Code inside thread slower than outside thread..? - java

I'm trying to alter some code so it can work with multithreading. I stumbled upon a performance loss when putting a Runnable around some code.
For clarification: The original code, let's call it
//doSomething
got a Runnable around it like this:
Runnable r = new Runnable()
{
public void run()
{
//doSomething
}
}
Then I submit the runnable to a ChachedThreadPool ExecutorService. This is my first step towards multithreading this code, to see if the code runs as fast with one thread as the original code.
However, this is not the case. Where //doSomething executes in about 2 seconds, the Runnable executes in about 2.5 seconds. I need to mention that some other code, say, //doSomethingElse, inside a Runnable had no performance loss compared to the original //doSomethingElse.
My guess is that //doSomething has some operations that are not as fast when working in a Thread, but I don't know what it could be or what, in that aspect is the difference with //doSomethingElse.
Could it be the use of final int[]/float[] arrays that makes a Runnable so much slower? The //doSomethingElse code also used some finals, but //doSomething uses more. This is the only thing I could think of.
Unfortunately, the //doSomething code is quite long and out-of-context, but I will post it here anyway. For those who know the Mean Shift segmentation algorithm, this a part of the code where the mean shift vector is being calculated for each pixel. The for-loop
for(int i=0; i<L; i++)
runs through each pixel.
timer.start(); // this is where I start the timer
// Initialize mode table used for basin of attraction
char[] modeTable = new char [L]; // (L is a class property and is about 100,000)
Arrays.fill(modeTable, (char)0);
int[] pointList = new int [L];
// Allcocate memory for yk (current vector)
double[] yk = new double [lN]; // (lN is a final int, defined earlier)
// Allocate memory for Mh (mean shift vector)
double[] Mh = new double [lN];
int idxs2 = 0; int idxd2 = 0;
for (int i = 0; i < L; i++) {
// if a mode was already assigned to this data point
// then skip this point, otherwise proceed to
// find its mode by applying mean shift...
if (modeTable[i] == 1) {
continue;
}
// initialize point list...
int pointCount = 0;
// Assign window center (window centers are
// initialized by createLattice to be the point
// data[i])
idxs2 = i*lN;
for (int j=0; j<lN; j++)
yk[j] = sdata[idxs2+j]; // (sdata is an earlier defined final float[] of about 100,000 items)
// Calculate the mean shift vector using the lattice
/*****************************************************/
// Initialize mean shift vector
for (int j = 0; j < lN; j++) {
Mh[j] = 0;
}
double wsuml = 0;
double weight;
// find bucket of yk
int cBucket1 = (int) yk[0] + 1;
int cBucket2 = (int) yk[1] + 1;
int cBucket3 = (int) (yk[2] - sMinsFinal) + 1;
int cBucket = cBucket1 + nBuck1*(cBucket2 + nBuck2*cBucket3);
for (int j=0; j<27; j++) {
idxd2 = buckets[cBucket+bucNeigh[j]]; // (buckets is a final int[] of about 75,000 items)
// list parse, crt point is cHeadList
while (idxd2>=0) {
idxs2 = lN*idxd2;
// determine if inside search window
double el = sdata[idxs2+0]-yk[0];
double diff = el*el;
el = sdata[idxs2+1]-yk[1];
diff += el*el;
//...
idxd2 = slist[idxd2]; // (slist is a final int[] of about 100,000 items)
}
}
//...
}
timer.end(); // this is where I stop the timer.
There is more code, but the last while loop was where I first noticed the difference in performance.
Could anyone think of a reason why this code runs slower inside a Runnable than original?
Thanks.
Edit: The measured time is inside the code, so excluding startup of the thread.

All code always runs "inside a thread".
The slowdown you see is most likely caused by the overhead that multithreading adds. Try parallelizing different parts of your code - the tasks should neither be too large, nor too small. For example, you'd probably be better off running each of the outer loops as a separate task, rather than the innermost loops.
There is no single correct way to split up tasks, though, it all depends on how the data looks and what the target machine looks like (2 cores, 8 cores, 512 cores?).
Edit: What happens if you run the test repeatedly? E.g., if you do it like this:
Executor executor = ...;
for (int i = 0; i < 10; i++) {
final int lap = i;
Runnable r = new Runnable() {
public void run() {
long start = System.currentTimeMillis();
//doSomething
long duration = System.currentTimeMillis() - start;
System.out.printf("Lap %d: %d ms%n", lap, duration);
}
};
executor.execute(r);
}
Do you notice any difference in the results?

