Idea C++ auto unity build system, would it work? - c++

So this may sound a bit crazy but i had the following idea...
In c++ they call a unity build when you put all your code in one file using #include's or simply copy and pasting. This allows for lightning fast compilation.
Now for simplicity lets assume we have a header only library and we restrict ourselves to only using classes (that way we have a garaunteed namespace).
Now i was wondering how well this would work if made automatic. A script/tool would be made to preprocess the .h files; picking out includes and dependencies. The tool would walk every .h file recursively and construct a mapping of dependencies of includes. It would then place these dependencies in one file (main.cpp) using #includes and compile.
Now i want to get your guy's opinions on this idea of automatic unity build creator. Is this smart to do? Would it work as I expect it?

Unity builds are overprized, really.
This allows for lightning fast compilation.
This is not quite true these days. Compilation is not I/O bound assuming you have dedicated machine for compilation with enough RAM. Every modern operating system caches files after first read and than get them from memory. You can avoid intermediate files by piping or storing them in RAM drive. So preprocessor work is just concatenating files in most of the time. This is fast. Real time is spent in compilation and linking.
So any serious application having thousands of files will be huge. Real world example - we work with app where source code takes more than 100MB of data (without system and 3rd party includes). So your system would have to operate on approximate 150MB file. I wouldn't be surprised if some compilers would refuse to compile it. Not to mention time to compile. It is way better to split into smaller files and compile in parallel. Again real example - single thread compile took 40 minutes to finish, running on one server with 16 threads around 2.5-3 minutes and compiling on farm of 16 servers each 16 core with distcc 30 seconds plus some time to link.
The other benefit of unity builds which is better optimization vanishes when LTO and static build are done.
Answering your question - yes you can do that. Does it make sense? Doubtful.

What do you accomplish?
You hate "header only" because you" need to recompile the world every time". In your "brave new world" there is only 1 file so it is always going to be compiled every time - no matter what.
People have spent a lot of time and effort making C++ such that it can use libraries etc to help speed up compilation. Oh, by the way the system I'm looking at today has 17 million + lines of code. You want that in one file?
Links provided by OP in the comments are a good explanation. The big problem I see is scalability. It did remind me of one area in my (inherited) code base where the guards are outside the includes to avoid opening files. e.g.
#ifndef BLAH_H
#include <blah.h>
#endif

Related

Faster build times in C++ [duplicate]

