Simple operation to waste time? - c++

I'm looking for a simple operation / routine which can "waste" time if repeated continuously.
I'm researching how gprof profiles applications, so this "time waster" needs to waste time in the user space and should not require external libraries. IE, calling sleep(20) will "waste" 20 seconds of time, but gprof will not record this time because it occurred within another library.
Any recommendations for simple tasks which can be repeated to waste time?

Another variant on Tomalak's solution is to set up an alarm, and so in your busy-wait loop, you don't need to keep issuing a system call, but instead just check if the signal has been sent.

The simplest way to "waste" time without yielding CPU is a tight loop.
If you don't need to restrict the duration of your waste (say, you control it by simply terminating the process when done), then go C style*:
for (;;) {}
(Be aware, though, that the standard allows the implementation to assume that programs will eventually terminate, so technically speaking this loop — at least in C++0x — has Undefined Behaviour and could be optimised out!**
Otherwise, you could time it manually:
time_t s = time(0);
while (time(0) - s < 20) {}
Or, instead of repeatedly issuing the time syscall (which will lead to some time spent in the kernel), if on a GNU-compatible system you could make use of signal.h "alarms" to end the loop:
alarm(20);
while (true) {}
There's even a very similar example on the documentation page for "Handler Returns".
(Of course, these approaches will all send you to 100% CPU for the intervening time and make fluffy unicorns fall out of your ears.)
* {} rather than trailing ; used deliberately, for clarity. Ultimately, there's no excuse for writing a semicolon in a context like this; it's a terrible habit to get into, and becomes a maintenance pitfall when you use it in "real" code.
** See [n3290: 1.10/2] and [n3290: 1.10/24].

A simple loop would do.
If you're researching how gprof works, I assume you've read the paper, slowly and carefully.
I also assume you're familiar with these issues.

Here's a busy loop which runs at one cycle per iteration on modern hardware, at least as compiled by clang or gcc or probably any reasonable compiler with at least some optimization flag:
void busy_loop(uint64_t iters) {
volatile int sink;
do {
sink = 0;
} while (--iters > 0);
(void)sink;
}
The idea is just to store to the volatile sink every iteration. This prevents the loop from being optimized away, and makes each iteration have a predictable amount of work (at least one store). Modern hardware can do one store per cycle, and the loop overhead generally can complete in parallel in that same cycle, so usually achieves one cycle per iteration. So you can ballpark the wall-clock time in nanoseconds a given number of iters will take by dividing by your CPU speed in GHz. For example, a 3 GHz CPU will take about 2 seconds (2 billion nanos) to busy_loop when iters == 6,000,000,000.

Related

Time measurement repeatedly makes mistake in specific places

I need to write program which would measure performance of certain data structures. But I can't get reliable result. For example when I measured performance 8 times for the same size of structure, every other result was different(for example: 15ms, 9ms, 15ms, 9ms, 15ms, ...), although the measurements weren't dependent on each other(for every measurement I generated new data). I tried to extract the problem and here is what I have:
while (true) {
auto start = high_resolution_clock::now();
for (int j = 0; j < 500; j++)
;
auto end = high_resolution_clock::now();
cout << duration<double, milli>(end - start).count() << " ";
_getch();
}
What happens when I run this code is - In the first run of loop the time is significantly higher than in next runs. Well it's always higher in the first run, but from time to time also in other measurements.
Example output: 0.006842 0.002566 0.002566 0.002138 0.002993 0.002138 0.002139 ...
And that's the behaviour everytime I start the program.
Here are some things I tried:
It does matter if I compile Release or Debug version. Measurements are still faulty but in different places.
I turned off code optimization.
I tried using different clocks.
And what I think is quite important - While my Add function wasn't empty, the problem depended on data size. For example program worked well for most data sizes but let's say for element count of 7500 measurements were drastically different.
I just deleted part of code after the segment i posted here. And guess what, first measurement is no longer faulty. I have no idea what's happening here.
I would be glad if someone explained to me what can be possible cause of all of this.
In that code, it's likely that you're just seeing the effect of the instruction cache or the micro-op cache. The first time the test is run, more instructions have to be fetched and decoded; on subsequent runs the results of that are available in the caches. As for the alternating times you were setting on some other code, that could be fluctuations in the branch prediction buffer, or something else entirely.
There's too many complex processes involved in execution on modern CPUs to expect a normal sequence of instructions to execute in a fixed amount of time. While it's possible to measure or at least account for these externalities when looking at individual instructions, for nontrivial code you basically have to accept empirical measurements including their variance.
Depending on what kind of operating system you're on, for durations this short, the scheduler can cause huge differences. If your thread is preempted, then you have the idle duration in your time. There are also many things that happen that you don't see: caches, pages, allocation. Modern systems are complex.
You're better off making the whole benchmark bigger, and then doing multiple runs on each thing you're testing, and then using something like ministat from FreeBSD to compare the runs of the same test, and then compare the ministat for the different things you're comparing.
To do this effectively, your benchmark should try to use the same amount of memory as the real workload, so that you memory access is a part of the benchmark.

