Should std::list be deprecated? - c++

According to Bjarne Stroustrup's slides from his Going Native 2012 keynote, insertion and deletion in a std::list are terribly inefficient on modern hardware:
Vector beats list massively for insertion and deletion
If this is indeed true, what use cases are left for std::list? Shouldn't it be deprecated then?

Vector and list solve different problems. List provides the guarantee that iterators never become invalidated as you insert and remove other elements. Vector doesn't make that guarantee.
Its not all about performance. So the answer is no. List should not be deprecated.
Edit Beyond this, C++ isn't designed to work solely on "modern hardware." It is intended to be useful across a much wider range of hardware than that. I'm a programmer in the financial industries and I use C++, but other domains such as embedded devices, programmable controllers, heart-lung machines and myriad others are just as important. The C++ language should not be designed solely with the needs of certain domains and the performance of certain classes of hardware in mind. Just because I might not use a list doesn't mean it should be deprecated from the language.

Whether a vector outperforms a list or not also depends on the type of the elements. For example, for int elements vector is indeed very fast as most of the data fits inside the CPU cache and SIMD instructions can be used for the data copying. So the O(n) complexity of vector doesn't have much impact.
But what about larger data types, where copying doesn't translate to a stream operation, and instead data must be fetched from all over the place? Also, what about hardware that doesn't have large CPU caches and possibly also lacks SIMD instructions? C++ is used on much more than just modern desktop and workstation machines. Deprecating std::list is out of the question.
What Stroustrup is saying in that presentation is that before you pick std::list for your data, you should make sure that it's the right choice for your particular situation. In other words, benchmark and profile. It definitely doesn't say you should always pick std::vector.

No, and especially not based on one particular graph. There are instances where list will perform better than vector. See: http://www.baptiste-wicht.com/2012/12/cpp-benchmark-vector-list-deque/
And that's ignoring the non-performance differences, as others have mentioned.
Bjarne's point in that talk wasn't that you shouldn't use list. It was that people make too many assumptions about list's performance that often turn out to be wrong. He was simply justifying the stance that vector should always be your default go-to container type unless you actually find a need for the performance or other semantic characteristics of lists.

std::list is a deque, it has push_front() and pop_front(). It still has a niche role as such, though it may not be the best choice for a deque.
std::list does not reallocate memory, while std::vector may. Sometimes you don't want an item to move in memory (e.g. a stackful coroutine).
Linked lists are related to tree data structures. Both contain links. If we deprecate std::list, then what about tree-based containers?

Of course not. std::list is a different data structure. Comparing different data structure is good indication of its properties, advantages or disadvantages. But each data structure has its advantage.

Related

Can most of the data structures be implemented using vectors?

