Microoptimizing D jagged arrays - d

Is there a reason to linearize multidimensional arrays into flat for productivity? I mean, even hypothetically you just take pointer operations from compiler and do them explicitly when counting indexes. So what's the point?

Making them flat might make them stay in the CPU cache longer (since they're in the same block of memory), which would reduce the number of cache misses and therefore improve performance. But you'd have to profile and benchmark the code to see exactly what the actual performance implications would be with any particular program. Certainly, I wouldn't worry about that sort of thing unless profiling indicated that you should figure out how to optimize with regards to the jagged arrays in order to reduce a performance bottleneck.

Related

Most efficient way to grow array C++

Apologies if this has been asked before, I can't find a question that fully answers what I want to know. They mention ways to do this, but don't compare approaches.
I am writing a program in C++ to solve a PDE to steady state. I don't know how many time steps this will take. Therefore I don't know how long my time arrays will be. This will have a maximum time of 100,000s, but the time step could be as small as .001, so it could be as many as 1e8 doubles in length in the worst case (not necessarily a rare case either).
What is the most efficient way to implement this in terms of memory allocated and running time?
Options I've looked at:
Dynamically allocating an array with 1e8 elements, most of which won't ever be used.
Allocating a smaller array initially, creating a larger array when needed and copying elements over
Using std::vector and it's size increasing functionality
Are there any other options?
I'm primarily concerned with speed, but I want to know what memory considerations come into it as well
If you are concerned about speed just allocate 1e8 doubles and be done with it.
In most cases vector should work just fine. Remember that amortized it's O(1) for the append.
Unless you are running on something very weird the OS memory allocation should take care of most fragmentation issues and the fact that it's hard to find a 800MB free memory block.
As noted in the comments, if you are careful using vector, you can actually reserve the capacity to store the maximum input size in advance (1e8 doubles) without paging in any memory.
For this you want to avoid the fill constructor and methods like resize (which would end up accessing all the memory) and use reserve and push_back to fill it and only touch memory as needed. That will allow most operating systems to simply page in chunks of your accessed vector at a time instead of the entire contents all at once.
Yet I tend to avoid this solution for the most part at these kinds of input scales, but for simple reasons:
A possibly-paranoid portability fear that I may encounter an operating system which doesn't have this kind of page-on-demand behavior.
A possibly-paranoid fear that the allocation may fail to find a contiguous set of unused pages and face out of memory errors (this is a grey zone -- I tend to worry about this for arrays which span gigabytes, hundreds of megabytes is borderline).
Just a totally subjective and possibly dumb/old bias towards not leaning too heavily on the operating system's behavior for paging in allocated memory, and preferring to have a data structure which simply allocates on demand.
Debugging.
Among the four, the first two could simply be paranoia. The third might just be plain dumb. Yet at least on operating systems like Windows, when using a debug build, the memory is initialized in its entirety early, and we end up mapping the allocated pages to DRAM immediately on reserving capacity for such a vector. Then we might end up leading to a slight startup delay and a task manager showing 800 megabytes of memory usage for a debug build even before we've done anything.
While generally the efficiency of a debug build should be a minor concern, when the potential discrepancy between release and debug is enormous, it can start to render production code almost incapable of being effectively debugged. So when the differences are potentially vast like this, my preference is to "chunk it up".
The strategy I like to apply here is to allocate smaller chunks -- smaller arrays of N elements, where N might be, say, 512 doubles (just snug enough to fit a common denominator page size of 4 kilobytes -- possibly minus a couple of doubles for chunk metadata). We fill them up with elements, and when they get full, create another chunk.
With these chunks, we can aggregate them together by either linking them (forming an unrolled list) or storing a vector of pointers to them in a separate aggregate depending on whether random-access is needed or merely sequential access will suffice. For the random-access case, this incurs a slight overhead, yet one I've tended to find relatively small at these input scales which often have times dominated by the upper levels of the memory hierarchy rather than register and instruction level.
This might be overkill for your case and a careful use of vector may be the best bet. Yet if that doesn't suffice and you have similar concerns/needs as I do, this kind of chunky solution might help.
The only way to know which option is 'most efficient' on your machine is to try a few different options and profile. I'd probably start with the following:
std::vector constructed with the maximum possible size.
std::vector constructed with a conservative ballpark size and push_back.
std::deque and push_back.
The std::vector vs std::deque debate is ongoing. In my experience, when the number of elements is unknown and not too large, std::deque is almost never faster than std::vector (even if the std::vector needs multiple reallocations) but may end up using less memory. When the number of elements is unknown and very large, std::deque memory consumption seems to explode and std::vector is the clear winner.
If after profiling, none of these options offers satisfactory performance, then you may want to consider writing a custom allocator.

