Why can forced inline functions lead to bad performance? [duplicate] - c++

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What is wrong with using inline functions?
(13 answers)
Closed 8 years ago.
If I inline a function.
The function call body will be copied instead of issuing a call() to it.
Why can that lead to bad performance?
Edit: And what about cache misses because of to big functions then?
Why does the rule of thumb "only inline functions with max 3 lines" exist then?

There may be an edge case where inlining a function can increase the program size or move bits of the program around so that cache misses occur where they didn't before. It wouldn't be common, since caches are designed to handle most common situations and are quite large compared to most hotspots.

There's no standard way to force inline functions in modern C++ compilers, so this is kind of a moot point. However, assuming you are using compiler-specific functionality to force inline (and the compiler doesn't ignore it) it wouldn't lead to bad performance but it would lead to increased executable size due to there being more copies of the same code.
Edit: Per the comment below it should be mentioned that a very unlikely edge case does exist where your code could be executing different copies of the same inlined function in close proximity, reducing the efficiency of the instruction cache. The likelihood that this will measurably affect performance is extremely small, but in certain edge cases it could.

We should take a step back and try to explain how CPUs work. Usually they have different caches, one for the code, which tells the CPU the instructions that will be needed to execute, and one for data, where operations are applied to.
Data cache misses are "easy" to solve, try to use the smallest data structures you can, put close together members that you access more frequently...
Instruction cache misses are more difficult to understand and solve, and that's also the reason why it's commonly recognized that polymorphic behavior in C++ is slower than normal function calls. Basically the CPU will prefetch in its caches the instructions that are stored close to the execution point you're trying to execute, if everything is inline, there's just more data and it won't be able to prefetch everything, leading to a cache miss. Please note this is just a simplistic case, in my experience I had problems with template instantiations that would generate a lot of code, leading to a slower performance than just having simple virtual calls and a not too deep object hierarchy.
As Alexandrescu always points out, you should always time your code
Source:
What Every Programmer Should Know About Memory

Related

High-performance code in c++ (inheritance, pointers to functions, if)

Suppose you have a very large graph with lots of processing upon its nodes (like tens of milions of operations per node). The core routine is the same for each node, but there are some additional operations based on internal conditions. There can be 2 such conditions which produces 4 cases (0,0), (1,0), (0,1), (1,1). E.g. (1,1) means that both conditions hold. Conditions are established once (one set for each node independently) in a program and, from then on, never change. Unfortunately, they are determined in runtime and in a fully unpredictable way (based on data received via HTTP from and external server).
What is the fastest in such scenario? (taken into account modern compiler optimizations which I have no idea of)
simply using "IFs": if (condition X) perform additional operation X.
using inheritance to derive four classes from base class (exposing method OPERATION) to have a proper operation and save tens milions of "ifs". [but I am not sure if this is a real saving, inheritance must have its overhead too)
use pointer to function to assign the function based on conditions once.
I would take me long to come to a point where I can test it by myself (I don't have such a big data yet and this will be integrated into bigger project so would not be easy to test all versions).
Reading answers: I know that I probably have to experiment with it. But apart from everything, this is sort of a question what is faster:
tens of milions of IF statements and normal statically known function calls VS function pointer calls VS inheritance which I think is not the best idea in this case and I am thinking of eliminating it from further inspection Thanks for any constructive answers (not saying that I shouldn't care about such minor things ;)
There is no real answer except to measure the actual code on the
real data. At times, in the past, I've had to deal with such
problems, and in the cases I've actually measured, virtual
functions were faster than if's. But that doesn't mean much,
since the cases I measured were in a different program (and thus
a different context) than yours. For example, a virtual
function call will generally prevent inlining, whereas an if is
inline by nature, and inlining may open up additional
optimization possibilities.
Also the machines I measured on handled virtual functions pretty
well; I've heard that some other machines (HP's PA, for example)
are very ineffective in their implementation of indirect jumps
(including not only virtual function calls, but also the return
from the function---again, the lost opportunity to inline
costs).
If you absolutely have to have the fastest way, and the process order of the nodes is not relevant, make four different types, one for each case, and define a process function for each. Then in a container class, have four vectors, one for each node type. Upon creation of a new node get all the data you need to create the node, including the conditions, and create a node of the correct type and push it into the correct vector. Then, when you need to process all your nodes, process them type by type, first processing all nodes in the first vector, then the second, etc.
Why would you want to do this:
No ifs for the state switching
No vtables
No function indirection
But much more importantly:
No instruction cache thrashing (you're not jumping to a different part of your code for every next node)
No branch prediction misses for state switching ifs (since there are none)
Even if you'd have inheritance with virtual functions and thus function indirection through vtables, simply sorting the nodes by their type in your vector may already make a world of difference in performance as any possible instruction cache thrashing would essentially be gone and depending on the methods of branch prediction the branch prediction misses could also be reduced.
Also, don't make a vector of pointers, but make a vector of objects. If they are pointers you have an extra adressing indirection, which in itself is not that worrisome, but the problem is that it may lead to data cache thrashing if the objects are pretty much randomly spread throughout your memory. If on the other hand your objects are directly put into the vector the processing will basically go through memory linearly and the cache will basically hit every time and cache prefetching might actually be able to do a good job.
Note though that you would pay heavily in data structure creation if you don't do it correctly, if at all possible, when making the vector reserve enough capacity in it immediately for all your nodes, reallocating and moving every time your vector runs out of space can become expensive.
Oh, and yes, as James mentioned, always, always measure! What you think may be the fastest way may not be, sometimes things are very counter intuitive, depending on all kinds of factors like optimizations, pipelining, branch prediction, cache hits/misses, data structure layout, etc. What I wrote above is a pretty general approach, but it is not guaranteed to be the fastest and there are definitely ways to do it wrong. Measure, Measure, Measure.
P.S. inheritance with virtual functions is roughly equivalent to using function pointers. Virtual functions are usually implemented by a vtable at the head of the class, which is basically just a table of function pointers to the implementation of the given virtual for the actual type of the object. Whether ifs is faster than virtuals or the other way around is a very very difficult question to answer and depends completely on the implementation, compiler and platform used.
I'm actually quite impressed with how effective branch prediction can be, and only the if solution allows inlining which also can be dramatic. Virtual functions and pointer to function also involve loading from memory and could possibly cause cache misses
But, you have four conditions so branch misses can be expensive.
Without the ability to test and verify the answer really can't be answered. Especially since its not even clear that this would be a performance bottleneck sufficient enough to warrant optimization efforts.
In cases like this. I would err on the side of readability and ease of debugging and go with if
Many programmers have taken classes and read books that go on about certain favorite subjects: pipelining, cacheing, branch prediction, virtual functions, compiler optimizations, big-O algorithms, etc. etc. and the performance of those.
If I could make an analogy to boating, these are things like trimming weight, tuning power, adjusting balance and streamlining, assuming you are starting from some speedboat that's already close to optimal.
Never mind you may actually be starting from the Queen Mary, and you're assuming it's a speedboat.
It may very well be that there are ways to speed up the code by large factors, just by cutting away fat (masquerading as good design), if only you knew where it was.
Well, you don't know where it is, and guessing where is a waste of time, unless you value being wrong.
When people say "measure and use a profiler" they are pointing in the right direction, but not far enough.
Here's an example of how I do it, and I made a crude video of it, FWIW.
Unless there's a clear pattern to these attributes, no branch predictor exists that can effectively predict this data-dependent condition for you. Under such circumstances, you may be better off avoiding a control speculation (and paying the penalty of a branch misprediction), and just wait for the actual data to arrive and resolve the control flow (more likely to occur using virtual functions). You'll have to benchmark of course to verify that, as it depends on the actual pattern (if for e.g. you have even small groups of similarly "tagged" elements).
The sorting suggested above is nice and all, but note that it converts a problem that's just plain O(n) into an O(logn) one, so for large sizes you'll lose unless you can sort once - traverse many times, or otherwise cheaply maintain the sort state.
Note that some predictors may also attempt to predict the address of the function call, so you might be facing the same problem there.
However, I must agree about the comments regarding early-optimizations - do you know for sure that the control flow is your bottleneck? What if fetching the actual data from memory takes longer? In general, it would seem that your elements can be process in parallel, so even if you run this on a single thread (and much more if you use multiple cores) - you should be bandwidth-bound and not latency bound.

