digitalmars.D - Templates are slow.
- Stefan Koch (26/26) Sep 07 2016 Hi Guys,
- Sebastien Alaiwan (6/8) Sep 07 2016 How would you measure such things?
- Stefan Koch (8/17) Sep 07 2016 I use a special profilng-build of dmd.
- Ethan Watson (10/12) Sep 08 2016 I did a double take when Stefan told me the representative sample
- Jonathan M Davis via Digitalmars-d (18/30) Sep 08 2016 IIRC, Don posted at one point about how the std.algorithm unit tests end...
- Stefan Koch (17/22) Sep 08 2016 I agree. We need to make templates faster.
- H. S. Teoh via Digitalmars-d (20/23) Sep 08 2016 [...]
- Andrei Alexandrescu (3/7) Sep 08 2016 That would be a great article. Are there any situations that we can
- Stefan Koch (5/7) Sep 08 2016 The rangefying functions in std.array come to mind.
- Russel Winder via Digitalmars-d (14/27) Sep 09 2016 One that could get published in CVu or Overload.
- jmh530 (4/10) Sep 08 2016 What about functions in std.algorithm, like reduce, that have
- Lewis (44/44) Sep 08 2016 I recently went through the process of optimizing the build time
- Lewis (23/23) Sep 08 2016 It's true that templates are inherently slow, and there isn't a
- Ethan Watson (18/20) Sep 08 2016 I'm running with Visual D, which has a "COMPILE ALL THE THINGS"
- Stefan Koch (9/30) Sep 08 2016 generating separate object files for each template instanciation
- deadalnix (2/6) Sep 08 2016 You'd have tens of thousands of file and a big io problem.
- Stefan Koch (7/15) Sep 08 2016 I already thought about that.
- Johan Engelen (15/18) Sep 08 2016 Not as good as what you propose, but: LDC 1.1.0 can do _codegen_
- Stefan Koch (10/10) Sep 08 2016 Hi Guys,
- Nicholas Wilson (2/4) Sep 08 2016 (Waits for Walter to say, "Use a pool Luke!")
- Steven Schveighoffer (10/16) Sep 09 2016 If we ever get Rainer's patch to collapse repetitive templates, we may
- pineapple (7/11) Sep 09 2016 Any chance of a false positive is nontrivial when hashes are
- Stefan Koch (8/27) Sep 09 2016 In this case the string is freshly and not available as reference
- deadalnix (4/24) Sep 09 2016 You need to compare the string to unique them, so it doesn't
- Stefan Koch (2/4) Sep 09 2016 It changes the frequency of comparisons.
Hi Guys, I have just hit a barrier trying to optimize the compile-time in binderoo. Roughly 90% of the compile-time is spent instantiating templates. The 10% for CTFE are small in comparison. I will write an article about why templates are slow. The gist will be however : "Templates being slow is an inherent property of templates." (We are only talking about templates as defined by (C++ and D)). That said: Templates are great! But you have to use them sanely. If you are instantiating a template inside another template think very hard about the reason, often you can "inline" the template body of the inner template and get an instant speed win right there. (Don't do this preemptively, ONLY when you know that this template is a problem!) Phobos is has many templates inside templates. In constraints for example. I have no idea how to cut down on template-instanciations in phobos while still maintaining the same user-friendliness. Of course myself and other will continue fighting on the compiler-front. To give you that fastest implementation possible! Cheers, Stefan
Sep 07 2016
On Thursday, 8 September 2016 at 05:02:38 UTC, Stefan Koch wrote:(Don't do this preemptively, ONLY when you know that this template is a problem!)How would you measure such things? Is there such a thing like a "compilation time profiler" ? (Running oprofile on a dmd with debug info comes first to mind ; however, this would only give me statistics on dmd's source code, not mine.)
Sep 07 2016
On Thursday, 8 September 2016 at 06:34:58 UTC, Sebastien Alaiwan wrote:On Thursday, 8 September 2016 at 05:02:38 UTC, Stefan Koch wrote:I use a special profilng-build of dmd. oprofile on dmd can give you a good first impression of where you run into problems and then you can wirte special profiling code for this. If you do not want to write such code send me a message and I will look into it for you :)(Don't do this preemptively, ONLY when you know that this template is a problem!)How would you measure such things? Is there such a thing like a "compilation time profiler" ? (Running oprofile on a dmd with debug info comes first to mind ; however, this would only give me statistics on dmd's source code, not mine.)
