std::map and performance, intersecting sets - c++

I'm intersecting some sets of numbers, and doing this by storing a count of each time I see a number in a map.
I'm finding the performance be very slow.
Details:
- One of the sets has 150,000 numbers in it
- The intersection of that set and another set takes about 300ms the first time, and about 5000ms the second time
- I haven't done any profiling yet, but every time I break the debugger while doing the intersection its in malloc.c!
So, how can I improve this performance? Switch to a different data structure? Some how improve the memory allocation performance of map?
Update:
Is there any way to ask std::map or
boost::unordered_map to pre-allocate
some space?
Or, are there any tips for using these efficiently?
Update2:
See Fast C++ container like the C# HashSet<T> and Dictionary<K,V>?
Update3:
I benchmarked set_intersection and got horrible results:
(set_intersection) Found 313 values in the intersection, in 11345ms
(set_intersection) Found 309 values in the intersection, in 12332ms
Code:
int runIntersectionTestAlgo()
{
set<int> set1;
set<int> set2;
set<int> intersection;
// Create 100,000 values for set1
for ( int i = 0; i < 100000; i++ )
{
int value = 1000000000 + i;
set1.insert(value);
}
// Create 1,000 values for set2
for ( int i = 0; i < 1000; i++ )
{
int random = rand() % 200000 + 1;
random *= 10;
int value = 1000000000 + random;
set2.insert(value);
}
set_intersection(set1.begin(),set1.end(), set2.begin(), set2.end(), inserter(intersection, intersection.end()));
return intersection.size();
}

You should definitely be using preallocated vectors which are way faster. The problem with doing set intersection with stl sets is that each time you move to the next element you're chasing a dynamically allocated pointer, which could easily not be in your CPU caches. With a vector the next element will often be in your cache because it's physically close to the previous element.
The trick with vectors, is that if you don't preallocate the memory for a task like this, it'll perform EVEN WORSE because it'll go on reallocating memory as it resizes itself during your initialization step.
Try something like this instaed - it'll be WAY faster.
int runIntersectionTestAlgo() {
vector<char> vector1; vector1.reserve(100000);
vector<char> vector2; vector2.reserve(1000);
// Create 100,000 values for set1
for ( int i = 0; i < 100000; i++ ) {
int value = 1000000000 + i;
set1.push_back(value);
}
sort(vector1.begin(), vector1.end());
// Create 1,000 values for set2
for ( int i = 0; i < 1000; i++ ) {
int random = rand() % 200000 + 1;
random *= 10;
int value = 1000000000 + random;
set2.push_back(value);
}
sort(vector2.begin(), vector2.end());
// Reserve at most 1,000 spots for the intersection
vector<char> intersection; intersection.reserve(min(vector1.size(),vector2.size()));
set_intersection(vector1.begin(), vector1.end(),vector2.begin(), vector2.end(),back_inserter(intersection));
return intersection.size();
}

Without knowing any more about your problem, "check with a good profiler" is the best general advise I can give. Beyond that...
If memory allocation is your problem, switch to some sort of pooled allocator that reduces calls to malloc. Boost has a number of custom allocators that should be compatible with std::allocator<T>. In fact, you may even try this before profiling, if you've already noticed debug-break samples always ending up in malloc.
If your number-space is known to be dense, you can switch to using a vector- or bitset-based implementation, using your numbers as indexes in the vector.
If your number-space is mostly sparse but has some natural clustering (this is a big if), you may switch to a map-of-vectors. Use higher-order bits for map indexing, and lower-order bits for vector indexing. This is functionally very similar to simply using a pooled allocator, but it is likely to give you better caching behavior. This makes sense, since you are providing more information to the machine (clustering is explicit and cache-friendly, rather than a random distribution you'd expect from pool allocation).

I would second the suggestion to sort them. There are already STL set algorithms that operate on sorted ranges (like set_intersection, set_union, etc):
set_intersection

I don't understand why you have to use a map to do intersection. Like people have said, you could put the sets in std::set's, and then use std::set_intersection().
Or you can put them into hash_set's. But then you would have to implement intersection manually: technically you only need to put one of the sets into a hash_set, and then loop through the other one, and test if each element is contained in the hash_set.

Intersection with maps are slow, try a hash_map. (however, this is not provided in all STL implementation.
Alternatively, sort both map and do it in a merge-sort-like way.

