neo4j breadth first traversal memory issue - optimization

I have a graph with million nodes and 3 million edges loaded into Neo4j. It crashes while doing a breadth first traversal over it complaining of insufficient memory on a 8 GB machine. Each node label string has an average length of 40 characters.
What kind of internal representation does Neo4j's uses which requires so much memory, esp. for traversal? Given that Neo4j is able to represent the entire graph, why does it fail while trying to maintain the set of visited nodes required for breadth first traversal.
As per my understanding, a graph representation of the above graph in an adjacency list format should be in MBs.
Calculation assuming 64-bit representation of the node and edge
3 million edges * 8 bytes * 3 = 72 M (node link node)
1 million nodes * (40 + 8 + 8 bytes) = 56 M ( 64-bit hash links to node string label )

You might have 8 GB available, but are you configuring Neo4j to allow it to use that space? Can you see how much it's taking up when it's working?
Here are some resources:
http://neo4j.com/developer/guide-performance-tuning/
http://neo4j.com/docs/stable/server-performance.html
http://neo4j.com/docs/stable/configuration-settings.html#config_neostore.nodestore.db.mapped_memory
http://neo4j.com/developer/guide-sizing-and-hardware-calculator/

bingo #brian-underwood! you are right.
I hadn't configured Neo4J to use more memory.
Since the issue was related to nodes only, following is what I modified
neostore.nodestore.db.mapped_memory=256M # increased
neostore.relationshipstore.db.mapped_memory=3G # unchanged
neostore.propertystore.db.mapped_memory=256M # increased
neostore.propertystore.db.strings.mapped_memory=200M # unchanged
neostore.propertystore.db.arrays.mapped_memory=200M # unchanged
Also enabled, auto indexing for nodes and their keys
node_auto_indexing=true
node_keys_indexable=key_name

Related

Is ZSKIPLIST_MAXLEVEL(64) enough for 2^64 elements?

I have learned about skiplist from Skip Lists: A Probabilistic Alternative to Balanced Trees recently. I think 64 levels with p=0.25 should have 4^64 elements( If p = 1/2, using MaxLevel = 16 is appropriate for data structures containing up to 2^16 elements.--quote from A Probabilistic Alternative to Balanced Trees). But when I check the Redis server.h, I see
define ZSKIPLIST_MAXLEVEL 64 /* Should be enough for 2^64 elements */
define ZSKIPLIST_P 0.25 /* Skiplist P = 1/4 */.
Am I wrong or the config wrong?
You are right. It is fair to say that server.h defines a MAXLEVEL higher than necessary.
The probability that a particular element reaches a level at least k is p^k, and the probability that any of the n elements reaches a level at least k is n·p^k.
Redis uses the skip list for sorted sets, and it uses it in conjunction with a hash map. The hash map (dict) has a capacity of 2^64-1 elements (ready for, not ever tested in practice). Hence the comment on ZSKIPLIST_MAXLEVEL.
It follows that if we use N = 2^64 as an upper bound on the number of elements in the skip list, Redis could have used ZSKIPLIST_MAXLEVEL = 32.
The nodes allocate memory up the level they actually got when rolling the dice. Only the first, null node uses the ZSKIPLIST_MAXLEVEL. The impact: 512 bytes of extra memory per sorted list (of 129 entries or more - before, it uses a ziplist, see zset-max-ziplist-entries config setting).
The other side effect is the chance a node would get an unnecessarily high level, but the odds get really low really fast as we go up beyond the 32nds level.
I think it is worth fixing IMO, for those 512 bytes.

how to make embedding column through features directly?

I'm learning wide&deep model for ctr. My data has a feature user_id which has more than 2**26 values. How I can get embedding column through this feature? I used
user_id = tf.feature_column.categorical_column_with_hash_bucket('user_id', hash_bucket_size=2**26),
user_id_emb = tf.feature_column.embedding_column(user_id, dimension=95),
but it shows out of memeory.
So, 2**26 is about 64M. You want 95 embedding dimensions. Each will be a float32 by default. That is 4 bytes. 4 * 95 ~= 400 bytes per user_id. So you need 64M * 400 ~= 25.6 Gbytes of memory to store the embedding.
Make sure you can allocate that much on your system. It should be all in ram (swap will make everything much slower). If you placed this on a GPU it won't work since most GPUs don't have so much memory available. An embedding of only 20 dimensions should use about 5Gbytes which is more likely to fit in memory.
The easiest thing is to lower the number of embedding dimensions.
If you have multiple systems available you can shard the embedding (see partitioner parameter for variable related functions).
Another thing you can do is cluster some user_ids together (lower the hash_bucket_size). Or replace user_ids by a combination of other features that would describe the user sufficiently for your model.

