Infinite loop in Apache Camel - recursion

I need to create a route, which periodically calls some process with a small delay between iterations.
When I look at documentation for looping:
The Loop allows for processing a message a number of times, possibly in a different way for each iteration. Useful mostly during testing.
So this is not useful for me, since I need to do an infinite loop (without the CamelLoopSize explicitly specified).
My second idea was using kind of a "recursion":
from("direct:updateLoop").routeId("updateLoop")
.process(someProcess)
...
.filter(someFilter) // Can be used to stop the workflow
.delay(18000000) // Wait 5 hours and start again
.to("direct:updateLoop")
This works well for a few days, however after about 600 iterations, this fails with StackOverflowException
Is there a better way to run my process in an infinite loop?

Use Camel Timer component:
from("timer://foo?fixedRate=false&period=18000000")
.process(someProcess);
If fixedRate is false, then no overlapping will occur, see Apache Camel timer: "period" vs "fixedRate"

For recursion you can use camel's seda component.
from("seda:updateLoop").routeId("updateLoop")
.process(someProcess)
...
.filter(someFilter) // Can be used to stop the workflow
.delay(18000000) // Wait 5 hours and start again
.to("seda:updateLoop");

Related

Multiple timers or single task with multiple counter?

Assume you have some functions that must be called at different point in times but continuosly (constant task like each 250ms, each 2s, each 5 mins).
Is it better to use 4-5 timers each one dedicated to a task or is it better to code everything in the smaller task and then use a counter variable to run the other function?
e.g.
//callback each 250ms
void 250ms_TASK(){
if (counter % 8 != 0){ //250ms*8 = 2s
return;
}
// do 2 sec stuff
if (counter != 4800){ //250ms*4800 = 20min
return;
}
//do 20min stuff
counter = 0;
}
Assume also that you want to avoid/be bulletproof to situations like this:
before doing 2 secs stuff you MUST be sure that the 8th 250ms task is computed.
before doing 20 min stuff you MUST be sure that the 4800th 250ms and the 600th 2s task is computed.
The question is related to best practice and performance.
Moreover is it better to perform those calculations in the callback or use the callback to modify flags and perform the calculations in the main loop ?
I assume you are using STM32 since you tagged STM32.
Unless your application is very much time critical that you need to use preemptive and asynchronous timer interrupts (for example 5 mins task is very important so it should be called even while a separated 250ms callback task is running), using multiple timer interrupts is just waste of timers and you need to use as fewer interrupts as possible IMHO. Counting variable is not costly so it is okay to do that.
The real consideration is the length of tasks. The ISRs should be as short as possible so if the timer callback tasks are quite long you should use flags and use polling operation in the main loop. Polling flags is more preferable especially when you are using multiple callbacks in a single timer ISR. Imagine the moment that 250ms, 2s, and 20min callbacks should be called in the ISR and the ISR will take 3 times longer than usual.
By the way, if you decide to use a single timer, why not using SysTick? The SysTick timer is provided in every Cortex M MCUs and its operation is the same across the MCU families. You can easily configure this as 1ms interrupt timer very easily. As far as you use polling in the main loop 1ms interrupt must be fine. There are many tutorials on Systick (for example, part1 and part2)
The standard way to do this for tasks that aren't very time critical, is to implement a single timer, which triggers once every millisecond.
That timer then goes through a list of registered "software timers" and checks if it is time for them to be executed. If so, the timer then calls a function pointer which contains the timer-specific code. That is, a callback function called upon by the timer driver.
If these functions are kept minimal, for example just setting a flag, you can execute them from the main timer ISR.
You can make various arguments regarding power consumption and real timer requirement. It really depends on your application. But these question can deliver insightful answers for beginners, and even more experienced developers. The keyword here is scheduling.
The typical setup I prefer, bare metal real-time:
Main runs all low priority and idle tasks. Main bases these timings on the systick timer that ticks every 1 ms: if( (now - then) > delay ){ then = now; foo(); }
These tasks can be interrupted by everything, except in a critical zone (when using ISR threadspace data).
Low priority tasks are blinking LED's and handling communications.
There are peripheral interrupts and timers that set IRQ pending bits to signal real-time work is ready to be done. Eg: read uart or adc register before overrun.
The interrupt priorities and timers are setup in a way that the work is done in the correct order at the correct time. Eg: when processing ADC samples, and the hardware alarm IRQ arrives, this is handled immediately.
This way I have the DMA signal samples are ready to be processed, whilst a synchronized timer at a lower frequency set the IRQ-pending for the process loop. The process loop must run after the samples, thus has lower priority in the NVIC.
Advantage: Real time performance is not impeded when the communication channel is overflowed with data.
Disadvantage: The cpu never sleeps long.
The ISR's of the real time tasks may not exceed their time window. This is where Windowed Watchdog Timers are useful. Also, idle tasks will only run when there is time to spare. They might be late.
A similar option here is to use a real time operating system. Like ChibiOS.
However, when you're a battery application you don't want the MCU to wake up every second. You want the MCU to wake up only when work has to be done. You can do this in two ways.
Multiple hardware timers signal the wake-up event.
This requires multiple timers to keep running and might still use too much energy.
Tickless operation. You use one timer, the chip wakes up and does work when the time is reached. Then it reloads the timer compare with the time of the next deadline. If your intervals are long enough apart you can use the RTC for this to get ultra low power consumption.
Advantage: chip is allowed to go to sleep for longer period depending on workload.
Disadvantage: the design is a bit more complicated to implement and debug.
Similar option here is to use a tickless operating system.
Assuming you're not using a real time OS, I'd use a timer to do the time critical stuff (if it's handled with few clock cycles) and long timer counters through an interrupt and use non time critical stuff and longer periods in the main loop (with or without a watchdog timer/sleep).
The interrupts will interrupt the main loop stuff so you can be sure the time critical stuff happens when it needs to, the less time critical stuff happens whenever it can.
You could use a state machine in the main loop to do the logic stuff to make sure everything is done in the right order, things are checked, loaded, sensors read etc.
There is no right answer here, best practices would be to implement the design to meet the requirements, since requirements for a project vary from project to project there is no single right answer. One common solution will fail to work right for a wide array of products, as would another common solution. You could force one solution but that can add a lot of hacked up band-aids simply adding risk to the project, possibly lead to failure and or recalls or field upgrades that were unecessary that make the product and the company look bad. Do your system engineering and most of the time the correct solution will simply present itself, dont do your system engineering and the failures will simply present themselves.

