Click here to Skip to main content
Email Password   helpLost your password?

Contents

  1. Optimization of "Concrete Factories" (variations of the Pimpl idiom)
  2. Optimization by "Arena"

"In computing, optimization is the process of modifying a system to make some aspect of it work more efficiently or use fewer resources. The system may be a single computer program, a collection of computers, or even an entire network such as the Internet.

Although the word "optimization" shares the same root as "optimal", it is rare for the process of optimization to produce a truly optimal system. Often, there is no "one size fits all" design which works well in all cases, so engineers make trade-offs to optimize the attributes of greatest interest.

Donald Knuth made the following statement on optimization: "We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil." An alternative approach is to design first, code from the design, and then profile/benchmark the resulting code to see which parts should be optimized."

(с) Wiki

Introduction

In this article, we will try to make our algorithms work faster using the methods of low-level optimization of memory allocation in C++. It should be clear that all methods described in this article should be used very carefully and just in the exceptional cases: usually, we have to pay for all low-level optimization elements that we use by flexibility, portability, clearness, or scalability of the resulting application.

But, if you have exactly that specific case and have no way back – then you’re welcome.

Optimization of "Concrete Factories"

I think that a lot of you have repeatedly met the classic "Factory" pattern, or the "Concrete Factory" in GoF. terminology:

struct IObject
{
     virtual ~IObject(){}
     virtual void DoIt()=0;
};
class CFactory
{
public:
    void CreateSmth(int iValue, std::auto_ptr <IObject> * pResult)
    {
        if (iValue<0)
        {
            pResult->reset(new CObject1);
        }
        else
        {
            pResult->reset(new CObject2);
        }
    }
};

This pattern is great for avoiding endless if’s and switch’es throughout our code, but it has one unpleasant disadvantage. It is concerned with the excessive usage of dynamic memory that sometimes affects badly on the program performance. We will try to cure this pattern of it – with certain reservations, of course.

Let’s follow the factory usage process again:

Action

Sense

std::auto_ptr<IObject> product;

We define some containers for the production, the place where the created object will be stored.

MySuperFactory.CreateSmth(1, &product);

We create an object in this container by means of the factory.

product->DoIt();

We use the object via the defined interface.

mySuperContainer.Add( product );

Or pass the container ownership to somebody else.

To optimize the described life cycle of the production, we can use the following statements:

It is very useful taking into account the fact that we can allocate the buffer more effectively than the standard new implementation does. But actually, using placement new also adds some difficulties to the developer’s life:

Stack is a great alternative for heap. It would be tempting to use a buffer on the stack as the container, i.e., to use:

MyWrapperAroundLocalBuffer<ObjectSize,  IObject> product;

instead of the original:

std::auto_ptr<IObject>  product;

The main problem of the container on the stack creation is that it’s impossible to allocate an object of custom (unknown while compiling) size in standard C++.

But as soon as our factory is a concrete one (and not an abstract) and we know about all of its production types, we certainly will be able to know the maximal size of the object-production on the compilation stage. For example, we can use the type lists:

//--------------------------------
// typelist basics
//--------------------------------
template<class Head, class Tail>
struct Node
{
};
struct NullNode
{
};

We can develop a recursive compile-time function to calculate the maximal size of the object from the types in the list:

template <class List>
struct GetMaxSize
{
};
template <class Head, class Tail>
struct GetMaxSize<Node<Head, Tail> >
{
    static const size_t TailSize = GetMaxSize<Tail>::Result;
    static const size_t Result = (TailSize > sizeof(Head) ) ? TailSize : sizeof(Head);
};
template <>
struct GetMaxSize<NullNode>
{
    static const size_t Result = 0;
};

Then, we can create the list of all possible production types for the factory CFactory:

typedef utils::Node<CObject1>, 
                 utils::Node<CObject2>, 
                      utils::NullNode
                     > 
                > ObjectList;
static const size_t MaxObjectSize = utils::GetMaxSize<ObjectList>::Result;

As a result, now we can be 100% sure that each produced object will be placed in a buffer of MaxObjectSize (if we’ve developed the type list correctly, of course):

char buffer[ MaxObjectSize  ];

It can be easily allocated in the stack.

As long as our container is able to store objects of different types, we have a right to expect some help from them in the form of the corresponding interface support:

struct IManageable
{
    virtual ~IManageable(){}
    virtual void DestroyObject(void * pObject)=0;
    virtual void CreateAndSwap(void * pObject, int iMaxSize)=0;
    virtual void CreateAndCopy(void * pObject, int iMaxSize)=0;
};

I.e., an object that wants to live in our container should be able to:

The structure of the container can be represented in the following scheme:

img1.GIF

I.e., our container includes a row buffer and two pointers to the different virtual bases of the object placed in the row buffer:

As long as we don’t want to spend efforts on adding support for the IManageable interface to the each production class, it makes sense to develop the pattern manageable that will do it automatically:

// manageable control flags (iFlags field)
const int allow_std_swap = 1; 
const int allow_copy     = 2;
const int allow_all      = 3;


// class manageable: wrapper, provides binary interface to manage object's life
template<class ImplType, int iFlags>
class manageable:public IManageable, public ImplType
{
    typedef manageable<ImplType, iFlags> ThisType;

    virtual void DestroyObject(void * pObject)
    {
        ((ThisType*)pObject)->~ThisType();
    }
    // CreateAndSwap
    template<int iFlags>
    void CreateAndSwapImpl(void * /*pObject*/, int /*iMaxSize*/)
    {
        throw std::runtime_error("Swap method is not supported");
    }

    template<>
    void CreateAndSwapImpl<allow_std_swap>(void * pObject, int /*iMaxSize*/)
    {
        ThisType * pNewObject = new(pObject)ThisType();
        pNewObject->swap(*this);
    }

    virtual void CreateAndSwap(void * pObject, int iMaxSize)
    {
        if (sizeof(ThisType)>iMaxSize)
            throw std::runtime_error("Object too large: swap method failed");
        CreateAndSwapImpl<iFlags & allow_std_swap>(pObject, iMaxSize);
    }