I once worked on a C++ project that took about an hour and a half for a full rebuild. Small edit, build, test cycles took about 5 to 10 minutes. It was an unproductive nightmare.
What is the worst build times you ever had to handle?
What strategies have you used to improve build times on large projects?
Update:
How much do you think the language used is to blame for the problem? I think C++ is prone to massive dependencies on large projects, which often means even simple changes to the source code can result in a massive rebuild. Which language do you think copes with large project dependency issues best?
Forward declaration
pimpl idiom
Precompiled headers
Parallel compilation (e.g. MPCL add-in for Visual Studio).
Distributed compilation (e.g. Incredibuild for Visual Studio).
Incremental build
Split build in several "projects" so not compile all the code if not needed.
[Later Edit]
8. Buy faster machines.
My strategy is pretty simple - I don't do large projects. The whole thrust of modern computing is away from the giant and monolithic and towards the small and componentised. So when I work on projects, I break things up into libraries and other components that can be built and tested independantly, and which have minimal dependancies on each other. A "full build" in this kind of environment never actually takes place, so there is no problem.
One trick that sometimes helps is to include everything into one .cpp file. Since includes are processed once per file, this can save you a lot of time. (The downside to this is that it makes it impossible for the compiler to parallelize compilation)
You should be able to specify that multiple .cpp files should be compiled in parallel (-j with make on linux, /MP on MSVC - MSVC also has an option to compile multiple projects in parallel. These are separate options, and there's no reason why you shouldn't use both)
In the same vein, distributed builds (Incredibuild, for example), may help take the load off a single system.
SSD disks are supposed to be a big win, although I haven't tested this myself (but a C++ build touches a huge number of files, which can quickly become a bottleneck).
Precompiled headers can help too, when used with care. (They can also hurt you, if they have to be recompiled too often).
And finally, trying to minimize dependencies in the code itself is important. Use the pImpl idiom, use forward declarations, keep the code as modular as possible. In some cases, use of templates may help you decouple classes and minimize dependencies. (In other cases, templates can slow down compilation significantly, of course)
But yes, you're right, this is very much a language thing. I don't know of another language which suffers from the problem to this extent. Most languages have a module system that allows them to eliminate header files, which area huge factor. C has header files, but is such a simple language that compile times are still manageable. C++ gets the worst of both worlds. A big complex language, and a terrible primitive build mechanism that requires a huge amount of code to be parsed again and again.
Multi core compilation. Very fast with 8 cores compiling on the I7.
Incremental linking
External constants
Removed inline methods on C++ classes.
The last two gave us a reduced linking time from around 12 minutes to 1-2 minutes. Note that this is only needed if things have a huge visibility, i.e. seen "everywhere" and if there are many different constants and classes.
Cheers
IncrediBuild
Unity Builds
Incredibuild
Pointer to implementation
forward declarations
compiling "finished" sections of the proejct into dll's
ccache & distcc (for C/C++ projects) -
ccache caches compiled output, using the pre-processed file as the 'key' for finding the output. This is great because pre-processing is pretty quick, and quite often changes that force recompile don't actually change the source for many files. Also, it really speeds up a full re-compile. Also nice is the instance where you can have a shared cache among team members. This means that only the first guy to grab the latest code actually compiles anything.
distcc does distributed compilation across a network of machines. This is only good if you HAVE a network of machines to use for compilation. It goes well with ccache, and only moves the pre-processed source around, so the only thing you have to worry about on the compiler engine systems is that they have the right compiler (no need for headers or your entire source tree to be visible).
The best suggestion is to build makefiles that actually understand dependencies and do not automatically rebuild the world for a small change. But, if a full rebuild takes 90 minutes, and a small rebuild takes 5-10 minutes, odds are good that your build system already does that.
Can the build be done in parallel? Either with multiple cores, or with multiple servers?
Checkin pre-compiled bits for pieces that really are static and do not need to be rebuilt every time. 3rd party tools/libraries that are used, but not altered are a good candidate for this treatment.
Limit the build to a single 'stream' if applicable. The 'full product' might include things like a debug version, or both 32 and 64 bit versions, or may include help files or man pages that are derived/built every time. Removing components that are not necessary for development can dramatically reduce the build time.
Does the build also package the product? Is that really required for development and testing? Does the build incorporate some basic sanity tests that can be skipped?
