Why does LLVM choose open-addressing hash table to implement llvm::StringMap? - c++

Many sources say open-addressing, the hash collision handling approach used in llvm::StringMap, is not stable. Open-addressing is said to be inferior to chaining when the load factor is high (which is imaginable).
But if the load factor is low, there will be a huge memory waste for open-addressing, because I have to allocate Bucket_number * sizeof(Record) bytes in memory, even if the majority of buckets do not hold a record.
So my question is, what is the reason for LLVM to choose open-addressing over separate-chaining? Is it merely because of the advantage in speed gained by cache locality (records are stored in buckets themselves)?
Thanks:)
Edit: C++11 standard's requirements on std::unordered_setand std::unordered_map imply the chaining approach, not open-addressing. Why does LLVM choose an hash collision handling method that can't even satisfy the C++ standard? Are there any special use cases for llvm::StringMap that warrants this deviation? (Edit: this slide deck compares the performance of several LLVM data structures with that of STL counterparts)
Another question, by the way:
How does llvm::StringMap guarantee that keys' hash values are not recomputed when growing?
The manual says:
hash table growth does not recompute the hash values for strings already in the table.

Let us look at the implementation. Here we see that the table is stored as parallel arrays of indirect pointers to records as well as any array of cached 32-bit hash codes, that is separate arrays-of-structures.
Effectively:
struct StringMap {
uint32_t hashcode[CAPACITY];
StringMapEntry *hashptr[CAPACITY];
};
Except that the capacity is dynamic and the load factor would appear to be maintained at between 37.5% and 75% of capacity.
For N records a load factor F this yields N/F pointers plus N/F integers for the open-addressed implementation as compared to N*(1+1/F) pointers plus N integers for the equivalent chained implementation. On a typical 64-bit system the open-address version is between ~4% larger and ~30% smaller.
However as you rightly suspected the main advantage here lies in cache effects. Beyond on average cache reducing contention by shrinking the data the filtering of collisions boils down to a linear reprobing of consecutive 32-bit hash keys, without examining any further information. Rejecting a collision is therefore much faster the chained case in which the link must be followed into what is likely uncached storage, and therefore a significantly higher load factor may be used. On the flip side one additional likely cache miss must be taken on the pointer lookup table, however this is a constant which does not degrade with load equivalent to one chained collision.
Effectively:
StringMapEntry *StringMap::lookup(const char *text) {
for(uint32_t *scan = &hashcode[hashvalue % CAPACITY]; *scan != SENTINEL; ++scan) {
uint32_t hash_value = hash_function(text);
if(hash_value == *scan) {
StringMapEntry *entry = p->hashptr[scan - hashcode];
if(!std::strcmp(entry->text, text))
return entry;
}
}
}
}
Plus subtleties such as wrapping.
As for your second question the optimization is to precalculate and store the hash keys. This waste some storage but prevents the expensive operation of examining potentially long variable-length strings unless a match is almost certain. And in degenerate cases, complex template name mangling, may be hundreds of characters.
A further optimization in RehashTable is to use a power-of-two instead of a prime table size. This insures that growing the table effectively brings one additional hash code bit into play and de-interleaves the doubled table into two consecutive target arrays, effectively rendering the operation a cache-friendly linear sweep.

Related

High performance table structure for really small tables (<10 items usually) where once the table is created it doesn't change?

I am searching for a high performance C++ structure for a table. The table will have void* as keys and uint32 as values.
The table itself is very small and will not change after creation. The first idea that came to my mind is using something like ska::flat_hash_map<void*, int32_t> or std::unordered_map<void*, int32_t>. However that will be overkill and will not provide me the performance I want (those tables are suited for high number of items too).
So I thought about using std::vector<std::pair<void*, int32_t>>, sorting it upon creation and linear probing it. The next ideas will be using SIMD instructions but it is possible with the current structure.
Another solution which I will shortly evaluate is like that:
struct Group
{
void* items[5]; // search using SIMD
int32_t items[5];
}; // fits in cache line
struct Table
{
Group* groups;
size_t capacity;
};
Are there any better options? I need only 1 operation: finding values by keys, not modifying them, not anything. Thanks!
EDIT: another thing I think I should mention are the access patterns: suppose I have an array of those hash tables, each time I will look up from a random one in the array.
Linear probing is likely the fastest solution in this case on common mainstream architectures, especially since the number of element is very small and bounded (ie. <10). Sorting the items should not speed up the probing with so few items (it would be only useful for a binary search which is much more expensive in this case).
If you want to use SIMD instruction, then you need to use structure of arrays instead of array of structures for the sake of performance. This means you should use std::pair<std::vector<void*>, std::vector<int32_t>> instead of std::vector<std::pair<void*, int32_t>> (which alternates void* types and int32_t values in memory with some padding overhead due to the alignment constraints of void* on 64-bit architectures). Having two std::vector is not great too because you pay its overhead twice. As mentioned by #JorgeBellon
in the comments, you can simply use a std::array instead of std::vector assuming the number of items is known or bounded.
A possible optimization with SIMD instructions is to compact the key pointers on 64-bit architectures by splitting them in 32-bit lower/upper part. Indeed, it is very unlikely that two pointers have the same lower part (least significant bits) while having a different upper part. This tricks help you to check 2 times more pointers at a time.
Note that using SIMD instructions may not be so great in this case in practice. This is especially true if the number of items is smaller than the one fitting in a SIMD vector. For example, with AVX2 (on 86-64 processors), you can work on 4 64-bit values at a time (or 8 32-bit values) but if you have less than 8 values, then you need to mask the unwanted values to check (or even not load them if the memory buffer do not contain some padding). This introduces an additional overhead. This is not much a problem with AVX-512 and SVE (only available on a small fraction of processors yet) since they provides advanced masking operations. Moreover, some processors lower they frequency when they execute SIMD instructions (especially with AVX-512 although the down-clocking is not so strong with integer instructions). SIMD instructions also introduce some additional latency compared to scalar version (which can be better pipelined) and modern processors tends to be able to execute more scalar instructions in parallel than SIMD ones. For all these reasons, it is certainly a good idea to try to write a scalar branchless implementation (possibly unrolled for better performance if the number of items is known at compile time).
You may want to look into perfect hashing -- not too difficult, and can provide simple constant time lookups. It can take technically unbounded time to create the table, though, and it's not as fast as a regular hash table when the regular hash table gets lucky.
I think a nice alternative is an optimization of your simple linear probing idea.
Your lookup procedure would look like this:
Slot *s = &table[hash(key)];
Slot *e = s + s->max_extent;
for (;s<e; ++s) {
if (s->key == key) {
return s->value;
}
}
return NOT_FOUND;
table[h].max_extent is the maximum number of elements you may have to look at if you're looking for an element with hash code h. You would pre-calculate this when you generate the table, so your lookup doesn't have to iterate until it gets a null. This greatly reduces the amount of probing you have to do for misses.
Of course you want max_extent to be as small as possible. Pick a hash result size (at least 2n) to make it <= 1 in most cases, and try a few different hash functions before picking the one that produces the best results by whatever metric you like. You hash can be as simple as key % P, where trying different hashes means trying different P values. Fill your hash table in hash(key) order to produce the best result.
NOTE that we do not wrap around from the end to the start of the table while probing. Just allocate however many extra slots you need to avoid it.

For-loop variables and cache misses? [duplicate]

What is the difference between "cache unfriendly code" and the "cache friendly" code?
How can I make sure I write cache-efficient code?