Runtime performance (speed) optimization -- Cache size consideration

What are the basic tips and tricks that a C++ programmer should know when trying to optimize his code in the context of Caching?
Here's something to think about:
For instance, I know that reducing a function's footprint would make the code run a bit faster since you would have less overall instructions on the processor's instruction register I.
When trying to allocate an std::array<char, <size>>, what would be the ideal size that could make your read and writes faster to the array?
How big can an object be to decide to put it on the heap instead of the stack?
In most cases, knowing the correct answer to your question will gain you less than 1% overall performance.
Some (data-)cache optimizations that come to my mind are:
For arrays: use less RAM. Try shorter data types or a simple compression algorithm like RLE. This can also save CPU at the same time, or in the opposite waste CPU cycles with data type conversions. Especially floating point to integer conversions can be quite expensive.
Avoid access to the same cacheline (usually around 64 bytes) from different threads, unless all access is read-only.
Group members that are often used together next to each other. Prefer sequential access to random access.
If you really want to know all about caches, read What Every Programmer Should Know About Memory. While I disagree with the title, it's a great in-depth document.
Because your question suggests that you actually expect gains from just following the tips above (in which case you will be disappointed), here are some general optimization tips:
Tip #1: About 90% of your code you should be optimized for readability, not performance. If you decide to attempt an optimization for performance, make sure you actually measure the gain. When it is below 5% I usually go back to the more readable version.
Tip #2: If you have an existing codebase, profile it first. If you don't profile it, you will miss some very effective optimizations. Usually there are some calls to time-consuming functions that can be completely eliminated, or the result cached.
If you don't want to use a profiler, at least print the current time in a couple of places, or interrupt the program with a debugger a couple of times to check where it is most often spending its time.

Does divide-and-conquer really win against the increased memory allocation?

I've just finished coding some classical divide-and-conquer algorithms, and I came up the following question:(more for curiosity)
Admittedly, in many cases, divide-and-conquer algorithm is faster than the traditional algorithm; for examples, in Fast Fourier Transform, it improves the complexity from N^2 to Nlog2N. However, through coding, I found out that, because of "dividing", we have more subproblems, which means we have to create more containers and allocate more memories on the subproblem additionally. Just think about this, in merge sort, we have to create left and right array in each recursion, and in Fast Fourier Transform, we have to create odd and even array in each recursion. This means, we have to allocate more memories during the algorithm.
So, my question is, in reality, such as in C++, does algorithms like divide-and-conquer really win, when we also have to increase the complexity in memory allocation? (Or memory allocation won't take run time at all, and it's cost is zero?)
Thanks for helping me out!
Almost everything when it comes to optimisation is a compromise between one resource vs. another - in traditional engineering it's typically "cost vs. material".
In computing, it's often "time vs. memory usage" that is the compromise.
I don't think there is one simple answer to your actual question - it really depends on the algorithm - and in real life, this may lead to compromise solutions where a problem is divided into smaller pieces, but not ALL the way down to the minimal size, only "until it's no longer efficient to divide it".
Memory allocation isn't a zero-cost operation, if we are talking about new and delete. Stack memory is near zero cost once the actual stack memory has been populated with physical memory by the OS - it's at most one extra instruction on most architectures to make some space on the stack, and sometimes one extra instruction at exit to give the memory back.
The real answer is, as nearly always when it comes to performance, to benchmark the different solutions.
It is useful to understand that getting "one level better" in big-O terms (like going from n^2 to n, or from n to log n) usually matters a lot. Consider your Fourier example.
At O(n^2), with a n=100 you're looking at 10000, and with n=1000 you get a whole million, 1000000. On the other hand, with O(n*log(n)) you get 664 for n=100 and 9965 at n=1000. The slower growth should be obvious.
Of course memory allocation costs resources, as does some other code necessary in divide-and-conquer, such as combining the parts. But the whole idea is that the overhead from extra allocations and such is far, far smaller than the extra time that would be needed for a small algorithm.
The time for extra allocations isn't usually a concern, but the memory use itself can be. That is one of the fundamental programming tradeoffs. You have to choose between speed and memory usage. Sometimes you can afford the extra memory to get faster results, sometimes you must save all the memory. This is one of the reasons why there's no 'ultimate algorithm' for many problems. Say, mergesort is great, running in O(n * log(n)) even in the worst-case scenario, but it needs extra memory. Unless you use the in-place version, which then runs slower. Or maybe you know your data is likely already near-sorted and then something like smoothsort suits you better.

