I am just starting with g++ compiler on Linux and got some questions on the compiler flags. Here are they
Optimizations
I read about optimization flags -O1, -O2 and -O3 in the g++ manual page. I didn't understood when to use these flags. Usually what optimization level do you use? The g++ manual says the following for -O2.
Optimize even more. GCC performs nearly all supported optimizations that do not involve a space-speed tradeoff. The compiler does not perform loop unrolling or function inlining when you specify -O2. As compared to -O, this option increases both compilation time and the performance of the generated code.
If it is not doing inlining and loop unrolling, how the said performance befits are achieved and is this option recommended?
Static Library
How do I create a static library using g++? In Visual Studio, I can choose a class library project and it will be compiled into "lib" file. What is the equivalent in g++?
The rule of thumb:
When you need to debug, use -O0 (and -g to generate debugging symbols.)
When you are preparing to ship it, use -O2.
When you use gentoo, use -O3...!
When you need to put it on an embedded system, use -Os (optimize for size, not for efficiency.)
The gcc manual list all implied options by every optimization level. At O2, you get things like constant folding, branch prediction and co, which can change significantly the speed of your application, depending on your code. The exact options are version dependent, but they are documented in great detail.
To build a static library, you use ar as follows:
ar rc libfoo.a foo.o foo2.o ....
ranlib libfoo.a
Ranlib is not always necessary, but there is no reason for not using it.
Regarding when to use what optimization option - there is no single correct answer.
Certain optimization levels may, at times, decrease performance. It depends on the kind of code you are writing and the execution pattern it has, and depends on the specific CPU you are running on.
(To give a simple canonical example - the compiler may decide to use an optimization that makes your code slightly larger than before. This may cause a certain part of the code to no longer fit into the instruction cache, at which point many more accesses to memory would be required - in a loop, for example).
It is best to measure and optimize for whatever you need. Try, measure and decide.
One important rule of thumb - the more optimizations are performed on your code, the harder it is to debug it using a debugger (or read its disassembly), because the C/C++ source view gets further away from the generated binary. It is a good rule of thumb to work with fewer optimizations when developing / debugging for this reason.
There are many optimizations that a compiler can perform, other than loop unrolling and inlining. Loop unrolling and inlining are specifically mentioned there since, although they make the code faster, they also make it larger.
To make a static library, use 'g++ -c' to generate the .o files and 'ar' to archive them into a library.
In regards to the Static library question the answer given by David Cournapeau is correct but you can alternatively use the 's' flag with 'ar' rather than running ranlib on your static library file. The 'ar' manual page states that
Running ar s on an archive is equivalent to running ranlib on it.
Whichever method you use is just a matter of personal preference.
Related
GDB documentation tells me that in order to compile for debugging, I need to ask my compiler to generate debugging symbols. This is done by specifying a '-g' flag.
Furthermore, GDB doc recommends I'd always compile with a '-g' flag. This sounds good, and I'd like to do that.
But first, I'd like to find out about downsides. Are there any penalties involved with compiling-for-debugging in production code?
I am mostly interested in:
GCC as the compiler of choice
Red hat Linux as target OS
C and C++ languages
(Although information about other environments is welcome as well)
Many thanks!
If you use -g (which on recent GCC or Clang can be used with optimization flags like -O2):
compilation time is slower (and linking will use a lot more memory)
the executable is a bigger file (see elf(5) and use readelf(1)...)
the executable carries a lot of information about your source code.
you can use GDB easily
some interesting libraries, like Ian Taylor's libbacktrace, requires DWARF information (e.g. -g)
If you don't use -g it would be harder to use the GDB debugger (but possible).
So if you transmit the binary executable to a partner that should not understand how your source code was written, you need to avoid -g
See also the strip(1) and strace(1) commands.
Notice that using the -g flag for debugging information is also valid for Ocaml, Rust
PS. Recent GCC (e.g. GCC 10 or GCC 11 in 2021) accept many debugger flags. With -g3 your executable carries more debug information (e.g. description of C++ macros and their expansion) that with -g or -g1. Of course, compilation time increases, and executable size also. In principle, your GCC plugin (perhaps Bismon in 2021, or those inside the source code of the Linux kernel) could add even more debug information. In practice, you won't do that unless you can improve your debugger. However, a GCC plugin (or some #pragmas) can remove some debug information (e.g. remove debug information for a selected set of functions).
Generally, adding debug information increases the size of the binary files (or creates extra files for the debug information). That's nowadays usually not a problem, unless you're distributing it over slow networks. And of course this debug information may help others in analyzing your code, if they want to do that. Typically, the -g flag is used together with -O0 (the default), which disables compiler optimization and generates code that is as close as possible to the source, so that debugging is easier. While you can use debug information together with optimizations enabled, this is really tricky, because variables may not exist, or the sequence of instructions may be different than in the source. This is generally only done if an error needs to be analyzed that only happens after the optimizations are enabled. Of course, the downside of -O0 is poorer performance.
So as a conclusion: Typically one uses -g -O0 during development, and for distribution or production code just -O3.
I'm compiling a program with -O3 for performance and -g for debug symbols (in case of crash I can use the core dump). One thing bothers me a lot, does the -g option results in a performance penalty? When I look on the output of the compilation with and without -g, I see that the output without -g is 80% smaller than the output of the compilation with -g. If the extra space goes for the debug symbols, I don't care about it (I guess) since this part is not used during runtime. But if for each instruction in the compilation output without -g I need to do 4 more instructions in the compilation output with -g than I certainly prefer to stop using -g option even at the cost of not being able to process core dumps.
