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Optimization

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Title: Optimization


1
Optimization
2
Introduction
  • Optimization has goals that may appear to run
    counter to good software engineering practices.
  • The goal of optimization is to generate code that
    is highly efficient in terms of
  • Space usage
  • Execution time.
  • There are means to produce code that is efficient
    that still satisfies the desirable properties of
    well engineered software
  • Maintainable
  • Modular
  • Well structured
  • Etc

3
The basics
  • While is may seem obvious, the first step in
    producing efficient and optimized code is to be
    familiar with the programming language you are
    using.
  • Take time to browse the API to find out what it
    provides.
  • Take time to read a textbook (or two) to see what
    advice more expert users may have to pass on.
  • Take time to read other peoples code.
  • Take time to search the web for helpful advice
  • Remember to test the advice! Just because you
    found the information on the web (or in a
    textbook for that matter), does not mean it is
    correct.
  • Take time to gain experience.
  • It is estimated that it takes about 10 years to
    gain all the necessary experience to be an expert
    programmer.
  • Consider a graduate degree.
  • Take time to learn multiple languages and
    paradigms (even if we do not teach them to you).

4
Software engineering
  • Software engineering teaches us to
  • Comment code.
  • Adhere to code conventions (standards).
  • Make use of libraries.
  • Provide small working examples illustrating how
    your code should be used.
  • Thoroughly test your code.
  • Back up your code.
  • Use tools to make our life easier.
  • None of these (with the exception of point 3
    sometimes) needs to be sacrificed in order to
    write efficient, correct and optimized code.

5
Software engineering
  • The software engineering lifecycle teaches us
    that there is more to more producing a program
    than writing the code.
  • We need to
  • Understand the problem/requirements.
  • Design a solution
  • Document our actions and our code.
  • Fully test the implementation to ensure that it
    meets the requirements (quality assurance).
  • Maintain the system.

6
Requirements gathering
  • This is the first place we start when we want to
    produce optimized code.
  • We need to understand precisely what the problem
    is and design a solution to deliver exactly what
    is needed.
  • If we believe that the system will be reused and
    a more general solution is necessary, then that
    forms part of the requirements on the software.
  • Determine the criteria that decides the solution
    is efficient
  • Fast execution?
  • Minimized space utilization?
  • Remember the space/time tradeoff.
  • Select appropriate data structures.
  • Select appropriate algorithms.
  • Test your hypothesis.
  • Measure your success hw else will you know you
    have succeeded?

7
Data structures and algorithms
  • We will look at some examples in the near future.
  • We will see that understanding the problem is
    important and that we do not always have to
    produce the most general code to produce a
    solution that satisfies the requirements.
  • Exercise
  • Imagine you want to build a spell checker and
    that you have only limited memory available.
  • Think about how you will store the words so that
    you minimize space utilization.
  • Think about how you will store the words to
    ensure fast and efficient look-up.
  • Estimate how many words you would need in your
    dictionary for it to be effective and how much
    space your data structure would use to do this.
  • We will examine this problem later.

8
Understand your compiler
  • Compilers for languages usually come with a
    collection of switches.
  • These are flags that you set to influence of the
    behavior of the compiler (e.g., -o on the javac
    command under unix).
  • Use the man command on unix to find out more
    about the compiler flags available for javac.
  • Note that javac O can has some bugs and
    sometimes generates incorrect bytecode!!!!!
  • These flags often allow programmers to set the
    amount of optimization that the compiler performs
    on your behalf as it generates the bytecode.
  • These optimizations, such as loop unrolling etc,
    are performed by the compiler to decrease
    execution speed, or minimize space used (e.g.,
    the size of the bytecode).
  • These work with (are not a replacement for)
    careful selection of data structures and
    algorithms.

9
Your code
  • Loop invariant code motion
  • If an expression inside a loop doesn't change
    after the loop is entered (i.e. it's invariant),
    calculate the value of the expression outside the
    loop and assign it to a temporary variable. Then
    use the temporary variable within the loop.
  • Note that we could also treat a.length as a loop
    invariant--Speed improvments of 7-11 in tight
    loops have been observed, in both interpreted and
    JIT-compiled VMs.
  • for (i 0 i lt a.length i) float tmp c
    d
  • bi ai c d for (i 0 i lt a.length
    i)
  • bi ai tmp
  • Dont rely on the compiler to do the optimization
    for you do is explicitly yourself.

