Data.Text.Lazy.Builder vs Text.Builder - performance

What is a difference between module Data.Text.Lazy.Builder (text package) and module Text.Builder (text-builder)? I mean the goals, efficiency and possibilities?

I have not used text-builder but it purports to be an "An efficient strict text builder" (emphasis mine), while the standard Data.Text.Lazy.Builder builds lazy Text (essentially a linked list of UTF-16 array chunks). The point of both libraries (the idea of a Builder), is to avoid a bunch of allocation and copying as you accumulate a string by appending.
It looks to me like the text-builder library mostly restricts itself to types with a statically known size. I suppose its reason for existing is this could be made more efficient than the normal builder in text; in run you can allocate just once and then serialize into the array, where in Data.Text.Lazy.Builder you might need to grow or allocate new chunks as you go. And if what you really need is a strict Text then you'll probably need to pay for copying all those chunks anyway (and that might also involve additional copying of intermediate strict Text too, I'm not sure).
But this is mostly speculation. Maybe Nikita Volkov will chime in.

Related

When to use references versus types versus boxes and slices versus vectors as arguments and return types?

I've been working with Rust the past few days to build a new library (related to abstract algebra) and I'm struggling with some of the best practices of the language. For example, I implemented a longest common subsequence function taking &[&T] for the sequences. I figured this was Rust convention, as it avoided copying the data (T, which may not be easily copy-able, or may be big). When changing my algorithm to work with simpler &[T]'s, which I needed elsewhere in my code, I was forced to put the Copy type constraint in, since it needed to copy the T's and not just copy a reference.
So my higher-level question is: what are the best-practices for passing data between threads and structures in long-running processes, such as a server that responds to queries requiring big data crunching? Any specificity at all would be extremely helpful as I've found very little. Do you generally want to pass parameters by reference? Do you generally want to avoid returning references as I read in the Rust book? Is it better to work with &[&T] or &[T] or Vec<T> or Vec<&T>, and why? Is it better to return a Box<T> or a T? I realize the word "better" here is considerably ill-defined, but hope you'll understand my meaning -- what pitfalls should I consider when defining functions and structures to avoid realizing my stupidity later and having to refactor everything?
Perhaps another way to put it is, what "algorithm" should my brain follow to determine where I should use references vs. boxes vs. plain types, as well as slices vs. arrays vs. vectors? I hesitate to start using references and Box<T> returns everywhere, as I think that'd get me a sort of "Java in Rust" effect, and that's not what I'm going for!

When to reuse functions?

I have a function in my program that generates random strings.
func randString(s []rune, l int) string
s is a slice of runes containing the possible characters in the string. I pass
in a rune slice of both capital and lowercase alphabetic characters. l
determines the length of the string. This works great. But I also need to
generate random hex strings for html color codes.
It seems all sources say that it's good programming practice to reuse code. So I
made another []rune that held [1-9a-f] and feed that into randString. That
was before I realized that the stdlib already inclues formatting verbs for int
types that suit me perfectly.
In practice, is it better to reuse my randString function or code a separate
(more efficient) function? I would generate a single random int and Sprintf it
rather than having to loop and generate 6 random ints which randString does.
1) If there is an exact solution in the standard library, you should like always choose to use that.
Because:
The standard library is tested. So it does what it says (or what we expect it to do). Even if there is a bug in it, it will be discovered (by you or by others) and will get fixed without your work/effort.
The standard library is written as idiomatic Go. Chances are it's faster even if it does a little more than what you need compared to the solution you could write.
The standard library is (or may) improve by time. Your program may get faster just because an implementation was improved in a new Go release without any effort from your part.
The solution is presented (which means it's ready and requires no time from you).
The standard library is well and widely known, so your code will be easier to understand by others and by you later on.
If you're already imported the package (or will in the near future), this means zero or minimal overhead as libraries are statically linked, so the function you need is already linked to your program (to the compiled executable binary).
2) If there is a solution provided by the standard library but it is a general solution to similar problems and/or offers more than what you need:
That means it's more likely not the optimal solution for you, as it may use more memory and/or work more slowly as your solution could be.
You need to decide if you're willing to sacrifice that little performance loss for the gains listed above. This also depends how and how many times you need to use it (e.g. if it's a one-time, it shouldn't matter, if it's in an endless loop called very frequently, it should be examined carefully).
3) And at the other end: you should avoid using a solution provided by the standard library if it wasn't designed to solve your problem...
If it just happens that its "side-effect" solves your problem: Even if the current implementation would be acceptable, if it was designed for something else, future improvements to it could render your usage of it completely useless or could even break it.
Not to mention it would confuse other developers trying to read, improve or use your code (you included, after a certain amount of time).
As a side note: this question is exactly about the function you're trying to create: How to generate a random string of a fixed length in golang? I've presented mutiple very efficient solutions.
This is fairly subjective and not go-specific but I think you shouldn't reuse code just for the sake of reuse. The more code you reuse the more dependencies you create between different parts of your app and as result it becomes more difficult to maintain and modify. Easy to understand and modify code is much more important especially if you work in a team.
For your particular example I would do the following.
If a random color is generated only once in your package/application then using fmt.Sprintf("#%06x", rand.Intn(256*256*256)) is perfectly fine (as suggested by Dave C).
If random colors are generated in multiple places I would create function func randColor() string and call it. Note that now you can optimize randColor implementation however you like without changing the rest of the code. For example you could have implemented randColor using randString initially and then switched to a more efficient implementation later.

