Using `callgrind` to count function calls in Linux - performance

I am trying to track function call counts on a program I'm interested in. If I run the program on its own, it will run fine. If I try to run it with valgrind using the command seen below I seem to be getting a different result.
Command run:
Produces this input immediately, even though the execution is normally slow.

I'd say that this is more likely to be related to this issue. However to be certain you will need to tell us
what compilation options are being used - specifically are you using anything related to AVX or x87?
What hardware this is running on.
It would help if you can cut this down to a small example and either update this or the frexp bugzilla items.

valgrind has limited floating point support. You're probably using non-standard or very large floats.
UPDATE: since you're using long double, you're outta luck. Unfortunately,
Your least-worst option
is to find a way to make your world work just using standard IEEE754
64-bit double precision.
This probably isn't easy considering you're using an existing project.

Related

Profiling Rust with execution time for each *line* of code?

I have profiled my Rust code and see one processor-intensive function that takes a large portion of the time. Since I cannot break the function into smaller parts, I hope I can see which line in the function takes what portion of time. Currently I have tried CLion's Rust profiler, but it does not have that feature.
It would be best if the tool runs on MacOS since I do not have a Windows/Linux machine (except for virtualization).
P.S. Visual studio seems to have this feature; but I am using Rust. https://learn.microsoft.com/en-us/visualstudio/profiling/how-to-collect-line-level-sampling-data?view=vs-2017 It has:
Line-level sampling is the ability of the profiler to determine where in the code of a processor-intensive function, such as a function that has high exclusive samples, the processor has to spend most of its time.
Thanks for any suggestions!
EDIT: With C++, I do see source code line level information. For example, the following toy shows that, the "for" loop takes most of the time within the big function. But I am using Rust...
To get source code annotation in perf annotate or perf report you need to compile with debug=2 in your cargo toml.
If you also want source annotations for standard library functions you additionally need to pass -Zbuild-std to cargo (requires nightly).
Once compiled, "lines" of Rust do not exist. The optimiser does its job by completely reorganising the code you wrote and finding the minimal machine code that behaves the same as what you intended.
Functions are often inlined, so even measuring the time spent in a function can give incorrect results - or else change the performance characteristics of your program if you prevent it from being inlined to do so.

More specific OpenGL error information

Is there a way to retrieve more detailed error information when OpenGL has flagged an error? I know there isn't in core OpenGL, but is there perhaps some common extension or platform- or driver-dependent way or anything at all?
My basic problem is that I have a game (written in Java with JOGL), and when people have trouble with it, which they do on certain hardware/software configurations, it can be quite hard to trace down where the root of the problem lies. For performance reasons, I can't keep calling glGetError for each command but only do so at a few points in the program, so it's kind of hard to even find what command even flagged the error to begin with. Even if I could, however, the extremely general error codes that OpenGL have don't really tell me all that much about what happened (seeing as how the manpages on the commands even describe how the various error codes are reused for sometimes quite many different actual error conditions).
It would be tremendously helpful if there were a way to find out what OpenGL command actually flagged the error, and also more details about the error that was flagged (like, if I get GL_INVALID_VALUE, what value to what argument was invalid and why?).
It seems a bit strange that drivers wouldn't provide this information, even if in a completely custom way, but looked as I have, I sure haven't found any way to find it. If it really is that they don't, is there any good reason for why that is so?
Actually, there is a feature in core OpenGL that will give you detailed debug information. But you are going to have to set your minimum version requirement pretty high to have this as a core feature.
Nevertheless, see this article -- even though it only went core in OpenGL 4.3, it existed in extension form for quite some time and it does not require any special hardware feature. So for the most part all you really need is a recent driver from NV or AMD.
I have an example of how to use this extension in an answer I wrote a while back, complete with a few utility functions to make the output easier to read. It is written in C, so I do not know how helpful it will be, but you might find something useful.
Here is the sort of output you can expect from this extension (AMD Catalyst):
OpenGL Error:
=============
Object ID: 102
Severity: Medium
Type: Performance
Source: API
Message: glDrawElements uses element index type 'GL_UNSIGNED_BYTE' that is not
optimal for the current hardware configuration; consider using
'GL_UNSIGNED_SHORT' instead.
Not only will it give you error information, but it will even give you things like performance warnings for doing something silly like using 8-bit vertex indices (which desktop GPUs do not like).
To answer another one of your questions, if you set the debug output to synchronous and install a breakpoint in your debug callback you can easily make any debugger break on an OpenGL error. If you examine the callstack you should be able to quickly identify exactly what API call generated most errors.
Here are some suggestions.
According to the man pages, glGetError returns the value of the error flag and then resets it to GL_NO_ERROR. I would use this property to track down your bug - if nothing else you can switch up where you call it and do a binary search to find where the error occurs.
I doubt calling glGetError will give you a performance hit. All it does is read back an error flag.
If you don't have the ability to test this on the specific hardware/software configurations those people have, it may be tricky. OpenGL drivers are implemented for specific devices, after all.
glGetError is good for basically saying that the previous line screwed up. That should give you a good starting point - you can look up in the man pages why that function will throw the error, rather than trying to figure it out based on its enum name.
There are other specific error functions to call, such as glGetProgramiv, and glGetFramebufferStatus, that you may want to check, as glGetError doesn't check for every type of error. IE Just because it reads clean doesn't mean another error didn't happen.