Finally, you can re-factor the code base to be more modular and to have fewer dependencies. Large Scale C++ Software Design is an excellent reference for learning to decouple large software products into something that is easier to maintain and faster to build.
EDIT: Building on a local filesystem as opposed to a NFS mounted filesystem can also dramatically speed up build times.
Fiddle with the compiler optimisation flags,
use option -j4 for gmake for parallel compilation (multicore or single core)
if you are using clearmake , use winking
we can take out the debug flags..in extreme cases.
Use some powerful servers.
This book Large-Scale C++ Software Design has very good advice I've used in past projects.
Minimize your public API
Minimize inline functions in your API. (Unfortunately this also increases linker requirements).
Maximize forward declarations.
Reduce coupling between code. For instance pass in two integers to a function, for coordinates, instead of your custom Point class that has it's own header file.
Use Incredibuild. But it has some issues sometimes.
Do NOT put code that get exported from two different modules in the SAME header file.
Use the PImple idiom. Mentioned before, but bears repeating.
Use Pre-compiled headers.
Avoid C++/CLI (i.e. managed c++). Linker times are impacted too.
Avoid using a global header file that includes 'everything else' in your API.
Don't put a dependency on a lib file if your code doesn't really need it.
Know the difference between including files with quotes and angle brackets.
Powerful compilation machines and parallel compilers. We also make sure the full build is needed as little as possible. We don't alter the code to make it compile faster.
Efficiency and correctness is more important than compilation speed.
In Visual Studio, you can set number of project to compile at a time. Its default value is 2, increasing that would reduce some time.
This will help if you don't want to mess with the code.
This is the list of things we did for a development under Linux :
As Warrior noted, use parallel builds (make -jN)
We use distributed builds (currently icecream which is very easy to setup), with this we can have tens or processors at a given time. This also has the advantage of giving the builds to the most powerful and less loaded machines.
We use ccache so that when you do a make clean, you don't have to really recompile your sources that didn't change, it's copied from a cache.
Note also that debug builds are usually faster to compile since the compiler doesn't have to make optimisations.
We tried creating proxy classes once.
These are really a simplified version of a class that only includes the public interface, reducing the number of internal dependencies that need to be exposed in the header file. However, they came with a heavy price of spreading each class over several files that all needed to be updated when changes to the class interface were made.
In general large C++ projects that I've worked on that had slow build times were pretty messy, with lots of interdependencies scattered through the code (the same include files used in most cpps, fat interfaces instead of slim ones). In those cases, the slow build time was just a symptom of the larger problem, and a minor symptom at that. Refactoring to make clearer interfaces and break code out into libraries improved the architecture, as well as the build time. When you make a library, it forces you to think about what is an interface and what isn't, which will actually (in my experience) end up improving the code base. If there's no technical reason to have to divide the code, some programmers through the course of maintenance will just throw anything into any header file.
Cătălin Pitiș covered a lot of good things. Other ones we do:
Have a tool that generates reduced Visual Studio .sln files for people working in a specific sub-area of a very large overall project
Cache DLLs and pdbs from when they are built on CI for distribution on developer machines
For CI, make sure that the link machine in particular has lots of memory and high-end drives
Store some expensive-to-regenerate files in source control, even though they could be created as part of the build
Replace Visual Studio's checking of what needs to be relinked by our own script tailored to our circumstances
It's a pet peeve of mine, so even though you already accepted an excellent answer, I'll chime in:
In C++, it's less the language as such, but the language-mandated build model that was great back in the seventies, and the header-heavy libraries.
The only thing that is wrong about Cătălin Pitiș' reply: "buy faster machines" should go first. It is the easyest way with the least impact.
My worst was about 80 minutes on an aging build machine running VC6 on W2K Professional. The same project (with tons of new code) now takes under 6 minutes on a machine with 4 hyperthreaded cores, 8G RAM Win 7 x64 and decent disks. (A similar machine, about 10..20% less processor power, with 4G RAM and Vista x86 takes twice as long)
Strangely, incremental builds are most of the time slower than full rebuuilds now.
Full build is about 2 hours. I try to avoid making modification to the base classes and since my work is mainly on the implementation of these base classes I only need to build small components (couple of minutes).
Create some unit test projects to test individual libraries, so that if you need to edit low level classes that would cause a huge rebuild, you can use TDD to know your new code works before you rebuild the entire app. The John Lakos book as mentioned by Themis has some very practical advice for restructuring your libraries to make this possible.

