Performance overhead of perform: in Smalltalk (specifically Squeak) - smalltalk

How much slower can I reasonably expect perform: to be than a literal message send, on average? Should I avoid sending perform: in a loop, similar to the admonishment given to Perl/Python programmers to avoid calling eval("...") (Compiler evaluate: in Smalltalk) in a loop?
I'm concerned mainly with Squeak, but interested in other Smalltalks as well. Also, is the overhead greater with the perform:with: variants? Thank you

#perform: is not like eval(). The problem with eval() (performance-wise, anyway) is that it has to compile the code you're sending it at runtime, which is a very slow operation. Smalltalk's #perform:, on the other hand, is equivalent to Ruby's send() or Objective-C's performSelector: (in fact, both of these languages were strongly inspired by Smalltalk). Languages like these already look up methods based on their name — #perform: just lets you specify the name at runtime rather than write-time. It doesn't have to parse any syntax or compile anything like eval().
It will be a little slower (the cost of one extra method call at least), but it isn't like eval(). Also, the variants with more arguments shouldn't show any difference in speed vs. just plain perform:whatever. I can't talk with that much experience about Squeak specifically, but this is how it generally works.

Here are some numbers from my machine (it is Smalltalk/X, but I guess the numbers are comparable - at least the ratios should be):
The called methods "foo" and "foo:" are a noops (i.e. consist of a ^self):
self foo ... 3.2 ns
self perform:#foo ... 3.3 ns
[self foo] value ... 12.5 ns (2 sends and 2 contexts)
[ ] value ... 3.1 ns (empty block)
Compiler valuate:('TestClass foo') ... 1.15 ms
self foo:123 ... 3.3 ns
self perform:#foo: with:123 ... 3.6 ns
[self foo:123] value ... 15 ns (2 sends and 2 contexts)
[self foo:arg] value:123 ... 23 ns (2 sends and 2 contexts)
Compiler valuate:('TestClass foo:123') ... 1.16 ms
Notice the big difference between "perform:" and "evaluate:"; evaluate is calling the compiler to parse the string, generate a throw-away method (bytecode), execute it (it is jitted on the first call) and finally discarded. The compiler is actually written to be used mainly for the IDE and to fileIn code from external streams; it has code for error reporting, warning messages etc.
In general, eval is not what you want when performance is critical.
Timings from a Dell Vostro; your milage may vary, but the ratios not.
I tried to get the net execution times, by measuring the empty loop time and subtracting;
also, I ran the tests 10 times and took the best times, to eliminate OS/network/disk/email or whatever disturbances. However, I did not really care for a load-free machine.
The measure code was (replaced the second timesRepeat-arg with the stuff above):
callFoo2
|t1 t2|
t1 :=
TimeDuration toRun:[
100000000 timesRepeat:[]
].
t2 :=
TimeDuration toRun:[
100000000 timesRepeat:[self foo:123]
].
Transcript showCR:t2-t1
EDIT:
PS: I forgot to mention: these are the times from within the IDE (i.e. bytecode-jitted execution). Statically compiled code (using the stc-compiler) will generally be a bit faster (20-30%) on these low-level micro benchmarks, due to a better register allocation algorithm.
EDIT: I tried to reproduce these numbers the other day, but got completely different results (8ns for the simple call, but 9ns for the perform). So be very careful with these micro-timings, as they run completely out of the first-level cache (and empty messages even omit the context setup, or get inlined) - they are usually not very representative of the overall performance.

Related

Is it possible to get the native CPU size of an integer in Rust?

