Which is the best way to write Loops? - c

I would like to know Which is the best way to write Loops?
Is Count Down_to_Zero Loop better than Count_Up_Loops?And particularly in Embedded Systems context which one is better choice ???

In the embedded world it can be better to use one scheme in preference to another dependant upon the processor that you are using. For example the PIC processor has an instruction "decrement and jump if not zero". This is really good for doing a count down "for" loop in a single instruction.
Other processors have different instruction sets so different rules apply.
You may also have to factor in the effects of compiler optimisation which may convert a count up into the possibly more efficient count down version.
As always, if you have to worry about these things then you are using the wrong processor and tools. The idea of writing in a higher level language than assembler is to explain to the maintenance engineer how the software works. If it is counter intuitive to use a count down loop then don't, regardless of the (minor) loss in processor efficiency.

It's personal preference. In the case of arrays, counting up from 0 is usually better because you typically want to process each value in order. Neither style is inherently better, but they may have different results (e.g. if you were printing each value in an array, the order of the output would be different).
In many cases (with the notable exception of arrays), the most logical choice is to use a while loop rather than a for loop, e.g. reading from a file:
int c;
while ((c = fgetc(somefile)) != EOF)
/* Do something */

The main thing to worry about is that you, or someone else, will read the code some time in the future, and person must be able to understand what the code is intended to do.
In other words, write your code in plain text. If you intend to do something ten times, loop from 0 to less-than-10. If you intend to walk backwards through an array, loop from the higher value to the lower.
Avoid placing anything that is not related to the control of the loop in the header of the for statement.
When it comes to efficiency, you can safely leave that to the compiler.

The best way to write a for loop is:
for(i=0; i<N; i++)
for(j=0; j<N; j++)
{
array[i][j] = ... ;
}
Everything else is "premature optimizations", ie things that the compiler really should be able to handle for you.
If you have a dumb compiler however, it may be more effective to count from N down to zero, as compare against zero is faster than compare against value on most CPUs.
Note that N should be a constant expression if possible. Leave out function calls like strlen() etc from the loop comparison.
++i will also be faster if the code might end up at a C++ compiler, where the C++ standard guarantees that ++i is faster than i++, because i++ creates a temporary invisible variable.
The order of the loop should be just as above for most systems, as this is often the most effective way to address cache memories, which is quite an advanced topic.

Related

C - how would compiler optimization affect a for loop with no body?

I have some legacy code where a timewasting loop has been included to allow time for an eeprom read to complete (bad practice):
for(i = 0; i < 50; i++);
However, peculiar things happen when compiler optimizations are switched on for speed. It is not necessarily connected with that statement, but I would like to know if the compiler might just optimize the time delay away
It depends on the type of i. If it is just a plain integer type that isn't used apart from inside the loop, there are no side effects and the compiler is free to optimize away the whole thing.
If you declare i as volatile however, the compiler is forced to generate code that increments the variable and reads it, at each lap of the loop.
This is one of many reasons why you should not use "burn-away" loops like these in embedded systems. You also occupy 100% CPU and consume 100% current. And you create a tight coupling between your system clock and the loop, which isn't necessarily linear.
The professional solution is always to use an on-chip hardware timer instead of "burn-away" loops.
Lundin answer explains why it happens properly, so no need to paraphrase.
That said, if you really need to keep the old behaviour in your loop but optimize the rest, the easiest way would be to put this active delay loop in one function in one file:
#include <active_delay.h> // the corresponding header file
void active_delay(int d)
{
// do not build with optimize flags on!
int i;
for(i = 0; i < d; i++);
}
and build this file without any optimizing flags on.
Build the rest of your code with optimizing flags on to benefit from optimizer on "normal" code.
Note that because of function call overhead and the very short execution time of the loop, the delay slightly increases when moving from inline call to a function in a separate object file.
You may want to reduce d value to match previous timing (if it's necessary)

Is there "compiler-friendly" code / convention [duplicate]

