What's wrong with using associativity by compilers? - java

Sometimes associativity can be used to loose data dependencies and I was curious how much it can help. I was rather surprised to find out that I can nearly get a speed-up factor of 4 by manually unrolling a trivial loop, both in Java (build 1.7.0_51-b13) and in C (gcc 4.4.3).
So either I'm doing something pretty stupid or the compilers ignore a powerful tool. I started with
int a = 0;
for (int i=0; i<N; ++i) a = M1 * a + t[i];
which computes something close to String.hashCode() (set M1=31 and use a char[]). The computation is pretty trivial and for t.length=1000 takes about 1.2 microsecond on my i5-2400 # 3.10GHz (both in Java and C).
Observe that each two steps a gets multiplied by M2 = M1*M1 and added something. This leads to this piece of code
int a = 0;
for (int i=0; i<N; i+=2) {
a = M2 * a + (M1 * t[i] + t[i+1]); // <-- note the parentheses!
}
if (i < len) a = M1 * a + t[i]; // Handle odd length.
This is exactly twice as fast as the first snippet. Strangely, leaving out the parentheses eats 20% of the speed-up. Funnily enough, this can be repeated and a factor of 3.8 can be achieved.
Unlike java, gcc -O3 chooses not to unroll the loop. It's wise choice since it wouldn't help anyway (as -funroll-all-loops shows).
So my question1 is: What prevents such an optimization?
Googling didn't work, I got "associative arrays" and "associative operators" only.
Update
I polished up my benchmark a little bit and can provide some results now. There's no speedup beyond unrolling 4 times, probably because of multiplication and addition together taking 4 cycles.
Update 2
As Java already unrolls the loop, all the hard work is done. What we get is something like
...pre-loop
for (int i=0; i<N; i+=2) {
a2 = M1 * a + t[i];
a = M1 * a2 + t[i+1];
}
...post-loop
where the interesting part can be rewritten like
a = M1 * ((M1 * a) + t[i]) + t[i+1]; // latency 2mul + 2add
This reveals that there are 2 multiplications and 2 additions, all of them to be performed sequentially, thus needing 8 cycles on a modern x86 CPU. All we need now is some primary school math (working for ints even in case of overflow or whatever, but not applicable to floating point).
a = ((M1 * (M1 * a)) + (M1 * t[i])) + t[i+1]; // latency 2mul + 2add
So far we gained nothing, but it allows us to fold the constants
a = ((M2 * a) + (M1 * t[i])) + t[i+1]; // latency 1mul + 2add
and gain even more by regrouping the sum
a = (M2 * a) + ((M1 * t[i]) + t[i+1]); // latency 1mul + 1add

Here is how I understand your two cases: In the first case, you have a loop that takes N steps; in the second case you manually merged two consecutive iterations of the first case into one, so you only need to do N/2 steps in the second case. Your second case runs faster and you are wondering why the dumb compiler couldn't do it automatically.
There is nothing that would prevent the compiler from doing such an optimization. But please note that this re-write of the original loop leads to larger executable size: You have more instructions inside the for loop and the additional if after the loop.
If N=1 or N=3, the original loop is likely to be faster (less branching and better caching/prefetching/branch prediction). It made things faster in your case but it may make things slower in other cases. It is not a clear cut whether it is worth doing this optimization and it can be highly nontrivial to implement such an optimization in a compiler.
By the way, what you have done is very similar to loop vectorization but in your case, you did the parallel step manually and plugged-in the result. Eric Brumer's Compiler Confidential talk will give you insight why rewriting loops in general is tricky and what drawbacks / disadvantages there are (larger executable size, potentially slower in some cases). So compiler writers are very well aware of this optimization possibility and are actively working on it but it is highly nontrivial in general and can also make things slower.
Please try something for me:
int a = 0;
for (int i=0; i<N; ++i)
a = ((a<<5) - a) + t[i];
assuming M1=31. In principle, the compiler should be smart enough to rewrite 31*a into (a<<5)-a but I am curious if it really does that.

Related

Java Math.pow(a,b) time complexity

I would like to ask time complexity of the following code. Is it O(n)? (Is time complexity of Math.pow() O(1)? ) In general, is Math.pow(a,b) has time complexity O(b) or O(1)? Thanks in advance.
public void foo(int[] ar) {
int n = ar.length;
int sum = 0;
for(int i = 0; i < n; ++i) {
sum += Math.pow(10,ar[i]);
}
}
#Blindy talks about possible approaches that Java could take in implementing pow.
First of all, the general case cannot be repeated multiplication. It won't work for the general case where the exponent is not an integer. (The signature for pow is Math.pow(double, double)!)
In the OpenJDK 8 codebase, the native code implementation for pow can work in two ways:
The first implementation in e_pow.c uses a power series. The approach is described in the C comments as follows:
* Method: Let x = 2 * (1+f)
* 1. Compute and return log2(x) in two pieces:
* log2(x) = w1 + w2,
* where w1 has 53-24 = 29 bit trailing zeros.
* 2. Perform y*log2(x) = n+y' by simulating multi-precision
* arithmetic, where |y'|<=0.5.
* 3. Return x**y = 2**n*exp(y'*log2)
The second implementation in w_pow.c is a wrapper for the pow function provided by the Standard C library. The wrapper deals with edge cases.
Now it is possible that the Standard C library uses CPU specific math instructions. If it did, and the JDK build (or runtime) selected1 the second implementation, then Java would use those instructions too.
But either way, I can see no trace of any special case code that uses repeated multiplication. You can safely assume that it is O(1).
1 - I haven't delved into how when the selection is / can be made.
You can consider Math.pow to be O(1).
There's a few possible implementations, ranging from a CPU assembler instruction (Java doesn't use this) to a stable software implementation based on (for example) the Taylor series expansion over a few terms (though not exactly the Taylor implementation, there's some more specific algorithms).
It most definitely won't repeatedly multiply if that's what you're worried about.

Why does my processing time drop when running the same function over and over again (with incremented values)?

I was testing a new Method to replace my old one and made did some speed testing.
When I now look at the graph I see, that the time it takes per iteration drops drastically.
Now I'm wondering why that might be.
My quess would be, that my graphics card takes over the heavy work, but the first function iterates n times and the second (the blue one) doesn't have a single iteration but "heavy" calculation work with doubles.
In case system details are needed:
OS: Mac OS X 10.10.4
Core: 2.8 GHz Intel Core i7 (4x)
GPU: AMD Radeon R9 M370X 2048 MB
If you need the two functions:
New One:
private static int sumOfI(int i) {
int factor;
float factor_ = (i + 1) / 2;
factor = (int) factor_;
return (i % 2 == 0) ? i * factor + i / 2 : i * factor;
}
Old One:
private static int sumOfIOrdinary(int j) {
int result = 0;
for (int i = 1; i <= j; i++) {
result += i;
}
return result;
}
To clarify my question:
Why does the processing time drop that drastically?
Edit:
I understand at least a little bit about cost and such. I probably didn't explain my test method good enough. I have a simple for loop which in this test counted from 0 to 1000 and I fed each value to 1 method and recorded the time it took (for the whole loop to execute), then I did the same with the other method.
So after the loop reached about 500 the same method took significantly less time to execute.
Java did not calculate anything on the graphic card (without help from other frameworks or classes). Also what you think is a "heavy" calculation is kinda easy for a cpu this day (even if division is kinda tricky). So speed depends on the bytecode generated and the Java optimisations when running a program and mostly on the Big-O Notation.
Your method sumOfI is just x statements to execute so this is O(1), regardless how large your i is its always only this x statements. But the sumOfIOrdinary uses one loop and its O(n) this will use y statements + i statements depending on the input.
So from the theory and in worst caste sumOfI is always faster as sumOfIOrdinary.
You can also see this problem in the bytecode view. sumOfI is only some load and add and multiply calls to the cpu. But for a loop the bytecode also uses a goto and needs to return to an older address and needs to execute lines again this will cost time.
On my VM with i=500000 the first method needs <1 millisecond and the second method because of the loop takes 2-4 millisecond.
Links to explain Big-O-Notation:
Simple Big O Notation
A beginner's guide to Big O notation

For each member of a sequence, determine if it is a perfect square

What I'm asking about is not a duplicate of this very popular question. For a randomly chosen input, some quick tests can be done and if they fail to say "not a square", some computation of the square root has to be done (I myself tried a solution, too).
When the numbers to be tested come from a simple sequence, the situation differs, as it's possible to use the previous (approximate) square root. For a trivial sequence it's trivial as well, e.g.,
long sqrt = 1;
for (long i=1; i<limit; ++i) {
if (sqrt*sqrt == i) {
handleSquare(i);
++sqrt;
}
}
My question is what can be done for more complicated sequences like
x[i] = start + i*i;
or
x[i] = start - i*i*i;
I'm thinking about Newton's method, but I can't see how to make it fast (as division is a pretty expensive operation).
To what kind of sequence would you like to apply your algorithm ? Below is a solution that should work well when x[i] diverges but not too fast.
For instance if
x[i] = a*i^p + o(i^p)
and that i is large enough then you will have
x[i+1]-x[i] ~ p * a * i^{p-1}.
If y[i] denotes the largest integer such that
y[i]^2 <= x[i]
then you have
y[i] ~ sqrt(a) i^{p/2}
and
y[i+1]-y[i] ~ 1/(2 y[i]) * (x[i+1]-x[i]) ~ p/2 * sqrt(a) i^{p/2-1}
So you can take this as a guess for y[i+1] and then update to the correct value, which should save you some iterations.
In general you can always use the formula
y[i+1]-y[i] ~ 1/(2 y[i]) * (x[i+1]-x[i])
as a guess but this will be useful only if x[i+1]-x[i] is small with respect to y[i]^2 -- ie, with respect to x[i]. It may also be worth improving a bit on the formula using the (exact) second order expansion of
y[i+1]^2 = y[i]^2 + 2y[i](y[i+1]-y[i]) + (y[i+1]-y[i])^2
in order to improve the guess of y[i+1].
Note that this won't work well if x[i] remains bounded when i is large or if x diverges exponentially fast.

Why is processing a sorted array faster than processing an unsorted array?

Here is a piece of C++ code that shows some very peculiar behavior.