Function size vs execution speed

I remember hearing somewhere that "large functions might have higher execution times" because of code size, and CPU cache or something like that.
How can I tell if function size is imposing a performance hit for my application? How can I optimize against this? I have a CPU intensive computation that I have split into (as many threads as there are CPU cores). The main thread waits until all of the worker threads are finished before continuing.
I happen to be using C++ on Visual Studio 2010, but I'm not sure that's really important.
Edit:
I'm running a ray tracer that shoots about 5,000 rays per pixel. I create (cores-1) threads (1 per extra core), split the screen into rows, and give each row to a CPU thread. I run the trace function on each thread about 5,000 times per pixel.
I'm actually looking for ways to speed this up. It is possible for me to reduce the size of the main tracing function by refactoring, and I want to know if I should expect to see a performance gain.
A lot of people seem to be answering the wrong question here, I'm looking for an answer to this specific question, even if you think I can probably do better by optimizing the contents of the function, I want to know if there is a function size/performance relationship.
It's not really the size of the function, it's the total size of the code that gets cached when it runs. You aren't going to speed things up by splitting code into a greater number of smaller functions, unless some of those functions aren't called at all in your critical code path, and hence don't need to occupy any cache. Besides, any attempt you make to split code into multiple functions might get reversed by the compiler, if it decides to inline them.
So it's not really possible to say whether your current code is "imposing a performance hit". A hit compared with which of the many, many ways that you could have structured your code differently? And you can't reasonably expect changes of that kind to make any particular difference to performance.
I suppose that what you're looking for is instructions that are rarely executed (your profiler will tell you which they are), but are located in the close vicinity of instructions that are executed a lot (and hence will need to be in cache a lot, and will pull in the cache line around them). If you can cluster the commonly-executed code together, you'll get more out of your instruction cache.
Practically speaking though, this is not a very fruitful line of optimization. It's unlikely you'll make much difference. If nothing else, your commonly-executed code is probably quite small and adjacent already, it'll be some small number of tight loops somewhere (your profiler will tell you where). And cache lines at the lowest levels are typically small (of the order of 32 or 64 bytes), so you'd need some very fine re-arrangement of code. C++ puts a lot between you and the object code, that obstructs careful placement of instructions in memory.
Tools like perf can give you information on cache misses - most of those won't be for executable code, but on most systems it really doesn't matter which cache misses you're avoiding: if you can avoid some then you'll speed your code up. Perhaps not by a lot, unless it's a lot of misses, but some.
Anyway, what context did you hear this? The most common one I've heard it come up in, is the idea that function inlining is sometimes counter-productive, because sometimes the overhead of the code bloat is greater than the function call overhead avoided. I'm not sure, but profile-guided optimization might help with that, if your compiler supports it. A fairly plausible profile-guided optimization is to preferentially inline at call sites that are executed a larger number of times, leaving colder code smaller, with less overhead to load and fix up in the first place, and (hopefully) less disruptive to the instruction cache when it is pulled in. Somebody with far more knowledge of compilers than me, will have thought hard about whether that's a good profile-guided optimization, and therefore decided whether or not to implement it.
Unless you're going to hand-tune to the assembly level, to include locking specific lines of code in cache, you're not going to see a significant execution difference between one large function and multiple small functions. In both cases, you still have the same amount of work to perform and that's going to be your bottleneck.
Breaking things up into multiple smaller functions will, however, be easier to maintain and easier to read -- especially 6 months later when you've forgotten what you did in the first place.
Function size is unlikely to be a bottleneck in your application. What you do in the function is much more important that it's physical size. There are some things your compiler can do with small function that it cannot do with large functions (namely inlining), but usually this isn't a huge difference anyway.
You can profile the code to see where the real bottleneck is. I suspect calling a large function is not the problem.
You should, however, break up the function into smaller function for code readability reasons.
It's not really about function size, but about what you do in it. Depending on what you do, there is possibly some way to optimize it.

