Writing Efficient C++ Code (2013) (asawicki.info)
121 points by ibobev 2 days ago
asveikau 3 hours ago
This article reminds me of performance advice I was starting to see in the 2000s decade. Basically it was to not introduce a bunch of pointer heavy data structures to get lower algorithmic complexity. Stuff it all into a vector. You will use some algorithms that the computer science textbook will say it's slower, but if it fits all in cache it doesn't matter. The cache misses following pointers all over town hurts you more.
spider-mario 2 hours ago
Or even, stuff it into several parallel vectors (structure of arrays instead of array of structures).
bluGill 2 hours ago
While this advice isn't wrong, it is misleading. In my benchmarks std::map beats vector after 9 elements. Less than that and linear search is better but branch prediction and cache loading is very good.
Run your own benchmarks on your own data of course. Also map is not considered the best key value store.
mandarax8 2 hours ago
Because in your benchmark all std::map nodes were allocated in succession, most likely being placed in adjacent memory locations...
This likely won't be true in a real application with a non-trivial allocation pattern.
bluGill an hour ago
einpoklum an hour ago
stackghost 2 hours ago
I too am in the "premature optimization bad" camp.
Beyond the low-hanging fruit like ensuring you aren't creating O(n^2) complexity by accident, I think C++ is fast enough/has mature-enough compilers that by the time you're worrying about cache hits materially affecting performance, you're probably also sufficiently staffed and capitalized to pay people to A/B test that performance.
asveikau an hour ago
I don't know if this advice is strictly advocating to avoid premature optimization. Many problems are modeled intuitively with lots of tiny allocations and pointer heavy structures, and this advice is saying to avoid that.
I think it's more like: prioritize cache locality over big O compexity.
srean 2 hours ago
And how would that staff have learned it ?
stackghost 19 minutes ago
jeffbee 44 minutes ago
I don't really agree because it's so hard to reform a full application that's been written without regard to performance, after it's been written. You really need to pay attention from the beginning.
Jeaye 2 hours ago
While we're here, has anyone seen any resources related to data-oriented design when GCs are involved? So much of data-oriented design is arena-focused, but that's not always possible, when the lifetime model of the code requires a GC (for whatever reason).
I feel like the DoD movement is a slow-moving, but big, change through how systems programming is done, but that there's still insufficient material for how to do this in different scenarios. I would really like to apply this more to my areas of work, which are also in C++, but there seems to be a gap between what they're presenting and how it can be applied.
More specifically, I'm using C++ to build a dynamic programming language runtime for a Clojure dialect. That runtime is required to be garbage collected, type-erased, and highly polymorphic. So I surely can't just SoA or AoS everything. Yes, I can pack my data, and I can avoid the GC whenever possible, both in compiler/runtime code and in generated code via escape analysis. But what about everything else, which is the 80% or more of the system? It could be that this runtime is too far at odds with DoD, but I generally see things as a gradient rather than black and white.
hn_submit 6 hours ago
I write in C++ almost every day but never have the need to optimize for speed. Even when you write straightforward code it's already blazingly fast.
gbin 5 hours ago
It is probably very domain specific. In robotics for example everything is a zero sum game: CPU, memory bandwidth, GPU, battery life etc ... So it is really a topic, probably true for anything embedded actually. Some other offline applications: HFT, Telco etc.. I wish the GUI apps devs respect more the laptop resources they are running on, don't get me started on the 4 instances of chrome I need to run just for discord, signal etc ...
serbuvlad 2 hours ago
GUI engine developers need to trade EVERYTHING for execution time, otherwise JavaScript would simply not be fast enough to handle modern applications.
