Dictionary access optimization describen - does it take place anywhere? - c++

Most of us compiler nerds have read Google's paper on V8 object property access where the resulting technique is just (in-)directly accessing an array member. My question is:
Does anyone optimize the dictionary access the same way (assigning a fixed index to a (compile time) fixed key)? It doesn't have to be applicable everywhere but perhaps when it's compilation-unit wide? Or the dictionary is readonly? Or between the compilation units at a pass? Whatever, maybe even unrolling the dict. access or inlineing it using a fixed array index instead of a key.
I do know how constant time lookup dictionaries work, but maybe the proposed optimization takes place to further boost the compiled languages (e.g. C++) where the hardware is coached to deal with V-table-like structures at runtime.
Please, if you know any of that, give me a hunch. Thank you much!
TL;DR I want to know of an existing way to optimize dictionary access, (e.g. accessing std::map via array index), not of internal struct/object arrangment in a particular language

Doubtful
While this could in theory be possible (being that std::map implementation is part of the Standard library) I know of no C++ compiler that performs such a trick.
And they do not really have to: if you want array indexing in C++, you pick an array and index it (possibly with named constants).

Related

Uniquely identify an arbitrary object in c++

I'm trying to create a general memoizator for multiple and arbitrary functions.
For each function std::function<ReturnType(Args...)> that we want to memoize, we unordered_map<Args ..., ReturnType> (I'm keeping things simple on purpose).
The big problem comes when our memoized function has some really big argument Args ...: for example let suppose that our function sort a vector of 10 millions numbers and then returns the sorted vector, so something like std::function<vector<double>(vector<double>)>.
As you can imagine, after having inserted less than 100 vectors, we have already filled 8 GBS of memory. Notice that maybe this is given from the combination of huge vectors and the memory required by the sorting algorithm (I didn't investigate on the causes).
So what about if instead of the structure described above, we define unordered_map<UUID(Args ...), ReturnType> (where UUID= Universally Unique Identifier)? We should relax the deterministic feature (so maybe we return a wrong error), but with a very low probability.
The problem is that since I never used UUIDs, I don't know if there are suitable implementations for this application.
So my question is:
There exists a better solution than UUIDs for this problem?
Which UUID implementation is better suitable for this problem?
boost uuid is a possible candidate?
Unfortunately, the problem could be solved for Args ... but not for ReturnType, so there is a solution for memoized result?
Notice that the UUIDs generated for the object x should be the same even in different runs and machines.
Notice that if we have the same UUID for two different objects (and so we return the wrong value) with a really low probability, then it could be acceptable...let's say that this could be a "probabilistic memoizator".
I know that this application doesn't make sense in a memoization context (what are the odds that an user asks two times to sort the same 10 millions elements vector?), but it's time and memory expensive (so good for benchmarking and to introduce the memory problem that I stated above), so please don't whip and crucify me because this is an absurd memoization application.
Identifying any object is easy. The address is "object identity" in C++. This is also the reason that even empty classes cannot have zero size.
Now, what you want is value equivalence. That's strictly not in the language domain. It's solidly in the application/library logic domain.
You should consider using something like boost::flyweights. It has precisely this facility, and makes it "easy" to customize the equivalence semantics for your types.

Could the S of S.O.L.I.D be extended for every single element of the code?

The S of the famous Object Oriented Programming design stands for:
Single responsibility principle, the notion that an object should have
only a single responsibility.
I was wondering, can this principle, be extended even to arrays, variables, and all the elements of a program?
For example, let's say we have:
int A[100];
And we use it to store the result of a function, but somehow we use the same A[100] to check, for example, what indexes of A have we already checked and elaborated.
Could this be considered wrong? Shouldn't we create another element to store, for example, the indexes that we have already checked? Isn't this an hint of future messy code?
PS: I'm sorry if my question is not comprehensible but English is not my primary language. If you have any problem understanding the point of it please let me know in a comment below.
If same A instance is used in different program code portions you must follow this principle. If A is a auxiliary variable, local one for example, I think you don't need to be care about it.
If you are tracking the use of bits of the array that have been updated, then you probably shouldn't be using an array, but a map instead.
In any case, if you need that sort of extra control over the array, then basically, you should be considering a class that contains both the contents of the array and the various information about what has and hasn't been done. So your array becomes local to the class object, as do your controls, and voila. You have single responsibility again.