Preliminaries
On modern computers, only the lowest level memory structures (the registers) can move data around in single clock cycles. However, registers are very expensive and most computer cores have less than a few dozen registers. At the other end of the memory spectrum (DRAM), the memory is very cheap (i.e. literally millions of times cheaper) but takes hundreds of cycles after a request to receive the data. To bridge this gap between super fast and expensive and super slow and cheap are the cache memories, named L1, L2, L3 in decreasing speed and cost. The idea is that most of the executing code will be hitting a small set of variables often, and the rest (a much larger set of variables) infrequently. If the processor can't find the data in L1 cache, then it looks in L2 cache. If not there, then L3 cache, and if not there, main memory. Each of these "misses" is expensive in time.
(The analogy is cache memory is to system memory, as system memory is to hard disk storage. Hard disk storage is super cheap but very slow).
Caching is one of the main methods to reduce the impact of latency. To paraphrase Herb Sutter (cfr. links below): increasing bandwidth is easy, but we can't buy our way out of latency.
Data is always retrieved through the memory hierarchy (smallest == fastest to slowest). A cache hit/miss usually refers to a hit/miss in the highest level of cache in the CPU -- by highest level I mean the largest == slowest. The cache hit rate is crucial for performance since every cache miss results in fetching data from RAM (or worse ...) which takes a lot of time (hundreds of cycles for RAM, tens of millions of cycles for HDD). In comparison, reading data from the (highest level) cache typically takes only a handful of cycles.
In modern computer architectures, the performance bottleneck is leaving the CPU die (e.g. accessing RAM or higher). This will only get worse over time. The increase in processor frequency is currently no longer relevant to increase performance. The problem is memory access. Hardware design efforts in CPUs therefore currently focus heavily on optimizing caches, prefetching, pipelines and concurrency. For instance, modern CPUs spend around 85% of die on caches and up to 99% for storing/moving data!
There is quite a lot to be said on the subject. Here are a few great references about caches, memory hierarchies and proper programming:
Agner Fog's page. In his excellent documents, you can find detailed examples covering languages ranging from assembly to C++.
If you are into videos, I strongly recommend to have a look at Herb Sutter's talk on machine architecture (youtube) (specifically check 12:00 and onwards!).
Slides about memory optimization by Christer Ericson (director of technology # Sony)
LWN.net's article "What every programmer should know about memory"
Main concepts for cache-friendly code
A very important aspect of cache-friendly code is all about the principle of locality, the goal of which is to place related data close in memory to allow efficient caching. In terms of the CPU cache, it's important to be aware of cache lines to understand how this works: How do cache lines work?
The following particular aspects are of high importance to optimize caching:
Temporal locality: when a given memory location was accessed, it is likely that the same location is accessed again in the near future. Ideally, this information will still be cached at that point.
Spatial locality: this refers to placing related data close to each other. Caching happens on many levels, not just in the CPU. For example, when you read from RAM, typically a larger chunk of memory is fetched than what was specifically asked for because very often the program will require that data soon. HDD caches follow the same line of thought. Specifically for CPU caches, the notion of cache lines is important.
Use appropriate c++ containers
A simple example of cache-friendly versus cache-unfriendly is c++'s std::vector versus std::list. Elements of a std::vector are stored in contiguous memory, and as such accessing them is much more cache-friendly than accessing elements in a std::list, which stores its content all over the place. This is due to spatial locality.
A very nice illustration of this is given by Bjarne Stroustrup in this youtube clip (thanks to #Mohammad Ali Baydoun for the link!).
Don't neglect the cache in data structure and algorithm design
Whenever possible, try to adapt your data structures and order of computations in a way that allows maximum use of the cache. A common technique in this regard is cache blocking (Archive.org version), which is of extreme importance in high-performance computing (cfr. for example ATLAS).
Know and exploit the implicit structure of data
Another simple example, which many people in the field sometimes forget is column-major (ex. fortran,matlab) vs. row-major ordering (ex. c,c++) for storing two dimensional arrays. For example, consider the following matrix:
1 2
3 4
In row-major ordering, this is stored in memory as 1 2 3 4; in column-major ordering, this would be stored as 1 3 2 4. It is easy to see that implementations which do not exploit this ordering will quickly run into (easily avoidable!) cache issues. Unfortunately, I see stuff like this very often in my domain (machine learning). #MatteoItalia showed this example in more detail in his answer.
When fetching a certain element of a matrix from memory, elements near it will be fetched as well and stored in a cache line. If the ordering is exploited, this will result in fewer memory accesses (because the next few values which are needed for subsequent computations are already in a cache line).
For simplicity, assume the cache comprises a single cache line which can contain 2 matrix elements and that when a given element is fetched from memory, the next one is too. Say we want to take the sum over all elements in the example 2x2 matrix above (lets call it M):
Exploiting the ordering (e.g. changing column index first in c++):
M[0][0] (memory) + M[0][1] (cached) + M[1][0] (memory) + M[1][1] (cached)
= 1 + 2 + 3 + 4
--> 2 cache hits, 2 memory accesses
Not exploiting the ordering (e.g. changing row index first in c++):
M[0][0] (memory) + M[1][0] (memory) + M[0][1] (memory) + M[1][1] (memory)
= 1 + 3 + 2 + 4
--> 0 cache hits, 4 memory accesses
In this simple example, exploiting the ordering approximately doubles execution speed (since memory access requires much more cycles than computing the sums). In practice, the performance difference can be much larger.
Avoid unpredictable branches
Modern architectures feature pipelines and compilers are becoming very good at reordering code to minimize delays due to memory access. When your critical code contains (unpredictable) branches, it is hard or impossible to prefetch data. This will indirectly lead to more cache misses.
This is explained very well here (thanks to #0x90 for the link): Why is processing a sorted array faster than processing an unsorted array?
Avoid virtual functions
In the context of c++, virtual methods represent a controversial issue with regard to cache misses (a general consensus exists that they should be avoided when possible in terms of performance). Virtual functions can induce cache misses during look up, but this only happens if the specific function is not called often (otherwise it would likely be cached), so this is regarded as a non-issue by some. For reference about this issue, check out: What is the performance cost of having a virtual method in a C++ class?
Common problems
A common problem in modern architectures with multiprocessor caches is called false sharing. This occurs when each individual processor is attempting to use data in another memory region and attempts to store it in the same cache line. This causes the cache line -- which contains data another processor can use -- to be overwritten again and again. Effectively, different threads make each other wait by inducing cache misses in this situation.
See also (thanks to #Matt for the link): How and when to align to cache line size?
An extreme symptom of poor caching in RAM memory (which is probably not what you mean in this context) is so-called thrashing. This occurs when the process continuously generates page faults (e.g. accesses memory which is not in the current page) which require disk access.
In addition to #Marc Claesen's answer, I think that an instructive classic example of cache-unfriendly code is code that scans a C bidimensional array (e.g. a bitmap image) column-wise instead of row-wise.
Elements that are adjacent in a row are also adjacent in memory, thus accessing them in sequence means accessing them in ascending memory order; this is cache-friendly, since the cache tends to prefetch contiguous blocks of memory.
Instead, accessing such elements column-wise is cache-unfriendly, since elements on the same column are distant in memory from each other (in particular, their distance is equal to the size of the row), so when you use this access pattern you are jumping around in memory, potentially wasting the effort of the cache of retrieving the elements nearby in memory.
And all that it takes to ruin the performance is to go from
// Cache-friendly version - processes pixels which are adjacent in memory
for(unsigned int y=0; y<height; ++y)
{
for(unsigned int x=0; x<width; ++x)
{
... image[y][x] ...
}
}
to
// Cache-unfriendly version - jumps around in memory for no good reason
for(unsigned int x=0; x<width; ++x)
{
for(unsigned int y=0; y<height; ++y)
{
... image[y][x] ...
}
}
This effect can be quite dramatic (several order of magnitudes in speed) in systems with small caches and/or working with big arrays (e.g. 10+ megapixels 24 bpp images on current machines); for this reason, if you have to do many vertical scans, often it's better to rotate the image of 90 degrees first and perform the various analysis later, limiting the cache-unfriendly code just to the rotation.