What is your intersection algorithm? Maybe there are some improvements to be made?
Here is an alternate method
I do not know it to be faster or slower, but it could be something to try. Before doing so, I also recommend using a profiler to ensure you really are working on the hotspot. Change the sets of numbers you are intersecting to use std::set<int> instead. Then iterate through the smallest one looking at each value you find. For each value in the smallest set, use the find method to see if the number is present in each of the other sets (for performance, search from smallest to largest).
This is optimised in the case that the number is not found in all of the sets, so if the intersection is relatively small, it may be fast.
Then, store the intersection in std::vector<int> instead - insertion using push_back is also very fast.
Here is another alternate method
Change the sets of numbers to std::vector<int> and use std::sort to sort from smallest to largest. Then use std::binary_search to find the values, using roughly the same method as above. This may be faster than searching a std::set since the array is more tightly packed in memory. Actually, never mind that, you can then just iterate through the values in lock-step, looking at the ones with the same value. Increment only the iterators which are less than the minimum value you saw at the previous step (if the values were different).

Might be your algorithm. As I understand it, you are spinning over each set (which I'm hoping is a standard set), and throwing them into yet another map. This is doing a lot of work you don't need to do, since the keys of a standard set are in sorted order already. Instead, take a "merge-sort" like approach. Spin over each iter, dereferencing to find the min. Count the number that have that min, and increment those. If the count was N, add it to the intersection. Repeat until the first map hits it's end (If you compare the sizes before starting, you won't have to check every map's end each time).
Responding to update: There do exist faculties to speed up memory allocation by pre-reserving space, like boost::pool_alloc. Something like:
std::map<int, int, std::less<int>, boost::pool_allocator< std::pair<int const, int> > > m;
But honestly, malloc is pretty good at what it does; I'd profile before doing anything too extreme.

Look at your algorithms, then choose the proper data type. If you're going to have set-like behaviour, and want to do intersections and the like, std::set is the container to use.
Since it's elements are stored in a sorted way, insertion may cost you O(log N), but intersection with another (sorted!) std::set can be done in linear time.

I figured something out: if I attach the debugger to either RELEASE or DEBUG builds (e.g. hit F5 in the IDE), then I get horrible times.

Related

CodeSignal: Execution time limit exceeded with c++

I am trying to solve the programming problem firstDuplicate on codesignal. The problem is "Given an array a that contains only numbers in the range 1 to a.length, find the first duplicate number for which the second occurrence has minimal index".
Example: For a = [2, 1, 3, 5, 3, 2] the output should be firstDuplicate(a) = 3
There are 2 duplicates: numbers 2 and 3. The second occurrence of 3 has a smaller index than the second occurrence of 2 does, so the answer is 3.
With this code I pass 21/23 tests, but then it tells me that the program exceeded the execution time limit on test 22. How would I go about making it faster so that it passes the remaining two tests?
#include <algorithm>
int firstDuplicate(vector<int> a) {
vector<int> seen;
for (size_t i = 0; i < a.size(); ++i){
if (std::find(seen.begin(), seen.end(), a[i]) != seen.end()){
return a[i];
}else{
seen.push_back(a[i]);
}
}
if (seen == a){
return -1;
}
}
Anytime you get asked a question about "find the duplicate", "find the missing element", or "find the thing that should be there", your first instinct should be use a hash table. In C++, there are the unordered_map and unordered_set classes that are for such types of coding exercises. The unordered_set is effectively a map of keys to bools.
Also, pass you vector by reference, not value. Passing by value incurs the overhead of copying the entire vector.
Also, that comparison seems costly and unnecessary at the end.
This is probably closer to what you want:
#include <unordered_set>
int firstDuplicate(const vector<int>& a) {
std::unordered_set<int> seen;
for (int i : a) {
auto result_pair = seen.insert(i);
bool duplicate = (result_pair.second == false);
if (duplicate) {
return (i);
}
}
return -1;
}
std::find is linear time complexity in terms of distance between first and last element (or until the number is found) in the container, thus having a worst-case complexity of O(N), so your algorithm would be O(N^2).
Instead of storing your numbers in a vector and searching for it every time, Yyu should do something like hashing with std::map to store the numbers encountered and return a number if while iterating, it is already present in the map.
std::map<int, int> hash;
for(const auto &i: a) {
if(hash[i])
return i;
else
hash[i] = 1;
}
Edit: std::unordered_map is even more efficient if the order of keys doesn't matter, since insertion time complexity is constant in average case as compared to logarithmic insertion complexity for std::map.
It's probably an unnecessary optimization, but I think I'd try to take slightly better advantage of the specification. A hash table is intended primarily for cases where you have a fairly sparse conversion from possible keys to actual keys--that is, only a small percentage of possible keys are ever used. For example, if your keys are strings of length up to 20 characters, the theoretical maximum number of keys is 25620. With that many possible keys, it's clear no practical program is going to store any more than a minuscule percentage, so a hash table makes sense.
In this case, however, we're told that the input is: "an array a that contains only numbers in the range 1 to a.length". So, even if half the numbers are duplicates, we're using 50% of the possible keys.
Under the circumstances, instead of a hash table, even though it's often maligned, I'd use an std::vector<bool>, and expect to get considerably better performance in the vast majority of cases.
int firstDuplicate(std::vector<int> const &input) {
std::vector<bool> seen(input.size()+1);
for (auto i : input) {
if (seen[i])
return i;
seen[i] = true;
}
return -1;
}
The advantage here is fairly simple: at least in a typical case, std::vector<bool> uses a specialization to store bools in only one bit apiece. This way we're storing only one bit for each number of input, which increases storage density, so we can expect excellent use of the cache. In particular, as long as the number of bytes in the cache is at least a little more than 1/8th the number of elements in the input array, we can expect all of seen to be in the cache most of the time.
Now make no mistake: if you look around, you'll find quite a few articles pointing out that vector<bool> has problems--and for some cases, that's entirely true. There are places and times that vector<bool> should be avoided. But none of its limitations applies to the way we're using it here--and it really does give an advantage in storage density that can be quite useful, especially for cases like this one.
We could also write some custom code to implement a bitmap that would give still faster code than vector<bool>. But using vector<bool> is easy, and writing our own replacement that's more efficient is quite a bit of extra work...