I personally do not see any reason for this. Any program has at least one thread. All threads are equal. All threads are created by default with medium priority (5). So, the code should show the same performance in both the main application thread and other thread that you open.
Are you sure you are measuring the time of "do something" and not the overall time that your program runs? I believe that you are measuring the time of operation together with the time that is required to create and start the thread.

When you create a new thread you always have an overhead. If you have a small piece of code, you may experience performance loss.
Once you have more code (bigger tasks) you make get a performance improvement by your parallelization (the code on the thread will not necessarily run faster, but you are doing two thing at once).
Just a detail: this decision of how big small can a task be so parallelizing it is still worth is a known topic in parallel computation :)

You haven't explained exactly how you are measuring the time taken. Clearly there are thread start-up costs but I infer that you are using some mechanism that ensures that these costs don't distort your picture.
Generally speaking when measuring performance it's easy to get mislead when measuring small pieces of work. I would be looking to get a run of at least 1,000 times longer, putting the whole thing in a loop or whatever.
Here the one different between the "No Thread" and "Threaded" cases is actually that you have gone from having one Thread (as has been pointed out you always have a thread) and two threads so now the JVM has to mediate between two threads. For this kind of work I can't see why that should make a difference, but it is a difference.
I would want to be using a good profiling tool to really dig into this.

Related

Can Java Streams transform a list of points into a list of their coordinates?

I have a stream of Point3Ds in a JavaFX 8 program. I would like, for the sake of creating a Mesh from them, to be able to produce a list of their (x, y, z) coordinates instead.
This is a simple enough task through traditional Java looping. (Almost trivial, actually.) However, in the future, I'll likely be dealing with tens of thousands of points; and I would very much like to be able to use the Java Stream API and accomplish this with a parallel stream.
I suppose what I'm looking for is the rough equivalent of this psuedocode:
List<Double> coordinates = stream.parallel().map(s -> (s.getX(), s.getY(), s.getZ())).collect(Collectors.asList());
As of yet, I've found no such feature though. Could someone kindly give me a push in the right direction?
You can use flatMap :
List<Double> coordinates =
stream.parallel()
.flatMap(s -> Stream.of(s.getX(), s.getY(), s.getZ()))
.collect(Collectors.asList());
Why? Even with "tens of thousands of points", the code will complete in very little time, and you won't really gain anything "with a parallel stream".
This sounds like a perfect example of premature optimization, where you potentially complicate the code for something that isn't (yet) a problem, and is unlikely to ever be one, in this case at least.
To prove my point, I created the test code below.
To minimize the effect of GC runs, I ran this code with -Xms10g -Xmx10g, and added the explicit gc() calls, so test runs were running with a "clean slate".
As always, performance testing is subject to JIT optimizations and other factors, so a warm-up loop was provided.
public static void main(String[] args) {
Random rnd = new Random();
List<Point3D> input = new ArrayList<>();
for (int i = 0; i < 10_000; i++)
input.add(new Point3D(rnd.nextDouble(), rnd.nextDouble(), rnd.nextDouble()));
for (int i = 0; i < 100; i++) {
test1(input);
test2(input);
}
for (int i = 0; i < 10; i++) {
long start1 = System.nanoTime();
test1(input);
long end1 = System.nanoTime();
System.gc();
long start2 = System.nanoTime();
test2(input);
long end2 = System.nanoTime();
System.gc();
System.out.printf("%.6f %.6f%n", (end1 - start1) / 1_000_000d, (end2 - start2) / 1_000_000d);
}
}
private static List<Double> test1(List<Point3D> input) {
List<Double> list = new ArrayList<>();
for (Point3D point : input) {
list.add(point.getX());
list.add(point.getY());
list.add(point.getZ());
}
return list;
}
private static List<Double> test2(List<Point3D> input) {
return input.stream().parallel()
.flatMap(s -> Stream.of(s.getX(), s.getY(), s.getZ()))
.collect(Collectors.toList());
}
RESULT
0.355267 0.392904
0.205576 0.260035
0.193601 0.232378
0.194740 0.290544
0.193601 0.238365
0.243497 0.276286
0.200728 0.243212
0.197022 0.240646
0.192175 0.239790
0.198162 0.279708
No major difference, although parallel stream seems slightly slower.
Also notice that it completes in less than 0.3 ms, for 10,000 points.
It's nothing!
Let's try to increase the count from 10,000 to 10,000,000 (skipping warmup):
433.716847 972.100743
260.662700 693.263850
250.699271 736.744653
250.486281 813.615375
249.722716 714.296997
254.704145 796.566859
254.713840 829.755767
253.368331 959.365322
255.016928 973.306254
256.072177 1047.562090
Now there's a definite degradation of the parallel stream. It is 3 times slower. This is likely caused by extra GC runs.
CONCLUSION: Premature optimization is bad!!!!
In your case, you actually made it worse.

