Admittedly that's not a performance issue, but it's annoying.
Vector<bool> is a little weird if you are just starting with C++, but it does have major performance benefits in its niche, and it came from the 1990s so we can be generous in overlooking its rough edges.
That's actually not true, though I certainly don't fault you for believing it :-) but there are definitely more things to quibble about around vector if you're serious about performance. As an example, try writing a can_fit(n) function, which tells you whether the vector can fit n elements without reallocating. Observe the performance difference between (a) a smart manual version, (b) a naive manual version, and (c) the only STL version: https://godbolt.org/z/88sfM1sxW
#include <vector>
template<class T>
struct Vec { T *b, *e, *f; };
template<class T>
bool can_fit_fast(Vec<T> const &v, size_t n) {
return reinterpret_cast<char*>(v.f) - reinterpret_cast<char*>(v.e) >= n * sizeof(T);
}
template<class T>
bool can_fit(Vec<T> const &v, size_t n) {
return v.f - v.e >= n;
}
template<class T>
bool can_fit(std::vector<T> const &v, size_t n) {
return v.capacity() - v.size() >= n;
}
struct S { size_t a[3]; };
template bool can_fit_fast(Vec<S> const &, size_t);
template bool can_fit(Vec<S> const &, size_t);
template bool can_fit(std::vector<S> const &, size_t);Speaking of realism, putting these in quickbench seems to confirm that the differences between them are not material, and that the STL version is in fact the quickest, but they are all essentially free. There's not a way to make a realistic microbenchmark for this, for the same reason that it doesn't feel like a real-world performance issue.
By the way clang does a much better job here: https://quick-bench.com/q/XcKK782d-7A6YHbiBRTlOnIRnPY
Your fallacy here is assuming that that just because N is a variable, therefore N is large. N can easily be 0, 1, 2, etc... it's a variable because it's not a fixed compile time value, not because it's necessarily large. (This isn't complexity analysis!)
> Speaking of realism, putting these in quickbench seems to confirm that the differences between them are not material, and that the STL version is in fact the quickest,
Your benchmark is what's unrealistic, not my example.
I'm guessing you didn't look at the disassembly (?) because your STL version is using SSE2 instructions (vectorizing?), which should tell you something funny is going on, because this isn't vectorizable, and it's not like we have floating-point here (which uses SSE2 by default).
Notice you're just doing arithmetic on the pointers repeatedly. You're not actually modifying them. It sure looks like Clang is noticing this and vectorizing your (completely useless) math. This is as far from "realistic" as you could possibly make the benchmark. Nobody would do this and then throw away the result. They would actually try to modify the vector in between.
I don't have the energy to play with your example, but I would suggest playing around with it more and trying to disprove your position before assuming you've proven anything. Benchmarks are notoriously easy to get wrong.
> So it doesn't feel like a realistic use case.
I only knew of this example because I've literally had to optimize this before. Not everyone has seen every performance problem; clearly you hadn't run across this issue before. That's fine, but that doesn't mean reality is limited to what you've seen.
I really recommend not replying with this sentiment in the future. This sort of denial of people's reality (sadly too common in the performance space) just turns people off from the conversation, and makes them immediately discredit (or just ignore/disengage from) everything you say afterward. Which is a shame, because this kind of a conversation can be a learning experience for both sides, but it can't do that if you just cement yourself in your own position and assume others are painting a false reality.
(Although, note I didn't claim "the STL is slow"... that's painting with a much broader stroke than I made.)
template<typename T,
class vector {
private:
pointer __begin_;
pointer __end_;
__compressed_pair<pointer, allocator_type> __end_cap_;
public:
constexpr const pointer& __end_cap() const noexcept {
return this->__end_cap_.first();
}
constexpr size_type size() const noexcept {
return static_cast<size_type>(this->__end_ - this->__begin_);
}
constexpr size_type capacity() const noexcept {
return static_cast<size_type>(__end_cap() - this->__begin_);
}
};
So if the functions are fully inlined we should end up with template<class T>
bool can_fit(std::vector<T> const &v, size_t n) {
return static_cast<size_t>(v.__end_cap_.first() - v.__begin_) - static_cast<size_t>(v.__end_ - v.__begin_);
}
At least algebraically (and ignoring casts) it should be equivalent to v.__end_cap_.first() - v.__end_, which is more or less what the manual implementations do. Maybe the optimizer can't make that transformation for some reason or another (overflow and/or not knowing the relationship between the pointers involved, maybe)?If you change can_fit(Vec<S>) to:
return (v.f - v.b) - (v.e - v.b) >= n;
You end up with code that looks pretty similar to the can_fit(std::vector<S>) overload (the same for clang, a bit different for GCC), so it does seem it might be something about the extra pointer math that can't be safely reduced, and the casts aren't really relevant.(I'm also a bit surprised that can_fit_fast produces different assembly than the Vec can_fit overload)
(There's also a secondary issue here, which is that sizeof(S) isn't a power of 2. That's what's introducing multiplications, instead of bit shifts. You might not see as drastic of a difference if sizeof(S) == alignof(S).)
I feel the division by sizeof(T) shouldn't matter that much, since the compiler knows it has pointers to T so I don't think the divisions would have remainders. I want to say pointer overflow and arithmetic on pointers to different objects (allocations?) should also be UB, so I suppose that might clear up most obstacles? I think I'm still missing something...
Does make me wonder how frequently this pattern might pop up elsewhere if it does turn out to be optimizable.
> Does make me wonder how frequently this pattern might pop up elsewhere if it does turn out to be optimizable.
Probably a fair bit, but as I mentioned, it might break a lot of code too, because there's too much code in the wild doing illegal things with pointers (like shoving random state into the lower bits, etc.). Or not... the Clang folks would probably know better.
Maybe this could be a good way to jump into messing with LLVM...
Out of curiosity, how much of a performance difference did you observe in practice when you made this optimization?