headache for clEnqueueNDRangeKernel local work size

For opencl optimization, my idea is try to make match for
1 workgroup(kernel coding) as compute unit(GPU Hardware)
1 workitem(kernel coding) as process element(GPU Hardware)
( Maybe my idea is not correct, please teach me )
for example:
1. I have a global work size of 4000 by 3000.
2. My GPU opnecl device has a maximum work-group-size of 8192.
3. I call clEnqueueNDRangeKernel with the desired local-work-size (along with all other necessary parameters)
4. by fucntion call:
a. clGetKernelWorkGroupInfo(kernel, device, CL_KERNEL_WORK_GROUP_SIZE, sizeof(size_t), (void*)&workGroupSizeUsed, NULL);
b. clGetKernelWorkGroupInfo(kernel, device, CL_KERNEL_PREFERRED_WORK_GROUP_SIZE_MULTIPLE, sizeof(size_t), (void*)&workGroupSizeUsed, NULL);
above a and b are return 8192.
maximum work-group-size, CL_KERNEL_WORK_GROUP_SIZE, CL_KERNEL_PREFERRED_WORK_GROUP_SIZE_MULTIPLE all are 8192.
I have no idea what I should follow to define my local work size...
(Q1)Any good idea for setting the local work size? (10x10? 40x30, X by Y )
clEnqueueNDRangeKernel(command_queue, kernel, 2, NULL, global_work_item_size, local_work_item_size, 0, NULL, NULL);
Very headache to define this "local_work_item_size" of clEnqueueNDRangeKernel function.
(Q2)
Could some one explain the difference if I set local work size = 1,1 between
local work size = 4000,3000 ?
Thank you in advance!
(Q1)Any good idea for setting the local work size? (10x10? 40x30, X by Y )
As pmdj pointed out, this highly depends on your application. Since it is unclear how you selected your global_work_size and it is also linked to the local_work_size I would like to explain that one first. Usually what you would want to do is to map the size of the data you want to process to the global_work_size. E.g. if you have an array with 1024 values you would also pick a global_work_size of 1024 because then you can easily use the global id as an index in your OpenCL program:
int index = get_global_id(0);
input_array[index]++; // your data processing
However, the global_work_size is limited to a maximum 2^32 - 1. If you have more data to process than that you can pass your global_work_size and data size as parameters and use a loop like the following one:
int index = get_global_id(0);
for (int i = index; i < data_size; i += global_work_size) {
input_array[i]++; // your data processing
}
The last fact which is important for the global_work_size is that it needs to be dividable by the local_work_size. This can result into a your global_work_size being bigger than your data size, e.g. you could have 1000 values while your local_work_size is 32. Then you would make your global_work_size 1024 and ensure through a condition like the one above (i < data_size) that the redundant work items are not doing anything weird like accessing not allocated memory areas.
The local_work_size depends on your platform. First of all you should always have a local_work_size which is a multiple of 32 for NVIDIA or a multiple of 64 for AMD GPUs. This represents the amount of operations which are scheduled together anyway. If you use a different number the GPU will have idle threads which won't do anything but decrease your performance.
Not only the manufacturer but also the specific type of your GPU has to be considered to find the optimal local_work_size. The global_work_size divided by the local_work_size is the number of work groups. Each work group is executed by one thread inside your CPU/GPU. If you use OpenCL to run your application on powerful hardware you want to make sure that it runs as parallel as possible. E.g. if you use an Intel i7 with 8 threads you would want to make sure that you have at least 8 work groups (global_work_size / local_work_size >= 8). If you use a NVIDIA GeForce GTX 1060 with 1280 CUDA Cores you would want to have at least 1280 work groups. But never at the cost of having a local_work_size of less than 32 which is more important!
If you are having more work groups than your hardware has threads that does not matter, they will be processed sequentially. Hence for most applications you can always set your local_work_size to 32/64. The only exception is if you require synchronization among more than work items. E.g. barriers only work inside work groups but not among different work groups. An example: If you need to to sum up chunks of 1024 values before being able to proceed with your algorithm you would need to set your local_work_size to 1024 for the barrier to work as desired.
(Q2) Could some one explain the difference if I set local work size = 1,1 between local work size = 4000,3000 ?
Both, the global_work_size and the local_work_size can have more than one dimension. If this is used or not solely depends on the preference of the programmer. All algorithms can be implemented in one dimension as well and the number of work groups is calculated by multiplying the dimensions, e.g. if your global_work_size is 20*20 and your local_work_size is 10*10 you would run the program with (20*20) / (10*10) = 400 work groups.
I personally like to use the dimensions if I am processing data which has multiple dimensions. Imagine your input is a two-dimensional image, you could simply use its width and height as global_work_size (e.g. 1024 * 1024) and the local_work_size accordingly (e.g. 32 * 32). In your code you could then use the following indices:
int x = get_global_id(0);
int y = get_global_id(1);
input_array[x][y]++; // your data processing

