Speed memory access by arranging data to take advantage of CPU caching
gameprogrammingpatterns.com
gameprogrammingpatterns.com
The best way to understand it is probably to watch the video, which is relatively long but explains things clearly: https://www.youtube.com/watch?v=3uiEyEKji0M
This is where I feel functional languages will have a huge advantage in coming years. As side effects are reified and put in the compiler's control, they can be modified and optimized automatically.
While TFA is interesting, and a pretty good overview of designing programs with the cache in mind, it just shows me how far we have to go in language design. I don't want to manually make all of these modifications, let alone carefully profile each permutation of all the possible choices. We have fast, dumb computers, let them do that work.
To counter this, people invent things like the asm.js specification, which tells you exactly what you need to do to make JavaScript fast, and then we're programming in assembly again. (Or perhaps C++.)
So there is still plenty of room for languages that aim for predictable performance. I believe this is where Go and Rust are headed.
GCC isnt hipster hot nowadays but it has quite a few nice things. For C++ templates I still prefer G++ error messages over Clang++'s. I find the former a lot more informative, but without Clang breathing down their neck I doubt if they would have improved their error messages.
Some faint glimpses of light can be seen, like compressed references in HotSpot or this Halide.
Rust and Go have nothing planned in this area.
For example, The Option type in Rust (a.k.a. the Maybe type in Haskell) is a tagged union defined like this: [1]
enum Option<T> {
None,
Some(T)
}
Now say I use this like so: let foo = Some(6);
The runtime represenation of `foo` will be as follows: struct FooRepresentation {
discriminator: u8,
value: int
}
...where `discriminator` is the field that determines whether the value is `None` or `Some`, and in the latter case `value` will contain the associated data.But let's say I declare foo a bit differently, using a pointer to a value rather than a raw value:
let foo = Some(~6); // the tilde denotes a unique pointer
Now the runtime representation of `foo` is only a single pointer, and in order to determine if `foo` is `None` it just checks to see if the pointer is null. Rust is smart enough to perform this optimization on any tagged union with two variants where only one of the variants has associated data, and the type of that variant is a pointer.On the flipside, if you want to guarantee a specific data layout then you can use a struct, which have the same layout rules as structs in C.
[1] https://github.com/mozilla/rust/blob/master/src/libstd/optio...
Is that so bad? The reason we're in JS in the first place in those environments isn't because it's the best language for the job, it's because it's the only language that can be used in that environment.
If you can have the best of both worlds, why not?
Functional compilers that outperform hand tuned C++ on many core machines may be possible, but very hard. Just because everyone has previously underestimated the difficulty does not mean it's an idea worthy of derision.
I think it's much more likely that it's perpetually ten years away, until one day it's not (like the current, possibly temporary end to Moore's Law).
Watching Simon Peyton Jones' talk on data parallel Haskell, I'd not make a bet against high performance Haskell's eventual success, especially as core counts continue to climb, and NUMA gets more NU.
[1] http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.278...
Take the example of Stalin and StalinGrad, they are Lisps. Their compile times are epic, but once done they have a history of generating faster code than C for specific applications (a specific example where it will excel is multidimensional numeric integration where the function to be integrated is passed as an input). The main reason why they would be able to generate faster code is that they are smarter about inlining. The reason they are smarter about inlining is that programmers intent is better preserved when encoded in a higher level language.
Can a programmer not write the same code in C by hand ? Sure they can, but it will take longer and would be more error prone and likely to be costlier to produce, unless one takes the help of these higher level abstractions primitives, but then you aren't really writing in C anymore. Can the C compiler not be equally smart ? possibly, but it will be a lot harder to make a C compiler smart than a functional language compiler smart. Functional languages leave a lot of room for the compiler to do its thing, C while not as bad as Java still over-specifies how exactly something needs to be computed (my way or the highway). Add the fact that when code is written in a higher level, but optimization friendly language one can enjoy the benefits of compiler techniques yet to come. It future-proofs the code to an extent and amortizes the effort that went into writing the compiler.
Now of course one can use C++ template metaprogramming to do much of the inlining that Stalin does, but then again you are essentially using a functional programming paradigm.
EDIT: HN easy on the downvote. You may not agree with stephencanon but there was nothing in his comment that deserves a downvote, seriously ! @stephencanon compensated to the best of my ability.
Two big advantages are referential transparency and memory aliasing. The sort of reordering of loops/memory/whatever like described on the Halide page is just the beginning of the kind of optimizations that are possible. Perhaps static analysis could ameliorate this to some extent, but it will take far more computational power, and will always be subject to the halting problem. There's also current problems with the C standard that could change in a new standard, or maybe optionally ignored in the compiler, so it depends on your definition of "C". Examples of this are struct member ordering being fixed, or lack of tail call optimization (at least guaranteed TCO), and perhaps you might include calling conventions in that.
