRowForThread,matA,matB);
myWorker[j].start();
startRow += numRowForThread;
}
for (Worker worker : myWorker) {
try {
worker.join();
} catch (InterruptedException e) {
}
}
return matC;
}
private static class Worker extends Thread {
private int startRow, stopRow;
private Mat matA, matB;
public Worker(int startRow, int stopRow, Mat matA, Mat matB) {
super();
this.startRow = startRow;
this.stopRow = stopRow;
this.matA = matA;
this.matB = matB;
}
#Override
public void run() {
for (int i = startRow; i < stopRow; i++) {
for (int j = 0; j < matB.getNColumns(); j++) {
double sum = 0;
for (int k = 0; k < matA.getNColumns(); k++) {
sum += matA.get(i, k) * matB.get(k, j);
}
matC.set(i, j, sum);
}
}
}
}
I ran this program for 1,10,20,...,100 threads but performance is decreasing instead. Following is the time table
Thread 1 takes 18 Milliseconds
Thread 10 takes 18 Milliseconds
Thread 20 takes 35 Milliseconds
Thread 30 takes 38 Milliseconds
Thread 40 takes 43 Milliseconds
Thread 50 takes 48 Milliseconds
Thread 60 takes 57 Milliseconds
Thread 70 takes 66 Milliseconds
Thread 80 takes 74 Milliseconds
Thread 90 takes 87 Milliseconds
Thread 100 takes 98 Milliseconds
Any Idea?
People think that using multiple threads will automatically (magically!) make any computation go faster. This is not so1.
There are a number of factors that can make multi-threading speedup less than you expect, or indeed result in a slowdown.
A computer with N cores (or hyperthreads) can do computations at most N times as fast as a computer with 1 core. This means that when you have T threads where T > N, the computational performance will be capped at N. (Beyond that, the threads make progress because of time slicing.)
A computer has a certain amount of memory bandwidth; i.e. it can only perform a certain number of read/write operations per second on main memory. If you have an application where the demand exceeds what the memory subsystem can achieve, it will stall (for a few nanoseconds). If there are many cores executing many threads at the same time, then it is the aggregate demand that matters.
A typical multi-threaded application working on shared variables or data structures will either use volatile or explicit synchronization to do this. Both of these increase the demand on the memory system.
When explicit synchronization is used and two threads want to hold a lock at the same time, one of them will be blocked. This lock contention slows down the computation. Indeed, the computation is likely to be slowed down if there was past contention on the lock.
Thread creation is expensive. Even acquiring an existing thread from a thread pool can be relatively expensive. If the task that you perform with the thread is too small, the setup costs can outweigh the possible speedup.
There is also the issue that you may be running into problems with a poorly written benchmark; e.g. the JVM may not be properly warmed up before taking the timing measurements.
There is insufficient detail in your question to be sure which of the above factors is likely to affect your application's performance. But it is likely to be a combination of 1 2 and 5 ... depending on how many cores are used, how big the CPUs memory caches are, how big the matrix is, and other factors.
1 - Indeed, if this was true then we would not need to buy computers with lots of cores. We could just use more and more threads. Provided you had enough memory, you could do an infinite amount of computation on a single machine. Bitcoin mining would be a doddle. Of course, it isn't true.
Using multi-threading is not primarily for performance, but for parallelization. There are cases where parallelization can benefit performance, though.
Your computer doesn't have infinite resources. Adding more and more threads will decrease performance. It's like starting more and more applications, you wouldn't expect a program to run faster when you start another program, and you probably wouldn't be surprised if it runs slower.
Up to a certain point performance will remain constant (your computer still has resources to handle the demand), but at some point you reach the maximum your computer can handle and performance will drop. That's exactly what your result shows. Performance stays somewhat constant with 1 or 10 threads, and then drops steadily.
I have recently begun to learn CodaHale/DropWizard metrics library. I cannot understand how is the Meter class thread-safe (it is according to the documentation), especially mark() and tickIfNecessary() methods here:
https://github.com/dropwizard/metrics/blob/3.2-development/metrics-core/src/main/java/com/codahale/metrics/Meter.java#L54-L77
public void mark(long n) {
tickIfNecessary();
count.add(n);
m1Rate.update(n);
m5Rate.update(n);
m15Rate.update(n);
}
private void tickIfNecessary() {
final long oldTick = lastTick.get();
final long newTick = clock.getTick();
final long age = newTick - oldTick;
if (age > TICK_INTERVAL) {
final long newIntervalStartTick = newTick - age % TICK_INTERVAL;
if (lastTick.compareAndSet(oldTick, newIntervalStartTick)) {
final long requiredTicks = age / TICK_INTERVAL;
for (long i = 0; i < requiredTicks; i++) {
m1Rate.tick();
m5Rate.tick();
m15Rate.tick();
}
}
}
}
I can see that there is a lastTick of type AtomicLong, but still there can be a situation that m1-m15 rates are ticking a little bit longer so another thread can invoke those ticks as well as a part of next TICK_INTERVAL. Wouldn't that be a race condition since tick() method of Rates is not synchronized at all? https://github.com/dropwizard/metrics/blob/3.2-development/metrics-core/src/main/java/com/codahale/metrics/EWMA.java#L86-L95
public void tick() {
final long count = uncounted.sumThenReset();
final double instantRate = count / interval;
if (initialized) {
rate += (alpha * (instantRate - rate));
} else {
rate = instantRate;
initialized = true;
}
}
Thanks,
Marian
It is thread safe because this line from tickIfNecessary() returns true only once per newIntervalStartTick
if (lastTick.compareAndSet(oldTick, newIntervalStartTick))
What happens if two threads enter tickIfNecessary() at almost the same time?