How to know the size of the debug symbols section inside the program and in general does compilation with -g creates a program which runs slower than the same code compiled without -g?
Citing from the gcc documentation
GCC allows you to use -g with -O. The shortcuts taken by optimized
code may occasionally produce surprising results: some variables you
declared may not exist at all; flow of control may briefly move where
you did not expect it; some statements may not be executed because
they compute constant results or their values are already at hand;
some statements may execute in different places because they have been
moved out of loops.
that means:
I will insert debugging symbols for you but I won't try to retain them if an optimization pass screws them out, you'll have to deal with that
Debugging symbols aren't written into the code but into another section called "debug section" which isn't even loaded at runtime (only by a debugger). That means: no code changes. You shouldn't notice any performance difference in code execution speed but you might experience some slowness if the loader needs to deal with the larger binary or if it takes into account the increased binary size somehow. You will probably have to benchmark the app yourself to be 100% sure in your specific case.
Notice that there's also another option from gcc 4.8:
-Og
Optimize debugging experience. -Og enables optimizations that do not interfere with debugging. It should be the optimization level of choice for the standard edit-compile-debug cycle, offering a reasonable level of optimization while maintaining fast compilation and a good debugging experience.
This flag will impact performance because it will disable any optimization pass that would interfere with debugging infos.
Finally, it might even happen that some optimizations are better suited to a specific architecture rather than another one and unless instructed to do so for your specific processor (see march/mtune options for your architecture), in O3 gcc will do its best for a generic architecture. That means you might even experience O3 being slower than O2 in some contrived scenarios. "Best-effort" doesn't always mean "the best available".
I am using -O3 when compiling the code, and now I need to profile it. For profiling, there are two main choices I came accross: valgrind --tool=callgrind and gprof.
Valgrind (callgrind) docs state:
As with Cachegrind, you probably want to compile with debugging info (the -g option) and with optimization turned on.
However, in the C++ optimization book by Agner Fog, I have read the following:
Many optimization options are incompatible with debugging. A debugger can execute a
code one line at a time and show the values of all variables. Obviously, this is not possible
when parts of the code have been reordered, inlined, or optimized away. It is common to
make two versions of a program executable: a debug version with full debugging support
which is used during program development, and a release version with all relevant
optimization options turned on. Most IDE's (Integrated Development Environments) have
facilities for making a debug version and a release version of object files and executables.
Make sure to distinguish these two versions and turn off debugging and profiling support in
the optimized version of the executable.
This seems to conflict the callgrind instructions to compile the code with the debugging info flag -g. If I enable debugging in the following way:
-ggdb -DFULLDEBUG
am I not causing this option to conflict with the -O3 optimization flag? Using those two options together makes no sense to me after what I have read so far.
If I use say -O3 optimization flag, can I compile the code with additional profiling info by using:
-pg
and still profile it with valgrind?
Does it ever make sense to profile a code compiled with
-ggdb -DFULLDEBUG -O0
flags? It seems silly - not inlining functions and unrolling loops may shift the bottlenecks in the code, so this should be used for development only, to get the code to actually do stuff properly.
Does it ever make sense to compile the code with one optimization flag, and profile the code compiled with another optimization flag?
Why are you profiling? Just to get measurements or to find speedups?
The common wisdom that you should only profile optimized code is based on assuming the code is nearly optimal to begin with, which if there are significant speedups, it is not.
You should treat the finding of speedups as if they were bugs. Many people use this method of doing so.
After you've removed needless computations, if you still have tight CPU loops, i.e. you're not spending all your time in system or library or I/O routines the optimizer doesn't see, then turn on -O3, and let it do its magic.
The release notes for gcc were a little vague on -Og:
It addresses the need for fast compilation and a superior debugging experience while providing a reasonable level of runtime performance. Overall experience for development should be better than the default optimization level -O0.
Does "Overall experience for development" include compilation time? If I don't need debug symbols and am optimizing for compile time, should I be using -O0 or -Og?
Does "Overall experience for development" include compilation time?
I think it does, but not in this very specific case.
If I don't need debug symbols and am optimizing for compile time, should I be using -O0 or -Og?
-O0.
If I don't need debug symbols and am optimizing for compile time, should I be using -O0 or -Og?
If the presence or absence of debug symbols doesn't matter, time both options and see which one is faster.
With -Og the compiler has to construct and write out extra data (for debugging), so it will take longer. Just compile to assembler (with gcc -S -Og, etc) and compare. But whatever difference there is between -O0 and -Og runtime is probably dwarfed by the time to start gcc and its complete machinery.
If you want compile time, perhaps you should consider tcc for C. Perhaps LLVM is faster for C++.
I'm working on an embedded processor so binary size matters a lot. I am trying to avoid using the standard library. I'd like to use std::function, however. I extracted "function.hpp" from boost, and I'm trying to use that, but simply including function.hpp increases the size of my binary 200k, which makes it bigger than my processor can accept. If I include the standard library, it only increases my binary 60k. I can't figure it out, if I'm not using any of the templates yet, there shouldn't be any overhead. And even if I do, I can't imagine it's 200k worth of code. I'm using gcc 4.7, and I've disabled debugging info from what I can tell "-g0" and turned on optimizations "-O2".
Any help would be much appreciated.
GCC includes some symbol information into the compiled binary even if you use -g0. In order to really get rid of all symbols one should use --strip-all command line option for the linker.
Also, since the size of the executable is important for you, consider -fdata-sections and -ffunction-sections for the compiler and --gc-sections for the linker.