How to optimize OpenCL code for neighbors accessing?

Edit: Proposed solutions results are added at the end of the question.
I'm starting to program with OpenCL, and I have created a naive implementation of my problem.
The theory is: I have a 3D grid of elements, where each elements has a bunch of information (around 200 bytes). Every step, every element access its neighbors information and accumulates this information to prepare to update itself. After that there is a step where each element updates itself with the information gathered before. This process is executed iteratively.
My OpenCL implementation is: I create an OpenCL buffer of 1 dimension, fill it with structs representing the elements, which have an "int neighbors 6 " where I store the index of the neighbors in the Buffer. I launch a kernel that consults the neighbors and accumulate their information into element variables not consulted in this step, and then I launch another kernel that uses this variables to update the elements. These kernels use __global variables only.
Sample code:
typedef struct{
float4 var1;
float4 var2;
float4 nextStepVar1;
int neighbors[8];
int var3;
int nextStepVar2;
bool var4;
} Element;
__kernel void step1(__global Element *elements, int nelements){
int id = get_global_id(0);
if (id >= nelements){
return;
}
Element elem = elements[id];
for (int i=0; i < 6; ++i){
if (elem.neighbors[i] != -1){
//Gather information of the neighbor and accumulate it in elem.nextStepVars
}
}
elements[id] = elem;
}
__kernel void step2(__global Element *elements, int nelements){
int id = get_global_id(0);
if (id >= nelements){
return;
}
Element elem = elements[id];
//update elem variables by using elem.nextStepVariables
//restart elem.nextStepVariables
}
Right now, my OpenCL implementation takes basically the same time than my C++ implementation.
So, the question is: How would you (the experts :P) address this problem?
I have read about 3D images, to store the information and change the neighborhood accessing pattern by changing the NDRange to a 3D one. Also, I have read about __local memory, to first load all the neighborhood in a workgroup, synchronize with a barrier and then use them, so that accesses to memory are reduced.
Could you give me some tips to optimize a process like the one I described, and if possible, give me some snippets?
Edit: Third and fifth optimizations proposed by Huseyin Tugrul were already in the code. As mentioned here, to make structs behave properly, they need to satisfy some restrictions, so it is worth understanding that to avoid headaches.
Edit 1: Applying the seventh optimization proposed by Huseyin Tugrul performance increased from 7 fps to 60 fps. In a more general experimentation, the performance gain was about x8.
Edit 2: Applying the first optimization proposed by Huseyin Tugrul performance increased about x1.2 . I think that the real gain is higher, but hides because of another bottleneck not yet solved.
Edit 3: Applying the 8th and 9th optimizations proposed by Huseyin Tugrul didn't change performance, because of the lack of significant code taking advantage of these optimizations, worth trying in other kernels though.
Edit 4: Passing invariant arguments (such as n_elements or workgroupsize) to the kernels as #DEFINEs instead of kernel args, as mentioned here, increased performance around x1.33. As explained in the document, this is because of the aggressive optimizations that the compiler can do when knowing the variables at compile-time.
Edit 5: Applying the second optimization proposed by Huseyin Tugrul, but using 1 bit per neighbor and using bitwise operations to check if neighbor is present (so, if neighbors & 1 != 0, top neighbor is present, if neighbors & 2 != 0, bot neighbor is present, if neighbors & 4 != 0, right neighbor is present, etc), increased performance by a factor of x1.11. I think this was mostly because of the data transfer reduction, because the data movement was, and keeps being my bottleneck. Soon I will try to get rid of the dummy variables used to add padding to my structs.
Edit 6: By eliminating the structs that I was using, and creating separated buffers for each property, I eliminated the padding variables, saving space, and was able to optimize the global memory access and local memory allocation. Performance increased by a factor of x1.25, which is very good. Worth doing this, despite the programmatic complexity and unreadability.
According to your step1 and step2, you are not making your gpu core work hard. What is your kernel's complexity? What is your gpu usage? Did you check with monitoring programs like afterburner? Mid-range desktop gaming cards can get 10k threads each doing 10k iterations.
Since you are working with only neighbours, data size/calculation size is too big and your kernels may be bottlenecked by vram bandiwdth. Your main system ram could be as fast as your pci-e bandwidth and this could be the issue.
1) Use of Dedicated Cache could be getting you thread's actual grid cell into private registers that is fastest. Then neighbours into __local array so the comparisons/calc only done in chip.
Load current cell into __private
Load neighbours into __local