Many years ago, C compilers were not particularly smart. As a workaround K&R invented the register keyword, to hint to the compiler, that maybe it would be a good idea to keep this variable in an internal register. They also made the tertiary operator to help generate better code.
As time passed, the compilers matured. They became very smart in that their flow analysis allowing them to make better decisions about what values to hold in registers than you could possibly do. The register keyword became unimportant.
FORTRAN can be faster than C for some sorts of operations, due to alias issues. In theory with careful coding, one can get around this restriction to enable the optimizer to generate faster code.
What coding practices are available that may enable the compiler/optimizer to generate faster code?
Identifying the platform and compiler you use, would be appreciated.
Why does the technique seem to work?
Sample code is encouraged.
Here is a related question
[Edit] This question is not about the overall process to profile, and optimize. Assume that the program has been written correctly, compiled with full optimization, tested and put into production. There may be constructs in your code that prohibit the optimizer from doing the best job that it can. What can you do to refactor that will remove these prohibitions, and allow the optimizer to generate even faster code?
[Edit] Offset related link
Here's a coding practice to help the compiler create fast code—any language, any platform, any compiler, any problem:
Do not use any clever tricks which force, or even encourage, the compiler to lay variables out in memory (including cache and registers) as you think best. First write a program which is correct and maintainable.
Next, profile your code.
Then, and only then, you might want to start investigating the effects of telling the compiler how to use memory. Make 1 change at a time and measure its impact.
Expect to be disappointed and to have to work very hard indeed for small performance improvements. Modern compilers for mature languages such as Fortran and C are very, very good. If you read an account of a 'trick' to get better performance out of code, bear in mind that the compiler writers have also read about it and, if it is worth doing, probably implemented it. They probably wrote what you read in the first place.
Write to local variables and not output arguments! This can be a huge help for getting around aliasing slowdowns. For example, if your code looks like
void DoSomething(const Foo& foo1, const Foo* foo2, int numFoo, Foo& barOut)
{
for (int i=0; i<numFoo, i++)
{
barOut.munge(foo1, foo2[i]);
}
}
the compiler doesn't know that foo1 != barOut, and thus has to reload foo1 each time through the loop. It also can't read foo2[i] until the write to barOut is finished. You could start messing around with restricted pointers, but it's just as effective (and much clearer) to do this:
void DoSomethingFaster(const Foo& foo1, const Foo* foo2, int numFoo, Foo& barOut)
{
Foo barTemp = barOut;
for (int i=0; i<numFoo, i++)
{
barTemp.munge(foo1, foo2[i]);
}
barOut = barTemp;
}
It sounds silly, but the compiler can be much smarter dealing with the local variable, since it can't possibly overlap in memory with any of the arguments. This can help you avoid the dreaded load-hit-store (mentioned by Francis Boivin in this thread).
The order you traverse memory can have profound impacts on performance and compilers aren't really good at figuring that out and fixing it. You have to be conscientious of cache locality concerns when you write code if you care about performance. For example two-dimensional arrays in C are allocated in row-major format. Traversing arrays in column major format will tend to make you have more cache misses and make your program more memory bound than processor bound:
#define N 1000000;
int matrix[N][N] = { ... };
//awesomely fast
long sum = 0;
for(int i = 0; i < N; i++){
for(int j = 0; j < N; j++){
sum += matrix[i][j];
}
}
//painfully slow
long sum = 0;
for(int i = 0; i < N; i++){
for(int j = 0; j < N; j++){
sum += matrix[j][i];
}
}
Generic Optimizations
Here as some of my favorite optimizations. I have actually increased execution times and reduced program sizes by using these.
Declare small functions as inline or macros
Each call to a function (or method) incurs overhead, such as pushing variables onto the stack. Some functions may incur an overhead on return as well. An inefficient function or method has fewer statements in its content than the combined overhead. These are good candidates for inlining, whether it be as #define macros or inline functions. (Yes, I know inline is only a suggestion, but in this case I consider it as a reminder to the compiler.)
Remove dead and redundant code
If the code isn't used or does not contribute to the program's result, get rid of it.
Simplify design of algorithms
I once removed a lot of assembly code and execution time from a program by writing down the algebraic equation it was calculating and then simplified the algebraic expression. The implementation of the simplified algebraic expression took up less room and time than the original function.
Loop Unrolling
Each loop has an overhead of incrementing and termination checking. To get an estimate of the performance factor, count the number of instructions in the overhead (minimum 3: increment, check, goto start of loop) and divide by the number of statements inside the loop. The lower the number the better.
Edit: provide an example of loop unrolling
Before:
unsigned int sum = 0;
for (size_t i; i < BYTES_TO_CHECKSUM; ++i)
{
sum += *buffer++;
}
After unrolling:
unsigned int sum = 0;
size_t i = 0;
**const size_t STATEMENTS_PER_LOOP = 8;**
for (i = 0; i < BYTES_TO_CHECKSUM; **i = i / STATEMENTS_PER_LOOP**)
{
sum += *buffer++; // 1
sum += *buffer++; // 2
sum += *buffer++; // 3
sum += *buffer++; // 4
sum += *buffer++; // 5
sum += *buffer++; // 6
sum += *buffer++; // 7
sum += *buffer++; // 8
}
// Handle the remainder:
for (; i < BYTES_TO_CHECKSUM; ++i)
{
sum += *buffer++;
}
In this advantage, a secondary benefit is gained: more statements are executed before the processor has to reload the instruction cache.
I've had amazing results when I unrolled a loop to 32 statements. This was one of the bottlenecks since the program had to calculate a checksum on a 2GB file. This optimization combined with block reading improved performance from 1 hour to 5 minutes. Loop unrolling provided excellent performance in assembly language too, my memcpy was a lot faster than the compiler's memcpy. -- T.M.
Reduction of if statements
Processors hate branches, or jumps, since it forces the processor to reload its queue of instructions.
Boolean Arithmetic (Edited: applied code format to code fragment, added example)
Convert if statements into boolean assignments. Some processors can conditionally execute instructions without branching:
bool status = true;
status = status && /* first test */;
status = status && /* second test */;
The short circuiting of the Logical AND operator (&&) prevents execution of the tests if the status is false.
Example:
struct Reader_Interface
{
virtual bool write(unsigned int value) = 0;
};
struct Rectangle
{
unsigned int origin_x;
unsigned int origin_y;
unsigned int height;
unsigned int width;
bool write(Reader_Interface * p_reader)
{
bool status = false;
if (p_reader)
{
status = p_reader->write(origin_x);
status = status && p_reader->write(origin_y);
status = status && p_reader->write(height);
status = status && p_reader->write(width);
}
return status;
};
Factor Variable Allocation outside of loops
If a variable is created on the fly inside a loop, move the creation / allocation to before the loop. In most instances, the variable doesn't need to be allocated during each iteration.
Factor constant expressions outside of loops
If a calculation or variable value does not depend on the loop index, move it outside (before) the loop.
I/O in blocks
Read and write data in large chunks (blocks). The bigger the better. For example, reading one octect at a time is less efficient than reading 1024 octets with one read.
