Segmentation fault when using large numbers in native array [duplicate] - c++

I'm a beginner in C++. Yesterday I read about recursive functions, so I decided to write my own. Here's what I wrote:
int returnZero(int anyNumber) {
if(anyNumber == 0)
return 0;
else {
anyNumber--;
return returnZero(anyNumber);
}
}
When I do this: int zero1 = returnZero(4793);, it causes a stack overflow. However, if I pass the value 4792 as the argument, no overflow occurs.
Any ideas as to why?

Whenever you call a function, including recursively, the return address and often the arguments are pushed onto the call stack. The stack is finite, so if the recursion is too deep you'll eventually run out of stack space.
What surprises me is that it only takes 4793 calls on your machine to overflow the stack. This is a pretty small stack. By way of comparison, running the same code on my computer requires ~100x as many calls before the program crashes.
The size of the stack is configurable. On Unix, the command is ulimit -s.
Given that the function is tail-recursive, some compilers might be able to optimize the recursive call away by turning it into a jump. Some compilers might take your example even further: when asked for maximum optimizations, gcc 4.7.2 transforms the entire function into:
int returnZero(int anyNumber) {
return 0;
}
This requires exactly two assembly instructions:
_returnZero:
xorl %eax, %eax
ret
Pretty neat.

You just hit the call stack's size limit of your system, that's what's happening. For some reason the stack in your system is tiny, a depth of 4793 function calls is rather small.

Your stack is limited in size and so when you make 4793 calls you are hitting the limit while 4792 just comes in under. Each function call will use some space on the stack for house keeping and maybe arguments.
This page gives an example of what a stack looks like during a recursive function call.

My guess is you stack is exactly big enough to fit 4792 entries - today. Tomorrow or the next, that number might be different. Recursive programming can be dangerous and this example illistrates why. We try not to let recursion get this deep or 'bad' things can happen.

Any "boundless" recursion, that is recursive calls that aren't naturally limited to a small(ish) number will have this effect. Exactly where the limit goes depends on the OS, the environment the function is called in (the compiler, which function calls the recursive function, etc, etc).
If you add another variable, say int x[10]; to your function that calls your recursive function, the number needed to crash it will change (probably by about 5 or so).
Compile it with a different compiler (or even different compiler settings, e.g. optimization turned on) and it will probably change again.

Using recursion, you can achieve SuperDigit:
public class SuperDigit
{
static int sum = 0;
int main()
{
int n = 8596854;
cout<<getSum(n);
}
int getSum(int n){
sum=0;
while (n > 0) {
int rem;
rem = n % 10;
sum = sum + rem;
n = n / 10;
getSum(n);
}
return sum;
}
}

Related

Can reducing loop times in C++ codes help increase the speed?

