Amortized analysis of std::vector insertion - c++

How do we do the analysis of insertion at the back (push_back) in a std::vector? It's amortized time is O(1) per insertion. In particular in a video in channel9 by Stephan T Lavavej and in this ( 17:42 onwards ) he says that for optimal performance Microsoft's implementation of this method increases capacity of the vector by around 1.5.
How is this constant determined?

Assuming you mean push_back and not insertion, I believe that the important part is the multiply by some constant (as opposed to grabbing N more elements each time) and as long as you do this you'll get amortized constant time. Changing the factor changes the average case and worst case performance.
Concretely:
If your constant factor is too large, you'll have good average case performance, but bad worst case performance especially as the arrays get big. For instance, imagine doubling (2x) a 10000 size vector just because you have the 10001th element pushed. EDIT: As Michael Burr indirectly pointed out, the real cost here is probably that you'll grow your memory much larger than you need it to be. I would add to this that there are cache issues that affect speed if your factor is too large. Suffice it to say that there are real costs (memory and computation) if you grow much larger than you need.
However if your constant factor is too small, say (1.1x) then you're going to have good worst case performance, but bad average performance, because you're going to have to incur the cost of reallocating too many times.
Also, see Jon Skeet's answer to a similar question previously. (Thanks #Bo Persson)
A little more about the analysis: Say you have n items you are pushing back and a multiplication factor of M. Then the number of reallocations will be roughly log base M of n (log_M(n)). And the ith reallocation will cost proportional to M^i (M to the ith power). Then the total time of all the pushbacks will be M^1 + M^2 + ... M^(log_M(n)). The number of pushbacks is n, and thus you get this series (which is a geometric series, and reduces to roughly (nM)/(M-1) in the limit) divided by n. This is roughly a constant, M/(M-1).
For large values of M you will overshoot a lot and allocate much more than you need reasonably often (which I mentioned above). For small values of M (close to 1) this constant M/(M-1) becomes large. This factor directly affects the average time.

You can do the math to try to figure how this kind of thing works.
A popular method to work with asymptotic analysis is the Bankers method. What you do is markup all your operations with an extra cost, "saving" it for later to pay for an expensive operation latter on.
Let's make some dump assumptions to simplify the math:
Writing into an array costs 1. (Same for inserting and moving between arrays)
Allocating a larger array is free.
And our algorithm looks like:
function insert(x){
if n_elements >= maximum array size:
move all elements to a new array that
is K times larger than the current size
add x to array
n_elements += 1
Obviously, the "worst case" happens when we have to move the elements to the new array. Let's try to amortize this by adding a constant markup of d to the insertion cost, bringing it to a total of (1 + d) per operation.
Just after an array has been resized, we have (1/K) of it filled up and no money saved.
By the time we fill the array up, we can be sure to have at least d * (1 - 1/K) * N saved up. Since this money must be able to pay for all N elements being moved, we can figure out a relation between K and d:
d*(1 - 1/K)*N = N
d*(K-1)/K = 1
d = K/(K-1)
A helpful table:
k d 1+d(total insertion cost)
1.0 inf inf
1.1 11.0 12.0
1.5 3.0 4.0
2.0 2.0 3.0
3.0 1.5 2.5
4.0 1.3 2.3
inf 1.0 2.0
So from this you can get a rough mathematician's idea of how the time/memory tradeoff works for this problem. There are some caveats, of course: I didn't go over shrinking the array when it gets less elements, this only covers the worst case where no elements are ever removed and the time costs of allocating extra memory weren't accounted for.
They most likely ran a bunch of experimental tests to figure this out in the end making most of what I wrote irrelevant though.

Uhm, the analysis is really simple when you're familiar with number systems, such as our usual decimal one.
For simplicity, then, assume that each time the current capacity is reached, a new 10x as large buffer is allocated.
If the original buffer has size 1, then the first reallocation copies 1 element, the second (where now the buffer has size 10) copies 10 elements, and so on. So with five reallocations, say, you have 1+10+100+1000+10000 = 11111 element copies performed. Multiply that by 9, and you get 99999; now add 1 and you have 100000 = 10^5. Or in other words, doing that backwards, the number of element copies performed to support those 5 reallocations has been (10^5-1)/9.
And the buffer size after 5 reallocations, 5 multiplications by 10, is 10^5. Which is roughly a factor of 9 larger than the number of element copy operations. Which means that the time spent on copying is roughly linear in the resulting buffer size.
With base 2 instead of 10 you get (2^5-1)/1 = 2^5-1.
And so on for other bases (or factors to increase buffer size by).
Cheers & hth.

Related

Why does the capacity of a vector increase by a factor of 1.5? [duplicate]