Example:
static const char Menu_Text[] = "\n"
"1) Print\n"
"2) Insert new customer\n"
"3) Destroy\n"
"4) Launch Nasal Demons\n"
"Enter selection: ";
static const size_t Menu_Text_Length = sizeof(Menu_Text) - sizeof('\0');
//...
std::cout.write(Menu_Text, Menu_Text_Length);
The efficiency of this technique can be visually demonstrated. :-)
Don't use printf family for constant data
Constant data can be output using a block write. Formatted write will waste time scanning the text for formatting characters or processing formatting commands. See above code example.
Format to memory, then write
Format to a char array using multiple sprintf, then use fwrite. This also allows the data layout to be broken up into "constant sections" and variable sections. Think of mail-merge.
Declare constant text (string literals) as static const
When variables are declared without the static, some compilers may allocate space on the stack and copy the data from ROM. These are two unnecessary operations. This can be fixed by using the static prefix.
Lastly, Code like the compiler would
Sometimes, the compiler can optimize several small statements better than one complicated version. Also, writing code to help the compiler optimize helps too. If I want the compiler to use special block transfer instructions, I will write code that looks like it should use the special instructions.
The optimizer isn't really in control of the performance of your program, you are. Use appropriate algorithms and structures and profile, profile, profile.
That said, you shouldn't inner-loop on a small function from one file in another file, as that stops it from being inlined.
Avoid taking the address of a variable if possible. Asking for a pointer isn't "free" as it means the variable needs to be kept in memory. Even an array can be kept in registers if you avoid pointers — this is essential for vectorizing.
Which leads to the next point, read the ^#$# manual! GCC can vectorize plain C code if you sprinkle a __restrict__ here and an __attribute__( __aligned__ ) there. If you want something very specific from the optimizer, you might have to be specific.
On most modern processors, the biggest bottleneck is memory.
Aliasing: Load-Hit-Store can be devastating in a tight loop. If you're reading one memory location and writing to another and know that they are disjoint, carefully putting an alias keyword on the function parameters can really help the compiler generate faster code. However if the memory regions do overlap and you used 'alias', you're in for a good debugging session of undefined behaviors!
Cache-miss: Not really sure how you can help the compiler since it's mostly algorithmic, but there are intrinsics to prefetch memory.
Also don't try to convert floating point values to int and vice versa too much since they use different registers and converting from one type to another means calling the actual conversion instruction, writing the value to memory and reading it back in the proper register set.
The vast majority of code that people write will be I/O bound (I believe all the code I have written for money in the last 30 years has been so bound), so the activities of the optimiser for most folks will be academic.
However, I would remind people that for the code to be optimised you have to tell the compiler to to optimise it - lots of people (including me when I forget) post C++ benchmarks here that are meaningless without the optimiser being enabled.
use const correctness as much as possible in your code. It allows the compiler to optimize much better.
In this document are loads of other optimization tips: CPP optimizations (a bit old document though)
highlights:
use constructor initialization lists
use prefix operators
use explicit constructors
inline functions
avoid temporary objects
be aware of the cost of virtual functions
return objects via reference parameters
consider per class allocation
consider stl container allocators
the 'empty member' optimization
etc
Attempt to program using static single assignment as much as possible. SSA is exactly the same as what you end up with in most functional programming languages, and that's what most compilers convert your code to to do their optimizations because it's easier to work with. By doing this places where the compiler might get confused are brought to light. It also makes all but the worst register allocators work as good as the best register allocators, and allows you to debug more easily because you almost never have to wonder where a variable got it's value from as there was only one place it was assigned.
Avoid global variables.
When working with data by reference or pointer pull that into local variables, do your work, and then copy it back. (unless you have a good reason not to)
Make use of the almost free comparison against 0 that most processors give you when doing math or logic operations. You almost always get a flag for ==0 and <0, from which you can easily get 3 conditions:
x= f();
if(!x){
a();
} else if (x<0){
b();
} else {
c();
}
is almost always cheaper than testing for other constants.
Another trick is to use subtraction to eliminate one compare in range testing.
#define FOO_MIN 8
#define FOO_MAX 199
int good_foo(int foo) {
unsigned int bar = foo-FOO_MIN;
int rc = ((FOO_MAX-FOO_MIN) < bar) ? 1 : 0;
return rc;
}
This can very often avoid a jump in languages that do short circuiting on boolean expressions and avoids the compiler having to try to figure out how to handle keeping
up with the result of the first comparison while doing the second and then combining them.
This may look like it has the potential to use up an extra register, but it almost never does. Often you don't need foo anymore anyway, and if you do rc isn't used yet so it can go there.
When using the string functions in c (strcpy, memcpy, ...) remember what they return -- the destination! You can often get better code by 'forgetting' your copy of the pointer to destination and just grab it back from the return of these functions.
Never overlook the oppurtunity to return exactly the same thing the last function you called returned. Compilers are not so great at picking up that:
foo_t * make_foo(int a, int b, int c) {
foo_t * x = malloc(sizeof(foo));
if (!x) {
// return NULL;
return x; // x is NULL, already in the register used for returns, so duh
}
x->a= a;
x->b = b;
x->c = c;
return x;
}
Of course, you could reverse the logic on that if and only have one return point.
(tricks I recalled later)
Declaring functions as static when you can is always a good idea. If the compiler can prove to itself that it has accounted for every caller of a particular function then it can break the calling conventions for that function in the name of optimization. Compilers can often avoid moving parameters into registers or stack positions that called functions usually expect their parameters to be in (it has to deviate in both the called function and the location of all callers to do this). The compiler can also often take advantage of knowing what memory and registers the called function will need and avoid generating code to preserve variable values that are in registers or memory locations that the called function doesn't disturb. This works particularly well when there are few calls to a function. This gets much of the benifit of inlining code, but without actually inlining.
I wrote an optimizing C compiler and here are some very useful things to consider:
Make most functions static. This allows interprocedural constant propagation and alias analysis to do its job, otherwise the compiler needs to presume that the function can be called from outside the translation unit with completely unknown values for the paramters. If you look at the well-known open-source libraries they all mark functions static except the ones that really need to be extern.
If global variables are used, mark them static and constant if possible. If they are initialized once (read-only), it's better to use an initializer list like static const int VAL[] = {1,2,3,4}, otherwise the compiler might not discover that the variables are actually initialized constants and will fail to replace loads from the variable with the constants.