start looping for local array
get next neighbour into __private from __local
compute
end loop
(if it has many neighbours, lines after "Load neighbours into __local" can be in another loop that gets from main memory by patches)
What is your gpu? Nice it is GTX660. You should have 64kB controllable cache per compute unit. CPUs have only registers of 1kB and not addressable for array operations.
2) Shorter Indexing could be using a single byte as index of neighbour stored instead of int. Saving precious L1 cache space from "id" fetches is important so that other threads can hit L1 cache more!
Example:
0=neighbour from left
1=neighbour from right
2=neighbour from up
3=neighbour from down
4=neighbour from front
5=neighbour from back
6=neighbour from upper left
...
...
so you can just derive neighbour index from a single byte instead of 4-byte int which decreases main memory accessing for at least neighbour accessing. Your kernel will derive neighbour index from upper table using its compute power, not memory power because you would make this from core registers(__privates). If your total grid size is constant, this is very easy such as just adding 1 actual cell id, adding 256 to id or adding 256*256 to id or so.
3) Optimum Object Size could be making your struct/cell-object size a multiple of 4 bytes. If your total object size is around 200-bytes, you can pad it or augment it with some empty bytes to make exactly 200 bytes, 220Bytes or 256 bytes.
4) Branchless Code (Edit: depends!) using less if-statements. Using if-statement makes computation much slower. Rather than checking for -1 as end of neightbour index , you can use another way . Becuase lightweight core are not as capable of heavyweight. You can use surface-buffer-cells to wrap the surface so computed-cells will have always have 6-neighbours so you get rid of if (elem.neighbors[i] != -1) . Worth a try especially for GPU.
Just computing all neighbours are faster rather than doing if-statement. Just multiply the result change with zero when it is not a valid neighbour. How can we know that it is not a valid neighbour? By using a byte array of 6-elements per cell(parallel to neighbour id array)(invalid=0, valid=1 -->multiply the result with this)
The if-statement is inside a loop which counting for six times. Loop unrolling gives similar speed-up if the workload in the loop is relatively easy.
But, if all threads within same warp goes into same if-or-else branch, they don't lose performance. So this depends wheter your code diverges or not.
5) Data Elements Reordering you can move the int[8] element to uppermost side of struct so memory accessing may become more yielding so smaller sized elements to lower side can be read in a single read-operation.
6) Size of Workgroup trying different local workgroup size can give 2-3x performance. Starting from 16 until 512 gives different results. For example, AMD GPUs like integer multiple of 64 while NVIDIA GPUs like integer multiple of 32. INTEL does fine at 8 to anything since it can meld multiple compute units together to work on same workgroup.
7) Separation of Variables(only if you cant get rid of if-statements) Separation of comparison elements from struct. This way you dont need to load a whole struct from main memory just to compare an int or a boolean. When comparison needs, then loads the struct from main memory(if you have local mem optimization already, then you should put this operation before it so loading into local mem is only done for selected neighbours)
This optimisation makes best case(no neighbour or only one eighbour) considerably faster. Does not affect worst case(maximum neighbours case).
8a) Magic Using shifting instead of dividing by power of 2. Doing similar for modulo. Putting "f" at the end of floating literals(1.0f instead of 1.0) to avoid automatic conversion from double to float.
8b) Magic-2 -cl-mad-enable Compiler option can increase multiply+add operation speed.
9) Latency Hiding Execution configuration optimization. You need to hide memory access latency and take care of occupancy.
Get maximum cycles of latency for instructions and global memory access.
Then divide memory latency by instruction latency.
Now you have the ratio of: arithmetic instruction number per memory access to hide latency.
If you have to use N instructions to hide mem latency and you have only M instructions in your code, then you will need N/M warps(wavefronts?) to hide latency because a thread in gpu can do arithmetics while other thread getting things from mem.
10) Mixed Type Computing After memory access is optimized, swap or move some instructions where applicable to get better occupancy, use half-type to help floating point operations where precision is not important.
11) Latency Hiding again Try your kernel code with only arithmetics(comment out all mem accesses and initiate them with 0 or sometihng you like) then try your kernel code with only memory access instructions(comment out calculations/ ifs)
Compare kernel times with original kernel time. Which is affeecting the originatl time more? Concentrate on that..