Optimizing cache usage largely comes down to two factors.
Locality of Reference
The first factor (to which others have already alluded) is locality of reference. Locality of reference really has two dimensions though: space and time.
Spatial
The spatial dimension also comes down to two things: first, we want to pack our information densely, so more information will fit in that limited memory. This means (for example) that you need a major improvement in computational complexity to justify data structures based on small nodes joined by pointers.
Second, we want information that will be processed together also located together. A typical cache works in "lines", which means when you access some information, other information at nearby addresses will be loaded into the cache with the part we touched. For example, when I touch one byte, the cache might load 128 or 256 bytes near that one. To take advantage of that, you generally want the data arranged to maximize the likelihood that you'll also use that other data that was loaded at the same time.
For just a really trivial example, this can mean that a linear search can be much more competitive with a binary search than you'd expect. Once you've loaded one item from a cache line, using the rest of the data in that cache line is almost free. A binary search becomes noticeably faster only when the data is large enough that the binary search reduces the number of cache lines you access.
Time
The time dimension means that when you do some operations on some data, you want (as much as possible) to do all the operations on that data at once.
Since you've tagged this as C++, I'll point to a classic example of a relatively cache-unfriendly design: std::valarray. valarray overloads most arithmetic operators, so I can (for example) say a = b + c + d; (where a, b, c and d are all valarrays) to do element-wise addition of those arrays.
The problem with this is that it walks through one pair of inputs, puts results in a temporary, walks through another pair of inputs, and so on. With a lot of data, the result from one computation may disappear from the cache before it's used in the next computation, so we end up reading (and writing) the data repeatedly before we get our final result. If each element of the final result will be something like (a[n] + b[n]) * (c[n] + d[n]);, we'd generally prefer to read each a[n], b[n], c[n] and d[n] once, do the computation, write the result, increment n and repeat 'til we're done.2
Line Sharing
The second major factor is avoiding line sharing. To understand this, we probably need to back up and look a little at how caches are organized. The simplest form of cache is direct mapped. This means one address in main memory can only be stored in one specific spot in the cache. If we're using two data items that map to the same spot in the cache, it works badly -- each time we use one data item, the other has to be flushed from the cache to make room for the other. The rest of the cache might be empty, but those items won't use other parts of the cache.
To prevent this, most caches are what are called "set associative". For example, in a 4-way set-associative cache, any item from main memory can be stored at any of 4 different places in the cache. So, when the cache is going to load an item, it looks for the least recently used3 item among those four, flushes it to main memory, and loads the new item in its place.
The problem is probably fairly obvious: for a direct-mapped cache, two operands that happen to map to the same cache location can lead to bad behavior. An N-way set-associative cache increases the number from 2 to N+1. Organizing a cache into more "ways" takes extra circuitry and generally runs slower, so (for example) an 8192-way set associative cache is rarely a good solution either.
Ultimately, this factor is more difficult to control in portable code though. Your control over where your data is placed is usually fairly limited. Worse, the exact mapping from address to cache varies between otherwise similar processors. In some cases, however, it can be worth doing things like allocating a large buffer, and then using only parts of what you allocated to ensure against data sharing the same cache lines (even though you'll probably need to detect the exact processor and act accordingly to do this).
False Sharing
There's another, related item called "false sharing". This arises in a multiprocessor or multicore system, where two (or more) processors/cores have data that's separate, but falls in the same cache line. This forces the two processors/cores to coordinate their access to the data, even though each has its own, separate data item. Especially if the two modify the data in alternation, this can lead to a massive slowdown as the data has to be constantly shuttled between the processors. This can't easily be cured by organizing the cache into more "ways" or anything like that either. The primary way to prevent it is to ensure that two threads rarely (preferably never) modify data that could possibly be in the same cache line (with the same caveats about difficulty of controlling the addresses at which data is allocated).
Those who know C++ well might wonder if this is open to optimization via something like expression templates. I'm pretty sure the answer is that yes, it could be done and if it was, it would probably be a pretty substantial win. I'm not aware of anybody having done so, however, and given how little valarray gets used, I'd be at least a little surprised to see anybody do so either.
In case anybody wonders how valarray (designed specifically for performance) could be this badly wrong, it comes down to one thing: it was really designed for machines like the older Crays, that used fast main memory and no cache. For them, this really was a nearly ideal design.
Yes, I'm simplifying: most caches don't really measure the least recently used item precisely, but they use some heuristic that's intended to be close to that without having to keep a full time-stamp for each access.
Welcome to the world of Data Oriented Design. The basic mantra is to Sort, Eliminate Branches, Batch, Eliminate virtual calls - all steps towards better locality.
Since you tagged the question with C++, here's the obligatory typical C++ Bullshit. Tony Albrecht's Pitfalls of Object Oriented Programming is also a great introduction into the subject.
Just piling on: the classic example of cache-unfriendly versus cache-friendly code is the "cache blocking" of matrix multiply.
Naive matrix multiply looks like:
for(i=0;i<N;i++) {
for(j=0;j<N;j++) {
dest[i][j] = 0;
for( k=0;k<N;k++) {
dest[i][j] += src1[i][k] * src2[k][j];
}
}
}
If N is large, e.g. if N * sizeof(elemType) is greater than the cache size, then every single access to src2[k][j] will be a cache miss.
There are many different ways of optimizing this for a cache. Here's a very simple example: instead of reading one item per cache line in the inner loop, use all of the items:
int itemsPerCacheLine = CacheLineSize / sizeof(elemType);
for(i=0;i<N;i++) {
for(j=0;j<N;j += itemsPerCacheLine ) {
for(jj=0;jj<itemsPerCacheLine; jj+) {
dest[i][j+jj] = 0;
}
for( k=0;k<N;k++) {
for(jj=0;jj<itemsPerCacheLine; jj+) {
dest[i][j+jj] += src1[i][k] * src2[k][j+jj];
}
}
}
}
If the cache line size is 64 bytes, and we are operating on 32 bit (4 byte) floats, then there are 16 items per cache line. And the number of cache misses via just this simple transformation is reduced approximately 16-fold.
Fancier transformations operate on 2D tiles, optimize for multiple caches (L1, L2, TLB), and so on.
Some results of googling "cache blocking":
http://stumptown.cc.gt.atl.ga.us/cse6230-hpcta-fa11/slides/11a-matmul-goto.pdf
http://software.intel.com/en-us/articles/cache-blocking-techniques
A nice video animation of an optimized cache blocking algorithm.
http://www.youtube.com/watch?v=IFWgwGMMrh0
Loop tiling is very closely related:
http://en.wikipedia.org/wiki/Loop_tiling
Processors today work with many levels of cascading memory areas. So the CPU will have a bunch of memory that is on the CPU chip itself. It has very fast access to this memory. There are different levels of cache each one slower access ( and larger ) than the next, until you get to system memory which is not on the CPU and is relatively much slower to access.
Logically, to the CPU's instruction set you just refer to memory addresses in a giant virtual address space. When you access a single memory address the CPU will go fetch it. in the old days it would fetch just that single address. But today the CPU will fetch a bunch of memory around the bit you asked for, and copy it into the cache. It assumes that if you asked for a particular address that is is highly likely that you are going to ask for an address nearby very soon. For example if you were copying a buffer you would read and write from consecutive addresses - one right after the other.
So today when you fetch an address it checks the first level of cache to see if it already read that address into cache, if it doesn't find it, then this is a cache miss and it has to go out to the next level of cache to find it, until it eventually has to go out into main memory.
Cache friendly code tries to keep accesses close together in memory so that you minimize cache misses.