NEVER use a goto to the inside of a loop, the loop will not be recognized anymore by most compilers and none of the most important optimizations will be applied.
Use pointer parameters only if necessary, and mark them restrict if possible. This helps alias analysis a lot because the programmer guarantees there is no alias (the interprocedural alias analysis is usually very primitive). Very small struct objects should be passed by value, not by reference.
Use arrays instead of pointers whenever possible, especially inside loops (a[i]). An array usually offers more information for alias analysis and after some optimizations the same code will be generated anyway (search for loop strength reduction if curious). This also increases the chance for loop-invariant code motion to be applied.
Try to hoist outside the loop calls to large functions or external functions that don't have side-effects (don't depend on the current loop iteration). Small functions are in many cases inlined or converted to intrinsics that are easy to hoist, but large functions might seem for the compiler to have side-effects when they actually don't. Side-effects for external functions are completely unknown, with the exception of some functions from the standard library which are sometimes modeled by some compilers, making loop-invariant code motion possible.
When writing tests with multiple conditions place the most likely one first. if(a || b || c) should be if(b || a || c) if b is more likely to be true than the others. Compilers usually don't know anything about the possible values of the conditions and which branches are taken more (they could be known by using profile information, but few programmers use it).
Using a switch is faster than doing a test like if(a || b || ... || z). Check first if your compiler does this automatically, some do and it's more readable to have the if though.
In the case of embedded systems and code written in C/C++, I try and avoid dynamic memory allocation as much as possible. The main reason I do this is not necessarily performance but this rule of thumb does have performance implications.
Algorithms used to manage the heap are notoriously slow in some platforms (e.g., vxworks). Even worse, the time that it takes to return from a call to malloc is highly dependent on the current state of the heap. Therefore, any function that calls malloc is going to take a performance hit that cannot be easily accounted for. That performance hit may be minimal if the heap is still clean but after that device runs for a while the heap can become fragmented. The calls are going to take longer and you cannot easily calculate how performance will degrade over time. You cannot really produce a worse case estimate. The optimizer cannot provide you with any help in this case either. To make matters even worse, if the heap becomes too heavily fragmented, the calls will start failing altogether. The solution is to use memory pools (e.g., glib slices ) instead of the heap. The allocation calls are going to be much faster and deterministic if you do it right.
A dumb little tip, but one that will save you some microscopic amounts of speed and code.
Always pass function arguments in the same order.
If you have f_1(x, y, z) which calls f_2, declare f_2 as f_2(x, y, z). Do not declare it as f_2(x, z, y).
The reason for this is that C/C++ platform ABI (AKA calling convention) promises to pass arguments in particular registers and stack locations. When the arguments are already in the correct registers then it does not have to move them around.
While reading disassembled code I've seen some ridiculous register shuffling because people didn't follow this rule.
Two coding technics I didn't saw in the above list:
Bypass linker by writing code as an unique source
While separate compilation is really nice for compiling time, it is very bad when you speak of optimization. Basically the compiler can't optimize beyond compilation unit, that is linker reserved domain.
But if you design well your program you can can also compile it through an unique common source. That is instead of compiling unit1.c and unit2.c then link both objects, compile all.c that merely #include unit1.c and unit2.c. Thus you will benefit from all the compiler optimizations.
It's very like writing headers only programs in C++ (and even easier to do in C).
This technique is easy enough if you write your program to enable it from the beginning, but you must also be aware it change part of C semantic and you can meet some problems like static variables or macro collision. For most programs it's easy enough to overcome the small problems that occurs. Also be aware that compiling as an unique source is way slower and may takes huge amount of memory (usually not a problem with modern systems).
Using this simple technique I happened to make some programs I wrote ten times faster!
Like the register keyword, this trick could also become obsolete soon. Optimizing through linker begin to be supported by compilers gcc: Link time optimization.
Separate atomic tasks in loops
This one is more tricky. It's about interaction between algorithm design and the way optimizer manage cache and register allocation. Quite often programs have to loop over some data structure and for each item perform some actions. Quite often the actions performed can be splitted between two logically independent tasks. If that is the case you can write exactly the same program with two loops on the same boundary performing exactly one task. In some case writing it this way can be faster than the unique loop (details are more complex, but an explanation can be that with the simple task case all variables can be kept in processor registers and with the more complex one it's not possible and some registers must be written to memory and read back later and the cost is higher than additional flow control).
Be careful with this one (profile performances using this trick or not) as like using register it may as well give lesser performances than improved ones.
I've actually seen this done in SQLite and they claim it results in performance boosts ~5%: Put all your code in one file or use the preprocessor to do the equivalent to this. This way the optimizer will have access to the entire program and can do more interprocedural optimizations.
Most modern compilers should do a good job speeding up tail recursion, because the function calls can be optimized out.
Example:
int fac2(int x, int cur) {
if (x == 1) return cur;
return fac2(x - 1, cur * x);
}
int fac(int x) {
return fac2(x, 1);
}
Of course this example doesn't have any bounds checking.
Late Edit
While I have no direct knowledge of the code; it seems clear that the requirements of using CTEs on SQL Server were specifically designed so that it can optimize via tail-end recursion.
Don't do the same work over and over again!
A common antipattern that I see goes along these lines:
void Function()
{
MySingleton::GetInstance()->GetAggregatedObject()->DoSomething();
MySingleton::GetInstance()->GetAggregatedObject()->DoSomethingElse();
MySingleton::GetInstance()->GetAggregatedObject()->DoSomethingCool();
MySingleton::GetInstance()->GetAggregatedObject()->DoSomethingReallyNeat();
MySingleton::GetInstance()->GetAggregatedObject()->DoSomethingYetAgain();
}
The compiler actually has to call all of those functions all of the time. Assuming you, the programmer, knows that the aggregated object isn't changing over the course of these calls, for the love of all that is holy...
void Function()
{
MySingleton* s = MySingleton::GetInstance();
AggregatedObject* ao = s->GetAggregatedObject();
ao->DoSomething();
ao->DoSomethingElse();
ao->DoSomethingCool();
ao->DoSomethingReallyNeat();
ao->DoSomethingYetAgain();
}
In the case of the singleton getter the calls may not be too costly, but it is certainly a cost (typically, "check to see if the object has been created, if it hasn't, create it, then return it). The more complicated this chain of getters becomes, the more wasted time we'll have.
Use the most local scope possible for all variable declarations.