Sep 07 2016
On Thursday, 8 September 2016 at 05:02:38 UTC, Stefan Koch wrote:I have just hit a barrier trying to optimize the compile-time in binderoo.I did a double take when Stefan told me the representative sample code I gave him to run with Binderoo instantiated ~20,000 templates and resulted in ~10,000,000 hash map look ups inside the compiler. I can certainly write it to be more optimised, but one of the goals I have is to make the codebase human readable so that it's not just Manu and myself that can understand the code. As a result, I figure this could be representative of how an ordinary user would write templated code.
Sep 08 2016
On Thursday, September 08, 2016 07:43:10 Ethan Watson via Digitalmars-d wrote:On Thursday, 8 September 2016 at 05:02:38 UTC, Stefan Koch wrote:IIRC, Don posted at one point about how the std.algorithm unit tests ended up with over a million template instantiations. All of the eponymous templates that we use for template constraints really add up, and having heavily range-based code is going to rack up the number of template instantiations as well. It's critical that we do what we can to make templates fast. And if we can't make them fast enough, we'll definitely have to come up with techniques/guidelines for reducing their usage when they're not really needed. Improvements to CTFE have really helped though. std.metastrings was dog slow in comparison to using CTFE, and at this point, we don't need std.metastrings anymore, and so it's gone. That's definitely not going to work in all cases though - just in cases where something is being done with templates that could be done with a function that could run at runtime now that CTFE can do most things that can be done at runtime. And we've probably gotten most everything we can out of that transition already - at least in Phobos. - Jonathan M DavisI have just hit a barrier trying to optimize the compile-time in binderoo.I did a double take when Stefan told me the representative sample code I gave him to run with Binderoo instantiated ~20,000 templates and resulted in ~10,000,000 hash map look ups inside the compiler. I can certainly write it to be more optimised, but one of the goals I have is to make the codebase human readable so that it's not just Manu and myself that can understand the code. As a result, I figure this could be representative of how an ordinary user would write templated code.
Sep 08 2016
On Thursday, 8 September 2016 at 15:45:53 UTC, Jonathan M Davis wrote:It's critical that we do what we can to make templates fast. And if we can't make them fast enough, we'll definitely have to come up with techniques/guidelines for reducing their usage when they're not really needed. - Jonathan M DavisI agree. We need to make templates faster. But it will be like squeezing water out of stones. A few more oblivious optimizations I have tried did not have the desired effect at all. Andrei Also we need to special case ranges in general. And try harder to inline calls to range functions. Maybe even early in the frontend. secondly we need to inline range-chains into each other whenever possible. If we do this the right way early on we can reduce the symbolName-length as well. All we need for this is pattern-matching on a type-resolved call-graph. Which is something I am working on as part of my ctfe work.