Aparapi GPU execution slower than CPU

I am trying to test the performance of Aparapi.
I have seen some blogs where the results show that Aparapi does improve the performance while doing data parallel operations.
But I am not able to see that in my tests. Here is what I did, I wrote two programs, one using Aparapi, the other one using normal loops.
Program 1: In Aparapi
import com.amd.aparapi.Kernel;
import com.amd.aparapi.Range;
public class App
{
public static void main( String[] args )
{
final int size = 50000000;
final float[] a = new float[size];
final float[] b = new float[size];
for (int i = 0; i < size; i++) {
a[i] = (float) (Math.random() * 100);
b[i] = (float) (Math.random() * 100);
}
final float[] sum = new float[size];
Kernel kernel = new Kernel(){
#Override public void run() {
int gid = getGlobalId();
sum[gid] = a[gid] + b[gid];
}
};
long t1 = System.currentTimeMillis();
kernel.execute(Range.create(size));
long t2 = System.currentTimeMillis();
System.out.println("Execution mode = "+kernel.getExecutionMode());
kernel.dispose();
System.out.println(t2-t1);
}
}
Program 2: using loops
public class App2 {
public static void main(String[] args) {
final int size = 50000000;
final float[] a = new float[size];
final float[] b = new float[size];
for (int i = 0; i < size; i++) {
a[i] = (float) (Math.random() * 100);
b[i] = (float) (Math.random() * 100);
}
final float[] sum = new float[size];
long t1 = System.currentTimeMillis();
for(int i=0;i<size;i++) {
sum[i]=a[i]+b[i];
}
long t2 = System.currentTimeMillis();
System.out.println(t2-t1);
}
}
Program 1 takes around 330ms whereas Program 2 takes only around 55ms.
Am I doing something wrong here? I did printout the execution mode in Aparpai program and it prints that the mode of execution is GPU
You did not do anything wrong - execpt for the benchmark itself.
Benchmarking is always tricky, and particularly for the cases where a JIT is involved (as for Java), and for libraries where many nitty-gritty details are hidden from the user (as for Aparapi). And in both cases, you should at least execute the code section that you want to benchmark multiple times.
For the Java version, one might expect the computation time for a single execution of the loop to decrease when the loop itself it is executed multiple times, due to the JIT kicking in. There are many additional caveats to consider - for details, you should refer to this answer. In this simple test, the effect of the JIT may not really be noticable, but in more realistic or complex scenarios, this will make a difference. Anyhow: When repeating the loop for 10 times, the time for a single execution of the loop on my machine was about 70 milliseconds.
For the Aparapi version, the point of possible GPU initialization was already mentioned in the comments. And here, this is indeed the main problem: When running the kernel 10 times, the timings on my machine are
1248
72
72
72
73
71
72
73
72
72
You see that the initial call causes all the overhead. The reason for this is that, during the first call to Kernel#execute(), it has to do all the initializations (basically converting the bytecode to OpenCL, compile the OpenCL code etc.). This is also mentioned in the documentation of the KernelRunner class:
The KernelRunner is created lazily as a result of calling Kernel.execute().
The effect of this - namely, a comparatively large delay for the first execution - has lead to this question on the Aparapi mailing list: A way to eagerly create KernelRunners. The only workaround suggested there was to create an "initialization call" like
kernel.execute(Range.create(1));
without a real workload, only to trigger the whole setup, so that the subsequent calls are fast. (This also works for your example).
You may have noticed that, even after the initialization, the Aparapi version is still not faster than the plain Java version. The reason for that is that the task of a simple vector addition like this is memory bound - for details, you may refer to this answer, which explains this term and some issues with GPU programming in general.
As an overly suggestive example for a case where you might benefit from the GPU, you might want to modify your test, in order to create an artificial compute bound task: When you change the kernel to involve some expensive trigonometric functions, like this
Kernel kernel = new Kernel() {
#Override
public void run() {
int gid = getGlobalId();
sum[gid] = (float)(Math.cos(Math.sin(a[gid])) + Math.sin(Math.cos(b[gid])));
}
};
and the plain Java loop version accordingly, like this
for (int i = 0; i < size; i++) {
sum[i] = (float)(Math.cos(Math.sin(a[i])) + Math.sin(Math.cos(b[i])));;
}
then you will see a difference. On my machine (GeForce 970 GPU vs. AMD K10 CPU) the timings are about 140 milliseconds for the Aparapi version, and a whopping 12000 milliseconds for the plain Java version - that's a speedup of nearly 90 through Aparapi!
Also note that even in CPU mode, Aparapi may offer an advantage compared to plain Java. On my machine, in CPU mode, Aparapi needs only 2300 milliseconds, because it still parallelizes the execution using a Java thread pool.
Just add before main loop kernel execution
kernel.setExplicit(true);
kernel.put(a);
kernel.put(b);
and
kernel.get(sum);
after it.
Although Aparapi does analyze the byte code of the Kernel.run()
method (and any method reachable from Kernel.run()) Aparapi has no
visibility to the call site. In the above code there is no way for
Aparapi to detect that that hugeArray is not modified within the for
loop body. Unfortunately, Aparapi must default to being ‘safe’ and
copy the contents of hugeArray backwards and forwards to the GPU
device.
https://github.com/aparapi/aparapi/blob/master/doc/ExplicitBufferHandling.md

