Files on XP: Is turning off "last access time" safe? - c++

I'm desperately looking for cheap ways to lower the build times on my home PC. I just read an article about disabling the Last Access Time attribute of a file on Windows XP, so that simple reads don't write anything back to disk.
It's really simple too. At a DOS-prompt write:
fsutil behavior set disablelastaccess 1
Has anyone ever tried it in the context of building C++ projects? Any drawbacks?
[Edit] More on the topic here.

From SetFileTime's documentation:
"NTFS delays updates to the last access time for a file by up to one hour after the last access."
There's no real point turning this off - the original article is wrong, the data is not written out on every access.
EDIT:
As to why the author of that article claimed a 10x speed-up, I think he attributed his speed-up to the wrong thing: he also disabled 8.3 filename generation. To generate an 8.3 filename for a file, NTFS has to basically generate each possibility in turn then see if it's already in use (no reference; I'm sure Raymond has talked about it but can't find a link). If your files all share the same first six characters, you will be bitten by this problem, and the corrolary is you should put characters which differentiate files in the first six characters so they don't clash. Turning off short name generation will prevent this.

I haven't tried this on a Windows box (I will be tonight, thanks) but the similar thing on Linux (noatime option when mounting the drive) sped things up considerably.
I can't think of any uses where the last access time would be useful other than for auditing purposes and, even then, does Windows store the user that accessed it? I know Linux doesn't.

I'd suggest you try it and see if it makes a difference.
However I'm pessimistic about this actually making any difference, since in the larger/clean builds you'll be writing out large amounts of data anyway, so adjusting the file access times wouldn't take that much time (plus it'd probably be cached anyway).
I'd love to be proven wrong though.
Results:
Ran a few builds on the code base at work in both debug and release configurations with the last access time enabled, and disabled.
Our source code is about 39 MB (48 MB size on disk), and we build about half of that for the configuration that I built for these tests. The debug build generated 1.76 GB of temporary and output files, while the release generated about 600 MB of such data. We build on the command line using a combination of Ant and the Visual Studio command line built tools.
My machine is a Core 2 Duo 3GHz, with 4GB of ram, a 7200rpm hdd, running Windows XP 32 bit.
Building with the last access time disabled:
Debug times = 6:17, 5:41
Release times = 6:07, 6:06
Building with the last access time enabled:
Debug times = 6:00, 5:47
Release times = 6:19, 5:48
Overall I did not notice any difference between the two modes, as in both cases the files are most likely in the system cache already so it should just be reading from memory.
I believe that you'll get the biggest bang for your buck by just implementing proper precompiled headers (not the automatically generated ones that Visual Studio creates in a project). We implemented this a few years ago at work (when the code base was far smaller) and it cut down our build time to a third of what it was.

It's a good alternative, but it will affect some tools. Like the Remote Storage Service, and other utilies that depend on file access statistics to optimize your file system (i.e. Norton Defrag)

it will improve the performance a little. Other than that it won't do much more (you won't be able to see when the file was last accessed of course). I have it turned of by default when I install windows XP using nLite to cut of the bloat I don't need.

I don't want to draw attention away from the "last access time" question, but there might be other ways to speed up your builds. Not knowing the context and your project setup, it's hard to say what might be slow, but there might be some things that might help:
Create "uber" builds. That is, create a single compilation uber.cpp file that contains a bunch of lines like
#include "file1.cpp"
#include "file2.cpp"
You might have trouble with conflicting static variable names, but those are generally easy to sort out. Initial setup is kind of a pain, but build times can increase dramatically. For us, the biggest drawback is that in developer studio, you can't right click a file and say 'compile' if that file is part of an uber build. It's not a big deal though. We have seperate build configurations for 'uber' builds which compile the uber files but exclude the individual cpp files from the build process. If you need more info, leave a comment and I can get you that. Also, the optimizer tends to do a slightly better job with uber builds.
Also, do you have a large number of include files, or a lot of depencendies between include files? If so, that will drastically slow down build times.
Are you using precompiled headers? If not, you might look into that as a solution as that will help as well.
Slow build times are usually tracked down to lots of file I/O. That is by far the biggest time sink in a build -- just opening, reading and parsing all of the files. If you cut down file I/O, you will improve build times.
Anyway, sorry to slightly derail the topic slightly, but the suggestion at hand to change how the last access time of a file is set seemed to be somewhat of a 'sledgehammer' solution.