Serializing objects as raw memory

It seems that if it were possible to serialize data as the raw memory chunks that properties and fields are made up of, then it ought to be that much faster to communicate these objects to another system and the other system would only have to allocate memory for this memory and properly set reference pointers where they should go.
Yes, I know that's a little oversimplified and there are probably a plethora of reasons why it's difficult to do (like circular references). But I'm wondering if anyone has tried it and if there is a way to do it possibly with objects that meet certain restrictions?
One the one hand this is probably me just trying to micro-optimize, but on the other hand it really seems like this could be pretty useful in certain scenarios where performance is vital.
Obviously this kind of serialization is going to be faster than JSON any day (XML is slow by definition. In fact, I think that's what the L stands for. It was supposed to be XMS, but because it's so slow they missed the S and ended up with an L). However, I doubt it would beat efficient binary serializations such as Google's Protocol Buffers in real world scenarios.
If your serialized entities hold no references to other entities, and your memory layout on the two sides is exactly the same (same alignment, same order, etc...), you'll earn a little bit of performance by copying the memory buffer once, instead of doing so in chunks. However, the second you have to reconstruct references, memory copying is going to be trivial compared to looking up the referenced object. Copying memory is fast, especially when done in order, minimizing cache misses.
Things like normal memory addresses will completely break between serialization-deserialization. However if you're clever and careful you could device a mechanism where a data structure is serialized. Maybe translate addresses to offset-bytes-from-base?

Why doesn't Haskell have symbols (a la ruby) / atoms (a la erlang)?