So an example would be imagine you wanted to copy a giant 2 dimensional table. It is organized with reach row in consecutive in memory, and one row follow the next right after.
If you copied the elements one row at a time from left to right - that would be cache friendly. If you decided to copy the table one column at a time, you would copy the exact same amount of memory - but it would be cache unfriendly.
It needs to be clarified that not only data should be cache-friendly, it is just as important for the code. This is in addition to branch predicition, instruction reordering, avoiding actual divisions and other techniques.
Typically the denser the code, the fewer cache lines will be required to store it. This results in more cache lines being available for data.
The code should not call functions all over the place as they typically will require one or more cache lines of their own, resulting in fewer cache lines for data.
A function should begin at a cache line-alignment-friendly address. Though there are (gcc) compiler switches for this be aware that if the the functions are very short it might be wasteful for each one to occupy an entire cache line. For example, if three of the most often used functions fit inside one 64 byte cache line, this is less wasteful than if each one has its own line and results in two cache lines less available for other usage. A typical alignment value could be 32 or 16.
So spend some extra time to make the code dense. Test different constructs, compile and review the generated code size and profile.
As #Marc Claesen mentioned that one of the ways to write cache friendly code is to exploit the structure in which our data is stored. In addition to that another way to write cache friendly code is: change the way our data is stored; then write new code to access the data stored in this new structure.
This makes sense in the case of how database systems linearize the tuples of a table and store them. There are two basic ways to store the tuples of a table i.e. row store and column store. In row store as the name suggests the tuples are stored row wise. Lets suppose a table named Product being stored has 3 attributes i.e. int32_t key, char name[56] and int32_t price, so the total size of a tuple is 64 bytes.
We can simulate a very basic row store query execution in main memory by creating an array of Product structs with size N, where N is the number of rows in table. Such memory layout is also called array of structs. So the struct for Product can be like:
struct Product
{
int32_t key;
char name[56];
int32_t price'
}
/* create an array of structs */
Product* table = new Product[N];
/* now load this array of structs, from a file etc. */
Similarly we can simulate a very basic column store query execution in main memory by creating an 3 arrays of size N, one array for each attribute of the Product table. Such memory layout is also called struct of arrays. So the 3 arrays for each attribute of Product can be like:
/* create separate arrays for each attribute */
int32_t* key = new int32_t[N];
char* name = new char[56*N];
int32_t* price = new int32_t[N];
/* now load these arrays, from a file etc. */
Now after loading both the array of structs (Row Layout) and the 3 separate arrays (Column Layout), we have row store and column store on our table Product present in our memory.
Now we move on to the cache friendly code part. Suppose that the workload on our table is such that we have an aggregation query on the price attribute. Such as
SELECT SUM(price)
FROM PRODUCT
For the row store we can convert the above SQL query into
int sum = 0;
for (int i=0; i<N; i++)
sum = sum + table[i].price;
For the column store we can convert the above SQL query into
int sum = 0;
for (int i=0; i<N; i++)
sum = sum + price[i];
The code for the column store would be faster than the code for the row layout in this query as it requires only a subset of attributes and in column layout we are doing just that i.e. only accessing the price column.
Suppose that the cache line size is 64 bytes.
In the case of row layout when a cache line is read, the price value of only 1(cacheline_size/product_struct_size = 64/64 = 1) tuple is read, because our struct size of 64 bytes and it fills our whole cache line, so for every tuple a cache miss occurs in case of a row layout.
In the case of column layout when a cache line is read, the price value of 16(cacheline_size/price_int_size = 64/4 = 16) tuples is read, because 16 contiguous price values stored in memory are brought into the cache, so for every sixteenth tuple a cache miss ocurs in case of column layout.
So the column layout will be faster in the case of given query, and is faster in such aggregation queries on a subset of columns of the table. You can try out such experiment for yourself using the data from TPC-H benchmark, and compare the run times for both the layouts. The wikipedia article on column oriented database systems is also good.
So in database systems, if the query workload is known beforehand, we can store our data in layouts which will suit the queries in workload and access data from these layouts. In the case of above example we created a column layout and changed our code to compute sum so that it became cache friendly.
Be aware that caches do not just cache continuous memory. They have multiple lines (at least 4) so discontinous and overlapping memory can often be stored just as efficiently.
What is missing from all the above examples is measured benchmarks. There are many myths about performance. Unless you measure it you do not know. Do not complicate your code unless you have a measured improvement.
Cache-friendly code is code that has been optimized to make efficient use of the CPU cache. This typically involves organizing data in a way that takes advantage of spatial and temporal locality, which refers to the idea that data that is accessed together is likely to be stored together in memory, and that data that is accessed frequently is likely to be accessed again in the near future.
There are several ways to make code cache-friendly, including:
Using contiguous memory layouts: By storing data in contiguous
blocks in memory, you can take advantage of spatial locality and
reduce the number of cache misses.
Using arrays: Arrays are a good choice for data structures when you
need to access data sequentially, as they allow you to take
advantage of temporal locality and keep hot data in the cache.
Using pointers carefully: Pointers can be used to access data that
is not stored contiguously in memory, but they can also lead to
cache misses if they are used excessively. If you need to use
pointers, try to use them in a way that takes advantage of spatial
and temporal locality to minimize cache misses.
Using compiler optimization flags: Most compilers have optimization
flags that can be used to optimize the use of the CPU cache. These
flags can help to minimize the number of cache misses and improve
the overall performance of your code.
It is important to note that the specific techniques that work best for optimizing the use of the CPU cache will depend on the specific requirements and constraints of your system. It may be necessary to experiment with different approaches to find the best solution for your needs.

C++ efficient and compact map with integer keys

I have 200 sets of about 50,000 unique integers in the range 0 to 500,000 I need to map to another small value (pair of ints, values are unrelated so no on-demand calculation).
I tried using std::unordered_maps, and this used around 50MB (measured in VS2015 heap diagnostics tool), and while performance was fine Id would like to get this memory usage down (intending to be a background service on some small 500MB cloud servers).
Effectively my initial version was 200 separate std::unordered_map<int, std::pair<int, int>>.
One option seems to be a sorted array and use binary search, but is there anything else?
I think sorted vector should work, if you won't change the vector once it's sorted. It's really space-efficient, i.e. no pointer overhead.
If you need even better performance, and don't mind some third-party library. You can try sparse_hash_map, which implement hash map with very little space overhead.
I guess that the most memory efficient will be an std::vector<std::pair<int, std::set<Something>>>, like you already suggested.
In this case, you will only have memory overhead as a result of:
The fixed overhead from std::vector (Very limited)
Sometimes a higher memory usage during the 'grow' as the old data and the new one have to be alive at that moment
The unused space in std::vector
You kinda indicate that after the build-up you no longer have to extend the vector, so either you can reserve or shrink_to_fit to get rid of the unused space. (Note that reserve also fixes the spikes in memory usage during grow)
If you would have a denser usage, you could consider changing the storage to std::vector<std::set<Something>> or std::vector<std::unique_ptr<std::set<Something>>>. In this structure, the index is implicit, though the memory gain will only show if you would have a value for every index.
The disadvantage of using a vector is that you have to write some custom code. In that case, std::unordered_map and std::map ain't that bad if you don't mind more cache misses on the processor caches (L1 ...) for less standard implementations, one could check out Googles sparsehash, Googles cpp-btree or Facebooks AtomicHashMap from Folly, though I don't have any experience with it.
Finally, one could wonder why you have this data all in memory, though I don't see a way to prevent this if you need optimal performance.
For efficient storage, depending on the precise value range, you may want to use bit operations to store the key/value pairs in a single value: For example, if the values are really small, you could even use 24bit for the keys and 8 bits for the values, resulting in a single 32 bit entry. I believe most compilers nowadays use 32 or 64 bit alignments, so storing for example 32bit keys and 16bit values may still require 64bit per entry. Using simple compression can also be beneficial for performance if the bottleneck is the memory bus and cache misses, rather than the CPU itself.