Which container is most efficient for multiple insertions / deletions in C++?

I was set a homework challenge as part of an application process (I was rejected, by the way; I wouldn't be writing this otherwise) in which I was to implement the following functions:
// Store a collection of integers
class IntegerCollection {
public:
// Insert one entry with value x
void Insert(int x);
// Erase one entry with value x, if one exists
void Erase(int x);
// Erase all entries, x, from <= x < to
void Erase(int from, int to);
// Return the count of all entries, x, from <= x < to
size_t Count(int from, int to) const;
The functions were then put through a bunch of tests, most of which were trivial. The final test was the real challenge as it performed 500,000 single insertions, 500,000 calls to count and 500,000 single deletions.
The member variables of IntegerCollection were not specified and so I had to choose how to store the integers. Naturally, an STL container seemed like a good idea and keeping it sorted seemed an easy way to keep things efficient.
Here is my code for the four functions using a vector:
// Previous bit of code shown goes here
private:
std::vector<int> integerCollection;
};
void IntegerCollection::Insert(int x) {
/* using lower_bound to find the right place for x to be inserted
keeps the vector sorted and makes life much easier */
auto it = std::lower_bound(integerCollection.begin(), integerCollection.end(), x);
integerCollection.insert(it, x);
}
void IntegerCollection::Erase(int x) {
// find the location of the first element containing x and delete if it exists
auto it = std::find(integerCollection.begin(), integerCollection.end(), x);
if (it != integerCollection.end()) {
integerCollection.erase(it);
}
}
void IntegerCollection::Erase(int from, int to) {
if (integerCollection.empty()) return;
// lower_bound points to the first element of integerCollection >= from/to
auto fromBound = std::lower_bound(integerCollection.begin(), integerCollection.end(), from);
auto toBound = std::lower_bound(integerCollection.begin(), integerCollection.end(), to);
/* std::vector::erase deletes entries between the two pointers
fromBound (included) and toBound (not indcluded) */
integerCollection.erase(fromBound, toBound);
}
size_t IntegerCollection::Count(int from, int to) const {
if (integerCollection.empty()) return 0;
int count = 0;
// lower_bound points to the first element of integerCollection >= from/to
auto fromBound = std::lower_bound(integerCollection.begin(), integerCollection.end(), from);
auto toBound = std::lower_bound(integerCollection.begin(), integerCollection.end(), to);
// increment pointer until fromBound == toBound (we don't count elements of value = to)
while (fromBound != toBound) {
++count; ++fromBound;
}
return count;
}
The company got back to me saying that they wouldn't be moving forward because my choice of container meant the runtime complexity was too high. I also tried using list and deque and compared the runtime. As I expected, I found that list was dreadful and that vector took the edge over deque. So as far as I was concerned I had made the best of a bad situation, but apparently not!
I would like to know what the correct container to use in this situation is? deque only makes sense if I can guarantee insertion or deletion to the ends of the container and list hogs memory. Is there something else that I'm completely overlooking?
We cannot know what would make the company happy. If they reject std::vector without concise reasoning I wouldn't want to work for them anyway. Moreover, we dont really know the precise requirements. Were you asked to provide one reasonably well performing implementation? Did they expect you to squeeze out the last percent of the provided benchmark by profiling a bunch of different implementations?
The latter is probably too much for a homework challenge as part of an application process. If it is the first you can either
roll your own. It is unlikely that the interface you were given can be implemented more efficiently than one of the std containers does... unless your requirements are so specific that you can write something that performs well under that specific benchmark.
std::vector for data locality. See eg here for Bjarne himself advocating std::vector rather than linked lists.
std::set for ease of implementation. It seems like you want the container sorted and the interface you have to implement fits that of std::set quite well.
Let's compare only isertion and erasure assuming the container needs to stay sorted:
operation std::set std::vector
insert log(N) N
erase log(N) N
Note that the log(N) for the binary_search to find the position to insert/erase in the vector can be neglected compared to the N.
Now you have to consider that the asymptotic complexity listed above completely neglects the non-linearity of memory access. In reality data can be far away in memory (std::set) leading to many cache misses or it can be local as with std::vector. The log(N) only wins for huge N. To get an idea of the difference 500000/log(500000) is roughly 26410 while 1000/log(1000) is only ~100.
I would expect std::vector to outperform std::set for considerably small container sizes, but at some point the log(N) wins over cache. The exact location of this turning point depends on many factors and can only reliably determined by profiling and measuring.
Nobody knows which container is MOST efficient for multiple insertions / deletions. That is like asking what is the most fuel-efficient design for a car engine possible. People are always innovating on the car engines. They make more efficient ones all the time. However, I would recommend a splay tree. The time required for a insertion or deletion is a splay tree is not constant. Some insertions take a long time and some take only a very a short time. However, the average time per insertion/deletion is always guaranteed to be be O(log n), where n is the number of items being stored in the splay tree. logarithmic time is extremely efficient. It should be good enough for your purposes.
The first thing that comes to mind is to hash the integer value so single look ups can be done in constant time.
The integer value can be hashed to compute an index in to an array of bools or bits, used to tell if the integer value is in the container or not.
Counting and and deleting large ranges could be sped up from there, by using multiple hash tables for specific integer ranges.
If you had 0x10000 hash tables, that each stored ints from 0 to 0xFFFF and were using 32 bit integers you could then mask and shift the upper half of the int value and use that as an index to find the correct hash table to insert / delete values from.
IntHashTable containers[0x10000];
u_int32 hashIndex = (u_int32)value / 0x10000;
u_int32int valueInTable = (u_int32)value - (hashIndex * 0x10000);
containers[hashIndex].insert(valueInTable);
Count for example could be implemented as so, if each hash table kept count of the number of elements it contained:
indexStart = startRange / 0x10000;
indexEnd = endRange / 0x10000;
int countTotal = 0;
for (int i = indexStart; i<=indexEnd; ++i) {
countTotal += containers[i].count();
}
Not sure if using sorting really is a requirement for removing the range. It might be based on position. Anyway, here is a link with some hints which STL container to use.
In which scenario do I use a particular STL container?
Just FYI.
Vector maybe a good choice, but it does a lot of re allocation, as you know. I prefer deque instead, as it doesn't require big chunk of memory to allocate all items. For such requirement as you had, list probably fit better.
Basic solution for this problem might be std::map<int, int>
where key is the integer you are storing and value is the number of occurences.
Problem with this is that you can not quickly remove/count ranges. In other words complexity is linear.
For quick count you would need to implement your own complete binary tree where you can know the number of nodes between 2 nodes(upper and lower bound node) because you know the size of tree, and you know how many left and right turns you took to upper and lower bound nodes. Note that we are talking about complete binary tree, in general binary tree you can not make this calculation fast.
For quick range remove I do not know how to make it faster than linear.