Using virtual functions instead of IF statements is faster?

I remember reading online somewhere that in EXTREMELY low latency situations its better to use virtual functions as a substitute for IF statements.
Is this true? Are they basically saying dynamic polymorphism is better for speed situations?
Do any users have any other C++ low latency "quirks" they could share?
I very much doubt that a single if/else statement would be slower than using a virtual function: the virtual function typically enforces a pipeline stall and limits the optimization opportunities. An if statement may stall the pipeline but if it is often executed the prediction may go the right way. However, if your alternative is between a cascade of a few if/else statements vs. just one virtual function call than that latter may be faster. Also, if the total code being executed via using virtual functions vs. branches is different functions ends up substantially smaller it may cause few cache misses on the instruction cache. That is, it depends on the situation. The best way is to measure. Note that measuring artificial code which is just attempting to investigate the difference between two approaches but doesn't really do any processing yields misleading results. However, when you need to produce very low latency code you typically can spend more time to come up with it, i.e. experimenting with multiple different approaches may be viable.
Although my colleagues tend to frown upon my template approaches for avoiding run-time branching, the code I end up with often is very slow to compile but very fast to run. Of course, this depends on the functions or branches being used to be known at compile time. In the areas I have used this e.g. for message processing it is often sufficient to have one dynamic decision e.g. one for each message (i.e. one virtual function call), followed by processing which doesn't involve any dynamic types (this are still conditionals, e.g. for the amount of values in a table).

Function inlining—what are examples where it hurt performance?

It's conventional wisdom that function inlining doesn't always benefit, and can even hurt performance:
The Linux kernel style guide warns against excessive inlining
Google also recommends programmers be careful with inlining
The C++ FAQ lite says more of the same
I understand why inlining is supposed to help—it eliminates function call overhead by including the called function in its caller.
I also understand why people claim it can hurt performance—inlining functions can in some cases increase code size, which can eventually increase cache misses or even trigger extra page faults. This all makes sense.
I'm having trouble, though, finding specific examples where inlining actually hurts performance. Surely if it's enough of a problem to be worth warning about it, someone somewhere must have come across an example where inlining is a problem. So, I ask…
What is a good, concrete example of code where performance is actually hurt by function inlining?
On some platforms, with large inlined functions, performance can be reduced by causing a "far" jump rather than a relative jump. Inlining may also cause a page fault where the OS needs to haul in more code into memory, rather than executing code with may already exist (as a subroutine).
Some platforms may have optimized jump instructions for "near code". This type of jump uses a signed offset from the current position. The signed offsets may be restricted, for example 127 bytes. A long jump would require a bigger instruction because the longer jump must include the absolute address. Longer instructions take more time to execute.
Long inlined functions may expand the length of the executable so that the OS needs to haul in a new "page" into memory, called a page swap. Page swapping slows down execution speed of an application.
These are "possible" reasons how inlined code could slow performance. The real truth is obtained by profiling.
I had the case in our project in C (gcc). My collegue abused inlines in his library, forcing -fno-inline reduced the CPU time by 10% (on SUN V890 with Ultrasparc IV+ processors).
Something not mentioned yet is that inlining of big functions into other big functions can cause excessive register spilling, hurting not only the the quality of the compiled code but also adding more overhead than was eliminated by the inline (and it max even screw up global and local optimization heurstics, iirc msdn has a warning about this under __forceinline). Other 'constructs' such as inline non-naked asm put in inlines may produce unneeded stack frames, or inlines with special alignment requirements, or even those that just push the stack allocation into the range where the compiler shoves in stack checking allocation(_chkstk under msvc).
I don't think inlining hurts performance other than indirectly relating to the code being larger, which I think you described.
In general, inlining improves performance by eliminating the call and return.
[In reference to inline functions]
The function is placed in the code,
rather than being called, similar to
using macros (conceptually)
This can improve speed (no function
call), but causes code bloat (if the
function is used 100 times, you now
have 100 copies)
You should note this does not force
the compiler to make the function
inline, and it will ignore you if it
thinks its a bad idea. Similarly the
compiler may decided to make normal
functions inline for you.
This also allows you to place the
entire function in a header file,
rather than implementing it in a cpp
file (which you cant anyways, since
then you get an unresolved external if
it was declared inline, unless of
course only that cpp file used it).
[Quote snagged from SO user 'Fire Lancer' so credit him]
I have no hard data to back this up, but in the case of the Linux kernel anyway (since the "The Linux kernel style guide" was cited in the question), code size could impact performance because the kernel code occupies physical memory regardless of instruction caching (kernel pages are never paged out).
Memory pages that are used by the kernel are permanently unavailable for user virtual memory. So if you're using memory pages for inlined code copied that have dubious benefit (the call overhead is generally small for functions that are large), you're having a negative impact on the system for no real benefit.
why do you need concrete examples of where inlining hurt performance? It is such a context sensitive issue. It depends on a number of hardware factors, including speed of RAM, CPU model, compiler version and a number of other factors. It's possible to create such an example on my computer, but which will still be faster than the non-inlined version no yours. And inlining, in turn, may enable dozens of other compiler optimizations that would not otherwise be performed. So even in a case where the code bloat causes a performance hit, it may enable some compilers to perform a number of other optimizations to compensate for it.
So you're not going to get a more meaningful answer than the theory, of why it may produce slower code.
If you need a specific example of where performance can be hurt by inlining, then go ahead and write it. It's not that difficult once you know the theory.
You want a function that is big enough to pollute the cache if inlined, and you want to call it from several different, but closely related, places (if you call it from two completely separate modules, then the two instantiations of the function won't compete for the cache space anyway. But if you alternate quickly between several different call sites, then each instantiation may force the previous one out of cache.
And of course, the function must be written so that little of it can get eliminated when it is inlined. If, upon inlining, the compiler is able to eliminate 80% of the code, then that'll mitigate the performance hit you might otherwise take.
And finally, you'll likely need to force it to be inlined. At best, compilers tend to treat the inline keyword as a hint (sometimes not even that). So you'll likely have to look up compiler-specific ways to force a function to be inlined.
You may also want to disable other optimizations, as the compiler might otherwise be able to optimize the inlined version.
So it's pretty straightforward to produce slower code through inlining, once you know what to do. But it's quite a lot of work to do so, especially if you want anything near predictable or deterministic results. And despite your efforts, next year's compilers or next year's CPUs may again be able to outsmart you and produce faster code from your intentionally "over-inlined" code.
So I just don't see why you'd need to do this. Accept that excessive inlining can hurt in some cases, and understand why it can hurt. Beyond that, why bother?
A final point is that those warnings are often misguided, because there's very little to warn about. Because the compiler typically chooses by itself what to inline, and, at best, treats the inline keyword as a hint, it generally doesn't matter whether or not you try to inline everything.
So while it is true that excessive inlining can hurt performance, excessive use of the inline keyword usually doesn't.
The inline keyword has other effects, which should guide its usage. Use it when you want to disable the One Definition Rule, to prevent linker errors when a function is defined in multiple translation units.