10
Your code
  • Common subexpression elimination
  • If an expensive expression (for example, the
    result of a method call) is used more than once
    within a block of code, calculate it once and put
    it into a temporary variable for subsequent
    reuse.
  • double d a Math.sqrt (c) double tmp
    Math.sqrt (c)
  • double e b Math.sqrt (c) double d a
    tmp
  • double e b tmp

11
Your code
  • strength reduction
  • Use cheaper operations in place of expensive
    ones. For example, use compound assignment
    operators such as instead of .........,
    since they result in fewer bytecode instructions.
  • You can also use shifts instead of multiplication
    by powers of two, multiplication instead of
    exponentiation, etc, although mathematical
    optimizations of this type generally have little
    benefit unless you're using a just-in-time
    compiler.
  • for (i 0 i lt a.length i) for (i 0 i lt
    a.length i)
  • ai ai x ai x
  • Adding extra reference variables to allow the
    compiler to eliminate opcodes or use faster
    bytecodes can also be considered a case of
    strength reduction.
  • For example, if you're repeatedly accessing
    elements in a single row of a 2D array, make a 1D
    array variable that points to that row.
  • Similarly, if you have a subclass that performs
    lots of operations on an object defined in its
    superclass, making a reference to the object in
    the subclass with super and then using that
    reference directly will enable the compiler to
    replace getfield opcodes with aload opcodes
    (FASTER).

12
Your code
  • Variable allocation
  • For desperate optimizers only. The first four
    numeric variables or arguments in a method are
    accessed using via shorter bytecode instructions,
    although only three are usable in non-static
    methods.
  • If you declare your most frequently-used
    variables first (e.g., loop indices), the inner
    bytecode loops of your methods will be marginally
    shorter and possibly faster.
  • Note that although the number of bytecodes for
    the inner loop is the same, the length of the
    bytecode has decreased.
  • int a (int) pop () int i
  • int b (int) pop () int a (int) pop
    ()
  • int dst new inta.length int b (int)
    pop ()
  • int i int dst new inta.length
  • for (i 0 i lt a.length i) for (i 0 i lt
    a.length i)
  • dsti ai bi dsti ai
    bi

13
Your code
  • Just-in-time compilers
  • Make sure your users have a just-in-time compiler
    instead of a standard interpreted Java VM. JIT
    compilers typically improve the performance of
    non-graphical Java primitives by 10-30 times.
    Browsers with JIT compilers include the Win32 and
    Mac versions of Netscape Navigator 3.0 and
    Internet Explorer 3.0.

14
Your code
  • Exploiting multiprocessors
  • If you have a multiprocessor and a Java VM that
    can spread threads across processors (and
    currently these are big ifs), you can improve
    performance by multithreading, either manually or
    through the use of a restructuring compiler such
    as JAVAR.
  • Native methods
  • If you're don't care about cross-platform
    portability, native methods will get you the
    speed of raw C (or Fortran, or C, or...).
    Fallback code lets your program continue even if
    native methods aren't available.
  • Translation into C
  • There are currently four freely-available tools
    to translate Java into C j2c from Japan, JCC
    from Nik Shaylor, Toba (formerly Juice) from
    Arizona, and Harissa (formally Salsa) from
    France. Toba and Harissa are both products of
    active research groups.

15
Your code
  • Graphics
  • Use clipping to reduce the amount of work done in
    repaint(), double buffering to improve perceived
    speed, and image strips or compression to speed
    up downloading times. Animation in Java Applets
    from JavaWorld and Performing Animation from Sun
    are two good tutorials. Remember to use
    high-level primitives it's much faster to call
    drawPolygon() on a bunch of points than looping
    with drawLine(). And if you have to draw a single
    pixel drawLine (x,y,x,y) may be faster than
    fillRect (x,y,1,1).

16
Your code
  • Input/output
  • Use BufferedInputStream and BufferedOutputStream
    or equivalent buffered methods wherever possible
    doing I/O a single byte at a time is generally
    too slow to be practical. Note that the JDK 1.0.2
    I/O classes use lots of synchronization, so you
    might get better performance by using a single
    "bulk" call such as readFully and then
    interpreting the data yourself.