C++ has std::vector and Java has ArrayList, and many other languages have their own form of dynamically allocated array. When a dynamic array runs out of space, it gets reallocated into a larger area and the old values are copied into the new array. A question central to the performance of such an array is how fast the array grows in size. If you always only grow large enough to fit the current push, you'll end up reallocating every time. So it makes sense to double the array size, or multiply it by say 1.5x.
Is there an ideal growth factor? 2x? 1.5x? By ideal I mean mathematically justified, best balancing performance and wasted memory. I realize that theoretically, given that your application could have any potential distribution of pushes that this is somewhat application dependent. But I'm curious to know if there's a value that's "usually" best, or is considered best within some rigorous constraint.
I've heard there's a paper on this somewhere, but I've been unable to find it.
I remember reading many years ago why 1.5 is preferred over two, at least as applied to C++ (this probably doesn't apply to managed languages, where the runtime system can relocate objects at will).
The reasoning is this:
Say you start with a 16-byte allocation.
When you need more, you allocate 32 bytes, then free up 16 bytes. This leaves a 16-byte hole in memory.
When you need more, you allocate 64 bytes, freeing up the 32 bytes. This leaves a 48-byte hole (if the 16 and 32 were adjacent).
When you need more, you allocate 128 bytes, freeing up the 64 bytes. This leaves a 112-byte hole (assuming all previous allocations are adjacent).
And so and and so forth.
The idea is that, with a 2x expansion, there is no point in time that the resulting hole is ever going to be large enough to reuse for the next allocation. Using a 1.5x allocation, we have this instead:
Start with 16 bytes.
When you need more, allocate 24 bytes, then free up the 16, leaving a 16-byte hole.
When you need more, allocate 36 bytes, then free up the 24, leaving a 40-byte hole.
When you need more, allocate 54 bytes, then free up the 36, leaving a 76-byte hole.
When you need more, allocate 81 bytes, then free up the 54, leaving a 130-byte hole.
When you need more, use 122 bytes (rounding up) from the 130-byte hole.
In the limit as n → ∞, it would be the golden ratio: ϕ = 1.618...
For finite n, you want something close, like 1.5.
The reason is that you want to be able to reuse older memory blocks, to take advantage of caching and avoid constantly making the OS give you more memory pages. The equation you'd solve to ensure that a subsequent allocation can re-use all prior blocks reduces to xn − 1 − 1 = xn + 1 − xn, whose solution approaches x = ϕ for large n. In practice n is finite and you'll want to be able to reusing the last few blocks every few allocations, and so 1.5 is great for ensuring that.
(See the link for a more detailed explanation.)
It will entirely depend on the use case. Do you care more about the time wasted copying data around (and reallocating arrays) or the extra memory? How long is the array going to last? If it's not going to be around for long, using a bigger buffer may well be a good idea - the penalty is short-lived. If it's going to hang around (e.g. in Java, going into older and older generations) that's obviously more of a penalty.
There's no such thing as an "ideal growth factor." It's not just theoretically application dependent, it's definitely application dependent.
2 is a pretty common growth factor - I'm pretty sure that's what ArrayList and List<T> in .NET uses. ArrayList<T> in Java uses 1.5.
EDIT: As Erich points out, Dictionary<,> in .NET uses "double the size then increase to the next prime number" so that hash values can be distributed reasonably between buckets. (I'm sure I've recently seen documentation suggesting that primes aren't actually that great for distributing hash buckets, but that's an argument for another answer.)
One approach when answering questions like this is to just "cheat" and look at what popular libraries do, under the assumption that a widely used library is, at the very least, not doing something horrible.
So just checking very quickly, Ruby (1.9.1-p129) appears to use 1.5x when appending to an array, and Python (2.6.2) uses 1.125x plus a constant (in Objects/listobject.c):
/* This over-allocates proportional to the list size, making room
* for additional growth. The over-allocation is mild, but is
* enough to give linear-time amortized behavior over a long
* sequence of appends() in the presence of a poorly-performing
* system realloc().
* The growth pattern is: 0, 4, 8, 16, 25, 35, 46, 58, 72, 88, ...
*/
new_allocated = (newsize >> 3) + (newsize < 9 ? 3 : 6);
/* check for integer overflow */
if (new_allocated > PY_SIZE_MAX - newsize) {
PyErr_NoMemory();
return -1;
} else {
new_allocated += newsize;
}
newsize above is the number of elements in the array. Note well that newsize is added to new_allocated, so the expression with the bitshifts and ternary operator is really just calculating the over-allocation.
Let's say you grow the array size by x. So assume you start with size T. The next time you grow the array its size will be T*x. Then it will be T*x^2 and so on.
If your goal is to be able to reuse the memory that has been created before, then you want to make sure the new memory you allocate is less than the sum of previous memory you deallocated. Therefore, we have this inequality:
T*x^n <= T + T*x + T*x^2 + ... + T*x^(n-2)
We can remove T from both sides. So we get this:
x^n <= 1 + x + x^2 + ... + x^(n-2)
Informally, what we say is that at nth allocation, we want our all previously deallocated memory to be greater than or equal to the memory need at the nth allocation so that we can reuse the previously deallocated memory.
For instance, if we want to be able to do this at the 3rd step (i.e., n=3), then we have
x^3 <= 1 + x
This equation is true for all x such that 0 < x <= 1.3 (roughly)
See what x we get for different n's below:
n maximum-x (roughly)
3 1.3
4 1.4
5 1.53
6 1.57
7 1.59
22 1.61
Note that the growing factor has to be less than 2 since x^n > x^(n-2) + ... + x^2 + x + 1 for all x>=2.
Another two cents
Most computers have virtual memory! In the physical memory you can have random pages everywhere which are displayed as a single contiguous space in your program's virtual memory. The resolving of the indirection is done by the hardware. Virtual memory exhaustion was a problem on 32 bit systems, but it is really not a problem anymore. So filling the hole is not a concern anymore (except special environments). Since Windows 7 even Microsoft supports 64 bit without extra effort. # 2011
O(1) is reached with any r > 1 factor. Same mathematical proof works not only for 2 as parameter.
r = 1.5 can be calculated with old*3/2 so there is no need for floating point operations. (I say /2 because compilers will replace it with bit shifting in the generated assembly code if they see fit.)
MSVC went for r = 1.5, so there is at least one major compiler that does not use 2 as ratio.
As mentioned by someone 2 feels better than 8. And also 2 feels better than 1.1.
My feeling is that 1.5 is a good default. Other than that it depends on the specific case.
The top-voted and the accepted answer are both good, but neither answer the part of the question asking for a "mathematically justified" "ideal growth rate", "best balancing performance and wasted memory". (The second-top-voted answer does try to answer this part of the question, but its reasoning is confused.)
The question perfectly identifies the 2 considerations that have to be balanced, performance and wasted memory. If you choose a growth rate too low, performance suffers because you'll run out of extra space too quickly and have to reallocate too frequently. If you choose a growth rate too high, like 2x, you'll waste memory because you'll never be able to reuse old memory blocks.
In particular, if you do the math1 you'll find that the upper limit on the growth rate is the golden ratio ϕ = 1.618… . Growth rate larger than ϕ (like 2x) mean that you'll never be able to reuse old memory blocks. Growth rates only slightly less than ϕ mean you won't be able to reuse old memory blocks until after many many reallocations, during which time you'll be wasting memory. So you want to be as far below ϕ as you can get without sacrificing too much performance.
Therefore I'd suggest these candidates for "mathematically justified" "ideal growth rate", "best balancing performance and wasted memory":
≈1.466x (the solution to x4=1+x+x2) allows memory reuse after just 3 reallocations, one sooner than 1.5x allows, while reallocating only slightly more frequently
≈1.534x (the solution to x5=1+x+x2+x3) allows memory reuse after 4 reallocations, same as 1.5x, while reallocating slightly less frequently for improved performance
