Re: newbie curious of general relative performance
Jeremy Tregunna <[email protected]> Sun, 23 Dec 2012 09:04:48 -0600
| Newsgroups | gmane.comp.lang.io |
|---|---|
| Message-ID | <[email protected]> |
--Boundary_(ID_/+qQlVWiepkTsmtXvZtMRg) Content-type: text/plain; charset=utf-8 Content-transfer-encoding: quoted-printable Content-disposition: inline Io is a slow language. The implementation isn't tuned for performance, it's= tuned for flexibility. There are a few facts which make Io slow: * Almost no optimizations above a micro level * Primitive numbers in the range of -10 ~ +250 (iirc) are cached at interpr= eter startup, but any numbers out of that range have to be allocated each t= ime they're used. This is a potential source for more caching if you can ju= stify more memory usage in the naive case. More advanced optimization techn= iques here can encompass things like making numbers not real objects as far= as the interpreter is concerned internally (read: no allocations), but kee= p actual type information separate, and allow us to just reference this one= allocated group of behaviours for all objects of that type. It may surpris= e people to know that Io's type system is bonkers (almost doesn't exist unl= ess you interface with C bindings). * Changing the slot table layout to be backed by a dense array, and not a h= ash table. There's no reason that has to make the core vm more complex eith= er, in this respect. Slow lookup could then be a simple array offset lookup= instead of calculating the hash of some message name and then accessing th= e element at that index. * JIT techniques can be applied to Io quite easily, but that's a big discus= sion that has major implementation design consequences. * Copy on write object creation would be a net win in terms of alleviating = some of the load on the allocator and garbage collector when a user clones = an object. Coupled with the type system suggestion above, this could yield = the biggest performance increase Io has ever seen, or ever will w/o some ma= jor overhaul work. * Garbage collection =E2=80=94 For many cases, we can tell when we build up= parse trees at a method level, what items will escape based on known keywo= rds (yes Io has no real keywords, but we have things that are effectively k= eywords based on naming conventions, think "call" and friends inside method= s). Making assumptions based on these naming guidelines (which would have t= o be formalized) could allow us to do some quick compile time conservative = escape analysis to avoid allocating objects on the garbage collected heap, = but instead work on a one-bit reference count. If at the end of the method = they're still referenced, copy them from a cheap allocation source to the g= arbage collected heap, effectively creating a nursery for objects which sho= uld be able to allocate objects given a few instructions (basically be a po= inter bump). Most objects in Io are very short lived (almost all messages f= or instance, which are at LEAST guaranteed to be half of the objects in any= live Io system over the course of its life, based how on the language work= s now). All these items take significant effort to implement, and would produce an = entirely different implementation (and change language semantics in some ar= eas) when done. I hope that at some point, this will become a priority, and= that those of us who know about these things, will sink some effort into p= utting these items into practice; either in the mainline with Steve's bless= ing, or otherwise. There's no reason Io has to be this slow. You'll note, t= hat I didn't even talk about taking advantage of multiple cores, which is a= nother area that Io could greatly benefit from for many classes of work, no= t the least of which being how the interpreter works. Regards, Jeremy Tregunna On Friday, 21 December, 2012 at 11:26 AM, [email protected] wrote: >=20=20=20=20 > I'm playing around with Io and liking it. I'd like to understand its=20=20 > performance characteristics. With a dumb integer arithmetic benchmark I = =20 > get Io as ten times slower than perl. Is this a more generally accurate = =20 > picture or not? >=20=20 > =3D=3D=3D fib.io (http://fib.io) =3D=3D=3D > fib :=3D method(n, > if (n =3D=3D 0, return 1) > if (n < 0, return -1) > a :=3D 1; b :=3D 1 > n repeat ( > c :=3D a + b > a :=3D b; b :=3D c > ) > return a > ) >=20=20 > 100000 repeat( fib(40) ) > =3D=3D=3D=3D=3D=3D=3D=3D >=20=20 > =3D=3D=3D fib.pl (http://fib.pl) =3D=3D=3D > sub fib { > my $n =3D shift; > return 1 if $n =3D=3D 0; > return -1 if $n < 0; > my ($a, $b) =3D (1, 1); > for (1..$n) { > my $c =3D $a + $b; > $a =3D $b; $b =3D $c; > } > return $a; > } >=20=20 > fib(40) for 1..100000; > =3D=3D=3D=3D=3D=3D=3D=3D >=20=20 > $ time perl fib.pl (http://fib.pl) && time io fib.io (http://fib.io) >=20=20 > real 0m0.904s > user 0m0.890s > sys 0m0.007s >=20=20 > real 0m9.454s > user 0m9.403s > sys 0m0.003s >=20=20=20 --Boundary_(ID_/+qQlVWiepkTsmtXvZtMRg) Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/htm= l4/strict.dtd"> <html> <head> </head> <body style=3D"background-color: #fff;"> <span style=3D"display:none"> </span> <!--~-|**|PrettyHtmlStartT|**|-~--> <div id=3D"ygrp-mlmsg" style=3D"position:relative;"> <div id=3D"ygrp-msg" style=3D"z-index: 1;"> <!