I give the following example to illustrate my question:
void fun(int i, float *pt)
{
// do something based on i
std::cout<<*(pt+i)<<std::endl;
}
const unsigned int LOOP = 2000000007;
void fun_without_optmization()
{
float *example;
example = new float [LOOP];
for(unsigned int i=0; i<LOOP; i++)
{
fun(i,example);
}
delete []example;
}
void fun_with_optimization()
{
float *example;
example = new float [LOOP];
unsigned int unit_loop = LOOP/10;
unsigned int left_loop = LOOP%10;
pt = example;
for(unsigend int i=0; i<unit_loop; i++)
{
fun(0,pt);
fun(1,pt);
fun(2,pt);
fun(3,pt);
fun(4,pt);
fun(5,pt);
fun(6,pt);
fun(7,pt);
fun(8,pt);
fun(9,pt);
pt=pt+10;
}
delete []example;
}
As far as I understand, function fun_without_optimization() and function fun_with_optimization() should perform the same. The only argument why the second function is better than the first is that the pointer calculation in fun becomes simple. Any other arguments why the second function is better?
Unrolling a loop in which I/O is performed is like moving the landing strip for a B747 from London an inch eastward in JFK.
Re: "Any other arguments why the second function is better?" - would you accept the answer explaining why it is NOT better?
Manually unrolling a loop is error-prone, as is clearly illustrated by your code: you forgot to process the tail left_loop.
For at least a couple of decades compiler does this optimization for you.
How do you know the optimal number of iteration to put in that unrolled loop? Do you target a specific cache size and calculate the length of assembly instructions in bytes? The compiler might.
Your messing with the otherwise clean loop can prevent other optimizations, like the use of SIMD.
The bottom line is: if you know something that your compiler doesn't (specific pattern of the run-time data, details of the targeted execution environment, etc.), and you know what you are doing - you can try manual loop unrolling. But even then - profile.
The technique you describe is called loop unrolling; potentially this increases performance, as the time for evaluation of the control structures (update of te loop variable and checking the termination condition) becomes smaller. However, decent compilers can do this for you and maintainability of the code decreases if done manually.
This is an optimization technique used for parallel architectures (architectures that support VLIW instructions). Depending on the number DALU (most common 4) and ALU(most common 2) units the architecture supports, and the level of "parallelization" the code supports, multiple instructions can be executes in one cycle.
So this code:
for (int i=0; i<n;i++) //n multiple of 4, for simplicity
a+=temp; //just a random instruction
Will actually execute faster on a parallel architecture if rewritten like:
for (int i=0;i<n ;i+=4)
{
temp0 = temp0 +temp1; //reads and additions can be executed in parallel
temp1 = temp2 +temp3;
a=temp0+temp1+a;
}
There is a limit to how much you can parallelize your code, a limit imposed by the physical ALUs/DALUs the CPU has. That's why it's important to know your architecture before you attempt to (properly) optimize your code.
It does not stop here: the code you want to optimize has to be a continuous block of code, meaning no jumps ( no function calls, no chance of flow instructions), for maximum efficiency.
Writing your code, like:
for(unsigend int i=0; i<unit_loop; i++)
{
fun(0,pt);
fun(1,pt);
fun(2,pt);
fun(3,pt);
fun(4,pt);
fun(5,pt);
fun(6,pt);
fun(7,pt);
fun(8,pt);
fun(9,pt);
pt=pt+10;
}
Wold not do much, unless the compiler inlines the function calls; and it looks like to many instructions anyway...
On a different note: while it's true that you ALWAYS have to work with the compiler when optimizing your code, you should NEVER rely only on it when you what to get the maximum optimization out of your code. Remember, the compiler handles 'the general case' while you are likely interested in a particular situation - that's why some compiles have special directives to help with the optimization process.

Stack Overflow in resursive calls

I was just going through this Wikipedia entry. Out of curiosity to find the stack size allocated to a simple process, i tried this
int main()
{
static int count = 0;
cout<<" Count = "<<count++<<endl;
main();
return 0;
}
Compiler DevC++
I got this :-
Till this point everything is fine, understandable, by the way from last digit i.e. 43385 can i guess the maximum stack size - on 32 bit machine (what if i say 4 bytes(4 bytes for return address on stack for each call), i may sound silly on this.
Now if i modify my program to :-
void foo()
{
static int count = 0;
cout<<" Count = "<<count++<<endl;
foo();
}
int main()
{
foo();
return 0;
}
In this i get Stack Over flow at count :- 130156 (ok, fine)
But my question if, i add one function in between main and foo, i get this count decrements by 1(130155), if 2 functions in b/w foo and main count is decremented by 2(130154) and so on. Why is this behavior? Is it because 1 space is being consumed for each function address.
Firstly correct your program by adding Count++ (silly).
Stack size is not fixed, most compilers let you specify the Stack size. Stack size is also dependent on some factors like Platform, toolchain, ulimit,and other parameters.There are many static and dynamic properties that can influence it.
There are three kinds of memory limits:
for 32-bit (windows)
Static data - 2GB
Dynamic data - 2GB
Stack data - 1GB (the stack size is set by the linker, the default is 1MB. This can be increased using the Linker property System > Stack Reserve Size).
by using your program you can guess the current stack size.
The memory-limits-applications-windows Stack Overflow Recursion in C c-maximum-stack-size-of-program will help you.

