Improve MPI program - optimization

I wrote a MPI program that seems to run ok, but I wonder about performance. Master thread needs to do 10 or more times MPI_Send, and the worker receives data 10 or more times and sends it. I wonder if it gives a performance penalty and whether I could transfer everything in single structs or which other technique could I benefit from.
Other general question, once a mpi program works more or less, what are the best optimization techniques.

It's usually the case that sending 1 large message is faster than sending 10 small messages. The time cost of sending a message is well modelled by considering a latency (how long it would take to send an empty message, which is non-zero because of the overhead of function calls, network latency, etc) and a bandwidth (how much longer it takes to send an extra byte given that the network communications has already started). By bundling up messages into one message, you only incurr the latency cost once, and this is often a win (although it's always possible to come up with cases where it isn't). The best way to know for any particular code is simply to try. Note that MPI datatypes allow you very powerful ways to describe the layout of your data in memory so that you can take it almost directly from memory to the network without having to do an intermediate copy into some buffer (so-called "marshalling" of the data).
As to more general optimization questions about MPI -- without knowing more, all we can do is give you advice which is so general as to not be very useful. Minimize the amount of communications which need to be done; wherever possible, use built-in MPI tools (collectives, etc) rather than implementing your own.

One way to fully understand the performance of your MPI application is to run it within the SimGrid platform simulator. The tooling and models provided are sufficient to get realistic timing predictions of mid-range applications (like, a few dozen thousands lines of C or Fortran), and it can be associated to adapted visualization tools that can help you fully understand what is going on in your application, and the actual performance tradeoffs that you have to consider.
For a demo, please refer to this screencast: https://www.youtube.com/watch?v=NOxFOR_t3xI

Related

What is cyclic and acyclic communication?

So I've already searched if there was a question like this posted before, but I wasn't able to find the answer I liked.
I've been working with some PLCs and variable frequency drives lately and thought it was about time I finally found out what cyclic and non-cyclic communication is.
So correct me if I'm wrong, but when I think of cyclic data, I think of data that is continuously being updated and is able to be sent/sampled to other devices. With relation to what I'm doing, I'm thinking that the variable frequency drive is able to update information such as speed and frequency that can be sampled/read from a PLC. This is what I would consider cyclic communication, something that is always updating a certain type of information that can be sent as data.
So I might be completely wrong with this assumption, and that leaves me with the question of what exactly would be considered non-cyclic or acyclic communication.
Any help?
Forenote: This is mostly a programming based site, and while your question does have an answer within the contexts of programming, I happen to know that in your industrial application, the importance of cyclic vs acyclic tends to be very hardware/protocol specific, and is really more of a networking problem than a programming one.
Cyclic data is not simply "continuous" data. In industry, it refers to data delivered on a guaranteed (or at least highly predictable) schedule. If the data stream were to violate the schedule, it could have disastrous consequences (a VFD misses its shutdown command by a fraction of a second, and you lose your arm!).
Acyclic data is still reliable for machine control, it is just delivered in a less deterministic way (on the order of milliseconds, sometimes up to several seconds). When accessing a single VFD with a single PLC, you will probably never notice this bursting behavior, and in fact, you may perceive smoother and quicker data transmissions. From the hardware interface perspective, acyclic data transfer does not provide as strong of a guarantee about if or when one machine will respond to the request of another.
Both forms of data transfer deliver data at speeds much faster than humans can deal with, but in certain applications they will each have their own consequences.
Cyclic networks usually must take the form of master/slave, where only one device is allowed speak at a time, and answers are always returned, even if just to confirm that the message was received. Cyclic networks usually do not allow as many devices on the same wire, and often they will pass larger amounts of data at slower rates.
Acyclic networks might be thought of as a bit more choatic, but since they skip handshaking formalities, they can often cheat more devices onto the network and get higher speeds all at the same time. This comes at the cost of occasional data collisions/bottlenecks, and sometimes even, requests for critical data are simply ignored/lost with no indication of failure or success from the target ( in the case the sender will likely be sitting and waiting desperately for a message it will not get, and often then trigger process watchdogs that will shutdown the system).
From a programmer perspective, not much is different between these two transmission types.
What will usually dictate a situation,
how many devices are running on the wire (sometimes this forces the answer right away)
how sensitive/volatile is the data they want to share (how useful are messages if they are a little late)
how much data they might be required to send at any given time ( shifting demands on a network that already produces race conditions can be hard to anticipate/avoid if you don't see it coming before hand).
Hope that helps :)

How online-game clients are able to exchange data through internet so fast?

Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet.
On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do).
Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with timings.
So, the questions are...
What protocol game clients are usually using for exchanging information with server?
What server technologies are coming to solve this problem?
What algorithms are applied for fighting with delays during game etc.
Usually with Network Interpolation and prediction. Gamedev is a good resource: http://www.gamedev.net/reference/list.asp?categoryid=30
Also check out this one: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
use UDP, not TCP
use a custom protocol, usually a single byte defining a "command", and as few subsequent bytes as possible containing the command arguments
prediction is used to make the other players' movements appear smooth without having to get an update for every single frame
hint: prediction is used anyway to smooth the fast screen update (~60fps) since the actual game speed is usually slower (~25fps).
The other answers haven't spelled out a couple of important misconceptions in the original post, which is that these games aren't websites and operate quite differently. In particular:
There is no or little "data-mining" that needs
to be speeded up. The fastest online
games (eg. first person shooters)
typically are not saving anything to
disk during a match. Slower online
games, such as MMOs, may use a
database, primarily for storing
player information, but for the most
part they hold their player and world data in memory,
not on disk.
They don't use
webservers. HTTP is a relatively slow
protocol, and even TCP alone can be
too slow for some games. Instead they
have bespoke servers that are written just for that particular game. Often these servers are tuned for low latency rather than throughput, because they typically don't serve up big documents like a web server would, but many tiny messages (eg. measured in bytes rather than kilobytes).
With those two issues covered, your speed problem largely goes away. You can send a message to a server and get a reply in under 100ms and can do that several times per second.

First Time Architecturing?

I was recently given the task of rebuilding an existing RIA. The new RIA that I've designed is based on Silverlight, with a WCF service to connect to MS SQL Server. This is my first time doing something like this, so I'm not sure how to design the entire thing.
Basically, the client can look through graphs of "stocks" (allowing the client to choose different time periods, settings, etc). I've written the whole application essentially, but I'm not sure how to put it together.
The graphs are supposed to be directly based on the database, and to create the datapoints on the graph, some calculations need to be done (not very expensive ones).
The problem I'm having is to decide where to put the calculations (client or serverside? Or half and half?)
What factors should I look for to help me decide where the calculations should be done? And how can I go about optimizing this (caching, etc)?
Obviously this is a very broad subject, so I'm not expecting an immediate answer, but any help/pointing in the right direction/resources would be appreciated.
A few tips for this kind of app.
Put as much logic as possible on the client.
Make the client responsible for session data, making all your server code stateless.
Try to minimize traffic to and from the server (Bigger requests are more efficient than multiple smaller ones) so consolidate requests when possible.
If this project is likely to grow beyond it's current feature set I think it's probably a good idea to perform the calculations client side. This can avoid scaling issues, because you're using all the client side CPUs ratther than you're single, precious server CPU. This does however rely on being able to transfer the required data to the client in an efficient way, otherwise you replace a processor bottleneck with a network bottleneck.
As for caching it depends on your inputs, what variables can users of the client affect? If any of the variables they can alter are discrete (ie they can be a fixed set of values) then they're candidates for caching. For example if a user can select a date range of stock variations to view then that's probably not so useful, if however they can only select a year then you could cache your data sets by year (download each data set to the client and perform your calculation). I'd not worry about caching too much unless you find it's a real performance problem, it'll only make your code more complex, so don't add it until you have proven you need it.
One other thing, if this project is unlikely to be a long term concern then implement the calculations wherever is easiest and fastest, you can revisit if the project becomes more important later on.
Be REALLY REALLY careful about implementing client-side caching. Caching is INSANELY hard to do right while maintaining performance, security and correctness. Note that your DB Server's caching mechanism is already likely to be way better than any local caching mechanism you're likely to implement in less than 2 weeks' effort!
I would urge you to do as much work on the back-end as possible and to limit your client to render the data in a manner that is appropriate for your users. While many may balk at this suggestion, it's based on a number of observations from building many such systems in the past:
If you're going to filter some of the data returned by your service, you've just wasted thousands of clock cycles shipping data that need never have left your server
If you're going to sort your data, your DB could have done the sorting for you (often using otherwise idle CPU ticks) while waiting for the data to be read from its disks.
Your server most likely has more CPU and RAM available than your clients and has a surprising amount of "free time" to use for sorting, filtering, running inline calculations, etc., while its waiting for disks to read sectors etc.
As Roman suggested: Minimize your round-trips between your client and your server as much as possible.
But perhaps most importantly:
BEFORE YOU START DESIGNING YOUR SYSTEM, state your performance goals
Design what you think will achieve those goals. Try to find bottlenecks in your design, particularly areas where you make blocking calls. Re-design those areas to use async patterns wherever you can.
Build your intended solution
Measure your actual perforamnce under actual real-world load
If you're within your expected performance goals, then you're done.
If not, work out where you're spending too long and tune the design of that portion of the system. Goto 3.
Don't try to build the perfect system in one try - chances are that you won't manage it, no matter how hard you try, for a variety of reasons including user expectations, your servers ability to process the required load, your clients' ability to handle the returned data, your network's ability to carry the traffic, etc.
They're a little old now, but I suggest you read through some of the earlier posts at http://blogs.msdn.com/richardt for more thoughts around designing and constructing Service Oriented and distributed systems.