very long compilation times

I'm working on a large solution that has thousands of source files, some of them can have over a thousand includes due to the use of Boost and dependency problems. While compiling in parallel on a 12 core Xeon E5-2690 v2 machine (windows 7) it takes up to 4 hours to rebuild the solution using Waf 1.7.13. What can I do to speed things up?
A few things that come to mind:
Use forward declarations and PIMPL.
Review your code base to see if you have created unnecessary templates when normal classes or functions would have been sufficient.
Try to implement your own templates in terms of non-generic implementations operating on void* where applicable, the templates serving merely as type-safe wrappers (see "Item 42: Use private inheritance judiciously" in "More Effective C++" for a nice example).
Check your compiler's documentation for precompiled headers.
Refactor your application's entire architecture so that there are more internal libraries and a smaller application layer, the goal being that in the long run the libraries become so stable that you don't have to rebuild them all the time.
Experiment with optimisation flags. See if you can turn down optimisation in several specific compilation units where optimisation doesn't make a measurable difference in execution speed or binary size yet signficantly increases compilation times.
If refactoring to remove dependencies is not an option, and the build architecture is so unreliable that you have to clean and rebuild all from time to time (in a perfect world this should never happen), you can:
Improve your machine: use an SSD hard disk and/or lot of RAM. If the project has thousand of source files, you will need to hit the disk a lot of times, with random but cacheable accesses. For 12 core machine with hyper threading I would suggest no less than 24gb of ram, probably better going toward 32. You should measure what is your source code size and how much ram is used by the concurrent 24 compilers you can run in parallel.
Use a compiler cache. I don't know how to setup such environment from windows, and with your build system, so I can't suggest much here.
The culprit is likely the structure of your project itself: the expected time for rebuilding is roughly proportional to the number of source files times the number of headers they include. With strong template based programming, that effort grows with the square of source files.
So, you have exactly two contrary options to get your total compilation time down:
You reduce the number of headers included by each source file. That means you have to avoid any templates that use templates. Try to reduce inter-template dependencies as much as you can.
Program only in headers and only use a single .cpp file which instanciates all the different templates in your application. This avoids any recompilation of a header.
A possible variant of this is to create a precompiled header from all header files in your project, so that precompiling the header takes the bulk of the building time.
Of course, option 2 means that there is no such thing as an incremental build, you will need to recompile the entire project everytime you compile. This can make your project entirely unmaintainable. So, I would strongly suggest to go for option 1. But that requires a different programming style (one that uses templates very sparingly) than your project seems to be written in.
In either case, there is no magic bullet: It is not likely possible to make a significant change to the compilation time without restructuring the entire project.
Some suggestions you could try relatively easily:
Use distributed compilation using IncrediBuild or such
Use "unity" builds, i.e. including several cpp files in a single cpp file and compiling only the unity cpp's (you can have a simple tool building the unity cpp's with given number of cpp files in each). Even though I'm not big fan of this technique due to its shortcomings I have seen it employed quite often in projects with bad physical structure to optimize compile & link times.
Use "#pragma once" in headers
Use precompiled headers
Optimize redundant #include's in header files. I don't know if there's a tool for it, but you could easily build a tool which comments out #includes in headers and tries to compile them to see which ones are not needed.
Profile #include file compilation speeds and focus on addressing the worst performers and the ones that are deepest in the #include chain. I.e. use forward declarations instead of #include's, etc.
Buy more/better hardware

Trace the compiler to see how much time it spent on certain files

Compiling my project takes ages and I thought I would like to improve the compile time of it. The first thing I am trying to do is to break down the compile time into the individual files.
So that the compiler tells me for example:
boost/variant.hpp: took 100ms in total
myproject/foo.hpp: took 25ms in total
myproject/bar.cpp: took 125ms in total
I could then specifically try to improve the compile time of the files taking up the most time, by introducing forward declaration and/or reordering things so I can omit include files.
Is there something for this task? I am using GCC and ICC (intel c++)
I use Scons as my build system.
The important metric is not how long it takes to process (whatever that means) a header file, but how often the header file changes and forces the build system to reinvoke the compiler on all dependent units.
The time the compiler spends parsing useless code is really small compared to all the other steps of the compilation process. Even if you include entire unneeded files, they're likely hot in disk cache. And precompiled headers make this even better.
The goal is to avoid recompiling units due to unrelated changes in header files. That's where techniques such as pimpl and other compile firewalls come in.
And link-time-code-generation aka whole-program-optimization makes matters worse, by undoing compile-time firewalls and reprocessing the entire program anyway.
Anyway, information on how unstable a header file is should be attainable from build logs, commit logs, even last modified date in the filesystem.
You have an unusual, quirky definition of the time spent processing header files that doesn't match what anyone else uses. So you can probably make this happen, but you'll have to do it yourself. Probably the best way is to run gcc under strace -tt. You can then see when it opens, reads, and closes each file, allowing you to tell how long it processes them.
Have you tried instrumenting the build as a whole yet? Like any performance problem, it's likely that what you think is the problem is not actually the problem. Electric Make is a GNU-make-compatible implementation of make that can produce an XML-annotated build log, which can in turn be used for analysis of build performance issues with ElectricInsight. For example, the "Job Time by Type" report in ElectricInsight can tell you broadly what activities consume the most time in your build, and specifically which jobs in the build are longest. That will help you to direct your efforts to the places where they will be most fruitful.
For example:
Disclaimer: I am the chief architect of Electric Make and ElectricInsight.