≈1.570x (the solution to x6=1+x+x2+x3+x4) only allows memory reuse after 5 reallocations, but will reallocate even less infrequently for even further improved performance (barely)
Clearly there's some diminishing returns there, so I think the global optimum is probably among those. Also, note that 1.5x is a great approximation to whatever the global optimum actually is, and has the advantage being extremely simple.
1 Credits to #user541686 for this excellent source.
It really depends. Some people analyze common usage cases to find the optimal number.
I've seen 1.5x 2.0x phi x, and power of 2 used before.
If you have a distribution over array lengths, and you have a utility function that says how much you like wasting space vs. wasting time, then you can definitely choose an optimal resizing (and initial sizing) strategy.
The reason the simple constant multiple is used, is obviously so that each append has amortized constant time. But that doesn't mean you can't use a different (larger) ratio for small sizes.
In Scala, you can override loadFactor for the standard library hash tables with a function that looks at the current size. Oddly, the resizable arrays just double, which is what most people do in practice.
I don't know of any doubling (or 1.5*ing) arrays that actually catch out of memory errors and grow less in that case. It seems that if you had a huge single array, you'd want to do that.
I'd further add that if you're keeping the resizable arrays around long enough, and you favor space over time, it might make sense to dramatically overallocate (for most cases) initially and then reallocate to exactly the right size when you're done.
I recently was fascinated by the experimental data I've got on the wasted memory aspect of things. The chart below is showing the "overhead factor" calculated as the amount of overhead space divided by the useful space, the x-axis shows a growth factor. I'm yet to find a good explanation/model of what it reveals.
Simulation snippet: https://gist.github.com/gubenkoved/7cd3f0cb36da56c219ff049e4518a4bd.
Neither shape nor the absolute values that simulation reveals are something I've expected.
Higher-resolution chart showing dependency on the max useful data size is here: https://i.stack.imgur.com/Ld2yJ.png.
UPDATE. After pondering this more, I've finally come up with the correct model to explain the simulation data, and hopefully, it matches experimental data nicely. The formula is quite easy to infer simply by looking at the size of the array that we would need to have for a given amount of elements we need to contain.
Referenced earlier GitHub gist was updated to include calculations using scipy.integrate for numerical integration that allows creating the plot below which verifies the experimental data pretty nicely.
UPDATE 2. One should however keep in mind that what we model/emulate there mostly has to do with the Virtual Memory, meaning the over-allocation overheads can be left entirely on the Virtual Memory territory as physical memory footprint is only incurred when we first access a page of Virtual Memory, so it's possible to malloc a big chunk of memory, but until we first access the pages all we do is reserving virtual address space. I've updated the GitHub gist with CPP program that has a very basic dynamic array implementation that allows changing the growth factor and the Python snippet that runs it multiple times to gather the "real" data. Please see the final graph below.
The conclusion there could be that for x64 environments where virtual address space is not a limiting factor there could be really little to no difference in terms of the Physical Memory footprint between different growth factors. Additionally, as far as Virtual Memory is concerned the model above seems to make pretty good predictions!
Simulation snippet was built with g++.exe simulator.cpp -o simulator.exe on Windows 10 (build 19043), g++ version is below.
g++.exe (x86_64-posix-seh-rev0, Built by MinGW-W64 project) 8.1.0
PS. Note that the end result is implementation-specific. Depending on implementation details dynamic array might or might not access the memory outside the "useful" boundaries. Some implementations would use memset to zero-initialize POD elements for whole capacity -- this will cause virtual memory page translated into physical. However, std::vector implementation on a referenced above compiler does not seem to do that and so behaves as per mock dynamic array in the snippet -- meaning overhead is incurred on the Virtual Memory side, and negligible on the Physical Memory.
I agree with Jon Skeet, even my theorycrafter friend insists that this can be proven to be O(1) when setting the factor to 2x.
The ratio between cpu time and memory is different on each machine, and so the factor will vary just as much. If you have a machine with gigabytes of ram, and a slow CPU, copying the elements to a new array is a lot more expensive than on a fast machine, which might in turn have less memory. It's a question that can be answered in theory, for a uniform computer, which in real scenarios doesnt help you at all.
I know it is an old question, but there are several things that everyone seems to be missing.
First, this is multiplication by 2: size << 1. This is multiplication by anything between 1 and 2: int(float(size) * x), where x is the number, the * is floating point math, and the processor has to run additional instructions for casting between float and int. In other words, at the machine level, doubling takes a single, very fast instruction to find the new size. Multiplying by something between 1 and 2 requires at least one instruction to cast size to a float, one instruction to multiply (which is float multiplication, so it probably takes at least twice as many cycles, if not 4 or even 8 times as many), and one instruction to cast back to int, and that assumes that your platform can perform float math on the general purpose registers, instead of requiring the use of special registers. In short, you should expect the math for each allocation to take at least 10 times as long as a simple left shift. If you are copying a lot of data during the reallocation though, this might not make much of a difference.
Second, and probably the big kicker: Everyone seems to assume that the memory that is being freed is both contiguous with itself, as well as contiguous with the newly allocated memory. Unless you are pre-allocating all of the memory yourself and then using it as a pool, this is almost certainly not the case. The OS might occasionally end up doing this, but most of the time, there is going to be enough free space fragmentation that any half decent memory management system will be able to find a small hole where your memory will just fit. Once you get to really bit chunks, you are more likely to end up with contiguous pieces, but by then, your allocations are big enough that you are not doing them frequently enough for it to matter anymore. In short, it is fun to imagine that using some ideal number will allow the most efficient use of free memory space, but in reality, it is not going to happen unless your program is running on bare metal (as in, there is no OS underneath it making all of the decisions).
My answer to the question? Nope, there is no ideal number. It is so application specific that no one really even tries. If your goal is ideal memory usage, you are pretty much out of luck. For performance, less frequent allocations are better, but if we went just with that, we could multiply by 4 or even 8! Of course, when Firefox jumps from using 1GB to 8GB in one shot, people are going to complain, so that does not even make sense. Here are some rules of thumb I would go by though:
If you cannot optimize memory usage, at least don't waste processor cycles. Multiplying by 2 is at least an order of magnitude faster than doing floating point math. It might not make a huge difference, but it will make some difference at least (especially early on, during the more frequent and smaller allocations).
Don't overthink it. If you just spent 4 hours trying to figure out how to do something that has already been done, you just wasted your time. Totally honestly, if there was a better option than *2, it would have been done in the C++ vector class (and many other places) decades ago.
Lastly, if you really want to optimize, don't sweat the small stuff. Now days, no one cares about 4KB of memory being wasted, unless they are working on embedded systems. When you get to 1GB of objects that are between 1MB and 10MB each, doubling is probably way too much (I mean, that is between 100 and 1,000 objects). If you can estimate expected expansion rate, you can level it out to a linear growth rate at a certain point. If you expect around 10 objects per minute, then growing at 5 to 10 object sizes per step (once every 30 seconds to a minute) is probably fine.
What it all comes down to is, don't over think it, optimize what you can, and customize to your application (and platform) if you must.

