Trivial example of reordering memory operations - c++

I was trying to write some code that allow me to observe reordering of memory operations.
In the fallowing example I expected that on some executions of set_values() order of assigning values could change. Especialy notification = 1 may occur before the rest of operations, but in dosn't happend even after thousens of iterations.
I've compiled code with -O3 optimization.
Here is youtube material that i'm refering to : https://youtu.be/qlkMbxUbKfw?t=200
int a{0};
int b{0};
int c{0};
int notification{0};
void set_values()
{
a = 1;
b = 2;
c = 3;
notification = 1;
}
void calculate()
{
while(notification != 1);
a += b + c;
}
void reset()
{
a = 0;
b = 0;
c = 0;
notification = 0;
}
int main()
{
a=6; //just to allow first iteration
for(int i = 0 ; a == 6 ; i++)
{
reset();
std::thread t1(calculate);
std::thread t2(set_values);
t1.join();
t2.join();
std::cout << "Iteration: " << i << ", " "a = " << a << std::endl;
}
return 0;
}
Now the program is stuck in infinited loop. I expect that in some iterations order of instructions in set_values() function can change (due to optimalization on cash memory). For example notification = 1 will be executed before c = 3 what will trigger execution of calculate() function and gives a==3 what satisfies the condition of terminating the loop and prove reordering
Or maybe someone can provide other trivial example of code that help observe reordering of memory operations?

The compiler can indeed reorder your assignments in the function set_values. However, it is not required to do so. In this case it has no reason to reorder anything, since you are assigning constants to all four variables.
Now the program is stuck in infinited loop.
This is probably because while(notification != 1); will be optimized to an infinite loop.
With a bit of work, we can find a way to make the compiler reorder the assignment notify = 1 before the other statements, see https://godbolt.org/z/GY-pAw.
Notice that the program reads x from the standard input, this is done to force the compiler to read from a memory location.
I've also made the variable notification volatile, so that while(notification != 1); doesn't get optimised away.
You can try this example on your machine, I've been able to consistently fail the assertion using g++9.2 and -O3 running on an Intel Sandy Bridge cpu.
Be aware that the cpu itself can reorder instructions if they are independent of each other, see https://en.wikipedia.org/wiki/Out-of-order_execution. This is, however, a bit tricky to test and reproduce consistently.

Your compiler optimizes in unexpected ways but is allowed to do so because you are violating a fundamental rule of the C++ memory model.
You cannot access a memory location from multiple threads if at least one of them is a writer.
To synchronize, either use a std:mutex or use std:atomic<int> instead of int for your variables

Related

Using std::async slower than non-async method to populate a vector

I am experimenting with std::async to populate a vector. The idea behind it is to use multi-threading to save time. However, running some benchmark tests I find that my non-async method is faster!
#include <algorithm>
#include <vector>
#include <future>
std::vector<int> Generate(int i)
{
std::vector<int> v;
for (int j = i; j < i + 10; ++j)
{
v.push_back(j);
}
return v;
}
Async:
std::vector<std::future<std::vector<int>>> futures;
for (int i = 0; i < 200; i+=10)
{
futures.push_back(std::async(
[](int i) { return Generate(i); }, i));
}
std::vector<int> res;
for (auto &&f : futures)
{
auto vec = f.get();
res.insert(std::end(res), std::begin(vec), std::end(vec));
}
Non-async:
std::vector<int> res;
for (int i = 0; i < 200; i+=10)
{
auto vec = Generate(i);
res.insert(std::end(res), std::begin(vec), std::end(vec));
}
My benchmark test shows that the async method is 71 times slower than non-async. What am I doing wrong?
std::async has two modes of operation:
std::launch::async
std::launch::deferred
In this case, you've called std::async without specifying either one, which means it's allowed to choose either one. std::launch::deferred basically means do the work on the calling thread. So std::async returns a future, and with std::launch::deferred, the action you've requested won't be carried out until you call .get on that future. It can be kind of handy under a few circumstances, but it's probably not what you want here.
Even if you specify std::launch::async, you need to realize that this starts up a new thread of execution to carry out the action you've requested. It then has to create a future, and use some sort of signalling from the thread to the future to let you know when the computation you've requested is done.