Stack overflow caused by recursive function

I'm a beginner in C++. Yesterday I read about recursive functions, so I decided to write my own. Here's what I wrote:
int returnZero(int anyNumber) {
if(anyNumber == 0)
return 0;
else {
anyNumber--;
return returnZero(anyNumber);
}
}
When I do this: int zero1 = returnZero(4793);, it causes a stack overflow. However, if I pass the value 4792 as the argument, no overflow occurs.
Any ideas as to why?
Whenever you call a function, including recursively, the return address and often the arguments are pushed onto the call stack. The stack is finite, so if the recursion is too deep you'll eventually run out of stack space.
What surprises me is that it only takes 4793 calls on your machine to overflow the stack. This is a pretty small stack. By way of comparison, running the same code on my computer requires ~100x as many calls before the program crashes.
The size of the stack is configurable. On Unix, the command is ulimit -s.
Given that the function is tail-recursive, some compilers might be able to optimize the recursive call away by turning it into a jump. Some compilers might take your example even further: when asked for maximum optimizations, gcc 4.7.2 transforms the entire function into:
int returnZero(int anyNumber) {
return 0;
}
This requires exactly two assembly instructions:
_returnZero:
xorl %eax, %eax
ret
Pretty neat.
You just hit the call stack's size limit of your system, that's what's happening. For some reason the stack in your system is tiny, a depth of 4793 function calls is rather small.
Your stack is limited in size and so when you make 4793 calls you are hitting the limit while 4792 just comes in under. Each function call will use some space on the stack for house keeping and maybe arguments.
This page gives an example of what a stack looks like during a recursive function call.
My guess is you stack is exactly big enough to fit 4792 entries - today. Tomorrow or the next, that number might be different. Recursive programming can be dangerous and this example illistrates why. We try not to let recursion get this deep or 'bad' things can happen.
Any "boundless" recursion, that is recursive calls that aren't naturally limited to a small(ish) number will have this effect. Exactly where the limit goes depends on the OS, the environment the function is called in (the compiler, which function calls the recursive function, etc, etc).
If you add another variable, say int x[10]; to your function that calls your recursive function, the number needed to crash it will change (probably by about 5 or so).
Compile it with a different compiler (or even different compiler settings, e.g. optimization turned on) and it will probably change again.
Using recursion, you can achieve SuperDigit:
public class SuperDigit
{
static int sum = 0;
int main()
{
int n = 8596854;
cout<<getSum(n);
}
int getSum(int n){
sum=0;
while (n > 0) {
int rem;
rem = n % 10;
sum = sum + rem;
n = n / 10;
getSum(n);
}
return sum;
}
}

c++ recursion exits without obvious reason

I wrote a function using a recursion. While testing it, it turned out, that the function is killed without any obvious reason, while the recursion is still running.
To test this, I wrote an infinite recursion.
On my PC this function quits after about 2 seconds and the last output is about 327400.
The last number isn't always the same.
I am using Ubuntu Lucid Lynx, the GCC compiler and Eclipse as IDE. If somebody has an idea what the problem is and how I can prevent the program from exiting I would be really pleased.
#include <iostream>
void rek(double x){
std::cout << x << std::endl;
rek(x + 1);
}
int main(int argc, char **argv) {
rek(1);
}
You are most likely overflowing the stack, at which point your program will be summarily killed. The depth of the stack will always limit the amount you can recurse, and if you are hitting that limit, it means your algorithm needs to change.
I think you are right in expecting the code to run forever, as explained in
How do I check if gcc is performing tail-recursion optimization?