What is Big O amortization? [duplicate]

What is meant by "Constant Amortized Time" when talking about time complexity of an algorithm?
Amortised time explained in simple terms:
If you do an operation say a million times, you don't really care about the worst-case or the best-case of that operation - what you care about is how much time is taken in total when you repeat the operation a million times.
So it doesn't matter if the operation is very slow once in a while, as long as "once in a while" is rare enough for the slowness to be diluted away. Essentially amortised time means "average time taken per operation, if you do many operations". Amortised time doesn't have to be constant; you can have linear and logarithmic amortised time or whatever else.
Let's take mats' example of a dynamic array, to which you repeatedly add new items. Normally adding an item takes constant time (that is, O(1)). But each time the array is full, you allocate twice as much space, copy your data into the new region, and free the old space. Assuming allocates and frees run in constant time, this enlargement process takes O(n) time where n is the current size of the array.
So each time you enlarge, you take about twice as much time as the last enlarge. But you've also waited twice as long before doing it! The cost of each enlargement can thus be "spread out" among the insertions. This means that in the long term, the total time taken for adding m items to the array is O(m), and so the amortised time (i.e. time per insertion) is O(1).
It means that over time, the worst case scenario will default to O(1), or constant time. A common example is the dynamic array. If we have already allocated memory for a new entry, adding it will be O(1). If we haven't allocated it we will do so by allocating, say, twice the current amount. This particular insertion will not be O(1), but rather something else.
What is important is that the algorithm guarantees that after a sequence of operations the expensive operations will be amortised and thereby rendering the entire operation O(1).
Or in more strict terms,
There is a constant c, such that for
every sequence of operations (also one ending with a costly operation) of
length L, the time is not greater than
c*L (Thanks Rafał Dowgird)
To develop an intuitive way of thinking about it, consider insertion of elements in dynamic array (for example std::vector in C++). Let's plot a graph, that shows dependency of number of operations (Y) needed to insert N elements in array:
Vertical parts of black graph corresponds to reallocations of memory in order to expand an array. Here we can see that this dependency can be roughly represented as a line. And this line equation is Y=C*N + b (C is constant, b = 0 in our case). Therefore we can say that we need to spend C*N operations on average to add N elements to array, or C*1 operations to add one element (amortized constant time).
I found below Wikipedia explanation useful, after repeat reading for 3 times:
Source: https://en.wikipedia.org/wiki/Amortized_analysis#Dynamic_Array
"Dynamic Array
Amortized Analysis of the Push operation for a Dynamic Array
Consider a dynamic array that grows in size as more elements are added to it
such as an ArrayList in Java. If we started out with a dynamic array
of size 4, it would take constant time to push four elements onto it.
Yet pushing a fifth element onto that array would take longer as the
array would have to create a new array of double the current size (8),
copy the old elements onto the new array, and then add the new
element. The next three push operations would similarly take constant
time, and then the subsequent addition would require another slow
doubling of the array size.
In general if we consider an arbitrary number of pushes n to an array
of size n, we notice that push operations take constant time except
for the last one which takes O(n) time to perform the size doubling
operation. Since there were n operations total we can take the average
of this and find that for pushing elements onto the dynamic array
takes: O(n/n)=O(1), constant time."
To my understanding as a simple story:
Assume you have a lot of money.
And, you want to stack them up in a room.
And, you have long hands and legs, as much long as you need now or in future.
And, you have to fill all in one room, so it is easy to lock it.
So, you go right to the end/ corner of the room and start stacking them.
As you stack them, slowly the room will run out of space.
However, as you fill it was easy to stack them. Got the money, put the money. Easy. It's O(1). We don't need to move any previous money.
Once room runs out of space.
We need another room, which is bigger.
Here there is a problem, since we can have only 1 room so we can have only 1 lock, we need to move all the existing money in that room into the new bigger room.
So, move all money, from small room, to bigger room. That is, stack all of them again.
So, We DO need to move all the previous money.
So, it is O(N). (assuming N is total count of money of previous money)
In other words, it was easy till N, only 1 operation, but when we need to move to a bigger room, we did N operations. So, in other words, if we average out, it is 1 insert in the begin, and 1 more move while moving to another room.
Total of 2 operations, one insert, one move.
Assuming N is large like 1 million even in the small room, the 2 operations compared to N (1 million) is not really a comparable number, so it is considered constant or O(1).
Assuming when we do all the above in another bigger room, and again need to move.
It is still the same.
say, N2 (say, 1 billion) is new amount of count of money in the bigger room
So, we have N2 (which includes N of previous since we move all from small to bigger room)
We still need only 2 operations, one is insert into bigger room, then another move operation to move to a even bigger room.
So, even for N2 (1 billion), it is 2 operations for each. which is nothing again. So, it is constant, or O(1)
So, as the N increases from N to N2, or other, it does not matter much. It is still constant, or O(1) operations required for each of the N .
Now assume, you have N as 1, very small, the count of money is small, and you have a very small room, which will fit only 1 count of money.
