Go-lang Testing, What is the meaning of Parallel Setting on Benchmark? - testing

In https://golang.org/pkg/testing/ described that we can use testing.B.RunParallel() function to run benchmark in a parallel setting. I tried to write simple testing code:
func BenchmarkFunctionSome(b *testing.B) {
for i := 0; i < b.N; i++ {
SomeFunction()
}
}
and then i changed it to use RunParallel()
func BenchmarkFunctionSome(b *testing.B) {
b.RunParallel(func(pb *testing.PB) {
for pb.Next() {
SomeFunction()
}
})
}
And the one which used RunParallel() is slower than the first benchmark.
Actually what is the meaning of parallel setting in benchmarking? Why it became slower if i used RunParallel() ?

The for loop in the first benchmark has all tests run sequentially, one at a time, and the performance is the time divided by iterations.
The RunParallel benchmark divides the iterations among available threads. The performance is calculated similarly, probably averaging each group. The point of this is that several (exact # based upon your GOMAXPROCS setting) test iterations are run concurrently. This is especially helpful in testing functions with shared resources and locking, which may run fine solo but introduce performance issues when run concurrently.

It depends on whats there inside
SomeFunction()
If its just an empty function or a simple calculation, serial benchmark will be faster. But if it's a heavy computation or IO,
RunParallel()
benchmark will be faster.

Related

Megamorphic virtual call - trying to optimize it

we know that there are some techniques that make virtual calls not so expensive in JVM like Inline Cache or Polymorphic Inline Cache.
Let's consider the following situation:
Base is an interface.
public void f(Base[] b) {
for(int i = 0; i < b.length; i++) {
b[i].m();
}
}
I see from my profiler that calling virtual (interface) method m is relatively expensive.
f is on the hot path and it was compiled to machine code (C2) but I see that call to m is a real virtual call. It means that it was not optimised by JVM.
The question is, how to deal with a such situation? Obviously, I cannot make the method m not virtual here because it requires a serious redesign.
Can I do anything or I have to accept it? I was thinking how to "force" or "convince" a JVM to
use polymorphic inline cache here - the number of different types in b` is quite low - between 4-5 types.
to unroll this loop - length of b is also relatively small. After an unroll it is possible that Inline Cache will be helpful here.
Thanks in advance for any advices.
Regards,
HotSpot JVM can inline up to two different targets of a virtual call, for more receivers there will be a call via vtable/itable [1].
To force inlining of more receivers, you may try to devirtualize the call manually, e.g.
if (b.getClass() == X.class) {
((X) b).m();
} else if (b.getClass() == Y.class) {
((Y) b).m();
} ...
During execution of profiled code (in the interpreter or C1), JVM collects receiver type statistics per call site. This statistics is then used in the optimizing compiler (C2). There is just one call site in your example, so the statistics will be aggregated throughout the entire execution.
However, for example, if b[0] always has just two receivers X or Y, and b[1] always has another two receivers Z or W, JIT compiler may benefit from splitting the code into multiple call sites, i.e. manual unrolling:
int len = b.length;
if (len > 0) b[0].m();
if (len > 1) b[1].m();
if (len > 2) b[2].m();
...
This will split the type profile, so that b[0].m() and b[1].m() can be optimized individually.
These are low level tricks relying on the particular JVM implementation. In general, I would not recommend them for production code, since these optimizations are fragile, but they definitely make the source code harder to read. After all, megamorphic calls are not that bad [2].
[1] https://shipilev.net/blog/2015/black-magic-method-dispatch/
[2] https://shipilev.net/jvm/anatomy-quarks/16-megamorphic-virtual-calls/

What is the time complexity of this?