C++ (Hashmap style) Data Structure Ideal For This Scenario?

People have asked similar questions about the efficiency of various data structures but none I have read are totally applicable to my scenario so I wondered if people had suggestions for one that was tailored to satisfy the following criteria efficiently:
Each element will have a unique key. There will be no possibility of collisions because each element hashes to a different key. EDIT: *The key is a 32-bit uint.*
The elements are all unique and therefore can be thought of as a set.
The only operations required are adding and getting, not deletion. These need to be quick as they will be used several 100,000 times in a typical run!
The order in which elements are kept is irrelevant.
Speed is more important than memory-consumption... though it can't be too
greedy!
I am developing for a company that will use the program commercially so any third-party data structures should come with no copyright protection or anything, but if the STL has a data structure that will do the job efficiently then that would be perfect.
I know there are countless Hashmap/Dictionary style C++ data structures with implementations that are built to satisfy different criteria so if someone can suggest one ideal for this situation then that would be greatly appreciated.
Many thanks
Edit:
I found this passage on SO that seems to suggest unordered_map would be good?
hash_map and unordered_map are generally implemented with hash tables.
Thus the order is not maintained. unordered_map insert/delete/query
will be O(1) (constant time) where map will be O(log n) where n is the
number of items in the data structure. So unordered_map is faster, and
if you don't care about the order of the items should be preferred
over map. Sometimes you want to maintain order (ordered by the key)
and for that map would be the choice.
Looks like a prefix tree (with element at each node end) also fits in this scenario. It's damn fast, even faster than hash map because no hash value calculation is done and getting a value is purely O(n) where n is the key length. It's a bit memory hungry but common prefix of keys are shared in the same node path.
EDIT: I assume the keys are string, not simple values like integers
As for build-in solutions I'd recommand google::dense_hash_map. They are really fast especially for numeric keys. You'll have to decide on a specific key that will be reserved as "empty_key". Moreover here is a really nice comparison of different hash-map implementations.
An excerpt
Library Linux-intCPU (sec) Linux-strCPU (sec) Linux PeakMem (MB)
glib 3.490 4.720 24.968
ghthash 3.260 3.460 61.232
CC’s hashtable 3.040 4.050 129.020
TR1 1.750 3.300 28.648
STL hash_set 2.070 3.430 25.764
google-sparse 2.560 6.930 5.42/8.54
google-dense 0.550 2.820 24.7/49.3
khash (C++) 1.100 2.900 6.88/13.1
khash (C) 1.140 2.940 6.91/13.1
STL set (RB) 7.840 18.620 29.388
kbtree (C) 4.260 17.620 4.86/9.59
NP’s splaytree 11.180 27.610 19.024
However, when setting a "deleted_key", this map can also perform deletions. So maybe it'll be possible to create a custom solution that is even more efficient. But apart from that minor point, any hash-map should exactly suit your needs (note that "map" is an ordered tree-map and thus slower).
What you need definitely sounds like a hash set, C++ has this as either std::tr1::unordered_set or in Boost.Unordered.
P.S. Note, however, that TR1 is not yet standard, and you'll probably need to get Boost for the implementation.
It sounds like std::unordered_set would fit the bill, but without
knowing more about the key, it's difficult to say. I'm curious about
how you can guarantee that there will be no possibility of collisions:
this implies a small (less than the size of the table), finite set of
keys. If this is the case, it may be more efficient to map the keys to
a small int, and use std::vector (with empty slots for the entries not
present).
What you're looking for is an unordered_set. You can find one in Boost, TR1, or C++0x. If you're hoping to associate the key with a value, then unordered_map does just that- also in Boost/TR1/C++0x.