For some reason, sorting the data (before the timed region) miraculously makes the primary loop almost six times faster:
#include <algorithm>
#include <ctime>
#include <iostream>
int main()
{
// Generate data
const unsigned arraySize = 32768;
int data[arraySize];
for (unsigned c = 0; c < arraySize; ++c)
data[c] = std::rand() % 256;
// !!! With this, the next loop runs faster.
std::sort(data, data + arraySize);
// Test
clock_t start = clock();
long long sum = 0;
for (unsigned i = 0; i < 100000; ++i)
{
for (unsigned c = 0; c < arraySize; ++c)
{ // Primary loop.
if (data[c] >= 128)
sum += data[c];
}
}
double elapsedTime = static_cast<double>(clock()-start) / CLOCKS_PER_SEC;
std::cout << elapsedTime << '\n';
std::cout << "sum = " << sum << '\n';
}
Without std::sort(data, data + arraySize);, the code runs in 11.54 seconds.
With the sorted data, the code runs in 1.93 seconds.
(Sorting itself takes more time than this one pass over the array, so it's not actually worth doing if we needed to calculate this for an unknown array.)
Initially, I thought this might be just a language or compiler anomaly, so I tried Java:
import java.util.Arrays;
import java.util.Random;
public class Main
{
public static void main(String[] args)
{
// Generate data
int arraySize = 32768;
int data[] = new int[arraySize];
Random rnd = new Random(0);
for (int c = 0; c < arraySize; ++c)
data[c] = rnd.nextInt() % 256;
// !!! With this, the next loop runs faster
Arrays.sort(data);
// Test
long start = System.nanoTime();
long sum = 0;
for (int i = 0; i < 100000; ++i)
{
for (int c = 0; c < arraySize; ++c)
{ // Primary loop.
if (data[c] >= 128)
sum += data[c];
}
}
System.out.println((System.nanoTime() - start) / 1000000000.0);
System.out.println("sum = " + sum);
}
}
With a similar but less extreme result.
My first thought was that sorting brings the data into the cache, but that's silly because the array was just generated.
What is going on?
Why is processing a sorted array faster than processing an unsorted array?
The code is summing up some independent terms, so the order should not matter.
Related / follow-up Q&As about the same effect with different/later compilers and options:
Why is processing an unsorted array the same speed as processing a sorted array with modern x86-64 clang?
gcc optimization flag -O3 makes code slower than -O2
You are a victim of branch prediction fail.
What is Branch Prediction?
Consider a railroad junction:
Image by Mecanismo, via Wikimedia Commons. Used under the CC-By-SA 3.0 license.
Now for the sake of argument, suppose this is back in the 1800s - before long-distance or radio communication.
You are a blind operator of a junction and you hear a train coming. You have no idea which way it is supposed to go. You stop the train to ask the driver which direction they want. And then you set the switch appropriately.
Trains are heavy and have a lot of inertia, so they take forever to start up and slow down.
Is there a better way? You guess which direction the train will go!
If you guessed right, it continues on.
If you guessed wrong, the captain will stop, back up, and yell at you to flip the switch. Then it can restart down the other path.
If you guess right every time, the train will never have to stop.
If you guess wrong too often, the train will spend a lot of time stopping, backing up, and restarting.
Consider an if-statement: At the processor level, it is a branch instruction:
You are a processor and you see a branch. You have no idea which way it will go. What do you do? You halt execution and wait until the previous instructions are complete. Then you continue down the correct path.
Modern processors are complicated and have long pipelines. This means they take forever to "warm up" and "slow down".
Is there a better way? You guess which direction the branch will go!
If you guessed right, you continue executing.
If you guessed wrong, you need to flush the pipeline and roll back to the branch. Then you can restart down the other path.
If you guess right every time, the execution will never have to stop.
If you guess wrong too often, you spend a lot of time stalling, rolling back, and restarting.
This is branch prediction. I admit it's not the best analogy since the train could just signal the direction with a flag. But in computers, the processor doesn't know which direction a branch will go until the last moment.
How would you strategically guess to minimize the number of times that the train must back up and go down the other path? You look at the past history! If the train goes left 99% of the time, then you guess left. If it alternates, then you alternate your guesses. If it goes one way every three times, you guess the same...
In other words, you try to identify a pattern and follow it. This is more or less how branch predictors work.
Most applications have well-behaved branches. Therefore, modern branch predictors will typically achieve >90% hit rates. But when faced with unpredictable branches with no recognizable patterns, branch predictors are virtually useless.
Further reading: "Branch predictor" article on Wikipedia.
As hinted from above, the culprit is this if-statement:
if (data[c] >= 128)
sum += data[c];
Notice that the data is evenly distributed between 0 and 255. When the data is sorted, roughly the first half of the iterations will not enter the if-statement. After that, they will all enter the if-statement.
This is very friendly to the branch predictor since the branch consecutively goes the same direction many times. Even a simple saturating counter will correctly predict the branch except for the few iterations after it switches direction.
Quick visualization:
T = branch taken
N = branch not taken
data[] = 0, 1, 2, 3, 4, ... 126, 127, 128, 129, 130, ... 250, 251, 252, ...
branch = N N N N N ... N N T T T ... T T T ...
= NNNNNNNNNNNN ... NNNNNNNTTTTTTTTT ... TTTTTTTTTT (easy to predict)
However, when the data is completely random, the branch predictor is rendered useless, because it can't predict random data. Thus there will probably be around 50% misprediction (no better than random guessing).
data[] = 226, 185, 125, 158, 198, 144, 217, 79, 202, 118, 14, 150, 177, 182, ...
branch = T, T, N, T, T, T, T, N, T, N, N, T, T, T ...
= TTNTTTTNTNNTTT ... (completely random - impossible to predict)
What can be done?
If the compiler isn't able to optimize the branch into a conditional move, you can try some hacks if you are willing to sacrifice readability for performance.
Replace:
if (data[c] >= 128)
sum += data[c];
with:
int t = (data[c] - 128) >> 31;
sum += ~t & data[c];
This eliminates the branch and replaces it with some bitwise operations.
(Note that this hack is not strictly equivalent to the original if-statement. But in this case, it's valid for all the input values of data[].)
Benchmarks: Core i7 920 # 3.5 GHz
C++ - Visual Studio 2010 - x64 Release
Scenario
Time (seconds)
Branching - Random data
11.777
Branching - Sorted data
2.352
Branchless - Random data
2.564
Branchless - Sorted data
2.587
Java - NetBeans 7.1.1 JDK 7 - x64
Scenario
Time (seconds)
Branching - Random data
10.93293813
Branching - Sorted data
5.643797077
Branchless - Random data
3.113581453
Branchless - Sorted data
3.186068823
Observations:
With the Branch: There is a huge difference between the sorted and unsorted data.
With the Hack: There is no difference between sorted and unsorted data.
In the C++ case, the hack is actually a tad slower than with the branch when the data is sorted.
A general rule of thumb is to avoid data-dependent branching in critical loops (such as in this example).
Update:
GCC 4.6.1 with -O3 or -ftree-vectorize on x64 is able to generate a conditional move, so there is no difference between the sorted and unsorted data - both are fast.
(Or somewhat fast: for the already-sorted case, cmov can be slower especially if GCC puts it on the critical path instead of just add, especially on Intel before Broadwell where cmov has 2 cycle latency: gcc optimization flag -O3 makes code slower than -O2)
VC++ 2010 is unable to generate conditional moves for this branch even under /Ox.
Intel C++ Compiler (ICC) 11 does something miraculous. It interchanges the two loops, thereby hoisting the unpredictable branch to the outer loop. Not only is it immune to the mispredictions, it's also twice as fast as whatever VC++ and GCC can generate! In other words, ICC took advantage of the test-loop to defeat the benchmark...
If you give the Intel compiler the branchless code, it just outright vectorizes it... and is just as fast as with the branch (with the loop interchange).
This goes to show that even mature modern compilers can vary wildly in their ability to optimize code...
Branch prediction.
With a sorted array, the condition data[c] >= 128 is first false for a streak of values, then becomes true for all later values. That's easy to predict. With an unsorted array, you pay for the branching cost.
The reason why performance improves drastically when the data is sorted is that the branch prediction penalty is removed, as explained beautifully in Mysticial's answer.
Now, if we look at the code
if (data[c] >= 128)
sum += data[c];
we can find that the meaning of this particular if... else... branch is to add something when a condition is satisfied. This type of branch can be easily transformed into a conditional move statement, which would be compiled into a conditional move instruction: cmovl, in an x86 system. The branch and thus the potential branch prediction penalty is removed.
In C, thus C++, the statement, which would compile directly (without any optimization) into the conditional move instruction in x86, is the ternary operator ... ? ... : .... So we rewrite the above statement into an equivalent one:
sum += data[c] >=128 ? data[c] : 0;
While maintaining readability, we can check the speedup factor.
On an Intel Core i7-2600K # 3.4 GHz and Visual Studio 2010 Release Mode, the benchmark is:
x86
Scenario
Time (seconds)
Branching - Random data
8.885
Branching - Sorted data
1.528
Branchless - Random data
3.716
Branchless - Sorted data
3.71
x64
Scenario
Time (seconds)
Branching - Random data
11.302
Branching - Sorted data
1.830
Branchless - Random data
2.736
Branchless - Sorted data
2.737
The result is robust in multiple tests. We get a great speedup when the branch result is unpredictable, but we suffer a little bit when it is predictable. In fact, when using a conditional move, the performance is the same regardless of the data pattern.
Now let's look more closely by investigating the x86 assembly they generate. For simplicity, we use two functions max1 and max2.
max1 uses the conditional branch if... else ...:
int max1(int a, int b) {
if (a > b)
return a;
else
return b;
}
max2 uses the ternary operator ... ? ... : ...:
int max2(int a, int b) {
return a > b ? a : b;
}
On an x86-64 machine, GCC -S generates the assembly below.
:max1
movl %edi, -4(%rbp)
movl %esi, -8(%rbp)
movl -4(%rbp), %eax
cmpl -8(%rbp), %eax
jle .L2
movl -4(%rbp), %eax
movl %eax, -12(%rbp)
jmp .L4
.L2:
movl -8(%rbp), %eax
movl %eax, -12(%rbp)
.L4:
movl -12(%rbp), %eax
leave
ret
:max2
movl %edi, -4(%rbp)
movl %esi, -8(%rbp)
movl -4(%rbp), %eax
cmpl %eax, -8(%rbp)
cmovge -8(%rbp), %eax
leave
ret
max2 uses much less code due to the usage of instruction cmovge. But the real gain is that max2 does not involve branch jumps, jmp, which would have a significant performance penalty if the predicted result is not right.
So why does a conditional move perform better?
In a typical x86 processor, the execution of an instruction is divided into several stages. Roughly, we have different hardware to deal with different stages. So we do not have to wait for one instruction to finish to start a new one. This is called pipelining.
