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digitalmars.D.learn - Do a class invariants affect -release builds?

reply Andrew LaChance <lachance.ak gmail.com> writes:
I was reading a blog post here: http://3d.benjamin-thaut.de/?p=20 
which mentions:

"Calls to the druntime invariant handler are emitted in release 
build also and there is no way to turn them off. Even if the 
class does not have any invariants the invariant handler will 
always be called, walk the class hirarchy and generate multiple 
cache misses without actually doing anything."

I was curious if this was still true today (the post was written 
3 years ago in Sept 2012).

Thanks!
Dec 05 2015
next sibling parent reply Steven Schveighoffer <schveiguy yahoo.com> writes:
On 12/5/15 6:06 PM, Andrew LaChance wrote:
 I was reading a blog post here: http://3d.benjamin-thaut.de/?p=20 which
 mentions:

 "Calls to the druntime invariant handler are emitted in release build
 also and there is no way to turn them off. Even if the class does not
 have any invariants the invariant handler will always be called, walk
 the class hirarchy and generate multiple cache misses without actually
 doing anything."

 I was curious if this was still true today (the post was written 3 years
 ago in Sept 2012).

 Thanks!
I don't remember that the invariant was ever called in release mode. But maybe I'm not understanding the statement. -Steve
Dec 05 2015
parent reply Andrew LaChance <lachance.ak gmail.com> writes:
On Saturday, 5 December 2015 at 23:27:31 UTC, Steven 
Schveighoffer wrote:
 On 12/5/15 6:06 PM, Andrew LaChance wrote:
 I was reading a blog post here: 
 http://3d.benjamin-thaut.de/?p=20 which
 mentions:

 "Calls to the druntime invariant handler are emitted in 
 release build
 also and there is no way to turn them off. Even if the class 
 does not
 have any invariants the invariant handler will always be 
 called, walk
 the class hirarchy and generate multiple cache misses without 
 actually
 doing anything."

 I was curious if this was still true today (the post was 
 written 3 years
 ago in Sept 2012).

 Thanks!
I don't remember that the invariant was ever called in release mode. But maybe I'm not understanding the statement. -Steve
I think what he was saying was that even in release mode, the druntime would keep the invariant "subsystem," but just wouldn't call the invariant handlers. So even in release mode, the code to get a list of all handlers would happen, they just wouldn't be invoked. Rather than completely ripping out the invariant system.
Dec 06 2015
parent Steven Schveighoffer <schveiguy yahoo.com> writes:
On 12/6/15 6:01 PM, Andrew LaChance wrote:
 On Saturday, 5 December 2015 at 23:27:31 UTC, Steven Schveighoffer wrote:
 On 12/5/15 6:06 PM, Andrew LaChance wrote:
 I was reading a blog post here: http://3d.benjamin-thaut.de/?p=20 which
 mentions:

 "Calls to the druntime invariant handler are emitted in release build
 also and there is no way to turn them off. Even if the class does not
 have any invariants the invariant handler will always be called, walk
 the class hirarchy and generate multiple cache misses without actually
 doing anything."

 I was curious if this was still true today (the post was written 3 years
 ago in Sept 2012).

 Thanks!
I don't remember that the invariant was ever called in release mode. But maybe I'm not understanding the statement.
I think what he was saying was that even in release mode, the druntime would keep the invariant "subsystem," but just wouldn't call the invariant handlers. So even in release mode, the code to get a list of all handlers would happen, they just wouldn't be invoked. Rather than completely ripping out the invariant system.
I don't think that's true. The invariant is called as part of function execution. Using obj2asm, the code emitted for an empty class function is vastly larger without -release. -Steve
Dec 07 2015
prev sibling parent reply Chris Wright <dhasenan gmail.com> writes:
On Sat, 05 Dec 2015 23:06:22 +0000, Andrew LaChance wrote:

 I was reading a blog post here: http://3d.benjamin-thaut.de/?p=20 which
 mentions:
 
 "Calls to the druntime invariant handler are emitted in release build
 also and there is no way to turn them off. Even if the class does not
 have any invariants the invariant handler will always be called, walk
 the class hirarchy and generate multiple cache misses without actually
 doing anything."
 
 I was curious if this was still true today (the post was written 3 years
 ago in Sept 2012).
 
 Thanks!
It's not true today, as you can test yourself: class Foo { invariant { assert(false); } string str() { return this.toString; } } void main() { import std.stdio; writeln(new Foo().str); } $ rdmd invar.d core.exception.AssertError invar.d(3): Assertion failure $ rdmd -release invar.d invar.Foo I've never used a release build of anything. Bounds checking isn't that expensive.
Dec 05 2015
parent Steven Schveighoffer <schveiguy yahoo.com> writes:
On 12/5/15 6:54 PM, Chris Wright wrote:

 I've never used a release build of anything. Bounds checking isn't that
 expensive.
void main() { int[] arr = new int[10]; assert(arr.capacity == 1000); // obviously wrong arr[10] = 5; } dmd -release -boundscheck=on testboundscheck.d ./testboundscheck core.exception.RangeError testboundscheck.d(5): Range violation ---------------- 4 testboundscheck 0x000000010df8454d _d_arraybounds + 97 5 testboundscheck 0x000000010df77da6 testboundscheck.__array + 38 6 testboundscheck 0x000000010df77d71 _Dmain + 49 7 testboundscheck 0x000000010df94e83 D2rt6dmain211_d_run_mainUiPPaPUAAaZiZ6runAllMFZ9__lambda1MFZv + 39 8 testboundscheck 0x000000010df94dbb void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).tryExec(scope void delegate()) + 55 9 testboundscheck 0x000000010df94e28 void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).runAll() + 44 10 testboundscheck 0x000000010df94dbb void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).tryExec(scope void delegate()) + 55 11 testboundscheck 0x000000010df94d0d _d_run_main + 497 12 testboundscheck 0x000000010df77e0f main + 15 13 libdyld.dylib 0x00007fff928d15c8 start + 0 14 ??? 0x0000000000000000 0x0 + 0 -Steve
Dec 05 2015