--~-|**|PrettyHtmlEndT|**|-~--> <div id=3D"ygrp-text" > =20=20=20=20=20=20 =20=20=20=20=20=20 <p> <div> <div>Io is a slow language. The implementation isn't tu= ned for performance, it's tuned for flexibility. There are a few facts whic= h make Io slow:</div><div><br></div><div>* Almost no optimizations above a = micro level</div><div>* Primitive numbers in the range of -10 ~ +250 (i= irc) are cached at interpreter startup, but any numbers out of that range h= ave to be allocated each time they're used. This is a potential source for = more caching if you can justify more memory usage in the naive case. More a= dvanced optimization techniques here can encompass things like making numbe= rs not real objects as far as the interpreter is concerned internally (read= : no allocations), but keep actual type information separate, and allow us = to just reference this one allocated group of behaviours for all objects of= that type. It may surprise people to know that Io's type system is bonkers= (almost doesn't exist unless you interface with C bindings).</div><div>* C= hanging the slot table layout to be backed by a dense array, and not a hash= table. There's no reason that has to make the core vm more complex either,= in this respect. Slow lookup could then be a simple array offset lookup in= stead of calculating the hash of some message name and then accessing the e= lement at that index.</div><div>* JIT techniques can be applied to Io quite= easily, but that's a big discussion that has major implementation design c= onsequences.</div><div>* Copy on write object creation would be a net win i= n terms of alleviating some of the load on the allocator and garbage collec= tor when a user clones an object. Coupled with the type system suggestion a= bove, this could yield the biggest performance increase Io has ever seen, o= r ever will w/o some major overhaul work.</div><div>* Garbage collection = =E2=80=94 For many cases, we can tell when we build up parse trees at a met= hod level, what items will escape based on known keywords (yes Io has no re= al keywords, but we have things that are effectively keywords based on nami= ng conventions, think "call" and friends inside methods). Making assumption= s based on these naming guidelines (which would have to be formalized) coul= d allow us to do some quick compile time conservative escape analysis to av= oid allocating objects on the garbage collected heap, but instead work on a= one-bit reference count. If at the end of the method they're still referen= ced, copy them from a cheap allocation source to the garbage collected heap= , effectively creating a nursery for objects which should be able to alloca= te objects given a few instructions (basically be a pointer bump). Most obj= ects in Io are very short lived (almost all messages for instance, which ar= e at LEAST guaranteed to be half of the objects in any live Io system over = the course of its life, based how on the language works now).</div><div><br= ></div><div>All these items take significant effort to implement, and would= produce an entirely different implementation (and change language semantic= s in some areas) when done. I hope that at some point, this will become a p= riority, and that those of us who know about these things, will sink some e= ffort into putting these items into practice; either in the mainline with S= teve's blessing, or otherwise. There's no reason Io has to be this slow. Yo= u'll note, that I didn't even talk about taking advantage of multiple cores= , which is another area that Io could greatly benefit from for many classes= of work, not the least of which being how the interpreter works.</div><div= ><br></div> </div> <div><div><br></div><div>Regards,</div><div><br></div><div>= Jeremy Tregunna</div><div><br></div></div> =20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20 <p style=3D"color: #A0A0A8;">On Friday, 21 December, 2012 a= t 11:26 AM, [email protected] wrote:</p> <blockquote type=3D"cite" style=3D"border-left-style:solid;= border-width:1px;"> <span><div><div> <span> </span> <div> =20=20=20=20=20=20=20 =20=20=20=20=20=20=20 <p>I'm playing around with Io and liking it. I'd like to understand i= ts <br> performance characteristics. With a dumb integer arithmetic benchmark I <br= > get Io as ten times slower than perl. Is this a more generally accurate <br= > picture or not?<br> <br> =3D=3D=3D <a href=3D"http://fib.io">fib.io</a> =3D=3D=3D<br> fib :=3D method(n,<br> if (n =3D=3D 0, return 1)<br> if (n < 0, return -1)<br> a :=3D 1; b :=3D 1<br> n repeat (<br> c :=3D a + b<br> a :=3D b; b :=3D c<br> )<br> return a<br> )<br> <br> 100000 repeat( fib(40) )<br> =3D=3D=3D=3D=3D=3D=3D=3D<br> <br> =3D=3D=3D <a href=3D"http://fib.pl">fib.pl</a> =3D=3D=3D<br> sub fib {<br> my $n =3D shift;<br> return 1 if $n =3D=3D 0;<br> return -1 if $n < 0;<br> my ($a, $b) =3D (1, 1);<br> for (1..$n) {<br> my $c =3D $a + $b;<br> $a =3D $b; $b =3D $c;<br> }<br> return $a;<br> }<br> <br> fib(40) for 1..100000;<br> =3D=3D=3D=3D=3D=3D=3D=3D<br> <br> $ time perl <a href=3D"http://fib.pl">fib.pl</a> && time io <a href= =3D"http://fib.io">fib.io</a><br> <br> real 0m0.904s<br> user 0m0.890s<br> sys 0m0.007s<br> <br> real 0m9.454s<br> user 0m9.403s<br> sys 0m0.003s<br> </p> </div> =20=20=20=20=20=20 =20=20=20=20 <!-- end group email --> </div></div></span> =20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20 =20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20 =20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20 =20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20 </blockquote> =20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20=20 <div> <br> </div> </p> </div> =20=20=20=20=20 <!--~-|**|PrettyHtmlStart|**|-~--> <div style=3D"color: #fff; 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