Then it depends on the kind of operations you would like to perform. The simplest way to store the keys would be a sorted array of structs or the combined ley/value entry that I proposed above. This is fast and very space efficient, but requires O(log n) lookup.
If you want to be a bit more fancy, you could use perfect hashing, the idea is to find a hash function that produces unique hash values for each key. This allows the hashmap to be a simple array which needs to be only marginally larger than the sorted array that I proposed above. Finding a good hash function should be relatively quick, you can make it even easier by making the array a little bit larger and allowing for some unused fields in the array.
Here is an implementation of perfect hashing, but I haven't used it myself.
In both cases the memory consumption would be: (number of pairs) * (bits per entry) bit, plus storing the hash function when you use the second approach.
** EDIT **
Updated after comment from #FireLancer. Also, added some words about performance of compressed arrays.

boost::flat_map and its performance compared to map and unordered_map

It is common knowledge in programming that memory locality improves performance a lot due to cache hits. I recently found out about boost::flat_map which is a vector based implementation of a map. It doesn't seem to be nearly as popular as your typical map/unordered_map so I haven't been able to find any performance comparisons. How does it compare and what are the best use cases for it?
Thanks!
I have run a benchmark on different data structures very recently at my company so I feel I need to drop a word. It is very complicated to benchmark something correctly.
Benchmarking
On the web, we rarely find (if ever) a well-engineered benchmark. Until today I only found benchmarks that were done the journalist way (pretty quickly and sweeping dozens of variables under the carpet).
1) You need to consider cache warming
Most people running benchmarks are afraid of timer discrepancy, therefore they run their stuff thousands of times and take the whole time, they just are careful to take the same thousand of times for every operation, and then consider that comparable.
The truth is, in the real world it makes little sense, because your cache will not be warm, and your operation will likely be called just once. Therefore you need to benchmark using RDTSC, and time stuff calling them once only.
Intel has made a paper describing how to use RDTSC (using a cpuid instruction to flush the pipeline, and calling it at least 3 times at the beginning of the program to stabilize it).
2) RDTSC accuracy measure
I also recommend doing this:
u64 g_correctionFactor; // number of clocks to offset after each measurement to remove the overhead of the measurer itself.
u64 g_accuracy;
static u64 const errormeasure = ~((u64)0);
#ifdef _MSC_VER
#pragma intrinsic(__rdtsc)
inline u64 GetRDTSC()
{
int a[4];
__cpuid(a, 0x80000000); // flush OOO instruction pipeline
return __rdtsc();
}
inline void WarmupRDTSC()
{
int a[4];
__cpuid(a, 0x80000000); // warmup cpuid.
__cpuid(a, 0x80000000);
__cpuid(a, 0x80000000);
// measure the measurer overhead with the measurer (crazy he..)
u64 minDiff = LLONG_MAX;
u64 maxDiff = 0; // this is going to help calculate our PRECISION ERROR MARGIN
for (int i = 0; i < 80; ++i)
{
u64 tick1 = GetRDTSC();
u64 tick2 = GetRDTSC();
minDiff = std::min(minDiff, tick2 - tick1); // make many takes, take the smallest that ever come.
maxDiff = std::max(maxDiff, tick2 - tick1);
}
g_correctionFactor = minDiff;
printf("Correction factor %llu clocks\n", g_correctionFactor);
g_accuracy = maxDiff - minDiff;
printf("Measurement Accuracy (in clocks) : %llu\n", g_accuracy);
}
#endif
This is a discrepancy measurer, and it will take the minimum of all measured values, to avoid getting a -10**18 (64 bits first negatives values) from time to time.
Notice the use of intrinsics and not inline assembly. First inline assembly is rarely supported by compilers nowadays, but much worse of all, the compiler creates a full ordering barrier around inline assembly because it cannot static analyze the inside, so this is a problem to benchmark real-world stuff, especially when calling stuff just once. So an intrinsic is suited here because it doesn't break the compiler free-re-ordering of instructions.
3) parameters
The last problem is people usually test for too few variations of the scenario.
A container performance is affected by:
Allocator
size of the contained type
cost of implementation of the copy operation, assignment operation, move operation, construction operation, of the contained type.
number of elements in the container (size of the problem)
type has trivial 3.-operations
type is POD
Point 1 is important because containers do allocate from time to time, and it matters a lot if they allocate using the CRT "new" or some user-defined operation, like pool allocation or freelist or other...
(for people interested about pt 1, join the mystery thread on gamedev about system allocator performance impact)
Point 2 is because some containers (say A) will lose time copying stuff around, and the bigger the type the bigger the overhead. The problem is that when comparing to another container B, A may win over B for small types, and lose for larger types.
Point 3 is the same as point 2, except it multiplies the cost by some weighting factor.
Point 4 is a question of big O mixed with cache issues. Some bad-complexity containers can largely outperform low-complexity containers for a small number of types (like map vs. vector, because their cache locality is good, but map fragments the memory). And then at some crossing point, they will lose, because the contained overall size starts to "leak" to main memory and cause cache misses, that plus the fact that the asymptotic complexity can start to be felt.
Point 5 is about compilers being able to elide stuff that are empty or trivial at compile time. This can optimize greatly some operations because the containers are templated, therefore each type will have its own performance profile.
Point 6 same as point 5, PODs can benefit from the fact that copy construction is just a memcpy, and some containers can have a specific implementation for these cases, using partial template specializations, or SFINAE to select algorithms according to traits of T.
About the flat map
Apparently, the flat map is a sorted vector wrapper, like Loki AssocVector, but with some supplementary modernizations coming with C++11, exploiting move semantics to accelerate insert and delete of single elements.
This is still an ordered container. Most people usually don't need the ordering part, therefore the existence of unordered...
Have you considered that maybe you need a flat_unorderedmap? which would be something like google::sparse_map or something like that—an open address hash map.
The problem of open address hash maps is that at the time of rehash they have to copy everything around to the new extended flat land, whereas a standard unordered map just has to recreate the hash index, while the allocated data stays where it is. The disadvantage of course is that the memory is fragmented like hell.
The criterion of a rehash in an open address hash map is when the capacity exceeds the size of the bucket vector multiplied by the load factor.
A typical load factor is 0.8; therefore, you need to care about that, if you can pre-size your hash map before filling it, always pre-size to: intended_filling * (1/0.8) + epsilon this will give you a guarantee of never having to spuriously rehash and recopy everything during filling.
The advantage of closed address maps (std::unordered..) is that you don't have to care about those parameters.
But the boost::flat_map is an ordered vector; therefore, it will always have a log(N) asymptotic complexity, which is less good than the open address hash map (amortized constant time). You should consider that as well.
Benchmark results
This is a test involving different maps (with int key and __int64/somestruct as value) and std::vector.
tested types information:
typeid=__int64 . sizeof=8 . ispod=yes
typeid=struct MediumTypePod . sizeof=184 . ispod=yes
Insertion
EDIT:
My previous results included a bug: they actually tested ordered insertion, which exhibited a very fast behavior for the flat maps.
I left those results later down this page because they are interesting.
This is the correct test:
I have checked the implementation, there is no such thing as a deferred sort implemented in the flat maps here. Each insertion sorts on the fly, therefore this benchmark exhibits the asymptotic tendencies:
map: O(N * log(N))
hashmaps: O(N)
vector and flatmaps: O(N * N)
Warning: hereafter the 2 tests for std::map and both flat_maps are buggy and actually test ordered insertion (vs random insertion for other containers. yes it's confusing sorry):
We can see that ordered insertion, results in back pushing, and is extremely fast. However, from the non-charted results of my benchmark, I can also say that this is not near the absolute optimality for a back-insertion. At 10k elements, perfect back-insertion optimality is obtained on a pre-reserved vector. Which gives us 3Million cycles; we observe 4.8M here for the ordered insertion into the flat_map (therefore 160% of the optimal).