The two languages where I have used symbols are Ruby and Erlang and I've always found them to be extremely useful.
Haskell does have algebraic datatypes, but I still think symbols would be mighty convenient. An immediate use that springs to mind is that since symbols are isomorphic to integers you can use them where you would use an integral or a string "primary key".
The syntactic sugar for atoms can be minor - :something or <something> is an atom. All atoms are instances of a Type called Atom which derives Show and Eq. You can then use it for more descriptive error codes, for example
type ErrorCode = Atom
type Message = String
data Error = Error ErrorCode Message
loginError = Error :redirect "Please login first"
In this case :redirect is more efficient than using a string ("redirect") and easier to understand than an integer (404).
The benefit may seem minor, but I say it is worth adding atoms as a language feature (or at least a GHC extension).
So why have symbols not been added to the language? Or am I thinking about this the wrong way?
I agree with camccann's answer that it's probably missing mainly because it would have to be baked quite deeply into the implementation and it is of too little use for this level of complication. In Erlang (and Prolog and Lisp) symbols (or atoms) usually serve as special markers and serve mostly the same notion as a constructor. In Lisp, the dynamic environment includes the compiler, so it's partly also a (useful) compiler concept leaking into the runtime.
The problem is the following, symbol interning is impure (it modifies the symbol table). Because we never modify an existing object it is referentially transparent, however, but if implemented naïvely can lead to space leaks in the runtime. In fact, as currently implemented in Erlang you can actually crash the VM by interning too many symbols/atoms (current limit is 2^20, I think), because they can never get garbage collected. It's also difficult to implement in a concurrent setting without a huge lock around the symbol table.
Both problems can be (and have been) solved, however. For example, see Erlang EEP 20. I use this technique in the simple-atom package. It uses unsafePerformIO under the hood, but only in (hopefully) rare cases. It could still use some help from the GC to perform an optimisation similar to indirection shortening. It also uses quite a few IORefs internally which isn't too great for performance and memory usage.
In summary, it can be done but implementing it properly is non-trivial. Compiler writers always weigh the power of a feature against its implementation and maintenance efforts, and it seems like first-class symbols lose out on this one.
I think the simplest answer is that, of the things Lisp-style symbols (which is where both Ruby and Erlang got the idea, I believe) are used for, in Haskell most are either:
Already done in some other fashion--e.g. a data type with a bunch of nullary constructors, which also behave as "convenient names for integers".
Awkward to fit in--things that exist at the level of language syntax instead of being regular data usually have more type information associated with them, but symbols would have to either be distinct types from each other (nearly useless without some sort of lightweight ad-hoc sum type) or all the same type (in which case they're barely different from just using strings).
Also, keep in mind that Haskell itself is actually a very, very small language. Very little is "baked in", and of the things that are most are just syntactic sugar for other primitives. This is a bit less true if you include a bunch of GHC extensions, but GHC with -XAndTheKitchenSinkToo is not the same language as Haskell proper.
Also, Haskell is very amenable to pseudo-syntax and metaprogramming, so there's a lot you can do even without having it built in. Particularly if you get into TH and scary type metaprogramming and whatever else.
So what it mostly comes down to is that most of the practical utility of symbols is already available from other features, and the stuff that isn't available would be more difficult to add than it's worth.
Atoms aren't provided by the language, but can be implemented reasonably as a library:
http://hackage.haskell.org/package/simple-atom
There are a few other libs on hackage, but this one looks the most recent and well-maintained.
Haskell uses type constructors* instead of symbols so that the set of symbols a function can take is closed, and can be reasoned about by the type system. You could add symbols to the language, but it would put you in the same place that using strings would - you'd have to check all possible symbols against the few with known meanings at runtime, add error handling all over the place, etc. It'd be a big workaround for all the compile-time checking.
The main difference between strings and symbols is interning - symbols are atomic and can be compared in constant time. Both are types with an essentially infinite number of distinct values, though, and against the grain of Haskell's specifying arguments and results with finite types.
I'm more familiar with OCaml than Haskell, so "type constructor" may not be the right term. Things like None or Just 3.
An immediate use that springs to mind is that since symbols are isomorphic to integers you can use them where you would use an integral or a string "primary key".
Use Enum instead.
data FileType = GZipped | BZipped | Plain
deriving Enum
descr ft = ["compressed with gzip",
"compressed with bzip2",
"uncompressed"] !! fromEnum ft

Do you use linked lists, doubly linked lists and so on, in business programming?

