How bad is it to update a UniformBuffer during its use? - vulkan

I need to update a UniformBuffer (device local, readonly in shaders) every frame or so. I'm not an expert but my understanding is that I need either to:
Synchronize (Fence...), to be sure to not write in the buffer while it's used.
Write in a different buffer/offset, update the DescriptorSet, and re-record the CommandBuffer.
But, let's say I don't synchronize, and simply push some fresh data in the same buffer, at the same location (offset):
How bad would it be?
Note: This question is only intended to get a better understanding of Vulkan, but definitely not to propagate bad practices.

It's undefined behaviour:
Execution and memory dependencies are used to solve data hazards, i.e. to ensure that read and write operations occur in a well-defined order. Write-after-read hazards can be solved with just an execution dependency, but read-after-write and write-after-write hazards need appropriate memory dependencies to be included between them. If an application does not include dependencies to solve these hazards, the results and execution orders of memory accesses are undefined.
Putting aside any 'Nasal Demons' intepretation of undefined behaviour, in practice I think there's a good chance that there will be rare glitches in your rendering when you're unlucky enough that the write and the read clash. It seems unlikely to me that you could cause a crash, but you could never be 100% confident of that.

Related

Mobx Autorun running too often / need it to skip in some cases / run only after finished

I know its not best practice but its the most performant solution I have found so far. It monitors an object, and transforms that object in the autorun.
This setup is working excellently for small data sets, but when there are a lot of changes, it gets stuck in the "100 cycles and didn't settle" error.
I was wondering if there was some way to get it to iterate just once / collate all changes and apply them in one hit.
I have tried a number of solutions / workarounds that involve timers, deep object comparison (ie don't run if it hasn't changed) etc, but they either disable the autorun or lead to extremely bad performance.
I guess in summary:
Is there some way to make autorun not execute changes on the same frame?
Is there a better solution for autorun to watch every observable in an object?
Is there a way to limit autorun?
Is there a better solution?
It is hard to say anything useful without some minimal code example of what you are doing. But it sounds like you are reading and modifying the same data in the autorun, which introduces cycles. Consider using reaction which allows you to better separate what data you want to listen react, versus the action you want to take once a change occurs

Reassign an interface or allow GC to do its work on temporary variables

I'm very new to Go and am currently porting a PHP program.
I understand that Go is not a dynamically-typed language and I like that about it. It seems very structured and easy to keep track of everything.
But I've been coming across situations that seem to be a little ... ugly. Is there a better way of performing this sort of process:
plyr := builder.matchDetails.plyr[i]
plyrDetails := strings.Split(plyr, ",")
details := map[string]interface{}{
"position": plyrDetails[0], "id": plyrDetails[1],
"xStart": plyrDetails[2], "zStart": plyrDetails[3],
}
EDIT:
Is there a better way to achieve a map containing the strings from plyr than to create two additional variables, to be destroyed straight afterwards? Or is this the correct way?
tl;dr:
If possible, choose a different format and let a library do the string parsing/generation for you
Use structs rather than maps for anything you use a few times, for more compiler checks
The common way of using encoding/json accomplishes both of those.
Meanwhile, don't sweat perf too much because you'll probably vastly improve the old app's speed regardless; there's no indication speed of parsing or GC is a problem yet; and the syntactical differences you mentioned in the first rev. of the post don't necessarily actually relate to GC.
So, I understand you may be porting piece-for-piece, and that may limit what you can change now.
But if/when you can change things, a really clean solution would be to use the encoding/json package and a struct: the json package will parse input/generate output from structs without any manual string manipulation on your part, and using a struct gives you compile-time checking rather than only the runtime checking you get with a map. Lots of Go apps (and others) use JSON to expose their services.
An intermediate step could be to introduce struct types for any internal structure you use at least a few times, rather than maps, so even without updating the parsing, at least the internals of the app get the benefits of compile-time checking. structs are also what things like the gorm object/relational mapper expect to deal with. They happen to use less memory than maps, and be quicker (and more concise syntactically) to access, but those aren't even necessarily the most important considerations here.
On the performance of what you have now, and particularly whether different syntax would make it faster: don't sweat that, for a bunch of reasons: the port's likely to be faster than the PHP was whatever you do; we don't yet have any indication that parsing or GC is actually slow or your bottleneck; and the syntactical differences you talked about in the first revision of your question may not relate to GC much or at all. More/fewer var names in your code may not correspond to more/fewer heap allocations, 'cause often Go can allocate on the stack, briefly discussed under 'escape analysis' in Dave Cheney's Gocon Tokyo slides. And as peterSO said, we seem to be looking at allocations of smallish references, not, say, copying all of the string bytes from the request each time.
Go is NOT PHP. Write Go programs in Go. Write PHP programs in PHP.
Interface values are represented as a two-word pair giving a pointer
to information about the type stored in the interface and a pointer to
the associated data. Go Data Structures:
Interfaces
Reusing Go interface variables to "increase performance" makes no sense.