For fun, I'm writing a bignum library in Rust. My goal (as with most bignum libraries) is to make it as efficient as I can. I'd like it to be efficient even on unusual architectures.
It seems intuitive to me that a CPU will perform arithmetic faster on integers with the native number of bits for the architecture (i.e., u64 for 64-bit machines, u16 for 16-bit machines, etc.) As such, since I want to create a library that is efficient on all architectures, I need to take the target architecture's native integer size into account. The obvious way to do this would be to use the cfg attribute target_pointer_width. For instance, to define the smallest type which will always be able to hold more than the maximum native int size:
#[cfg(target_pointer_width = "16")]
type LargeInt = u32;
#[cfg(target_pointer_width = "32")]
type LargeInt = u64;
#[cfg(target_pointer_width = "64")]
type LargeInt = u128;
However, while looking into this, I came across this comment. It gives an example of an architecture where the native int size is different from the pointer width. Thus, my solution will not work for all architectures. Another potential solution would be to write a build script which codegens a small module which defines LargeInt based on the size of a usize (which we can acquire like so: std::mem::size_of::<usize>().) However, this has the same problem as above, since usize is based on the pointer width as well. A final obvious solution is to simply keep a map of native int sizes for each architecture. However, this solution is inelegant and doesn't scale well, so I'd like to avoid it.
So, my questions: is there a way to find the target's native int size, preferably before compilation, in order to reduce runtime overhead? Is this effort even worth it? That is, is there likely to be a significant difference between using the native int size as opposed to the pointer width?
It's generally hard (or impossible) to get compilers to emit optimal code for BigNum stuff, that's why https://gmplib.org/ has its low level primitive functions (mpn_... docs) hand-written in assembly for various target architectures with tuning for different micro-architecture, e.g. https://gmplib.org/repo/gmp/file/tip/mpn/x86_64/core2/mul_basecase.asm for the general case of multi-limb * multi-limb numbers. And https://gmplib.org/repo/gmp/file/tip/mpn/x86_64/coreisbr/aors_n.asm for mpn_add_n and mpn_sub_n (Add OR Sub = aors), tuned for SandyBridge-family which doesn't have partial-flag stalls so it can loop with dec/jnz.
Understanding what kind of asm is optimal may be helpful when writing code in a higher level language. Although in practice you can't even get close to that so it sometimes makes sense to use a different technique, like only using values up to 2^30 in 32-bit integers (like CPython does internally, getting the carry-out via a right shift, see the section about Python in this). In Rust you do have access to add_overflow to get the carry-out, but using it is still hard.
For practical use, writing Rust bindings for GMP is probably your best bet, unless that already exists.
Using the largest chunks possible is very good; on all current CPUs, add reg64, reg64 has the same throughput and latency as add reg32, reg32 or reg8. So you get twice as much work done per unit. And carry propagation through 64 bits of result in 1 cycle of latency.
(There are alternate ways to store BigInteger data that can make SIMD useful; #Mysticial explains in Can long integer routines benefit from SSE?. e.g. 30 value bits per 32-bit int, allowing you to defer normalization until after a few addition steps. But every use of such numbers has to be aware of these issues so it's not an easy drop-in replacement.)
In Rust, you probably want to just use u64 regardless of the target, unless you really care about small-number (single-limb) performance on 32-bit targets. Let the compiler build u64 operations for you out of add / adc (add with carry).
The only thing that might need to be ISA-specific is if u128 is not available on some targets. You want to use 64 * 64 => 128-bit full multiply as your building block for multiplication; if the compiler can do that for you with u128 then that's great, especially if it inlines efficiently.
See also discussion in comments under the question.
One stumbling block for getting compilers to emit efficient BigInt addition loops (even inside the body of one unrolled loop) is writing an add that takes a carry input and produces a carry output. Note that x += 0xff..ff + carry=1 needs to produce a carry out even though 0xff..ff + 1 wraps to zero. So in C or Rust, x += y + carry has to check for carry out in both the y+carry and the x+= parts.
It's really hard (probably impossible) to convince compiler back-ends like LLVM to emit a chain of adc instructions. An add/adc is doable when you don't need the carry-out from adc. Or probably if the compiler is doing it for you for u128.overflowing_add
Often compilers will turn the carry flag into a 0 / 1 in a register instead of using adc. You can hopefully avoid that for at least pairs of u64 in addition by combining the input u64 values to u128 for u128.overflowing_add. That will hopefully not cost any asm instructions because a u128 already has to be stored across two separate 64-bit registers, just like two separate u64 values.
So combining up to u128 could just be a local optimization for a function that adds arrays of u64 elements, to get the compiler to suck less.
In my library ibig what I do is:
Select architecture-specific size based on target_arch.
If I don't have a value for an architecture, select 16, 32 or 64 based on target_pointer_width.
If target_pointer_width is not one of these values, use 64.

Squeak Smalltalk, why sometimes the reduced method doesn't work?