All of that adds a fair amount of overhead--anywhere from microseconds to milliseconds or so, depending on the OS, CPU, etc.
So, for asynchronous execution to make sense, the "stuff" you do asynchronously typically needs to take tens of milliseconds at the very least (and hundreds of milliseconds might be a more sensible lower threshold). I wouldn't get too wrapped up in the exact cutoff, but it needs to be something that takes a while.
So, filling an array asynchronously probably only makes sense if the array is quite a lot larger than you're dealing with here.
For filling memory, you'll quickly run into another problem though: most CPUs are enough faster than main memory that if all you're doing is writing to memory, there's a pretty good chance that a single thread will already saturate the path to memory, so even at best doing the job asynchronously will only gain a little, and may still pretty easily cause a slow-down.
The ideal case for asynchronous operation would be something like one thread that's heavily memory bound, but another that (for example) reads a little bit of data, and does a lot of computation on that small amount of data. In this case, the computation thread will mostly operate on its data in the cache, so it won't get in the way of the memory thread doing its thing.
There are multiple factors that are causing the Multithreaded code to perform (much) slower than the Singlethreaded code.
Your array sizes are too small
Multithreading often has negligible-to-no effect on datasets that are particularly small. In both versions of your code, you're generating 2000 integers, and each Logical Thread (which, because std::async is often implemented in terms of thread pools, might not be the same as a Software Thread) is only generating 10 integers. The cost of spooling up a thread every 10 integers way offsets the benefit of generating those integers in parallel.
You might see a performance gain if each thread were instead responsible for, say, 10,000 integers each, but you'll probably instead have a different issue:
All your code is bottlenecked by an inherently serial process
Both versions of the code copy the generated integers into a host vector. It would be one thing if the act of generating those integers was itself a time consuming process, but in your case, it's likely just a matter of a small, fast bit of assembly generating each integer.
So the act of copying each integer into the final vector is probably not inherently faster than generating each integer, meaning a sizable chunk of the "work" being done is completely serial, defeating the whole purpose of multithreading your code.
Fixing the code
Compilers are very good at their jobs, so in trying to revise your code, I was only barely able to get multithreaded code that was faster than the serial code. Multiple executions had varying results, so my general assessment is that this kind of code is bad at being multithreaded.
But here's what I came up with:
#include <algorithm>
#include <vector>
#include <future>
#include<chrono>
#include<iostream>
#include<iomanip>
//#1: Constants
constexpr int BLOCK_SIZE = 500000;
constexpr int NUM_OF_BLOCKS = 20;
std::vector<int> Generate(int i) {
std::vector<int> v;
for (int j = i; j < i + BLOCK_SIZE; ++j) {
v.push_back(j);
}
return v;
}
void asynchronous_attempt() {
std::vector<std::future<void>> futures;
//#2: Preallocated Vector
std::vector<int> res(NUM_OF_BLOCKS * BLOCK_SIZE);
auto it = res.begin();
for (int i = 0; i < NUM_OF_BLOCKS * BLOCK_SIZE; i+=BLOCK_SIZE)
{
futures.push_back(std::async(
[it](int i) {
auto vec = Generate(i);
//#3 Copying done multithreaded
std::copy(vec.begin(), vec.end(), it + i);
}, i));
}
for (auto &&f : futures) {
f.get();
}
}
void serial_attempt() {
//#4 Changes here to show fair comparison
std::vector<int> res(NUM_OF_BLOCKS * BLOCK_SIZE);
auto it = res.begin();
for (int i = 0; i < NUM_OF_BLOCKS * BLOCK_SIZE; i+=BLOCK_SIZE) {
auto vec = Generate(i);
it = std::copy(vec.begin(), vec.end(), it);
}
}
int main() {
using clock = std::chrono::steady_clock;
std::cout << "Theoretical # of Threads: " << std::thread::hardware_concurrency() << std::endl;
auto begin = clock::now();
asynchronous_attempt();
auto end = clock::now();
std::cout << "Duration of Multithreaded Attempt: " << std::setw(10) << (end - begin).count() << "ns" << std::endl;
begin = clock::now();
serial_attempt();
end = clock::now();
std::cout << "Duration of Serial Attempt: " << std::setw(10) << (end - begin).count() << "ns" << std::endl;
}
This resulted in the following output:
Theoretical # of Threads: 2
Duration of Multithreaded Attempt: 361149213ns
Duration of Serial Attempt: 364785676ns
Given that this was on an online compiler (here) I'm willing to bet the multithreaded code might win out on a dedicated machine, but I think this at least demonstrates the improvement in performance that we're at least on par between the two methods.