How can I read my mac address from R without a system() call

I need to use the MAC address in a R-script. I want to do without system() calls, making it platform independent. Is it possible in R?
I'm reasonably sure there's no good way to do this is pure R. However if you're open to dropping into C-land you can implement something like this example. Where they create a C++ class that detects the OS and then runs the appropriate code to extract the MAC address.
While this may seem very much like using system calls, it's slightly less work than parsing all the different formats which the command line calls might return the MAC.

How to debug a program without a debugger? [closed]

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Interview question-
Often its pretty easier to debug a program once you have trouble with your code.You can put watches,breakpoints and etc.Life is much easier because of debugger.
But how to debug a program without a debugger?
One possible approach which I know is simply putting print statements in your code wherever you want to check for the problems.
Are there any other approaches other than this?
As its a general question, its not restricted to any specific language.So please share your thoughts on how you would have done it?
EDIT- While submitting your answer, please mention a useful resource (if you have any) about any concept. e.g. Logging
This will be lot helpful for those who don't know about it at all.(This includes me, in some cases :)
UPDATE: Michal Sznajderhas put a real "best" answer and also made it a community wiki.Really deserves lots of up votes.
Actually you have quite a lot of possibilities. Either with recompilation of source code or without.
With recompilation.
Additional logging. Either into program's logs or using system logging (eg. OutputDebugString or Events Log on Windows). Also use following steps:
Always include timestamp at least up to seconds resolution.
Consider adding thread-id in case of multithreaded apps.
Add some nice output of your structures
Do not print out enums with just %d. Use some ToString() or create some EnumToString() function (whatever suits your language)
... and beware: logging changes timings so in case of heavily multithreading you problems might disappear.
More details on this here.
Introduce more asserts
Unit tests
"Audio-visual" monitoring: if something happens do one of
use buzzer
play system sound
flash some LED by enabling hardware GPIO line (only in embedded scenarios)
Without recompilation
If your application uses network of any kind: Packet Sniffer or I will just choose for you: Wireshark
If you use database: monitor queries send to database and database itself.
Use virtual machines to test exactly the same OS/hardware setup as your system is running on.
Use some kind of system calls monitor. This includes
On Unix box strace or dtrace
On Windows tools from former Sysinternals tools like http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx, ProcessExplorer and alike
In case of Windows GUI stuff: check out Spy++ or for WPF Snoop (although second I didn't use)
Consider using some profiling tools for your platform. It will give you overview on thing happening in your app.
[Real hardcore] Hardware monitoring: use oscilloscope (aka O-Scope) to monitor signals on hardware lines
Source code debugging: you sit down with your source code and just pretend with piece of paper and pencil that you are computer. Its so called code analysis or "on-my-eyes" debugging
Source control debugging. Compare diffs of your code from time when "it" works and now. Bug might be somewhere there.
And some general tips in the end:
Do not forget about Text to Columns and Pivot Table in Excel. Together with some text tools (awk, grep or perl) give you incredible analysis pack. If you have more than 32K records consider using Access as data source.
Basics of Data Warehousing might help. With simple cube you may analyse tons of temporal data in just few minutes.
Dumping your application is worth mentioning. Either as a result of crash or just on regular basis
Always generate you debug symbols (even for release builds).
Almost last but not least: most mayor platforms has some sort of command line debugger always built in (even Windows!). With some tricks like conditional debugging and break-print-continue you can get pretty good result with obscure bugs
And really last but not least: use your brain and question everything.
In general debugging is like science: you do not create it you discover it. Quite often its like looking for a murderer in a criminal case. So buy yourself a hat and never give up.
First of all, what does debugging actually do? Advanced debuggers give you machine hooks to suspend execution, examine variables and potentially modify state of a running program. Most programs don't need all that to debug them. There are many approaches:
Tracing: implement some kind of logging mechanism, or use an existing one such as dtrace(). It usually worth it to implement some kind of printf-like function that can output generally formatted output into a system log. Then just throw state from key points in your program to this log. Believe it or not, in complex programs, this can be more useful than raw debugging with a real debugger. Logs help you know how you got into trouble, while a debugger that traps on a crash assumes you can reverse engineer how you got there from whatever state you are already in. For applications that you use other complex libraries that you don't own that crash in the middle of them, logs are often far more useful. But it requires a certain amount of discipline in writing your log messages.
Program/Library self-awareness: To solve very specific crash events, I often have implemented wrappers on system libraries such as malloc/free/realloc which extensions that can do things like walk memory, detect double frees, attempts to free non-allocated pointers, check for obvious buffer over-runs etc. Often you can do this sort of thing for your important internal data types as well -- typically you can make self-integrity checks for things like linked lists (they can't loop, and they can't point into la-la land.) Even for things like OS synchronization objects, often you only need to know which thread, or what file and line number (capturable by __FILE__, __LINE__) the last user of the synch object was to help you work out a race condition.