12) Lane & Bank Conflicts Correct any LDS-lane conflicts and global memory bank conflicts because same address accessings can be done in a serialed way slowing process(newer cards have broadcast ability to reduce this)
13) Using registers Try to replace any independent locals with privates since your GPU can give nearly 10TB/s throughput using registers.
14) Not Using Registers Dont use too many registers or they will spill to global memory and slow the process.
15) Minimalistic Approach for Occupation Look at local/private usage to get an idea of occupation. If you use much more local and privates then less threads can be utilized in same compute unit and leading lesser occupation. Less resource usage leads higher chance of occupation(if you have enough total threads)
16) Gather Scatter When neighbours are different particles(like an nbody NNS) from random addresses of memory, its maybe hard to apply but, gather read optimization can give 2x-3x speed on top of before optimizations (needs local memory optimization to work) so it reads in an order from memory instead of randomly and reorders as needed in the local memory to share between (scatter) to threads.
17) Divide and Conquer Just in case when buffer is too big and copied between host and device so makes gpu wait idle, then divide it in two, send them separately, start computing as soon as one arrives, send results back concurrently in the end. Even a process-level parallelism could push a gpu to its limits this way. Also L2 cache of GPU may not be enough for whole of data. Cache-tiled computing but implicitly done instead of direct usage of local memory.
18) Bandwidth from memory qualifiers. When kernel needs some extra 'read' bandwidth, you can use '__constant'(instead of __global) keyword on some parameters which are less in size and only for reading. If those parameters are too large then you can still have good streaming from '__read_only' qualifier(after the '__global' qualifier). Similary '__write_only' increases throughput but these give mostly hardware-specific performance. If it is Amd's HD5000 series, constant is good. Maybe GTX660 is faster with its cache so __read_only may become more usable(or Nvidia using cache for __constant?).
Have three parts of same buffer with one as __global __read_only, one as __constant and one as just __global (if building them doesn't penalty more than reads' benefits).
Just tested my card using AMD APP SDK examples, LDS bandwidth shows 2TB/s while constant is 5TB/s(same indexing instead of linear/random) and main memory is 120 GB/s.
Also don't forget to add restrict to kernel parameters where possible. This lets compiler do more optimizations on them(if you are not aliasing them).
19) Modern hardware transcendental functions are faster than old bit hack (like Quake-3 fast inverse square root) versions
20) Now there is Opencl 2.0 which enables spawning kernels inside kernels so you can further increase resolution in a 2d grid point and offload it to workgroup when needed (something like increasing vorticity detail on edges of a fluid dynamically)
A profiler can help for all those, but any FPS indicator can do if only single optimization is done per step.
Even if benchmarking is not for architecture-dependent code paths, you could try having a multiple of 192 number of dots per row in your compute space since your gpu has multiple of that number of cores and benchmark that if it makes gpu more occupied and have more gigafloatingpoint operations per second.
There must be still some room for optimization after all these options, but idk if it damages your card or feasible for production time of your projects. For example:
21) Lookup tables When there is 10% more memory bandwidth headroom but no compute power headroom, offload 10% of those workitems to a LUT version such that it gets precomputed values from a table. I didn't try but something like this should work:
8 compute groups
2 LUT groups
8 compute groups
2 LUT groups
so they are evenly distributed into "threads in-flight" and get advantage of latency hiding stuff. I'm not sure if this is a preferable way of doing science.
21) Z-order pattern For traveling neighbors increases cache hit rate. Cache hit rate saves some global memory bandwidth for other jobs so that overall performance increases. But this depends on size of cache, data layout and some other things I don't remember.
22) Asynchronous Neighbor Traversal
iteration-1: Load neighbor 2 + compute neighbor 1 + store neighbor 0
iteration-2: Load neighbor 3 + compute neighbor 2 + store neighbor 1
iteration-3: Load neighbor 4 + compute neighbor 3 + store neighbor 2
so each body of loop doesn't have any chain of dependency and fully pipelined on GPU processing elements and OpenCL has special instructions for asynchronously loading/storing global variables using all cores of a workgroup. Check this:
https://www.khronos.org/registry/OpenCL/sdk/1.0/docs/man/xhtml/async_work_group_copy.html
Maybe you can even divide computing part into two and have one part use transcandental functions and other part use add/multiply so that add/multiply operations don't wait for a slow sqrt. If there are at least several neighbors to traveerse, this should hide some latency behind other iterations.