For busy servers, disabling last access time is generally a good idea. The only potential downside is if there are scripts that use last access time to, for instance, tell that a file is no longer being written.
That said, if you're looking to improve build times on a C++ project, I highly recommend reading Recursive Make Considered Harmful. The article is about a decade old, but the points it makes about how recursive definitions in our build scripts cause long build times is still well worth understanding.

Disabling access time is useful when using ssd's (solid state drives - cards,usb drives etc) as it reduces the number of writes to the drive. All solid state storage devices have a life which is measured by the number of writes that can be made to each individual address. Some media specify a minimum of 100's of thousands and some even 1 million. Operating systems and other executables can access many files in a single operation as well as user document accesses. This would apply to eee pc's, embedded systems and others.

To Mike Dimmick:
Try to connect USB drive with many files and copy them to your internal drive. That's also the case in addition to program compilation (which is described in original post).

Related

Faster build times in C++ [duplicate]

I once worked on a C++ project that took about an hour and a half for a full rebuild. Small edit, build, test cycles took about 5 to 10 minutes. It was an unproductive nightmare.
What is the worst build times you ever had to handle?
What strategies have you used to improve build times on large projects?
Update:
How much do you think the language used is to blame for the problem? I think C++ is prone to massive dependencies on large projects, which often means even simple changes to the source code can result in a massive rebuild. Which language do you think copes with large project dependency issues best?
Forward declaration
pimpl idiom
Precompiled headers
Parallel compilation (e.g. MPCL add-in for Visual Studio).
Distributed compilation (e.g. Incredibuild for Visual Studio).
Incremental build
Split build in several "projects" so not compile all the code if not needed.
[Later Edit]
8. Buy faster machines.
My strategy is pretty simple - I don't do large projects. The whole thrust of modern computing is away from the giant and monolithic and towards the small and componentised. So when I work on projects, I break things up into libraries and other components that can be built and tested independantly, and which have minimal dependancies on each other. A "full build" in this kind of environment never actually takes place, so there is no problem.
One trick that sometimes helps is to include everything into one .cpp file. Since includes are processed once per file, this can save you a lot of time. (The downside to this is that it makes it impossible for the compiler to parallelize compilation)
You should be able to specify that multiple .cpp files should be compiled in parallel (-j with make on linux, /MP on MSVC - MSVC also has an option to compile multiple projects in parallel. These are separate options, and there's no reason why you shouldn't use both)
In the same vein, distributed builds (Incredibuild, for example), may help take the load off a single system.
SSD disks are supposed to be a big win, although I haven't tested this myself (but a C++ build touches a huge number of files, which can quickly become a bottleneck).
Precompiled headers can help too, when used with care. (They can also hurt you, if they have to be recompiled too often).
And finally, trying to minimize dependencies in the code itself is important. Use the pImpl idiom, use forward declarations, keep the code as modular as possible. In some cases, use of templates may help you decouple classes and minimize dependencies. (In other cases, templates can slow down compilation significantly, of course)
But yes, you're right, this is very much a language thing. I don't know of another language which suffers from the problem to this extent. Most languages have a module system that allows them to eliminate header files, which area huge factor. C has header files, but is such a simple language that compile times are still manageable. C++ gets the worst of both worlds. A big complex language, and a terrible primitive build mechanism that requires a huge amount of code to be parsed again and again.
Multi core compilation. Very fast with 8 cores compiling on the I7.
Incremental linking
External constants
Removed inline methods on C++ classes.
The last two gave us a reduced linking time from around 12 minutes to 1-2 minutes. Note that this is only needed if things have a huge visibility, i.e. seen "everywhere" and if there are many different constants and classes.
Cheers
IncrediBuild
Unity Builds
Incredibuild
Pointer to implementation
forward declarations
compiling "finished" sections of the proejct into dll's
ccache & distcc (for C/C++ projects) -
ccache caches compiled output, using the pre-processed file as the 'key' for finding the output. This is great because pre-processing is pretty quick, and quite often changes that force recompile don't actually change the source for many files. Also, it really speeds up a full re-compile. Also nice is the instance where you can have a shared cache among team members. This means that only the first guy to grab the latest code actually compiles anything.
distcc does distributed compilation across a network of machines. This is only good if you HAVE a network of machines to use for compilation. It goes well with ccache, and only moves the pre-processed source around, so the only thing you have to worry about on the compiler engine systems is that they have the right compiler (no need for headers or your entire source tree to be visible).
The best suggestion is to build makefiles that actually understand dependencies and do not automatically rebuild the world for a small change. But, if a full rebuild takes 90 minutes, and a small rebuild takes 5-10 minutes, odds are good that your build system already does that.
Can the build be done in parallel? Either with multiple cores, or with multiple servers?
Checkin pre-compiled bits for pieces that really are static and do not need to be rebuilt every time. 3rd party tools/libraries that are used, but not altered are a good candidate for this treatment.