In a branch case, the following instruction is determined by the preceding one, so we cannot do pipelining. We have to either wait or predict.
In a conditional move case, the execution of conditional move instruction is divided into several stages, but the earlier stages like Fetch and Decode do not depend on the result of the previous instruction; only the latter stages need the result. Thus, we wait a fraction of one instruction's execution time. This is why the conditional move version is slower than the branch when the prediction is easy.
The book Computer Systems: A Programmer's Perspective, second edition explains this in detail. You can check Section 3.6.6 for Conditional Move Instructions, entire Chapter 4 for Processor Architecture, and Section 5.11.2 for special treatment for Branch Prediction and Misprediction Penalties.
Sometimes, some modern compilers can optimize our code to assembly with better performance, and sometimes some compilers can't (the code in question is using Visual Studio's native compiler). Knowing the performance difference between a branch and a conditional move when unpredictable can help us write code with better performance when the scenario gets so complex that the compiler can not optimize them automatically.
If you are curious about even more optimizations that can be done to this code, consider this:
Starting with the original loop:
for (unsigned i = 0; i < 100000; ++i)
{
for (unsigned j = 0; j < arraySize; ++j)
{
if (data[j] >= 128)
sum += data[j];
}
}
With loop interchange, we can safely change this loop to:
for (unsigned j = 0; j < arraySize; ++j)
{
for (unsigned i = 0; i < 100000; ++i)
{
if (data[j] >= 128)
sum += data[j];
}
}
Then, you can see that the if conditional is constant throughout the execution of the i loop, so you can hoist the if out:
for (unsigned j = 0; j < arraySize; ++j)
{
if (data[j] >= 128)
{
for (unsigned i = 0; i < 100000; ++i)
{
sum += data[j];
}
}
}
Then, you see that the inner loop can be collapsed into one single expression, assuming the floating point model allows it (/fp:fast is thrown, for example)
for (unsigned j = 0; j < arraySize; ++j)
{
if (data[j] >= 128)
{
sum += data[j] * 100000;
}
}
That one is 100,000 times faster than before.
No doubt some of us would be interested in ways of identifying code that is problematic for the CPU's branch-predictor. The Valgrind tool cachegrind has a branch-predictor simulator, enabled by using the --branch-sim=yes flag. Running it over the examples in this question, with the number of outer loops reduced to 10000 and compiled with g++, gives these results:
Sorted:
==32551== Branches: 656,645,130 ( 656,609,208 cond + 35,922 ind)
==32551== Mispredicts: 169,556 ( 169,095 cond + 461 ind)
==32551== Mispred rate: 0.0% ( 0.0% + 1.2% )
Unsorted:
==32555== Branches: 655,996,082 ( 655,960,160 cond + 35,922 ind)
==32555== Mispredicts: 164,073,152 ( 164,072,692 cond + 460 ind)
==32555== Mispred rate: 25.0% ( 25.0% + 1.2% )
Drilling down into the line-by-line output produced by cg_annotate we see for the loop in question:
Sorted:
Bc Bcm Bi Bim
10,001 4 0 0 for (unsigned i = 0; i < 10000; ++i)
. . . . {
. . . . // primary loop
327,690,000 10,016 0 0 for (unsigned c = 0; c < arraySize; ++c)
. . . . {
327,680,000 10,006 0 0 if (data[c] >= 128)
0 0 0 0 sum += data[c];
. . . . }
. . . . }
Unsorted:
Bc Bcm Bi Bim
10,001 4 0 0 for (unsigned i = 0; i < 10000; ++i)
. . . . {
. . . . // primary loop
327,690,000 10,038 0 0 for (unsigned c = 0; c < arraySize; ++c)
. . . . {
327,680,000 164,050,007 0 0 if (data[c] >= 128)
0 0 0 0 sum += data[c];
. . . . }
. . . . }
This lets you easily identify the problematic line - in the unsorted version the if (data[c] >= 128) line is causing 164,050,007 mispredicted conditional branches (Bcm) under cachegrind's branch-predictor model, whereas it's only causing 10,006 in the sorted version.
Alternatively, on Linux you can use the performance counters subsystem to accomplish the same task, but with native performance using CPU counters.
perf stat ./sumtest_sorted
Sorted:
Performance counter stats for './sumtest_sorted':
11808.095776 task-clock # 0.998 CPUs utilized
1,062 context-switches # 0.090 K/sec
14 CPU-migrations # 0.001 K/sec
337 page-faults # 0.029 K/sec
26,487,882,764 cycles # 2.243 GHz
41,025,654,322 instructions # 1.55 insns per cycle
6,558,871,379 branches # 555.455 M/sec
567,204 branch-misses # 0.01% of all branches
11.827228330 seconds time elapsed
Unsorted:
Performance counter stats for './sumtest_unsorted':
28877.954344 task-clock # 0.998 CPUs utilized
2,584 context-switches # 0.089 K/sec
18 CPU-migrations # 0.001 K/sec
335 page-faults # 0.012 K/sec
65,076,127,595 cycles # 2.253 GHz
41,032,528,741 instructions # 0.63 insns per cycle
6,560,579,013 branches # 227.183 M/sec
1,646,394,749 branch-misses # 25.10% of all branches
28.935500947 seconds time elapsed
It can also do source code annotation with dissassembly.
perf record -e branch-misses ./sumtest_unsorted
perf annotate -d sumtest_unsorted
Percent | Source code & Disassembly of sumtest_unsorted
------------------------------------------------
...
: sum += data[c];
0.00 : 400a1a: mov -0x14(%rbp),%eax
39.97 : 400a1d: mov %eax,%eax
5.31 : 400a1f: mov -0x20040(%rbp,%rax,4),%eax
4.60 : 400a26: cltq
0.00 : 400a28: add %rax,-0x30(%rbp)
...
See the performance tutorial for more details.
I just read up on this question and its answers, and I feel an answer is missing.
A common way to eliminate branch prediction that I've found to work particularly good in managed languages is a table lookup instead of using a branch (although I haven't tested it in this case).
This approach works in general if:
it's a small table and is likely to be cached in the processor, and
you are running things in a quite tight loop and/or the processor can preload the data.
Background and why
From a processor perspective, your memory is slow. To compensate for the difference in speed, a couple of caches are built into your processor (L1/L2 cache). So imagine that you're doing your nice calculations and figure out that you need a piece of memory. The processor will get its 'load' operation and loads the piece of memory into cache -- and then uses the cache to do the rest of the calculations. Because memory is relatively slow, this 'load' will slow down your program.
Like branch prediction, this was optimized in the Pentium processors: the processor predicts that it needs to load a piece of data and attempts to load that into the cache before the operation actually hits the cache. As we've already seen, branch prediction sometimes goes horribly wrong -- in the worst case scenario you need to go back and actually wait for a memory load, which will take forever (in other words: failing branch prediction is bad, a memory load after a branch prediction fail is just horrible!).
Fortunately for us, if the memory access pattern is predictable, the processor will load it in its fast cache and all is well.
The first thing we need to know is what is small? While smaller is generally better, a rule of thumb is to stick to lookup tables that are <= 4096 bytes in size. As an upper limit: if your lookup table is larger than 64K it's probably worth reconsidering.
Constructing a table
So we've figured out that we can create a small table. Next thing to do is get a lookup function in place. Lookup functions are usually small functions that use a couple of basic integer operations (and, or, xor, shift, add, remove and perhaps multiply). You want to have your input translated by the lookup function to some kind of 'unique key' in your table, which then simply gives you the answer of all the work you wanted it to do.
In this case: >= 128 means we can keep the value, < 128 means we get rid of it. The easiest way to do that is by using an 'AND': if we keep it, we AND it with 7FFFFFFF; if we want to get rid of it, we AND it with 0. Notice also that 128 is a power of 2 -- so we can go ahead and make a table of 32768/128 integers and fill it with one zero and a lot of 7FFFFFFFF's.
Managed languages
You might wonder why this works well in managed languages. After all, managed languages check the boundaries of the arrays with a branch to ensure you don't mess up...
Well, not exactly... :-)
There has been quite some work on eliminating this branch for managed languages. For example:
for (int i = 0; i < array.Length; ++i)
{
// Use array[i]
}
In this case, it's obvious to the compiler that the boundary condition will never be hit. At least the Microsoft JIT compiler (but I expect Java does similar things) will notice this and remove the check altogether. WOW, that means no branch. Similarly, it will deal with other obvious cases.
If you run into trouble with lookups in managed languages -- the key is to add a & 0x[something]FFF to your lookup function to make the boundary check predictable -- and watch it going faster.
The result of this case
// Generate data
int arraySize = 32768;
int[] data = new int[arraySize];
Random random = new Random(0);
for (int c = 0; c < arraySize; ++c)
{
data[c] = random.Next(256);
}
/*To keep the spirit of the code intact, I'll make a separate lookup table
(I assume we cannot modify 'data' or the number of loops)*/
int[] lookup = new int[256];
for (int c = 0; c < 256; ++c)
{
lookup[c] = (c >= 128) ? c : 0;
}
// Test
DateTime startTime = System.DateTime.Now;
long sum = 0;
for (int i = 0; i < 100000; ++i)
{
// Primary loop
for (int j = 0; j < arraySize; ++j)
{
/* Here you basically want to use simple operations - so no
random branches, but things like &, |, *, -, +, etc. are fine. */
sum += lookup[data[j]];
}
}
DateTime endTime = System.DateTime.Now;
Console.WriteLine(endTime - startTime);
Console.WriteLine("sum = " + sum);
Console.ReadLine();
As data is distributed between 0 and 255 when the array is sorted, around the first half of the iterations will not enter the if-statement (the if statement is shared below).
if (data[c] >= 128)
sum += data[c];
The question is: What makes the above statement not execute in certain cases as in case of sorted data? Here comes the "branch predictor". A branch predictor is a digital circuit that tries to guess which way a branch (e.g. an if-then-else structure) will go before this is known for sure. The purpose of the branch predictor is to improve the flow in the instruction pipeline. Branch predictors play a critical role in achieving high effective performance!
Let's do some bench marking to understand it better
The performance of an if-statement depends on whether its condition has a predictable pattern. If the condition is always true or always false, the branch prediction logic in the processor will pick up the pattern. On the other hand, if the pattern is unpredictable, the if-statement will be much more expensive.