Are there well-identified patterns for software scalability testing?

I've recently become quite interested in identifying patterns for software scalability testing. Due to the variable nature of different software solutions, it seems to like there are as many good solutions to the problem of scalability testing software as there are to designing and implementing software. To me, that means that we can probably distill some patterns for this type of testing that are widely used.
For the purposes of eliminating ambiguity, I'll say in advance that I'm using the wikipedia definition of scalability testing.
I'm most interested in answers proposing specific pattern names with thorough descriptions.
All the testing scenarios I am aware of use the same basic structure for the test which involves generating a number of requests on one or more requesters targeted at the processing agent to be tested. Kurt's answer is an excellent example of this process. Generally you will run the tests to find some thresholds and also run some alternative configurations (less nodes, different hardware etc...) to build up an accurate averaged data.
A requester can be a machine, network card, specific software or thread in software that generates the requests. All it does is generate a request that can be processed in some way.
A processing agent is the software, network card, machine that actually processes the request and returns a result.
However what you do with the results determines the type of test you are doing and they are:
Load/Performance Testing: This is the most common one in use. The results are processed is to see how much is processed at various levels or in various configurations. Again what Kurt is looking for above is an example if this.
Balance Testing: A common practice in scaling is to use a load balancing agent which directs requests to a process agent. The setup is the same as for Load Testing, but the goal is to check distribution of requests. In some scenarios you need to make sure that an even (or as close to as is acceptable) balance of requests across processing agents is achieved and in other scenarios you need to make sure that the process agent that handled the first request for a specific requester handles all subsequent requests (web farms are commonly needed like this).
Data Safety: With this test the results are collected and the data is compared. What you are looking for here is locking issues (such as a SQL deadlock) which prevents writes or that data changes are replicated to the various nodes or repositories you have in use in an acceptable time or less.
Boundary Testing: This is similar to load testing except the goal is not processing performance but how much is stored effects performance. For example if you have a database how many rows/tables/columns can you have before the I/O performance drops below acceptable levels.
I would also recommend The Art of Capacity Planning as an excellent book on the subject.
I can add one more type of testing to Robert's list: soak testing. You pick a suitably heavy test load, and then run it for an extended period of time - if your performance tests usually last for an hour, run it overnight, all day, or all week. You monitor both correctness and performance. The idea is to detect any kind of problem which builds up slowly over time: things like memory leaks, packratting, occasional deadlocks, indices needing rebuilding, etc.
This is a different kind of scalability, but it's important. When your system leaves the development shop and goes live, it doesn't just get bigger 'horizontally', by adding more load and more resources, but in the time dimension too: it's going to be running non-stop on the production machines for weeks, months or years, which it hasn't done in development.