As soon as you fill the money in the room, the room is filled.
When you go to the bigger room, assume it can only fit one more money in it, total of 2 count of money. That means, the previous moved money and 1 more. And again it is filled.
This way, the N is growing slowly, and it is no more constant O(1), since we are moving all money from previous room, but can only fit only 1 more money.
After 100 times, the new room fits 100 count of money from previous and 1 more money it can accommodate. This is O(N), since O(N+1) is O(N), that is, the degree of 100 or 101 is same, both are hundreds, as opposed to previous story of, ones to millions and ones to billions.
So, this is inefficient way of allocating rooms (or memory/ RAM) for our money (variables).
So, a good way is allocating more room, with powers of 2.
1st room size = fits 1 count of money
2nd room size = fits 4 count of money
3rd room size = fits 8 count of money
4th room size = fits 16 count of money
5th room size = fits 32 count of money
6th room size = fits 64 count of money
7th room size = fits 128 count of money
8th room size = fits 256 count of money
9th room size = fits 512 count of money
10th room size= fits 1024 count of money
11th room size= fits 2,048 count of money
...
16th room size= fits 65,536 count of money
...
32th room size= fits 4,294,967,296 count of money
...
64th room size= fits 18,446,744,073,709,551,616 count of money
Why is this better? Because it looks to grow slowly in the begin, and faster later, that is, compared to the amount of memory in our RAM.
This is helpful because, in the first case though it is good, total amount of work to be done per money is fixed (2) and not comparable to room size (N), the room that we took in the initial stages might be too big (1 million) that we may not use fully depending on if we may get that much money to save at all in first case.
However, in the last case, powers of 2, it grows in the limits of our RAM. And so, increasing in powers of 2, both the Armotized analysis remains constant and it is friendly for the limited RAM that we have as of today.
I created this simple python script to demonstrate the amortized complexity of append operation in a python list. We keep adding elements to the list and time every operation. During this process, we notice that some specific append operations take much longer time. These spikes are due to the new memory allocation being performed. The important point to note is that as the number of append operations increases, the spikes become higher but increase in spacing. The increase in spacing is because a larger memory (usually double the previous) is reserved every time the initial memory hits an overflow. Hope this helps, I can improve it further based on suggestions.
import matplotlib.pyplot as plt
import time
a = []
N = 1000000
totalTimeList = [0]*N
timeForThisIterationList = [0]*N
for i in range(1, N):
startTime = time.time()
a.append([0]*500) # every iteartion, we append a value(which is a list so that it takes more time)
timeForThisIterationList[i] = time.time() - startTime
totalTimeList[i] = totalTimeList[i-1] + timeForThisIterationList[i]
max_1 = max(totalTimeList)
max_2 = max(timeForThisIterationList)
plt.plot(totalTimeList, label='cumulative time')
plt.plot(timeForThisIterationList, label='time taken per append')
plt.legend()
plt.title('List-append time per operation showing amortised linear complexity')
plt.show()
This produces the following plot
The explanations above apply to Aggregate Analysis, the idea of taking "an average" over multiple operations.
I am not sure how they apply to Bankers-method or the Physicists Methods of Amortized analysis.
Now. I am not exactly sure of the correct answer.
But it would have to do with the principle condition of the both Physicists+Banker's methods:
(Sum of amortized-cost of operations) >= (Sum of actual-cost of operations).
The chief difficulty that I face is that given that Amortized-asymptotic costs of operations differ from the normal-asymptotic-cost, I am not sure how to rate the significance of amortized-costs.
That is when somebody gives my an amortized-cost, I know its not the same as normal-asymptotic cost What conclusions am I to draw from the amortized-cost then?
Since we have the case of some operations being overcharged while other operations are undercharged, one hypothesis could be that quoting amortized-costs of individual operations would be meaningless.
For eg: For a fibonacci heap, quoting amortized cost of just Decreasing-Key to be O(1) is meaningless since costs are reduced by "work done by earlier operations in increasing potential of the heap."
OR
We could have another hypothesis that reasons about the amortized-costs as follows:
I know that the expensive operation is going to preceded by MULTIPLE LOW-COST operations.
For the sake of analysis, I am going to overcharge some low-cost operations, SUCH THAT THEIR ASYMPTOTIC-COST DOES NOT CHANGE.
With these increased low-cost operations, I can PROVE THAT EXPENSIVE OPERATION has a SMALLER ASYMPTOTIC COST.
Thus I have improved/decreased the ASYMPTOTIC-BOUND of the cost of n operations.
Thus amortized-cost analysis + amortized-cost-bounds are now applicable to only the expensive operations. The cheap operations have the same asymptotic-amortized-cost as their normal-asymptotic-cost.
The performance of any function can be averaged by dividing the "total number of function calls" into the "total time taken for all those calls made". Even functions that take longer and longer for each call, can still be averaged in this way.
So, the essence of a function that performs at Constant Amortized Time is that this "average time" reaches a ceiling that does not get exceeded as the number of calls continues to be increased. Any particular call may vary in performance, but over the long run this average time won't keep growing bigger and bigger.
This is the essential merit of something that performs at Constant Amortized Time.
Amortized Running Time:
This refers to the calculation of the algorithmic complexity in terms of time or memory used per operation.
It's used when mostly the operation is fast but on some occasions the operation of the algorithm is slow.
Thus sequence of operations is studied to learn more about the amortized time.