unordered set intersection in C++

Here is my code, wondering any ideas to make it faster? My implementation is brute force, which is for any elements in a, try to find if it also in b, if so, put in result set c. Any smarter ideas is appreciated.
#include <iostream>
#include <unordered_set>
int main() {
std::unordered_set<int> a = {1,2,3,4,5};
std::unordered_set<int> b = {3,4,5,6,7};
std::unordered_set<int> c;
for (auto i = a.begin(); i != a.end(); i++) {
if (b.find(*i) != b.end()) c.insert(*i);
}
for (int v : c) {
std::printf("%d \n", v);
}
}
Asymptotically, your algorithm is as good as it can get.
In practice, I'd add a check to loop over the smaller of the two sets and do lookups in the larger one. Assuming reasonably evenly distributed hashes, a lookup in a std::unoredered_set takes constant time. So this way, you'll be performing fewer such lookups.
You can do it with std::copy_if()
std::copy_if(a.begin(), a.end(), std::inserter(c, c.begin()), [b](const int element){return b.count(element) > 0;} );
Your algorithm is as good as it gets for a unordered set. however if you use a std::set (which uses a binary tree as storage) or even better a sorted std::vector, you can do better. The algorithm should be something like:
get iterators to a.begin() and b.begin()
if the iterators point to equal element add to intersection and increment both iterators.
Otherwise increment the iterator pointing to the smallest value
Go to 2.
Both should be O(n) time but using a normal set should save you from calculating hashes or any performance degradation that arises from hash collisions.
Thanks Angew, why your method is faster? Could you elaborate a bit more?
Well, let me provide you some additional info...
It should be pretty clear that, whichever data structures you use, you will have to iterate over all elements in at least one of those, so you cannot get better than O(n), n being the number of elements in the data structure selected to iterate over. Elementary now is, how fast you can look up the elements in the other structure – with a hash set, which std::unordered_set actually is, this is O(1) – at least if the number of collisions is small enough ("reasonably evenly distributed hashes"); the degenerate case would be all values having the same key...
So far, you get O(n) * O(1) = O(n). But you still the choice: O(n) or O(m), if m is the number of elements in the other set. OK, in complexity calculations, this is the same, we have a linear algorithm anyway, in practice, though, you can spare some hash calculations and look-ups if you choose the set with the lower number of elements...

C++ std::map creation taking too long?

