why allocation of large amount of small objects so slow (x10) in D?
Robert Fraser
fraserofthenight at gmail.com
Thu May 21 18:36:36 PDT 2009
Robert Fraser wrote:
> nobody wrote:
>> $ g++ alloc.cpp -o alloc
>> $ time ./alloc
>> real 0m1.946s
>> user 0m1.688s
>> sys 0m0.256s
>>
>> $ dmd -O -release allocd.d
>> $ time ./allocd
>> real 0m22.734s
>> user 0m22.353s
>> sys 0m0.360s
>>
>> $ cat alloc.cpp
>> #include <vector>
>>
>> typedef std::vector<int> intvec;
>> typedef intvec* intvecp;
>>
>> int main() {
>> int i, n = 20000000;
>> intvecp* iva;
>> iva = new intvecp[n];
>> for (i = n; i-- > 0; ) {
>> iva[i] = new intvec();
>> }
>>
>> return 0;
>> }
>>
>> $ cat allocd.d
>> int main() {
>> int i, n = 20000000;
>> Object[] oa;
>> oa = new Object[n];
>> for (i = n; i-- > 0; ) {
>> oa[i] = new Object();
>> }
>>
>> return 0;
>> }
>
> I use this a structure for arena-based memory allocation (attached).
>
> Example of use:
>
> import candy.util.MemPool
>
> MemStack!() stack;
>
> class MyObject
> {
> mixin MemPoolNew!(stack);
> }
>
> int main()
> {
> stack.push();
> int i, n = 20000000;
> MyObject[] oa;
> oa = new MyObject[n];
> for (i = n; i-- > 0; )
> {
> oa[i] = new MyObject();
> }
> stack.pop();
> return 0;
> }
>
> The push() and pop() allows memory to be allocated and deallocated as
> large blocks. However, you shouldn't need to deallocate manually -- it's
> GCed memory, so ideally the GC should free it when it's no longer
> referenced. That being said, I've run some tests, and the GC will free
> it *eventually*, but it allocates 4-6x as much memory as it needs before
> it starts freeing it, even when GC.collect() is called manually.
>
> --------------------
>
> /**
> * Provides a pool of GCed memory to allocate things from a block.
> * This maintains cache coherency for related types (i.e. tree nodes).
> * It doesn't garuntee any ordering, though, the array struct should be
> * used for that. Also, everything has to be freed at once, freeing one
> * portion of this has no effect.
> *
> * Based on a similar concept posted by bearophile at:
> *
> http://www.digitalmars.com/webnews/newsgroups.php?art_group=digitalmars.D&article_id=88227
>
> */
> public struct MemPool(size_t BLOCK_SIZE = 1 << 14)
> {
> private void* next; // Next available block
> private void* end; // End of the current block
> private void*[] blocks;
>
> public void* alloc(size_t sz)
> {
> sz = ((sz + 7) & ~7); // Next multiple of 8 if this isn't a
> multiple of 8
> if (this.next + sz >= this.end)
> {
> void* blk = GC.calloc(BLOCK_SIZE);
> this.blocks.length = this.blocks.length + 1;
> this.blocks[$ - 1] = blk;
> this.next = blk;
> this.end = blk + BLOCK_SIZE;
> }
>
> void* ret = this.next;
> this.next += sz;
> return ret;
> }
>
> public void free()
> {
> foreach(blk; this.blocks)
> GC.free(blk);
> this.blocks = null;
> this.blocks.length = 0;
> this.next = null;
> this.end = null;
> }
> }
>
> /**
> * Wrapper for MemPool that allocates the given struct
> */
> public struct StructPool(T)
> {
> private MemPool!() pool;
> public T* alloc() { return cast(T*) pool.alloc(T.sizeof); }
> }
>
> public struct MemStack(size_t BLOCK_SIZE = 1 << 14)
> {
> private Stack!(MemPool!(BLOCK_SIZE)*, 16, true, true) stack;
> public static const size_t MAX_ALLOC = BLOCK_SIZE;
>
> public void* alloc(size_t sz) { return
> stack.peek().alloc(sz); }
> public void push() { stack.push(new
> MemPool!(BLOCK_SIZE)); }
> public void pop() {
> stack.pop().free(); }
> }
>
> /**
> * Placement new mixin for allocating from a memory pool. Benchmarks
> show this
> * as faster than the D new in real usage (i.e. the parser runs about 1.2x
> * faster using this).
> */
> public template MemPoolNew(alias Pool)
> {
> version(NoMemPool) { } else
> {
> public final new(uint sz) { return Pool.alloc(sz); }
> public final delete(void *p) { }
> }
> }
Oops, that needs another module. Okay, both are attached in a
compile-able form.
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