boost::flat_map and its performance compared to map and unordered_map

It is common knowledge in programming that memory locality improves performance a lot due to cache hits. I recently found out about boost::flat_map which is a vector based implementation of a map. It doesn't seem to be nearly as popular as your typical map/unordered_map so I haven't been able to find any performance comparisons. How does it compare and what are the best use cases for it?
Thanks!
I have run a benchmark on different data structures very recently at my company so I feel I need to drop a word. It is very complicated to benchmark something correctly.
Benchmarking
On the web, we rarely find (if ever) a well-engineered benchmark. Until today I only found benchmarks that were done the journalist way (pretty quickly and sweeping dozens of variables under the carpet).
1) You need to consider cache warming
Most people running benchmarks are afraid of timer discrepancy, therefore they run their stuff thousands of times and take the whole time, they just are careful to take the same thousand of times for every operation, and then consider that comparable.
The truth is, in the real world it makes little sense, because your cache will not be warm, and your operation will likely be called just once. Therefore you need to benchmark using RDTSC, and time stuff calling them once only.
Intel has made a paper describing how to use RDTSC (using a cpuid instruction to flush the pipeline, and calling it at least 3 times at the beginning of the program to stabilize it).
2) RDTSC accuracy measure
I also recommend doing this:
u64 g_correctionFactor; // number of clocks to offset after each measurement to remove the overhead of the measurer itself.
u64 g_accuracy;
static u64 const errormeasure = ~((u64)0);
#ifdef _MSC_VER
#pragma intrinsic(__rdtsc)
inline u64 GetRDTSC()
{
int a[4];
__cpuid(a, 0x80000000); // flush OOO instruction pipeline
return __rdtsc();
}
inline void WarmupRDTSC()
{
int a[4];
__cpuid(a, 0x80000000); // warmup cpuid.
__cpuid(a, 0x80000000);
__cpuid(a, 0x80000000);
// measure the measurer overhead with the measurer (crazy he..)
u64 minDiff = LLONG_MAX;
u64 maxDiff = 0; // this is going to help calculate our PRECISION ERROR MARGIN
for (int i = 0; i < 80; ++i)
{
u64 tick1 = GetRDTSC();
u64 tick2 = GetRDTSC();
minDiff = std::min(minDiff, tick2 - tick1); // make many takes, take the smallest that ever come.
maxDiff = std::max(maxDiff, tick2 - tick1);
}
g_correctionFactor = minDiff;
printf("Correction factor %llu clocks\n", g_correctionFactor);
g_accuracy = maxDiff - minDiff;
printf("Measurement Accuracy (in clocks) : %llu\n", g_accuracy);
}
#endif
This is a discrepancy measurer, and it will take the minimum of all measured values, to avoid getting a -10**18 (64 bits first negatives values) from time to time.
Notice the use of intrinsics and not inline assembly. First inline assembly is rarely supported by compilers nowadays, but much worse of all, the compiler creates a full ordering barrier around inline assembly because it cannot static analyze the inside, so this is a problem to benchmark real-world stuff, especially when calling stuff just once. So an intrinsic is suited here because it doesn't break the compiler free-re-ordering of instructions.
3) parameters
The last problem is people usually test for too few variations of the scenario.
A container performance is affected by:
Allocator
size of the contained type
cost of implementation of the copy operation, assignment operation, move operation, construction operation, of the contained type.
number of elements in the container (size of the problem)
type has trivial 3.-operations
type is POD
Point 1 is important because containers do allocate from time to time, and it matters a lot if they allocate using the CRT "new" or some user-defined operation, like pool allocation or freelist or other...
(for people interested about pt 1, join the mystery thread on gamedev about system allocator performance impact)
Point 2 is because some containers (say A) will lose time copying stuff around, and the bigger the type the bigger the overhead. The problem is that when comparing to another container B, A may win over B for small types, and lose for larger types.
Point 3 is the same as point 2, except it multiplies the cost by some weighting factor.
Point 4 is a question of big O mixed with cache issues. Some bad-complexity containers can largely outperform low-complexity containers for a small number of types (like map vs. vector, because their cache locality is good, but map fragments the memory). And then at some crossing point, they will lose, because the contained overall size starts to "leak" to main memory and cause cache misses, that plus the fact that the asymptotic complexity can start to be felt.
Point 5 is about compilers being able to elide stuff that are empty or trivial at compile time. This can optimize greatly some operations because the containers are templated, therefore each type will have its own performance profile.
Point 6 same as point 5, PODs can benefit from the fact that copy construction is just a memcpy, and some containers can have a specific implementation for these cases, using partial template specializations, or SFINAE to select algorithms according to traits of T.
About the flat map
Apparently, the flat map is a sorted vector wrapper, like Loki AssocVector, but with some supplementary modernizations coming with C++11, exploiting move semantics to accelerate insert and delete of single elements.
This is still an ordered container. Most people usually don't need the ordering part, therefore the existence of unordered...
Have you considered that maybe you need a flat_unorderedmap? which would be something like google::sparse_map or something like that—an open address hash map.
The problem of open address hash maps is that at the time of rehash they have to copy everything around to the new extended flat land, whereas a standard unordered map just has to recreate the hash index, while the allocated data stays where it is. The disadvantage of course is that the memory is fragmented like hell.
The criterion of a rehash in an open address hash map is when the capacity exceeds the size of the bucket vector multiplied by the load factor.
A typical load factor is 0.8; therefore, you need to care about that, if you can pre-size your hash map before filling it, always pre-size to: intended_filling * (1/0.8) + epsilon this will give you a guarantee of never having to spuriously rehash and recopy everything during filling.
The advantage of closed address maps (std::unordered..) is that you don't have to care about those parameters.
But the boost::flat_map is an ordered vector; therefore, it will always have a log(N) asymptotic complexity, which is less good than the open address hash map (amortized constant time). You should consider that as well.
Benchmark results
This is a test involving different maps (with int key and __int64/somestruct as value) and std::vector.
tested types information:
typeid=__int64 . sizeof=8 . ispod=yes
typeid=struct MediumTypePod . sizeof=184 . ispod=yes
Insertion
EDIT:
My previous results included a bug: they actually tested ordered insertion, which exhibited a very fast behavior for the flat maps.
I left those results later down this page because they are interesting.
This is the correct test:
I have checked the implementation, there is no such thing as a deferred sort implemented in the flat maps here. Each insertion sorts on the fly, therefore this benchmark exhibits the asymptotic tendencies:
map: O(N * log(N))
hashmaps: O(N)
vector and flatmaps: O(N * N)
Warning: hereafter the 2 tests for std::map and both flat_maps are buggy and actually test ordered insertion (vs random insertion for other containers. yes it's confusing sorry):
We can see that ordered insertion, results in back pushing, and is extremely fast. However, from the non-charted results of my benchmark, I can also say that this is not near the absolute optimality for a back-insertion. At 10k elements, perfect back-insertion optimality is obtained on a pre-reserved vector. Which gives us 3Million cycles; we observe 4.8M here for the ordered insertion into the flat_map (therefore 160% of the optimal).
Analysis: remember this is 'random insert' for the vector, so the massive 1 billion cycles come from having to shift half (in average) the data upward (one element by one element) at each insertion.
Random search of 3 elements (clocks renormalized to 1)
in size = 100
in size = 10000
Iteration
over size 100 (only MediumPod type)
over size 10000 (only MediumPod type)
Final grain of salt
In the end, I wanted to come back on "Benchmarking §3 Pt1" (the system allocator). In a recent experiment, I am doing around the performance of an open address hash map I developed, I measured a performance gap of more than 3000% between Windows 7 and Windows 8 on some std::unordered_map use cases (discussed here).
This makes me want to warn the reader about the above results (they were made on Win7): your mileage may vary.
From the docs it seems this is analogous to Loki::AssocVector which I'm a fairly heavy user of. Since it's based on a vector it has the characteristics of a vector, that is to say:
Iterators gets invalidated whenever size grows beyond capacity.
When it grows beyond capacity it needs to reallocated and move objects over, ie insertion isn't guaranteed constant time except for the special case of inserting at end when capacity > size
Lookup is faster than std::map due to cache locality, a binary search which has the same performance characteristics as std::map otherwise
Uses less memory because it isn't a linked binary tree
It never shrinks unless you forcibly tell it to ( since that triggers reallocation )
The best use is when you know the number of elements in advance ( so you can reserve upfront ), or when insertion / removal is rare but lookup is frequent. Iterator invalidation makes it a bit cumbersome in some use cases so they're not interchangeable in terms of program correctness.

