C++ one big loop vs many loops - c++

Is there any difference in performance in one big loop vs many small loops?
I need to iterate over 3 arrays with 64 elements each, and I also have to check for each item if it is NULL, if it is, I skip that iteration. Would it be better to write one big loop and insert 3 ifs inside of it, or write 3 small loops, one for each array?

A big loop could be faster because it has fewer branches in total (4 vs 6) and is slightly less code overall.
3 small branches will probably be faster on most modern CPU's because the cost of the branches for the loops is small, and splitting the loops up can make instruction fetching more efficient.
This is highly dependent on how much code you have in the loops, and also potentially on the positions of your branches within those loops. Branch prediction could be affected too, but this could go either way.

There is a higher possibility for a smaller loop to fit in a CPU cache, thus
execution could be far quicker than a larger loop which doesn't.

Related

Why are the relative performance results in Google Benchmark completely different from raw loops? [duplicate]

I am evaluating a network+rendering workload for my project.
The program continuously runs a main loop:
while (true) {
doSomething()
drawSomething()
doSomething2()
sendSomething()
}
The main loop runs more than 60 times per second.
I want to see the performance breakdown, how much time each procedure takes.
My concern is that if I print the time interval for every entrance and exit of each procedure,
It would incur huge performance overhead.
I am curious what is an idiomatic way of measuring the performance.
Printing of logging is good enough?
Generally: For repeated short things, you can just time the whole repeat loop. (But microbenchmarking is hard; easy to distort results unless you understand the implications of doing that; for very short things, throughput and latency are different, so measure both separately by making one iteration use the result of the previous or not. Also beware that branch prediction and caching can make something look fast in a microbenchmark when it would actually be costly if done one at a time between other work in a larger program.
e.g. loop unrolling and lookup tables often look good because there's no pressure on I-cache or D-cache from anything else.)
Or if you insist on timing each separate iteration, record the results in an array and print later; you don't want to invoke heavy-weight printing code inside your loop.
This question is way too broad to say anything more specific.
Many languages have benchmarking packages that will help you write microbenchmarks of a single function. Use them. e.g. for Java, JMH makes sure the function under test is warmed up and fully optimized by the JIT, and all that jazz, before doing timed runs. And runs it for a specified interval, counting how many iterations it completes. See How do I write a correct micro-benchmark in Java? for that and more.
Beware common microbenchmark pitfalls
Failure to warm up code / data caches and stuff: page faults within the timed region for touching new memory, or code / data cache misses, that wouldn't be part of normal operation. (Example of noticing this effect: Performance: memset; or example of a wrong conclusion based on this mistake)
Never-written memory (obtained fresh from the kernel) gets all its pages copy-on-write mapped to the same system-wide physical page (4K or 2M) of zeros if you read without writing, at least on Linux. So you can get cache hits but TLB misses. e.g. A large allocation from new / calloc / malloc, or a zero-initialized array in static storage in .bss. Use a non-zero initializer or memset.
Failure to give the CPU time to ramp up to max turbo: modern CPUs clock down to idle speeds to save power, only clocking up after a few milliseconds. (Or longer depending on the OS / HW).
related: on modern x86, RDTSC counts reference cycles, not core clock cycles, so it's subject to the same CPU-frequency variation effects as wall-clock time.
Most integer and FP arithmetic asm instructions (except divide and square root which are already slower than others) have performance (latency and throughput) that doesn't depend on the actual data. Except for subnormal aka denormal floating point being very slow, and in some cases (e.g. legacy x87 but not SSE2) also producing NaN or Inf can be slow.
On modern CPUs with out-of-order execution, some things are too short to truly time meaningfully, see also this. Performance of a tiny block of assembly language (e.g. generated by a compiler for one function) can't be characterized by a single number, even if it doesn't branch or access memory (so no chance of mispredict or cache miss). It has latency from inputs to outputs, but different throughput if run repeatedly with independent inputs is higher. e.g. an add instruction on a Skylake CPU has 4/clock throughput, but 1 cycle latency. So dummy = foo(x) can be 4x faster than x = foo(x); in a loop. Floating-point instructions have higher latency than integer, so it's often a bigger deal. Memory access is also pipelined on most CPUs, so looping over an array (address for next load easy to calculate) is often much faster than walking a linked list (address for next load isn't available until the previous load completes).
Obviously performance can differ between CPUs; in the big picture usually it's rare for version A to be faster on Intel, version B to be faster on AMD, but that can easily happen in the small scale. When reporting / recording benchmark numbers, always note what CPU you tested on.
Related to the above and below points: you can't "benchmark the * operator" in C in general, for example. Some use-cases for it will compile very differently from others, e.g. tmp = foo * i; in a loop can often turn into tmp += foo (strength reduction), or if the multiplier is a constant power of 2 the compiler will just use a shift. The same operator in the source can compile to very different instructions, depending on surrounding code.
You need to compile with optimization enabled, but you also need to stop the compiler from optimizing away the work, or hoisting it out of a loop. Make sure you use the result (e.g. print it or store it to a volatile) so the compiler has to produce it. For an array, volatile double sink = output[argc]; is a useful trick: the compiler doesn't know the value of argc so it has to generate the whole array, but you don't need to read the whole array or even call an RNG function. (Unless the compiler aggressively transforms to only calculate the one output selected by argc, but that tends not to be a problem in practice.)
For inputs, use a random number or argc or something instead of a compile-time constant so your compiler can't do constant-propagation for things that won't be constants in your real use-case. In C you can sometimes use inline asm or volatile for this, e.g. the stuff this question is asking about. A good benchmarking package like Google Benchmark will include functions for this.
If the real use-case for a function lets it inline into callers where some inputs are constant, or the operations can be optimized into other work, it's not very useful to benchmark it on its own.
Big complicated functions with special handling for lots of special cases can look fast in a microbenchmark when you run them repeatedly, especially with the same input every time. In real life use-cases, branch prediction often won't be primed for that function with that input. Also, a massively unrolled loop can look good in a microbenchmark, but in real life it slows everything else down with its big instruction-cache footprint leading to eviction of other code.
Related to that last point: Don't tune only for huge inputs, if the real use-case for a function includes a lot of small inputs. e.g. a memcpy implementation that's great for huge inputs but takes too long to figure out which strategy to use for small inputs might not be good. It's a tradeoff; make sure it's good enough for large inputs (for an appropriate definition of "enough"), but also keep overhead low for small inputs.
Litmus tests:
If you're benchmarking two functions in one program: if reversing the order of testing changes the results, your benchmark isn't fair. e.g. function A might only look slow because you're testing it first, with insufficient warm-up. example: Why is std::vector slower than an array? (it's not, whichever loop runs first has to pay for all the page faults and cache misses; the 2nd just zooms through filling the same memory.)
Increasing the iteration count of a repeat loop should linearly increase the total time, and not affect the calculated time-per-call. If not, then you have non-negligible measurement overhead or your code optimized away (e.g. hoisted out of the loop and runs only once instead of N times).
Vary other test parameters as a sanity check.
For C / C++, see also Simple for() loop benchmark takes the same time with any loop bound where I went into some more detail about microbenchmarking and using volatile or asm to stop important work from optimizing away with gcc/clang.