Below are the changes I made, that are ID'd in the code:
We've dramatically increased the number of integers being generated, to force the threads to do actual meaningful work, instead of getting bogged down on OS-level housekeeping
The vector has its size pre-allocated. No more frequent resizing.
Now that the space has been preallocated, we can multithread the copying instead of doing it in serial later.
We have to change the serial code so it also preallocates + copies so that it's a fair comparison.
Now, we've ensured that all the code is indeed running in parallel, and while it's not amounting to a substantial improvement over the serial code, it's at least no longer exhibiting the degenerate performance losses we were seeing before.
First of all, you are not forcing the std::async to work asynchronously (you would need to specify std::launch::async policy to do so). Second of all, it'd be kind of an overkill to asynchronously create an std::vector of 10 ints. It's just not worth it. Remember - using more threads does not mean that you will see performance benefit! Creating a thread (or even using a threadpool) introduces some overhead, which, in this case, seems to dwarf the benefits of running tasks asynchronously.
Thanks #NathanOliver ;>

Does continue statement really increases the speed of the loop in C++?

So, I am new to online competitive programming and i came across a code where i am using the if else statement inside a for loop. I want to increase the speed of the loop and after doing some research i came across break and continue statements.
So my question is that does using continue really increases the speed of the loop or not.
CODE :
int even_sum = 0;
for(int i=0;i<200;i++){
if(i%4 == 0){
even_sum +=i;
continue;
}else{
//do other stuff when sum of multiple of 4 is not calculated
}
}
In the specific code in the question, the code has the identical meaning with and without the continue: In either case, after execution leaves even_sum +=i;, it flows to the closing } of the for statement. Any compiler of even modest quality should treat the two options identically.
The intended purpose of continue is not to speed up code by requesting a jump the compiler is going to make anyway but to skip code that is undesired in the current loop iteration—it acts as if the remaining code had been enclosed in an else clause but may be more visually appealing and less disruptive to human perception of the code.
It is conceivable a very rudimentary compiler, or even a decent compiler but with optimization disabled, might generate a jump instruction for the continue and also a jump instruction for the “then” clause of the if statement to jump over the else clause. The latter would never be executed and would have no direct effect on program execution time, but it would increase the size of the program and thus could have indirect effects. This possibility is of negligible concern in typical modern environments, where you are unlikely to encounter such a rudimentary compiler.
No, there's no speed advantage when using continue here. Both of your codes are identical and even without optimizations they produce the same machine code.
However, sometimes continue can make your code a lot more efficient, if you have structured your loop in a specific way, e.g.
This:
int even_sum = 0;
for (int i = 0; i < 200; i++) {
if (i % 4 == 0) {
even_sum += i;
continue;
}
if (huge_computation_but_always_false_when_multiple_of_4(i)) {
// do stuff
}
}
is a lot more efficient, than:
int even_sum = 0;
for (int i = 0; i < 200; i++) {
if (i % 4 == 0) {
even_sum += i;
}
if (huge_computation_but_always_false_when_multiple_of_4(i)) {
// do stuff
}
}
because the former doesn't have to execute the huge_computation_but_always_false_when_multiple_of_4() function every time.
So even though both of these codes would always produce the same result (given that huge_computation_but_always_false_when_multiple_of_4() has no side effects), the first one, which uses continue, would be a lot faster.

Would a pre-calculated variable faster than calculating it every time in a loop?

In a function that updates all particles I have the following code:
for (int i = 0; i < _maxParticles; i++)
{
// check if active
if (_particles[i].lifeTime > 0.0f)
{
_particles[i].lifeTime -= _decayRate * deltaTime;
}
}
This decreases the lifetime of the particle based on the time that passed.