Limit the build to a single 'stream' if applicable. The 'full product' might include things like a debug version, or both 32 and 64 bit versions, or may include help files or man pages that are derived/built every time. Removing components that are not necessary for development can dramatically reduce the build time.
Does the build also package the product? Is that really required for development and testing? Does the build incorporate some basic sanity tests that can be skipped?
Finally, you can re-factor the code base to be more modular and to have fewer dependencies. Large Scale C++ Software Design is an excellent reference for learning to decouple large software products into something that is easier to maintain and faster to build.
EDIT: Building on a local filesystem as opposed to a NFS mounted filesystem can also dramatically speed up build times.
Fiddle with the compiler optimisation flags,
use option -j4 for gmake for parallel compilation (multicore or single core)
if you are using clearmake , use winking
we can take out the debug flags..in extreme cases.
Use some powerful servers.
This book Large-Scale C++ Software Design has very good advice I've used in past projects.
Minimize your public API
Minimize inline functions in your API. (Unfortunately this also increases linker requirements).
Maximize forward declarations.
Reduce coupling between code. For instance pass in two integers to a function, for coordinates, instead of your custom Point class that has it's own header file.
Use Incredibuild. But it has some issues sometimes.
Do NOT put code that get exported from two different modules in the SAME header file.
Use the PImple idiom. Mentioned before, but bears repeating.
Use Pre-compiled headers.
Avoid C++/CLI (i.e. managed c++). Linker times are impacted too.
Avoid using a global header file that includes 'everything else' in your API.
Don't put a dependency on a lib file if your code doesn't really need it.
Know the difference between including files with quotes and angle brackets.
Powerful compilation machines and parallel compilers. We also make sure the full build is needed as little as possible. We don't alter the code to make it compile faster.
Efficiency and correctness is more important than compilation speed.
In Visual Studio, you can set number of project to compile at a time. Its default value is 2, increasing that would reduce some time.
This will help if you don't want to mess with the code.
This is the list of things we did for a development under Linux :
As Warrior noted, use parallel builds (make -jN)
We use distributed builds (currently icecream which is very easy to setup), with this we can have tens or processors at a given time. This also has the advantage of giving the builds to the most powerful and less loaded machines.
We use ccache so that when you do a make clean, you don't have to really recompile your sources that didn't change, it's copied from a cache.
Note also that debug builds are usually faster to compile since the compiler doesn't have to make optimisations.
We tried creating proxy classes once.
These are really a simplified version of a class that only includes the public interface, reducing the number of internal dependencies that need to be exposed in the header file. However, they came with a heavy price of spreading each class over several files that all needed to be updated when changes to the class interface were made.
In general large C++ projects that I've worked on that had slow build times were pretty messy, with lots of interdependencies scattered through the code (the same include files used in most cpps, fat interfaces instead of slim ones). In those cases, the slow build time was just a symptom of the larger problem, and a minor symptom at that. Refactoring to make clearer interfaces and break code out into libraries improved the architecture, as well as the build time. When you make a library, it forces you to think about what is an interface and what isn't, which will actually (in my experience) end up improving the code base. If there's no technical reason to have to divide the code, some programmers through the course of maintenance will just throw anything into any header file.
Cătălin Pitiș covered a lot of good things. Other ones we do:
Have a tool that generates reduced Visual Studio .sln files for people working in a specific sub-area of a very large overall project
Cache DLLs and pdbs from when they are built on CI for distribution on developer machines
For CI, make sure that the link machine in particular has lots of memory and high-end drives
Store some expensive-to-regenerate files in source control, even though they could be created as part of the build
Replace Visual Studio's checking of what needs to be relinked by our own script tailored to our circumstances
It's a pet peeve of mine, so even though you already accepted an excellent answer, I'll chime in:
In C++, it's less the language as such, but the language-mandated build model that was great back in the seventies, and the header-heavy libraries.
The only thing that is wrong about Cătălin Pitiș' reply: "buy faster machines" should go first. It is the easyest way with the least impact.
My worst was about 80 minutes on an aging build machine running VC6 on W2K Professional. The same project (with tons of new code) now takes under 6 minutes on a machine with 4 hyperthreaded cores, 8G RAM Win 7 x64 and decent disks. (A similar machine, about 10..20% less processor power, with 4G RAM and Vista x86 takes twice as long)
Strangely, incremental builds are most of the time slower than full rebuuilds now.
Full build is about 2 hours. I try to avoid making modification to the base classes and since my work is mainly on the implementation of these base classes I only need to build small components (couple of minutes).
Create some unit test projects to test individual libraries, so that if you need to edit low level classes that would cause a huge rebuild, you can use TDD to know your new code works before you rebuild the entire app. The John Lakos book as mentioned by Themis has some very practical advice for restructuring your libraries to make this possible.