Sep 08 2016
On Thu, Sep 08, 2016 at 04:37:36PM +0000, Stefan Koch via Digitalmars-d wrote: [...]Also we need to special case ranges in general. And try harder to inline calls to range functions. Maybe even early in the frontend.[...] Yeah, dmd's inliner is really pessimistic. It gives up too easily, and as a result often misses a whole series of further opportunities that could have opened up, had it decided to inline. Having range-specific optimizations is a good idea, I think. Since it's one of D's big selling points, it needs to be as high-performance as we can possibly make it. I think there is a lot we can do in this area that we can't do as general optimizations; range-based code has certain recurring structures that should be highly-exploitable in terms of optimization opportunities. IME I've found that GDC is much better at optimizing range-based code because of its aggressive inliner (and also better loop optimization algorithms); but there's probably still room for range-specific optimizations that a general optimizer like the gcc backend wouldn't have. T -- Democracy: The triumph of popularity over principle. -- C.Bond
Sep 08 2016
On 9/8/16 7:02 AM, Stefan Koch wrote:I will write an article about why templates are slow. The gist will be however : "Templates being slow is an inherent property of templates." (We are only talking about templates as defined by (C++ and D)).That would be a great article. Are there any situations that we can special-case away? Raising the roof. -- Andrei
Sep 08 2016
On Thursday, 8 September 2016 at 12:23:35 UTC, Andrei Alexandrescu wrote:Are there any situations that we can special-case away? Raising the roof. -- AndreiThe rangefying functions in std.array come to mind. That will give a huge boost to everyone. (everyone who uses arrays anyway :))
Sep 08 2016
On Thu, 2016-09-08 at 14:23 +0200, Andrei Alexandrescu via Digitalmars- d wrote:On 9/8/16 7:02 AM, Stefan Koch wrote:One that could get published in CVu or Overload. https://accu.org/index.php/journal --=20 Russel. =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D Dr Russel Winder t: +44 20 7585 2200 voip: sip:russel.winder ekiga.n= et 41 Buckmaster Road m: +44 7770 465 077 xmpp: russel winder.org.uk London SW11 1EN, UK w: www.russel.org.uk skype: russel_winder=20 =20 I will write an article about why templates are slow. =20 The gist will be however : "Templates being slow is an inherent property of templates." (We are only talking about templates as defined by (C++ and D)).=20 That would be a great article. Are there any situations that we can=C2=A0 special-case away? Raising the roof. -- Andrei
Sep 09 2016
On Thursday, 8 September 2016 at 05:02:38 UTC, Stefan Koch wrote:If you are instantiating a template inside another template think very hard about the reason, often you can "inline" the template body of the inner template and get an instant speed win right there. (Don't do this preemptively, ONLY when you know that this template is a problem!)What about functions in std.algorithm, like reduce, that have templates with multiple functions within them and the headline function will call private impl functions within them?
Sep 08 2016
I recently went through the process of optimizing the build time on one of my projects. I started at ~3.08s, and got it down to ~1.6s. The project is around 7000 non-comment-non-whitespace LOC. I timed the build in a pretty non-rigourous fashion (I just timed the python script that kicks off a command-line call to dmd and waits for it to finish), however I only cared about making changes that resulted in large improvements to the build time, so this was good enough for my purposes. I too found that template instantiation was responsible for a lot of the extra build time. I found running dmd -v very helpful in tracking down excessive template instantiations or other places where the compiler was doing a lot of work that could be avoided. The steps I took were as follows: - Start (3.08s) - I was using custom assert function that grabbed __LINE__ and __FILE__ as template arguments, meaning each of the ~130 assert calls required a separate instantiation. I switched to passing those in as run-time arguments (2.85s) - I had a similar wrapper around some logging functions in std.experimental.logger. I made a small change to std.experimental.logger to allow a call path with no template instantiations, and similarly fixed my own wrapper. I had ~70 logging calls (2.7s) - Recompiled DMD with VS2015 (2.5s) - Overclocked my CPU :D (2.3s) - Created a file called heavytemplates.d that built to a .lib in a separate build step. The first templates I pulled out were a couple std.regex calls and instantiations (1.9s) - Changed some tuples into structs (negligible improvement) - Pulled several templates into heavytemplates.d that instantiate recursively over the Gamestate (a very large struct) (1.75s) - Pulled out template instantiations used by msgpack-d, which also instantiate recursively over the Gamestate for save/load of the game (1.6s) Of all of these, I was most surprised by the gain I got from pulling out std.regex calls into a separate build (0.4ms). Whether or not I used compile-time regexes didn't seem to affect build time substantially, just that I used anything at all. Also, whether I had one regex call or five didn't seem to matter, likely because std.regex instantiates using the string type as a parameter, and I just used plain old 'string' for all regex uses. There's still work I could do, but at some point I start to get diminishing returns, and have to actually work on features instead of just optimizing my build :D
Sep 08 2016
It's true that templates are inherently slow, and there isn't a ton we can do about that. However, almost every time I compile the project (hundreds of times per day), the overwhelming majority of the time, the same templates are being re-instantiated in exactly the same way. I can't help but wonder if there were some way to automatically cache templates instantiations between runs of dmd? The heavytemplates.d workaround I've used kind of accomplishes this as a total hack job. However... - It adds complexity to the build process - It adds a small overhead of linking in an extra .lib (although this is dwarfed by the win from no longer rebuilding expensive templates every build) - It means that when heavytemplates.d changes, my rebuild is significantly longer than before since I'm running dmd twice - It means extra work to implement that we don't want every developer to do themselves Am I crazy in wondering about caching template instantiations? I understand that an incremental build would kind of accomplish this goal, but that comes with its own set of problems. I can't help but think that there's some way to make dmd smarter about not redoing the exact same work build after build, when the templates and their instantiations only change very rarely.