It gets calculated every loop, so if I've 10000 particles, that wouldn't be very efficient because it doesn't need to(it doesn't get changed anyways).
So I came up with this:
float lifeMin = _decayRate * deltaTime;
for (int i = 0; i < _maxParticles; i++)
{
// check if active
if (_particles[i].lifeTime > 0.0f)
{
_particles[i].lifeTime -= lifeMin;
}
}
This calculates it once and sets it to a variable that gets called every loop, so the CPU doesn't have to calculate it every loop, which would theoretically increase performance.
Would it run faster than the old code? Or does the release compiler do optimizations like this?
I wrote a program that compares both methods:
#include <time.h>
#include <iostream>
const unsigned int MAX = 1000000000;
int main()
{
float deltaTime = 20;
float decayRate = 200;
float foo = 2041.234f;
unsigned int start = clock();
for (unsigned int i = 0; i < MAX; i++)
{
foo -= decayRate * deltaTime;
}
std::cout << "Method 1 took " << clock() - start << "ms\n";
start = clock();
float calced = decayRate * deltaTime;
for (unsigned int i = 0; i < MAX; i++)
{
foo -= calced;
}
std::cout << "Method 2 took " << clock() - start << "ms\n";
int n;
std::cin >> n;
return 0;
}
Result in debug mode:
Method 1 took 2470ms
Method 2 took 2410ms
Result in release mode:
Method 1 took 0ms
Method 2 took 0ms
But that doesn't work. I know it doesn't do exactly the same, but it gives an idea.
In debug mode, they take roughly the same time. Sometimes Method 1 is faster than Method 2(especially at fewer numbers), sometimes Method 2 is faster.
In release mode, it takes 0 ms. A little weird.
I tried measuring it in the game itself, but there aren't enough particles to get a clear result.
EDIT
I tried to disable optimizations, and let the variables be user inputs using std::cin.
Here are the results:
Method 1 took 2430ms
Method 2 took 2410ms
It will almost certainly make no difference what so ever, at least if
you compile with optimization (and of course, if you're concerned with
performance, you are compiling with optimization). The opimization in
question is called loop invariant code motion, and is universally
implemented (and has been for about 40 years).
On the other hand, it may make sense to use the separate variable
anyway, to make the code clearer. This depends on the application, but
in many cases, giving a name to the results of an expression can make
code clearer. (In other cases, of course, throwing in a lot of extra
variables can make it less clear. It's all depends on the application.)
In any case, for such things, write the code as clearly as possible
first, and then, if (and only if) there is a performance problem,
profile to see where it is, and fix that.
EDIT:
Just to be perfectly clear: I'm talking about this sort of code optimization in general. In the exact case you show, since you don't use foo, the compiler will probably remove it (and the loops) completely.
In theory, yes. But your loop is extremely simple and thus likeley to be heavily optimized.
Try the -O0 option to disable all compiler optimizations.
The release runtime might be caused by the compiler statically computing the result.
I am pretty confident that any decent compiler will replace your loops with the following code:
foo -= MAX * decayRate * deltaTime;
and
foo -= MAX * calced ;
You can make the MAX size depending on some kind of input (e.g. command line parameter) to avoid that.

OpenMP thread-safety in for loop

I am attempting to parallelize a for-loop that runs within a genetic algorithm using OpenMP and am encountering a segfault, and I'm assuming its a thread-safety issue.
What is unclear to me, and perhaps may be a lack of knowledge on my part for C++ threading, is that there should not be any cross-talk going on between variables as I can see it.