17
Your code
  • Synchronization
  • In the JDK interpreter, calling a synchronized
    method is typically 10 times slower than calling
    an unsynchronized method. With JIT compilers,
    this performance gap has increased to 50-100
    times. Avoid synchronized methods if you can --
    if you can't, synchronizing on methods rather
    than on code blocks is slightly faster.

18
Your code
  • Exceptions
  • You should only use exceptions where you really
    need them--- not only do they have a high basic
    cost, but their presence can hurt compiler
    analysis.
  • The costs of Strings
  • The String concatenation operator looks
    innocent but involves a lot of work a new
    StringBuffer is created, the two arguments are
    added to it with append(), and the final result
    is converted back with a toString(). This costs
    both space and time. In particular, if you're
    appending more than one String, consider using a
    StringBuffer directly instead.

19
Your code
  • Using API classes
  • Use classes from the Java API when they offer
    native machine performance that you can't match
    using Java. For example, arraycopy() is much
    faster than using a loop to copy an array of any
    significant size.
  • Replacing API classes
  • Sometimes API classes do more than you need, with
    a corresponding increase in execution time for
    these you can write specialized versions that do
    less but run faster. For example, in one
    application where I needed a container to store
    lots of arrays I replaced the original Vector
    with a faster dynamic array of objects. As
    another example, Paul Houle has produced a set of
    random-number generators that are much faster
    than Math.random() (and have quality guarantees
    too).

20
Your code
  • Overriding API methods
  • If you're using a class from the Java API and are
    seeing performance problems with one method, try
    defining a subclass which overrides that method
    with your own (hopefully more efficient) version.
  • Avoiding expensive constructs
  • Sometimes Java constructs are so expensive that
    it can be worth making your data structures or
    code a little more complex to work around the
    problem. For example, you can add a type id
    number to objects to avoid paying the cost of an
    instanceof (this also allows you to use the
    result in a switch). Similarly, in a long
    inheritance tree you can avoid casting by
    including a method that returns a value of the
    type you would otherwise cast to.

21
Your code
  • Avoiding expensive data structures
  • In a similar manner to the constructs above,
    expensive Java data structures can be replaced
    with simpler ones at the cost of some extra code
    complexity. For example, it can be up to twice as
    expensive to access a two-dimensional array as a
    one-dimensional array, due to the extra
    indirections.
  • Know your switches
  • A switch statement is compiled into one of two
    bytecodes, depending on the sparsity of the cases
    you're switching on. The first, where the numbers
    are close together, uses a fast direct lookup.
    The second, where the numbers are further apart,
    uses a slower search through a table. Look at the
    bytecode your code is compiled into to find which
    you're using. This is particularly important if
    you're trying to replace a sequence of if
    statements with a switch.

22
Your code
  • Function inlining
  • Java compilers can only inline a method if it is
    final, private, or static (It has been noted that
    javac will only inline if a method has no local
    variables). If your code spends lots of time
    calling a method that has none of these
    modifiers, consider writing a version that is
    final.

23
Your code
  • Reusing objects
  • It takes a long time to create an object (see
    Java microbenchmarks for exactly how long), so
    it's often worth updating the fields of an old
    object and reusing it rather than creating a new
    object. For example, rather than creating a new
    Font object in your paint method you can declare
    it as an instance object, initialize it once, and
    then just update it when necessary in paint.
    Similarly, rather than allowing the garbage
    collector to deal with objects you've removed
    from a linked list, you can store them in a free
    list, to be reused the next time you need to add
    a new object. This can be particularly important
    for graphics objects like Rectangles, Points and
    Fonts. See also "Not using garbage collection",
    from JavaWorld.
  • High-level optimizations
  • For a higher-level approach to optimizing the
    structure of object-oriented code, the online
    book "Object-Oriented System Development" has a
    chapter on performance optimization.

24
Tools
  • Profiling
  • To profile a (single-threaded) application, use
    java -prof. To profile an applet, use java -prof
    sun.applet.AppletViewer myfile.html. The profile
    file can then be analyzed using a tool such as
    Profile Viewer or HyperProf. You can also use the
    profiling tools built into an IDE such as
    VisionSoft Note that commercial profilers such as
    Optimize It! can profile both time and memory.

25
Tools
  • Disassembly
  • Use javap -c to see the bytecode that your Java
    is compiled into javac -O test.java javap -c
    test more To understand the bytecode, read the
    Java VM spec.