UPDATED:
I am working on a program whose performance is very critical. I have a vector of structs that are NOT sorted. I need to perform many search operations in this vector. So I decided to cache the vector data into a map like this:
std::map<long, int> myMap;
for (int i = 0; i < myVector.size(); ++i)
{
const Type& theType = myVector[i];
myMap[theType.key] = i;
}
When I search the map, the results of the rest of the program are much faster. However, the remaining bottleneck is the creation of the map itself (it is taking about 0.8 milliseconds on average to insert about 1,500 elements in it). I need to figure out a way to trim this time down. I am simply inserting a long as the key and an int as the value. I don't understand why it is taking this long.
Another idea I had was to create a copy of the vector (can't touch the original one) and somehow perform a faster sort than the std::sort (it takes way too long to sort it).
Edit:
Sorry everyone. I meant to say that I am creating a std::map where the key is a long and the value is an int. The long value is the struct's key value and the int is the index of the corresponding element in the vector.
Also, I did some more debugging and realized that the vector is not sorted at all. It's completely random. So doing something like a stable_sort isn't going to work out.
ANOTHER UPDATE:
Thanks everyone for the responses. I ended up creating a vector of pairs (std::vector of std::pair(long, int)). Then I sorted the vector by the long value. I created a custom comparator that only looked at the first part of the pair. Then I used lower_bound to search for the pair. Here's how I did it all:
typedef std::pair<long,int> Key2VectorIndexPairT;
typedef std::vector<Key2VectorIndexPairT> Key2VectorIndexPairVectorT;
bool Key2VectorIndexPairComparator(const Key2VectorIndexPairT& pair1, const Key2VectorIndexPairT& pair2)
{
return pair1.first < pair2.first;
}
...
Key2VectorIndexPairVectorT sortedVector;
sortedVector.reserve(originalVector.capacity());
// Assume "original" vector contains unsorted elements.
for (int i = 0; i < originalVector.size(); ++i)
{
const TheStruct& theStruct = originalVector[i];
sortedVector.insert(Key2VectorIndexPairT(theStruct.key, i));
}
std::sort(sortedVector.begin(), sortedVector.end(), Key2VectorIndexPairComparator);
...
const long keyToSearchFor = 20;
const Key2VectorIndexPairVectorT::const_iterator cItorKey2VectorIndexPairVector = std::lower_bound(sortedVector.begin(), sortedVector.end(), Key2VectorIndexPairT(keyToSearchFor, 0 /* Provide dummy index value for search */), Key2VectorIndexPairComparator);
if (cItorKey2VectorIndexPairVector->first == keyToSearchFor)
{
const int vectorIndex = cItorKey2VectorIndexPairVector->second;
const TheStruct& theStruct = originalVector[vectorIndex];
// Now do whatever you want...
}
else
{
// Could not find element...
}
This yielded a modest performance gain for me. Before the total time for my calculations were 3.75 milliseconds and now it is down to 2.5 milliseconds.
Both std::map and std::set are built on a binary tree and so adding items does dynamic memory allocation. If your map is largely static (i.e. initialized once at the start and then rarely or never has new items added or removed) you'd probably be better to use a sorted vector and a std::lower_bound to look up items using a binary search.
Maps take a lot of time for two reasons
You need to do a lot of memory allocation for your data storage
You need to perform O(n lg n) comparisons for the sort.
If you are just creating this as one batch, then throwing the whole map out, using a custom pool allocator may be a good idea here - eg, boost's pool_alloc. Custom allocators can also apply optimizations such as not actually deallocating any memory until the map's completely destroyed, etc.
Since your keys are integers, you may want to consider writing your own container based on a radix tree (on the bits of the key) as well. This may give you significantly improved performance, but since there is no STL implementation, you may need to write your own.
If you don't need to sort the data, use a hash table, such as std::unordered_map; these avoid the significant overhead needed for sorting data, and also can reduce the amount of memory allocation needed.