How to set number of threads in C++

I have written the following multi-threaded program for multi-threaded sorting using std::sort. In my program grainSize is a parameter. Since grainSize or the number of threads which can spawn is a system dependent feature. Therefore, I am not getting what should be the optimal value to which I should set the grainSize to? I work on Linux?
int compare(const char*,const char*)
{
//some complex user defined logic
}
void multThreadedSort(vector<unsigned>::iterator data, int len, int grainsize)
{
if(len < grainsize)
{
std::sort(data, data + len, compare);
}
else
{
auto future = std::async(multThreadedSort, data, len/2, grainsize);
multThreadedSort(data + len/2, len/2, grainsize); // No need to spawn another thread just to block the calling thread which would do nothing.
future.wait();
std::inplace_merge(data, data + len/2, data + len, compare);
}
}
int main(int argc, char** argv) {
vector<unsigned> items;
int grainSize=10;
multThreadedSort(items.begin(),items.size(),grainSize);
std::sort(items.begin(),items.end(),CompareSorter(compare));
return 0;
}
I need to perform multi-threaded sorting. So, that for sorting large vectors I can take advantage of multiple cores present in today's processor. If anyone is aware of an efficient algorithm then please do share.
I dont know why the value returned by multiThreadedSort() is not sorted, do you see some logical error in it, then please let me know about the same
This gives you the optimal number of threads (such as the number of cores):
unsigned int nThreads = std::thread::hardware_concurrency();
As you wrote it, your effective thread number is not equal to grainSize : it will depend on list size, and will potentially be much more than grainSize.
Just replace grainSize by :
unsigned int grainSize= std::max(items.size()/nThreads, 40);
The 40 is arbitrary but is there to avoid starting threads for sorting to few items which will be suboptimal (the time starting the thread will be larger than sorting the few items). It may be optimized by trial-and-error, and is potentially larger than 40.
You have at least a bug there:
multThreadedSort(data + len/2, len/2, grainsize);
If len is odd (for instance 9), you do not include the last item in the sort. Replace by:
multThreadedSort(data + len/2, len-(len/2), grainsize);
Unless you use a compiler with a totally broken implementation (broken is the wrong word, a better match would be... shitty), several invocations of std::futureshould already do the job for you, without having to worry.
Note that std::future is something that conceptually runs asynchronously, i.e. it may spawn another thread to execute concurrently. May, not must, mind you.
This means that it is perfectly "legitimate" for an implementation to simply spawn one thread per future, and it is also legitimate to never spawn any threads at all and simply execute the task inside wait().
In practice, sane implementations avoid spawning threads on demand and instead use a threadpool where the number of workers is set to something reasonable according to the system the code runs on.
Note that trying to optimize threading with std::thread::hardware_concurrency() does not really help you because the wording of that function is too loose to be useful. It is perfectly allowable for an implementation to return zero, or a more or less arbitrary "best guess", and there is no mechanism for you to detect whether the returned value is a genuine one or a bullshit value.
There also is no way of discriminating hyperthreaded cores, or any such thing as NUMA awareness, or anything the like. Thus, even if you assume that the number is correct, it is still not very meaningful at all.
On a more general note
The problem "What is the correct number of threads" is hard to solve, if there is a good universal answer at all (I believe there is not). A couple of things to consider:
Work groups of 10 are certainly way, way too small. Spawning a thread is an immensely expensive thing (yes, contrary to popular belief that's true for Linux, too) and switching or synchronizing threads is expensive as well. Try "ten thousands", not "tens".
Hyperthreaded cores only execute while the other core in the same group is stalled, most commonly on memory I/O (or, when spinning, by the explicit execution of an instruction such as e.g. REP-NOP on Intel). If you do not have a significant number of memory stalls, extra threads running on hyperthreaded cores will only add context switches, but will not run any faster. For something like sorting (which is all about accessing memory!), you're probably good to go as far as that one goes.
Memory bandwidth is usually saturated by one, sometimes 2 cores, rarely more (depends on the actual hardware). Throwing 8 or 12 threads at the problem will usually not increase memory bandwidth but will heighten pressure on shared cache levels (such as L3 if present, and often L2 as well) and the system page manager. For the particular case of sorting (very incoherent access, lots of stalls), the opposite may be the case. May, but needs not be.
Due to the above, for the general case "number of real cores" or "number of real cores + 1" is often a much better recommendation.
Accessing huge amounts of data with poor locality like with your approach will (single-threaded or multi-threaded) result in a lot of cache/TLB misses and possibly even page faults. That may not only undo any gains from thread parallelism, but it may indeed execute 4-5 orders of magnitude slower. Just think about what a page fault costs you. During a single page fault, you could have sorted a million elements.
Contrary to the above "real cores plus 1" general rule, for tasks that involve network or disk I/O which may block for a long time, even "twice the number of cores" may as well be the best match. So... there is really no single "correct" rule.
What's the conclusion of the somewhat self-contradicting points above? After you've implemented it, be sure to benchmark whether it really runs faster, because this is by no means guaranteed to be the case. And unluckily, there's no way of knowing with certitude what's best without having measured.
As another thing, consider that sorting is by no means trivial to parallelize. You are already using std::inplace_merge so you seem to be aware that it's not just "split subranges and sort them".
But think about it, what exactly does your approach really do? You are subdividing (recursively descending) up to some depth, then sorting the subranges concurrently, and merging -- which means overwriting. Then you are sorting (recursively ascending) larger ranges and merging them, until the whole range is sorted. Classic fork-join.
That means you touch some part of memory to sort it (in a pattern which is not cache-friendly), then touch it again to merge it. Then you touch it yet again to sort the larger range, and you touch it yet another time to merge that larger range. With any "luck", different threads will be accessing the memory locations at different times, so you'll have false sharing.
Also, if your understanding of "large data" is the same as mine, this means you are overwriting every memory location beween 20 and 30 times, possibly more often. That's a lot of traffic.
So much memory being read and written to repeatedly, over and over again, and the main bottleneck is memory bandwidth. See where I'm going? Fork-join looks like an ingenious thing, and in academics it probably is... but it isn't certain at all that this runs any faster on a real machine (it might quite possibly be many times slower).
Ideally, you cannot assume more than n*2 thread running in your system. n is number of CPU cores.
Modern OS uses concept of Hyperthreading. So, now on one CPU at a time can run 2 threads.
As mentioned in another answer, in C++11 you can get optimal number of threads using std::thread::hardware_concurrency();