For reference, here is the loop that I am parallelizing:
void GA::evaluate(double cfgNRG, double cfgNA, double cfgAC)
{
// Evaluate individuals in the population:
#pragma omp parallel num_threads(3)
{
#pragma omp for
for(unsigned int indv = 0; indv < population_.size(); ++indv)
{
std::cout << "Individual [" << indv << "]" << std::endl;
// Retrieve the individual:
Genome& genome = population_[indv];
// Have we already evaluated this individual?
if(genome.is_evaluated()) {
continue;
}
// Evaluate individual:
{
GA::SimulationResults results = evaluate(genome, cfgNRG, cfgNA, cfgAC);
genome.set_trace(results.first);
genome.set_fitness(results.second);
}
}
}
// Sort the population:
sort_population();
}
The issue comes within the internal evaluate function. However, the only variable acted upon is the genome variable that is pulled out of the population_ vector. I had thought that acting upon a single variable (that does not interact with anything else until the end of the for loop) would be thread-safe, and yet, I receive the segfault. If I define the evaluate function to be critical, the program works as normal (and also, the program works just fine without parallelizing).
My one thought was that the threads were not being joined at the end of the loop, however according to the documentation a join should automatically occur on the closing brace after my parallel declaration.

Counting down in for-loops

I believe (from some research reading) that counting down in for-loops is actually more efficient and faster in runtime. My full software code is C++
I currently have this:
for (i=0; i<domain; ++i) {
my 'i' is unsigned resgister int,
also 'domain' is unsigned int
in the for-loop i is used for going through an array, e.g.
array[i] = do stuff
converting this to count down messes up the expected/correct output of my routine.
I can imagine the answer being quite trivial, but I can't get my head round it.
UPDATE: 'do stuff' does not depend on previous or later iteration. The calculations within the for-loop are independant for that iteration of i. (I hope that makes sense).
UPDATE: To achieve a runtime speedup with my for-loop, do I count down and if so remove the unsigned part when delcaring my int, or what other method?
Please help.
There is only one correct method of looping backwards using an unsigned counter:
for( i = n; i-- > 0; )
{
// Use i as normal here
}
There's a trick here, for the last loop iteration you will have i = 1 at the top of the loop, i-- > 0 passes because 1 > 0, then i = 0 in the loop body. On the next iteration i-- > 0 fails because i == 0, so it doesn't matter that the postfix decrement rolled over the counter.
Very non obvious I know.
I'm guessing your backward for loop looks like this:
for (i = domain - 1; i >= 0; --i) {
In that case, because i is unsigned, it will always be greater than or equal to zero. When you decrement an unsigned variable that is equal to zero, it will wrap around to a very large number. The solution is either to make i signed, or change the condition in the for loop like this:
for (i = domain - 1; i >= 0 && i < domain; --i) {
Or count from domain to 1 rather than from domain - 1 to 0:
for (i = domain; i >= 1; --i) {
array[i - 1] = ...; // notice you have to subtract 1 from i inside the loop now
}
This is not an answer to your problem, because you don't seem to have a problem.
This kind of optimization is completely irrelevant and should be left to the compiler (if done at all).
Have you profiled your program to check that your for-loop is a bottleneck? If not, then you do not need to spend time worrying about this. Even more so, having "i" as a "register" int, as you write, makes no real sense from a performance standpoint.
Even without knowing your problem domain, I can guarantee you that both the reverse-looping technique and the "register" int counter will have negligible impact on your program's performance. Remember, "Premature optimization is the root of all evil".
That said, better spent optimization time would be on thinking about the overall program structure, data structures and algorithms used, resource utilization, etc.
Checking to see if a number is zero can be quicker or more efficient than a comparison. But this is the sort of micro-optimization you really shouldn't worry about - a few clock cycles will be greatly dwarfed by just about any other perf issue.
On x86:
dec eax
jnz Foo
Instead of:
inc eax
cmp eax, 15
jl Foo
It has nothing to do with counting up or down. What can be faster is counting toward zero. Michael's answer shows why — x86 gives you a comparison with zero as an implicit side effect of many instructions, so after you adjust your counter, you just branch based on the result instead of doing an explicit comparison. (Maybe other architectures do that, too; I don't know.)
Borland's Pascal compilers are notorious for performing that optimization. The compiler transforms this code:
for i := x to y do
foo(i);
into an internal representation more akin to this:
tmp := Succ(y - x);
i := x;
while tmp > 0 do begin
foo(i);
Inc(i);
Dec(tmp);
end;
(I say notorious not because the optimization affects the outcome of the loop, but because the debugger displays the counter variable incorrectly. When the programmer inspects i, the debugger may display the value of tmp instead, causing no end of confusion and panic for programmers who think their loops are running backward.)