Finally, depending on the overall design of the program, it may be helpful to simply reuse the same map instead of recreating it over and over. Just delete and add keys as needed, rather than building a new vector, then building a new map. Again, this may not be possible in the context of your program, but if it is, it would definitely help you.
I suspect it's the memory management and tree rebalancing that's costing you here.
Obviously profiling may be able to help you pinpoint the issue.
I would suggest as a general idea to just copy the long/int data you need into another vector and since you said it's almost sorted, use stable_sort on it to finish the ordering. Then use lower_bound to locate the items in the sorted vector.
std::find is a linear scan(it has to be since it works on unsorted data). If you can sort(std::sort guaranties n log(n) behavior) the data then you can use std::binary_search to get log(n) searches. But as pointed out by others it may be copy time is the problem.
If keys are solid and short, perhaps try std::hash_map instead. From MSDN's page on hash_map Class:
The main advantage of hashing over sorting is greater efficiency; a
successful hashing performs insertions, deletions, and finds in
constant average time as compared with a time proportional to the
logarithm of the number of elements in the container for sorting
techniques.
Map creation can be a performance bottleneck (in the sense that it takes a measurable amount of time) if you're creating a large map and you're copying large chunks of data into it. You're also using the obvious (but suboptimal) way of inserting elements into a std::map - if you use something like:
myMap.insert(std::make_pair(theType.key, theType));
this should improve the insertion speed, but it will result in a slight change in behaviour if you encounter duplicate keys - using insert will result in values for duplicate keys being dropped, whereas using your method, the last element with the duplicate key will be inserted into the map.
I would also look into avoiding a making a copy of the data (for example by storing a pointer to it instead) if your profiling results determine that it's the copying of the element that is expensive. But for that you'll have to profile the code, IME guesstimates tend to be wrong...
Also, as a side note, you might want to look into storing the data in a std::set using custom comparator as your contains the key already. That however will not really result in a big speed up as constructing a set in this case is likely to be as expensive as inserting it into a map.
I'm not a C++ expert, but it seems that your problem stems from copying the Type instances, instead of a reference/pointer to the Type instances.
std::map<Type> myMap; // <-- this is wrong, since std::map requires two template parameters, not one
If you add elements to the map and they're not pointers, then I believe the copy constructor is invoked and that will certainly cause delays with a large data structure. Use the pointer instead:
std::map<KeyType, ObjectType*> myMap;
Furthermore, your example is a little confusing since you "insert" a value of type int in the map when you're expecting a value of type Type. I think you should assign the reference to the item, not the index.
myMap[theType.key] = &myVector[i];
Update:
The more I look at your example, the more confused I get. If you're using the std::map, then it should take two template types:
map<T1,T2> aMap;
So what are you REALLY mapping? map<Type, int> or something else?
It seems that you're using the Type.key member field as a key to the map (it's a valid idea), but unless key is of the same type as Type, then you can't use it as the key to the map. So is key an instance of Type??
Furthermore, you're mapping the current vector index to the key in the map, which indicates that you're just want the index to the vector so you can later access that index location fast. Is that what you want to do?
Update 2.0:
After reading your answer it seems that you're using std::map<long,int> and in that case there is no copying of the structure involved. Furthermore, you don't need to make a local reference to the object in the vector. If you just need to access the key, then access it by calling myVector[i].key.