How to replace WAIT, to avoid locked error and to free the memory

I have today a question about the usage of the WAIT.
I work with an internal source code quality team, in charge of reviewing your code and approve it. Unfortunately, the usage of WAIT UP TO x SECONDS instruction is now forbidden and not negotiable.
Issue
CALL FUNCTION 'ANY_FUNCTION_WITH_LOCK'.
CALL FUNCTION 'ANY_FUNCTION_WITH_LOCK_2'.
If I execute this pseudo-code, I will have an error (locked object) because I use shared objects (I use function modules without sync/async mode).
I can resolve this issue by the usage of WAIT.
CALL FUNCTION 'ANY_FUNCTION_WITH_LOCK'.
WAIT UP TO 5 SECONDS. " or 1, 2, 3, 4, 5, ... seconds <------------
CALL FUNCTION 'ANY_FUNCTION_WITH_LOCK_2'.
With this method (and std functions), the system will stop and wait for a specific time.
But, sometime the system need 1 second ... or more. We can't know the exact time needed.
But, If we execute this code inside a loop with a large number of objects, the system can wait during an infinite time until a memory dump.
(Impacted functions are related to VL32N, QA11, ... and their objects)
Need
The need is How to replace the WAIT instruction ?
We need to find a solution/function that has the same behavior as the WAIT UP TO, but that will not impact (or less) the memory level (dump, excessive consumption of resources, ...)
In fact we need something like the COMMIT WORK AND WAIT but with the result of a function and not the database.
Solutions ?
Use a loop with timestamp comparaison and use ENQUEUE_READ to get the list of locked objects and check if the needed object is in this list, until X secondes.
It seems that this solution need the same level of resource as the WAIT.
ENQUE_SLEEP seems to have the same behavior that WAIT on the memory (How to make an abap program pause?)
Refactor all the code already done, and use synchronous functions.
Anything else ? Any idea ? Is it even possible?
Thanks in advance :)
Why not just put a check for the lock in between the two function modules? You could put that inside of a loop and exit the loop as soon as the lock is cleared from FM 1.
I use ENQUE_SLEEP when I want to wait for a specified amount of time and then recheck something. For example you could wait 5 seconds and then check for the existence of the locks. If the objects are no longer locked, then proceed. If the locks are still there, sleep again. To avoid an infinite loop, you must have some limit on the number of times you are willing to sleep before you give up and log some kind of an error.
The problem with WAIT is it triggers an implicit commit. ENQUE_SLEEP will not do that.