Java code seems to only use two concurrent threads

I have approximately 40000 objects which might need to be repainted.
Most of them are not on the screen, so it seems that I could save a lot of work by doing the checks concurrently. But, my CPU never goes above 15% usage, so it seems that it is still only using one core. Have I implemented the threads correctly? If so, why aren't all my cores being used? And is there a better way which does utilize all my cores?
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if (game.movables.size() > 10000)
{
final int size = game.drawables.size();
final Graphics gg = g;
Thread[] threads = new Thread[8];
for (int j = 0; j < 8; ++j)
{
final int n = j;
threads[j] = new Thread(new Runnable()
{
public void run()
{
Drawable drawMe;
int start = (size / 8) * n;
int end = (size / 8) * (n + 1);
if (n == 8) end = game.drawables.size(); // incase size
// % 8 != 0
for (int i = start; i < end; ++i)
{
drawMe = game.drawables.get(i);
if (drawMe.isOnScreen())
{
synchronized (gg)
{
drawMe.draw(gg);
}
}
}
}
});
threads[j].start();
}
try
{
for (int j = 0; j < 8; ++j)
threads[j].join();
}
catch (InterruptedException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
}
else
{
for (Drawable drawMe : game.drawables)
{
if (drawMe.isOnScreen())
{
drawMe.draw(g);
}
}
}
}
As has been pointed out, the synchronized (gg) is effectively serializing all the drawing, so you're probably going slower than single-threaded code due to thread creation and other overhead.
The main reason I'm writing however is that Swing, which this presumably is, is not thread safe. So the behavior of this program is not only likely to be bad, it's undefined.
Threading errors like this turn up as screwy behavior on some machines with some java runtime parameters and some graphics drivers. Been there. Done that. Not good.
JOGL will give you direct access to the GPU, the surest way to speed rendering.
To do this right, you might start by putting each drawMe in a (properly synchronized) list, then actually draw them in a loop after the joins are done. You can't speed the drawing (though if you've knocked out 99% of the drawMe's you've cut down the time needed dramatically), but if isOnScreen() is somewhat complicated, you'll get some real work out of your cores.
A ConcurrentLinkedQueue would save you the need to synchronize adds to the list.
The next step might be to use a blocking queue instead of a list, so the paint code could run in parallel with the visibility checks. With eight checks running, they should keep well ahead of the drawing. (But I think all the blocking queues either need synchronizing or do synching themselves. I'd skip this and stick with the CLQ and the first solution. Simpler and possibly faster.)
And (as Gene pointed out), everything Swing related starts on the EventQueue. Keep it there or life will get strange. Only your own code, not referencing the UI, should run in your threads.
Since you're already not drawing any objects that are off-screen, you're probably gaining very very little by doing what you're doing above.
I would also go as far as to say you're making it worse, but introducing synchronize which is slow and also introducing threads that cause context switches, which are expensive.
To improve performace you should perhaps look into using different drawing libraries, such as the Java2D drawing library, which is part of the JDK: http://java.sun.com/products/java-media/2D/index.jsp
I'm not sure how java will handle this, but other languages will blow up horribly and die if you reference something across scopes like you're doing with final int n (since it goes out of scope when the loop stops). Consider making it a field of the runnable object. Also, you're synchronizing on the graphics object while you're doing all of the real work. It's likely that you aren't getting any real performance increase from this. You might benefit from explicitly checking if the object is on the screen in parallel which is a read only operation, adding on-screen objects to a set or collection of some other sort, and then rendering sequentially.