Execution time of functions decreases at runtime. (C++) Why?

For some testing purposes I have written a piece of code for measuring execution times of several fast operations in my real-time video processing code. And things are working fine. I am getting very realistic results, but i noticed one interesting peculiarity.
I am using a POSIX function clock_gettime with CLOCK_MONOTONIC attribute. So i am getting timespecs with nanosecond precision (1/1000000000sec) and it is said that getting a timespec value in that manner takes only several processor ticks.
Here are two functions that i am using for saving timespecs. I also added definitions of datastructures that are being used:
QVector<long> timeMemory;
QVector<std::string> procMemory;
timespec moment;
void VisionTime::markBegin(const std::string& action) {
if(measure){
clock_gettime(CLOCK_MONOTONIC, &moment);
procMemory.append(action + ";b");
timeMemory.append(moment.tv_nsec);
}
}
void VisionTime::markEnd(const std::string& action) {
if(measure){
clock_gettime(CLOCK_MONOTONIC, &moment);
procMemory.append(action + ";e");
timeMemory.append(moment.tv_nsec);
}
}
I am collecting the results into a couple of QVectors that are used later.
I noticed that when these two functions are executed for the first time(right after each other, having nothing between them), the difference between two saved timespecs is ~34000ns. Next time the difference is about 2 times smaller. And so on. If i execute them for hundreds of times then the average difference is ~2000ns.
So an average recurrent execution of these functions takes about 17000x less time than the first one.
As i am taking hundreds of measurements in a row, it does not really matter to me that some first executions last a little bit longer. But anyway it just interests me, why is it that way?
I have various experience in Java, but i am quite new to c++. I do not know much how things work here.
I am using O3 flag for optimization level.
My QMake conf:
QMAKE_CXXFLAGS += -O3 -march=native
So, can anyone tell, which part of this little code gets faster at runtime, how and why? I doubt appending to QVector. Does optimization affect this somehow?
It's my first question here on stackoverflow, hope it's not too long :) Many thanks for all your responses!
There are quite a few potential first-time costs in your measurement code, here's a couple and how you can test for them.
Memory allocation: Those QVectors won't have any memory allocated on the heap until the first time you use them.
Also, the vector will most likely start out by allocating a small amount of memory, then allocate exponentially more as you add more data (a standard compromise for containers like this). Therefore, you will have many memory allocations towards the beginning of your runtime, then the frequency will decrease over time.
You can verify that this is happening by looking at the return value of QVector::capacity(), and tune the behavior by QVector::reserve(int) - e.g. if you do timeMemory.reserve(10000);, procMemory.reserve(10000);, you can reserve enough space for the first ten thousand measurements before your measurements begin.
Lazy symbol binding: the dynamic linker by default won't resolve symbols from Qt (or other shared libraries) until they are needed. So, if these measuring functions are the first place in your code where some QVector or std::string functions are called, the dynamic linker will need to do some one-time work to resolve those functions, which takes time.
If this is indeed the case, you can disable the lazy loading by setting the environment variable LD_BIND_NOW=1 on Linux or DYLD_BIND_AT_LAUNCH=1 on Mac.
It is probably due to branch prediction. http://en.wikipedia.org/wiki/Branch_predictor