(2332 / 2332) reduced
(2332 / 2) reduced
(2332 / 322) reduced (1166/161)
(2332 / 3) reduced (2332/3)
(2332 / 2432423) reduced (2332/2432423)
Look at the above codes. The first and second, when printed, do not work. The MessageNotUnderstood window pops up. And the 3rd, 4th, 5th code are okay. Results come out right.
Why does the reduced method not work?
Is it because the reduced method fails to handle final results which are integers like Uko guesses ?
Fractions are reduced automatically in the / method. There is no need to send the reduced message.
E.g. if you print the result of
2 / 4
you get the reduced (1/2) automatically.
If you print the result of
2332 / 2332
it is reduced to 1 which is not a Fraction, but an Integer, and Integers do not understand the reduced message. That's why you get an error.
The only case when a Fraction is not automatically reduced is when you create it manually, as in
Fraction numerator: 2 denominator: 4
which will answer the non-reduced (2/4). But in normal arithmetic expressions you never need to send reduced.
The error occurs because by default, the Integer class does not understand the message reduced in Squeak. This despite members of Squeak's Integer class being fractions.
5 isFraction "returns True"
The wonderful thing about Smalltalk is that if something does not work the way you want, you can change it. So if an Integer does not respond to the message reduced and you want it to, then you can add a reduced method to Integer with the expected behavior:
reduced
"treat an integer like a fraction"
^ self
Adding methods to Classes is the way Smalltalk makes it easy to write expressive programs. For example, Fractions in GNU Smalltalk understand the message reduce but not the message reduced available in Squeak. Rather than trying to remember a meaningless difference, the programmer can simply make reduced available to fractions in GNU Smalltalk:
Fraction extend [
"I am a synonym for reduce"
reduced [
^ self reduce
]
]
Likewise one can extend Fraction in Squeak to have a reduce method:
reduce
"I am a synonym for reduced"
^ self reduced
The designers of Smalltalk made a language that let's programmers express themselves in the way that they think about the problem.

A general-purpose warp-level std::copy-like function - what should it account for?

A C++ standard library implements std::copy with the following code (ignoring all sorts of wrappers and concept checks etc) with the simple loop:
for (; __first != __last; ++__result, ++__first)
*__result = *__first;
Now, suppose I want a general-purpose std::copy-like function for warps (not blocks; not grids) to use for collaboratively copying data from one place to another. Let's even assume for simplicity that the function takes pointers rather than an arbitrary iterator.
Of course, writing general-purpose code in CUDA is often a useless pursuit - since we might be sacrificing a lot of the benefit of using a GPU in the first place in favor of generality - so I'll allow myself some boolean/enum template parameters to possibly select between frequently-occurring cases, avoiding runtime checks. So the signature might be, say:
template <typename T, bool SomeOption, my_enum_t AnotherOption>
T* copy(
T* __restrict__ destination,
const T* __restrict__ source,
size_t length
);
but for each of these cases I'm aiming for optimal performance (or optimal expected performance given that we don't know what other warps are doing).
Which factors should I take into consideration when writing such a function? Or in other words: Which cases should I distinguish between in implementing this function?
Notes:
This should target Compute Capabilities 3.0 or better (i.e. Kepler or newer micro-architectures)
I don't want to make a Runtime API memcpy() call. At least, I don't think I do.
Factors I believe should be taken into consideration:
Coalescing memory writes - ensuring that consecutive lanes in a warp write to consecutive memory locations (no gaps).
Type size vs Memory transaction size I - if sizeof(T) is sizeof(T) is 1 or 2, and we have have each lane write a single element, the entire warp would write less than 128B, wasting some of the memory transaction. Instead, we should have each thread place 2 or 4 input elements in a register, and write that
Type size vs Memory transaction size II - For type sizes such that lcm(4, sizeof(T)) > 4, it's not quite clear what to do. How well does the compiler/the GPU handle writes when each lane writes more than 4 bytes? I wonder.
Slack due to the reading of multiple elements at a time - If each thread wishes to read 2 or 4 elements for each write, and write 4-byte integers - we might have 1 or 2 elements at the beginning and the end of the input which must be handled separately.
Slack due to input address mis-alignment - The input is read in 32B transactions (under reasonable assumptions); we thus have to handle the first elements up to the multiple of 32B, and the last elements (after the last such multiple,) differently.
Slack due to output address mis-alignment - The output is written in transactions of upto 128B (or is it just 32B?); we thus have to handle the first elements up to the multiple of this number, and the last elements (after the last such multiple,) differently.
Whether or not T is trivially-copy-constructible. But let's assume that it is.
But it could be that I'm missing some considerations, or that some of the above are redundant.
Factors I've been wondering about:
The block size (i.e. how many other warps are there)
The compute capability (given that it's at least 3)
Whether the source/target is in shared memory / constant memory
Choice of caching mode

What can a compiler do with branching information?