How fast is the code

I'm developing game. I store my game-objects in this map:
std::map<std::string, Object*> mObjects;
std::string is a key/name of object to find further in code. It's very easy to point some objects, like: mObjects["Player"] = .... But I'm afraid it's to slow due to allocation of std::string in each searching in that map. So I decided to use int as key in that map.
The first question: is that really would be faster?
And the second, I don't want to remove my current type of objects accesing, so I found the way: store crc string calculating as key. For example:
Object *getObject(std::string &key)
{
int checksum = GetCrc32(key);
return mObjects[checksum];
}
Object *temp = getOject("Player");
Or this is bad idea? For calculating crc I would use boost::crc. Or this is bad idea and calculating of checksum is much slower than searching in map with key type std::string?
Calculating a CRC is sure to be slower than any single comparison of strings, but you can expect to do about log2N comparisons before finding the key (e.g. 10 comparisons for 1000 keys), so it depends on the size of your map. CRC can also result in collisions, so it's error prone (you could detect collisions relatively easily detect, and possibly even handle them to get correct results anyway, but you'd have to be very careful to get it right).
You could try an unordered_map<> (possibly called hash_map) if your C++ environment provides one - it may or may not be faster but won't be sorted if you iterate. Hash maps are yet another compromise:
the time to hash is probably similar to the time for your CRC, but
afterwards they can often seek directly to the value instead of having to do the binary-tree walk in a normal map
they prebundle a bit of logic to handle collisions.
(Silly point, but if you can continue to use ints and they can be contiguous, then do remember that you can replace the lookup with an array which is much faster. If the integers aren't actually contiguous, but aren't particularly sparse, you could use a sparse index e.g. array of 10000 short ints that are indices into 1000 packed records).
Bottom line is if you care enough to ask, you should implement these alternatives and benchmark them to see which really works best with your particular application, and if they really make any tangible difference. Any of them can be best in certain circumstances, and if you don't care enough to seriously compare them then it clearly means any of them will do.
For the actual performance you need to profile the code and see it. But I would be tempted to use hash_map. Although its not part of the C++ standard library most of the popular implentations provide it. It provides very fast lookup.
The first question: is that really would be faster?
yes - you're comparing an int several times, vs comparing a potentially large map of strings of arbitrary length several times.
checksum: Or this is bad idea?
it's definitely not guaranteed to be unique. it's a bug waiting to bite.
what i'd do:
use multiple collections and embrace type safety:
// perhaps this simplifies things enough that t_player_id can be an int?
std::map<t_player_id, t_player> d_players;
std::map<t_ghoul_id, t_ghoul> d_ghouls;
std::map<t_carrot_id, t_carrot> d_carrots;
faster searches, more type safety. smaller collections. smaller allocations/resizes.... and on and on... if your app is very trivial, then this won't matter. use this approach going forward, and adjust after profiling/as needed for existing programs.
good luck
If you really want to know you have to profile your code and see how long does the function getObject take. Personally I use valgrind and KCachegrind to profile and render data on UNIX system.
I think using id would be faster. It's faster to compare int than string so...

Idiomatic way to do list/dict in Cython?