    // CreateAndCopy
    template<int iFlags>
    void CreateAndCopyImpl(void * /*pObject*/, int /*iMaxSize*/)
    {
        throw std::runtime_error("Copy method is not supported");
    }
    template<>
    void CreateAndCopyImpl<allow_copy>(void * pObject, int /*iMaxSize*/)
    {
        new(pObject)ThisType(*this);
    }

    virtual void CreateAndCopy(void * pObject, int iMaxSize)
    {
        if (sizeof(ThisType)>iMaxSize)
            throw std::runtime_error("Object too large: copy method failed");
        CreateAndCopyImpl<iFlags & allow_copy>(pObject, iMaxSize);
    }

public:
    manageable()
    {
    }
    template<class Type0>
    manageable(Type0 param0)
        : ImplType(param0)
    {
    }
};

The pattern is parameterized by object type and flags that define what methods should be supported. For example, if we specify the allow_copy flag, then the compiler will require the constructor to copy from the object for the CreateAndCopy method implementation; similarly, if we specify the allow_swap flag, then the CreateAndSwap function will be generated – it will be based on the method of the swap object that we should develop ourselves. So, our optimized factory now looks as follows:

class CFastConcreteFactory
{
public:
    typedef utils::Node<utils::manageable<CObject1, utils::allow_copy>, 
                 utils::Node<utils::manageable<CObject2, utils::allow_copy>, 
                      utils::NullNode
                     > 
                > ObjectList;

    static const size_t MaxObjectSize = utils::GetMaxSize<ObjectList>::Result;
    typedef utils::CFastObject<MaxObjectSize, IObject> AnyObject;

    void CreateSmth(int iValue, AnyObject * pResult)
    {
        if (iValue<0)
        {
            pResult->CreateByCopy(utils::manageable<CObject1, utils::allow_copy>());
        }
        else
        {
            pResult->CreateByCopy(utils::manageable<CObject2, utils::allow_copy>());
        }
    }
};

And, it is as easy to use as the original one:

// usage sample
CFastConcreteFactory factory;
CFastConcreteFactory::AnyObject product;
factory.CreateSmth(-1, &product);
product->DoIt();
// copy sample
CFastConcreteFactory::AnyObject another_product;
product.Copy( &another_product );

But the functioning of our creation will be much faster (see fast_object_sample in the attachments).

All source, examples, performance and Unit Tests can be found in the lib MakeItFaster in the attachments. There are also projects for VC++ 7.1 and VC++ 8.0.

See: cmnFastObjects.h, fast_object_sample.

Optimization by «Arena»

The second optimization method proposed is much simpler, but the scope of its application is a little bit smaller.

Let’s imagine that we have some iterative algorithms that repeat some action N times:

int mega_algorithm(int N)
{
   int Count =0;
   for(int i =0 ; i<N; ++i)
   {  
      Count += DoSmth1( );
   }
   return Count;
}

Let’s suppose that two conditions are met:

In this case, we can use the "Arena" pattern for its optimization. The essence of the pattern is rather simple. For its implementation, we:

It’s very simple and effective. It’s also a very dangerous pattern because it’s rather hard to guarantee the first condition fulfillment in the production code. But this pattern is good for calculation concerned tasks (for example, in the game development).

When using STL containers, the concrete instance of the arena can be referred to the container in such a way that the definition and usage of the container will be almost the same to those of the original one, for example:

typedef utils::arena_custom_map<int,int, 
                    utils::CGrowingArena<1024> >::result Map1_type;
Map1_type map1;

for(int i = 0;i<iNumberOfElements;++i)
{
   map1[i] = i+1;
}

In this example, all memory for the object map1 is allocated in the extendable buffer CGrowingArena. The allocated memory will be disposed in the destructor when destroying the object.

All source, examples, performance, and Unit Tests can be found in the lib MakeItFaster in the attachments. There are also projects for VC++ 7.1 and VC++ 8.0.

See: cmnArena.h/win32_arena_tests, win32_arena_sample.

You must Sign In to use this message board.
 
 
Per page   
 FirstPrevNext
GeneralBroken source code fragments?
khb
0:28 17 Jun '09  
Some source code fragments within the article seem to be broken. Could you please fix them? Otherwise the article is not very simple to understand...

Thanks
Marcus
GeneralRe: Broken source code fragments?
Victor A. Milokum
1:14 17 Jun '09  
what fragments do you mean? i put into archive two buildable solutions - for vc7.1 and for vc8.0.
what compiler do you use?

--
Best regards,
Victor A. Milokum
GeneralRe: Broken source code fragments?
Apriorit Inc
1:17 17 Jun '09  
We've fixed code fragments in the article text - it was html formatting problems.
Thanks for you comment.
GeneralRe: Broken source code fragments?
khb
2:07 17 Jun '09  
Thank you! Looks a lot better now. But in the first code fragment "objType" should be replaced by "iValue" or vice versa. You could also fix the format (line indentation) here. And the code fragment after the sentence "Then we can create the list of all possible production types for the factory CFactory" still lacks some opening angle brackets. Anyway, thank you for the article!

Kind regards
Marcus


Last Updated 23 Jun 2009 | Advertise | Privacy | Terms of Use | Copyright © CodeProject, 1999-2010