Use const whenever possible
Dont use register unless you plan to profile both with and without it
The first 2 of these, especially #1 one help the optimizer analyze the code. It will especially help it to make good choices about what variables to keep in registers.
Blindly using the register keyword is as likely to help as hurt your optimization, It's just too hard to know what will matter until you look at the assembly output or profile.
There are other things that matter to getting good performance out of code; designing your data structures to maximize cache coherency for instance. But the question was about the optimizer.
Align your data to native/natural boundaries.
I was reminded of something that I encountered once, where the symptom was simply that we were running out of memory, but the result was substantially increased performance (as well as huge reductions in memory footprint).
The problem in this case was that the software we were using made tons of little allocations. Like, allocating four bytes here, six bytes there, etc. A lot of little objects, too, running in the 8-12 byte range. The problem wasn't so much that the program needed lots of little things, it's that it allocated lots of little things individually, which bloated each allocation out to (on this particular platform) 32 bytes.
Part of the solution was to put together an Alexandrescu-style small object pool, but extend it so I could allocate arrays of small objects as well as individual items. This helped immensely in performance as well since more items fit in the cache at any one time.
The other part of the solution was to replace the rampant use of manually-managed char* members with an SSO (small-string optimization) string. The minimum allocation being 32 bytes, I built a string class that had an embedded 28-character buffer behind a char*, so 95% of our strings didn't need to do an additional allocation (and then I manually replaced almost every appearance of char* in this library with this new class, that was fun or not). This helped a ton with memory fragmentation as well, which then increased the locality of reference for other pointed-to objects, and similarly there were performance gains.
A neat technique I learned from #MSalters comment on this answer allows compilers to do copy elision even when returning different objects according to some condition:
// before
BigObject a, b;
if(condition)
return a;
else
return b;
// after
BigObject a, b;
if(condition)
swap(a,b);
return a;
If you've got small functions you call repeatedly, i have in the past got large gains by putting them in headers as "static inline". Function calls on the ix86 are surprisingly expensive.
Reimplementing recursive functions in a non-recursive way using an explicit stack can also gain a lot, but then you really are in the realm of development time vs gain.
Here's my second piece of optimisation advice. As with my first piece of advice this is general purpose, not language or processor specific.
Read the compiler manual thoroughly and understand what it is telling you. Use the compiler to its utmost.
I agree with one or two of the other respondents who have identified selecting the right algorithm as critical to squeezing performance out of a program. Beyond that the rate of return (measured in code execution improvement) on the time you invest in using the compiler is far higher than the rate of return in tweaking the code.
Yes, compiler writers are not from a race of coding giants and compilers contain mistakes and what should, according to the manual and according to compiler theory, make things faster sometimes makes things slower. That's why you have to take one step at a time and measure before- and after-tweak performance.
And yes, ultimately, you might be faced with a combinatorial explosion of compiler flags so you need to have a script or two to run make with various compiler flags, queue the jobs on the large cluster and gather the run time statistics. If it's just you and Visual Studio on a PC you will run out of interest long before you have tried enough combinations of enough compiler flags.
Regards
Mark
When I first pick up a piece of code I can usually get a factor of 1.4 -- 2.0 times more performance (ie the new version of the code runs in 1/1.4 or 1/2 of the time of the old version) within a day or two by fiddling with compiler flags. Granted, that may be a comment on the lack of compiler savvy among the scientists who originate much of the code I work on, rather than a symptom of my excellence. Having set the compiler flags to max (and it's rarely just -O3) it can take months of hard work to get another factor of 1.05 or 1.1
When DEC came out with its alpha processors, there was a recommendation to keep the number of arguments to a function under 7, as the compiler would always try to put up to 6 arguments in registers automatically.
For performance, focus first on writing maintenable code - componentized, loosely coupled, etc, so when you have to isolate a part either to rewrite, optimize or simply profile, you can do it without much effort.
Optimizer will help your program's performance marginally.
You're getting good answers here, but they assume your program is pretty close to optimal to begin with, and you say
Assume that the program has been
written correctly, compiled with full
optimization, tested and put into
production.
In my experience, a program may be written correctly, but that does not mean it is near optimal. It takes extra work to get to that point.
If I can give an example, this answer shows how a perfectly reasonable-looking program was made over 40 times faster by macro-optimization. Big speedups can't be done in every program as first written, but in many (except for very small programs), it can, in my experience.
After that is done, micro-optimization (of the hot-spots) can give you a good payoff.
i use intel compiler. on both Windows and Linux.
when more or less done i profile the code. then hang on the hotspots and trying to change the code to allow compiler make a better job.
if a code is a computational one and contain a lot of loops - vectorization report in intel compiler is very helpful - look for 'vec-report' in help.
so the main idea - polish the performance critical code. as for the rest - priority to be correct and maintainable - short functions, clear code that could be understood 1 year later.
One optimization i have used in C++ is creating a constructor that does nothing. One must manually call an init() in order to put the object into a working state.
This has benefit in the case where I need a large vector of these classes.
I call reserve() to allocate the space for the vector, but the constructor does not actually touch the page of memory the object is on. So I have spent some address space, but not actually consumed a lot of physical memory. I avoid the page faults associated the associated construction costs.
As i generate objects to fill the vector, I set them using init(). This limits my total page faults, and avoids the need to resize() the vector while filling it.
One thing I've done is try to keep expensive actions to places where the user might expect the program to delay a bit. Overall performance is related to responsiveness, but isn't quite the same, and for many things responsiveness is the more important part of performance.
The last time I really had to do improvements in overall performance, I kept an eye out for suboptimal algorithms, and looked for places that were likely to have cache problems. I profiled and measured performance first, and again after each change. Then the company collapsed, but it was interesting and instructive work anyway.
I have long suspected, but never proved that declaring arrays so that they hold a power of 2, as the number of elements, enables the optimizer to do a strength reduction by replacing a multiply by a shift by a number of bits, when looking up individual elements.
Put small and/or frequently called functions at the top of the source file. That makes it easier for the compiler to find opportunities for inlining.