Can I delay/bundle reactions to QPlainTextEditor.textChanged events?

I have a small IDE for a modeling language I wrote, implemented in PyQt/PySide, and am trying to implement a code navigator that let's you jump to different sections in the file being edited.
The current implementation is: (1) connect to QPlainTextEditor.textChanged, (2) any time a change is made, (sloppily) parse the file and update the navigator pane
It seems to work OK, but I'm worried this could cause major performance issues for large files on slower systems, in particular if more stuff is connected to textChanged in the future.
My question: Has anybody here implemented a delayed reaction to events, so that multiple events (i.e. keystrokes) within a short period only trigger a single update (say once per second)? And is there a proper QT way of doing this?
Thanks,
Michael
You can try using timers if you want some "delay".
There would be 2 ways to use them (with different results).
One is only parse after no input has been done for a certain amount of time
NOTE: I only know C++ Qt but I assume the same things are valid for pyqt so this is kind of "pseudocode" I hope you get the concept though.
QTimer timer; //somewhere
timer.setSingleShot(true); //only fire once
connect(timer,QTimer::timeout(),OnTimerDone(...);
OnTextChanged(...)
{
timer.start(500); //wait 500ms
}
OnTimerDone(...)
{
DoStuff(...);
}
This will restart the timer every input, so when you call that and the timer is not done the timeout signal is not emitted. When no input is done for an amount of time the timer timeouts and you parse the file.
The second option would be to have a periodic timer running (singleShot(false)).
Just start the timer for like each second. and timeout will be called once a second. You can combine that with a variable which you set to true when the input changes and to false when the file is parsed. So you avoid parsing when nothing has changed.
In C++Qt you won't have to worry about multi-threading because the slot gets called in the GUI thread. I assume it is the same for python but you should probably check this.

Detect session hang and kill it

I have an asp.net page that runs certain algorithm and returns it's output. I was wondering what will happen and how to handle a case where the algorithm due to a bug goes into infinite loop. It will hog the cpu and other sessions will be served very slowly.
I would love to have a way to tell IIS, if processing Algo.aspx takes more than 5 seconds, kill it or something like that.
Thanks in advance
There is no such thing in IIS. What you can do instead is to perform the work in a background thread and measure the time it takes to complete this background task and simply kill the thread if the wait time is longer than expected.
You may take a look at the WaitHandle.WaitOne method which allows you to specify a timeout for waiting for a particular event to be signaled from a background thread for example.
Set the ScriptTimeout property. It will abort the page if the time is exceeded. It only works when the debugging property is set to true, though.

Asynchronous vs synchronous execution. What is the difference? [closed]