The idea is that even with the extra Inc or Dec instruction, it's still a net win, in terms of running time, over doing an explicit comparison. Whether you can actually notice that difference is up for debate.
But note that the conversion is something the compiler would do automatically, based on whether it deemed the transformation worthwhile. The compiler is usually better at optimizing code than you are, so don't spend too much effort competing with it.
Anyway, you asked about C++, not Pascal. C++ "for" loops aren't quite as easy to apply that optimization to as Pascal "for" loops are because the bounds of Pascal's loops are always fully calculated before the loop runs, whereas C++ loops sometimes depend on the stopping condition and the loop contents. C++ compilers need to do some amount of static analysis to determine whether any given loop could fit the requirements for the kind of transformation Pascal loops qualify for unconditionally. If the C++ compiler does the analysis, then it could do a similar transformation.
There's nothing stopping you from writing your loops that way on your own:
for (unsigned i = 0, tmp = domain; tmp > 0; ++i, --tmp)
array[i] = do stuff
Doing that might make your code run faster. Like I said before, though, you probably won't notice. The bigger cost you pay by manually arranging your loops like that is that your code no longer follows established idioms. Your loop is a perfectly ordinary "for" loop, but it no longer looks like one — it has two variables, they're counting in opposite directions, and one of them isn't even used in the loop body — so anyone reading your code (including you, a week, a month, or a year from now when you've forgotten the "optimization" you were hoping to achieve) will need to spend extra effort proving to himself or herself that the loop is indeed an ordinary loop in disguise.
(Did you notice that my code above used unsigned variables with no danger of wrapping around at zero? Using two separate variables allows that.)
Three things to take away from all this:
Let the optimizer do its job; on the whole it's better at it than you are.
Make ordinary code look ordinary so that the special code doesn't have to compete to get attention from people reviewing, debugging, or maintaining it.
Don't do anything fancy in the name of performance until testing and profiling show it to be necessary.
If you have a decent compiler, it will optimize "counting up" just as effectively as "counting down". Just try a few benchmarks and you'll see.
So you "read" that couting down is more efficient? I find this very difficult to believe unless you show me some profiler results and the code. I can buy it under some circumstances, but in the general case, no. Seems to me like this is a classic case of premature optimization.
Your comment about "register int i" is also very telling. Nowadays, the compiler always knows better than you how to allocate registers. Don't bother using using the register keyword unless you have profiled your code.
When you're looping through data structures of any sort, cache misses have a far bigger impact than the direction you're going. Concern yourself with the bigger picture of memory layout and algorithm structure instead of trivial micro-optimisations.
You may try the following, which compiler will optimize very efficiently:
#define for_range(_type, _param, _A1, _B1) \
for (_type _param = _A1, _finish = _B1,\
_step = static_cast<_type>(2*(((int)_finish)>(int)_param)-1),\
_stop = static_cast<_type>(((int)_finish)+(int)_step); _param != _stop; \
_param = static_cast<_type>(((int)_param)+(int)_step))
Now you can use it:
for_range (unsigned, i, 10,0)
{
cout << "backwards i: " << i << endl;
}
for_range (char, c, 'z','a')
{
cout << c << endl;
}
enum Count { zero, one, two, three };
for_range (Count, c, three, zero)
{
cout << "backwards: " << c << endl;
}
You may iterate in any direction:
for_range (Count, c, zero, three)
{
cout << "forward: " << c << endl;
}
The loop
for_range (unsigned,i,b,a)
{
// body of the loop
}
will produce the following code:
mov esi,b
L1:
; body of the loop
dec esi
cmp esi,a-1
jne L1
Hard to say with information given but... reverse your array, and count down?
Jeremy Ruten rightly pointed out that using an unsigned loop counter is dangerous. It's also unnecessary, as far as I can tell.
Others have also pointed out the dangers of premature optimization. They're absolutely right.
With that said, here is a style I used when programming embedded systems many years ago, when every byte and every cycle did count for something. These forms were useful for me on the particular CPUs and compilers that I was using, but your mileage may vary.