Why don't people use (int i = length(); i > -1; i--) in for loops instead of creating a new length integer?

Throughout all tutorials and books I've read whilst learning programming the practice for iterating through arrays has always been with for loops using:
int len = array.length();
for(int i = 0; i < len; i++) {//loop code here}
Is there a reason why people don't use
for(int i = length(); i > -1; i--) {//loop code here}
From what I can see the code is shorter, easier to read and doesn't create unnecessary variables. I can see that iterating through arrays from 0 to end may be needed in some situations, but direction doesn't make a difference in most cases.
direction doesn't make a difference in most cases
True, in many cases you'll get the same result in the end, assuming there aren't any exceptions.
But in terms of thinking about what the code does, it's usually a lot simpler to think about it from start to finish. That's what we do all the time in the rest of our lives.
Oh, and you've got a bug in your code - you almost certainly don't want length() as the initial value - you probably want array.length() - 1 as otherwise it starts off being an invalid index into the array (and that's only after fixing length() to array.length()). The fact that you've got this bug demonstrates my point: your code is harder to reason about quickly than the code you dislike.
Making code easier to read and understand is much, much more important in almost every case than the tiny, almost-always-insignificant code of an extra variable. (You haven't specified the language, but in many cases in my own code I'd just call array.length() on every iteration, and let optimization sort it out.)
The reason is readability. Enumerating from 0 and up makes most sense to the most of us, therefore it is the default choice for most developers, unless the algorithm explicitly needs reverse iteration.
Declaring an extra integer variable costs virtually nothing in all common programming platforms today.
Depends on the platform you use. In Java for instance, compiler optimization is so good, I wouldn't be surprised if it doesn't make any noticeable difference. I used to benchmark all kinds of different tricks to see what really is faster and what isn't. Rule of thumb is, if you don't have strong evidence that you are wasting resources, don't try to outsmart Java.
First reason is how you think about it. Generally, as humans, we do iterate from the beginning to the end, not the other way around.
Second reason is that this syntax stems from languages like C. In such languages, going from the end to the beginning was downright impossible in some cases, the most obvious example being the string (char*), for which you usually were supplied with the start address and you had to figure out its length by enumerating until you found 0.