Code:
int main()
{
for(long long i=0;i<10000000;i++)
{
}
return 0;
}
I asked this because i wanted to know , Whether an empty loop add to the time of running of program. Like, say we do have a function within the loop but it does not run on every loop due to some condition:
Code:
int main()
{
for(long long i=0;i<10000;i++)
{
for(long long i=1;i<10000;i++)
{
if(//"some condition")
{
func(); // some function which we know is going to run only one-hundredth of the time due to the condition. time complexity of func() is O(1).
}
}
}
return 0;
}
Will the timecomplexity be O(N*N)??
Time-complexity is only meaningful in the context of variable-sized data-set; it describes how quickly the program's total execution time will increase as the size of the data-set increases. For example, if you have N items to process, and your algorithm needs to read each of those items a fixed number of times, then your algorithm is considered to be O(N).
In your first case, if we assume you have a "data set" whose current size is 10000000, then your single for-loop would be O(N) -- but note that since your for-loop doesn't have any observable effects, an optimizing compiler would probably just omit the loop entirely, reducing it to effectively O(1).
In your second (nested-loop) example (assuming the variable-set-size is 10000), the algorithm is O(N^2), because the number of steps the program has to run increases with the square of the set-size. That is true regardless of how often the internal if test evaluates to true, because the program will have to do some steps (such as evaluating the if condition) N*N times no how often (or rarely) the if-test evaluates to true. (Again, the exception would be if the compiler could somehow prove that the if statement never evaluates to true, or that the func() function had no observable side-effects, in which case it could legally omit the whole thing and just return 0 immediately)
Your first code has a worst-case complexity of O(n), because it iterates n times. Regardless of it doing nothing or a milllion things in each iteration, it is always of O(n) complexity. It may not be optimized away and the optimizer may not skip the empty loop.
Similarly, your second program has a complexity of O(n^2) because it iterates n^2 many times. The if condition inside may or may not be satisfied for some cases, and the program may not execute in the cases where the if is not satisfied, but it visits n^2 cases, which is enough to establish an O(n^2) complexity.

Is it safe, to share an array between threads?

Is it safe, to share an array between promises like I did it in the following code?
#!/usr/bin/env perl6
use v6;
sub my_sub ( $string, $len ) {
my ( $s, $l );
if $string.chars > $len {
$s = $string.substr( 0, $len );
$l = $len;
}
else {
$s = $string;
$l = $s.chars;
}
return $s, $l;
}
my #orig = <length substring character subroutine control elements now promise>;
my $len = 7;
my #copy;
my #length;
my $cores = 4;
my $p = #orig.elems div $cores;
my #vb = ( 0..^$cores ).map: { [ $p * $_, $p * ( $_ + 1 ) ] };
#vb[#vb.end][1] = #orig.elems;
my #promise;
for #vb -> $r {
#promise.push: start {
for $r[0]..^$r[1] -> $i {
( #copy[$i], #length[$i] ) = my_sub( #orig[$i], $len );
}
};
}
await #promise;
It depends how you define "array" and "share". So far as array goes, there are two cases that need to be considered separately:
Fixed size arrays (declared my #a[$size]); this includes multi-dimensional arrays with fixed dimensions (such as my #a[$xs, $ys]). These have the interesting property that the memory backing them never has to be resized.
Dynamic arrays (declared my #a), which grow on demand. These are, under the hood, actually using a number of chunks of memory over time as they grow.
So far as sharing goes, there are also three cases:
The case where multiple threads touch the array over its lifetime, but only one can ever be touching it at a time, due to some concurrency control mechanism or the overall program structure. In this case the arrays are never shared in the sense of "concurrent operations using the arrays", so there's no possibility to have a data race.