// Start out pointing to the last elem in array
pointer_to_array_elem_type p = array + (domain - 1);
for (int i = domain - 1; --i >= 0 ; ) {
*p-- = (... whatever ...)
}
This form takes advantage of the condition flag that is set on some processors after arithmetical operations -- on some architectures, the decrement and testing for the branch condition can be combined into a single instruction. Note that using predecrement (--i) is the key here -- using postdecrement (i--) would not have worked as well.
Alternatively,
// Start out pointing *beyond* the last elem in array
pointer_to_array_elem_type p = array + domain;
for (pointer_to_array_type p = array + domain; p - domain > 0 ; ) {
*(--p) = (... whatever ...)
}
This second form takes advantage of pointer (address) arithmetic. I rarely see the form (pointer - int) these days (for good reason), but the language guarantees that when you subtract an int from a pointer, the pointer is decremented by (int * sizeof (*pointer)).
I'll emphasize again that whether these forms are a win for you depends on the CPU and compiler that you're using. They served me well on Motorola 6809 and 68000 architectures.
In some later arm cores, decrement and compare takes only a single instruction. This makes decrementing loops more efficient than incrementing ones.
I don't know why there isn't an increment-compare instruction also.
I'm surprised that this post was voted -1 when it's a true issue.
Everyone here is focusing on performance. There is actually a logical reason to iterate towards zero that can result in cleaner code.
Iterating over the last element first is convenient when you delete invalid elements by swapping with the end of the array. For bad elements not adjacent to the end we can swap into the end position, decrease the end bound of the array, and keep iterating. If you were to iterate toward the end then swapping with the end could result in swapping bad for bad. By iterating end to 0 we know that the element at the end of the array has already been proven valid for this iteration.
For further explanation...
If:
You delete bad elements by swapping with one end of the array and changing the array bounds to exclude the bad elements.
Then obviously:
You would swap with a good element i.e. one that has already been tested in this iteration.
So this implies:
If we iterate away from the variable bound then elements between the variable bound and the current iteration pointer have been proven good. Whether the iteration pointer gets ++ or -- doesn't matter. What matters is that we're iterating away from the variable bound so we know that the elements adjacent to it are good.
So finally:
Iterating towards 0 allows us to use only one variable to represent the array bounds. Whether this matters is a personal decision between you and your compiler.
What matters much more than whether you're increasing or decreasing your counter is whether or not you're going up memory or down memory. Most caches are optimized for going up memory, not down memory. Since memory access time is the bottleneck that most programs today face, this means that changing your program so that you go up memory can result in a performance boost even if this requires comparing your counter to a non-zero value. In some of my programs, I saw a significant improvement in performance by changing my code to go up memory instead of down it.
Skeptical? Here's the output that I got:
sum up = 705046256
sum down = 705046256
Ave. Up Memory = 4839 mus
Ave. Down Memory = 5552 mus
sum up = inf
sum down = inf
Ave. Up Memory = 18638 mus
Ave. Down Memory = 19053 mus
from running this program:
#include <chrono>
#include <iostream>
#include <random>
#include <vector>
template<class Iterator, typename T>
void FillWithRandomNumbers(Iterator start, Iterator one_past_end, T a, T b) {
std::random_device rnd_device;
std::mt19937 generator(rnd_device());
std::uniform_int_distribution<T> dist(a, b);
for (auto it = start; it != one_past_end; it++)
*it = dist(generator);
return ;
}
template<class Iterator>
void FillWithRandomNumbers(Iterator start, Iterator one_past_end, double a, double b) {
std::random_device rnd_device;
std::mt19937_64 generator(rnd_device());
std::uniform_real_distribution<double> dist(a, b);