Array access/write performance differences?

This is probably going to language dependent, but in general, what is the performance difference between accessing and writing to an array?
For example, if I am trying to write a prime sieve and am representing the primes as a boolean array.
Upon finding a prime, I can say
for(int i = 2; n * i < end; i++)
{
prime[n * i] = false;
}
or
for(int i = 2; n * i < end; i++)
{
if(prime[n * i])
{
prime[n * i] = false;
}
}
The intent in the latter case is to check the value before writing it to avoid having to rewrite many values that have already been checked. Is there any realistic gain in performance here, or are access and write mostly equivalent in speed?
Impossible to answer such a generic question without the specifics of the machine/OS this is running on, but in general the latter is going to be slower because:
The second example you have to get the value from RAM to L2/L1 cache and read it to a register, make a chance on the value and write it back. In the first case you might very well get away with simply writing a value to the L1/L2 caches. It can written to RAM from the caches later while your program is doing something else.
The second form has much more code to execute per iteration. For large enough number of iterations, the difference gets big real fast.
In general this depends much more on the machine than the programing language. The writes often will take a few more clock cycles because, depending on the machine, more cache values need to be updated in memory.
However, your second segment of code will be WAY slower, and it's not just because there's "more code". The big reason is that anytime you use an if-statement on most machines the CPU uses a branch predictor. The CPU literally predicts which way the if-statement will run ahead of time, and if it's wrong it has to backtrack. See http://en.wikipedia.org/wiki/Pipeline_%28computing%29 and http://en.wikipedia.org/wiki/Branch_predictor to understand why.
If you want to do some optimization, I would recommend the following:
Profile! See what's really taking up time.
Multiplication is much harder than addition. Try rewriting the loop so that i += n, and use this for your array index.
The loop condition "should" be totally reevaluated at every iteration unless the compiler optimizes it away. So try avoiding multiplication in there.
Use -O2 or -O3 as a compiler option
You might find that some values of n are faster than others because of cache locality. You might think of some clever ways to rewrite your code to take advantage of this.
Disassemble the code and look at what it's actually doing on your processor
It's a hard question and it heavily depends on your hardware, OS and complier. But for sake of theory, you should consider two things: branching and memory access. As branching is generally evil, you want to avoid it. I wouldn't even surprise if some compiler optimization took place and your second snippet would be reduced to the first one (compilers love avoiding branches, they probably consider it as a hobby, but they have a reason). So in these terms the first example is much cleaner and easier to deal with.
There're also CPU caches and other memory related issues. I believe that in both examples you have to actually load the memory into the CPU cache, so you can either read it or update. While reading is not a problem, writing have to propagate the changes up. I wouldn't be worried if you use the function in a single thread (as #gby pointed out, OS can push the changes a little bit later).
There is only one scenario I can come up with, that would make me consider solution from your second example. If I shared the table between threads to work on it in parallel (without locking) and had separate caches for different CPUs. Then, every time you amend the cache line from one thread, the other thread have to update it's copy before reading or writing to the same memory block. It's known as a cache coherence and it actually may hurt your performance badly; in such a case I could consider conditional writes. But wait, it's probably far away from your question...