SIMD Implementation of std::nth_element

I have an algorithm that runs on my dual-core, 3 GHz Intel processor in on average 250ms, and I am trying to optimize it. Currently, I have an std::nth_element call that is invoked around 6,000 times on std::vectors of between 150 and 300 elements, taking on average 50ms. I've spent some time optimizing the comparator I use, which currently looks up two doubles from a vector and does a simple < comparison. The comparator takes a negligible fraction of the time to run std::nth_element. The comparator's copy-constructor is also simple.
Since this call is currently taking 20% of the time for my algorithm, and since the time is mostly spent in the code for nth_element that I did not write (i.e. not the comparator), I'm wondering if anyone knows of a way of optimizing nth_element using SIMD or any other approach? I've seen some questions on parallelizing std::nth_element using OpenCL and multiple threads, but since the vectors are pretty short, I'm not sure how much benefit I would get from that approach, though I'm open to being told I'm wrong.
If there is an SSE approach, I can use any SSE instruction up to (the current, I think) SSE4.2.
Thanks!
Two thoughts:
Multithreading probably won't speed up processing for any single vector, but might help you as the number of vectors grows large.
Sorting is too powerful a tool for your problem: you're computing the entire order of the vector, but you don't care about anything but the top few. You know for each vector how many elements make up the top 5%, so instead of sorting the whole thing you should make one pass through the array and find the k largest. You can do this is O(n) time with k extra space, so it's probably a win overall.