If you are insane like me, you could, in fact, implement your own mini-debugger inside of your own program. This is really only an option in a self-reflective programming language, or in languages like C with certain OS-hooks. When compiling C/C++ in Windows/DOS you can implement a "crash-hook" callback which is executed when any program fault is triggered. When you compile your program you can build a .map file to figure out what the relative addresses of all your public functions (so you can work out the loader initial offset by subtracting the address of main() from the address given in your .map file). So when a crash happens (even pressing ^C during a run, for example, so you can find your infinite loops) you can take the stack pointer and scan it for offsets within return addresses. You can usually look at your registers, and implement a simple console to let you examine all this. And voila, you have half of a real debugger implemented. Keep this going and you can reproduce the VxWorks' console debugging mechanism.
Another approach, is logical deduction. This is related to #1. Basically any crash or anomalous behavior in a program occurs when it stops behaving as expected. You need to have some feed back method of knowing when the program is behaving normally then abnormally. Your goal then is to find the exact conditions upon which your program goes from behaving correctly to incorrectly. With printf()/logs, or other feedback (such as enabling a device in an embedded system -- the PC has a speaker, but some motherboards also have a digital display for BIOS stage reporting; embedded systems will often have a COM port that you can use) you can deduce at least binary states of good and bad behavior with respect to the run state of your program through the instrumentation of your program.
A related method is logical deduction with respect to code versions. Often a program was working perfectly at one state, but some later version is not longer working. If you use good source control, and you enforce a "top of tree must always be working" philosophy amongst your programming team, then you can use a binary search to find the exact version of the code at which the failure occurs. You can use diffs then to deduce what code change exposes the error. If the diff is too large, then you have the task of trying to redo that code change in smaller steps where you can apply binary searching more effectively.
Just a couple suggestions:
1) Asserts. This should help you work out general expectations at different states of the program. As well familiarize yourself with the code
2) Unit tests. I have used these at times to dig into new code and test out APIs
One word: Logging.
Your program should write descriptive debug lines which include a timestamp to a log file based on a configurable debug level. Reading the resultant log files gives you information on what happened during the execution of the program. There are logging packages in every common programming language that make this a snap:
Java: log4j
.Net: NLog or log4net
Python: Python Logging
PHP: Pear Logging Framework
Ruby: Ruby Logger
C: log4c
I guess you just have to write fine-grain unit tests.
I also like to write a pretty-printer for my data structures.
I think the rest of the interview might go something like this...
Candidate: So you don't buy debuggers for your developers?
Interviewer: No, they have debuggers.
Candidate: So you are looking for programmers who, out of masochism or chest thumping hamartia, make things complicated on themselves even if they would be less productive?
Interviewer: No, I'm just trying to see if you know what you would do in a situation that will never happen.
Candidate: I suppose I'd add logging or print statements. Can I ask you a similar question?
Interviewer: Sure.
Candidate: How would you recruit a team of developers if you didn't have any appreciable interviewing skill to distinguish good prospects based on relevant information?
Peer review. You have been looking at the code for 8 hours and your brain is just showing you what you want to see in the code. A fresh pair of eyes can make all the difference.
Version control. Especially for large teams. If somebody changed something you rely on but did not tell you it is easy to find a specific change set that caused your trouble by rolling the changes back one by one.
On *nix systems, strace and/or dtrace can tell you an awful lot about the execution of your program and the libraries it uses.
Binary search in time is also a method: If you have your source code stored in a version-control repository, and you know that version 100 worked, but version 200 doesn't, try to see if version 150 works. If it does, the error must be between version 150 and 200, so find version 175 and see if it works... etc.
use println/log in code
use DB explorer to look at data in DB/files
write tests and put asserts in suspicious places
More generally, you can monitor side effects and output of the program, and trigger certain events in the program externally.
A Print statement isn't always appropriate. You might use other forms of output such as writing to the Event Log or a log file, writing to a TCP socket (I have a nice utility that can listen for that type of trace from my program), etc.
For programs that don't have a UI, you can trigger behavior you want to debug by using an external flag such as the existence of a file. You might have the program wait for the file to be created, then run through a behavior you're interested in while logging relevant events.
Another file's existence might trigger the program's internal state to be written to your logging mechanism.
like everyone else said:
Logging
Asserts
Extra Output
&
your favorite task manager or process
explorer
links here and here
Another thing I have not seen mentioned here that I have had to use quite a bit on embedded systems is serial terminals.
You can cannot a serial terminal to just about any type of device on the planet (I have even done it to embedded CPUs for hydraulics, generators, etc). Then you can write out to the serial port and see everything on the terminal.
You can get real fancy and even setup a thread that listens to the serial terminal and responds to commands. I have done this as well and implemented simple commands to dump a list, see internal variables, etc all from a simple 9600 baud RS-232 serial port!
Spy++ (and more recently Snoop for WPF) are tremendous for getting an insight into Windows UI bugs.
A nice read would be Delta Debugging from Andreas Zeller. It's like binary search for debugging