Effective optimization strategies on modern C++ compilers

I'm working on scientific code that is very performance-critical. An initial version of the code has been written and tested, and now, with profiler in hand, it's time to start shaving cycles from the hot spots.
It's well-known that some optimizations, e.g. loop unrolling, are handled these days much more effectively by the compiler than by a programmer meddling by hand. Which techniques are still worthwhile? Obviously, I'll run everything I try through a profiler, but if there's conventional wisdom as to what tends to work and what doesn't, it would save me significant time.
I know that optimization is very compiler- and architecture- dependent. I'm using Intel's C++ compiler targeting the Core 2 Duo, but I'm also interested in what works well for gcc, or for "any modern compiler."
Here are some concrete ideas I'm considering:
Is there any benefit to replacing STL containers/algorithms with hand-rolled ones? In particular, my program includes a very large priority queue (currently a std::priority_queue) whose manipulation is taking a lot of total time. Is this something worth looking into, or is the STL implementation already likely the fastest possible?
Along similar lines, for std::vectors whose needed sizes are unknown but have a reasonably small upper bound, is it profitable to replace them with statically-allocated arrays?
I've found that dynamic memory allocation is often a severe bottleneck, and that eliminating it can lead to significant speedups. As a consequence I'm interesting in the performance tradeoffs of returning large temporary data structures by value vs. returning by pointer vs. passing the result in by reference. Is there a way to reliably determine whether or not the compiler will use RVO for a given method (assuming the caller doesn't need to modify the result, of course)?
How cache-aware do compilers tend to be? For example, is it worth looking into reordering nested loops?
Given the scientific nature of the program, floating-point numbers are used everywhere. A significant bottleneck in my code used to be conversions from floating point to integers: the compiler would emit code to save the current rounding mode, change it, perform the conversion, then restore the old rounding mode --- even though nothing in the program ever changed the rounding mode! Disabling this behavior significantly sped up my code. Are there any similar floating-point-related gotchas I should be aware of?
One consequence of C++ being compiled and linked separately is that the compiler is unable to do what would seem to be very simple optimizations, such as move method calls like strlen() out of the termination conditions of loop. Are there any optimization like this one that I should look out for because they can't be done by the compiler and must be done by hand?
On the flip side, are there any techniques I should avoid because they are likely to interfere with the compiler's ability to automatically optimize code?
Lastly, to nip certain kinds of answers in the bud:
I understand that optimization has a cost in terms of complexity, reliability, and maintainability. For this particular application, increased performance is worth these costs.
I understand that the best optimizations are often to improve the high-level algorithms, and this has already been done.
Is there any benefit to replacing STL containers/algorithms with hand-rolled ones? In particular, my program includes a very large priority queue (currently a std::priority_queue) whose manipulation is taking a lot of total time. Is this something worth looking into, or is the STL implementation already likely the fastest possible?
I assume you're aware that the STL containers rely on copying the elements. In certain cases, this can be a significant loss. Store pointers and you may see an increase in performance if you do a lot of container manipulation. On the other hand, it may reduce cache locality and hurt you. Another option is to use specialized allocators.
Certain containers (e.g. map, set, list) rely on lots of pointer manipulation. Although counterintuitive, it can often lead to faster code to replace them with vector. The resulting algorithm might go from O(1) or O(log n) to O(n), but due to cache locality it can be much faster in practice. Profile to be sure.
You mentioned you're using priority_queue, which I would imagine pays a lot for rearranging the elements, especially if they're large. You can try switching the underlying container (maybe deque or specialized). I'd almost certainly store pointers - again, profile to be sure.
Along similar lines, for a std::vectors whose needed sizes are unknown but have a reasonably small upper bound, is it profitable to replace them with statically-allocated arrays?
Again, this may help a small amount, depending on the use case. You can avoid the heap allocation, but only if you don't need your array to outlive the stack... or you could reserve() the size in the vector so there is less copying on reallocation.
I've found that dynamic memory allocation is often a severe bottleneck, and that eliminating it can lead to significant speedups. As a consequence I'm interesting in the performance tradeoffs of returning large temporary data structures by value vs. returning by pointer vs. passing the result in by reference. Is there a way to reliably determine whether or not the compiler will use RVO for a given method (assuming the caller doesn't need to modify the result, of course)?
You could look at the generated assembly to see if RVO is applied, but if you return pointer or reference, you can be sure there's no copy. Whether this will help is dependent on what you're doing - e.g. can't return references to temporaries. You can use arenas to allocate
and reuse objects, so not to pay a large heap penalty.
How cache-aware do compilers tend to be? For example, is it worth looking into reordering nested loops?
I've seen dramatic (seriously dramatic) speedups in this realm. I saw more improvements from this than I later saw from multithreading my code. Things may have changed in the five years since - only one way to be sure - profile.
On the flip side, are there any techniques I should avoid because they are likely to interfere with the compiler's ability to automatically optimize code?
Use explicit on your single argument constructors. Temporary object construction and destruction may be hidden in your code.
Be aware of hidden copy constructor calls on large objects. In some cases, consider replacing with pointers.
Profile, profile, profile. Tune areas that are bottlenecks.
Take a look at the excellent Pitfalls of Object-Oriented Programming slides for some info about restructuring code for locality. In my experience getting better locality is almost always the biggest win.
General process:
Learn to love the Disassembly View in your debugger, or have your build system generate the intermediate assembly files (.s) if at all possible. Keep an eye on changes or for things that look egregious -- even without familiarity with a given instruction set architecture, you should be able to see some things fairly clearly! (I sometimes check in a series of .s files with corresponding .cpp/.c changes, just to leverage the lovely tools from my SCM to watch the code and corresponding asm change over time.)
Get a profiler that can watch your CPU's performance counters, or can at least guess at cache misses. (AMD CodeAnalyst, cachegrind, vTune, etc.)
Some other specific things:
Understand strict aliasing. Once you do, make use of restrict if your compiler has it. (Examine the disasm here too!)
Check out different floating point modes on your processor and compiler. If you don't need the denormalized range, choosing a mode without this can result in better performance. (It sounds like you've already done some things in this area, based on your discussion of rounding modes.)
Definitely avoid allocs: call reserve on std::vector when you can, or use std::array when you know the size at compile-time.
Use memory pools to increase locality and decrease alloc/free overhead; also to ensure cacheline alignment and prevent ping-ponging.
Use frame allocators if you're allocating things in predictable patterns, and can afford to deallocate everything in one go.
Do be aware of invariants. Something you know is invariant may not be to the compiler, for example a use of a struct or class member in a loop. I find the single easiest way to fall into the correct habit here is to give a name to everything, and prefer to name things outside of loops. E.g. const int threshold = m_currentThreshold; or perhaps Thing * const pThing = pStructHoldingThing->pThing; Fortunately you can usually see things that need this treatment in the disassembly view. This also helps with debugging later (makes the watch/locals window behave much more nicely in debug builds)!
Avoid writes in loops if possible -- accumulate first, then write, or batch a few writes together. YMMV, of course.
WRT your std::priority_queue question: inserting things into a vector (the default backend for a priority_queue) tends to move a lot of elements around. If you can break up into phases, where you insert data, then sort it, then read it once it's sorted, you'll probably be a lot better off. Although you'll definitely lose locality, you may find a more self-ordering structure like a std::map or std::set worth the overhead -- but this is really dependent on your usage patterns.
Is there any benefit to replacing STL containers/algorithms with hand-rolled ones?
I would only consider this as a last option. The STL containers and algorithms have been thoroughly tested. Creating new ones are expensive in terms of development time.
Along similar lines, for std::vectors whose needed sizes are unknown but have a reasonably small upper bound, is it profitable to replace them with statically-allocated arrays?
First, try reserving space for the vectors. Check out the std::vector::reserve method. A vector that keeps growing or changing to larger sizes is going to waste dynamic memory and execution time. Add some code to determine a good value for an upper bound.
I've found that dynamic memory allocation is often a severe bottleneck, and that eliminating it can lead to significant speedups. As a consequence I'm interesting in the performance tradeoffs of returning large temporary data structures by value vs. returning by pointer vs. passing the result in by reference. Is there a way to reliably determine whether or not the compiler will use RVO for a given method (assuming the caller doesn't need to modify the result, of course)?
As a matter of principle, always pass large structures by reference or pointer. Prefer passing by constant reference. If you are using pointers, consider using smart pointers.
How cache-aware do compilers tend to be? For example, is it worth looking into reordering nested loops?
Modern compilers are very aware of instruction caches (pipelines) and try to keep them from being reloaded. You can always assist your compiler by writing code that uses less branches (from if, switch, loop constructs and function calls).
You may see more significant performance gain by adjusting your program to optimize the data cache. Search the web for Data Driven Design. There are many excellent articles on this topic.
Given the scientific nature of the program, floating-point numbers are used everywhere. A significant bottleneck in my code used to be conversions from floating point to integers: the compiler would emit code to save the current rounding mode, change it, perform the conversion, then restore the old rounding mode --- even though nothing in the program ever changed the rounding mode! Disabling this behavior significantly sped up my code. Are there any similar floating-point-related gotchas I should be aware of?
For accuracy, keep everything as a double. Adjust for rounding only when necessary and perhaps before displaying. This falls under the optimization rule, Use less code, eliminate extraneous or deadwood code.
Also see the section above about reserving space in containers before using them.
Some processors can load and store floating point numbers either faster or as fast as integers. This would require gathering profile data before optimizing. However, if you know there is minimal resolution, you could use integers and change your base to that minimal resolution . For example, when dealing with U.S. money, integers can be used to represent 1/100 or 1/1000 of a dollar.
One consequence of C++ being compiled and linked separately is that the compiler is unable to do what would seem to be very simple optimizations, such as move method calls like strlen() out of the termination conditions of loop. Are there any optimization like this one that I should look out for because they can't be done by the compiler and must be done by hand?
This an incorrect assumption. Compilers can optimize based on the function's signature, especially if the parameters correctly use const. I always like to assist the compiler by moving constant stuff outside of the loop. For an upper limit value, such as a string length, assign it to a const variable before the loop. The const modifier will assist the Optimizer.
There is always the count-down optimization in loops. For many processors, a jump on register equals zero is more efficient than compare and jump if less than.
On the flip side, are there any techniques I should avoid because they are likely to interfere with the compiler's ability to automatically optimize code?
I would avoid "micro optimizations". If you have any doubts, print out the assembly code generated by the compiler (for the area you are questioning) under the highest optimization setting. Try rewriting the code to express the compiler's assembly code. Optimize this code, if you can. Anything more requires platform specific instructions.
Optimization Ideas & Concepts
1. Computers prefer to execute sequential instructions.
Branching upsets them. Some modern processors have enough instruction cache to contain code for small loops. When in doubt, don't cause branches.
2. Eliminate Requirements
Less code, more performance.
3. Optimize designs before code
Often times, more performance can be gained by changing the design versus changing the implementation of the design. Less design promotes less code, generates more performance.
4. Consider data organization
Optimize the data.
Organize frequently used fields into substructures.
Set data sizes to fit into a data cache line.
Remove constant data out of data structures.
Use const specifier as much as possible.
5. Consider page swapping
Operating systems will swap out your program or task for another one. Often times into a 'swap file' on the hard drive. Breaking up the code into chunks that contain heavily executed code and less executed code will assist the OS. Also, coagulate heavily used code into tighter units. The idea is to reduce the swapping of code from the hard drive (such as fetching "far" functions). If code must be swapped out, it should be as one unit.