I used C++ vectors to implement stacks, queue, heaps, priority queue and directed weighted graphs. In the books and references, I have seen big classes for these data structures, all of which can be implemented in short using vectors. (May be there is more flexibility in using pointers)
Can we also implement even advanced data structures using vectors ?
If yes, why do C++ books still explain concepts with the long classes using pointers ?
Is it to keep in mind the lower level idea, if it is more vivid that way or it makes students equipped with such usage of pointers ?
It's true that many data structures can be implemented on top of a vector (array, for the sake of this answer), essentially all of them can, since every computation task can be implemented to run on a turing-machine which has a far more basic data access capability (or, in the real world, you may say that any program you implement with pointers eventually runs on a CPU with a simply array-like virtual memory space, so you could just call that a huge array). However, it's not always clever. Two main reasons :
performance / time complexity - a vector simply can't provide all basic operations that in O(1). There's a solution for fast initialization, but try to randomly insert values into a large vector and see how bad you perform - that's because you have to move all the elements by one place over and over. A list could do that in a single operation. Of course other structures have their own performance shortcomings, but that's the beauty of designing complicated data structures with these basic building blocks.
structural complexity - you can think of a list along the same line of a vector as an ordered container, and perhaps extend this into multidimensional matrices that can be implemented on top of them since they still retain some basic ordering, but there are more complicated structures. Take for e.g. a tree, a simple full binary tree one can be implemented with a vector very easily since the parent-child relations can be easily converted to index arithmetics, but what if the tree isn't full and has varying number of children per node? Now, you may say it can still be done (any graph can be implemented with vectors either through adjacency matrix or adjacency list for e.g.), but there's almost no sense in doing so when you can have a much simpler implementation using pointer links. Just think of doing an AVL roll with an array. :shudder:
Mind you that the second argument may very well boil down to performance ("hey, it's an awkward approach but I still managed to use a vector!"), but it's more than that - it would complicate your code, clutter your data structure design, and could make it far more prone to bugs.
Now, here comes the "but" - even though there's much sense in using all the possible tools the language provides you, it's very widely accepted to use vector-based structures for performance critical tasks. See almost all scientific CPU benchmarks, most of them ultimately rely on vectors (uncited, but I can elaborate further if anyone is interested. Suffice to say that even the well-known *graph*500 does that).
The reason is not that it's best programming practice, but that it's more suited with CPU internal structure and gets more "juice" out of the HW. That's due to spatial locality - CPUs are very fond of that as it allows the memory unit to parallelize accesses (in an array you always know where's the next element, in a list you have to wait until the current one is fetched), and also issue stream/stride prefetches that reduce latency of future requests.
I can't say this is always a good practice, when you run through a graph the accesses are still pretty irregular even if you use an array implementation, but it's still a very common practice.
To summarize, taking the question literally - most of them can, of sorts (for a given definition of "most", ok?), but if the intention was "why teach pointers", I believe you can see that in order to understand your limits and what you can and should use - you need to know a great deal more than just arrays and even pointers. A good programmer should know a bit about everything - OS design, CPU design, etc. You can't do anything decent unless you really understand the fabric you're running on, and that unfortunately (or not) includes lots of pointers
You can implement a kind of allocator using an std::vector as the backing store. If you do that, all the standard data structures from elementary computer science can be implemented on top of vectors. It will hardly free you from using pointers, though: vectors are really just chunks of memory with a few useful additional operations, most notably the ability to expand.
More to the point: if you don't understand pointers, you won't understand how to do use vector for advanced data structures either. vector is a useful abstraction, but it follows the C++ rule that "you don't get what you don't pay for", so it's also a very "thin" abstraction, and you do pay for the cost of abstraction in terms of the amount of code you have to write.
(Jonathan Wakely points out, in the comments, that you won't get the exact guarantees that the C++ standard library requires of allocators data structures when you implement them on top of vector. Put in principle, vectors are just a way of handling blocks of memory.)
If you are learning C++ you need to be familiar with pointers and how to use them even if there are more higher level concepts that does that job for you.
Yes, it is possible to implement most data structures with vectors or lists and if you just started learning programming it's probably a good idea that you'll know how to write these data structures yourself.
With that being said, production code should always use the standard library unless there is a good reason not to do so.

Why prefer std::vector over std::deque? [duplicate]