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What is the difference between asynchronous and synchronous execution?
When you execute something synchronously, you wait for it to finish before moving on to another task. When you execute something asynchronously, you can move on to another task before it finishes.
In the context of operating systems, this corresponds to executing a process or task on a "thread." A thread is a series of commands (a block of code) that exist as a unit of work. The operating system runs a given thread on a processor core. However, a processor core can only execute a single thread at once. It has no concept of running multiple threads simultaneously. The operating system can provide the illusion of running multiple threads at once by running each thread for a small slice of time (such as 1ms), and continuously switching between threads.
Now, if you introduce multiple processor cores into the mix, then threads CAN execute at the same time. The operating system can allocate time to one thread on the first processor core, then allocate the same block of time to another thread on a different processor core. All of this is about allowing the operating system to manage the completion of your task while you can go on in your code and do other things.
Asynchronous programming is a complicated topic because of the semantics of how things tie together when you can do them at the same time. There are numerous articles and books on the subject; have a look!
Synchronous/Asynchronous HAS NOTHING TO DO WITH MULTI-THREADING.
Synchronous or Synchronized means "connected", or "dependent" in some way. In other words, two synchronous tasks must be aware of one another, and one task must execute in some way that is dependent on the other, such as wait to start until the other task has completed.
Asynchronous means they are totally independent and neither one must consider the other in any way, either in the initiation or in execution.
Synchronous (one thread):
1 thread -> |<---A---->||<----B---------->||<------C----->|
Synchronous (multi-threaded):
thread A -> |<---A---->|
\
thread B ------------> ->|<----B---------->|
\
thread C ----------------------------------> ->|<------C----->|
Asynchronous (one thread):
A-Start ------------------------------------------ A-End
| B-Start -----------------------------------------|--- B-End
| | C-Start ------------------- C-End | |
| | | | | |
V V V V V V
1 thread->|<-A-|<--B---|<-C-|-A-|-C-|--A--|-B-|--C-->|---A---->|--B-->|
Asynchronous (multi-Threaded):
thread A -> |<---A---->|
thread B -----> |<----B---------->|
thread C ---------> |<------C--------->|
Start and end points of tasks A, B, C represented by <, > characters.
CPU time slices represented by vertical bars |
Technically, the concept of synchronous/asynchronous really does not have anything to do with threads. Although, in general, it is unusual to find asynchronous tasks running on the same thread, it is possible, (see below for examples) and it is common to find two or more tasks executing synchronously on separate threads... No, the concept of synchronous/asynchronous has to do solely with whether or not a second or subsequent task can be initiated before the other (first) task has completed, or whether it must wait. That is all. What thread (or threads), or processes, or CPUs, or indeed, what hardware, the task[s] are executed on is not relevant. Indeed, to make this point I have edited the graphics to show this.
ASYNCHRONOUS EXAMPLE:
In solving many engineering problems, the software is designed to split up the overall problem into multiple individual tasks and then execute them asynchronously. Inverting a matrix, or a finite element analysis problem, are good examples. In computing, sorting a list is an example. The quicksort routine, for example, splits the list into two lists and performs a quicksort on each of them, calling itself (quicksort) recursively. In both of the above examples, the two tasks can (and often were) executed asynchronously. They do not need to be on separate threads. Even a machine with one CPU and only one thread of execution can be coded to initiate processing of a second task before the first one has completed. The only criterion is that the results of one task are not necessary as inputs to the other task. As long as the start and end times of the tasks overlap, (possible only if the output of neither is needed as inputs to the other), they are being executed asynchronously, no matter how many threads are in use.
SYNCHRONOUS EXAMPLE:
Any process consisting of multiple tasks where the tasks must be executed in sequence, but one must be executed on another machine (Fetch and/or update data, get a stock quote from financial service, etc.). If it's on a separate machine it is on a separate thread, whether synchronous or asynchronous.
In simpler terms:
SYNCHRONOUS
You are in a queue to get a movie ticket. You cannot get one until everybody in front of you gets one, and the same applies to the people queued behind you.
ASYNCHRONOUS
You are in a restaurant with many other people. You order your food. Other people can also order their food, they don't have to wait for your food to be cooked and served to you before they can order.
In the kitchen restaurant workers are continuously cooking, serving, and taking orders.
People will get their food served as soon as it is cooked.
Simple Explanation via analogy
(story & pics given to help you remember).
Synchronous Execution
My boss is a busy man. He tells me to write code. I tell him: Fine. I get started and he's watching me like a vulture, standing behind me, off my shoulder. I'm like "Dude, WTF: why don't you go and do something while I finish this?"
he's like: "No, I'm waiting right here until you finish." This is synchronous.
Asynchronous Execution
The boss tells me to do it, and rather than waiting right there for my work, the boss goes off and does other tasks. When I finish my job I simply report to my boss and say: "I'm DONE!" This is Asynchronous Execution.