GNU tool to analyze and reduce compile time for my application

I am using SUSE10 (64 bit)/AIX (5.1) and HP I64 (11.3) to compile my application. Just to give some background, my application has around 200KLOC (2Lacs) lines of code (without templates). It is purely C++ code. From measurements, I see that compile time ranges from 45 minutes(SUSE) to around 75 minutes(AIX).
Question 1 : Is this time normal (acceptable)?
Question 2 : I want to re-engineer the code arrangement and reduce the compile time. Is there any GNU tool which can help me to do this?
PS :
a. Most of the question in stackoverflow was related to Visual Studio, so I had to post a separate question.
b. I use gcc 4.1.2 version.
c. Another info (which might be useful) is code is spread across around 130 .cpp files but code distribution varies from 1KLOC to 8 KLOCK in a file.
Thanks in advance for you help!!!
Edit 1 (after comments)
#PaulR "Are you using makefiles for this ? Do you always do a full (clean) build or just build incrementally ?"
Yes we are using make files for project building.
Sometimes we are forced to do the full build (like over-night build/run or automated run or refresh complete code since many members have changed many files). So I have posted in general sense.
Excessive (or seemingly excessive) compilation times are often caused by an overly complicated include file hierarchy.
While not exactly a tool for this purpose, doxygen could be quite helpful: among other charts it can display the include file hierarchy for every source file in the project. I have found many interesting and convoluted include dependencies in my projects.
Read John Lakos's Large-Scale C++ Design for some very good methods of analysing and re-organising the structure of the project in order to minimise dependencies. Ultimately the time taken to build a large project increases as the amount of code increases, but also as the dependencies increase (or at least the impact of changes to header files increases as the dependencies increase). So minimising those dependencies is one thing to aim for. Lakos's concept of Levelization is very helpful in working out how to split several large monolothic inter-dependent libraries into something with a much better structure.
I can't address your specific questions but I use ccache to help with compile times, which caches object files and will use the same ones if source files do not change. If you are using SuSE, it should come with your distribution.
In addition to the already mentioned ccache, have a look at distcc. Throwing more hardware at such a scalable problem is cheap and simple.
Long compile times in large C++ projects are almost always caused by inappropriate use of header files. Section 9.3.2 of The C++ Programming Language provide some useful points this. Precompiling header files can considerably reduce compile time of large projects. See the GNU documentation on Precompiled Headers for more information.
Make sure that your main make targets can be executed in parallel (make -j <CPU_COUNT+1>) and of course try to use ccache. In addition we experimented with ccache and RAM disks, if you export CCACHE_DIR and point it to a RAM disk this will speed up your compilation process as well.

How do YOU reduce compile time, and linking time for Visual C++ projects (native C++)?