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Why would I prefer using vector to deque
(10 answers)
Closed 3 years ago.
They both have access complexity of O(1) and random insertion/removal complexity of O(n). But vector costs more when expanding because of reallocation and copy, while deque does not have this issue.
It seems deque has a better performance, but why most people use vector instead of deque?
why most people use vector instead of deque?
Because this is what they have been taught.
vector and deque serve slightly different purposes. They can both be used as a simply container of objects, if that's all you need. When learning to program C++, that is all most people need -- a bucket to drop stuff in to, get stuff out of, and walk over.
When StackOverflow is asked a question like "which container should I use by default," the answer is almost invariably vector. The question is generally asked from the context of learning to program in C++, and at the point where a programmer is asking such a question, they don't yet know what they don't know. And there's a lot they don't yet know. So, we (StackOverflow) need a container that fits almost every need for better or worse, can be used in almost any context, and doesn't require that the programmer has asked all the right questions before landing on something approximating the correct answer. Furthermore, the Standard specifically recommends using vector. vector isn't best for all uses, and in fact deque is better than vector for many common uses -- but it's not so much better for a learning programmer that we should vary from the Standard's advice to newbie C++ programmers, so StackOverflow lands on vector.
After having learned the basics of the syntax and, shall we say, the strategies behind programming in C++, programmers split in to two branches: those who care to learn more and write better programs, and those who don't. Those who don't will stick on vector forever. I think many programmers fall in to this camp.
The rarer programmers who try to move beyond this phase start asking other questions -- questions like you've asked here. They know there is lots they don't yet know, and they want to start discovering what those things are. They will quickly (or less quickly) discover that when choosing between vector and deque, some questions they didn't think to ask before are:
Do I need the memory to be contigious?
Do I need to avoid lots of reallocations?
Do I need to keep valid iterators after insertions?
Do I need my collection to be compatible with some ancient C-like function?
Then they really start thinking about the code they are writing, discover yet more stuff they don't know, and the beat goes on...
From C++ standard section 23.1.1:
vector is the type of sequence that should be used by default... deque is
the data structure of choice when most insertions and deletions take place
at the beginning or at the end of the sequence.
However there are some arguments in the opposite direction.
In theory vector is at least as efficient as deque as it provides a subset of its functionality. If your task only needs what vector's interface provides, prefer vector - it can not be worse than a deque.
But vector costs more when expanding because of reallocation and copy
While it's true that vector sometimes has to reallocate its array as it grows, it will grow exponentially so that the amortised complexity is still O(1). Often, you can avoid reallocations by judicious use of reserve().
It seems deque has a better performance
There are many aspects to performance; the time taken by push_back is just one. In some applications, a container might be modified rarely, or populated on start-up and then never modified. In cases like that, iteration and access speed might be more important.
vector is the simplest possible container: a contiguous array. That means that iteration and random access can be achieved by simple pointer arithmetic, and accessing an element can be as fast as dereferencing a pointer.
deque has further requirements: it must not move the elements. This means that a typical implementation requires an extra level of indirection - it is generally implemented as something like an array of pointers to arrays. This means that element access requires dereferencing two pointers, which will be slower than one.
Of course, often speed is not a critical issue, and you choose containers according to their behavioural properties rather than their performance. You might choose vector if you need the elements to be contiguous, perhaps to work with an API based on pointers and arrays. You might choose deque or list if you want a guarantee that the elements won't move, so you can store pointers to them.
For cplusplus :
Therefore they provide a similar functionality as vectors, but with
efficient insertion and deletion of elements also at the beginning of
the sequence, and not only at its end. But, unlike vectors, deques are
not guaranteed to store all its elements in contiguous storage
locations, thus not allowing direct access by offsetting pointers to
elements.
Personally, I prefer using deque (I always end up spoiling myself and having to use push_front for some reason or other), but vector does have its uses/differences, with the main one being:
vector has contiguous memory, while a deque allocates via pages/chunks.
Note, the pages/chunks are fairly useful: constant-time insert/erase on the front of the container. It is also typical that a large block of memory broken up into a series of smaller blocks is more efficient than a single block of a memory.
You could also argue that, because deque is 'missing' size reservation methods (capacity/reserve), you have less to worry about.
I highly suggest you read Sutters' GotW on the topic.