The read-only, non-lazy case. This is where multiple concurrent operations access a non-lazy array, but only to read it.
The read/write case (including when reads actually cause a write because the array has been assigned something that demands lazy evaluation; note this can never happen for fixed size arrays, as they are never lazy).
Then we can summarize the safety as follows:
| Fixed size | Variable size |
---------------------+----------------+---------------+
Read-only, non-lazy | Safe | Safe |
Read/write or lazy | Safe * | Not safe |
The * indicating the caveat that while it's safe from Perl 6's point of view, you of course have to make sure you're not doing conflicting things with the same indices.
So in summary, fixed size arrays you can safely share and assign to elements of from different threads "no problem" (but beware false sharing, which might make you pay a heavy performance penalty for doing so). For dynamic arrays, it is only safe if they will only be read from during the period they are being shared, and even then if they're not lazy (though given array assignment is mostly eager, you're not likely to hit that situation by accident). Writing, even to different elements, risks data loss, crashes, or other bad behavior due to the growing operation.
So, considering the original example, we see my #copy; and my #length; are dynamic arrays, so we must not write to them in concurrent operations. However, that happens, so the code can be determined not safe.
The other posts already here do a decent job of pointing in better directions, but none nailed the gory details.
Just have the code that is marked with the start statement prefix return the values so that Perl 6 can handle the synchronization for you. Which is the whole point of that feature.
Then you can wait for all of the Promises, and get all of the results using an await statement.
my #promise = do for #vb -> $r {
start
do # to have the 「for」 block return its values
for $r[0]..^$r[1] -> $i {
$i, my_sub( #orig[$i], $len )
}
}
my #results = await #promise;
for #results -> ($i,$copy,$len) {
#copy[$i] = $copy;
#length[$i] = $len;
}
The start statement prefix is only sort-of tangentially related to parallelism.
When you use it you are saying, “I don't need these results right now, but probably will later”.
That is the reason it returns a Promise (asynchrony), and not a Thread (concurrency)
The runtime is allowed to delay actually running that code until you finally ask for the results, and even then it could just do all of them sequentially in the same thread.
If the implementation actually did that, it could result in something like a deadlock if you instead poll the Promise by continually calling it's .status method waiting for it to change from Planned to Kept or Broken, and only then ask for its result.
This is part of the reason the default scheduler will start to work on any Promise codes if it has any spare threads.
I recommend watching jnthn's talk “Parallelism, Concurrency,
and Asynchrony in Perl 6”.
slides
This answer applies to my understanding of the situation on MoarVM, not sure what the state of art is on the JVM backend (or the Javascript backend fwiw).
Reading a scalar from several threads can be done safely.
Modifying a scalar from several threads can be done without having to fear for a segfault, but you may miss updates:
$ perl6 -e 'my $i = 0; await do for ^10 { start { $i++ for ^10000 } }; say $i'
46785
The same applies to more complex data structures like arrays (e.g. missing values being pushed) and hashes (missing keys being added).
So, if you don't mind missing updates, changing shared data structures from several threads should work. If you do mind missing updates, which I think is what you generally want, you should look at setting up your algorithm in a different way, as suggested by #Zoffix Znet and #raiph.
No.
Seriously. Other answers seem to make too many assumptions about the implementation, none of which are tested by the spec.