(Take my advice: NEVER work with the boss behind you.)
Synchronous execution means the execution happens in a single series. A->B->C->D. If you are calling those routines, A will run, then finish, then B will start, then finish, then C will start, etc.
With Asynchronous execution, you begin a routine, and let it run in the background while you start your next, then at some point, say "wait for this to finish". It's more like:
Start A->B->C->D->Wait for A to finish
The advantage is that you can execute B, C, and or D while A is still running (in the background, on a separate thread), so you can take better advantage of your resources and have fewer "hangs" or "waits".
In a nutshell, synchronization refers to two or more processes' start and end points, NOT their executions. In this example, Process A's endpoint is synchronized with Process B's start point:
SYNCHRONOUS
|--------A--------|
|--------B--------|
Asynchronous processes, on the other hand, do not have their start and endpoints synchronized:
ASYNCHRONOUS
|--------A--------|
|--------B--------|
Where Process A overlaps Process B, they're running concurrently or synchronously (dictionary definition), hence the confusion.
UPDATE: Charles Bretana improved his answer, so this answer is now just a simple (potentially oversimplified) mnemonic.
Synchronous means that the caller waits for the response or completion, asynchronous that the caller continues and a response comes later (if applicable).
As an example:
static void Main(string[] args)
{
Console.WriteLine("Before call");
doSomething();
Console.WriteLine("After call");
}
private static void doSomething()
{
Console.WriteLine("In call");
}
This will always ouput:
Before call
In call
After call
But if we were to make doSomething() asynchronous (multiple ways to do it), then the output could become:
Before call
After call
In call
Because the method making the asynchronous call would immediately continue with the next line of code. I say "could", because order of execution can't be guaranteed with asynch operations. It could also execute as the original, depending on thread timings, etc.
Sync vs Async
Sync and async operations are about execution order a next task in relation to the current task.
Let's take a look at example where Task 2 is current task and Task 3 is a next task. Task is an atomic operation - method call in a stack (method frame).
Synchronous
Implies that tasks will be executed one by one. A next task is started only after current task is finished. Task 3 is not started until Task 2 is finished.
Single Thread + Sync - Sequential
Usual execution.
Pseudocode:
main() {
task1()
task2()
task3()
}
Multi Thread + Sync - Parallel
Blocked.
Blocked means that a thread is just waiting(although it could do something useful. e.g. Java ExecutorService[About] and Future[About]) Pseudocode:
main() {
task1()
Future future = ExecutorService.submit(task2())
future.get() //<- blocked operation
task3()
}
Asynchronous
Implies that task returns control immediately with a promise to execute a code and notify about result later(e.g. callback, feature). Task 3 is executed even if Task 2 is not finished. async callback, completion handler[About]
Single Thread + Async - Concurrent
Callback Queue (Message Queue) and Event Loop (Run Loop, Looper) are used. Event Loop checks if Thread Stack is empty and if it is true it pushes first item from the Callback Queue into Thread Stack and repeats these steps again. Simple examples are button click, post event...
Pseudocode:
main() {
task1()
ThreadMain.handler.post(task2());
task3()
}
Multi Thread + Async - Concurrent and Parallel
Non-blocking.
For example when you need to make some calculations on another thread without blocking. Pseudocode:
main() {
task1()
new Thread(task2()).start();
//or
Future future = ExecutorService.submit(task2())
task3()
}
You are able use result of Task 2 using a blocking method get() or using async callback through a loop.
For example in Mobile world where we have UI/main thread and we need to download something we have several options:
sync block - block UI thread and wait when downloading is done. UI is not responsive.
async callback - create a new tread with a async callback to update UI(is not possible to access UI from non UI thread). Callback hell.
async coroutine[About] - async task with sync syntax. It allows mix downloading task (suspend function) with UI task.
[iOS sync/async], [Android sync/async]
[Paralel vs Concurrent]
I think this is bit round-about explanation but still it clarifies using real life example.
Small Example:
Let's say playing an audio involves three steps:
Getting the compressed song from harddisk
Decompress the audio.
Play the uncompressed audio.
If your audio player does step 1,2,3 sequentially for every song then it is synchronous. You will have to wait for some time to hear the song till the song actually gets fetched and decompressed.
If your audio player does step 1,2,3 independent of each other, then it is asynchronous. ie.
While playing audio 1 ( step 3), if it fetches audio 3 from harddisk in parallel (step 1) and it decompresses the audio 2 in parallel. (step 2 )
You will end up in hearing the song without waiting much for fetch and decompress.
I created a gif for explain this, hope to be helpful:
look, line 3 is asynchronous and others are synchronous.
all lines before line 3 should wait until before line finish its work, but because of line 3 is asynchronous, next line (line 4), don't wait for line 3, but line 5 should wait for line 4 to finish its work, and line 6 should wait for line 5 and 7 for 6, because line 4,5,6,7 are not asynchronous.
Simply said asynchronous execution is doing stuff in the background.
For example if you want to download a file from the internet you might use a synchronous function to do that but it will block your thread until the file finished downloading. This can make your application unresponsive to any user input.