What's the best way to store a bi-dimensional sparse array (2d sparse matrix) ? How much size will it have in VoltDB?

Question one: Are there specialized databases to store dense and sparse matrices ? I googled but didn't find any...
The matrix in question is huge (10^5 by 10^5) but it's sparse, which means that most of its values are zeros and I only need to store the non-zero values. So I thought of making a table like this:
2D Matrix
---------------
X Y val
---------------
1 2 4.2
5 1 91.0
9 3 139.1
And so on. 3 columns, two for the coordinates, the third for the value of that cell in the sparse matrix. Question 2: Is this the best way to store a sparse matrix ? I also considered MongoDB but it seems that making one document per cell of the matrix would be too much overhead. Table oriented databases are slow but I can use VoltDB :) Side-node: I thought of a Redis Hash but can't make it bi-dimensional (found a way to serialize 2D matrixes and make it 1D, that way I can store in a Redis Hash or even List)
Question 3: How many bytes per line will VoltDB use ? The coordinates will be integers ranging from 0 to 10^5 maybe more, the values of the cell will be floats.
Regarding Question 3, based on your example, the X and Y columns could be the INTEGER datatype in VoltDB, which is 4 bytes. The value column could be a FLOAT datatype, which is 8 bytes.
Each record would therefore be 16 bytes, so the nominal size in memory would be 16 bytes * row count. In general, you add 30% for overhead, and then 1GB per server for heap size to determine the overall memory needed. See the references below for more detail.
You will probably want to index this table, so assuming you wanted a compound index of (x,y), the size would be as follows:
Tree index:
(sum-of-column-sizes + 8 + 32) * rowcount
Hash index:
(((2 * rowcount) + 1) * 8) + ((sum-of-column-sizes + 32) * rowcount)
sum-of-column-sizes for (x,y) is 8 bytes.
References:
The available datatypes are listed in Appendix A of Using VoltDB:
http://community.voltdb.com/docs/UsingVoltDB/ddlref_createtable#TabDatatypes
Guidelines and formulas for estimating the memory size are in the VoltDB Planning Guide:
http://community.voltdb.com/docs/PlanningGuide/ChapMemoryRecs
The two most relevant questions are 1) how sparse? and 2) how do you want to use the data?
First, I'm assuming you want to read/write/process the data from within the database. If not, then there are many sparse matrix encodings that could even be packed into a blob and optionally compressed.
Assuming your data is fairly sparse, and assuming you want to use the data within the database, the x,y,value tuple storage is probably best. Chapter 4 of the VoltDB Planning Guide covers estimating memory usage and sizing your hardware.
http://community.voltdb.com/docs/PlanningGuide/ChapMemoryRecs
The short answer is that tables with numeric data are packed pretty tight. You've got 12 bytes of real data per row (short, short, double). You should see an average of just over 1 byte beyond that in overhead per row. You'll also need to add in the size of any indexes. The documentation describes the worst case. I think for an index on two short integers such as the X and Y columns, the storage per key will be close to 28 bytes, including overhead.