Parallelization efficiency of openMP

I have a C++ code containig many for-loops parallelized with openMP on a 8-thread computer.
But the speed of execution with single thread is faster than parallel 8 thread. I was told that if the load of the for-loops increases parallelization will become efficient.
Here with load I mean for example maximum number of iterations for a loop. The thing is I dont have a chance to compare single and 8-thread parallel code for a huge amount of data.
Should I use parallel code anyway? Is it true that parallelization efficiency will increase with load of for-loops?
The canonical use case for OpenMP is the distribution among a team of threads of the iterations of a high iteration count loop with the condition that the loop iterations have no direct or indirect dependencies.
You can spot what I mean by direct dependencies by considering the question Does the order of loop iteration execution affect the results ?. If, for example, iteration N+1 uses the results of iteration N you have such a dependency, running the loop iterations in reverse order will change the output of the routine.
By indirect dependencies I mean mainly data races, in which threads have to coordinate their access to shared data, in particular they have to ensure that writes to shared variables happen in the correct sequence.
In many cases you can redesign a loop-with-dependencies to remove those dependencies.
IF you have a high iteration count loop which has no such dependencies THEN you have a candidate for good speed-up with OpenMP. Here are the buts:
There is some parallel overhead to the computation at the start and end of each such loop, if the loop count isn't high enough this overhead may outweigh, partially or wholly, the speedup of running the iterations in parallel. The only way to determine if this is affecting your code is to test and measure.
There can be dependencies between loop iterations more subtle than I have already outlined. Depending on your system architecture and the computations inside the loop you might (without realising it) program your threads to fight over access to cache or to I/O resources, or to any other resource. In the worst cases this can lead to increasing the number of threads leading to decreasing execution rate.
You have to make sure that each OpenMP thread is backed up by hardware, not by the pseudo-hardware that hyperthreading represents. One core per OpenMP thread, hyperthreading is snake oil in this domain.
I expect there are other buts to put in here, perhaps someone else will help out.
Now, turning to your questions:
Should I use parallel code anyway? Test and measure.
Is it true that parallelization efficiency will increase with load of for-loops? Approximately, but for your code on your hardware, test and measure.
Finally, you can't become a serious parallel computationalist without measuring run times under various combinations of circumstances and learning what the measurements you make are telling you. If you can't compare sequential and parallel execution for huge amounts of data, you'll have to measure them for modest amounts of data and understand the lessons you learn before making predictions about behaviour when dealing with huge amounts of data.