Analysis: remember this is 'random insert' for the vector, so the massive 1 billion cycles come from having to shift half (in average) the data upward (one element by one element) at each insertion.
Random search of 3 elements (clocks renormalized to 1)
in size = 100
in size = 10000
Iteration
over size 100 (only MediumPod type)
over size 10000 (only MediumPod type)
Final grain of salt
In the end, I wanted to come back on "Benchmarking §3 Pt1" (the system allocator). In a recent experiment, I am doing around the performance of an open address hash map I developed, I measured a performance gap of more than 3000% between Windows 7 and Windows 8 on some std::unordered_map use cases (discussed here).
This makes me want to warn the reader about the above results (they were made on Win7): your mileage may vary.
From the docs it seems this is analogous to Loki::AssocVector which I'm a fairly heavy user of. Since it's based on a vector it has the characteristics of a vector, that is to say:
Iterators gets invalidated whenever size grows beyond capacity.
When it grows beyond capacity it needs to reallocated and move objects over, ie insertion isn't guaranteed constant time except for the special case of inserting at end when capacity > size
Lookup is faster than std::map due to cache locality, a binary search which has the same performance characteristics as std::map otherwise
Uses less memory because it isn't a linked binary tree
It never shrinks unless you forcibly tell it to ( since that triggers reallocation )
The best use is when you know the number of elements in advance ( so you can reserve upfront ), or when insertion / removal is rare but lookup is frequent. Iterator invalidation makes it a bit cumbersome in some use cases so they're not interchangeable in terms of program correctness.

What is a "cache-friendly" code?

What is the difference between "cache unfriendly code" and the "cache friendly" code?
How can I make sure I write cache-efficient code?
Preliminaries
On modern computers, only the lowest level memory structures (the registers) can move data around in single clock cycles. However, registers are very expensive and most computer cores have less than a few dozen registers. At the other end of the memory spectrum (DRAM), the memory is very cheap (i.e. literally millions of times cheaper) but takes hundreds of cycles after a request to receive the data. To bridge this gap between super fast and expensive and super slow and cheap are the cache memories, named L1, L2, L3 in decreasing speed and cost. The idea is that most of the executing code will be hitting a small set of variables often, and the rest (a much larger set of variables) infrequently. If the processor can't find the data in L1 cache, then it looks in L2 cache. If not there, then L3 cache, and if not there, main memory. Each of these "misses" is expensive in time.
(The analogy is cache memory is to system memory, as system memory is to hard disk storage. Hard disk storage is super cheap but very slow).
Caching is one of the main methods to reduce the impact of latency. To paraphrase Herb Sutter (cfr. links below): increasing bandwidth is easy, but we can't buy our way out of latency.
Data is always retrieved through the memory hierarchy (smallest == fastest to slowest). A cache hit/miss usually refers to a hit/miss in the highest level of cache in the CPU -- by highest level I mean the largest == slowest. The cache hit rate is crucial for performance since every cache miss results in fetching data from RAM (or worse ...) which takes a lot of time (hundreds of cycles for RAM, tens of millions of cycles for HDD). In comparison, reading data from the (highest level) cache typically takes only a handful of cycles.
In modern computer architectures, the performance bottleneck is leaving the CPU die (e.g. accessing RAM or higher). This will only get worse over time. The increase in processor frequency is currently no longer relevant to increase performance. The problem is memory access. Hardware design efforts in CPUs therefore currently focus heavily on optimizing caches, prefetching, pipelines and concurrency. For instance, modern CPUs spend around 85% of die on caches and up to 99% for storing/moving data!
There is quite a lot to be said on the subject. Here are a few great references about caches, memory hierarchies and proper programming:
Agner Fog's page. In his excellent documents, you can find detailed examples covering languages ranging from assembly to C++.
If you are into videos, I strongly recommend to have a look at Herb Sutter's talk on machine architecture (youtube) (specifically check 12:00 and onwards!).
Slides about memory optimization by Christer Ericson (director of technology # Sony)
LWN.net's article "What every programmer should know about memory"
Main concepts for cache-friendly code
A very important aspect of cache-friendly code is all about the principle of locality, the goal of which is to place related data close in memory to allow efficient caching. In terms of the CPU cache, it's important to be aware of cache lines to understand how this works: How do cache lines work?
The following particular aspects are of high importance to optimize caching:
Temporal locality: when a given memory location was accessed, it is likely that the same location is accessed again in the near future. Ideally, this information will still be cached at that point.
Spatial locality: this refers to placing related data close to each other. Caching happens on many levels, not just in the CPU. For example, when you read from RAM, typically a larger chunk of memory is fetched than what was specifically asked for because very often the program will require that data soon. HDD caches follow the same line of thought. Specifically for CPU caches, the notion of cache lines is important.
Use appropriate c++ containers
A simple example of cache-friendly versus cache-unfriendly is c++'s std::vector versus std::list. Elements of a std::vector are stored in contiguous memory, and as such accessing them is much more cache-friendly than accessing elements in a std::list, which stores its content all over the place. This is due to spatial locality.
A very nice illustration of this is given by Bjarne Stroustrup in this youtube clip (thanks to #Mohammad Ali Baydoun for the link!).
Don't neglect the cache in data structure and algorithm design
Whenever possible, try to adapt your data structures and order of computations in a way that allows maximum use of the cache. A common technique in this regard is cache blocking (Archive.org version), which is of extreme importance in high-performance computing (cfr. for example ATLAS).
Know and exploit the implicit structure of data
Another simple example, which many people in the field sometimes forget is column-major (ex. fortran,matlab) vs. row-major ordering (ex. c,c++) for storing two dimensional arrays. For example, consider the following matrix:
1 2
3 4
In row-major ordering, this is stored in memory as 1 2 3 4; in column-major ordering, this would be stored as 1 3 2 4. It is easy to see that implementations which do not exploit this ordering will quickly run into (easily avoidable!) cache issues. Unfortunately, I see stuff like this very often in my domain (machine learning). #MatteoItalia showed this example in more detail in his answer.
When fetching a certain element of a matrix from memory, elements near it will be fetched as well and stored in a cache line. If the ordering is exploited, this will result in fewer memory accesses (because the next few values which are needed for subsequent computations are already in a cache line).
For simplicity, assume the cache comprises a single cache line which can contain 2 matrix elements and that when a given element is fetched from memory, the next one is too. Say we want to take the sum over all elements in the example 2x2 matrix above (lets call it M):
Exploiting the ordering (e.g. changing column index first in c++):
M[0][0] (memory) + M[0][1] (cached) + M[1][0] (memory) + M[1][1] (cached)
= 1 + 2 + 3 + 4
--> 2 cache hits, 2 memory accesses
Not exploiting the ordering (e.g. changing row index first in c++):
M[0][0] (memory) + M[1][0] (memory) + M[0][1] (memory) + M[1][1] (memory)
= 1 + 3 + 2 + 4
--> 0 cache hits, 4 memory accesses
In this simple example, exploiting the ordering approximately doubles execution speed (since memory access requires much more cycles than computing the sums). In practice, the performance difference can be much larger.
Avoid unpredictable branches
Modern architectures feature pipelines and compilers are becoming very good at reordering code to minimize delays due to memory access. When your critical code contains (unpredictable) branches, it is hard or impossible to prefetch data. This will indirectly lead to more cache misses.
This is explained very well here (thanks to #0x90 for the link): Why is processing a sorted array faster than processing an unsorted array?