Higher dimensional array vs 1-D array efficiency in C++

I'm curious about the efficiency of using a higher dimensional array vs a one dimensional array. Do you lose anything when defining, and iterating through an array like this:
array[i][j][k];
or defining and iterating through an array like this:
array[k + j*jmax + i*imax];
My inclination is that there wouldn't be a difference, but I'm still learning about high efficiency programming (I've never had to care about this kind of thing before).
Thanks!
The only way to know for sure is to benchmark both ways (with optimization flags on in the compiler of course). The one think you lose for sure in the second method is the clarity of reading.
The former way and the latter way to access arrays are identical once you compile it. Keep in mind that accessing memory locations that are close to one another does make a difference in performance, as they're going to be cached differently. Thus, if you're storing a high-dimensional matrix, ensure that you store rows one after the other if you're going to be accessing them that way.
In general, CPU caches optimize for temporal and spacial ordering. That is, if you access memory address X, the odds of you accessing X+1 are higher. It's much more efficient to operate on values within the same cache line.
Check out this article on CPU caches for more information on how different storage policies affect performance: http://en.wikipedia.org/wiki/CPU_cache
If you can rewrite the indexing, so can the compiler. I wouldn't worry about that.
Trust your compiler(tm)!
It probably depends on implementation, but I'd say it more or less amounts to your code for one-dimensional array.
Do yourself a favor and care about such things after profiling the code. It is very unlikely that something like that will affect the performance of the application as a whole. Using the correct algorithms is much more important
And even if it does matter, it is most certainly only a single inner loop that needs attention.

Faster to malloc multiple small times or few large times?