Comparing logically similar "for loops"

I came across simple java program with two for loops. The question was whether these for loops will take same time to execute or first will execute faster than second .
Below is programs :
public static void main(String[] args) {
Long t1 = System.currentTimeMillis();
for (int i = 999; i > 0; i--) {
System.out.println(i);
}
t1 = System.currentTimeMillis() - t1;
Long t2 = System.currentTimeMillis();
for (int j = 0; j < 999; j++) {
System.out.println(j);
}
t2 = System.currentTimeMillis() - t2;
System.out.println("for loop1 time : " + t1);
System.out.println("for loop2 time : " + t2);
}
After executing this I found that first for loop takes more time than second. But after swapping there location the result was same that is which ever for loop written first always takes more time than the other. I was quite surprised with result. Please anybody tell me how above program works.
The time taken by either loop will be dominated by I/O (i.e. printing to screen), which is highly variable. I don't think you can learn much from your example.
The first loop will allocate 1000 Strings in memory while the second loop, regardsless of working forwards or not, can use the already pre-allocated objects.
Although working with System.out.println, any allocation should be neglible in comparison.
Long (and other primitive wrappers) has cache (look here for LongCache class) for values -128...127. It is populated at first loop run.
i think, if you are going to do a real benchmark, you should run them in different threads and use a higher value (not just 1000), no IO (printing output during execution time), and not to run them sequentially, but one by one.
i have an experience executing the same code a few times may takes different execution time.
and in my opinion, both test won't be different.

Android: How much overhead is generated by running an empty method?