Time complexity and growth strategy of dynamic arrays

I was reading in More Exceptional C++ by Herb Sutter about growth strategy to be chosen when implementing a string. He lists the following:
1) Exact growth. In this strategy, the new buffer is made exactly as large as required by the current operation
Advantage: no wasted space.
Disadvantage: poor performance. This strategy requires O(N) allocations and an average of O(N) copy operations per char, but with a high constant factor in the worst case...
2) Fixed-increment growth. The new buffer should be a fixed amount larger than the current buffer
Advantage: little wasted space. The amount of unused space in the buffer is bounded by the increment size, and does not vary with the length of the string.
Disadvantage: moderate performance. This strategy requires both O(N) allocations and an average of O(N) copy operations per char. That is, both the number of allocations and the average number of times a given char is copied vary linearly with the length of the string.
However, control of the constant factor is in the hands of the String implementer.
note: characters are added to the string 1 by 1
Question 1 : How does the constant factor controlled in both? I din't Understand Herb's point here
Question 2: How will the Fixed increment be O(N), wouldn't depend on what the fixed size used is, if say its 100 chars, after the first resize, the next 99 insertions would be O(1), so why O(N) is considered?
The string implementer gets to choose how big the fixed-size increment f is. So he has control over the constant factor in 2), but not in 1). Note that there is no claim of control over the constant factor in 1).
The cost per char would be O(N/f). I believe what Herb means is that f is fixed by the implementation, and hence is essentially a constant factor in the big-oh notation (i.e. it's dropped). However, the larger the f the smaller the big-oh constant factor is, and hence better performance (at the cost of more wasted space). So the implementer has to weigh those two factors when choosing f.