Splitting up a program into 4 threads is slower than a single thread

I've been writing a raytracer the past week, and have come to a point where it's doing enough that multi-threading would make sense. I have tried using OpenMP to parallelize it, but running it with more threads is actually slower than running it with one.
Reading over other similar questions, especially about OpenMP, one suggestion was that gcc optimizes serial code better. However running the compiled code below with export OMP_NUM_THREADS=1 is twice as fast as with export OMP_NUM_THREADS=4. I.e. It's the same compiled code on both runs.
Running the program with time:
> export OMP_NUM_THREADS=1; time ./raytracer
real 0m34.344s
user 0m34.310s
sys 0m0.008s
> export OMP_NUM_THREADS=4; time ./raytracer
real 0m53.189s
user 0m20.677s
sys 0m0.096s
User time is a lot smaller than real, which is unusual when using multiple cores- user should be larger than real as several cores are running at the same time.
Code that I have parallelized using OpenMP
void Raytracer::render( Camera& cam ) {
// let the camera know to use this raytracer for probing the scene
cam.setSamplingFunc(getSamplingFunction());
int i, j;
#pragma omp parallel private(i, j)
{
// Construct a ray for each pixel.
#pragma omp for schedule(dynamic, 4)
for (i = 0; i < cam.height(); ++i) {
for (j = 0; j < cam.width(); ++j) {
cam.computePixel(i, j);
}
}
}
}
When reading this question I thought I had found my answer. It talks about the implementation of gclib rand() synchronizing calls to itself to preserve state for random number generation between threads. I am using rand() quite a lot for monte carlo sampling, so i thought that was the problem. I got rid of calls to rand, replacing them with a single value, but using multiple threads is still slower. EDIT: oops turns out I didn't test this correctly, it was the random values!
Now that those are out of the way, I will discuss an overview of what's being done on each call to computePixel, so hopefully a solution can be found.
In my raytracer I essentially have a scene tree, with all objects in it. This tree is traversed a lot during computePixel when objects are tested for intersection, however, no writes are done to this tree or any objects. computePixel essentially reads the scene a bunch of times, calling methods on the objects (all of which are const methods), and at the very end writes a single value to its own pixel array. This is the only part that I am aware of where more than one thread will try to write to to the same member variable. There is no synchronization anywhere since no two threads can write to the same cell in the pixel array.
Can anyone suggest places where there could be some kind of contention? Things to try?
Thank you in advance.
EDIT:
Sorry, was stupid not to provide more info on my system.
Compiler gcc 4.6 (with -O2 optimization)
Ubuntu Linux 11.10
OpenMP 3
Intel i3-2310M Quad core 2.1Ghz (on my laptop at the moment)
Code for compute pixel:
class Camera {
// constructors destructors
private:
// this is the array that is being written to, but not read from.
Colour* _sensor; // allocated using new at construction.
}
void Camera::computePixel(int i, int j) const {
Colour col;
// simple code to construct appropriate ray for the pixel
Ray3D ray(/* params */);
col += _sceneSamplingFunc(ray); // calls a const method that traverses scene.
_sensor[i*_scrWidth+j] += col;
}
From the suggestions, it might be the tree traversal that causes the slow-down. Some other aspects: there is quite a lot of recursion involved once the sampling function is called (recursive bouncing of rays)- could this cause these problems?
Thanks everyone for the suggestions, but after further profiling, and getting rid of other contributing factors, random-number generation did turn out to be the culprit.
As outlined in the question above, rand() needs to keep track of its state from one call to the next. If several threads are trying to modify this state, it would cause a race condition, so the default implementation in glibc is to lock on every call, to make the function thread-safe. This is terrible for performance.
Unfortunately the solutions to this problem that I've seen on stackoverflow are all local, i.e. deal with the problem in the scope where rand() is called. Instead I propose a "quick and dirty" solution that anyone can use in their program to implement independent random number generation for each thread, requiring no synchronization.
I have tested the code, and it works- there is no locking, and no noticeable slowdown as a result of calls to threadrand. Feel free to point out any blatant mistakes.
threadrand.h
#ifndef _THREAD_RAND_H_
#define _THREAD_RAND_H_
// max number of thread states to store