Does this code fill the CPU cache?

I have two ways to program the same functionality.
Method 1:
doTheWork(int action)
{
for(int i = 0 i < 1000000000; ++i)
{
doAction(action);
}
}
Method 2:
doTheWork(int action)
{
switch(action)
{
case 1:
for(int i = 0 i < 1000000000; ++i)
{
doAction<1>();
}
break;
case 2:
for(int i = 0 i < 1000000000; ++i)
{
doAction<2>();
}
break;
//-----------------------------------------------
//... (there are 1000000 cases here)
//-----------------------------------------------
case 1000000:
for(int i = 0 i < 1000000000; ++i)
{
doAction<1000000>();
}
break;
}
}
Let's assume that the function doAction(int action) and the function template<int Action> doAction() consist of about 10 lines of code that will get inlined at compile-time. Calling doAction(#) is equiavalent to doAction<#>() in functionality, but the non-templated doAction(int value) is somewhat slower than template<int Value> doAction(), since some nice optimizations can be done in the code when the argument value is known at compile time.
So my question is, do all the millions of lines of code fill the CPU L1 cache (and more) in the case of the templated function (and thus degrade performance considerably), or does only the lines of doAction<#>() inside the loop currently being run get cached?
It depends on the actual code size - 10 lines of code can be little or much - and of course on the actual machine.
However, Method 2 violently violates this decades rule of thumb: instructions are cheap, memory access is not.
Scalability limit
Your optimizations are usually linear - you might shave off 10, 20 maybe even 30% of execution time. Hitting a cache limit is highly nonlinear - as in "running into a brick wall" nonlinear.
As soon as your code size significantly exceeds the 2nd/3rd level cache's size, Method 2 will lose big time, as the following estimation of a high end consumer system shows:
DDR3-1333 with 10667MB/s peak memory bandwidth,
Intel Core i7 Extreme with ~75000 MIPS
gives you 10667MB / 75000M = 0.14 bytes per instruction for break even - anything larger, and main memory can't keep up with the CPU.
Typical x86 instruction sizes are 2..3 bytes executing in 1..2 cycles (now, granted, this isn't necessarily the same instructions, as x86 instructions are split up. Still...)
Typical x64 instruction lengths are even larger.
How much does your cache help?
I found the following number (different source, so it's hard to compare):
i7 Nehalem L2 cache (256K, >200GB/s bandwidth) which could almost keep up with x86 instructions, but probably not with x64.
In addition, your L2 cache will kick in completely only if
you have perfect prediciton of the next instructions or you don't have first-run penalty and it fits the cache completely
there's no significant amount of data being processed
there's no significant other code in your "inner loop"
there's no thread executing on this core
Given that, you can lose much earlier, especially on a CPU/board with smaller caches.
The L1 instruction cache will only contain instructions which were fetched recently or in anticipation of near future execution. As such, the second method cannot fill the L1 cache simply because the code is there. Your execution path will cause it to load the template instantiated version that represents the current loop being run. As you move to the next loop, it will generally invalidate the least recently used (LRU) cache line and replace it with what you are executing next.
In other words, due to the looping nature of both your methods, the L1 cache will perform admirably in both cases and won't be the bottleneck.