26
Tools
  • Timing
  • Write a timing harness to wrap around code
    fragments so that you can benchmark them. You can
    either adapt the old thread-based HotJava
    Performance Tests, or just use a simple loop.
    Note that system.currentTimeMillis() returns the
    time of day, not the process time, so all
    benchmarking should be done on an idle machine.
    Call system.gc() before every timing run to
    minimize inconsistent results due to garbage
    collection in the middle of a run. On systems
    with sub-millisecond clocks you can use native
    methods to access them (e.g., gettimeofday() or
    getrusage() on Unix systems).

27
Tools
  • Memory use
  • You can write a memory-use harness in just the
    same way you'd write a timing harness, replacing
    calls to system.currentTimeMillis() with calls
    to
  • long freemem ()
  • System.gc()
  • return Runtime.getRuntime().freeMemory()

28
Optimizing for space
  • Reducing code size is particularly important for
    Java applets, since it directly affects the time
    taken to download an applet.
  • Use JAR (or zip, or CAB) files
  • To avoid the overhead of loading individual class
    and data files, JDK 1.1 supports Java archive
    (JAR) files. Previously, JDK 1.02 and Netscape
    Navigator 3.0 supported zip files, while
    Microsoft Internet Explorer 3.0 supported CAB
    files.
  • Don't reinvent API classes
  • Use or extend a class from the Java API wherever
    possible. Sun has written the classes so that you
    don't have to.

29
Optimizing for space
  • Exploit inheritance
  • Use inheritance in your own code the more
    methods you can inherit, the less code you have
    to write.
  • Turn on compiler optimization
  • Use javac -O. This inlines functions (which makes
    the bytecode bigger) and removes line numbers
    (which makes it smaller). Unless you use lots of
    inlinable functions, the removal of line numbers
    will dominate and your bytecode will get smaller.
    However, note that things can sometimes be
    inlined when they shouldn't!!

30
Optimizing for space
  • Separate out common code
  • Put code that is used in several different places
    into its own method (the reverse of inlining code
    for speed).
  • Don't initialize big arrays
  • Although array initialization is a single
    statement in Java, the generated bytecode inserts
    one element at a time. If you've got a big array,
    this requires a lot of bytecode. You can save
    space by storing your data in a String and then
    parsing it into your array at runtime.

31
Optimizing for space
  • Dates are big (not just broken)
  • Date objects take a surprising amount of space
    for something with such limited functionality. If
    you're storing a lot of them, considering using
    longs instead, and recreating Date objects from
    them as necessary.
  • Use short names
  • The names of visible entities (i.e., class,
    method and instance variable names) are listed in
    full in the class file, so using short names
    actually saves space. Code obfuscators such as
    Hashjava, Jobe, Obfuscate and Jshrink will
    rewrite your class files to use shorter (and
    incomprehensible) names.

32
Optimizing for space
  • Put static final constants in interfaces
  • Constants defined using static final are included
    in the class file as well as being inlined. If
    you instead define them in an interface that you
    then implement, you can avoid this extra space
    overhead.

33
Optimizing for space
  • Watch for string concatenation
  • Using as a string concatenation operator will
    result in a method call if the operands are not
    compile-time constants. Unrolling a loop to
    eliminate string concatenation can therefore save
    space. Again, this might not be worth the effort.
    For example, the following loop is compiled into
    48 bytes of bytecode
  • for (int i 0 i lt 3 i)
  • imgsi getImage (getCodeBase(), "G" i
    ".gif")
  • By unrolling the loop we eliminate the runtime
    concatenations and reduce the size of the
    bytecode to 39 bytes
  • imgs0 getImage (getCodeBase(), "G0.gif")
  • imgs1 getImage (getCodeBase(), "G1.gif")
  • imgs2 getImage (getCodeBase(), "G2.gif")
  • Note that the three instances of getCodeBase()
    are a good candidate for common subexpression
    elimination.

34
Discussion
  • You were asked to think about the space and time
    needs for a spelling checker.
  • The ability to estimate with a reasonable degree
    of accuracy is an essential skill.
  • These back of an envelope calculations will
    give you a guide to the expected performance or
    resource needs of your proposed solution BEFORE
    you implement it and discover that it doesnt
    work.
  • Lets discuss the expected space and time needs of
    the various approaches that the class has
    considered for the implementation of a spelling
    checker (which is really just a searching
    algorithm).
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