const int maxThreadNum = 100;
void init_threadrand();
// requires openmp, for thread number
int threadrand();
#endif // _THREAD_RAND_H_
threadrand.cpp
#include "threadrand.h"
#include <cstdlib>
#include <boost/scoped_ptr.hpp>
#include <omp.h>
// can be replaced with array of ordinary pointers, but need to
// explicitly delete previous pointer allocations, and do null checks.
//
// Importantly, the double indirection tries to avoid putting all the
// thread states on the same cache line, which would cause cache invalidations
// to occur on other cores every time rand_r would modify the state.
// (i.e. false sharing)
// A better implementation would be to store each state in a structure
// that is the size of a cache line
static boost::scoped_ptr<unsigned int> randThreadStates[maxThreadNum];
// reinitialize the array of thread state pointers, with random
// seed values.
void init_threadrand() {
for (int i = 0; i < maxThreadNum; ++i) {
randThreadStates[i].reset(new unsigned int(std::rand()));
}
}
// requires openmp, for thread number, to index into array of states.
int threadrand() {
int i = omp_get_thread_num();
return rand_r(randThreadStates[i].get());
}
Now you can initialize the random states for threads from main using init_threadrand(), and subsequently get a random number using threadrand() when using several threads in OpenMP.
The answer is, without knowing what machine you're running this on, and without really seeing the code of your computePixel function, that it depends.
There is quite a few factors that could affect the performance of your code, one thing that comes to mind is the cache alignment. Perhaps your data structures, and you did mention a tree, are not really ideal for caching, and the CPU ends up waiting for the data come from the RAM, since it cannot fit things into the cache. Wrong cache-line alignments could cause something like that. If the CPU has to wait for things to come from RAM, it is likely, that the thread will be context-switched out, and another will be run.
Your OS thread scheduler is non-deterministic, therefore, when a thread will run is not a predictable thing, so if it so happens that your threads are not running a lot, or are contending for CPU cores, this could also slow things down.
Thread affinity, also plays a role. A thread will be scheduled on a particular core, and normally it will be attempted to keep this thread on the same core. If more then one of your threads are running on a single core, they will have to share the same core. Another reason things could slow down. For performance reasons, once a particular thread has run on a core, it is normally kept there, unless there's a good reason to swap it to another core.
There's some other factors, which I don't remember off the top of my head, however, I suggest doing some reading on threading. It's a complicated and extensive subject. There's lots of material out there.
Is the data being written at the end, data that other threads need to be able to do computePixel ?
One strong possibility is false sharing. It looks like you are computing the pixels in sequence, thus each thread may be working on interleaved pixels. This is usually a very bad thing to do.
What could be happening is that each thread is trying to write the value of a pixel beside one written in another thread (they all write to the sensor array). If these two output values share the same CPU cache-line this forces the CPU to flush the cache between the processors. This results in an excessive amount of flushing between CPUs, which is a relatively slow operation.
To fix this you need to ensure that each thread truly works on an independent region. Right now it appears you divide on rows (I'm not positive since I don't know OMP). Whether this works depends on how big your rows are -- but still the end of each row will overlap with the beginning of the next (in terms of cache lines). You might want to try breaking the image into four blocks and have each thread work on a series of sequential rows (for like 1..10 11..20 21..30 31..40). This would greatly reduce the sharing.
Don't worry about reading constant data. So long as the data block is not being modified each thread can read this information efficiently. However, be leery of any mutable data you have in your constant data.
I just looked and the Intel i3-2310M doesn't actually have 4 cores, it has 2 cores and hyper-threading. Try running your code with just 2 threads and see it that helps. I find in general hyper-threading is totally useless when you have a lot of calculations, and on my laptop I turned it off and got much better compilation times of my projects.
In fact, just go into your BIOS and turn off HT -- it's not useful for development/computation machines.