Let’s measure the performance of this loop with different conditions:
for (int i = 0; i < max; i++)
if (condition)
sum++;
Here are the timings of the loop with different true-false patterns:
Condition Pattern Time (ms)
-------------------------------------------------------
(i & 0×80000000) == 0 T repeated 322
(i & 0xffffffff) == 0 F repeated 276
(i & 1) == 0 TF alternating 760
(i & 3) == 0 TFFFTFFF… 513
(i & 2) == 0 TTFFTTFF… 1675
(i & 4) == 0 TTTTFFFFTTTTFFFF… 1275
(i & 8) == 0 8T 8F 8T 8F … 752
(i & 16) == 0 16T 16F 16T 16F … 490
A “bad” true-false pattern can make an if-statement up to six times slower than a “good” pattern! Of course, which pattern is good and which is bad depends on the exact instructions generated by the compiler and on the specific processor.
So there is no doubt about the impact of branch prediction on performance!
One way to avoid branch prediction errors is to build a lookup table, and index it using the data. Stefan de Bruijn discussed that in his answer.
But in this case, we know values are in the range [0, 255] and we only care about values >= 128. That means we can easily extract a single bit that will tell us whether we want a value or not: by shifting the data to the right 7 bits, we are left with a 0 bit or a 1 bit, and we only want to add the value when we have a 1 bit. Let's call this bit the "decision bit".
By using the 0/1 value of the decision bit as an index into an array, we can make code that will be equally fast whether the data is sorted or not sorted. Our code will always add a value, but when the decision bit is 0, we will add the value somewhere we don't care about. Here's the code:
// Test
clock_t start = clock();
long long a[] = {0, 0};
long long sum;
for (unsigned i = 0; i < 100000; ++i)
{
// Primary loop
for (unsigned c = 0; c < arraySize; ++c)
{
int j = (data[c] >> 7);
a[j] += data[c];
}
}
double elapsedTime = static_cast<double>(clock() - start) / CLOCKS_PER_SEC;
sum = a[1];
This code wastes half of the adds but never has a branch prediction failure. It's tremendously faster on random data than the version with an actual if statement.
But in my testing, an explicit lookup table was slightly faster than this, probably because indexing into a lookup table was slightly faster than bit shifting. This shows how my code sets up and uses the lookup table (unimaginatively called lut for "LookUp Table" in the code). Here's the C++ code:
// Declare and then fill in the lookup table
int lut[256];
for (unsigned c = 0; c < 256; ++c)
lut[c] = (c >= 128) ? c : 0;
// Use the lookup table after it is built
for (unsigned i = 0; i < 100000; ++i)
{
// Primary loop
for (unsigned c = 0; c < arraySize; ++c)
{
sum += lut[data[c]];
}
}
In this case, the lookup table was only 256 bytes, so it fits nicely in a cache and all was fast. This technique wouldn't work well if the data was 24-bit values and we only wanted half of them... the lookup table would be far too big to be practical. On the other hand, we can combine the two techniques shown above: first shift the bits over, then index a lookup table. For a 24-bit value that we only want the top half value, we could potentially shift the data right by 12 bits, and be left with a 12-bit value for a table index. A 12-bit table index implies a table of 4096 values, which might be practical.
The technique of indexing into an array, instead of using an if statement, can be used for deciding which pointer to use. I saw a library that implemented binary trees, and instead of having two named pointers (pLeft and pRight or whatever) had a length-2 array of pointers and used the "decision bit" technique to decide which one to follow. For example, instead of:
if (x < node->value)
node = node->pLeft;
else
node = node->pRight;
this library would do something like:
i = (x < node->value);
node = node->link[i];
Here's a link to this code: Red Black Trees, Eternally Confuzzled
In the sorted case, you can do better than relying on successful branch prediction or any branchless comparison trick: completely remove the branch.
Indeed, the array is partitioned in a contiguous zone with data < 128 and another with data >= 128. So you should find the partition point with a dichotomic search (using Lg(arraySize) = 15 comparisons), then do a straight accumulation from that point.
Something like (unchecked)
int i= 0, j, k= arraySize;
while (i < k)
{
j= (i + k) >> 1;
if (data[j] >= 128)
k= j;
else
i= j;
}
sum= 0;
for (; i < arraySize; i++)
sum+= data[i];
or, slightly more obfuscated
int i, k, j= (i + k) >> 1;
for (i= 0, k= arraySize; i < k; (data[j] >= 128 ? k : i)= j)
j= (i + k) >> 1;
for (sum= 0; i < arraySize; i++)
sum+= data[i];
A yet faster approach, that gives an approximate solution for both sorted or unsorted is: sum= 3137536; (assuming a truly uniform distribution, 16384 samples with expected value 191.5) :-)
The above behavior is happening because of Branch prediction.
To understand branch prediction one must first understand an Instruction Pipeline.
The the steps of running an instruction can be overlapped with the sequence of steps of running the previous and next instruction, so that different steps can be executed concurrently in parallel. This technique is known as instruction pipelining and is used to increase throughput in modern processors. To understand this better please see this example on Wikipedia.
Generally, modern processors have quite long (and wide) pipelines, so many instruction can be in flight. See Modern Microprocessors
A 90-Minute Guide! which starts by introducing basic in-order pipelining and goes from there.
But for ease let's consider a simple in-order pipeline with these 4 steps only.
(Like a classic 5-stage RISC, but omitting a separate MEM stage.)
IF -- Fetch the instruction from memory
ID -- Decode the instruction
EX -- Execute the instruction
WB -- Write back to CPU register
4-stage pipeline in general for 2 instructions.
Moving back to the above question let's consider the following instructions:
A) if (data[c] >= 128)
/\
/ \
/ \
true / \ false
/ \
/ \
/ \
/ \
B) sum += data[c]; C) for loop or print().
Without branch prediction, the following would occur:
To execute instruction B or instruction C the processor will have to wait (stall) till the instruction A leaves the EX stage in the pipeline, as the decision to go to instruction B or instruction C depends on the result of instruction A. (i.e. where to fetch from next.) So the pipeline will look like this:
Without prediction: when if condition is true:
Without prediction: When if condition is false:
As a result of waiting for the result of instruction A, the total CPU cycles spent in the above case (without branch prediction; for both true and false) is 7.
So what is branch prediction?
Branch predictor will try to guess which way a branch (an if-then-else structure) will go before this is known for sure. It will not wait for the instruction A to reach the EX stage of the pipeline, but it will guess the decision and go to that instruction (B or C in case of our example).
In case of a correct guess, the pipeline looks something like this:
If it is later detected that the guess was wrong then the partially executed instructions are discarded and the pipeline starts over with the correct branch, incurring a delay.
The time that is wasted in case of a branch misprediction is equal to the number of stages in the pipeline from the fetch stage to the execute stage. Modern microprocessors tend to have quite long pipelines so that the misprediction delay is between 10 and 20 clock cycles. The longer the pipeline the greater the need for a good branch predictor.
In the OP's code, the first time when the conditional, the branch predictor does not have any information to base up prediction, so the first time it will randomly choose the next instruction. (Or fall back to static prediction, typically forward not-taken, backward taken). Later in the for loop, it can base the prediction on the history.
For an array sorted in ascending order, there are three possibilities:
All the elements are less than 128
All the elements are greater than 128
Some starting new elements are less than 128 and later it become greater than 128
Let us assume that the predictor will always assume the true branch on the first run.
So in the first case, it will always take the true branch since historically all its predictions are correct.
In the 2nd case, initially it will predict wrong, but after a few iterations, it will predict correctly.
In the 3rd case, it will initially predict correctly till the elements are less than 128. After which it will fail for some time and the correct itself when it sees branch prediction failure in history.
In all these cases the failure will be too less in number and as a result, only a few times it will need to discard the partially executed instructions and start over with the correct branch, resulting in fewer CPU cycles.
But in case of a random unsorted array, the prediction will need to discard the partially executed instructions and start over with the correct branch most of the time and result in more CPU cycles compared to the sorted array.
Further reading:
Modern Microprocessors
A 90-Minute Guide!
Dan Luu's article on branch prediction (which covers older branch predictors, not modern IT-TAGE or Perceptron)
https://en.wikipedia.org/wiki/Branch_predictor
Branch Prediction and the Performance of Interpreters -
Don’t Trust Folklore - 2015 paper showing how well Intel's Haswell does at predicting the indirect branch of a Python interpreter's main loop (historically problematic due to a non-simple pattern), vs. earlier CPUs which didn't use IT-TAGE. (They don't help with this fully random case, though. Still 50% mispredict rate for the if inside the loop on a Skylake CPU when the source is compiled to branch asm.)
Static branch prediction on newer Intel processors - what CPUs actually do when running a branch instruction that doesn't have a dynamic prediction available. Historically, forward not-taken (like an if or break), backward taken (like a loop) has been used because it's better than nothing. Laying out code so the fast path / common case minimizes taken branches is good for I-cache density as well as static prediction, so compilers already do that. (That's the real effect of likely / unlikely hints in C source, not actually hinting the hardware branch prediction in most CPU, except maybe via static prediction.)
An official answer would be from
Intel - Avoiding the Cost of Branch Misprediction
Intel - Branch and Loop Reorganization to Prevent Mispredicts
Scientific papers - branch prediction computer architecture
Books: J.L. Hennessy, D.A. Patterson: Computer architecture: a quantitative approach
Articles in scientific publications: T.Y. Yeh, Y.N. Patt made a lot of these on branch predictions.
You can also see from this lovely diagram why the branch predictor gets confused.
Each element in the original code is a random value
data[c] = std::rand() % 256;
so the predictor will change sides as the std::rand() blow.
On the other hand, once it's sorted, the predictor will first move into a state of strongly not taken and when the values change to the high value the predictor will in three runs through change all the way from strongly not taken to strongly taken.
In the same line (I think this was not highlighted by any answer) it's good to mention that sometimes (specially in software where the performance matters—like in the Linux kernel) you can find some if statements like the following:
if (likely( everything_is_ok ))
{
/* Do something */
}
or similarly:
if (unlikely(very_improbable_condition))
{
/* Do something */
}
Both likely() and unlikely() are in fact macros that are defined by using something like the GCC's __builtin_expect to help the compiler insert prediction code to favour the condition taking into account the information provided by the user. GCC supports other builtins that could change the behavior of the running program or emit low level instructions like clearing the cache, etc. See this documentation that goes through the available GCC's builtins.
Normally this kind of optimizations are mainly found in hard-real time applications or embedded systems where execution time matters and it's critical. For example, if you are checking for some error condition that only happens 1/10000000 times, then why not inform the compiler about this? This way, by default, the branch prediction would assume that the condition is false.
Frequently used Boolean operations in C++ produce many branches in the compiled program. If these branches are inside loops and are hard to predict they can slow down execution significantly. Boolean variables are stored as 8-bit integers with the value 0 for false and 1 for true.