How to prove that code isn't broken, but the hardware is?

I'm sure it repeats everywhere. You can 'feel' network is slow, or machine or slow or something. But the server/chassis logs are not showing anything, so IT doesn't believe you. What do you do?
Your regressions are taking twice the time ... but that's not enough
Okay you transfer 100 GB using dd etc, but ... that's not enough.
Okay you get server placed in different chassis for 2 week, it works fine ... but .. that's not enough...
so HOW do you get IT to replace the chassis ?
More specifically:
Is there any suite which I can run on two setups ( supposed to be identical ), which can show up difference in network/cpu/disk access .. which IT will believe ?
Computers don't age and slow down the same way we do. If your server is getting slower -- actually slower, not just feels slower because every other computer you use is getting faster -- then there is a reason and it is possible that you may be able to fix it. I'd try cleaning up some disk space, de-fragmenting the disk, and checking what other processes are running (perhaps someone's added more apps to the system and you're just not getting as many cycles).
If your app uses a database, you may want to analyze your query performance and see if some indices are in order. Queries that perform well when you have little data can start taking a long time as the amount of data grows if they have to use table scans. As a former "IT" guy, I'd also be reluctant to throw hardware at a problem because someone tells me the system is slowing down. I'd want to know what has changed and see if I could get the system running the way it should be. If the app has simply out grown the hardware -- after you've made suitable optimizations -- then upgrading is a reasonable choice.
Run a standard benchmark suite. See if it pinpoints memory, cpu, bus or disk, when compared to a "working" similar computer.
See http://en.wikipedia.org/wiki/Benchmark_(computing)#Common_benchmarks for some tips.
The only way to prove something is to do a stringent audit.
Now traditionally, we should keep the system constant between two different sets while altering the variable we are interested. In this case the variable is the hardware that your code is running on. So in simple terms, you should audit the running of your software on two different sets of hardware, one being the hardware you are unhappy about. And see the difference.
Now if you are to do this properly, which I am sure you are, you will first need to come up with a null hypothesis, something like:
"The slowness of the application is
unrelated to the specific hardware we
are using"
And now you set about disproving that hypothesis in favour of an alternative hypothesis. Once you have collected enough results, you can apply statistical analyses on them, to decide whether any differences are statistically significant. There are analyses to find out how much data you need, and then compare the two sets to decide if the differences are random, or not random (which would disprove your null hypothesis). The type of tests you do will mostly depend on your data, but clever people have made checklists to help us decide.
It sounds like your main problem is being listened to by IT, but raw technical data may not be persuasive to the right people. Getting backup from the business may help you and that means talking about money.
Luckily, both platforms already contain a common piece of software - the application itself - designed to make or save money for someone. Why not measure how quickly it can do that e.g. how long does it take to process an order?
By measuring how long your application spends dealing with each sub task or data source you can get a rough idea of the underlying hardware which is under performing. Writing to a local database, or handling a data structure larger than RAM will impact the disk, making network calls will impact the network hardware, CPU bound calculations will impact there.
This data will never be as precise as a benchmark, and it may require expensive coding, but its easier to translate what it finds into money terms. Log4j's NDC and MDC features, and Springs AOP might be good enabling tools for you.
Run perfmon.msc from Start / Run in Windows 2000 through to Vista. Then just add counters for CPU, disk etc..
For SQL queries you should capture the actual queries then run them manually to see if they are slow.
For instance if using SQL Server, run the profiler from Tools, SQL Server Profiler. Then perform some operations in your program and look at the capture for any suspicous database calls. Copy and paste one of the queries into a new query window in management studio and run it.
For networking you should try artificially limiting your network speed to see how it affects your code (e.g. Traffic Shaper XP is a simple freeware limiter).