Idea C++ auto unity build system, would it work?

So this may sound a bit crazy but i had the following idea...
In c++ they call a unity build when you put all your code in one file using #include's or simply copy and pasting. This allows for lightning fast compilation.
Now for simplicity lets assume we have a header only library and we restrict ourselves to only using classes (that way we have a garaunteed namespace).
Now i was wondering how well this would work if made automatic. A script/tool would be made to preprocess the .h files; picking out includes and dependencies. The tool would walk every .h file recursively and construct a mapping of dependencies of includes. It would then place these dependencies in one file (main.cpp) using #includes and compile.
Now i want to get your guy's opinions on this idea of automatic unity build creator. Is this smart to do? Would it work as I expect it?
Unity builds are overprized, really.
This allows for lightning fast compilation.
This is not quite true these days. Compilation is not I/O bound assuming you have dedicated machine for compilation with enough RAM. Every modern operating system caches files after first read and than get them from memory. You can avoid intermediate files by piping or storing them in RAM drive. So preprocessor work is just concatenating files in most of the time. This is fast. Real time is spent in compilation and linking.
So any serious application having thousands of files will be huge. Real world example - we work with app where source code takes more than 100MB of data (without system and 3rd party includes). So your system would have to operate on approximate 150MB file. I wouldn't be surprised if some compilers would refuse to compile it. Not to mention time to compile. It is way better to split into smaller files and compile in parallel. Again real example - single thread compile took 40 minutes to finish, running on one server with 16 threads around 2.5-3 minutes and compiling on farm of 16 servers each 16 core with distcc 30 seconds plus some time to link.
The other benefit of unity builds which is better optimization vanishes when LTO and static build are done.
Answering your question - yes you can do that. Does it make sense? Doubtful.
What do you accomplish?
You hate "header only" because you" need to recompile the world every time". In your "brave new world" there is only 1 file so it is always going to be compiled every time - no matter what.
People have spent a lot of time and effort making C++ such that it can use libraries etc to help speed up compilation. Oh, by the way the system I'm looking at today has 17 million + lines of code. You want that in one file?
Links provided by OP in the comments are a good explanation. The big problem I see is scalability. It did remind me of one area in my (inherited) code base where the guards are outside the includes to avoid opening files. e.g.
#ifndef BLAH_H
#include <blah.h>
#endif

Cache header files for make/g++

I am working on a large C++ code base and I want to speed up its compilation times. One thing I know is that all of my library includes are on a network drive which slows down things a lot. If I can get make or something else to automatically cache them, either in /tmp, or to a ramdisk, I expect that to improve the compile times for me quite a bit. Is there a way to do that? Of course I can copy them manually and set up a sync job but then every developer will have to do that on every box they ever compile so I am looking for an automated solution.
Thanks!
Of course. There are lots and lots of ways. You can just have a make rule that copies things then have people run make copylocal or whatever. This is fast but people have to remember to do it, and if the libraries change a lot this could be annoying. You can make a rule that copies things then put it as a prerequisite to some other target so it's done on every build, first. This will take longer: will the copy step plus using local copies take longer total time than just using the remote copies? Who knows?
You could also use a tool like ccache to locally cache the results of the compilation, rather than copying the library headers. This will give you a lot more savings for a typical small incremental build and it's easily integrated into the build system, but it will slightly slow down "rebuild the world" steps to cache the objects.
Etc. Your question is too open-ended to be easily answerable.
Avoid using network file systems for code. Use a version control system like git.
You might also consider using ccache.