Practice for handling errors in Objective C client code

I’ve seen Objective C code using a collection of practices, raging from passing a pointer of NSError for execution finish status - to using ‎NSAssert - to implementing #throw - to relaying on delegate for status code returned in the callback - to the old c method of returning a boolean/int indicating with 1 being success and co.
I can’t identify a consistent pattern for how should I be handling errors happening in my app running on client devices. For ex, what would you recommend handling for the following cases:
Client attempt to access a network resource, network resource timed out / returned 500?
Unexpected state that should have not even happened reached in logical code section?
Attempt to write to disk failed? (Out of disk space, not permission and code)
Coming from Java, server side practices exceptions the weapon of choice, using Objective C and C is seems that exceptions exist but are not encouraged. NSAssert seems harsh, as it will crash the application, which in most cases is not the optimal solution. So, I’d appreciate a Best practices advice.
Exceptions are used to indicate programmer error and/or non-recoverable errors only. Exceptions should not be used for flow control. NSAssert is more of a development tool. Use NSError for recoverable, user addressable (or caused) errors.
https://developer.apple.com/library/ios/documentation/Cocoa/Conceptual/ErrorHandlingCocoa/ErrorHandling/ErrorHandling.html
First we have to agree upon the terminology. I think there are two types of bad situations in a program: Errors and Exceptions.
Errors An unwanted situation that can happen but you can recover from it with the program memory being in a consistent state and further execution can continue.
eg1. Client attempt to access a network resource, network resource timed out / returned 500?
eg2. Attempt to write to disk failed? (Out of disk space, not permission and code)
Approach Handle the error the way you want it handled. Show user message, log it to file/console, report it to your back-end if you think it needs to be reported.
Exceptions A state that should never have been reached and may corrupt the memory state of the app in a way that prevents further execution.
This could happen at two levels.
Level 1 A logic error that you have overlooked and is now causing the exception.
eg1. accessing invalid array elements i.e. index out of bound exception.
In the above example, you unconsciously made a programming mistake. You couldn't have handled it because you overlooked it. This will crash the application.
Approach Your approach here should be to identify the bug and fix it. In the process some end users will be affected which is the case with the most meticulous software.
Level 2
As you are programming, you come across a situation that your business logic doesn’t permit.
eg1. Unexpected state that should have not even happened reached in logical code section?
eg2. A database entry that you always expect to be present as per your business logic. For example, let's say you are making an app that requires a currency table with currency names, unicode symbols for currencies and country names. The value from this table are to be shown as a drop down in your UI. You may create a table upon first launch of the app and insert the values or may be you ship the table in the bundle but you always expect it to have the values you are inserting. You make an sqlite select query->sqlite execution succeeds->but no values are returned. Business logic demands that values should be present but for some mysterious reason they are absent.
Here is where most confusion stems from because sometimes you can recover from some of these situations by treating them as errors and displaying a message to the end user. This approach is wrong. This is an exception at business logic level. One that you should prevent from happening.
Approach You should force crash the app here as well using NSAsserts both in development and production mode. This is an aggressive approach and some end users will be affected, but I have read experts advising to adopt an aggressive approach to finding bugs and remedying them rather than pretending they don’t exist or thinking you have smartly covered them all when all you have done is masking exceptions as errors through your “handling tactics”. I believe the experts are right. Coming from Java, you may find it a very objCeee.. way of doing things.
Nils and Bools You should understand that they are just facilitators to reach at the conclusion of whether you treat something as an error or exception. They are not the end in themselves. While writing your methods with return value, you should define what a nil or bool(no) signifies and document your intent on top of the method. Sometimes it would be an error, sometimes it would be an exception, sometimes it could be a normal expected result. While dealing with apple frameworks/third party libraries you should understand what their intent is when they return such values and determine how you want to treat them in your code.
Some other tips
Don’t use #try/catch because experts say so. If you wish to challenge them assuming that Apple has put it there for a reason, Apple is always right, experts(including Apple employees themselves) have got it wrong after all these years, you can go ahead and do it.
Formalize your approach to this->stick to it->document your intent. Don’t think it over and over. Because at some stage error/exceptions/nils/bools would cross the limits of propriety and reach the precincts of taste. You will be better off settling this once and for all and freeing up your time.

How often are values duplicated on the stack?