Both threads read the same value from oldTick, decide that at least TICK_INTERVAL nanoseconds have passed and calculate a newIntervalStartTick.
Now both threads try to do lastTick.compareAndSet(oldTick, newIntervalStartTick). As the name compareAndSet implies, this method compares to current value of lastTick to oldTick and only if the value is equal to oldTick it gets atomically replaced with newIntervalStartTick and returns true.
Since this is an atomic instruction (at the hardware level!), only one thread can succeed. When the other thread executes this method it will already see newIntervalStartTick as the current value of lastTick. Since this value no longer matches oldTick the update fails and the method returns false and therefore this thread does not call m1Rate.tick() to m15Rate.tick().
The EWMA.update(n) method uses a java.util.concurrent.atomic.LongAdder to accumulate the event counts that gives similar thread safety guarantees.
As far as I can see you are right. If tickIfNecessary() is called such that age > TICK_INTERVAL while another call is still running, it is possible that m1Rate.tick() and the other tick() methods are called at the same time from multiple threads. So it boils down to wether tick() and its called routines/operations are safe.
Let's dissect tick():
public void tick() {
final long count = uncounted.sumThenReset();
final double instantRate = count / interval;
if (initialized) {
rate += (alpha * (instantRate - rate));
} else {
rate = instantRate;
initialized = true;
}
}
alpha and interval are set only on instance initialization and marked final those thread-safe since read-only. count and instantRate are local and those not visible to other threads anyway. rate and initialized are marked volatile and those writes should always be visible for following reads.
If I'm not wrong, pretty much from the first read of initialized to the last write on either initialized or rate this is open for races but some are without effect like when 2 threads race for the switch of initialized to true.
It seems the majority of effective races can happen in rate += (alpha * (instantRate - rate)); especially dropped or mixed calculations like:
Assumed: initialized is true
Thread1: calculates count, instantRate, checks initialized, does the first read of rate which we call previous_rate and for whatever reason stalls
Thread2: calculates count, instantRate, checks initialized, and calculates rate += (alpha * (instantRate - rate));
Thread1: continues its operation and calculates rate += (alpha * (instantRate - previous_rate));
A drop would occur if the reads and writes somehow get ordered such that rate is read on all threads and then written on all threads, effectively dropping one or more calculations.
But the probability for such races, meaning that both age > TICK_INTERVAL matches such that 2 Threads run into the same tick() method and especially the rate += (alpha * (instantRate - rate)) may be extremely low and depending on the values not noticeable.
The mark() method seems to be thread-safe as long as the LongAdderProxy uses a thread-safe Data-structure for update/add and for the tick() method in sumThenReset.
I think the only ones who can answer the Questions left open - wether the races are without noticeable effect or otherwise mitigated - are the project authors or people who have in depth knowledge of these parts of the project and the values calculated.
The javadocs for ThreadPoolExecutor#getActiveCount() say that the method "Returns the approximate number of threads that are actively executing tasks."
What makes this number approximate, and not exact? Will it over or under-report active threads?
Here is the method:
/**
* Returns the approximate number of threads that are actively
* executing tasks.
*
* #return the number of threads
*/
public int getActiveCount() {
final ReentrantLock mainLock = this.mainLock;
mainLock.lock();
try {
int n = 0;
for (Worker w : workers)
if (w.isLocked())
++n;
return n;
} finally {
mainLock.unlock();
}
}
The method takes the worker list and counts the workers that are being locked.
By the time counting reaches the end of the list, some of the workers previously counted may have finished. (Or some unused workers may have been given a task.)
But you shouldn't be relying on this knowledge as a client, just the fact that it's a best effort approximation. Note that this "inaccuracy" isn't a result of sloppy implementation, it's inherent in every truly multi-threaded system. In such systems there's no global moment of "present". Even if you stop all the workers to count them, by the time you return the result, it may be inaccurate.
I'm trying to alter some code so it can work with multithreading. I stumbled upon a performance loss when putting a Runnable around some code.
For clarification: The original code, let's call it
//doSomething
got a Runnable around it like this:
Runnable r = new Runnable()
{
public void run()
{
//doSomething
}
}
Then I submit the runnable to a ChachedThreadPool ExecutorService. This is my first step towards multithreading this code, to see if the code runs as fast with one thread as the original code.
However, this is not the case. Where //doSomething executes in about 2 seconds, the Runnable executes in about 2.5 seconds. I need to mention that some other code, say, //doSomethingElse, inside a Runnable had no performance loss compared to the original //doSomethingElse.