Performance of breaking apart one loop into two loops

Good Day,
Suppose that you have a simple for loop like below...
for(int i=0;i<10;i++)
{
//statement 1
//statement 2
}
Assume that statement 1 and statement 2 were O(1). Besides the small overhead of "starting" another loop, would breaking down that for loop into two (not nested, but sequential) loops be as equally fast? For example...
for(int i=0;i<10;i++)
{
//statement 1
}
for(int i=0;i<10;i++)
{
//statement 2
}
Why I ask such a silly question is that I have a Collision Detection System(CDS) that has to loop through all the objects. I want to "compartmentalize" the functionality of my CDS system so I can simply call
cds.update(objectlist);
instead of having to break my cds system up. (Don't worry too much about my CDS implementation... I think I know what I am doing, I just don't know how to explain it, what I really need to know is if I take a huge performance hit for looping through all my objects again.
It depends on your application.
Possible Drawbacks (of splitting):
your data does not fit into the L1 data cache, therefore you load it once for the first loop and then reload it for the second loop
Possible Gains (of splitting):
your loop contains many variables, splitting helps reducing register/stack pressure and the optimizer turns it into better machine code
the functions you use trash the L1 instruction cache so the cache is loaded on each iteration, while by splitting you manage into loading it once (only) at the first iteration of each loop
These lists are certainly not comprehensive, but already you can sense that there is a tension between code and data. So it is difficult for us to take an educated/a wild guess when we know neither.
In doubt: profile. Use callgrind, check the cache misses in each case, check the number of instructions executed. Measure the time spent.
In terms of algorithmic complexity splitting the loops makes no difference.
In terms of real world performance splitting the loops could improve performance, worsen performance or make no difference - it depends on the OS, hardware and - of course - what statement 1 and statement 2 are.
As noted, the complexity remains.
But in the real world, it is impossible for us to predict which version runs faster. The following are factors that play roles, huge ones:
Data caching
Instruction caching
Speculative execution
Branch prediction
Branch target buffers
Number of available registers on the CPU
Cache sizes
(note: over all of them, there's the Damocles sword of misprediction; all are wikipedizable and googlable)
Especially the last factor makes it sometimes impossible to compile the one true code for code whose performance relies on specific cache sizes. Some applications will run faster on CPU with huge caches, while running slower on small caches, and for some other applications it will be the opposite.
Solutions:
Let your compiler do the job of loop transformation. Modern g++'s are quite good in that discipline. Another discipline that g++ is good at is automatic vectorization. Be aware that compilers know more about computer architecture than almost all people.
Ship different binaries and a dispatcher.
Use cache-oblivious data structures/layouts and algorithms that adapt to the target cache.
It is always a good idea to endeavor for software that adapts to the target, ideally without sacrificing code quality. And before doing manual optimization, either microscopic or macroscopic, measure real world runs, then and only then optimize.
Literature:
* Agner Fog's Guides
* Intel's Guides
With two loops you will be paying for:
increased generated code size
2x as many branch predicts
depending what the data layout of statement 1 and 2 are you could be reloading data into cache.
The last point could have a huge impact in either direction. You should measure as with any perf optimization.
As far as the big-o complexity is concerned, this doesn't make a difference if 1 loop is O(n), then so is the 2 loop solution.
As far as micro-optimisation, it is hard to say. The cost of a loop is rather small, we don't know what the cost of accessing your objects is (if they are in a vector, then it should be rather small too), but there is a lot to consider to give a useful answer.
You're correct in noting that there will be some performance overhead by creating a second loop. Therefore, it cannot be "equally fast"; as this overhead, while small, is still overhead.
I won't try to speak intelligently about how collision systems should be built, but if you're trying to optimize performance it's better to avoid building unnecessary control structures if you can manage it without pulling your hair out.
Remember that premature optimization is one of the worst things you can do. Worry about optimization when you have a performance problem, in my opinion.

Loop unrolling vs Loop tiling

Can someone please tell if the 2 optimization techniques are same or different?
Also, is it responsibility of programmer or compiler to do it?
The two techniques are different. See descriptions for Loop unrolling and Loop tiling.
Loop unrolling is done to eliminate the overhead of looping. It is (usually) only useful for fairly small loops where the number of iterations is small and is known at compile time. It is mostly done by the compiler.
In older times when computers were slower and compilers were more primitive, programmers would do manual loop unrolling but now it would be unusual for a programmer to do it -- except possibly for a very restrictive embedded system.
Loop tiling is commonly done with very large data sets. The object is: to load some data into cache memory and perform all operations on it before paging in some new data.
Depending on the operations being performed and the internal organisation of the data, a simple loop might jump about into different data pages causing a lot of cache misses (and page loads). Careful planning of the order of execution can significantly improve run-times for certain problems.
While it is likely that a compiler might perform loop tiling, there are times when the programmer might do so manually and possibly do a better job than the compiler.
In general, don't try to do these types of optimisation as they add a lot of complexity (and bugs) to the code and usually provide only modest performance gains. However if your code is slow and profiling indicates particular types of bottlenecks, then something like loop tiling should be considered and may lead to large performance gains.
These are two totally different performance optimisations.
Loop unrolling is a code optimisation where code is replicated within a loop and the total number of loop iterations is reduced. The benefit is reduced loop overhead (normally only relevant for very small loops), and better instruction scheduling with reduced dependency stalls in superscalar CPUs. This can be done both manually and/or as a compiler optimisation.
Tiling is a memory optimisation which aims to make better use of cache by processing tiles (small blocks within a larger data structure), typically in the context of an image or other 2D data structure. This is normally implemented at the source code level, as part of the overall design of an algorithm implementation.