How Does AQTime Do It?

I've been testing out the performance and memory profiler AQTime to see if it's worthwhile spending those big $$$ for it for my Delphi application.
What amazes me is how it can give you source line level performance tracing (which includes the number of times each line was executed and the amount of time that line took) without modifying the application's source code and without adding an inordinate amount of time to the debug run.
The way that they do this so efficiently makes me think there might be some techniques/technologies used here that I don't know about that would be useful to know about.
Do you know what kind of methods they use to capture the execution line-by-line without code changes?
Are there other profiling tools that also do non-invasive line-by-line checking and if so, do they use the same techniques?
I've made an open source profiler for Delphi which does the same:
http://code.google.com/p/asmprofiler/
It's not perfect, but it's free :-). Is also uses the Detour technique.
It stores every call (you must manual set which functions you want to profile),
so it can make an exact call history tree, including a time chart (!).
This is just speculation, but perhaps AQtime is based on a technology that is similar to Microsoft Detours?
Detours is a library for instrumenting
arbitrary Win32 functions on x86, x64,
and IA64 machines. Detours intercepts
Win32 functions by re-writing the
in-memory code for target functions.
I don't know about Delphi in particular, but a C application debugger can do line-by-line profiling relatively easily - it can load the code and associate every code path with a block of code. Then it can break on all the conditional jump instructions and just watch and see what code path is taken. Debuggers like gdb can operate relatively efficiently because they work through the kernel and don't modify the code, they just get informed when each line is executed. If something causes the block to be exited early (longjmp), the debugger can hook that and figure out how far it got into the blocks when it happened and increment only those lines.
Of course, it would still be tough to code, but when I say easily I mean that you could do it without wasting time breaking on each and every instruction to update a counter.
The long-since-defunct TurboPower also had a great profiling/analysis tool for Delphi called Sleuth QA Suite. I found it a lot simpler than AQTime, but also far easier to get meaningful result. Might be worth trying to track down - eBay, maybe?

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