Why is std::vector so much more popular than std::deque? [duplicate]

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Closed 10 years ago.
Possible Duplicate:
Why would I prefer using vector to deque
I am curious why is it that std::vector is so much more popular than std::deque. Deque is almost as efficient in lookup, more efficient in insert (without vector::reserve)and allows for inserting/deleting in the front.
Herb Sutter once recommended that if you want to use vector, just prefer deque (I am paraphrasing). However in a recent talk on Writing Modern C++ he again strongly recommends thinking of std::vector as a default container. According to the GOTW I linked earlier, even the standard has similar wording.
Is there a reason for this disparity? Is it just that vector is simpler and more well known, or is there a technical reason? Or is it that vector is just a cooler name .. ?
I can't speak for anybody else, but I can for myself.
When I first read about std::deque, I thought it was cool enough that for a while, I treated it not only as the default container, but as nearly the only container I used.
Then somebody asked about why, and I expounded at length on its virtues and why it was the best container to use for practically everything, and how it was much more versatile than std::vector.
Fortunately, the guy questioning my decision on it was persuasive enough that I did some testing. Testing showed that in nearly every case, std::deque was slower than std::vector -- often by a substantial factor (e.g., around 2). In fact, of the code I'd written using std::deque, just replacing std::deque with std::vector gave a speedup in all but a handful of cases.
I have used std::deque in a few cases since then, but definitely don't treat it as the default any more. The simple fact is that in the usual implementation it's noticeably slower than std::vector for most purposes.
I should add, however, that I'm reasonably certain that with the right implementation, it could be nearly equivalent to std::vector in virtually all cases. Most use a representation that's undoubtedly great from an asymptotic viewpoint, but doesn't work out quite so wonderfully (for many purposes) in the real world.
std::vector is very well understood, simple and is compatible with C (both in terms of the memory layout, and in terms of using pointers as iterators).
For some operations it is also more efficient than std::deque. Accessing elements by index is one example.
For a given task, it makes sense to use the simplest container that does the job well. In many cases that simplest container is std::vector.
People use std::vector over std::deque for a simple reason. They interface with a lot of C libraries and they have functions with parameters which require a pointer to contiguous storage, which std::deque doesn't (can't) guarantee.
Another reason is when you build code according to std::deque and your requirements change so that you have to support contiguous access, you will have a bit of refactoring to do.
I am compelled to mention that there are libraries out there whose authors claim to have created more efficient vector implementations in order to overcome inefficiencies when capacity is increased.
The structure of std::deque is a bit more complex which makes naive iteration quite a bit more expensive than std::vector. The insertions into std::vector with its reallocations tend not to be big problem, especially when using reserve() and only appending to the end. Also, there are easier to understand invalidation rules for std::vector although it is actually an advantage of std::deque that objects stay put when inserting/removing only at either end (note that std::deque iterators get invalidate upon each insertion, independent of where the insertion happens). Another plus for std:vector is the guarantee that the values are contiguous in memory causing it to make fewer memory allocations.
I guess, I would recommend use of std::deque algorithms were consistently optimized to use segmented sequences (I'm not aware that any standard C++ library does this optimization) and users were accessing sequences consistently using algorithms (as far as I can tell, only a tiny fraction of users considers the option to use algorithms). Otherwise I would suspect that std::deque is the better option with respect to performance only if you take advantage of its specific properties (e.g., that objects stay put and that you can insert/remove at the end). It is worth profiling the two alternatives, though.
Apart from std::vector being the most commonly known container class, it also has several advantages over std::deque, namely:
A typical std::deque requires an additional indirection to access the elments unlike as in case of std::vector.
Iterators in case of std::deque must be smart pointers and not pointers as in case of std::vector.
Elements of an std::vector are guaranteed to be contiguous and hence it is compatible with c-style functions which take arrays as parameters.
std::deque provide no support to control the capacity and the moment of reallocation.
Especially, the last point is noteworthy.

In game programming, what are the specific C++ or STL features that causes performance hogs? [closed]