What is the difference between an IF, CASE, and WHILE statement

I just want to know what the difference between all the conditional statements in objective-c and which one is faster and lighter.
One piece of advice: stop worrying about which language constructs are microscopically faster or slower than which others, and instead focus on which ones let you express yourself best.
If and case statements described
While statement described
Since these statements do different things, it is unproductive to debate which is faster.
It's like asking whether a hammer is faster than a screwdriver.
The language-agnostic version (mostly, obviously this doesn't count for declarative languages or other weird ones):
When I was taught programming (quite a while ago, I'll freely admit), a language consisted of three ways of executing instructions:
sequence (doing things in order).
selection (doing one of many things).
iteration (doing something zero or more times).
The if and case statements are both variants on selection. If is used to select one of two different options based on a condition (using pseudo-code):
if condition:
do option 1
else:
do option 2
keeping in mind that the else may not be needed in which case it's effectively else do nothing. Also remember that option 1 or 2 may also consist of any of the statement types, including more if statements (called nesting).
Case is slightly different - it's generally meant for more than two choices like when you want to do different things based on a character:
select ch:
case 'a','e','i','o','u':
print "is a vowel"
case 'y':
print "never quite sure"
default:
print "is a consonant"
Note that you can use case for two options (or even one) but it's a bit like killing a fly with a thermonuclear warhead.
While is not a selection variant but an iteration one. It belongs with the likes of for, repeat, until and a host of other possibilities.
As to which is fastest, it doesn't matter in the vast majority of cases. The compiler writers know far more than we mortal folk how to get the last bit of performance out of their code. You either trust them to do their job right or you hand-code it in assembly yourself (I'd prefer the former).
You'll get far more performance by concentrating on the macro view rather than the minor things. That includes selection of appropriate algorithms, profiling, and targeting of hot spots. It does little good to find something that take five minutes each month and get that running in two minutes. Better to get a smaller improvement in something happening every minute.
The language constructs like if, while, case and so on will already be as fast as they can be since they're used heavily and are relative simple. You should be first writing your code for readability and only worrying about performance when it becomes an issue (see YAGNI).
Even if you found that using if/goto combinations instead of case allowed you to run a bit faster, the resulting morass of source code would be harder to maintain down the track.
while isn't a conditional it is a loop. The difference being that the body of a while-loop can be executed many times, the body of a conditional will only be executed once or not at all.
The difference between if and switch is that if accepts an arbitrary expression as the condition and switch just takes values to compare against. Basically if you have a construct like if(x==0) {} else if(x==1) {} else if(x==2) ..., it can be written much more concisely (and effectively) by using switch.
A case statement could be written as
if (a)
{
// Do something
}
else if (b)
{
// Do something else
}
But the case is much more efficient, since it only evaluates the conditional once and then branches.
while is only useful if you want a condition to be evaluated, and the associated code block executed, multiple times. If you expect a condition to only occur once, then it's equivalent to if. A more apt comparison is that while is a more generalized for.
Each condition statement serves a different purpose and you won't use the same one in every situation. Learn which ones are appropriate for which situation and then write your code. If you profile your code and find there's a bottleneck, then you go ahead and address it. Don't worry about optimizing before there's actually a problem.
Are you asking whether an if structure will execute faster than a switch statement inside of a large loop? If so, I put together a quick test, this code was put into the viewDidLoad method of a new view based project I just created in the latest Xcode and iPhone SDK:
NSLog(#"Begin loop");
NSDate *loopBegin = [NSDate date];
int ctr0, ctr1, ctr2, ctr3, moddedNumber;
ctr0 = 0;
ctr1 = 0;
ctr2 = 0;
ctr3 = 0;
for (int i = 0; i < 10000000; i++) {
moddedNumber = i % 4;
// 3.34, 1.23s in simulator
if (moddedNumber == 0)
{
ctr0++;
}
else if (moddedNumber == 1)
{
ctr1++;
}
else if (moddedNumber == 2)
{
ctr2++;
}
else if (moddedNumber == 3)
{
ctr3++;
}
// 4.11, 1.34s on iPod Touch
/*switch (moddedNumber)
{
case 0:
ctr0++;
break;
case 1:
ctr1++;
break;
case 2:
ctr2++;
break;
case 3:
ctr3++;
break;
}*/
}
NSTimeInterval elapsed = [[NSDate date] timeIntervalSinceDate:loopBegin];
NSLog(#"End loop: %f seconds", elapsed );
This code sample is by no means complete, because as pointed out earlier if you have a situation that comes up more times than the others, you would of course want to put that one up front to reduce the total number of comparisons. It does show that the if structure would execute a bit faster in a situation where the decisions are more or less equally divided among the branches.
Also, keep in mind that the results of this little test varied widely in performance between running it on a device vs. running it in the emulator. The times cited in the code comments are running on an actual device. (The first time shown is the time to run the loop the first time the code was run, and the second number was the time when running the same code again without rebuilding.)
There are conditional statements and conditional loops. (If Wikipedia is to be trusted, then simply referring to "a conditional" in programming doesn't cover conditional loops. But this is a minor terminology issue.)
Shmoopty said "Since these statements do different things, it is nonsensical to debate which is faster."
Well... it may be time poorly spent, but it's not nonsensical. For instance, let's say you have an if statement:
if (cond) {
code
}
You can transform that into a loop that executes at most one time:
while (cond) {
code
break;
}
The latter will be slower in pretty much any language (or the same speed, because the optimizer turned it back into the original if behind the scenes!) Still, there are occasions in computer programming where (due to bizarre circumstances) the convoluted thing runs faster
But those incidents are few and far between. The focus should be on your code--what makes it clearest, and what captures your intent.
loops and branches are hard to explain briefly, to get the best code out of a construct in any c-style language depends on the processor used and the local context of the code. The main objective is to reduce the breaking of the execution pipeline -- primarily by reducing branch mispredictions.
I suggest you go here for all your optimization needs. The manuals are written for the c-style programmer and relatively easy to understand if you know some assembly. These manuals should explain to you the subtleties in modern processors, the strategies used by top compilers, and the best way to structure code to get the most out of it.
I just remembered the most important thing about conditionals and branching code. Order your code as follows
if(x==1); //80% of the time
else if(x==2); // 10% of the time
else if(x==3); //6% of the time
else break;
You must use an else sequence... and in this case the prediction logic in your CPU will predict correctly for x==1 and avoid the breaking of your pipeline for 80% of all execution.
More information from intel. Particularly:
In order to effectively write your code to take advantage of these rules, when writing if-else or switch statements, check the most common cases first and work progressively down to the least common. Loops do not necessarily require any special ordering of code for static branch prediction, as only the condition of the loop iterator is normally used.
By following this rule you are flat-out giving the CPU hints about how to bias its prediction logic towards your chained conditionals.