Trace the compiler to see how much time it spent on certain files

Compiling my project takes ages and I thought I would like to improve the compile time of it. The first thing I am trying to do is to break down the compile time into the individual files.
So that the compiler tells me for example:
boost/variant.hpp: took 100ms in total
myproject/foo.hpp: took 25ms in total
myproject/bar.cpp: took 125ms in total
I could then specifically try to improve the compile time of the files taking up the most time, by introducing forward declaration and/or reordering things so I can omit include files.
Is there something for this task? I am using GCC and ICC (intel c++)
I use Scons as my build system.
The important metric is not how long it takes to process (whatever that means) a header file, but how often the header file changes and forces the build system to reinvoke the compiler on all dependent units.
The time the compiler spends parsing useless code is really small compared to all the other steps of the compilation process. Even if you include entire unneeded files, they're likely hot in disk cache. And precompiled headers make this even better.
The goal is to avoid recompiling units due to unrelated changes in header files. That's where techniques such as pimpl and other compile firewalls come in.
And link-time-code-generation aka whole-program-optimization makes matters worse, by undoing compile-time firewalls and reprocessing the entire program anyway.
Anyway, information on how unstable a header file is should be attainable from build logs, commit logs, even last modified date in the filesystem.
You have an unusual, quirky definition of the time spent processing header files that doesn't match what anyone else uses. So you can probably make this happen, but you'll have to do it yourself. Probably the best way is to run gcc under strace -tt. You can then see when it opens, reads, and closes each file, allowing you to tell how long it processes them.
Have you tried instrumenting the build as a whole yet? Like any performance problem, it's likely that what you think is the problem is not actually the problem. Electric Make is a GNU-make-compatible implementation of make that can produce an XML-annotated build log, which can in turn be used for analysis of build performance issues with ElectricInsight. For example, the "Job Time by Type" report in ElectricInsight can tell you broadly what activities consume the most time in your build, and specifically which jobs in the build are longest. That will help you to direct your efforts to the places where they will be most fruitful.
For example:
Disclaimer: I am the chief architect of Electric Make and ElectricInsight.

GNU tool to analyze and reduce compile time for my application

I am using SUSE10 (64 bit)/AIX (5.1) and HP I64 (11.3) to compile my application. Just to give some background, my application has around 200KLOC (2Lacs) lines of code (without templates). It is purely C++ code. From measurements, I see that compile time ranges from 45 minutes(SUSE) to around 75 minutes(AIX).
Question 1 : Is this time normal (acceptable)?
Question 2 : I want to re-engineer the code arrangement and reduce the compile time. Is there any GNU tool which can help me to do this?
PS :
a. Most of the question in stackoverflow was related to Visual Studio, so I had to post a separate question.
b. I use gcc 4.1.2 version.
c. Another info (which might be useful) is code is spread across around 130 .cpp files but code distribution varies from 1KLOC to 8 KLOCK in a file.
Thanks in advance for you help!!!
Edit 1 (after comments)
#PaulR "Are you using makefiles for this ? Do you always do a full (clean) build or just build incrementally ?"
Yes we are using make files for project building.
Sometimes we are forced to do the full build (like over-night build/run or automated run or refresh complete code since many members have changed many files). So I have posted in general sense.
Excessive (or seemingly excessive) compilation times are often caused by an overly complicated include file hierarchy.
While not exactly a tool for this purpose, doxygen could be quite helpful: among other charts it can display the include file hierarchy for every source file in the project. I have found many interesting and convoluted include dependencies in my projects.
Read John Lakos's Large-Scale C++ Design for some very good methods of analysing and re-organising the structure of the project in order to minimise dependencies. Ultimately the time taken to build a large project increases as the amount of code increases, but also as the dependencies increase (or at least the impact of changes to header files increases as the dependencies increase). So minimising those dependencies is one thing to aim for. Lakos's concept of Levelization is very helpful in working out how to split several large monolothic inter-dependent libraries into something with a much better structure.
I can't address your specific questions but I use ccache to help with compile times, which caches object files and will use the same ones if source files do not change. If you are using SuSE, it should come with your distribution.
In addition to the already mentioned ccache, have a look at distcc. Throwing more hardware at such a scalable problem is cheap and simple.
Long compile times in large C++ projects are almost always caused by inappropriate use of header files. Section 9.3.2 of The C++ Programming Language provide some useful points this. Precompiling header files can considerably reduce compile time of large projects. See the GNU documentation on Precompiled Headers for more information.
Make sure that your main make targets can be executed in parallel (make -j <CPU_COUNT+1>) and of course try to use ccache. In addition we experimented with ccache and RAM disks, if you export CCACHE_DIR and point it to a RAM disk this will speed up your compilation process as well.