Boolean variables are overdetermined in the sense that all operators that have Boolean variables as input check if the inputs have any other value than 0 or 1, but operators that have Booleans as output can produce no other value than 0 or 1. This makes operations with Boolean variables as input less efficient than necessary.
Consider example:
bool a, b, c, d;
c = a && b;
d = a || b;
This is typically implemented by the compiler in the following way:
bool a, b, c, d;
if (a != 0) {
if (b != 0) {
c = 1;
}
else {
goto CFALSE;
}
}
else {
CFALSE:
c = 0;
}
if (a == 0) {
if (b == 0) {
d = 0;
}
else {
goto DTRUE;
}
}
else {
DTRUE:
d = 1;
}
This code is far from optimal. The branches may take a long time in case of mispredictions. The Boolean operations can be made much more efficient if it is known with certainty that the operands have no other values than 0 and 1. The reason why the compiler does not make such an assumption is that the variables might have other values if they are uninitialized or come from unknown sources. The above code can be optimized if a and b has been initialized to valid values or if they come from operators that produce Boolean output. The optimized code looks like this:
char a = 0, b = 1, c, d;
c = a & b;
d = a | b;
char is used instead of bool in order to make it possible to use the bitwise operators (& and |) instead of the Boolean operators (&& and ||). The bitwise operators are single instructions that take only one clock cycle. The OR operator (|) works even if a and b have other values than 0 or 1. The AND operator (&) and the EXCLUSIVE OR operator (^) may give inconsistent results if the operands have other values than 0 and 1.
~ can not be used for NOT. Instead, you can make a Boolean NOT on a variable which is known to be 0 or 1 by XOR'ing it with 1:
bool a, b;
b = !a;
can be optimized to:
char a = 0, b;
b = a ^ 1;
a && b cannot be replaced with a & b if b is an expression that should not be evaluated if a is false ( && will not evaluate b, & will). Likewise, a || b can not be replaced with a | b if b is an expression that should not be evaluated if a is true.
Using bitwise operators is more advantageous if the operands are variables than if the operands are comparisons:
bool a; double x, y, z;
a = x > y && z < 5.0;
is optimal in most cases (unless you expect the && expression to generate many branch mispredictions).
That's for sure!...
Branch prediction makes the logic run slower, because of the switching which happens in your code! It's like you are going a straight street or a street with a lot of turnings, for sure the straight one is going to be done quicker!...
If the array is sorted, your condition is false at the first step: data[c] >= 128, then becomes a true value for the whole way to the end of the street. That's how you get to the end of the logic faster. On the other hand, using an unsorted array, you need a lot of turning and processing which make your code run slower for sure...
Look at the image I created for you below. Which street is going to be finished faster?
So programmatically, branch prediction causes the process to be slower...
Also at the end, it's good to know we have two kinds of branch predictions that each is going to affect your code differently:
1. Static
2. Dynamic
Static branch prediction is used by the microprocessor the first time
a conditional branch is encountered, and dynamic branch prediction is
used for succeeding executions of the conditional branch code.
In order to effectively write your code to take advantage of these
rules, when writing if-else or switch statements, check the most
common cases first and work progressively down to the least common.
Loops do not necessarily require any special ordering of code for
static branch prediction, as only the condition of the loop iterator
is normally used.
This question has already been answered excellently many times over. Still I'd like to draw the group's attention to yet another interesting analysis.
Recently this example (modified very slightly) was also used as a way to demonstrate how a piece of code can be profiled within the program itself on Windows. Along the way, the author also shows how to use the results to determine where the code is spending most of its time in both the sorted & unsorted case. Finally the piece also shows how to use a little known feature of the HAL (Hardware Abstraction Layer) to determine just how much branch misprediction is happening in the unsorted case.
The link is here:
A Demonstration of Self-Profiling
As what has already been mentioned by others, what behind the mystery is Branch Predictor.
I'm not trying to add something but explaining the concept in another way.
There is a concise introduction on the wiki which contains text and diagram.
I do like the explanation below which uses a diagram to elaborate the Branch Predictor intuitively.
In computer architecture, a branch predictor is a
digital circuit that tries to guess which way a branch (e.g. an
if-then-else structure) will go before this is known for sure. The
purpose of the branch predictor is to improve the flow in the
instruction pipeline. Branch predictors play a critical role in
achieving high effective performance in many modern pipelined
microprocessor architectures such as x86.
Two-way branching is usually implemented with a conditional jump
instruction. A conditional jump can either be "not taken" and continue
execution with the first branch of code which follows immediately
after the conditional jump, or it can be "taken" and jump to a
different place in program memory where the second branch of code is
stored. It is not known for certain whether a conditional jump will be
taken or not taken until the condition has been calculated and the
conditional jump has passed the execution stage in the instruction
pipeline (see fig. 1).
Based on the described scenario, I have written an animation demo to show how instructions are executed in a pipeline in different situations.
Without the Branch Predictor.
Without branch prediction, the processor would have to wait until the
conditional jump instruction has passed the execute stage before the
next instruction can enter the fetch stage in the pipeline.
The example contains three instructions and the first one is a conditional jump instruction. The latter two instructions can go into the pipeline until the conditional jump instruction is executed.
It will take 9 clock cycles for 3 instructions to be completed.
Use Branch Predictor and don't take a conditional jump. Let's assume that the predict is not taking the conditional jump.
It will take 7 clock cycles for 3 instructions to be completed.
Use Branch Predictor and take a conditional jump. Let's assume that the predict is not taking the conditional jump.
It will take 9 clock cycles for 3 instructions to be completed.
The time that is wasted in case of a branch misprediction is equal to
the number of stages in the pipeline from the fetch stage to the
execute stage. Modern microprocessors tend to have quite long
pipelines so that the misprediction delay is between 10 and 20 clock
cycles. As a result, making a pipeline longer increases the need for a
more advanced branch predictor.
As you can see, it seems we don't have a reason not to use Branch Predictor.
It's quite a simple demo that clarifies the very basic part of Branch Predictor. If those gifs are annoying, please feel free to remove them from the answer and visitors can also get the live demo source code from BranchPredictorDemo
Branch-prediction gain!
It is important to understand that branch misprediction doesn't slow down programs. The cost of a missed prediction is just as if branch prediction didn't exist and you waited for the evaluation of the expression to decide what code to run (further explanation in the next paragraph).
if (expression)
{
// Run 1
} else {
// Run 2
}
Whenever there's an if-else \ switch statement, the expression has to be evaluated to determine which block should be executed. In the assembly code generated by the compiler, conditional branch instructions are inserted.
A branch instruction can cause a computer to begin executing a different instruction sequence and thus deviate from its default behavior of executing instructions in order (i.e. if the expression is false, the program skips the code of the if block) depending on some condition, which is the expression evaluation in our case.
That being said, the compiler tries to predict the outcome prior to it being actually evaluated. It will fetch instructions from the if block, and if the expression turns out to be true, then wonderful! We gained the time it took to evaluate it and made progress in the code; if not then we are running the wrong code, the pipeline is flushed, and the correct block is run.
Visualization:
Let's say you need to pick route 1 or route 2. Waiting for your partner to check the map, you have stopped at ## and waited, or you could just pick route1 and if you were lucky (route 1 is the correct route), then great you didn't have to wait for your partner to check the map (you saved the time it would have taken him to check the map), otherwise you will just turn back.
While flushing pipelines is super fast, nowadays taking this gamble is worth it. Predicting sorted data or a data that changes slowly is always easier and better than predicting fast changes.
O Route 1 /-------------------------------
/|\ /
| ---------##/
/ \ \
\
Route 2 \--------------------------------
On ARM, there is no branch needed, because every instruction has a 4-bit condition field, which tests (at zero cost) any of 16 different different conditions that may arise in the Processor Status Register, and if the condition on an instruction is false, the instruction is skipped. This eliminates the need for short branches, and there would be no branch prediction hit for this algorithm. Therefore, the sorted version of this algorithm would run slower than the unsorted version on ARM, because of the extra overhead of sorting.
The inner loop for this algorithm would look something like the following in ARM assembly language:
MOV R0, #0 // R0 = sum = 0
MOV R1, #0 // R1 = c = 0
ADR R2, data // R2 = addr of data array (put this instruction outside outer loop)
.inner_loop // Inner loop branch label
LDRB R3, [R2, R1] // R3 = data[c]
CMP R3, #128 // compare R3 to 128
ADDGE R0, R0, R3 // if R3 >= 128, then sum += data[c] -- no branch needed!
ADD R1, R1, #1 // c++
CMP R1, #arraySize // compare c to arraySize
BLT inner_loop // Branch to inner_loop if c < arraySize
But this is actually part of a bigger picture:
CMP opcodes always update the status bits in the Processor Status Register (PSR), because that is their purpose, but most other instructions do not touch the PSR unless you add an optional S suffix to the instruction, specifying that the PSR should be updated based on the result of the instruction. Just like the 4-bit condition suffix, being able to execute instructions without affecting the PSR is a mechanism that reduces the need for branches on ARM, and also facilitates out of order dispatch at the hardware level, because after performing some operation X that updates the status bits, subsequently (or in parallel) you can do a bunch of other work that explicitly should not affect (or be affected by) the status bits, then you can test the state of the status bits set earlier by X.
The condition testing field and the optional "set status bit" field can be combined, for example:
ADD R1, R2, R3 performs R1 = R2 + R3 without updating any status bits.
ADDGE R1, R2, R3 performs the same operation only if a previous instruction that affected the status bits resulted in a Greater than or Equal condition.
ADDS R1, R2, R3 performs the addition and then updates the N, Z, C and V flags in the Processor Status Register based on whether the result was Negative, Zero, Carried (for unsigned addition), or oVerflowed (for signed addition).
ADDSGE R1, R2, R3 performs the addition only if the GE test is true, and then subsequently updates the status bits based on the result of the addition.
Most processor architectures do not have this ability to specify whether or not the status bits should be updated for a given operation, which can necessitate writing additional code to save and later restore status bits, or may require additional branches, or may limit the processor's out of order execution efficiency: one of the side effects of most CPU instruction set architectures forcibly updating status bits after most instructions is that it is much harder to tease apart which instructions can be run in parallel without interfering with each other. Updating status bits has side effects, therefore has a linearizing effect on code. ARM's ability to mix and match branch-free condition testing on any instruction with the option to either update or not update the status bits after any instruction is extremely powerful, for both assembly language programmers and compilers, and produces very efficient code.