On a modern Pentium it is no longer possible to give branching hints to the processor it seems. Assuming that a profiling compiler such as gcc with profile-guided optimization gains information about likely branching behavior, what can it do to produce code that will execute more quickly?
The only option I know of is to move unlikely branches to the end of a function. Is there anything else?
Update.
http://download.intel.com/products/processor/manual/325462.pdf volume 2a, section 2.1.1 says
"Branch hint prefixes (2EH, 3EH) allow a program to give a hint to the processor about the most likely code path for
a branch. Use these prefixes only with conditional branch instructions (Jcc). Other use of branch hint prefixes
and/or other undefined opcodes with Intel 64 or IA-32 instructions is reserved; such use may cause unpredictable
behavior."
I don't know if these actually have any effect however.
On the other hand section 3.4.1. of http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-optimization-manual.pdf says
"
Compilers generate code that improves the efficiency of branch prediction in Intel processors. The Intel
C++ Compiler accomplishes this by:
keeping code and data on separate pages
using conditional move instructions to eliminate branches
generating code consistent with the static branch prediction algorithm
inlining where appropriate
unrolling if the number of iterations is predictable
With profile-guided optimization, the compiler can lay out basic blocks to eliminate branches for the most
frequently executed paths of a function or at least improve their predictability. Branch prediction need
not be a concern at the source level. For more information, see Intel C++ Compiler documentation.
"
http://cache-www.intel.com/cd/00/00/40/60/406096_406096.pdf says in "Performance Improvements with PGO "
"
PGO works best for code with many frequently executed branches that are difficult to
predict at compile time. An example is the code with intensive error-checking in which
the error conditions are false most of the time.
The infrequently executed (cold) errorhandling code can be relocated so the branch is rarely predicted incorrectly. Minimizing
cold code interleaved into the frequently executed (hot) code improves instruction cache
behavior."
There are two possible sources for the information you want:
There's Intel 64 and IA-32 Architectures Software Developer's Manual (3 volumes). This is a huge work which has evolved for decades. It's the best reference I know on a lot of subjects, including floating-point. In this case, you want to check volume 2, the instruction set reference.
There's Intel 64 and IA-32 Architectures Optmization Reference Manual. This will tell you in somewhat brief terms what to expect from each microarchitecture.
Now, I don't know what you mean by a "modern Pentium" processor, this is 2013, right? There aren't any Pentiums anymore...
The instruction set does support telling the processor if the branch is expected to be taken or not taken by a prefix to the conditional branch instructions (such as JC, JZ, etc). See volume 2A of (1), section 2.1.1 (of the version I have) Instruction Prefixes. There is the 2E and 3E prefixes for not taken and taken respectively.
As to whether these prefixes actually have any effect, if we can get that information, it will be on Optimization Reference Manual, the section for the microarchitecture you want (and I'm sure it won't be the Pentium).
Apart from using those, there is an entire section on the Optimization Reference Manual on that subject, that's section 3.4.1 (of the version I have).
It makes no sense to reproduce that here, since you can download the manual for free.
Briefly:
Eliminate branches by using conditional instructions (CMOV, SETcc),
Consider the static prediction algorithm (3.4.1.3),
Inlining
Loop unrolling
Also, some compilers, GCC, for instance, even when CMOV is not possible, often perform bitwise arithmetic to select one of two distinct things computed, thus avoiding branches. It does this particularly with SSE instructions when vectorizing loops.
Basically, the static conditions are:
Unconditional branches are predicted to be taken (... kind of expectable...)
Indirect branches are predicted not to be taken (because of a data dependency)
Backward conditionals are predicted to be taken (good for loops)
Forward conditionals are predicted not to be taken
You probably want to read the entire section 3.4.1.
If it's clear that a loop is rarely entered, or that it normally iterates very few times, then the compiler might avoid unrolling the loop, as doing so can add a lot of harmful complexity to handle edge conditions (an odd-number iterations, etc.). Vectorisation, in particular, should be avoided in such cases.
The compiler might rearrange nested tests, so that the one that most frequently results in a short-cut can be used to avoid performing a test on something with a 50% pass rate.
Register allocation can be optimised to avoid having a rarely-used block force register spill in the common case.
These are just some examples. I'm sure there are others I haven't thought of.
Off the top of my head, you have two options.
Option #1: Inform the compiler of the hints and let the compiler organize the code appropriately. For example, GCC supports the following ...
__builtin_expect((long)!!(x), 1L) /* GNU C to indicate that <x> will likely be TRUE */
__builtin_expect((long)!!(x), 0L) /* GNU C to indicate that <x> will likely be FALSE */
If you put them in macro form such as ...
#if <some condition to indicate support>
#define LIKELY(x) __builtin_expect((long)!!(x), 1L)
#define UNLIKELY(x) __builtin_expect((long)!!(x), 0L)
#else
#define LIKELY(x) (x)
#define UNLIKELY(x) (x)
#endif
... you can now use them as ...
if (LIKELY (x != 0)) {
/* DO SOMETHING */
} else {
/* DO SOMETHING ELSE */
}
This leaves the compiler free to organize the branches according to static branch prediction algorithms, and/or if the processor and compiler support it, to use instructions that indicate which branch is more likely to be taken.
Option #2: Use math to avoid branching.
if (a < b)
y = C;
else
y = D;
This could be re-written as ...
x = -(a < b); /* x = -1 if a < b, x = 0 if a >= b */
x &= (C - D); /* x = C - D if a < b, x = 0 if a >= b */
x += D; /* x = C if a < b, x = D if a >= b */
Hope this helps.
It can make the fall-through (ie the case where a branch is not taken) the most used path. That has two big effects:
only 1 branch can be taken per clock, or on some processors even per 2 clocks, so if there are any other branches (there usually are, most code that matters is in a loop), a taken branch is bad news, a non-taken branch less so.
when the branch predictor is wrong, the code that it does have to execute is more likely to be in the code cache (or µop cache, where applicable). If it wasn't, that would have been a double-whammy of restarting the pipeline and waiting for a cache miss. This is less of an issue in most loops, since both sides of the branch are likely to be in the cache, but it comes into play in big loops and other code.
It can also decide whether to do if-conversion based on better data than a heuristic guess. If-conversions may seem like "always a good idea", but they're not, they're only "often a good idea". If the branch in the branching implementation is very well-predicted, the if-converted code can well be slower.