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Closed 12 years ago.
My question is mostly about STL than the rest of the C++ that can be compared (I guess) to be as much fast as C a long as classes aren't used at every corner.
STL is standard for games and in engines like OGRE3D, but I was wondering that if STL's features are nice to use, the problem is while I don't really know how they work, I should know first what features can cause serious hogs before using them.
I'm very excited to begin that game programming school, and apparently there is no way I am going to not use those advanced features.
Using STL tends to generate as good if not more efficient code than hand written code for many cases.
Use a profiler to see where you have problems.
Even where C++ STL might perform worse its code is likely to be less error prone. So only write code if the profiler shows there is an issue
1) Debug builds. Severaly slow down many stl containers due to excessive error checking. At least on Microsoft compilers.
2) Excessive dynamic memory allocation. If you have routine that contains std::vector within it AND if you'll call it few thousand times per frame, it will be very slow and bottleneck will be somewhere within operator new or another memory allocation routine. If you'll turn this vector into some kind of static buffer (so you won't have to recreate it every time), it will be much faster. Memory allocation is slow. If you have a buffer, it is normally better to reuse it instead of making a new one during each call.
3) Using inefficient algorithms. For example, using linear search instead of binary search, using wrong sort algorithms (for example, quick sort, heap sort are faster than bubble sort on unsorted data but insertion sort can be faster than quicksort on partially sorted data). Searching instead of using std::map, and so on.
4) Using wrong kind of container. For example, std::vector isn't suitable for inserting elements at random places. std::deque, while is comparable with std::vector (random access), allows fast push_front and push_back, can be 10 times slower than std::vector if you subtract two iterators (on MSVC, again).
Unless you're building the entire engine from scratch, you're not going to notice a difference in using or not using C++ classes or STL. In general, most of the time the CPU is going to be running code that's not even written by you anyway. Plus the overhead imposed by any scripting languages you implement (Lua, Python, etc) will eclipse any small performance penalty you may incur by using C++/STL.
In short, don't worry about it. Writing good OOP code is better than trying to write super-fast code from the get-go. "Premature optimization is the root of much programming evil."
Actually, you can use classes everywhere, and still get as good of performance as C (and often better performance than typical C).
Most STL is designed to do most of its "tricky" parts at compile time, so the run-time performance is excellent. The main thing to look out for (especially if you write for things like game consoles or mobile phones, that have less capable graphics hardware) is structuring your data to work well with a cache.
Here are, in my opinion, the key points to writing performant C++/STL code:
Learn what memory allocation strategies are for each STL container,
Learn what algorithms work best with what iterator categories,
Learn run-time polymorphism vs compile-time polymorphism.
Good starting points are:
SGI STL Programmer's Guide,
STL Reference,
The Definitive C++ Book Guide and List (SO).
I recommend Effective STL by Scott Myers. The biggest performance hog of STL, is the lack of understanding of it. Please learn it well!
Also see Optimizing software in C++ by Agner Fog for C++ specific performance related topics.
The other answers are all accurate: the problems with STL and game programming are mostly with misuse.
My general approach is the following:
1. Write it with STL and carefully choose the appropriate algorithm, container, etc.
2. Profile for bottlenecks.
3. If it's STL causing the problem, replace it.
Optimizing too early can really slow you down and only cause more problems later.
Of course, it depends on platform as well. Sometimes, you have to write all of your own stuff because you simply can't afford the extra CPU/RAM overhead of STL.
Stroustrup talks about the design and performance of the STL in general, and specifically about the different performance characteristics of the various different container types, in his book The C++ Programming Language (3rd edition).
I don't have experience in gaming, but Electronic Arts developed their own (non-conforming) implementation of the STL. There is an extensive article explaining the motives and design of the library here.
Note that in many cases, you will be better off by using the STL that comes with your implementation, then measure, then measure again and make sure that you understand what is going on and what is really a performance problem. Then, only then, and if the problem is within the STL (and not in how the STL is used), I would use unstandard libraries.
These rarely become performance hogs if used correctly. A profiler should always be your primary means of finding bottlenecks in your code short of obvious algorithmic inefficiencies (in which case it's still good practice to use a profiler to make sure if you are on a tight deadline).
There are some legitimate efficiency concerns, however, if you do come across STL usage to show up as a profiler hotspot.
vector<ExpensiveElement> v;
// insert a lot of elements to v
v.push_back(ExpensiveElement(...) );
This push_back immediately above has the worst case scenario of having to linearly copy all the ExpensiveElements inserted so far (if we've exceeded the current capacity). In the best case scenario, we still have to copy ExpensiveElement one time unnecessarily.
We can mitigate the issue by making vector store shared_ptr, but now we pay for two additional heap allocations per ExpensiveElement inserted (one for the reference counter in boost::shared_ptr, and one for ExpensiveElement) along with the overhead of a pointer indirection each time we want to access ExpensiveElement stored in the vector.
To mitigate the memory allocation/deallocation overhead (generally more likely to be a hotspot than an additional level of indirection), we can implement a fast memory allocator for ExpensiveElement. Nevertheless, imagine if std::vector provided an alloc_back method:
new (v.alloc_back()) ExpensiveElement(...);
This would avoid any copy ctor overhead, but is unsafe and prone to abuse. Nevertheless, that's exactly what I did with our vector-clone in response to hotspots. Note that I work in raytracing which is a field where performance is often one of the highest measures of quality (other than correctness) and we profile our code daily so it's not like we just decided out of the blue that vector wasn't efficient enough for our purposes.
We also had no choice but to implement a vector clone because we provide a software development kit where other people's std::vector implementations may be incompatible with our own. I don't want to give you the wrong idea: explore these kinds of solutions only if your profiler sessions really call for it!
Another common source of inefficiency is when using linked STL containers like set, multiset, map, multimap, and list. However, that's not necessarily their fault, but rather the fault of the default std::allocator being used. These perform a separate memory allocation/deallocation per node so the default allocator can be pretty slow for these purposes, especially across multiple threads (thread contention, better off with per-thread memory pools). You can really get a speed boost by writing your own memory allocator (though this is not a trivial thing to do and don't forget alignment if you do).
I can't emphasize enough that these kinds of optimizations should only be applied in response to the profiler. You'll make your code harder to use and maintain this way, so you should be doing it only in exchange for a solid, demonstrable boost in your application's performance.
This book covers what issues you face when using C++ in games.