When you don't have to branch, you can avoid the time cost of flushing the pipeline for what would otherwise be short branches, and you can avoid the design complexity of many forms of speculative evalution. The performance impact of the initial naive imlementations of the mitigations for many recently discovered processor vulnerabilities (Spectre etc.) shows you just how much the performance of modern processors depends upon complex speculative evaluation logic. With a short pipeline and the dramatically reduced need for branching, ARM just doesn't need to rely on speculative evaluation as much as CISC processors. (Of course high-end ARM implementations do include speculative evaluation, but it's a smaller part of the performance story.)
If you have ever wondered why ARM has been so phenomenally successful, the brilliant effectiveness and interplay of these two mechanisms (combined with another mechanism that lets you "barrel shift" left or right one of the two arguments of any arithmetic operator or offset memory access operator at zero additional cost) are a big part of the story, because they are some of the greatest sources of the ARM architecture's efficiency. The brilliance of the original designers of the ARM ISA back in 1983, Steve Furber and Roger (now Sophie) Wilson, cannot be overstated.
It's about branch prediction. What is it?
A branch predictor is one of the ancient performance-improving techniques which still finds relevance in modern architectures. While the simple prediction techniques provide fast lookup and power efficiency they suffer from a high misprediction rate.
On the other hand, complex branch predictions –either neural-based or variants of two-level branch prediction –provide better prediction accuracy, but they consume more power and complexity increases exponentially.
In addition to this, in complex prediction techniques, the time taken to predict the branches is itself very high –ranging from 2 to 5 cycles –which is comparable to the execution time of actual branches.
Branch prediction is essentially an optimization (minimization) problem where the emphasis is on to achieve lowest possible miss rate, low power consumption, and low complexity with minimum resources.
There really are three different kinds of branches:
Forward conditional branches - based on a run-time condition, the PC (program counter) is changed to point to an address forward in the instruction stream.
Backward conditional branches - the PC is changed to point backward in the instruction stream. The branch is based on some condition, such as branching backwards to the beginning of a program loop when a test at the end of the loop states the loop should be executed again.
Unconditional branches - this includes jumps, procedure calls, and returns that have no specific condition. For example, an unconditional jump instruction might be coded in assembly language as simply "jmp", and the instruction stream must immediately be directed to the target location pointed to by the jump instruction, whereas a conditional jump that might be coded as "jmpne" would redirect the instruction stream only if the result of a comparison of two values in a previous "compare" instructions shows the values to not be equal. (The segmented addressing scheme used by the x86 architecture adds extra complexity since jumps can be either "near" (within a segment) or "far" (outside the segment). Each type has different effects on branch prediction algorithms.)
Static/dynamic Branch Prediction: Static branch prediction is used by the microprocessor the first time a conditional branch is encountered, and dynamic branch prediction is used for succeeding executions of the conditional branch code.
References:
Branch predictor
A Demonstration of Self-Profiling
Branch Prediction Review
Branch Prediction (Using wayback machine)
Besides the fact that the branch prediction may slow you down, a sorted array has another advantage:
You can have a stop condition instead of just checking the value, this way you only loop over the relevant data, and ignore the rest.
The branch prediction will miss only once.
// sort backwards (higher values first), may be in some other part of the code
std::sort(data, data + arraySize, std::greater<int>());
for (unsigned c = 0; c < arraySize; ++c) {
if (data[c] < 128) {
break;
}
sum += data[c];
}
Sorted arrays are processed faster than an unsorted array, due to a phenomena called branch prediction.
The branch predictor is a digital circuit (in computer architecture) trying to predict which way a branch will go, improving the flow in the instruction pipeline. The circuit/computer predicts the next step and executes it.
Making a wrong prediction leads to going back to the previous step, and executing with another prediction. Assuming the prediction is correct, the code will continue to the next step. A wrong prediction results in repeating the same step, until a correct prediction occurs.
The answer to your question is very simple.
In an unsorted array, the computer makes multiple predictions, leading to an increased chance of errors.
Whereas, in a sorted array, the computer makes fewer predictions, reducing the chance of errors.
Making more predictions requires more time.
Sorted Array: Straight Road
____________________________________________________________________________________
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
Unsorted Array: Curved Road
______ ________
| |__|
Branch prediction: Guessing/predicting which road is straight and following it without checking
___________________________________________ Straight road
|_________________________________________|Longer road
Although both the roads reach the same destination, the straight road is shorter, and the other is longer. If then you choose the other by mistake, there is no turning back, and so you will waste some extra time if you choose the longer road. This is similar to what happens in the computer, and I hope this helped you understand better.
Also I want to cite #Simon_Weaver from the comments:
It doesn’t make fewer predictions - it makes fewer incorrect predictions. It still has to predict for each time through the loop...
I tried the same code with MATLAB 2011b with my MacBook Pro (Intel i7, 64 bit, 2.4 GHz) for the following MATLAB code:
% Processing time with Sorted data vs unsorted data
%==========================================================================
% Generate data
arraySize = 32768
sum = 0;
% Generate random integer data from range 0 to 255
data = randi(256, arraySize, 1);
%Sort the data
data1= sort(data); % data1= data when no sorting done
%Start a stopwatch timer to measure the execution time
tic;
for i=1:100000
for j=1:arraySize
if data1(j)>=128
sum=sum + data1(j);
end
end
end
toc;
ExeTimeWithSorting = toc - tic;
The results for the above MATLAB code are as follows:
a: Elapsed time (without sorting) = 3479.880861 seconds.
b: Elapsed time (with sorting ) = 2377.873098 seconds.
The results of the C code as in #GManNickG I get:
a: Elapsed time (without sorting) = 19.8761 sec.
b: Elapsed time (with sorting ) = 7.37778 sec.
Based on this, it looks MATLAB is almost 175 times slower than the C implementation without sorting and 350 times slower with sorting. In other words, the effect (of branch prediction) is 1.46x for MATLAB implementation and 2.7x for the C implementation.
The assumption by other answers that one needs to sort the data is not correct.
The following code does not sort the entire array, but only 200-element segments of it, and thereby runs the fastest.
Sorting only k-element sections completes the pre-processing in linear time, O(n), rather than the O(n.log(n)) time needed to sort the entire array.
#include <algorithm>
#include <ctime>
#include <iostream>
int main() {
int data[32768]; const int l = sizeof data / sizeof data[0];
for (unsigned c = 0; c < l; ++c)
data[c] = std::rand() % 256;
// sort 200-element segments, not the whole array
for (unsigned c = 0; c + 200 <= l; c += 200)
std::sort(&data[c], &data[c + 200]);
clock_t start = clock();
long long sum = 0;
for (unsigned i = 0; i < 100000; ++i) {
for (unsigned c = 0; c < sizeof data / sizeof(int); ++c) {
if (data[c] >= 128)
sum += data[c];
}
}
std::cout << static_cast<double>(clock() - start) / CLOCKS_PER_SEC << std::endl;
std::cout << "sum = " << sum << std::endl;
}
This also "proves" that it has nothing to do with any algorithmic issue such as sort order, and it is indeed branch prediction.
Bjarne Stroustrup's Answer to this question:
That sounds like an interview question. Is it true? How would you know? It is a bad idea to answer questions about efficiency without first doing some measurements, so it is important to know how to measure.
So, I tried with a vector of a million integers and got:
Already sorted 32995 milliseconds
Shuffled 125944 milliseconds
Already sorted 18610 milliseconds
Shuffled 133304 milliseconds
Already sorted 17942 milliseconds
Shuffled 107858 milliseconds
I ran that a few times to be sure. Yes, the phenomenon is real. My key code was:
void run(vector<int>& v, const string& label)
{
auto t0 = system_clock::now();
sort(v.begin(), v.end());
auto t1 = system_clock::now();
cout << label
<< duration_cast<microseconds>(t1 — t0).count()
<< " milliseconds\n";
}
void tst()
{
vector<int> v(1'000'000);
iota(v.begin(), v.end(), 0);
run(v, "already sorted ");
std::shuffle(v.begin(), v.end(), std::mt19937{ std::random_device{}() });
run(v, "shuffled ");
}
At least the phenomenon is real with this compiler, standard library, and optimizer settings. Different implementations can and do give different answers. In fact, someone did do a more systematic study (a quick web search will find it) and most implementations show that effect.
One reason is branch prediction: the key operation in the sort algorithm is “if(v[i] < pivot]) …” or equivalent. For a sorted sequence that test is always true whereas, for a random sequence, the branch chosen varies randomly.
Another reason is that when the vector is already sorted, we never need to move elements to their correct position. The effect of these little details is the factor of five or six that we saw.
Quicksort (and sorting in general) is a complex study that has attracted some of the greatest minds of computer science. A good sort function is a result of both choosing a good algorithm and paying attention to hardware performance in its implementation.
If you want to write efficient code, you need to know a bit about machine architecture.
This question is rooted in branch prediction models on CPUs. I'd recommend reading this paper:
Increasing the Instruction Fetch Rate via Multiple Branch Prediction and a Branch Address Cache (But real CPUs these days still don't make multiple taken branch-predictions per clock cycle, except for Haswell and later effectively unrolling tiny loops in its loop buffer. Modern CPUs can predict multiple branches not-taken to make use of their fetches in large contiguous blocks.)
When you have sorted elements, branch prediction easily predicts correctly except right at the boundary, letting instructions flow through the CPU pipeline efficiently, without having to rewind and take the correct path on mispredictions.
An answer for quick and simple understanding (read the others for more details)
This concept is called branch prediction
Branch prediction is an optimization technique that predicts the path the code will take before it is known with certainty. This is important because during the code execution, the machine prefetches several code statements and stores them in the pipeline.
The problem arises in conditional branching, where there are two possible paths or parts of the code that can be executed.
When the prediction was true, the optimization technique worked out.
When the prediction was false, to explain it in a simple way, the code statement stored in the pipeline gets proved wrong and the actual code has to be completely reloaded, which takes up a lot of time.
As common sense suggests, predictions of something sorted are way more accurate than predictions of something unsorted.
branch prediction visualisation:
sorted
unsorted

Technical reasons behind formatting when incrementing by 1 in a 'for' loop?

All over the web, code samples have for loops which look like this:
for(int i = 0; i < 5; i++)
while I used the following format:
for(int i = 0; i != 5; ++i)
I do this because I believe it to be more efficient, but does this really matter in most cases?