Instead you could download the file in the background using asynchronous method. In this case the download function returns immediately and program execution continues normally. All the download operations are done in the background and your program will be notified when it's finished.
As a really simple example,
SYNCHRONOUS
Imagine 3 school students instructed to run a relay race on a road.
1st student runs her given distance, stops and passes the baton to the 2nd. No one else has started to run.
1------>
2.
3.
When the 2nd student retrieves the baton, she starts to run her given distance.
1.
2------>
3.
The 2nd student got her shoelace untied. Now she has stopped and tying up again. Because of this, 2nd's end time has got extended and the 3rd's starting time has got delayed.
1.
--2.--->
3.
This pattern continues on till the 3rd retrieves the baton from 2nd and finishes the race.
ASYNCHRONOUS
Just Imagine 10 random people walking on the same road.
They're not on a queue of course, just randomly walking on different places on the road in different paces.
2nd person's shoelace got untied. She stopped to get it tied up again.
But nobody is waiting for her to get it tied up. Everyone else is still walking the same way they did before, in that same pace of theirs.
10--> 9-->
8--> 7--> 6-->
5--> 4-->
1--> 2. 3-->
Synchronous basically means that you can only execute one thing at a time. Asynchronous means that you can execute multiple things at a time and you don't have to finish executing the current thing in order to move on to next one.
When executing a sequence like: a>b>c>d>, if we get a failure in the middle of execution like:
a
b
c
fail
Then we re-start from the beginning:
a
b
c
d
this is synchronous
If, however, we have the same sequence to execute: a>b>c>d>, and we have a failure in the middle:
a
b
c
fail
...but instead of restarting from the beginning, we re-start from the point of failure:
c
d
...this is know as asynchronous.
An example of instructions for making a breakfast:
Pour a cup of coffee.
Heat a pan, then fry two eggs.
Fry three slices of bacon.
Toast two pieces of bread.
Add butter and jam to the toast.
Pour a glass of orange juice.
If you have experience with cooking, you'd execute those instructions asynchronously. You'd start warming the pan for eggs, then start the bacon. You'd put the bread in the toaster, then start the eggs. At each step of the process, you'd start a task, then turn your attention to tasks that are ready for your attention.
Cooking breakfast is a good example of asynchronous work that isn't parallel. One person (or thread) can handle all these tasks. Continuing the breakfast analogy, one person can make breakfast asynchronously by starting the next task before the first task completes. The cooking progresses whether or not someone is watching it. As soon as you start warming the pan for the eggs, you can begin frying the bacon. Once the bacon starts, you can put the bread into the toaster.
For a parallel algorithm, you'd need multiple cooks (or threads). One would make the eggs, one the bacon, and so on. Each one would be focused on just that one task. Each cook (or thread) would be blocked synchronously waiting for the bacon to be ready to flip, or the toast to pop.
(emphasis mine)
From Asynchronous programming concepts
A synchronous operation does its work before returning to the caller.
An asynchronous operation does (most or all of) its work after returning to the caller.
You are confusing Synchronous with Parallel vs Series. Synchronous mean all at the same time. Syncronized means related to each othere which can mean in series or at a fixed interval. While the program is doing all, it it running in series. Get a dictionary...this is why we have unsweet tea. You have tea or sweetened tea.
A different english definition of Synchronize is Here
Coordinate; combine.
I think that is a better definition than of "Happening at the same time". That one is also a definition, but I don't think it is the one that fits the way it is used in Computer Science.
So an asynchronous task is not co-coordinated with other tasks, whereas a synchronous task IS co-coordinated with other tasks, so one finishes before another starts.
How that is achieved is a different question.
I think a good way to think of it is a classic running Relay Race
Synchronous: Processes like members of the same team, they won't execute until they receive baton (end of the execution of previous process/runner) and yet they are all acting in sync with each other.
Asynchronous: Where processes like members of different teams on the same relay race track, they will run and stop, async with each other, but within same race (overall program execution).
Does it make sense?
Synchronous means queue way execution one by one task will be executed. Suppose there is only vehicle that need to be share among friend to reach their destination one by one vehicle will be share.
In asynchronous case each friend can get rented vehicle and reach its destination.
In regards to the "at the same time" definition of synchronous execution (which is sometimes confusing), here's a good way to understand it:
Synchronous Execution: All tasks within a block of code are all executed at the same time.
Asynchronous Execution: All tasks within a block of code are not all executed at the same time.
Yes synchronous means at the same time, literally, it means doing work all together. multiple human/objects in the world can do multiple things at the same time but if we look at computer, it says synchronous means where the processes work together that means the processes are dependent on the return of one another and that's why they get executed one after another in proper sequence. Whereas asynchronous means where processes don't work together, they may work at the same time(if are on multithread), but work independently.

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