There's also the huge advantages you can get in programmer productivity. Metaprogramming, better type systems, better (and more) abstractions, automatic memory management, automatic parallelization, there's really tons of room for improvement in so many areas. And a lot of these provide lots of room for optimization, in the sense that they put more of the program semantics into the compiler's hands. Compilers will probably be "stupid" for a long time, but at the very least they are very accurate and very fast, so they can try out many possibilities and measure what works best. Chess is a good analog here--computers are far superior to humans these days, and they got there by just trying tons of permutations of simple algorithms and running lots of tests. Writing compilers turns out to be a similar problem, so moving away from C/C++ can have advantages at multiple levels (so meta!).
It's still in a very nascent stage, but the language I've been working on should eventually be the manifestation of lots of these ideas: https://github.com/zwegner/mutagen Most of the ideas are just in my head at this point, and still rather fuzzy, but there's some specifics in the README about possible future directions.
And meantime, in the real life, if you really need your code to run really really fast (like, if you are doing nanosecond level realtimish staff in finance; or working on real-time computer vision; or anything else that really really needs low level optimizations) if you want to be competitive, you just have to go down to plain C level. And while at it, also have good understanding of your cache/memory/processors/bus architecture, cache interference, costs of system calls, compiler behavior, CPU behavior (microcode level, i.e. cache coherence or memory sync algos) and so on. You can try to not to do it, and attempt to use Haskel or Ocaml, but the cost would be two orders of magnitude. For a real-timish function that you are concerned about, in a relatively well written C/C++ you can have 200ns ± 100ns. The same function in a well written Ocaml will give you 5us ± 200us, and the same in Haskel or Python will give 20us ± 200us (when giving these numbers/example, I assume that the code is written using best possible at the current state of the art data structures and algorithms; all the aforementioned issues are well understood by the developer and the code is written at a greater guru level ;))
To be honest it wasn't a very successful approach, so you can probably take this as being a path NOT to try.
I will attempt to find the thesis and update this comment with a link if I can find it ...
Some of my findings:
- Effective bandwidth is approximately 6x greater for data that fits in L1, 4.3x greater if it fits in L2, and 2.9x greater if it fits in L3.
- Contention for shared L3 cache can limit the speedup you get from parallelization. For instance, running two threads for a data set that fits in L3 results in a speedup of only 1.75x, rather than 2x. Four threads on one four-core processor results in a speedup of only 2x vs the single-threaded program.
- It takes relatively few operations for programs to become compute-bound rather than memory bound. If 8 or more "add" operations were performed per data access, we found that the effects of caching disappeared almost completely, and the program's execution was limited by processor rather than the memory bottleneck.
The specific magnitude of these results is machine-dependent, but I would expect the general relationships to hold for other machines with a similar cache hierarchy.
[1] http://www.stoneridgetechnology.com/uploads/file/ComputevsMe...
I think they'd differ from the author here that this isn't an optimization to go to when performance starts to suffer, but a design that you have to start using from the beginning, because it's a big change to refactor everything to this style.
Then we did some OpenMP parallelization. That was cool.
Nice post!
"How to get 100K TPS with 1ms latency": http://www.infoq.com/presentations/LMAX
http://www.amazon.com/Code-Optimization-Effective-Memory-Usa...
I hope universities start to catch up and build this, along with distributed systems computing and networking, into their core curriculum.
Mix multi-threaded programming with cache effects and there is a whole new world of side effects and un-expected results. There is a side-note in the article about it, but I think that deserve a whole article on it too!
It is interesting that this kind of plays a bit in the favor of functional languages. They are often data centric more than code centric. As in your lay out your data then pass it to your functions as opposed to thinking about the layout of the functionality as different objects that just happen to encapsulate data (so this separates and breaks down the data).
I got curious about how lscpu was determining L1 Data and L1 Instruction caches. So I had a look at the source code of lscpu and found that it was looking in /sys/devices/system/cpu/cpu/cache/ and /sys/devices/system/cpu/cpu/topology/
This lead me to "Memory part 4: NUMA support" http://lwn.net/Articles/254445/
Pretty interesting stuff.
I'm slightly in the dark as to why loop optimizations are not part of the default compile process.
Also, if you really want performance, go parallel. Cilk is amazing and there are forks of both gcc and clang with cilk. Cilk is seriously awesome.
In case you missed it, there was a relevant article last week about how B-Trees benefit by reducing the number of cache requests.
[1]. http://db.lcs.mit.edu/projects/cstore/abadisigmod06.pdf
The object was a struct with a size of a typical game object( 100B ), then I trashed the memory by doing a lot of malloc/free using the size of the object. The two tests were one with an array of objects( contiguous array ) and the other an array of pointers to objects which were allocated separately. Then I iterated over the object doing some very simple operation( just enough to access it, and identical for each object ) and timed this. And of course I trashed the memory some more for each time.
The time taken ratio is:
array of objects : array of pointers to objects
1 : 1.189
The second test is identical except I made some extra effort to make sure that every object in array of pointers was not adjacent to any previous one in memory:
array of objects : array of pointers to objects
1 : 2.483
The difference got much smaller once the operation on each object became more time consuming.
If someone knows of an easier to digest explanation than the proof-laden academic articles I'd appreciate a pointer :-)
http://gameprogrammingpatterns.com/images/data-locality-char...