Avoid virtual functions
In the context of c++, virtual methods represent a controversial issue with regard to cache misses (a general consensus exists that they should be avoided when possible in terms of performance). Virtual functions can induce cache misses during look up, but this only happens if the specific function is not called often (otherwise it would likely be cached), so this is regarded as a non-issue by some. For reference about this issue, check out: What is the performance cost of having a virtual method in a C++ class?
Common problems
A common problem in modern architectures with multiprocessor caches is called false sharing. This occurs when each individual processor is attempting to use data in another memory region and attempts to store it in the same cache line. This causes the cache line -- which contains data another processor can use -- to be overwritten again and again. Effectively, different threads make each other wait by inducing cache misses in this situation.
See also (thanks to #Matt for the link): How and when to align to cache line size?
An extreme symptom of poor caching in RAM memory (which is probably not what you mean in this context) is so-called thrashing. This occurs when the process continuously generates page faults (e.g. accesses memory which is not in the current page) which require disk access.
In addition to #Marc Claesen's answer, I think that an instructive classic example of cache-unfriendly code is code that scans a C bidimensional array (e.g. a bitmap image) column-wise instead of row-wise.
Elements that are adjacent in a row are also adjacent in memory, thus accessing them in sequence means accessing them in ascending memory order; this is cache-friendly, since the cache tends to prefetch contiguous blocks of memory.
Instead, accessing such elements column-wise is cache-unfriendly, since elements on the same column are distant in memory from each other (in particular, their distance is equal to the size of the row), so when you use this access pattern you are jumping around in memory, potentially wasting the effort of the cache of retrieving the elements nearby in memory.
And all that it takes to ruin the performance is to go from
// Cache-friendly version - processes pixels which are adjacent in memory
for(unsigned int y=0; y<height; ++y)
{
for(unsigned int x=0; x<width; ++x)
{
... image[y][x] ...
}
}
to
// Cache-unfriendly version - jumps around in memory for no good reason
for(unsigned int x=0; x<width; ++x)
{
for(unsigned int y=0; y<height; ++y)
{
... image[y][x] ...
}
}
This effect can be quite dramatic (several order of magnitudes in speed) in systems with small caches and/or working with big arrays (e.g. 10+ megapixels 24 bpp images on current machines); for this reason, if you have to do many vertical scans, often it's better to rotate the image of 90 degrees first and perform the various analysis later, limiting the cache-unfriendly code just to the rotation.
Optimizing cache usage largely comes down to two factors.
Locality of Reference
The first factor (to which others have already alluded) is locality of reference. Locality of reference really has two dimensions though: space and time.
Spatial
The spatial dimension also comes down to two things: first, we want to pack our information densely, so more information will fit in that limited memory. This means (for example) that you need a major improvement in computational complexity to justify data structures based on small nodes joined by pointers.
Second, we want information that will be processed together also located together. A typical cache works in "lines", which means when you access some information, other information at nearby addresses will be loaded into the cache with the part we touched. For example, when I touch one byte, the cache might load 128 or 256 bytes near that one. To take advantage of that, you generally want the data arranged to maximize the likelihood that you'll also use that other data that was loaded at the same time.
For just a really trivial example, this can mean that a linear search can be much more competitive with a binary search than you'd expect. Once you've loaded one item from a cache line, using the rest of the data in that cache line is almost free. A binary search becomes noticeably faster only when the data is large enough that the binary search reduces the number of cache lines you access.
Time
The time dimension means that when you do some operations on some data, you want (as much as possible) to do all the operations on that data at once.
Since you've tagged this as C++, I'll point to a classic example of a relatively cache-unfriendly design: std::valarray. valarray overloads most arithmetic operators, so I can (for example) say a = b + c + d; (where a, b, c and d are all valarrays) to do element-wise addition of those arrays.
The problem with this is that it walks through one pair of inputs, puts results in a temporary, walks through another pair of inputs, and so on. With a lot of data, the result from one computation may disappear from the cache before it's used in the next computation, so we end up reading (and writing) the data repeatedly before we get our final result. If each element of the final result will be something like (a[n] + b[n]) * (c[n] + d[n]);, we'd generally prefer to read each a[n], b[n], c[n] and d[n] once, do the computation, write the result, increment n and repeat 'til we're done.2
Line Sharing
The second major factor is avoiding line sharing. To understand this, we probably need to back up and look a little at how caches are organized. The simplest form of cache is direct mapped. This means one address in main memory can only be stored in one specific spot in the cache. If we're using two data items that map to the same spot in the cache, it works badly -- each time we use one data item, the other has to be flushed from the cache to make room for the other. The rest of the cache might be empty, but those items won't use other parts of the cache.
To prevent this, most caches are what are called "set associative". For example, in a 4-way set-associative cache, any item from main memory can be stored at any of 4 different places in the cache. So, when the cache is going to load an item, it looks for the least recently used3 item among those four, flushes it to main memory, and loads the new item in its place.
The problem is probably fairly obvious: for a direct-mapped cache, two operands that happen to map to the same cache location can lead to bad behavior. An N-way set-associative cache increases the number from 2 to N+1. Organizing a cache into more "ways" takes extra circuitry and generally runs slower, so (for example) an 8192-way set associative cache is rarely a good solution either.
Ultimately, this factor is more difficult to control in portable code though. Your control over where your data is placed is usually fairly limited. Worse, the exact mapping from address to cache varies between otherwise similar processors. In some cases, however, it can be worth doing things like allocating a large buffer, and then using only parts of what you allocated to ensure against data sharing the same cache lines (even though you'll probably need to detect the exact processor and act accordingly to do this).
False Sharing
There's another, related item called "false sharing". This arises in a multiprocessor or multicore system, where two (or more) processors/cores have data that's separate, but falls in the same cache line. This forces the two processors/cores to coordinate their access to the data, even though each has its own, separate data item. Especially if the two modify the data in alternation, this can lead to a massive slowdown as the data has to be constantly shuttled between the processors. This can't easily be cured by organizing the cache into more "ways" or anything like that either. The primary way to prevent it is to ensure that two threads rarely (preferably never) modify data that could possibly be in the same cache line (with the same caveats about difficulty of controlling the addresses at which data is allocated).
Those who know C++ well might wonder if this is open to optimization via something like expression templates. I'm pretty sure the answer is that yes, it could be done and if it was, it would probably be a pretty substantial win. I'm not aware of anybody having done so, however, and given how little valarray gets used, I'd be at least a little surprised to see anybody do so either.
In case anybody wonders how valarray (designed specifically for performance) could be this badly wrong, it comes down to one thing: it was really designed for machines like the older Crays, that used fast main memory and no cache. For them, this really was a nearly ideal design.
Yes, I'm simplifying: most caches don't really measure the least recently used item precisely, but they use some heuristic that's intended to be close to that without having to keep a full time-stamp for each access.
Welcome to the world of Data Oriented Design. The basic mantra is to Sort, Eliminate Branches, Batch, Eliminate virtual calls - all steps towards better locality.
Since you tagged the question with C++, here's the obligatory typical C++ Bullshit. Tony Albrecht's Pitfalls of Object Oriented Programming is also a great introduction into the subject.
Just piling on: the classic example of cache-unfriendly versus cache-friendly code is the "cache blocking" of matrix multiply.
Naive matrix multiply looks like:
for(i=0;i<N;i++) {
for(j=0;j<N;j++) {
dest[i][j] = 0;
for( k=0;k<N;k++) {
dest[i][j] += src1[i][k] * src2[k][j];
}
}
}
If N is large, e.g. if N * sizeof(elemType) is greater than the cache size, then every single access to src2[k][j] will be a cache miss.