6. Consider I/O optimizations
(Includes file I/O too).
Most I/O prefers fewer large chunks of data to many small chunks of data. Hard drives like to keep spinning. Larger data packets have less overhead than smaller packets.
Format data into a buffer then write the buffer.
7. Eliminate the competition
Get rid of any programs and tasks that are competing against your application for the processor(s). Such tasks as virus scanning and playing music. Even I/O drivers want a piece of the action (which is why you want to reduce the number or I/O transactions).
These should keep you busy for a while. :-)
Use of memory buffer pools can be of great performance benefit vs. dynamic allocation. More so if they reduce or prevent heap fragmentation over long execution runs.
Be aware of data location. If you have a significant mix of local vs. global data you may be overworking the cache mechanism. Try to keep data sets in close proximity to make maximum use of cache line validity.
Even though compilers do a wonderful job with loops, I still scrutinize them when performance tuning. You can spot architectural flaws that yield orders of magnitude where the compiler may only trim percentages.
If a single priority queue is using a lot of time in its operation, there may be benefit to creating a battery of queues representing buckets of priority. It would be complexity being traded for speed in this case.
I notice you didn't mention the use of SSE type instructions. Could they be applicable to your type of number crunching?
Best of luck.
Here is a nice paper on the subject.
About STL containers.
Most people here claim STL offers one of the fastest possible implementations of the container algorithms. And I say the opposite: for the most real-world scenarios the STL containers taken as-is yield a really catastrophic performance.
People argue about the complexity of the algorithms used in STL. Here STL is good: O(1) for list/queue, vector (amortized), and O(log(N)) for map. But this is not the real bottleneck of the performance for a typical application! For many applications the real bottleneck is the heap operations (malloc/free, new/delete, etc.).
A typical operation on the list costs just a few CPU cycles. On a map - some tens, may be more (this depends on the cache state and log(N) of course). And typical heap operations cost from hunders to thousands (!!!) of CPU cycles. For multithreaded applications for instance they also require synchronization (interlocked operations). Plus on some OSs (such as Windows XP) the heap functions are implemented entirely in the kernel mode.
So that the actual performance of the STL containers in a typical scenario is dominated by the amount of heap operations they perform. And here they're disastrous. Not because they're implemented poorly, but because of their design. That is, this is the question of the design.
On the other hand there're other containers which are designed differently.
Once I've designed and written such containers for my own needs:
http://www.codeproject.com/KB/recipes/Containers.aspx
And it proved for me to be superior from the performance point of view, and not only.
But recently I've discovered I'm not the only one who thought about this.
boost::intrusive is the container library that is implemented in the manner similar to what I did then.
I suggest you try it (if you didn't already)
Is there any benefit to replacing STL containers/algorithms with hand-rolled ones?
Generally, not unless you're working with a poor implementation. I wouldn't replace an STL container or algorithm just because you think you can write tighter code. I'd do it only if the STL version is more general than it needs to be for your problem. If you can write a simpler version that does just what you need, then there might be some speed to gain there.
One exception I've seen is to replace a copy-on-write std::string with one that doesn't require thread synchronization.
for std::vectors whose needed sizes are unknown but have a reasonably small upper bound, is it profitable to replace them with statically-allocated arrays?
Unlikely. But if you're using a lot of time allocating up to a certain size, it might be profitable to add a reserve() call.
performance tradeoffs of returning large temporary data structures by value vs. returning by pointer vs. passing the result in by reference.
When working with containers, I pass iterators for the inputs and an output iterator, which is still pretty general.
How cache-aware do compilers tend to be? For example, is it worth looking into reordering nested loops?
Not very. Yes. I find that missed branch predictions and cache-hostile memory access patterns are the two biggest killers of performance (once you've gotten to reasonable algorithms). A lot of older code uses "early out" tests to reduce calculations. But on modern processors, that's often more expensive than doing the math and ignoring the result.
A significant bottleneck in my code used to be conversions from floating point to integers
Yup. I recently discovered the same issue.
One consequence of C++ being compiled and linked separately is that the compiler is unable to do what would seem to be very simple optimizations, such as move method calls like strlen() out of the termination conditions of loop.
Some compilers can deal with this. Visual C++ has a "link-time code generation" option that effective re-invokes the compiler to do further optimization. And, in the case of functions like strlen, many compilers will recognize that as an intrinsic function.
Are there any optimization like this one that I should look out for because they can't be done by the compiler and must be done by hand? On the flip side, are there any techniques I should avoid because they are likely to interfere with the compiler's ability to automatically optimize code?
When you're optimizing at this low level, there are few reliable rules of thumb. Compilers will vary. Measure your current solution, and decide if it's too slow. If it is, come up with a hypothesis (e.g., "What if I replace the inner if-statements with a look-up table?"). It might help ("eliminates stalls due to failed branch predictions") or it might hurt ("look-up access pattern hurts cache coherence"). Experiment and measure incrementally.
I'll often clone the straightforward implementation and use an #ifdef HAND_OPTIMIZED/#else/#endif to switch between the reference version and the tweaked version. It's useful for later code maintenance and validation. I commit each successful experiment to change control, and keep a log (spreadsheet) with the changelist number, run times, and explanation for each step in optimization. As I learn more about how the code behaves, the log makes it easy to back up and branch off in another direction.
You need a framework for running reproducible timing tests and to compare results to the reference version to make sure you don't inadvertently introduce bugs.
If I were working on this, I would expect an end-stage where things like cache locality and vector operations would come into play.
However, before getting to the end stage, I would expect to find a series of problems of different sizes having less to do with compiler-level optimization, and more to do with odd stuff going on that could never be guessed, but once found, are simple to fix. Usually they revolve around class overdesign and data structure issues.
Here's an example of this kind of process.