optimizing `std::vector operator []` (vector access) when it becomes a bottleneck

gprof says that my high computing app spends 53% of its time inside std::vector <...> operator [] (unsigned long), 32% of which goes to one heavily used vector. Worse, I suspect that my parallel code failing to scale beyond 3-6 cores is due to a related memory bottleneck. While my app does spend a lot of time accessing and writing memory, it seems like I should be able (or at least try) to do better than 52%. Should I try using dynamic arrays instead (size remains constant in most cases)? Would that be likely to help with possible bottlenecks?
Actually, my preferred solution would be to solve the bottleneck and leave the vectors as is for convenience. Based on the above, are there any likely culprits or solutions (tcmalloc is out)?
Did you examine your memory access pattern itself? It might be inefficient - cache unfriendly.
Did you try to use raw pointer while array accessing?
// regular place
for (int i = 0; i < arr.size(); ++i)
wcout << arr[i];
// In bottleneck
int *pArr = &arr.front();
for (int i = 0; i < arr.size(); ++i)
wcout << pArr[i];
I suspect that gprof prevents functions to be inlined. Try to use another profiling method. std::vector operator [] cannot be bottleneck because it doesn't differ much from raw array access. SGI implementaion is shown below:
reference operator[](size_type __n) { return *(begin() + __n); }
iterator begin() { return _M_start; }
You cannot trust gprof for high-speed code profiling, you should instead use a passive profiling method like oprofile to get the real picture.
As an alternative you could profile by manual code alteration (e.g. calling a computation 10 times instead of one and checking how much the execution time increases). Note that this is however going to be influenced by cache issues so YMMV.
The vector class is heavily liked and provides a certain amount of convenience, at the expense of performance, which is fine when you don't particularly need performance.
If you really need performance, it won't hurt you too much to bypass the vector class and go directly to a simple old hand-made array, whether statically or dynamically allocated. Then 1) the time you currently spend indexing should essentially disappear, speeding up your app by that amount, and 2) you can move on to whatever the "next big thing" is that takes time in your app.
EDIT:
Most programs have a lot more room for speedup than you might suppose. I made a walk-through project to illustrate this. If I can summarize it really quickly, it goes like this:
Original time is 2.7 msec per "job" (the number of "jobs" can be varied to get enough run-time to analyze it).
First cut showed roughly 60% of time was spent in vector operations, including indexing, appending, and removing. I replaced with a similar vector class from MFC, and time decreased to 1.8 msec/job. (That's a 1.5x or 50% speedup.)
Even with that array class, roughly 40% of time was spent in the [] indexing operator. I wanted it to index directly, so I forced it to index directly, not through the operator function. That reduced time to 1.5 msec/job, a 1.2x speedup.
Now roughly 60% of the time is adding/removing items in arrays. An additional fraction was spent in "new" and "delete". I decided to chuck the arrays and do two things. One was to use do-it-yourself linked lists, and to pool used objects. The first reduced time to 1.3 msec (1.15x). The second reduced it to 0.44 msec (2.95x).
Of that time, I found that about 60% of the time was in code I had written to do indexing into the list (as if it were an array). I decided that could be done instead just by having a pointer directly into the list. Result: 0.14 msec (3.14x).
Now I found that nearly all the time was being spent in a line of diagnostic I/O I was printing to the console. I decided to get rid of that: 0.0037 msec (38x).
I could have kept going, but I stopped.
The overall time per job was reduced by a compounded factor of about 700x.
What I want you to take away is if you need performance bad enough to deviate from what might be considered the accepted ways of doing things, you don't have to stop after one "bottleneck".
Just because you got a big speedup doesn't mean there are no more.
In fact the next "bottleneck" might be bigger than the first, in terms of speedup factor.
So raise your expectations of speedup you can get, and go for broke.