Sep 08 2016
On Thursday, 8 September 2016 at 19:17:42 UTC, Lewis wrote:I can't help but wonder if there were some way to automatically cache templates instantiations between runs of dmd?I'm running with Visual D, which has a "COMPILE ALL THE THINGS" mentality as the default. As part of the rapid iteration part of Binderoo, I plan on doing incremental linking. Of course, if all template instantiations go in to one object file, that really ruins it. Each template instantiation going in to a separate object file will actually make life significantly easier, as each compile will have less output. The only time those template instantiations need to recompile is if the invoking module changes; the template's dependencies change; or the module the template lives in changes. My opinion is that splitting up object files will do more to reduce compile time for me than anything else, the pipeline we had for Quantum Break was to compile and link in separate steps so it's not much effort at all for me to keep that idea running in Binderoo and make it incrementally link. But I don't know the DMD code and I'm not a compiler writer, so I cannot say that authoritatively. It sounds very reasonable to me at least.
Sep 08 2016
On Thursday, 8 September 2016 at 19:49:38 UTC, Ethan Watson wrote:On Thursday, 8 September 2016 at 19:17:42 UTC, Lewis wrote:generating separate object files for each template instanciation is and then only re-generating on change will only be effective if they do not change much. From one build to the next. For binderoos purpose this could be rather effective. As long as no one adds fields at the beginning of the structs :) Without incremental linking however your compile-times will shoot through the roof. And will probably damage the moon as well.I can't help but wonder if there were some way to automatically cache templates instantiations between runs of dmd?I'm running with Visual D, which has a "COMPILE ALL THE THINGS" mentality as the default. As part of the rapid iteration part of Binderoo, I plan on doing incremental linking. Of course, if all template instantiations go in to one object file, that really ruins it. Each template instantiation going in to a separate object file will actually make life significantly easier, as each compile will have less output. The only time those template instantiations need to recompile is if the invoking module changes; the template's dependencies change; or the module the template lives in changes. My opinion is that splitting up object files will do more to reduce compile time for me than anything else, the pipeline we had for Quantum Break was to compile and link in separate steps so it's not much effort at all for me to keep that idea running in Binderoo and make it incrementally link. But I don't know the DMD code and I'm not a compiler writer, so I cannot say that authoritatively. It sounds very reasonable to me at least.
Sep 08 2016
On Thursday, 8 September 2016 at 20:10:01 UTC, Stefan Koch wrote:generating separate object files for each template instanciation is and then only re-generating on change will only be effective if they do not change much. From one build to the next.You'd have tens of thousands of file and a big io problem.
Sep 08 2016
On Friday, 9 September 2016 at 01:38:40 UTC, deadalnix wrote:On Thursday, 8 September 2016 at 20:10:01 UTC, Stefan Koch wrote:I already thought about that. The Idea is to stuff the object-code of all templates in one-file with a bit a meta-data. make a do a hash lookup at instanciation. And write the cached code in of the instanciation is found. I agree, file I/O would kill any speed win many times over!generating separate object files for each template instanciation is and then only re-generating on change will only be effective if they do not change much. From one build to the next.You'd have tens of thousands of file and a big io problem.