When using malloc to allocate memory, is it generally quicker to do multiple mallocs of smaller chunks of data or fewer mallocs of larger chunks of data? For example, say you are working with an image file that has black pixels and white pixels. You are iterating through the pixels and want to save the x and y position of each black pixel in a new structure that also has a pointer to the next and previous pixels x and y values. Would it be generally faster to iterate through the pixels allocating a new structure for each black pixel's x and y values with the pointers, or would it be faster to get a count of the number of black pixels by iterating through once, then allocating a large chunk of memory using a structure containing just the x and y values, but no pointers, then iterating through again, saving the x and y values into that array? I'm assuming certain platforms might be different than others as to which is faster, but what does everyone think would generally be faster?
It depends:
Multiple small times means multiple times, which is slower
There may be a special/fast implementation for small allocations.
If I cared, I'd measure it! If I really cared a lot, and couldn't guess, then I might implement both, and measure at run-time on the target machine, and adapt accordingly.
In general I'd assume that fewer is better: but there are size and run-time library implementations such that a (sufficiently) large allocation will be delegated to the (relatively slow) O/S. whereas a (sufficiently) small allocation will be served from a (relatively quick) already-allocated heap.
Allocating large blocks is more efficient; additionally, since you are using larger contiguous blocks, you have greater locality of reference, and traversing your in-memory structure once you've generated it should also be more efficient! Further, allocating large blocks should help to reduce memory fragmentation.
Generally speaking, allocating larger chunks of memory fewer times will be faster. There's overhead involved each time a call to malloc() is made.
Except speed issues there is also the memory fragmentation problem.
Allocating memory is work. The amount of work done when allocating a block of memory is typically independent of the size of the block. You work it out from here.
It's faster not to allocate in performance-sensitive code at all. Allocate the memory you're going to need once in advance, and then use and reuse that as much as you like.
Memory allocation is a relatively slow operation in general, so don't do it more often than necessary.
In general malloc is expensive. It has to find an appropriate memory chunk from which to allocate memory and keep track of non-contiguous memory blocks. In several libraries you will find small memory allocators that try to minimize the impact by allocating a large block and managing the memory in the allocator.
Alexandrescu deals with the problem in 'Modern C++ Design' and in the Loki library if you want to take a look at one such libs.
This question is one of pragmatism, I'm afraid; that is to say, it depends.
If you have a LOT of pixels, only a few of which are black then counting them might be the highest cost.
If you're using C++, which your tags suggest you are, I would strongly suggest using STL, somthing like std::vector.
The implementation of vector, if I remember correctly, uses a pragmatic approach to allocation. There are a few heuristics for allocation strategies, an informative one is this:
class SampleVector {
int N,used,*data;
public:
SampleVector() {N=1;used=0;data=malloc(N);}
void push_back(int i)
{
if (used>=N)
{
// handle reallocation
N*=2;
data=realloc(data,N);
}
data[used++]=i;
}
};
In this case, you DOUBLE the amount of memory allocated every time you realloc.
This means that reallocations progressively halve in frequency.
Your STL implementation will have been well-tuned, so if you can use that, do!
Another point to consider is how this interacts with threading. Using malloc many times in a threaded concurrent application is a major drag on performance. In that environment you are better off with a scalable allocator like the one used in Intel's Thread Building Blocks or Hoard. The major limitation with malloc is that there is a single global lock that all the threads contend for. It can be so bad that adding another thread dramatically slows down your application.
As already mentonned, malloc is costly, so fewer will probably be faster.
Also, working with the pixels, on most platforms will have less cache-misses and will be faster.
However, there is no guarantee on every platforms
Next to the allocation overhead itself, allocating multiple small chunks may result in lots of cache misses, while if you can iterate through a contiguous block, chances are better.
The scenario you describe asks for preallocation of a large block, imho.
Although allocating large blocks is faster per byte of allocated memory, it will probably not be faster if you artificially increase the allocation size only to chop it up yourself. You're are just duplicating the memory management.
Do an iteration over the pixels to count the number of them to be stored.
Then allocate an array for the exact number of items. This is the most efficient solution.
You can use std::vector for easier memory management (see the std::vector::reserve procedure). Note: reserve will allocate probably a little (probably up to 2 times) more memory then necessary.
"I can allocate-it-all" (really, I can!)
We can philosophy about some special implementations, that speed up small allocations considerably ... yes! But in general this holds:
malloc must be general. It must implement all different kinds of allocations. That is the reason it is considerably slow! It might be, that you use a special kinky-super-duper Library, that speeds things up, but also those can not do wonders, since they have to implement malloc in its full spectrum.
The rule is, when you have more specialized allocation coding, you are always faster then the broad "I can allocate-it-all" routine "malloc".
So when you are able to allocate the memory in bigger blocks in your coding (and it does not cost you to much) you can speed up things considerably. Also - as mentioned by others - you will get lot less fragmentation of memory, that also speeds things up and can cost less memory. You must also see, that malloc needs additional memory for every chunk of memory it returns to you (yes, special routines can reduce this ... but you don't know! what it does really unless you implemented it yourself or bought some wonder-library).