Micro-optimizations in C, which ones are there? Is there anyone really useful? [closed]

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I understand most of the micro-optimizations out there but are they really useful?
Exempli gratia: does doing ++i instead of i++, or while(1) or for(;;) really result in performance improvements (either in memory fingerprint or CPU cycles)?
So the question is, what micro-optimizations can be done in C? Are they really useful?
You should rely on your compiler to optimise this stuff. Concentrate on using appropriate algorithms and writing reliable, readable and maintainable code.
The day tclhttpd, a webserver written in Tcl, one of the slowest scripting language, managed to outperform Apache, a webserver written in C, one of the supposedly fastest compiled language, was the day I was convinced that micro-optimizations significantly pales in comparison to using a faster algorithm/technique*.
Never worry about micro-optimizations until you can prove in a debugger that it is the problem. Even then, I would recommend first coming here to SO and ask if it is a good idea hoping someone would convince you not to do it.
It is counter-intuitive but very often code, especially tight nested loops or recursion, are optimized by adding code rather than removing them. The gaming industry has come up with countless tricks to speed up nested loops using filters to avoid unnecessary processing. Those filters add significantly more instructions than the difference between i++ and ++i.
*note: We have learned a lot since then. The realization that a slow scripting language can outperform compiled machine code because spawning threads is expensive led to the developments of lighttpd, NginX and Apache2.
There's a difference, I think, between a micro-optimization, a trick, and alternative means of doing something. It can be a micro-optimization to use ++i instead of i++, though I would think of it as merely avoiding a pessimization, because when you pre-increment (or decrement) the compiler need not insert code to keep track of the current value of the variable for use in the expression. If using pre-increment/decrement doesn't change the semantics of the expression, then you should use it and avoid the overhead.
A trick, on the other hand, is code that uses a non-obvious mechanism to achieve a result faster than a straight-forward mechanism would. Tricks should be avoided unless absolutely needed. Gaining a small percentage of speed-up is generally not worth the damage to code readability unless that small percentage reflects a meaningful amount of time. Extremely long-running programs, especially calculation-heavy ones, or real-time programs are often candidates for tricks because the amount of time saved may be necessary to meet the systems performance goals. Tricks should be clearly documented if used.
Alternatives, are just that. There may be no performance gain or little; they just represent two different ways of expressing the same intent. The compiler may even produce the same code. In this case, choose the most readable expression. I would say to do so even if it results in some performance loss (though see the preceding paragraph).
I think you do not need to think about these micro-optimizations because most of them is done by compiler. These things can only make code more difficult to read.
Remember, [edited] premature [/edited] optimization is an evil.
To be honest, that question, while valid, is not relevant today - why?
Compiler writers are a lot more smarter than they were 20 years ago, rewind back in time, then these optimizations would have been very relevant, we were all working with old 80286/386 processors, and coders would often resort to tricks to squeeze even more bytes out of the compiled code.
Today, processors are too fast, compiler writers knows the intimate details of operand instructions to make every thing work, considering that there is pipe-lining, core processors, acres of RAM, remember, with a 80386 processor, there would be 4Mb RAM and if you're lucky, 8Mb was considered superior!!
The paradigm has shifted, it was about squeezing every byte out of compiled code, now it is more on programmer productivity and getting the release out the door much sooner.
The above I have stated the nature of the processor, and compilers, I was talking about the Intel 80x86 processor family, Borland/Microsoft compilers.
Hope this helps,
Best regards,
Tom.
If you can easily see that two different code sequences produce identical results, without making assumptions about the data other than what's present in the code, then the compiler can too, and generally will.
It's only when the transformation from one to the other is highly non-obvious or requires assuming something that you may know to be true but the compiler has no way to infer (eg. that an operation cannot overflow or that two pointers will never alias, even though they aren't declared with the restrict keyword) that you should spend time thinking about these things. Even then, the best thing to do is usually to find a way to inform the compiler about the assumptions that it can make.
If you do find specific cases where the compiler misses simple transformations, 99% of the time you should just file a bug against the compiler and get on with working on more important things.
Keeping the fact that memory is the new disk in mind will likely improve your performance far more than applying any of those micro-optimizations.
For a slightly more pragmatic take on the question of ++i vs. i++ (at least in a C++ context) see http://llvm.org/docs/CodingStandards.html#micro_preincrement.
If Chris Lattner says it, I've got to pay attention. ;-)
You would do better to consider every program you write primarily as a language in which you communicate your ideas, intentions and reasoning to other human beings who will have to bug-fix, reuse and understand it. They will spend more time on decoding garbled code than any compiler or runtime system will do executing it.
To summarise, say what you mean in the clearest way, using the common idioms of the language in question.
For these specific examples in C, for(;;) is the idiom for an infinite loop and "i++" is the usual idiom for "add one to i" unless you use the value in an expression, in which case it depends whether the value with the clearest meaning is the one before or after the increment.
Here's real optimization, in my experience.
Someone on SO once remarked that micro-optimization was like "getting a haircut to lose weight". On American TV there is a show called "The Biggest Loser" where obese people compete to lose weight. If they were able to get their body weight down to a few grams, then getting a haircut would help.
Maybe that's overstating the analogy to micro-optimization, because I have seen (and written) code where micro-optimization actually did make a difference, but when starting off there is a lot more to be gained by simply not solving problems you don't have.
x ^= y
y ^= x
x ^= y
++i should be prefered over i++ for situations where you don't use the return value because it better represents the semantics of what you are trying to do (increment i) rather than any possible optimisation (it might be slightly faster, and is probably not worse).
Generally, loops that count towards zero are faster than loops that count towards some other number. I can imagine a situation where the compiler can't make this optimization for you, but you can make it yourself.
Say that you have and array of length x, where x is some very big number, and that you need to perform some operation on each element of x. Further, let's say that you don't care what order these operations occur in. You might do this...
int i;
for (i = 0; i < x; i++)
doStuff(array[i]);
But, you could get a little optimization by doing it this way instead -
int i;
for (i = x-1; i != 0; i--)
{
doStuff(array[i]);
}
doStuff(array[0]);
The compiler doesn't do it for you because it can't assume that order is unimportant.
MaR's example code is better. Consider this, assuming doStuff() returns an int:
int i = x;
while (i != 0)
{
--i;
printf("%d\n",doStuff(array[i]));
}
This is ok as long as printing the array contents in reverse order is acceptable, but the compiler can't decide that for you.
This being an optimization is hardware dependent. From what I remember about writing assembler (many, many years ago), counting up rather than counting down to zero requires an extra machine instruction each time you go through the loop.
If your test is something like (x < y), then evaluation of the test goes something like this:
subtract y from x, storing the result in some register r1
test r1, to set the n and z flags
branch based on the values of the n and z flags
If your test is ( x != 0), you can do this:
test x, to set the z flag
branch based on the value of the z flag
You get to skip a subtract instruction for each iteration.
There are architectures where you can have the subtract instruction set the flags based on the result of the subtraction, but I'm pretty sure x86 isn't one of them, so most of us aren't using compilers that have access to such a machine instruction.

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