Are data structures like linked lists something that are purely academic for real programming or do you really use them? Are they things that are covered by generics so that you don't need to build them (assuming your language has generics)? I'm not debating the importance of understanding what they are, just the usage of them outside of academia. I ask from a front end web, backend database perspective. I'm sure someone somewhere builds these. I'm asking from my context.
Thank you.
EDIT: Are Generics so that you don't have to build linked lists and the like?
It will depend on the language and frameworks you're using. Most modern languages and frameworks won't make you reinvent these wheels. Instead, they'll provide things like List<T> or HashTable.
EDIT:
We probably use linked lists all the time, but don't realize it. We don't have to write implementations of linked lists on our own, because the frameworks we use have already written them for us.
You may also be getting confused about "generics". You may be referring to generic list classes like List<T>. This is just the same as the non-generic class List, but where the element is always of type T. It is probably implemented as a linked list, but we don't have to care about that.
We also don't have to worry about allocation of physical memory, or how interrupts work, or how to create a file system. We have operating systems to do that for us. But we may be taught that information in school just the same.
Certainly. Many "List" implementations in modern languages are actually linked lists, sometimes in combination with arrays or hash tables for direct access (by index as opposed to iteration).
Linked lists (especially doubly linked lists) are very commonly used in "real-world" data structures.
I would dare to say every common language has a pre-built implementation of linked list, either as a language primitive, native template library (e.g. C++), native library (e.g. Java) or some 3rd party implementation (probably open-source).
That being said, several times in the past I wrote a linked list implementation from scratch myself when creating infrastructure code for complex data structures. Sometimes it's a good idea to have full control over the implementation, and sometimes you need to add a "twist" to the classic implementation for it to satisfy your specific requirement. There's no right or wrong when it comes to whether to code your own implementation, as long as you understand the alternatives and trade-offs. In most cases, and certainly in very modern languages like C# I would avoid it.
Another point is when you should use lists versus array/vectors or hash tables. From your question I understand you are aware of the trade-offs here so I won't go too much into it, but basically, if your main usage is traversing lists by-order, and the list size may vary significantly, a list may be a viable option. Another consideration is the type of insertion. If a common use case is "inserting in the middle", than lists have a significant advantage over arrays/vectors. I can go on but this information is in the classic CS books :)
Clarification: My answer is language agnostic and does not relate specifically to Generics which to my understanding have a linked list implementation.
A singly-linked list is the only way to have a memory efficient immutable list which can be composed to "mutate" it. Look at how Erlang does it. It may be slightly slower than an array-backed list but it has very useful properties in multithreaded and purely-functional implementations.
Yes, there are real world application that use linked list, I sometimes have to maintain a huge application that makes very have use of linked lists.
And yes, linked lists are included in just about any class library from C++/STL to .net.
And I wish it used arrays instead.
In the real world linked lists are SLOW because of things like paging and CPU cache size (linked lists tend to spread you data and that makes it more likely that you will need to access data from different areas of memory and that is much slower on todays computers than using arrays that store all the data in one sequence).
Google "locality of reference" for more info.
Never used hand-made lists except for homeworks at university.
Depending on usage a linked list could be the best option. Deletes from the front of the list are much faster with a linked list than an array list.
In a Java program that I maintain profiling showed that I could increase performance by moving from an ArrayList to a LinkedList for a List that had lots of deletes at the beginning.
I've been developing line of business applications (.NET) for years and I can only think of one instance where I've used linked list and even then I did not have to create the object.
This has just been my experience.
I would say it depends on the usage, in some cases they are quicker than typical random access containers.
Also I think they are used by some libraries as an underlying collection type, so what may look like a non-linked list might actually be one underneath.
In a C/C++ application I developed at my last company we used doubly linked lists all the time. They were essential to what we were doing, which was real-time 3D graphics.
Yes all sorts of data-structures are very useful in daily software development. In most languages that I know (C/C++/Python/Objective-C) there are frameworks that implement those data-structures so that you don't have to reinvent the wheel.
And yes, data-structures are not only for academics, they are very useful and you would not be able to write software without them (depends on what you do).
You use data-structures in message queues, data maps, hash tables, keeping data ordered, fast access/removal/insertion and so on depends what needs to be done.
Yes, I do. It all depends on the situation. If I won't be storing a lot of data in them, or if the specific application needs a FIFO structure, I'll use them without a second thought because they are fast to implement.
However, in applications for other developers I know, there are times that a linked list would fit perfectly except that poor locality causes a lot of cache misses.
I cannot imagine many programs that doesn't deal with lists.
The minute you need to deal with more than 1 thing of something, lists in all forms and shapes becomes needed, as you need somewhere to store these things. That list might be a singly/doubly linked list, an array, a set, a hashtable if you need to index your things based on a key, a priority queue if you need to sort it etc.
Typically you'd store these lists in a database system, but somewhere you need to fetch them from the db, store them in your application and manipulate them, even if it's as simple to retrieve a little list of things you populate into a drop-down combobox.
These days, in languages such as C#,Python,Java and many more, you're usually abstracted away from having to implement your own lists. These languages come with a great deal of abstractions of containers you can store stuff in. Either via standard libraries or built into the language.
You're still at an advantage of learning these topics, e.g. if you're working with C# you'd want to know how an ArrayList works, and wheter you'd choose ArrayList or something else depending on your need to add/insert/search/random index such a list.

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