Everybody loves their micro-optimizations, but this would not make a difference as far as I can see. I compiled the two variations with g++ on for Intel processors without any fancy optimizations and the results are for
for(int i = 0; i < 5; i++)
movl $0, -12(%ebp)
jmp L2
L3:
leal -12(%ebp), %eax
incl (%eax)
L2:
cmpl $4, -12(%ebp)
jle L3
for(int i = 0; i != 5; ++i)
movl $0, -12(%ebp)
jmp L7
L8:
leal -12(%ebp), %eax
incl (%eax)
L7:
cmpl $5, -12(%ebp)
jne L8
I think jle and jne should translate to equally fast instructions on most architectures.
So for performance, you should not distinguish between the two. In general, I would agree that the first one is a little safer and I also think more common.
EDIT (2 years later): Since this thread recently got again a lot of attention, I would like to add that it will be difficult to answer this question generally. Which versions of code are more efficient is specifically not defined by the C-Standard [PDF] (and the same applies to C++ and probably also for C# ).
Section 5.1.2.3 Program execution
§1 The semantic descriptions in this International Standard describe the behavior of an abstract machine in which issues of optimization are irrelevant.
But it is reasonable to assume that a modern compiler will produce equally efficient code and I think that in only very rare cases will the loop-test and the counting expression be the bottleneck of a for-loop.
As for taste, I write
for(int i = 0; i < 5; ++i)
If for some reason i jumps to 50 in the loop, your version would loop forever. The i < 5 is a sanity check.
The form
for (int i = 0; i < 5; i++)
is idiomatic, so it's easier to read for experienced C programmers.
Especially when used to iterate over an array.
You should write idiomatic code whenever possible as it reads faster.
It is also a little safer in situations when you modify i inside the loop or use an increment different then 1.
But it's a minor thing.
It's best to carefully design your loop and add some asserts to catch broken assumptions early.
If the increment rule changes slightly you immediately have an infinite loop. I much prefer the first end condition.
It depends on the language.
C++ texts often suggest the second format as that will work with iterators which can be compared (!=) directly but not with a greater to or less than condition. Also pre increment can be faster than post increment as there is no need for a copy of the variable for comparison - however optimisers can deal with this.
For integers either form works. The common idiom for C is the first one whilst for C++ it is the second.
For C# and Java use I would foreach to loop over all things.
In C++ there is also the std::for_each function requiring a use of a functor which for simple cases is probably more complex than either example here and the Boost FOR_EACH which can look like the C# foreach but is complex inside.
With regards to using ++i instead of i++, it doesn't make a difference with most compilers, however ++i could be more efficient than i++ when used as an iterator.
There's actually four permutations on what you give. To your two:
for(int i = 0; i < 5; i++)
for(int i = 0; i != 5; ++i)
We can add:
for(int i = 0; i < 5; ++i)
for(int i = 0; i != 5; i++)
On most modern machines with modern compilers it shouldn't be surprising that these will be of exactly the same efficiency. It could be just about possible that you may one day find yourself programming for some small processor where there's a difference between equality comparisons and less-than comparisons.
It may in some case make more sense to a particular mind with a particular case to think of "less than" or of "not equals" depending on the reason why we chose 0 and 5, but even then what makes one seem obvious to one coder may not with another.
More abstractly, these are of the forms:
for(someType i = start; i < end; i++)
for(someType i = start; i != end; ++i)
for(someType i = start; i < end; ++i)
for(someType i = start; i != end; i++)
An obvious difference here is that in two cases someType must have a meaning for < and for the rest it must have a meaning for !=. Types for which != is defined and < isn't are quite common, including quite a few iterator objects in C++ (and potentially in C# where the same approach as STL iterators is possible and sometimes useful, but neither as idiomatic, directly supported by common libraries nor as often useful since there are rival idioms with more direct support). It's worth noting that the STL approach is specifically designed so as to include pointers within the set of valid iterator types. If you're in the habit of using the STL you'll consider the forms with != far more idiomatic even when applied to integers. Personally a very tiny amount of exposure to it was enough to make it my instinct.
On the other hand, while defining < and not != would be rarer, it's applicable to cases where either we replace the increment with a different increase in i's value, or where i may be altered within the loop.
So, there's definite cases on both sides where one or the other is the only approach.
Now for ++i vs i++. Again with integers and when called directly rather than through a function that returns the result (and chances are even then) the practical result will be exactly the same.
In some C-style languages (those without operator over-loading) integers and pointers are about the only cases there is. We could just about artificially invent a case where the increment is called through a function just to change how it goes, and chances are the compiler will still turn them into the same thing anyway.
C++ and C# allow us to override them. Generally the prefix ++ operates like a function that does:
val = OneMoreThan(val);//whatever OneMoreThan means in the context.
//note that we assigned something back to val here.
return val;
And the postfix ++ operates like a function that does:
SomeType copy = Clone(val);
val = OneMoreThan(val);
return copy;
Neither C++ nor C# match the above perfectly (I quite deliberately made my pseudo-code match neither), but in either case there may be a copy or perhaps two made. This may or may not be expensive. It may or may not be avoidable (in C++ we often can avoid it entirely for the prefix form by returning this and in the postfix by returning void). It may or may not be optimised away to nothing, but it remains that it could be more efficient to do ++i than i++ in certain cases.
More particularly, there's the slight possibility of a slight performance improvement with ++i, and with a large class it could even be considerable, but barring someone overriding in C++ so that the two had completely different meanings (a pretty bad idea) it's not generally possible for this to be the other way around. As such, getting into the habit of favouring prefix over postfix means you might gain an improvement mayone one time in a thousand, but won't lose out, so it's a habit C++ coders often get into.
In summary, there's absolutely no difference in the two cases given in your question, but there can be in variants of the same.
I switched to using != some 20+ years ago after reading Dijkstra's book called "A Discipline of Programming". In his book Dijkstra observed that weaker continuation conditions lead to stronger post-conditions in loop constructs.
For example, if we modify your construct to expose i after the loop, the post-condition of the fist loop would be i >= 5, while the post-condition of the second loop is a much stronger i == 5. This is better for reasoning about the program in formal terms of loop invariants, post-conditions, and weakest pre-conditions.
I agree with what's been said about readability - it's important to have code that's easy for a maintainer to read, although you'd hope that whoever that is would understand both pre- and post-increments.
That said, I thought that I'd run a simple test, and get some solid data about which of the four loops runs fastest.
I'm on an average spec computer, compiling with javac 1.7.0.
My program makes a for loop, iterating 2,000,000 time over nothing (so as not to swamp the interesting data with how long it takes to do whatever is in the for loop). It use all four types proposed above, and times the results, repeating 1000 times to get an average.
The actual code is:
public class EfficiencyTest
{
public static int iterations = 1000;
public static long postIncLessThan() {
long startTime = 0;
long endTime = 0;
startTime = System.nanoTime();
for (int i=0; i < 2000000; i++) {}
endTime = System.nanoTime();
return endTime - startTime;
}
public static long postIncNotEqual() {
long startTime = 0;
long endTime = 0;
startTime = System.nanoTime();
for (int i=0; i != 2000000; i++) {}
endTime = System.nanoTime();
return endTime - startTime;
}
public static long preIncLessThan() {
long startTime = 0;
long endTime = 0;
startTime = System.nanoTime();
for (int i=0; i < 2000000; ++i) {}
endTime = System.nanoTime();
return endTime - startTime;
}
public static long preIncNotEqual() {
long startTime = 0;
long endTime = 0;
startTime = System.nanoTime();
for (int i=0; i != 2000000; ++i) {}
endTime = System.nanoTime();
return endTime - startTime;
}
public static void analyseResults(long[] data) {
long max = 0;
long min = Long.MAX_VALUE;
long total = 0;
for (int i=0; i<iterations; i++) {
max = (max > data[i]) ? max : data[i];
min = (data[i] > min) ? min : data[i];
total += data[i];
}
long average = total/iterations;
System.out.print("max: " + (max) + "ns, min: " + (min) + "ns");
System.out.println("\tAverage: " + (average) + "ns");
}
public static void main(String[] args) {
long[] postIncLessThanResults = new long [iterations];
long[] postIncNotEqualResults = new long [iterations];
long[] preIncLessThanResults = new long [iterations];
long[] preIncNotEqualResults = new long [iterations];
for (int i=0; i<iterations; i++) {
postIncLessThanResults[i] = postIncLessThan();
postIncNotEqualResults[i] = postIncNotEqual();
preIncLessThanResults[i] = preIncLessThan();
preIncNotEqualResults[i] = preIncNotEqual();
}
System.out.println("Post increment, less than test");
analyseResults(postIncLessThanResults);
System.out.println("Post increment, inequality test");
analyseResults(postIncNotEqualResults);
System.out.println("Pre increment, less than test");
analyseResults(preIncLessThanResults);
System.out.println("Pre increment, inequality test");
analyseResults(preIncNotEqualResults);
}
}
Sorry if I've copied that in wrong!
The results supprised me - testing i < maxValue took about 1.39ms per loop, whether using pre- or post-increments, but i != maxValue took 1.05ms. That's a that's either a 24.5% saving or a 32.5% loss of time, depending on how you look at it.
Granted, how long it takes a for loop to run probably isn't your bottleneck, but this is the kind of optimisation that it's useful to know about, for the rare occasion when you need it.
I think I'll still stick to testing for less than, though!
Edit
I've tested decrementing i as well, and found that this doesn't really have an effect on th time it takes - for (int i = 2000000; i != 0; i--) and for (int i = 0; i != 2000000; i++) both take the same length of time, as do for (int i = 2000000; i > 0; i--) and for (int i = 0; i < 2000000; i++).
In generic code you should prefer the version with != operator since it only requires your i to be equally-comparable, while the < version requires it to be relationally-comparable. The latter is a stronger requirement than the former. You should generally prefer to avoid stronger requrements when a weaker requirement is perfectly sufficient.
Having said that, in your specific case if int i both will work equally well and there won't be any difference in performance.
I would never do this:
for(int i = 0; i != 5; ++i)
i != 5 leaves it open for the possibility that i will never be 5. It's too easy to skip over it and run into either an infinite loop or an array accessor error.
++i
Although a lot of people know that you can put ++ in front, there are a lot of people who don't. Code needs to be readable to people, and although it could be a micro optimization to make the code go faster, it really isn't worth the extra headache when someone has to modify the code and figure why it was done.
I think Douglas Crockford has the best suggestion and that is to not use ++ or -- at all. It can just become too confusing (may be not in a loop but definitely other places) at times and it is just as easy to write i = i + 1. He thinks it's just a bad habit to get out of, and I kind of agree after seeing some atrocious "optimized" code.
I think what crockford is getting at is with those operators you can get people writing things like:
var x = 0;
var y = x++;
y = ++x * (Math.pow(++y, 2) * 3) * ++x;
alert(x * y);
//the answer is 54 btw.