your code should be able to run for ever and ever, if gcc is performing tail recursion. On my machine it looks like -O3 actually makes gcc generate tail calls and actually flatten the stack. :-)
I surgest you set the optimize flag to O2 or O3.
You are causing a stack overflow (running out of stack space) because you don't provide an exit condition.
void rek(double x){
if(x > 10)
return;
std::cout << x << std::endl;
rek(x + 1);
}
Are you expecting this to work forever?
It won't. At some point you're going to run out of stack.
This is funny, talking about stack overflow on stackoverflow.com. ;) The call stack is limited (you can customized it from the project settings), but at some point, when you have infinite loop calls, it will be exceed and your program terminated.
If you want to avoid a stack overflow with infinite recursion, you're unfortunately going to have to delve into some assembly in order to change the stack so that a new activation record isn't constantly pushed onto the stack, which after some point will cause the overflow. Because you make the recursive call at the end of the function, this is called in other languages where recursion is popular (i.e., Lisp, Scheme, Haskell, etc.) a trail-call optimization. It prevents a stack overflow by basically transforming the tail-call into a loop. It would be something like this in C (note: I'm using inline assembly with gcc on x86, and I changed your arguments to int from double in order to simplify the assembly. Also I've changed to C from C++ in order to avoid name-mangling of function-names. Finally the "\n\t" at the end of each statement is not an actual assembly command but is needed for inline assembly in gcc):
#include <stdio.h>
void rek(int x)
{
printf("Value for x: %d\n", x);
//we now duplicate the equvalent of `rek(x+1);` with tail-call optimization
__asm("movl 8(%ebp), %eax\n\t" //get the value of x off the stack
"incl %eax\n\t" //add 1 to the value of x
"movl 4(%ebp), %ecx\n\t" //save the return address on the stack
"movl (%ebp), %edx\n\t" //save the caller's activation record base pointer
"addl $12, %ebp\n\t" //erase the activation record
"movl %ebp, %esp\n\t" //reset the stack pointer
"pushl %eax\n\t" //push the new value of x on the stack for function call
"pushl %ecx\n\t" //push the return value back to the caller (i.e., main()) on the stack
"movl %edx, %ebp\n\t" //restore the old value of the caller's stack base pointer
"jmp rek\n\t"); //jump to the start of rek()
}
int main()
{
rek(1);
printf("Finished call\n"); //<== we never get here
return 0;
}
Compiled with gcc 4.4.3 on Ubuntu 10.04, this ran pretty much "forever" in an infinite loop with no stack overflow, where-as without the tail-call optimization, it crashed with a segmentation fault pretty quickly. You can see from the comments in the __asm section how the stack activation record space is being "recycled" so that each new call does not use up space on the stack. This involves saving the key values in the old activation record (the previous caller's activation record base pointer and the return address), and restoring them, but with the arguments changed for the next recursive call to the function.
And again, other languages, mainly functional languages, perform tail-call optimization as a base-feature of the language. So a tail-call recursive function in Scheme/Lisp/etc. won't overflow the stack since this type of stack manipulation is done under-the-hood for you when a new function call is made as the last statement of an existing function.
Well you have defined infinite recursion and overflowing the stack, which kills your app. If you really want to print all numbers; then use a loop.
int main(...)
{
double x = 1;
while (true)
{
std:cout << x << std::endl;
x += 1;
}
}
Each recursive method should implement an exit condition, otherwise you will get stack overflow and the program will terminate.
In your case, there is no condition on the parameter you are passing to the function,hence, it runs forever and eventually crashes.