I have found that generalized container classes with iterators, which in principle the compiler can optimize down to minimal cycles, often are not so optimized for some obscure reason. I've also heard other cases on SO where this happens.
Others have said, before you do anything else, profile. I agree with that approach except I think there's a better way, and it's indicated in that link. Whenever I find myself asking if some specific thing, like STL, could be a problem, I just might be right - BUT - I'm guessing. The fundamental winning idea in performance tuning is find out, don't guess. It is easy to find out for sure what is taking the time, so don't guess.
here is some stuff I had used:
templates to specialize innermost loops bounds (makes them really fast)
use __restrict__ keywords for alias problems
reserve vectors beforehand to sane defaults.
avoid using map (it can be really slow)
vector append/ insert can be significantly slow. If that is the case, raw operations may make it faster
N-byte memory alignment (Intel has pragma aligned, http://www.intel.com/software/products/compilers/docs/clin/main_cls/cref_cls/common/cppref_pragma_vector.htm)
trying to keep memory within L1/L2 caches.
compiled with NDEBUG
profile using oprofile, use opannotate to look for specific lines (stl overhead is clearly visible then)
here are sample parts of profile data (so you know where to look for problems)
* Output annotated source file with samples
* Output all files
*
* CPU: Core 2, speed 1995 MHz (estimated)
--
* Total samples for file : "/home/andrey/gamess/source/blas.f"
*
* 1020586 14.0896
--
* Total samples for file : "/home/andrey/libqc/rysq/src/fock.cpp"
*
* 962558 13.2885
--
* Total samples for file : "/usr/include/boost/numeric/ublas/detail/matrix_assign.hpp"
*
* 748150 10.3285
--
* Total samples for file : "/usr/include/boost/numeric/ublas/functional.hpp"
*
* 639714 8.8315
--
* Total samples for file : "/home/andrey/gamess/source/eigen.f"
*
* 429129 5.9243
--
* Total samples for file : "/usr/include/c++/4.3/bits/stl_algobase.h"
*
* 411725 5.6840
--
example of code from my project
template<int ni, int nj, int nk, int nl>
inline void eval(const Data::density_type &D, const Data::fock_type &F,
const double *__restrict Q, double scale) {
const double * __restrict Dij = D[0];
...
double * __restrict Fij = F[0];
...
for (int l = 0, kl = 0, ijkl = 0; l < nl; ++l) {
for (int k = 0; k < nk; ++k, ++kl) {
for (int j = 0, ij = 0; j < nj; ++j, ++jk, ++jl) {
for (int i = 0; i < ni; ++i, ++ij, ++ik, ++il, ++ijkl) {
And I think the main hint anyone could give you is: measure, measure, measure. That and improving your algorithms.
The way you use certain language features, the compiler version, std lib implementation, platform, machine - all ply their role in performance and you haven't mentioned many of those and no one of us ever had your exact setup.
Regarding replacing std::vector: use a drop-in replacement (e.g., this one) and just try it out.
How cache-aware do compilers tend to be? For example, is it worth looking into reordering nested loops?
I can't speak for all compilers, but my experience with GCC shows that it will not heavily optimize code with respect to the cache. I would expect this to be true for most modern compilers. Optimization such as reordering nested loops can definitely affect performance. If you believe that you have memory access patterns that could lead to many cache misses, it will be in your interest to investigate this.
Is there any benefit to replacing STL
containers/algorithms with hand-rolled
ones? In particular, my program
includes a very large priority queue
(currently a std::priority_queue)
whose manipulation is taking a lot of
total time. Is this something worth
looking into, or is the STL
implementation already likely the
fastest possible?
The STL is generally the fastest, general case. If you have a very specific case, you might see a speed-up with a hand-rolled one. For example, std::sort (normally quicksort) is the fastest general sort, but if you know in advance that your elements are virtually already ordered, then insertion sort might be a better choice.
Along similar lines, for std::vectors
whose needed sizes are unknown but
have a reasonably small upper bound,
is it profitable to replace them with
statically-allocated arrays?
This depends on where you are going to do the static allocation. One thing I tried along this line was to static allocate a large amount of memory on the stack, then re-use later. Results? Heap memory was substantially faster. Just because an item is on the stack doesn't make it faster to access- the speed of stack memory also depends on things like cache. A statically allocated global array may not be any faster than the heap. I assume that you have already tried techniques like just reserving the upper bound. If you have a lot of vectors that have the same upper bound, consider improving cache by having a vector of structs, which contain the data members.
I've found that dynamic memory
allocation is often a severe
bottleneck, and that eliminating it
can lead to significant speedups. As a
consequence I'm interesting in the
performance tradeoffs of returning
large temporary data structures by
value vs. returning by pointer vs.
passing the result in by reference. Is
there a way to reliably determine
whether or not the compiler will use
RVO for a given method (assuming the
caller doesn't need to modify the
result, of course)?
I personally normally pass the result in by reference in this scenario. It allows for a lot more re-use. Passing large data structures by value and hoping that the compiler uses RVO is not a good idea when you can just manually use RVO yourself.
How cache-aware do compilers tend to
be? For example, is it worth looking
into reordering nested loops?
I found that they weren't particularly cache-aware. The issue is that the compiler doesn't understand your program and can't predict the vast majority of it's state, especially if you depend heavily on heap. If you have a profiler that ships with your compiler, for example Visual Studio's Profile Guided Optimization, then this can produce excellent speedups.
Given the scientific nature of the
program, floating-point numbers are
used everywhere. A significant
bottleneck in my code used to be
conversions from floating point to
integers: the compiler would emit code
to save the current rounding mode,
change it, perform the conversion,
then restore the old rounding mode ---
even though nothing in the program
ever changed the rounding mode!
Disabling this behavior significantly
sped up my code. Are there any similar
floating-point-related gotchas I
should be aware of?
There are different floating-point models - Visual Studio gives an fp:fast compiler setting. As for the exact effects of doing such, I can't be certain. However, you could try altering the floating point precision or other settings in your compiler and checking the result.
One consequence of C++ being compiled
and linked separately is that the
compiler is unable to do what would
seem to be very simple optimizations,
such as move method calls like
strlen() out of the termination
conditions of loop. Are there any
optimization like this one that I
should look out for because they can't
be done by the compiler and must be
done by hand?
I've never come across such a scenario. However, if you're genuinely concerned about such, then the option remains to do it manually. One of the things that you could try is calling a function on a const reference, suggesting to the compiler that the value won't change.