How do YOU reduce compile time, and linking time for VC++ projects (native C++)?
Please specify if each suggestion applies to debug, release, or both.
It may sound obvious to you, but we try to use forward declarations as much as possible, even if it requires to write out long namespace names the type(s) is/are in:
// Forward declaration stuff
namespace plotter { namespace logic { class Plotter; } }
// Real stuff
namespace plotter {
namespace samples {
class Window {
logic::Plotter * mPlotter;
// ...
};
}
}
It greatly reduces the time for compiling also on others compilers. Indeed it applies to all configurations :)
Use the Handle/Body pattern (also sometimes known as "pimpl", "adapter", "decorator", "bridge" or "wrapper"). By isolating the implementation of your classes into your .cpp files, they need only be compiled once. Most changes do not require changes to the header file so it means you can make fairly extensive changes while only requiring one file to be recompiled. This also encourages refactoring and writing of comments and unit tests since compile time is decreased. Additionally, you automatically separate the concerns of interface and implementation so the interface of your code is simplified.
If you have large complex headers that must be included by most of the .cpp files in your build process, and which are not changed very often, you can precompile them. In a Visual C++ project with a typical configuration, this is simply a matter of including them in stdafx.h. This feature has its detractors, but libraries that make full use of templates tend to have a lot of stuff in headers, and precompiled headers are the simplest way to speed up builds in that case.
These solutions apply to both debug and release, and are focused on a codebase that is already large and cumbersome.
Forward declarations are a common solution.
Distributed building, such as with Incredibuild is a win.
Pushing code from headers down into source files can work. Small classes, constants, enums and so on might start off in a header file simply because it could have been used in multiple compilation units, but in reality they are only used in one, and could be moved to the cpp file.
A solution I haven't read about but have used is to split large headers. If you have a handful of very large headers, take a look at them. They may contain related information, and may also depend on a lot of other headers. Take the elements that have no dependencies on other files...simple structs, constants, enums and forward declarations and move them from the_world.h to the_world_defs.h. You may now find that a lot of your source files can now include only the_world_defs.h and avoid including all that overhead.
Visual Studio also has a "Show Includes" option that can give you a sense of which source files include many headers and which header files are most frequently included.
For very common includes, consider putting them in a pre-compiled header.
I use Unity Builds (Screencast located here).
The compile speed question is interesting enough that Stroustrup has it in his FAQ.
We use Xoreax's Incredibuild to run compilation in parallel across multiple machines.
Also an interesting article from Ned Batchelder: http://nedbatchelder.com/blog/200401/speeding_c_links.html (about C++ on Windows).
Our development machines are all quad-core and we use Visual Studio 2008 supports parallel compiling. I am uncertain as to whether all editions of VS can do this.
We have a solution file with approximately 168 individual projects, and compile this way takes about 25 minutes on our quad-core machines, compared to about 90 minutes on the single core laptops we give to summer students. Not exactly comparable machines but you get the idea :)
With Visual C++, there is a method, some refer to as Unity, that improves link time significantly by reducing the number of object modules.
This involves concatenating the C++ code, usually in groups by library. This of course makes editing the code much more difficult, and you will run into namespace collisions unless you use them well. It keeps you from using "using namespace foo";
Several teams at our company have elaborate systems to take the normal C++ files and concatenate them at compile time as a build step. The reduction in link times can be enormous.
Another useful technique is blobbing. I think it is something similar to what was described by Matt Shaw.
Simply put, you just create one cpp file in which you include other cpp files. You may have two different project configurations, one ordinary and one blob. Of course, blobbing puts some constrains on your code, e.g. class names in unnamed namespaces may clash.
One technique to avoid recompiling the whole code in a blob (as David Rodríguez mentioned) when you change one cpp file - is to have your "working" blob which is created from files modified recently and other ordinary blobs.
We use blobbing at work most of the time, and it reduces project build time, especially link time.
Compile Time:
If you have IncrediBuild, compile time won't be a problem. If you don't have a IncrediBuild, try the "unity build" method. It combine multiple cpp files to a single cpp file so the whole compile time is reduced.
Link Time:
The "unity build" method also contribute to reduce the link time but not much. How ever, you can check if the "Whole global optimization" and "LTCG" are enabled, while these flags make the program fast, they DO make the link SLOW.
Try turning off the "Whole Global Optimization" and set LTCG to "Default" the link time might be reduced by 5/6. (LTCG stands for Link Time Code Generation)