Is it possible to compare two Objective-C blocks by content?

float pi = 3.14;
float (^piSquare)(void) = ^(void){ return pi * pi; };
float (^piSquare2)(void) = ^(void){ return pi * pi; };
[piSquare isEqualTo: piSquare2]; // -> want it to behave like -isEqualToString...
To expand on Laurent's answer.
A Block is a combination of implementation and data. For two blocks to be equal, they would need to have both the exact same implementation and have captured the exact same data. Comparison, thus, requires comparing both the implementation and the data.
One might think comparing the implementation would be easy. It actually isn't because of the way the compiler's optimizer works.
While comparing simple data is fairly straightforward, blocks can capture objects-- including C++ objects (which might actually work someday)-- and comparison may or may not need to take that into account. A naive implementation would simply do a byte level comparison of the captured contents. However, one might also desire to test equality of objects using the object level comparators.
Then there is the issue of __block variables. A block, itself, doesn't actually have any metadata related to __block captured variables as it doesn't need it to fulfill the requirements of said variables. Thus, comparison couldn't compare __block values without significantly changing compiler codegen.
All of this is to say that, no, it isn't currently possible to compare blocks and to outline some of the reasons why. If you feel that this would be useful, file a bug via http://bugreport.apple.com/ and provide a use case.
Putting aside issues of compiler implementation and language design, what you're asking for is provably undecidable (unless you only care about detecting 100% identical programs). Deciding if two programs compute the same function is equivalent to solving the halting problem. This is a classic consequence of Rice's Theorem: Any "interesting" property of Turing machines is undecidable, where "interesting" just means that it's true for some machines and false for others.
Just for fun, here's the proof. Assume we can create a function to decide if two blocks are equivalent, called EQ(b1, b2). Now we'll use that function to solve the halting problem. We create a new function HALT(M, I) that tells us if Turing machine M will halt on input I like so:
BOOL HALT(M,I) {
return EQ(
^(int) {return 0;},
^(int) {M(I); return 0;}
);
}
If M(I) halts then the blocks are equivalent, so HALT(M,I) returns YES. If M(I) doesn't halt then the blocks are not equivalent, so HALT(M,I) returns NO. Note that we don't have to execute the blocks -- our hypothetical EQ function can compute their equivalence just by looking at them.
We have now solved the halting problem, which we know is not possible. Therefore, EQ cannot exist.
I don't think this is possible. Blocks can be roughly seen as advanced functions (with access to global or local variables). The same way you cannot compare functions' content, you cannot compare blocks' content.
All you can do is to compare their low-level implementation, but I doubt that the compiler will guarantee that two blocks with the same content share their implementation.