Efficient implementation of binary heaps

I'm looking for information on how to implement binary heaps efficiently. I feel like there should be a nice article somewhere about implementing heaps efficiently, but I haven't found one. In fact I've been unable to find any resources on the matter of efficient implementation beyond the basics like storing the heap in an array. I'm looking for techniques for making a fast binary heap beyond the ones I describe below.
I've already written a C++ implementation that is faster than Microsoft Visual C++'s and GCC's std::priority_queue or using std::make_heap, std::push_heap and std::pop_heap. The following are the techniques I've already got covered in my implementation. I only came up with the last 2 myself, though I doubt that those are new ideas:
(Edit: added section on memory optimization)
Start indexes at 1
Look at the Wikipedia implementation notes for binary heaps. If the heap's root is placed at index 0, then the formulas for parent, left-child and right-child of the node at index n are respectively (n-1)/2, 2n+1 and 2n+2. If you use a 1-based array then the formulas become the simpler n/2, 2n and 2n + 1. So parent and left-child are more efficient when using a 1-based array. If p points to a 0-based array and q = p - 1 then we can access p[0] as q[1] so there is no overhead in using a 1-based array.
Make pop/removal move element to bottom of heap before replacement with leaf
Pop on a heap is frequently described by replacing the top element by the left-most bottom leaf and then moving it down until the heap property is restored. This requires 2 comparisons per level that we go by, and we are likely to go far down the heap since we moved a leaf to the top of the heap. So we should expect a little less than 2 log n comparisons.
Instead, we can leave a hole in the heap where the top element was. Then we move that hole down the heap by iteratively moving the larger child up. This requires only 1 comparison per level that we go past. In this way the hole will become a leaf. At this point we can move the right-most bottom leaf into the position of the hole and move that value up until the heap property is restored. Since the value we moved was a leaf we don't expect it to move very far up the tree. So we should expect a little more than log n comparisons, which is better than before.
Support replace-top
Suppose you want to remove the max element and also insert a new element. Then you can do either of the removal/pop implementations described above, but instead of moving the right-most bottom leaf, you use the new value you wish to insert/push. (When most operations are of this kind I've found that a tournament tree is better than a heap, but otherwise the heap is slightly better.)
Make sizeof(T) a power of 2
The parent, left-child and right-child formulas work on indexes and they cannot be made to work directly on pointer values. So we are going to be working with indexes and that implies looking up values p[i] in an array p from an index i. If p is a T* and i is an integer, then
&(p[i]) == static_cast<char*>(p) + sizeof(T) * i
and the compiler has to perform this computation to get p[i]. sizeof(T) is a compile-time constant, and the multiplication can be done more efficiently if sizeof(T) is a power of two. My implementation got faster by adding 8 padding bytes to increase sizeof(T) from 24 to 32. Reduced efficiency of the cache probably means that this is not a win for sufficiently large data sets.
Pre-multiply indexes
This was a 23% performance increase on my data set. The only thing we ever do with an index other than finding parent, left-child and right-child is to look the index up in an array. So if we keep track of j = sizeof(T) * i instead of an index i, then we could do a lookup p[i] without the multiplication that is otherwise implicit in evaluating p[i] because
&(p[i]) == static_cast<char*>(p) + sizeof(T) * i == static_cast<char*>(p) + j
Then the left-child and right-child formulas for j-values become respectively 2*j and 2*j + sizeof(T). The parent formula is a little more tricky, and I haven't found a way to do it other than converting the j-value to an i-value and back like so:
parentOnJ(j) = parent(j/sizeof(T))*sizeof(T) == (j/(2*sizeof(T))*sizeof(T)
If sizeof(T) is a power of 2 then this will compile to 2 shifts. That is 1 operation more than the usual parent using indexes i. However we then save 1 operation on lookup. So the net effect is that finding the parent takes the same amount of time this way, while lookup of left-child and right-child becomes faster.
Memory optimization
The answers of TokenMacGuy and templatetypedef point out memory based optimizations that reduce cache misses. For very large data sets or infrequently used priority queues, parts of the queue can be swapped out to disk by the OS. In that case it is worth it to add a lot of overhead to make optimal use of the cache because swapping in from disk is very slow. My data easily fits in memory and is in continuous use, so no part of the queue will likely be swapped to disk. I suspect that this is the case for most uses of priority queues.
There are other priority queues that are designed to make better use of the CPU cache. For example a 4-heap should have fewer cache misses and the amount of extra overhead is not that much. LaMarca and Ladner report in 1996 that they get 75% performance improvement from going to aligned 4-heaps. However, Hendriks reports in 2010 that:
The improvements to the implicit heap suggested by LaMarca and Ladner [17] to improve data locality and reduce cache misses were also tested. We implemented a four-way heap, that indeed shows a slightly better consistency than the two-way heap for very skewed input data, but only for very large queue sizes. Very large queue sizes are better handled by the hierarchical heap.
Question
Are there more techniques than these?
An interesting paper/article on this topic considers the behavior of caching/paging on the overall layout of the heap; The idea being that it's vastly more costly to pay for a cache miss or page in than nearly any other part of a datastructure's implementation. The paper discusses a heap layout that addresses this.
You're Doing It Wrong
by Poul-Henning Kamp
As an elaboration on #TokenMacGuy's post, you might want to look into cache-oblivious data structures. The idea is to build data structures that, for arbitrary caching systems, minimize the number of cache misses. They're tricky, but they actually might be useful from your perspective since they perform well even when dealing with multi-layer cache systems (for example, registers / L1 / L2 / VM).
There's actually a paper detailing an optimal cache-oblivious priority queue that might be of interest. This data structure would have all sorts of advantages in terms of speed, since it would try to minimize the number of cache misses at every level.
On the first point: even having a "spare spot" for your array based implementation isn't a waste. Many operations need a temporary element anyway. Rather than initializing a new element each time, having a dedicated element at index [0] is handy.