If your device has enough resources to power V8, modern GUIs are certainly very pleasant and snappier than a more minimal GUI like HN. Otherwise they are horrendous and very laggy.
gbin 2 hours ago
flowerbreeze 4 hours ago
When writing code for end-user applications, I think it's mostly true. When it's writing code for a database engine, a game engine, a 3d renderer, or anything else that involves heavy data processing, optimization is the core "thing" often and it might not even be a good enough solution without it. Although, a lot of time even then C++ is good enough even then when picking reasonable data structures to represent the data.
hn_submit 2 hours ago
These are what I like to call "infinity applications" where the need for speed is essentially infinite.
Even if you write them in hand-optimized assembly they would still clamor for more speed.
senderista 2 hours ago
Then why are you using C++? Java/C#/Go are already fast enough for general application development. Why would you accept the footguns if not for performance?
bluGill 2 hours ago
In my case, about 5% of our code needs the power of C++. Mixing C++ with any other language is a huge pain. Even if we were using C, mixing C with anything else is a pain, and that's despite being the most supported FFI.
Note that we started our project before Rust was an option. These days I would certainly look at rust to see if that would cover our 5% of the needs but now we have a lot of C++ and mixing rust with C++ is a pain.
palata an hour ago
einpoklum an hour ago
palata an hour ago
Sometimes it's about the libraries. E.g. writing Computer Vision is nicer in C++ right now (IMHO) because most CV libraries are in C++.
Similarly I like to do video stuff in C just because I call gstreamer/ffmpeg directly in C, rather than having to bridge everything.
spacechild1 37 minutes ago
It really depends a lot on the domain.
In (soft) realtime audio programming, your audio callback might only have a time budget of 1.3 milliseconds. Everytime you exceed that limit, you'll hear a dropout. That's when you'll start to optimize the hell out of your program :)
8n4vidtmkvmk 4 hours ago
Definitely need to optimize a bit for games and huge scale web apps. We've been finding big optimizations in our app recently. App works without them because we can scale horizontally but cutting CPU usage by 30% by eliminating redundant work and reducing copies of big objects? Why wouldn't we want to do that? This isn't even fancy algorithm stuff, mostly just shoddy initial implementations by 100s of eng working on a codebase over 7 years (not even that old). Stuff like that creeps in.
blacklion an hour ago
"blazingly fast" as in how much trading rules could you apply to 10Gbit/s stream of stock market data on one core? On one socket?
How 100Gbit NICs could your filter through your stateful firewall at line speed? And with 64 byte packets?
glouwbug 5 hours ago
True, but moving from a list of unique polymorphic pointers to a std::variant gains you at least a 2-3x speed up in terms of TLB and cacheline locality. From there, swapping to SOA will net you another 4-8x, so you're looking at nearly 25x improvement by going data first. That may not matter in the unique case of say, games, where rendering a million entities will dwarf the cost of SIMD processing a million entities, but in something like numerical simulations (fluids) or quant it will be warmly welcomed
tcfhgj 4 hours ago
jasode 3 hours ago
creata 4 hours ago
cenamus 5 hours ago
Is the improvement from using std:variant vs polymorphism just due to the indirection you save on?
glouwbug 4 hours ago
oso2k 4 hours ago
This follows Rob Pike’s 5 Rules for Programming
https://web.archive.org/web/20250201145327/https://users.ece...
hackrmn 4 hours ago
I started writing a [CPU-only] 3-D rendering library in C++ recently, after having written the equivalent in C as a proof-of-concept and an experiment. The reason I decided to write it in C++ after C, is not only because I wanted to tap into meta-programming which is facilitated much better with C++, or that I wanted niceties like procedure overloading, but because some things with C or C++ aren't automagically optimised -- like if you want to leverage struct-of-array (SoA) memory layouts because it allows fewer SIMD (AVX in my case) instructions in the rendering pipeline. You do _not_ get that "for free" just writing a single procedure in C++, much less with C. Both languages are layout-sensitive, I mean this is in part what gives you the speed -- optimising with memory layout for cache locality etc. But you have to do it yourself. Meaning that if you need array-of-struct (AoS) or in fact don't know which path the CPU would prefer, there's no other way than roll up your sleeves and one way or another implement both.