My problem: I've found that processing large data sets with raw C++ using the STL map and vector can often be considerably faster (and with lower memory footprint) than using Cython.
I figure that part of this speed penalty is due to using Python lists and dicts, and that there might be some tricks to use less encumbered data structures in Cython. For example, this page (http://wiki.cython.org/tutorials/numpy) shows how to make numpy arrays very fast in Cython by predefining the size and types of the ND array.
Question: Is there any way to do something similar with lists/dicts, e.g. by stating roughly how many elements or (key,value) pairs you expect to have in them? That is, is there an idiomatic way to convert lists/dicts to (fast) data structures in Cython?
If not I guess I'll just have to write it in C++ and wrap in a Cython import.
Cython now has template support, and comes with declarations for some of the STL containers.
See http://docs.cython.org/src/userguide/wrapping_CPlusPlus.html#standard-library
Here's the example they give:
from libcpp.vector cimport vector
cdef vector[int] vect
cdef int i
for i in range(10):
vect.push_back(i)
for i in range(10):
print vect[i]
Doing similar operations in Python as in C++ can often be slower. list and dict are actually implemented very well, but you gain a lot of overhead using Python objects, which are more abstract than C++ objects and require a lot more lookup at runtime.
Incidentally, std::vector is implemented in a pretty similar way to list. std::map, though, is actually implemented in a way that many operations are slower than dict as its size gets large. For suitably large examples of each, dict overcomes the constant factor by which it's slower than std::map and will actually do operations like lookup, insertion, etc. faster.
If you want to use std::map and std::vector, nothing is stopping you. You'll have to wrap them yourself if you want to expose them to Python. Do not be shocked if this wrapping consumes all or much of the time you were hoping to save. I am not aware of any tools that make this automatic for you.
There are C API calls for controlling the creation of objects with some detail. You can say "Make a list with at least this many elements", but this doesn't improve the overall complexity of your list creation-and-filling operation. It certainly doesn't change much later as you try to change your list.
My general advice is
If you want a fixed-size array (you talk about specifying the size of a list), you may actually want something like a numpy array.
I doubt you are going to get any speedup you want out of using std::vector over list for a general replacement in your code. If you want to use it behind the scenes, it may give you a satisfying size and space improvement (I of course don't know without measuring, nor do you. ;) ).
dict actually does its job really well. I definitely wouldn't try introducing a new general-purpose type for use in Python based on std::map, which has worse algorithmic complexity in time for many important operations and—in at least some implementations—leaves some optimisations to the user that dict already has.
If I did want something that worked a little more like std::map, I'd probably use a database. This is generally what I do if stuff I want to store in a dict (or for that matter, stuff I store in a list) gets too big for me to feel comfortable storing in memory. Python has sqlite3 in the stdlib and drivers for all other major databases available.
C++ is fast not just because of the static declarations of the vector and the elements that go into it, but crucially because using templates/generics one specifies that the vector will only contain elements of a certain type, e.g. vector with tuples of three elements. Cython can't do this last thing and it sounds nontrivial -- it would have to be enforced at compile time, somehow (typechecking at runtime is what Python already does). So right now when you pop something off a list in Cython there is no way of knowing in advance what type it is , and putting it in a typed variable only adds a typecheck, not speed. This means that there is no way of bypassing the Python interpreter in this regard, and it seems to me it's the most crucial shortcoming of Cython for non-numerical tasks.
The manual way of solving this is to subclass the python list/dict (or perhaps std::vector) with a cdef class for a specific type of element or key-value combination. This would amount to the same thing as the code that templates are generating. As long as you use the resulting class in Cython code it should provide an improvement.
Using databases or arrays just solves a different problem, because this is about putting arbitrary objects (but with a specific type, and preferably a cdef class) in containers.
And std::map shouldn't be compared to dict; std::map maintains keys in sorted order because it is a balanced tree, dict solves a different problem. A better comparison would be dict and Google's hashtable.
You can take a look at the standard array module for Python if this is appropriate for your Cython setting. I'm not sure since I have never used Cython.
There is no way to get native Python lists/dicts up to the speed of a C++ map/vector or even anywhere close. It has nothing to do with allocation or type declaration but rather paying the interpreter overhead. The example you mention (numpy) is a C extension and is written in C for precisely this reason.
Just because it was not mentioned here: You can easily wrap for example a C++ vector in a custom extension type.
from libcpp.vector cimport vector
cdef class pyvector:
"""Extension type wrapping a vector"""
cdef vector[long] _data
cpdef void push_back(self, long x):
self._data.push_back(x)
#property
def data(self):
return self._data
In this way, you can store your data in a vector allowing fast Cython operations while still being able to access the data (with some overhead) from the Python side.