Your building a copy of the table from the broken example you give, and not just a reference.
Why Can't I store references in an STL map in C++?
Whatever you store in the map it relies on you not changing the vector.
Try a lookup map only.
typedef vector<Type> Stuff;
Stuff myVector;
typedef std::map<long, *Type> LookupMap;
LookupMap myMap;
LookupMap::iterator hint = myMap.begin();
for (Stuff::iterator it = myVector.begin(); myVector.end() != it; ++it)
{
hint = myMap.insert(hint, std::make_pair(it->key, &*it));
}
Or perhaps drop the vector and just store it in the map??
Since your vector is already partially ordered, you may want to instead create an auxiliary array referencing (indices of) the elements in your original vector. Then you can sort the auxiliary array using Timsort which has good performance for partially sorted data (such as yours).
I think you've got some other problem. Creating a vector of 1500 <long, int> pairs, and sorting it based on the longs should take considerably less than 0.8 milliseconds (at least assuming we're talking about a reasonably modern, desktop/server type processor).
To try to get an idea of what we should see here, I did a quick bit of test code:
#include <vector>
#include <algorithm>
#include <time.h>
#include <iostream>
int main() {
const int size = 1500;
const int reps = 100;
std::vector<std::pair<long, int> > init;
std::vector<std::pair<long, int> > data;
long total = 0;
// Generate "original" array
for (int i=0; i<size; i++)
init.push_back(std::make_pair(rand(), i));
clock_t start = clock();
for (int i=0; i<reps; i++) {
// copy the original array
std::vector<std::pair<long, int> > data(init.begin(), init.end());
// sort the copy
std::sort(data.begin(), data.end());
// use data that depends on sort to prevent it being optimized away
total += data[10].first;
total += data[size-10].first;
}
clock_t stop = clock();
std::cout << "Ignore: " << total << "\n";
clock_t ticks = stop - start;
double seconds = ticks / (double)CLOCKS_PER_SEC;
double ms = seconds * 1000.0;
double ms_p_iter = ms / reps;
std::cout << ms_p_iter << " ms/iteration.";
return 0;
}
Running this on my somewhat "trailing edge" (~5 year-old) machine, I'm getting times around 0.1 ms/iteration. I'd expect searching in this (using std::lower_bound or std::upper_bound) to be somewhat faster than searching in an std::map as well (since the data in the vector is allocated contiguously, we can expect better locality of reference, leading to better cache usage).
Thanks everyone for the responses. I ended up creating a vector of pairs (std::vector of std::pair(long, int)). Then I sorted the vector by the long value. I created a custom comparator that only looked at the first part of the pair. Then I used lower_bound to search for the pair. Here's how I did it all:
typedef std::pair<long,int> Key2VectorIndexPairT;
typedef std::vector<Key2VectorIndexPairT> Key2VectorIndexPairVectorT;
bool Key2VectorIndexPairComparator(const Key2VectorIndexPairT& pair1, const Key2VectorIndexPairT& pair2)
{
return pair1.first < pair2.first;
}
...
Key2VectorIndexPairVectorT sortedVector;
sortedVector.reserve(originalVector.capacity());
// Assume "original" vector contains unsorted elements.
for (int i = 0; i < originalVector.size(); ++i)
{
const TheStruct& theStruct = originalVector[i];
sortedVector.insert(Key2VectorIndexPairT(theStruct.key, i));
}
std::sort(sortedVector.begin(), sortedVector.end(), Key2VectorIndexPairComparator);
...
const long keyToSearchFor = 20;
const Key2VectorIndexPairVectorT::const_iterator cItorKey2VectorIndexPairVector = std::lower_bound(sortedVector.begin(), sortedVector.end(), Key2VectorIndexPairT(keyToSearchFor, 0 /* Provide dummy index value for search */), Key2VectorIndexPairComparator);
if (cItorKey2VectorIndexPairVector->first == keyToSearchFor)
{
const int vectorIndex = cItorKey2VectorIndexPairVector->second;
const TheStruct& theStruct = originalVector[vectorIndex];
// Now do whatever you want...
}
else
{
// Could not find element...
}
This yielded a modest performance gain for me. Before the total time for my calculations were 3.75 milliseconds and now it is down to 2.5 milliseconds.