My guess is that //doSomething has some operations that are not as fast when working in a Thread, but I don't know what it could be or what, in that aspect is the difference with //doSomethingElse.
Could it be the use of final int[]/float[] arrays that makes a Runnable so much slower? The //doSomethingElse code also used some finals, but //doSomething uses more. This is the only thing I could think of.
Unfortunately, the //doSomething code is quite long and out-of-context, but I will post it here anyway. For those who know the Mean Shift segmentation algorithm, this a part of the code where the mean shift vector is being calculated for each pixel. The for-loop
for(int i=0; i<L; i++)
runs through each pixel.
timer.start(); // this is where I start the timer
// Initialize mode table used for basin of attraction
char[] modeTable = new char [L]; // (L is a class property and is about 100,000)
Arrays.fill(modeTable, (char)0);
int[] pointList = new int [L];
// Allcocate memory for yk (current vector)
double[] yk = new double [lN]; // (lN is a final int, defined earlier)
// Allocate memory for Mh (mean shift vector)
double[] Mh = new double [lN];
int idxs2 = 0; int idxd2 = 0;
for (int i = 0; i < L; i++) {
// if a mode was already assigned to this data point
// then skip this point, otherwise proceed to
// find its mode by applying mean shift...
if (modeTable[i] == 1) {
continue;
}
// initialize point list...
int pointCount = 0;
// Assign window center (window centers are
// initialized by createLattice to be the point
// data[i])
idxs2 = i*lN;
for (int j=0; j<lN; j++)
yk[j] = sdata[idxs2+j]; // (sdata is an earlier defined final float[] of about 100,000 items)
// Calculate the mean shift vector using the lattice
/*****************************************************/
// Initialize mean shift vector
for (int j = 0; j < lN; j++) {
Mh[j] = 0;
}
double wsuml = 0;
double weight;
// find bucket of yk
int cBucket1 = (int) yk[0] + 1;
int cBucket2 = (int) yk[1] + 1;
int cBucket3 = (int) (yk[2] - sMinsFinal) + 1;
int cBucket = cBucket1 + nBuck1*(cBucket2 + nBuck2*cBucket3);
for (int j=0; j<27; j++) {
idxd2 = buckets[cBucket+bucNeigh[j]]; // (buckets is a final int[] of about 75,000 items)
// list parse, crt point is cHeadList
while (idxd2>=0) {
idxs2 = lN*idxd2;
// determine if inside search window
double el = sdata[idxs2+0]-yk[0];
double diff = el*el;
el = sdata[idxs2+1]-yk[1];
diff += el*el;
//...
idxd2 = slist[idxd2]; // (slist is a final int[] of about 100,000 items)
}
}
//...
}
timer.end(); // this is where I stop the timer.
There is more code, but the last while loop was where I first noticed the difference in performance.
Could anyone think of a reason why this code runs slower inside a Runnable than original?
Thanks.
Edit: The measured time is inside the code, so excluding startup of the thread.
All code always runs "inside a thread".
The slowdown you see is most likely caused by the overhead that multithreading adds. Try parallelizing different parts of your code - the tasks should neither be too large, nor too small. For example, you'd probably be better off running each of the outer loops as a separate task, rather than the innermost loops.
There is no single correct way to split up tasks, though, it all depends on how the data looks and what the target machine looks like (2 cores, 8 cores, 512 cores?).
Edit: What happens if you run the test repeatedly? E.g., if you do it like this:
Executor executor = ...;
for (int i = 0; i < 10; i++) {
final int lap = i;
Runnable r = new Runnable() {
public void run() {
long start = System.currentTimeMillis();
//doSomething
long duration = System.currentTimeMillis() - start;
System.out.printf("Lap %d: %d ms%n", lap, duration);
}
};
executor.execute(r);
}
Do you notice any difference in the results?
I personally do not see any reason for this. Any program has at least one thread. All threads are equal. All threads are created by default with medium priority (5). So, the code should show the same performance in both the main application thread and other thread that you open.
Are you sure you are measuring the time of "do something" and not the overall time that your program runs? I believe that you are measuring the time of operation together with the time that is required to create and start the thread.
When you create a new thread you always have an overhead. If you have a small piece of code, you may experience performance loss.
Once you have more code (bigger tasks) you make get a performance improvement by your parallelization (the code on the thread will not necessarily run faster, but you are doing two thing at once).
Just a detail: this decision of how big small can a task be so parallelizing it is still worth is a known topic in parallel computation :)
You haven't explained exactly how you are measuring the time taken. Clearly there are thread start-up costs but I infer that you are using some mechanism that ensures that these costs don't distort your picture.
Generally speaking when measuring performance it's easy to get mislead when measuring small pieces of work. I would be looking to get a run of at least 1,000 times longer, putting the whole thing in a loop or whatever.
Here the one different between the "No Thread" and "Threaded" cases is actually that you have gone from having one Thread (as has been pointed out you always have a thread) and two threads so now the JVM has to mediate between two threads. For this kind of work I can't see why that should make a difference, but it is a difference.
I would want to be using a good profiling tool to really dig into this.