for (auto it = start; it != one_past_end; it++)
*it = dist(generator);
return ;
}
template<class RAI, class T>
inline void sum_abs_up(RAI first, RAI one_past_last, T &total) {
T sum = 0;
auto it = first;
do {
sum += *it;
it++;
} while (it != one_past_last);
total += sum;
}
template<class RAI, class T>
inline void sum_abs_down(RAI first, RAI one_past_last, T &total) {
T sum = 0;
auto it = one_past_last;
do {
it--;
sum += *it;
} while (it != first);
total += sum;
}
template<class T> std::chrono::nanoseconds TimeDown(
std::vector<T> &vec, const std::vector<T> &vec_original,
std::size_t num_repititions, T &running_sum) {
std::chrono::nanoseconds total{0};
for (std::size_t i = 0; i < num_repititions; i++) {
auto start_time = std::chrono::high_resolution_clock::now();
sum_abs_down(vec.begin(), vec.end(), running_sum);
total += std::chrono::high_resolution_clock::now() - start_time;
vec = vec_original;
}
return total;
}
template<class T> std::chrono::nanoseconds TimeUp(
std::vector<T> &vec, const std::vector<T> &vec_original,
std::size_t num_repititions, T &running_sum) {
std::chrono::nanoseconds total{0};
for (std::size_t i = 0; i < num_repititions; i++) {
auto start_time = std::chrono::high_resolution_clock::now();
sum_abs_up(vec.begin(), vec.end(), running_sum);
total += std::chrono::high_resolution_clock::now() - start_time;
vec = vec_original;
}
return total;
}
int main() {
std::size_t num_repititions = 1 << 10;
{
typedef int ValueType;
auto lower = std::numeric_limits<ValueType>::min();
auto upper = std::numeric_limits<ValueType>::max();
std::vector<ValueType> vec(1 << 24);
FillWithRandomNumbers(vec.begin(), vec.end(), lower, upper);
const auto vec_original = vec;
ValueType sum_up = 0, sum_down = 0;
auto time_up = TimeUp(vec, vec_original, num_repititions, sum_up).count();
auto time_down = TimeDown(vec, vec_original, num_repititions, sum_down).count();
std::cout << "sum up = " << sum_up << '\n';
std::cout << "sum down = " << sum_down << '\n';
std::cout << "Ave. Up Memory = " << time_up/(num_repititions * 1000) << " mus\n";
std::cout << "Ave. Down Memory = "<< time_down/(num_repititions * 1000) << " mus"
<< std::endl;
}
{
typedef double ValueType;
auto lower = std::numeric_limits<ValueType>::min();
auto upper = std::numeric_limits<ValueType>::max();
std::vector<ValueType> vec(1 << 24);
FillWithRandomNumbers(vec.begin(), vec.end(), lower, upper);
const auto vec_original = vec;
ValueType sum_up = 0, sum_down = 0;
auto time_up = TimeUp(vec, vec_original, num_repititions, sum_up).count();
auto time_down = TimeDown(vec, vec_original, num_repititions, sum_down).count();
std::cout << "sum up = " << sum_up << '\n';
std::cout << "sum down = " << sum_down << '\n';
std::cout << "Ave. Up Memory = " << time_up/(num_repititions * 1000) << " mus\n";
std::cout << "Ave. Down Memory = "<< time_down/(num_repititions * 1000) << " mus"
<< std::endl;
}
return 0;
}
Both sum_abs_up and sum_abs_down do the same thing and are timed they same way with the only difference being that sum_abs_up goes up memory while sum_abs_down goes down memory. I even pass vec by reference so that both functions access the same memory locations. Nevertheless, sum_abs_up is consistently faster than sum_abs_down. Give it a run yourself (I compiled it with g++ -O3).
FYI vec_original is there for experimentation, to make it easy for me to change sum_abs_up and sum_abs_down in a way that makes them alter vec while not allowing these changes to affect future timings.
It's important to note how tight the loop that I'm timing is. If a loop's body is large then it likely won't matter whether its iterator goes up or down memory since the time it takes to execute the loop's body will likely completely dominate. Also, it's important to mention that with some rare loops, going down memory is sometimes faster than going up it. But even with such loops it's rarely ever the case that going up was always slower than going down (unlike loops that go up memory, which are very often always faster than the equivalent down-memory loops; a small handful of times they were even 40+% faster).
The point is, as a rule of thumb, if you have the option, if the loop's body is small, and if there's little difference between having your loop go up memory instead of down it, then you should go up memory.