One of the other things that I want to point out is the use of non-standard extensions to the compiler, for example provided by Visual Studio is __assume. http://msdn.microsoft.com/en-us/library/1b3fsfxw(VS.80).aspx
There's also multithread, which I would expect you've gone down that road. You could try some specific opts, like another answer suggested SSE.
Edit: I realized that a lot of the suggestions I posted referenced Visual Studio directly. That's true, but, GCC almost certainly provides alternatives to the majority of them. I just have personal experience with VS most.
The STL priority queue implementation is fairly well-optimized for what it does, but certain kinds of heaps have special properties that can improve your performance on certain algorithms. Fibonacci heaps are one example. Also, if you're storing objects with a small key and a large amount of satellite data, you'll get a major improvement in cache performance if you store that data separately, even if it means storing one extra pointer per object.
As for arrays, I've found std::vector to even slightly out-perform compile-time-constant arrays. That said, its optimizations are general, and specific knowledge of your algorithm's access patterns may allow you to optimize further for cache locality, alignment, coloring, etc. If you find that your performance drops significantly past a certain threshold due to cache effects, hand-optimized arrays may move that problem size threshold by as much as a factor of two in some cases, but it's unlikely to make a huge difference for small inner loops that fit easily within the cache, or large working sets that exceed the size of any CPU cache. Work on the priority queue first.
Most of the overhead of dynamic memory allocation is constant with respect to the size of the object being allocated. Allocating one large object and returning it by a pointer isn't going to hurt much as much as copying it. The threshold for copying vs. dynamic allocation varies greatly between systems, but it should be fairly consistent within a chip generation.
Compilers are quite cache-aware when cpu-specific tuning is turned on, but they don't know the size of the cache. If you're optimizing for cache size, you may want to detect that or have the user specify it at run-time, since that will vary even between processors of the same generation.
As for floating point, you absolutely should be using SSE. This doesn't necessarily require learning SSE yourself, as there are many libraries of highly-optimized SSE code that do all sorts of important scientific computing operations. If you're compiling 64-bit code, the compiler might emit some SSE code automatically, as SSE2 is part of the x86_64 instruction set. SSE will also save you some of the overhead of x87 floating point, since it's not converting back and forth to 80-bit values internally. Those conversions can also be a source of accuracy problems, since you can get different results from the same set of operations depending on how they get compiled, so it's good to be rid of them.
If you work on big matrices for instance, consider tiling your loops to improve the locality. This often leads to dramatic improvements. You can use VTune/PTU to monitor the L2 cache misses.
One consequence of C++ being compiled and linked separately is that the compiler is unable to do what would seem to be very simple optimizations, such as move method calls like strlen() out of the termination conditions of loop. Are there any optimization like this one that I should look out for because they can't be done by the compiler and must be done by hand?
On some compilers this is incorrect. The compiler has perfect knowledge of all code across all translation units (including static libraries) and can optimize the code the same way it would do if it were in a single translation unit. A few ones that support this feature come to my mind:
Microsoft Visual C++ compilers
Intel C++ Compiler
LLVC-GCC
GCC (I think, not sure)
i'm surprised no one has mentioned these two:
Link time optimization clang and g++ from 4.5 on support link time optimizations. I've heard that on g++ case, the heuristics is still pretty inmature but it should improve quickly since the main architecture is laid out.
Benefits range from inter procedural optimizations at object file level, including highly sought stuff like inling of virtual calls (devirtualization)
Project inlining this might seem to some like very crude approach, but it is that very crudeness which makes it so powerful: this amounts at dumping all your headers and .cpp files into a single, really big .cpp file and compile that; basically it will give you the same benefits of link-time optimization in your trip back to 1999. Of course, if your project is really big, you'll still need a 2010 machine; this thing will eat your RAM like there is no tomorrow. However, even in that case, you can split it in more than one no-so-damn-huge .cpp file
If you are doing heavy floating point math you should consider using SSE to vectorize your computations if that maps well to your problem.
Google SSE intrinsics for more information about this.
Here is something that worked for me once. I can't say that it will work for you. I had code on the lines of
switch(num) {
case 1: result = f1(param); break;
case 2: result = f2(param); break;
//...
}
Then I got a serious performance boost when I changed it to
// init:
funcs[N] = {f1, f2 /*...*/};
// later in the code:
result = (funcs[num])(param);
Perhaps someone here can explain the reason the latter version is better. I suppose it has something to do with the fact that there are no conditional branches there.
My current project is a media server, with multi thread processing (C++ language). It's a time critical application, once low performance functions could cause bad results on media streaming like lost of sync, high latency, huge delays and so.
The strategy i usually use to grantee the best performance possible is to minimize the amount of heavy operational system calls that allocate or manage resources like memory, files, sockets and so.
At first i wrote my own STL, network and file manage classes.
All my containers classes ("MySTL") manage their own memory blocks to avoid multiple alloc (new) / free (delete) calls. The objects released are enqueued on a memory block pool to be reused when needed. On that way i improve performance and protect my code against memory fragmentation.
The parts of the code that need to access lower performance system resources (like files, databases, script, network write) i use separate threads for them. But not one thread for each unit (like not 1 thread for each socket), if so the operational system would lose performance while managing a high number of threads. So you can group objects of same classes to be processed on a separate thread if possible.
For example, if you have to write data to a network socket, but the socket write buffer is full, i save the data on a sendqueue buffer (which shares memory with all sockets together) to be sent on a separate thread as soon as the sockets become writeable again. At this way your main threads should never stop processing on a blocked state waiting for the operational system frees a specific resource. All the buffers released are saved and reused when needed.
After all a profile tool would be welcome to look for program bottles and shows which algorithms should be improved.
i got succeeded using that strategy once i have servers running like 500+ days on a linux machine without rebooting, with thousands users logging everyday.
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