When you have a function that accepts an array as an argument and calls another function with that array and that calls another function with it and so forth the stack will contain many copies of the pointer to that array. I just thought of an interesting way to alleviate this problem but I'm wondering whether or not it is worth implementing.
Does anyone have any idea how often stacks contain duplicate pointers in practice?
EDIT
Just to clarify, I am not optimizing a given program but, rather, am considering writing a new kind of optimization pass for my VM. My benchmarks have indicated that my current solution causes up to 70% of the total running time to be spent in stack manipulations. The optimization pass I am thinking of would generate code at compile time that would perform the same actions but pointers would (potentially) be duplicated on the stack less often. I am interested in any prior studies that have measured the number of duplicates on the stack because this would help me to quantify my optimization's potential. For example, if it is known that real programs do not push pointers already on the stack in practice then my optimization is worthless.
Moreover, these stack manipulations are due to the code generated by my VM making sure locally-held pointers are visible to the garbage collector and not due only to function parameters as both answerers have currently assumed. And they are actually operations on a shadow stack rather than the main stack.
First of all, the answer will depend on your application.
Secondly, even with high duplication, I doubt there is much sense in implementing the mechanism you describe, or even that it is possible in a general case. If you call a method and you pass it parameters, you must do it either one way or another.
There may be advantages to doing it in some specific way - for example there are several function calling conventions and many C/C++ compilers (e.g. gcc) let you choose between passing parameters on the stack or via registers. In certain cases, the latter may be faster - you can try and benchmark if it helps your application.
But in a general case, the cost of detecting duplicated values on the stack and "reusing" them would probably much exceed any gains from having a smaller stack. The code for pushing and popping values is really simple (just a few CPU instructions in an optimized case), code for finding and reusing duplicates - hardly so. You would also have to somehow store the information about which values are already on the stack and how to find them - a nontrivial data structure. Except for some really weird cases, I don't think this would be smaller than the actual copied data itself.
What you could do, would be to rewrite your algorithm in such way that some function calls are eliminated. For example, if your function's result only depends on the input arguments, you could somehow cache or memoize the results, thus avoiding repeated calls with the same values. This may indeed bring some gains, though it's usually a memory vs CPU time tradeoff. Getting an advantage both in memory and in CPU time is rarely possible. Also, rewriting your algorithm is not really "avoiding duplication of data on the stack".
Any way, for the original question, I think the idea is not viable and you should look at optimizations elsewhere.
PS: You use case may somewhat resemble tail-call optimization, so perhaps that's a direction worth looking at - but if you implement it yourself, I would also consider this to fall into the "change your algorithm" category. Maybe changing from a recursive algorithm to an iterative one could help also.
Can I suggest getting some exposure to actual performance tuning?
(Here's my canonical example.)
Between the time a program starts and the time it ends, of the cycles it uses, it obviously uses 100% of those cycles.
If it goes in and out of functions, and passes pointers to an array, but does nothing else, then there's no surprise that a high percent of time goes into function entry and exit, and passing arguments.
If a program P is written to do task T, there are a multitude of other programs P' which could also do task T. Some of them take fewer cycles than all the others, and those are the optimal ones.
The way the optimal ones differ from the non-optimal ones is that the non-optimal ones are doing things that can be done without.
So, to optimize any program, find out what cycles are being spent that don't have to be, and get rid of those activities. That link shows in great detail how I do it.
Trying to pass fewer arguments to functions might or might not be necessary, depending on what your diagnostics tell you.

Strict vs NonStrict NHibernate cache concurrency strategies

This question is about the difference between ReadWrite and NonStrictReadWrite cache concurrency strategies for NHibernate's second level cache.
As I understand it, the difference between these two strategies is relevant when you have a distributed replicated cache - nonstrict won't guarantee that one cache has the exact same value as another cache, while strict read/write should - assuming the cache provider does the appropriate distributed locking.
The part I don't understand is how the strict vs nonstrict distinction is relevant when you have a single cache, or a distributed partitioned (non replicated) cache. Can it be relevant? It seems to me that in non replicated scenarios, the timestamps cache will ensure that stale results are not served. If it can be relevant, I would like to see an example.
What you assume is right, in a single target/thread environment there's little difference. However if you look at the cache providers there is a bit going on even in a multi-threaded scenario.
How an object is re-cached from it's modified state is different in the non-strict. For example, if your object is much heftier to reload but you'd like it to after an update instead of footing the next user with the bill, then you'll see different performance with strict vs non-strict. For example: non-strict simply dumps an object from cache after an update is performed...price is paid for the fetch on the next access instead of a post-update event handler. In the strict model, the re-cache is taken care of automatically. A similar thing happens with inserts, non-strict will do nothing where strict will go behind and load the newly inserted object into cache.
In non-strict you also have the possibility of a dirty read, since the cache isn't locked at the time of the read you would not see the result of another thread's change to the item. In strict the cache key for that item would lock and you would be held up but see the absolute latest result.
So, even in a single target environment, if there is a large amount of concurrent reads/edits on objects then you have a chance to see data that isn't really accurate.
This of course becomes a problem when a save is performed and an edit screen is loading: the person thinking they're editing the latest version of the object really isn't, and they're in for a nasty surprise when they try to save the edits to the stale data they loaded.
I have created a post here explaining the differences. Please have a look and feel free to comment.