I have created a class to handle my debug outputs so that I don't need to strip out all my log outputs before release.
public class Debug {
public static void debug( String module, String message) {
if( Release.DEBUG )
Log.d(module, message);
}
}
After reading another question, I have learned that the contents of the if statement are not compiled if the constant Release.DEBUG is false.
What I want to know is how much overhead is generated by running this empty method? (Once the if clause is removed there is no code left in the method) Is it going to have any impact on my application? Obviously performance is a big issue when writing for mobile handsets =P
Thanks
Gary
Measurements done on Nexus S with Android 2.3.2:
10^6 iterations of 1000 calls to an empty static void function: 21s <==> 21ns/call
10^6 iterations of 1000 calls to an empty non-static void function: 65s <==> 65ns/call
10^6 iterations of 500 calls to an empty static void function: 3.5s <==> 7ns/call
10^6 iterations of 500 calls to an empty non-static void function: 28s <==> 56ns/call
10^6 iterations of 100 calls to an empty static void function: 2.4s <==> 24ns/call
10^6 iterations of 100 calls to an empty non-static void function: 2.9s <==> 29ns/call
control:
10^6 iterations of an empty loop: 41ms <==> 41ns/iteration
10^7 iterations of an empty loop: 560ms <==> 56ns/iteration
10^9 iterations of an empty loop: 9300ms <==> 9.3ns/iteration
I've repeated the measurements several times. No significant deviations were found.
You can see that the per-call cost can vary greatly depending on workload (possibly due to JIT compiling),
but 3 conclusions can be drawn:
dalvik/java sucks at optimizing dead code
static function calls can be optimized much better than non-static
(non-static functions are virtual and need to be looked up in a virtual table)
the cost on nexus s is not greater than 70ns/call (thats ~70 cpu cycles)
and is comparable with the cost of one empty for loop iteration (i.e. one increment and one condition check on a local variable)
Observe that in your case the string argument will always be evaluated. If you do string concatenation, this will involve creating intermediate strings. This will be very costly and involve a lot of gc. For example executing a function:
void empty(String string){
}
called with arguments such as
empty("Hello " + 42 + " this is a string " + count );
10^4 iterations of 100 such calls takes 10s. That is 10us/call, i.e. ~1000 times slower than just an empty call. It also produces huge amount of GC activity. The only way to avoid this is to manually inline the function, i.e. use the >>if<< statement instead of the debug function call. It's ugly but the only way to make it work.
Unless you call this from within a deeply nested loop, I wouldn't worry about it.
A good compiler removes the entire empty method, resulting in no overhead at all. I'm not sure if the Dalvik compiler already does this, but I suspect it's likely, at least since the arrival of the Just-in-time compiler with Froyo.
See also: Inline expansion
In terms of performance the overhead of generating the messages which get passed into the debug function are going to be a lot more serious since its likely they do memory allocations eg
Debug.debug(mymodule, "My error message" + myerrorcode);
Which will still occur even through the message is binned.
Unfortunately you really need the "if( Release.DEBUG ) " around the calls to this function rather than inside the function itself if your goal is performance, and you will see this in a lot of android code.
This is an interesting question and I like #misiu_mp analysis, so I thought I would update it with a 2016 test on a Nexus 7 running Android 6.0.1. Here is the test code:
public void runSpeedTest() {
long startTime;
long[] times = new long[100000];
long[] staticTimes = new long[100000];
for (int i = 0; i < times.length; i++) {
startTime = System.nanoTime();
for (int j = 0; j < 1000; j++) {
emptyMethod();
}
times[i] = (System.nanoTime() - startTime) / 1000;
startTime = System.nanoTime();
for (int j = 0; j < 1000; j++) {
emptyStaticMethod();
}
staticTimes[i] = (System.nanoTime() - startTime) / 1000;
}
int timesSum = 0;
for (int i = 0; i < times.length; i++) { timesSum += times[i]; Log.d("status", "time," + times[i]); sleep(); }
int timesStaticSum = 0;
for (int i = 0; i < times.length; i++) { timesStaticSum += staticTimes[i]; Log.d("status", "statictime," + staticTimes[i]); sleep(); }
sleep();
Log.d("status", "final speed = " + (timesSum / times.length));
Log.d("status", "final static speed = " + (timesStaticSum / times.length));
}
private void sleep() {
try {
Thread.sleep(10);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private void emptyMethod() { }
private static void emptyStaticMethod() { }
The sleep() was added to prevent overflowing the Log.d buffer.
I played around with it many times and the results were pretty consistent with #misiu_mp:
10^5 iterations of 1000 calls to an empty static void function: 29ns/call
10^5 iterations of 1000 calls to an empty non-static void function: 34ns/call
The static method call was always slightly faster than the non-static method call, but it would appear that a) the gap has closed significantly since Android 2.3.2 and b) there's still a cost to making calls to an empty method, static or not.
Looking at a histogram of times reveals something interesting, however. The majority of call, whether static or not, take between 30-40ns, and looking closely at the data they are virtually all 30ns exactly.
Running the same code with empty loops (commenting out the method calls) produces an average speed of 8ns, however, about 3/4 of the measured times are 0ns while the remainder are exactly 30ns.
I'm not sure how to account for this data, but I'm not sure that #misiu_mp's conclusions still hold. The difference between empty static and non-static methods is negligible, and the preponderance of measurements are exactly 30ns. That being said, it would appear that there is still some non-zero cost to running empty methods.

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