There are many different ways of optimizing this for a cache. Here's a very simple example: instead of reading one item per cache line in the inner loop, use all of the items:
int itemsPerCacheLine = CacheLineSize / sizeof(elemType);
for(i=0;i<N;i++) {
for(j=0;j<N;j += itemsPerCacheLine ) {
for(jj=0;jj<itemsPerCacheLine; jj+) {
dest[i][j+jj] = 0;
}
for( k=0;k<N;k++) {
for(jj=0;jj<itemsPerCacheLine; jj+) {
dest[i][j+jj] += src1[i][k] * src2[k][j+jj];
}
}
}
}
If the cache line size is 64 bytes, and we are operating on 32 bit (4 byte) floats, then there are 16 items per cache line. And the number of cache misses via just this simple transformation is reduced approximately 16-fold.
Fancier transformations operate on 2D tiles, optimize for multiple caches (L1, L2, TLB), and so on.
Some results of googling "cache blocking":
http://stumptown.cc.gt.atl.ga.us/cse6230-hpcta-fa11/slides/11a-matmul-goto.pdf
http://software.intel.com/en-us/articles/cache-blocking-techniques
A nice video animation of an optimized cache blocking algorithm.
http://www.youtube.com/watch?v=IFWgwGMMrh0
Loop tiling is very closely related:
http://en.wikipedia.org/wiki/Loop_tiling
Processors today work with many levels of cascading memory areas. So the CPU will have a bunch of memory that is on the CPU chip itself. It has very fast access to this memory. There are different levels of cache each one slower access ( and larger ) than the next, until you get to system memory which is not on the CPU and is relatively much slower to access.
Logically, to the CPU's instruction set you just refer to memory addresses in a giant virtual address space. When you access a single memory address the CPU will go fetch it. in the old days it would fetch just that single address. But today the CPU will fetch a bunch of memory around the bit you asked for, and copy it into the cache. It assumes that if you asked for a particular address that is is highly likely that you are going to ask for an address nearby very soon. For example if you were copying a buffer you would read and write from consecutive addresses - one right after the other.
So today when you fetch an address it checks the first level of cache to see if it already read that address into cache, if it doesn't find it, then this is a cache miss and it has to go out to the next level of cache to find it, until it eventually has to go out into main memory.
Cache friendly code tries to keep accesses close together in memory so that you minimize cache misses.
So an example would be imagine you wanted to copy a giant 2 dimensional table. It is organized with reach row in consecutive in memory, and one row follow the next right after.
If you copied the elements one row at a time from left to right - that would be cache friendly. If you decided to copy the table one column at a time, you would copy the exact same amount of memory - but it would be cache unfriendly.
It needs to be clarified that not only data should be cache-friendly, it is just as important for the code. This is in addition to branch predicition, instruction reordering, avoiding actual divisions and other techniques.
Typically the denser the code, the fewer cache lines will be required to store it. This results in more cache lines being available for data.
The code should not call functions all over the place as they typically will require one or more cache lines of their own, resulting in fewer cache lines for data.
A function should begin at a cache line-alignment-friendly address. Though there are (gcc) compiler switches for this be aware that if the the functions are very short it might be wasteful for each one to occupy an entire cache line. For example, if three of the most often used functions fit inside one 64 byte cache line, this is less wasteful than if each one has its own line and results in two cache lines less available for other usage. A typical alignment value could be 32 or 16.
So spend some extra time to make the code dense. Test different constructs, compile and review the generated code size and profile.
As #Marc Claesen mentioned that one of the ways to write cache friendly code is to exploit the structure in which our data is stored. In addition to that another way to write cache friendly code is: change the way our data is stored; then write new code to access the data stored in this new structure.
This makes sense in the case of how database systems linearize the tuples of a table and store them. There are two basic ways to store the tuples of a table i.e. row store and column store. In row store as the name suggests the tuples are stored row wise. Lets suppose a table named Product being stored has 3 attributes i.e. int32_t key, char name[56] and int32_t price, so the total size of a tuple is 64 bytes.
We can simulate a very basic row store query execution in main memory by creating an array of Product structs with size N, where N is the number of rows in table. Such memory layout is also called array of structs. So the struct for Product can be like:
struct Product
{
int32_t key;
char name[56];
int32_t price'
}
/* create an array of structs */
Product* table = new Product[N];
/* now load this array of structs, from a file etc. */
Similarly we can simulate a very basic column store query execution in main memory by creating an 3 arrays of size N, one array for each attribute of the Product table. Such memory layout is also called struct of arrays. So the 3 arrays for each attribute of Product can be like:
/* create separate arrays for each attribute */
int32_t* key = new int32_t[N];
char* name = new char[56*N];
int32_t* price = new int32_t[N];
/* now load these arrays, from a file etc. */
Now after loading both the array of structs (Row Layout) and the 3 separate arrays (Column Layout), we have row store and column store on our table Product present in our memory.
Now we move on to the cache friendly code part. Suppose that the workload on our table is such that we have an aggregation query on the price attribute. Such as
SELECT SUM(price)
FROM PRODUCT
For the row store we can convert the above SQL query into
int sum = 0;
for (int i=0; i<N; i++)
sum = sum + table[i].price;
For the column store we can convert the above SQL query into
int sum = 0;
for (int i=0; i<N; i++)
sum = sum + price[i];
The code for the column store would be faster than the code for the row layout in this query as it requires only a subset of attributes and in column layout we are doing just that i.e. only accessing the price column.
Suppose that the cache line size is 64 bytes.
In the case of row layout when a cache line is read, the price value of only 1(cacheline_size/product_struct_size = 64/64 = 1) tuple is read, because our struct size of 64 bytes and it fills our whole cache line, so for every tuple a cache miss occurs in case of a row layout.
In the case of column layout when a cache line is read, the price value of 16(cacheline_size/price_int_size = 64/4 = 16) tuples is read, because 16 contiguous price values stored in memory are brought into the cache, so for every sixteenth tuple a cache miss ocurs in case of column layout.
So the column layout will be faster in the case of given query, and is faster in such aggregation queries on a subset of columns of the table. You can try out such experiment for yourself using the data from TPC-H benchmark, and compare the run times for both the layouts. The wikipedia article on column oriented database systems is also good.
So in database systems, if the query workload is known beforehand, we can store our data in layouts which will suit the queries in workload and access data from these layouts. In the case of above example we created a column layout and changed our code to compute sum so that it became cache friendly.
Be aware that caches do not just cache continuous memory. They have multiple lines (at least 4) so discontinous and overlapping memory can often be stored just as efficiently.
What is missing from all the above examples is measured benchmarks. There are many myths about performance. Unless you measure it you do not know. Do not complicate your code unless you have a measured improvement.
Cache-friendly code is code that has been optimized to make efficient use of the CPU cache. This typically involves organizing data in a way that takes advantage of spatial and temporal locality, which refers to the idea that data that is accessed together is likely to be stored together in memory, and that data that is accessed frequently is likely to be accessed again in the near future.
There are several ways to make code cache-friendly, including:
Using contiguous memory layouts: By storing data in contiguous
blocks in memory, you can take advantage of spatial locality and
reduce the number of cache misses.
Using arrays: Arrays are a good choice for data structures when you
need to access data sequentially, as they allow you to take
advantage of temporal locality and keep hot data in the cache.
Using pointers carefully: Pointers can be used to access data that
is not stored contiguously in memory, but they can also lead to
cache misses if they are used excessively. If you need to use
pointers, try to use them in a way that takes advantage of spatial
and temporal locality to minimize cache misses.
Using compiler optimization flags: Most compilers have optimization
flags that can be used to optimize the use of the CPU cache. These
flags can help to minimize the number of cache misses and improve
the overall performance of your code.
It is important to note that the specific techniques that work best for optimizing the use of the CPU cache will depend on the specific requirements and constraints of your system. It may be necessary to experiment with different approaches to find the best solution for your needs.