Is there already some std::vector based set/map implementation?

For small sets or maps, it's usually much faster to just use a sorted vector, instead of the tree-based set/map - especially for something like 5-10 elements. LLVM has some classes in that spirit, but no real adapter that would provide a std::map like interface backed up with a std::vector.
Any (free) implementation of this out there?
Edit: Thanks for all the alternative ideas, but I'm really interested in a vector based set/map. I do have specific cases where I tend to create huge amounts of sets/maps which contain usually less than 10 elements, and I do really want to have less memory pressure. Think about for example neighbor edges for a vertex in a triangle mesh, you easily wind up with 100k sets of 3-4 elements each.
I just stumbled upon your question, hope its not too late.
I recommend a great (open source) library named Loki.
It has a vector based implementation of an associative container that is a drop-in replacement for std::map, called AssocVector.
It offers better performance for accessing elements (and worst performance for insertions/deletions).
The library was written by Andrei Alexandrescu author of Modern C++ Design.
It also contains some other really nifty stuff.
If you can't find anything suitable, I would just wrap a std::vector to do sort() on insert, and implement find() using lower_bound(). It should be straight forward, and just as efficient as a custom solution.
Old post, I know, but for more recent visitors, Boost's flat_set and flat_map look like what you need. See https://theboostcpplibraries.com/boost.container for more information.
I don't know any such implementation, but there are some functions that help working with sorted vectors already in STL, such as lower_bound and upper_bound.
If the set or map truly is small, the performance gained by micro-optimizing the data structure will have little to no noticeable effects. You'll save maybe one or two memory (read: cache) lookups when searching a tiny tree vs tiny vector, which in the big picture is insignificant.
Having said that, you could give hash_map a try. Lookups by key are guaranteed to run in constant time.
Maybe you're looking for unordered map's and unordered set's. Try taking a look at the TR1 unordered containers that rely on hashing, or the Boost.Unordered container library. Underneath the interface, I'm not sure if they really do use std::vector, but I'd wager it's worth taking a look at.