The kicker is, in my case I chose C++ because templates allow me to reuse most of the code in the rendering pipeline _regardless_ of whether I go for AoS or SoA layout. I leverage operator overloading to do vector by matrix multiplication which is implemented in both variants. I do have to specify the desired variant during building, but I've profiled and for Intel x86 AVX in my case SoA is something like twice as efficient because I process ("shade") 8 vertices with 4-5 instructions instead of 1 vertex at a time (still shaded with vectorisation -- just "rotated", i.e in the pipeline axis and not vertex buffer axis).
TL;DR; C++ gives you plenty fast by default, but it's not always enough. The difference between 5 and 15 frames per second, well, makes all the difference -- our eyes are only fooled once the frames-per-second rate goes sufficiently up, anything below an acceptable threshold and it's completely different experience. You then either sacrifice resolution or level of detail etc, or decide to squeeze more from the language by helping the compiler.
loeg 4 hours ago
This is a sign you might be more productive in a higher-level language.
creata 4 hours ago
And the code might be faster, too, like in that 2005 series of articles by Raymond Chen and Rico Mariani (in which one of them wrote a program in C++ and the other wrote the same program in C#).
https://devblogs.microsoft.com/oldnewthing/20060731-15/?p=30...
https://learn.microsoft.com/en-us/archive/blogs/ricom/perfor...
aldanor 2 hours ago
Depends on your field. When one microsecond is considered "hellishly slow", you might reconsider
cjbgkagh 5 hours ago
I rarely use C++ but when I do it is for speed. It’s not uncommon that carefully crafted intrinsics can 10x the straightforward naive implementation.
wat10000 2 hours ago
There’s code where there exists a concept of “fast enough,” and code where there is no such thing.
mathisfun123 4 hours ago
Then you don't work on a product that has any scale <shrug>.
MaxBarraclough 5 hours ago
There's no mention of branch prediction, or context switching, or synchronisation. Depending on what you're doing, they could be very consequential. There's only very brief mention of parallelisation with threads and with SIMD.
High-performance programming is a big topic. The scope is far too broad for a single blog post, which naturally gives only cursory discussion of C++ and computer architecture. The article isn't bad considering, but I do think it's the wrong format. A blog series, or even a book, would be more fitting.
creata 5 hours ago
They're a bit old and missing some details, but I like Agner Fog's manuals.
MaxBarraclough 4 hours ago
I've not read Fog's Optimizing software in C++ but I see it's freely available there as a PDF (182 pages). Looks like a great resource on these topics.
glouwbug 5 hours ago
Learn which instructions SIMD nicely (sqrt / fabs, etc). Use ternaries in loops for masking. Use trig identities and lookup tables (don't recompute sin(3t) when you can use two vector multiples using a table of sin(t) eg. sin(t) * sin(t) * sin(t)). Use divisible constexpr constants in loops to eliminate the SIMD tail. Be careful with type casts and floats. `float x; x += 0.5` will introduce *cvt instructions even if the compiler statically knew better otherwise (use 0.5f). Compile with --fast-math and friends so errno doesn't invalidate your SIMD pipeline.
creata 5 hours ago
Most applications (including most applications that care about numerical performance) should not use -ffast-math.
MaxBarraclough 5 hours ago
That has a similar problem to the article, it's trying to fit far too much into too small a format.
What you've written mostly makes sense to someone who already has a solid understanding of SIMD and of C++ (although I can't say I follow all of it), but the target audience is people who don't. For them, each point needs a much lengthier explanation.
glouwbug 4 hours ago
asveikau 3 hours ago
This seems like domain specific advice.
Jeaye 4 hours ago
Do you have any recommended essential reading for this?
MaxBarraclough 3 hours ago
I'm no expert in this stuff but:
creata's comment [0] mentions the works of Agner Fog, which seem very good, and are freely available.