Sep 08 2016
On Thursday, 8 September 2016 at 19:17:42 UTC, Lewis wrote:Am I crazy in wondering about caching template instantiations? I understand that an incremental build would kind of accomplish this goal, but that comes with its own set of problems.Not as good as what you propose, but: LDC 1.1.0 can do _codegen_ caching which I guess is some intermediate form of incremental building. My testcase is a unittest piece from Weka.io that instantiates, oh, I don't remember exactly, 100.000+ templates. It takes about 65 seconds to compile. With codegen caching, the re(!)compile time on cache-hit is reduced to 39s. Note that the front-end still instantiates all those templates, but LDC's codegen at -O0 is not as fast as DMD's (calculating the hash also takes time and could be optimized further). In summary, for LDC -O3 builds, you can expect a large speed boost by just adding `-ir2obj-cache=<cache dir>` to the commandline (LDC >= 1.1.0-alpha1). -Johan
Sep 08 2016
Hi Guys, I have some more data. In the binderoo example the main time is spent in the backend. generating code and writing objects files. The front-end spends most of it's time comparing strings of unique type-names :) One particular outlier in the backend code is the function ecom which eliminates common subexpression. We would potentially save some time by not emitting those in the first-place.
Sep 08 2016
On Thursday, 8 September 2016 at 22:57:07 UTC, Stefan Koch wrote:The front-end spends most of it's time comparing strings of unique type-names :)(Waits for Walter to say, "Use a pool Luke!")
Sep 08 2016
On 9/8/16 6:57 PM, Stefan Koch wrote:Hi Guys, I have some more data. In the binderoo example the main time is spent in the backend. generating code and writing objects files.If we ever get Rainer's patch to collapse repetitive templates, we may help this problem. https://github.com/dlang/dmd/pull/5855The front-end spends most of it's time comparing strings of unique type-names :)I thought the front end was changed to use the string pointer for symbol names as the match so string comparisons aren't done? Hm... maybe to intern the string? That kind of makes sense. I just had a thought. If you hash the string, and then compare the length of the string and first and last character along with the hash, what are the chances of it being a false positive? -Steve
Sep 09 2016
On Friday, 9 September 2016 at 12:09:32 UTC, Steven Schveighoffer wrote:I just had a thought. If you hash the string, and then compare the length of the string and first and last character along with the hash, what are the chances of it being a false positive?Any chance of a false positive is nontrivial when hashes are being compared so often. Never, never ever in production code are you to assume that hashes and other non-definitive data can be used to guarantee uniqueness.
Sep 09 2016
On Friday, 9 September 2016 at 12:09:32 UTC, Steven Schveighoffer wrote:On 9/8/16 6:57 PM, Stefan Koch wrote:In this case the string is freshly and not available as reference to an already lexed string .Hi Guys, I have some more data. In the binderoo example the main time is spent in the backend. generating code and writing objects files.If we ever get Rainer's patch to collapse repetitive templates, we may help this problem. https://github.com/dlang/dmd/pull/5855The front-end spends most of it's time comparing strings of unique type-names :)I thought the front end was changed to use the string pointer for symbol names as the match so string comparisons aren't done?Hm... maybe to intern the string? That kind of makes sense.Yes that would be the way to go.I just had a thought. If you hash the string, and then compare the length of the string and first and last character along with the hash, what are the chances of it being a false positive?This depends entirely on the distribution of strings. It's probably quite high :)
Sep 09 2016
On Friday, 9 September 2016 at 12:09:32 UTC, Steven Schveighoffer wrote:On 9/8/16 6:57 PM, Stefan Koch wrote:You need to compare the string to unique them, so it doesn't change anything.Hi Guys, I have some more data. In the binderoo example the main time is spent in the backend. generating code and writing objects files.If we ever get Rainer's patch to collapse repetitive templates, we may help this problem. https://github.com/dlang/dmd/pull/5855The front-end spends most of it's time comparing strings of unique type-names :)I thought the front end was changed to use the string pointer for symbol names as the match so string comparisons aren't done? Hm... maybe to intern the string? That kind of makes sense. I just had a thought. If you hash the string, and then compare the length of the string and first and last character along with the hash, what are the chances of it being a false positive? -Steve
Sep 09 2016
On Friday, 9 September 2016 at 18:17:02 UTC, deadalnix wrote:You need to compare the string to unique them, so it doesn't change anything.It changes the frequency of comparisons.
Sep 09 2016