Performance: vector of classes or a class containing vectors

I have a class containing a number of double values. This is stored in a vector where the indices for the classes are important (they are referenced from elsewhere). The class looks something like this:
Vector of classes
class A
{
double count;
double val;
double sumA;
double sumB;
vector<double> sumVectorC;
vector<double> sumVectorD;
}
vector<A> classes(10000);
The code that needs to run as fast as possible is something like this:
vector<double> result(classes.size());
for(int i = 0; i < classes.size(); i++)
{
result[i] += classes[i].sumA;
vector<double>::iterator it = find(classes[i].sumVectorC.begin(), classes[i].sumVectorC.end(), testval);
if(it != classes[i].sumVectorC.end())
result[i] += *it;
}
The alternative is instead of one giant loop, split the computation into two separate loops such as:
for(int i = 0; i < classes.size(); i++)
{
result[i] += classes[i].sumA;
}
for(int i = 0; i < classes.size(); i++)
{
vector<double>::iterator it = find(classes[i].sumVectorC.begin(), classes[i].sumVectorC.end(), testval);
if(it != classes[i].sumVectorC.end())
result[i] += *it;
}
or to store each member of the class in a vector like so:
Class of vectors
vector<double> classCounts;
vector<double> classVal;
...
vector<vector<double> > classSumVectorC;
...
and then operate as:
for(int i = 0; i < classes.size(); i++)
{
result[i] += classCounts[i];
...
}
Which way would usually be faster (across x86/x64 platforms and compilers)? Are look-ahead and cache lines are the most important things to think about here?
Update
The reason I'm doing a linear search (i.e. find) here and not a hash map or binary search is because the sumVectors are very short, around 4 or 5 elements. Profiling showed a hash map was slower and a binary search was slightly slower.
As the implementation of both variants seems easy enough I would build both versions and profile them to find the fastest one.
Empirical data usually beats speculation.
As a side issue: Currently, the find() in your innermost loop does a linear scan through all elements of classes[i].sumVectorC until it finds a matching value. If that vector contains many values, and you have no reason to believe that testVal appears near the start of the vector, then this will be slow -- consider using a container type with faster lookup instead (e.g. std::map or one of the nonstandard but commonly implemented hash_map types).
As a general guideline: consider algorithmic improvements before low-level implementation optimisation.
As lothar says, you really should test it out. But to answer your last question, yes, cache misses will be a major concern here.
Also, it seems that your first implementation would run into load-hit-store stalls as coded, but I'm not sure how much of a problem that is on x86 (it's a big problem on XBox 360 and PS3).
It looks like optimizing the find() would be a big win (profile to know for sure). Depending on the various sizes, in addition to replacing the vector with another container, you could try sorting sumVectorC and using a binary search in the form of lower_bound. This will turn your linear search O(n) into O(log n).
if you can guarrantee that std::numeric_limits<double>::infinity is not a possible value, ensuring that the arrays are sorted with a dummy infinite entry at the end and then manually coding the find so that the loop condition is a single test:
array[i]<test_val
and then an equality test.
then you know that the average number of looked at values is (size()+1)/2 in the not found case. Of course if the search array changes very frequently then the issue of keeping it sorted is an issue.
of course you don't tell us much about sumVectorC or the rest of A for that matter, so it is hard to ascertain and give really good advice. For example if sumVectorC is never updates then it is probably possible to find an EXTREMELY cheap hash (eg cast ULL and bit extraction) that is perfect on the sumVectorC values that fits into double[8]. Then the overhead is bit extract and 1 comparison versus 3 or 6
Also if you have a bound on sumVectorC.size() that is reasonable(you mentioned 4 or 5 so this assumption seems not bad) you could consider using an aggregated array or even just a boost::array<double> and add your own dynamic size eg :
class AggregatedArray : public boost::array<double>{
size_t _size;
size_t size() const {
return size;
}
....
push_back(..){...
pop(){...
resize(...){...
};
this gets rid of the extra cache line access to the allocated array data for sumVectorC.
In the case of sumVectorC very infrequently updating if finding a perfect hash (out of your class of hash algoithhms)is relatively cheap then you can incur that with profit when sumVectorC changes. These small lookups can be problematic and algorithmic complexity is frequently irrelevant - it is the constants that dominate. It is an engineering problem and not a theoretical one.
Unless you can guarantee that the small maps are in cache you can be almost be guaranteed that using a std::map will yield approximately 130% worse performance as pretty much each node in the tree will be in a separate cache line
Thus instead of accessing (4 times 1+1 times 2)/5 = 1.2 cache lines per search (the first 4 are in first cacheline, the 5th in the second cacheline, you will access (1 + 2 times 2 + 2 times 3) = 9/5) + 1 for the tree itself = 2.8 cachelines per search (the 1 being 1 node at the root, 2 nodes being children of the root, and the last 2 being grandchildren of the root, plus the tree itself)
So I would predict using a std::map to take 2.8/1.2 = 233% as long for a sumVectorC having 5 entries
This what I meant when I said: "It is an engineering problem and not a theoretical one."