Can't recursive functions be inlined? [duplicate]

This question already has answers here:
Closed 13 years ago.
Possible Duplicate:
Can a recursive function be inline?
What are the trade offs of making recursive functions inline.
Recursive functions that can be optimised by tail-end recursion can certainly be inlined. If the last thing a function does is call itself, then it can be converted into a plain loop.
Arbitrary recursive functions can't be inlined for the same reason a snake can't swallow its own tail.
[Edit: just noticed that although your title says "be inlined", your actual question says "making functions inline". The two effectively have nothing to do with one another, they just have confusingly similar names. In modern compilers, the primary effect of inline is the thing that originally in C99 was (I think) just a necessary detail to make inline work at all: to permit multiple definitions of a symbol with external linkage. That's because modern compilers don't pay a whole lot of attention to the programmer's opinion of whether a function should be inlined. They do pay some, though, so the confusion of concepts persists. I've answered the question in the title, which is the decision the compiler makes, not the question in the body, which is the decision the programmer makes.]
Inlining is not necessarily an all-or-nothing deal. One strategy which compilers use to decide whether to inline, is to keep inlining function calls until the resulting code is "too big". "Big" is defined by some hopefully sensible heuristic.
So consider the following recursive function (which deliberately is not simply tail-recursive):
int triangle(int n) {
if (n == 1) return 1;
return n + triangle(n-1);
}
If it's called like this:
int t100() {
return triangle(100);
}
Then there's no particular reason in principle that the usual rules that the compiler uses for inlining shouldn't result in this:
int t100() {
// inline call to triangle(100)
int result;
if (100 == 1) { result = 1; } else {
// inline call to triangle(99)
int t99;
if (100 - 1 == 1) { t99 = 1; } else {
// inline call to triangle(98)
int t98;
if (100 - 1 - 1 == 1) { t98 = 1; } else {
// oops, "too big", no more inlining
t98 = triangle(100 - 1 - 1 - 1) + 98;
}
t99 = t98 + 99;
}
result = t99 + 100;
}
return result;
}
Obviously the optimiser will have a field day with that, so it's much "smaller" than it looks:
int t100() {
return triangle(97) + 297;
}
The code in triangle itself could be "unrolled" a few steps by a few levels of inlining, in exactly the same way, except that it doesn't have the benefits of constants:
int triangle(int n) {
if (n == 1) return 1;
if (n == 2) return 3;
if (n == 3) return 6;
return triangle(n-3) + 3*n - 3;
}
I doubt whether compilers actually do this, though, I don't think I've ever noticed it [Edit: MSVC does if you tell it to, thanks peterchen].
There's an obvious potential benefit in saving call overhead, but as against that people don't really expect recursive functions to get inlined, and there's no particular guarantee that the usual inlining heuristics will perform well with recursive functions (where there are two different places, the call site and the recursive call, that might be inlined, with different benefits in each case). Furthermore, it's difficult at compile time to estimate how deep the recursion will go, and the inline heuristics might like to take account of the call depth to make decisions. So it may be that the compiler just doesn't bother.
Functional language compilers are typically a lot more aggressive dealing with recursion than C or C++ compilers. The relevant trade-off there is that so many functions written in functional languages are recursive, that performance might be hopeless if the compiler couldn't optimise tail-recursion. So Lisp programmers typically rely on good optimisation of recursive functions, whereas C and C++ programmers typically don't.
If your compiler does not support it, you can try manually inlining instead...
int factorial(int n) {
int result = 1;
if (n-- == 0) {
return result;
} else {
result *= 1;
if (n-- == 0) {
return result;
} else {
result *= 2;
if (n-- == 0) {
return result;
} else {
result *= 3;
if (n-- == 0) {
return result;
} else {
result *= 4;
if (n-- == 0) {
return result;
} else {
// ...
}
}
}
}
}
}
See the problem yet?
Tail recursion (a special case of recursion) it's possible to be inlined by smart compilers.
Now, hold on. A tail-recursive function could be unrolled and inlined pretty easily. Apparently there are compilers that do this, but I am not aware of specifics.
Of course. Any function can be inlined if it makes sense to do it:
int f(int i)
{
if (i <= 0) return 1;
else return i * f(i - 1);
}
int main()
{
return f(10);
}
pseudo assembly (f is inlined in main):
main:
mov r0, #10 ; Pass 10 to f
f:
cmp r0, #0 ; arg <= 0? ...
bge 1l
mov r0, #1 ; ... is so, return 1
ret
1:
mov r0, -(sp) ; if not, save arg.
dec r0 ; pass arg - 1 to f
call f ; just because it's inlined doesn't mean I can't call it.
mul r0, (sp)+ ; compute the result
ret ; done.
;-)
When you call an ordinary function when you change command sequential execution order and jump(call or jmp) into some address where the function resides. Inlining mean that you place in all occurences of this function the commands of this function, so you don't have a one place where you could jump, also other types of optimisations can be used, like elemination of pushing/popping function parameters.
When you know, that the recursive chain will in normal cases be not so long, you could do inlining upto a predefined level (I don't know, if any existing compiler is intelligent enough for this today).
Inlining a recursive function is much like unrolling a loop. You will end up with much duplicate code -- but in some cases it could be worthwhile:
The number of recursive calls (the length of the chain) is normally short (in cases it gets longer than predefined, just do normal recursion)
The overhead for the functions calls is relatively big compared to the logic -- so do some "unrolling" for example five instances and end up doing a recursive call again -- this would lead to saving 80% of the call overhead.
Off course the tail-recursive special-case -- but this was mentioned by others.
Of course can be declared inline. The inline keyword is just a hint to the compiler. In many case the compiler just ignore it and depending on the compiler this could be one of this situatios.
Some compilers cna turn tail recursion into plain loops, and thus inline them normally.
Non-tail recursion could be inlined up to a given depth, usually decided by the compiler.
I've never encountered a practical application for that, as the cost of call isn't high enough anymore to offset the increase in code size.
[edit] (to clarify that: even though I like to toy with these things, and often check what code my compiler generates for "funny stuff" just out of curiosity, I haven't encountered a use case where any such unrolling helped significantly. This doesn't mean they don't exist or couldn't be constructed.
The only place where it would help is precalculating low iterations during compile time. However, in my experience this immensely increases compile times for often negligible runtime performance benefits.
Note that Visual Studio 2008 (and earlier) gives you quite some control over this:
#pragma inline_recursion(on)
#pragma inline_depth(N)
__forceinline
Be careful with the latter, it can easily overload the compiler :)
Inline means that on each place a call to a function marked as inline gets done, the compiler places a copy of the said function code there. This avoids function calling mechanisms, and it's usual argument stack pushing-poping, saving time in gazillion-calls-per-second situations. You see the consequences to static variables and stuff like that? all gone...
So, if you had an inlined recursive call, either your compiler is super smart and figures whether the number of copies is deterministic, of it will say "Cannot make it inline", because it wouldn't know when to stop.