I haven't read C++ High Performance [1] but it looks like it covers the sorts of topics you'd expect, although it looks like it doesn't cover computer architecture in detail e.g. branch prediction. There are books on that too, of course.
[0] https://news.ycombinator.com/item?id=49868657
[1] https://www.packtpub.com/en-us/product/c-high-performance-97...
112233 6 hours ago
"This article was originally published in Polish in issue 4/2013" — a lot of excellent advice. Sad to see C++ have moved in last decade in a direction that makes writing efficient, simple low level code harder and harder :(
jandrewrogers 5 hours ago
Writing clear, concise, and efficient code in C++ has never been simpler or easier. The improvements in C++ over the last 15 years have been qualitative.
So many complex, esoteric, and difficult to maintain incantations that used to be required for efficient code generation are no longer necessary.
112233 3 hours ago
How do you process read-only mmaped data in C++, in accordance with the language rules? As an example.
senderista 2 hours ago
jll29 6 hours ago
I think it has become EASIER: for instance, since C++23 Rust-like move semantics can be used, which provides the compiler with extra information that can be leveraged for the generation of better code.
Or take constexpr - it permits to move computations to compile time that are complex and in older versions either had to be done at runtime, or an ugly workaround had to be used (e.g. assigning a mysterious literal pre-computed in another run or by hand).
creata 5 hours ago
> C++23 Rust-like move semantics can be used
What C++23 feature allows that?
aw1621107 3 hours ago
cherryteastain 5 hours ago
fooblaster 6 hours ago
How? you can write exactly the same low level code today.
beached_whale 6 hours ago
My thought too.
There are so many things that are expressible in C++ now that could not be without writing much more code or using per-compilation tools back then. The ability to run code at compile time that is not run at runtime is huge, #embed lets us make other tools output available without linker scripts or compiler specific tools that.
Also, most of the code from the past still works(from 10 years ago definitely works)
AlotOfReading 6 hours ago
Shot in the dark, but maybe the OP is referring to the fact that these code conventions are explicitly discouraged by the C++ core guidelines. The SoA example falls afoul of the rule requiring T* to be used only for singular object pointers, for example.
cjbgkagh 5 hours ago
112233 3 hours ago
eh, yes-ish, but only thanks to compiler writers. at one point committee went all-out enforcing their lifetime model, making bit_cast not an option. If your code accesses same data using different types, you are spelunking ruins with snake pits and lava. more and more stuff needs magic support code in std::, making no-lib code less and less possible (it used to be that with no-rtti and no-exceptions, you could use all c++ features and only needed cxa_at_exit, operator delete, and few other little things. NOT ANY MORE).
On one hand, you have consteval and stuff, letting you FINALLY initialize data at compile time (hey, 20 years late but still!)
on other hand, it is done in most non-debuggable way possible. try setting breakpoint or adding print to constexpr function that causes your requires clause to fail...
so no, newer C++ the language is not possible to use for low level work. The dialects that compiler makers support are. We will see for how long
FpUser 5 hours ago
My latest C++ project is assessment engine covering various actuarial type things like calculates risk for insurance etc. Typical performance for bulk calculation reaches millions to 10s of millions assessments per second on 16 core server. Well there is a trick there that inside it JIT compiles rules from a DSL to an executable code. interpreter mode (used mainly for audit mode) is about 3-5 times slower which is still insanely fast
uwagar 3 hours ago
i heard a lot of AI and LLM is in python?
bee_rider 3 hours ago
Python is often used as (very useful!) glue for calling CUDA, C, C++, Fortran, etc… codes.
So, if you are thinking about the sort of “business logic” that’s often Python, but the performance comes from the parts that are usually not.
hydrocephalitic 3 hours ago
Yes, but the numerical backend of the python libraries are written in lower-level languages. For example, pytorch uses a C++ backend.
tom_ 3 hours ago
You heard correctly. This discussion is about C++ though.