It is not a good idea to care about efficiency in those cases, because your compiler is usually smart enough to optimize your code when it is able to.
I have worked to a company that produces software for safety-critical systems, and one of the rules was that the loop should end with a "<" instead of a !=. There are several good reasons for that:
Your control variable might jump to a higher value by some hw problem or some memory invasion;
In the maintenance, one could increment your iterator value inside the loop, or do something like "i += 2", and this would make your loop to roll forever;
If for some reason your iterator type changes from "int" to "float" (I don't know why someone would do that, but anyways...) an exact comparison for float points is a bad practice.
(The MISRA C++ Coding Standard (for safety-critical systems) also tell you to prefer the "<" instead of "!=" in the rule 6-5-2. I don't know if I can post the rule definition here because MISRA is a paid document.)
About the ++i or i++, I'd preffer to use ++i. There is no difference for that when you are working with basic types, but when you are using a STL iterator, the preincrement is more efficient. So I always use preincrement to get used to it.
I have decided to list the most informative answers as this question is getting a little crowded.
DenverCoder8's bench marking clearly deserves some recognition as well as the compiled versions of the loops by Lucas. Tim Gee has shown the differences between pre & post increment while User377178 has highlighted some of the pros and cons of < and !=. Tenacious Techhunter has written about loop optimizations in general and is worth a mention.
There you have my top 5 answers.
DenverCoder8
Lucas
Tim Gee
User377178
Tenacious Techhunter
For the record the cobol equivalent of the "for" loop is:-
PERFORM VARYING VAR1
FROM +1 BY +1
UNTIL VAR1 > +100
* SOME VERBOSE COBOL STATEMENTS HERE
END-PERFORM.
or
PERFORM ANOTHER-PARAGRAPH
VARYING VAR2 BY +1
UNTIL TERMINATING-CONDITION
WITH TEST AFTER.
There are many variations on this. The major gotcha for peoples whose minds have not been damaged by long exposure to COBOL is the, by default, UNTIL actually means WHILE i.e. the test is performed at the top of the loop, before the loop variable is incremented and before the body of the loop is processed. You need the "WITH TEST AFTER" to make it a proper UNTIL.
The second is less readable, I think (if only because the "standard" practice seems to be the former).
Numeric literals sprinkled in your code? For shame...
Getting back on track, Donald Knuth once said
We should forget about small
efficiencies, say about 97% of the
time: premature optimization is the
root of all evil.
So, it really boils down to which is easier to parse
So... taking into account both of the above, which of the following is easier for a programmer to parse?
for (int i = 0; i < myArray.Length; ++i)
for (int i = 0; i != myArray.Length; ++i)
Edit: I'm aware that arrays in C# implement the System.Collections.IList interface, but that's not necessarily true in other languages.
Regarding readability. Being a C# programmer who likes Ruby, I recently wrote an extension method for int which allows the following syntax (as in Ruby):
4.Times(x => MyAction(x));
To sum up pros and cons of both options
Pros of !=
when int is replaced with some iterator or a type passed via template argument there is better chance it will work, it will do what is expected and it will be more efficient.
will 'loop forever' if something unpredicted happens to the i variable allowing bug detection
Pros of <
as other say is as efficient as the other one with simple types
it will not run 'forever' if i is increased in the loop or 5 is replaced with some expression that gets modified while the loop is running
will work with float type
more readable - matter of getting used to
My conclusions:
Perhaps the != version should be used in majority of cases, when i is discrete and it is as well as the other side of the comparison is not intended to be tampered within the loop.
While the presence of < would be a clear sign that the i is of simple type (or evaluates to simple type) and the condition is not straightforward: i or condition is additionally modified within the loop and/or parallel processing.
It appears no one has stated the reason why historically the preincrement operator, ++i, has been preferred over the postfix i++, for small loops.
Consider a typical implementation of the prefix (increment and fetch) and the postfix (fetch and increment):
// prefix form: increment and fetch
UPInt& UPInt::operator++()
{
*this += 1; // increment
return *this; // fetch
}
// posfix form: fetch and increment
const UPInt UPInt::operator++(int)
{
const UPInt oldValue = *this;
++(*this);
return oldValue;
}
Note that the prefix operation can be done in-place, where as the postfix requires another variable to keep track of the old value. If you are not sure why this is so, consider the following:
int a = 0;
int b = a++; // b = 0, the old value, a = 1
In a small loop, this extra allocation required by the postfix could theoretically make it slower and so the old school logic is the prefix is more efficient. As such, many C/C++ programmers have stuck with the habit of using the prefix form.
However, noted elsewhere is the fact that modern compilers are smart. They notice that when using the postfix form in a for loop, the return value of the postfix is not needed. As such, it's not necessary to keep track of the old value and it can be optimized out - leaving the same machine code you would get from using the prefix form.
Well... that's fine as long as you don't modify i inside your for loop. The real "BEST" syntax for this entirely depends on your desired result.
If your index were not an int, but instead (say) a C++ class, then it would be possible for the second example to be more efficient.
However, as written, your belief that the second form is more efficient is simply incorrect. Any decent compiler will have excellent codegen idioms for a simple for loop, and will produce high-quality code for either example. More to the point:
In a for loop that's doing heavy performance-critical computation, the index arithmetic will be a nearly negligible portion of the overall load.
If your for loop is performance-critical and not doing heavy computation such that the index arithmetic actually matters, you should almost certainly be restructuring your code to do more work in each pass of the loop.
When I first started programming in C, I used the ++i form in for loops simply because the C compiler I was using at the time did not do much optimization and would generate slightly more efficient code in that case.
Now I use the ++i form because it reads as "increment i", whereas i++ reads as "i is incremented" and any English teacher will tell you to avoid the passive voice.
The bottom line is do whatever seems more readable to you.
I think in the end it boils down to personal preference.
I like the idea of
for(int i = 0; i < 5; i++)
over
for(int i = 0; i != 5; ++i)
due to there being a chance of the value of i jumping past 5 for some reason. I know most times the chances on that happening are slim, but I think in the end its good practice.
We can use one more trick for this.
for (i = 5; i > 0; i--)
I suppose most of the compilers optimize the loops like this.
I am not sure. Someone please verify.
Ultimately, the deciding factor as to what is more efficient is neither the language nor the compiler, but rather, the underlying hardware. If you’re writing code for an embedded microcontroller like an 8051, counting up vs. counting down, greater or less than vs. not equals, and incrementing vs. decrementing, can make a difference to performance, within the very limited time scale of your loops.
While sufficient language and compiler support can (and often do) mitigate the absence of the instructions required to implement the specified code in an optimal but conceptually equivalent way, coding for the hardware itself guarantees performance, rather than merely hoping adequate optimizations exist at compile time.
And all this means, there is no one universal answer to your question, since there are so many different low-end microcontrollers out there.
Of much greater importance, however, than optimizing how your for loop iterates, loops, and breaks, is modifying what it does on each iteration. If causing the for loop one extra instruction saves two or more instructions within each iteration, do it! You will get a net gain of one or more cycles! For truly optimal code, you have to weigh the consequences of fully optimizing how the for loop iterates over what happens on each iteration.
All that being said, a good rule of thumb is, if you would find it a challenge to memorize all the assembly instructions for your particular target hardware, the optimal assembly instructions for all variations of a “for” loop have probably been fully accounted for. You can always check if you REALLY care.
I see plenty of answers using the specific code that was posted, and integer. However the question was specific to 'for loops', not the specific one mentioned in the original post.
I prefer to use the prefix increment/decrement operator because it is pretty much guaranteed to be as fast as the postfix operator, but has the possibility to be faster when used with non-primitive types. For types like integers it will never matter with any modern compiler, but if you get in the habit of using the prefix operator, then in the cases where it will provide a speed boost, you'll benefit from it.
I recently ran a static analysis tool on a large project (probably around 1-2 million lines of code), and it found around 80 cases where a postfix was being used in a case where a prefix would provide a speed benefit. In most of these cases the benefit was small because the size of the container or number of loops would usually be small, but in other cases it could potentially iterate over 500+ items.
Depending on the type of object being incremented/decremented, when a postfix occurs a copy can also occur. I would be curious to find out how many compilers will spot the case when a postfix is being used when its value isn't referenced, and thus the copy could not be used. Would it generate code in that case for a prefix instead? Even the static analysis tool mentioned that some of those 80 cases it had found might be optimized out anyway, but why take the chance and let the compiler decide? I don't find the prefix operator to be at all confusing when used alone, it only becomes a burden to read when it starts getting used, inline, as part of a logic statement:
int i = 5;
i = ++i * 3;
Having to think about operator precedence shouldn't be necessary with simple logic.
int i = 5;
i++;
i *= 3;
Sure the code above takes an extra line, but it reads more clearly. But with a for loop the variable being altered is its own statement, so you don't have to worry about whether it's prefix or postfix, just like in the code block above, the i++ is alone, so little thought is required as to what will happen with it, so this code block below is probably just as readable:
int i = 5;
++i;
i *= 3;
As I've said, it doesn't matter all that much, but using the prefix when the variable is not being used otherwise in the same statement is just a good habit in my opinion, because at some point you'll be using it on a non-primitive class and you might save yourself a copy operation.
Just my two cents.
On many architectures, it is far easier to check whether something is zero that whether it is some other arbitrary integer, therefore if you truly want to optimize the heck out of something, whenever possible count down, not up (here's an example on ARM chips).
In general, it really depends on how you think about numbers and counting. I'm doing lots of DSP and mathematics, so counting from 0 to N-1 is more natural to me, you may be different in this respect.
FORTRAN's DO loop and BASIC's FOR loop implemented < (actually <=) for positive increments. Not sure what COBOL did, but I suspect it was similar. So this approach was "natural" to the designers and users of "new" languages like C.
Additionally, < is more likely than != to terminate in erroneous situations, and is equally valid for integer and floating point values.
The first point above is the probable reason the style got started, the second is the main reason it continues.
I remember one code segment where the i was getting incremented by 2 instead of 1 due to some mistake and it was causing it to go in infinite loop. So it is better to have this loop as shown in the first option. This is more readable also. Because i != 5 and i < 5 conveys two different meaning to the reader. Also if you are increasing the loop variable then i<5 is suppose to end some point of time while i != 5 may never end because of some mistake.
It is not good approach to use as != 5. But
for (int i =0; i<index; ++i)
is more efficient than
for(int i=0; i<index; i++)
Because i++ first perform copy operation. For detailed information you can look operator overloading in C++.

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