Process time changes for each debugging - time

For timing an algorithm (millisecond), I have the below code:
clock_t start = clock();
algorithm();
clock_t end = clock();
cout << float(end-start)/CLOCKS_PER_SEC*1000.0 << endl;
For each time I debug, the result changes. Could someone tell me why and how I can fix that result?

It is based on current system load. Typically, your OS will be busy with other things and this way, sometimes it will take more or less time.
Actually, execution also is dependent on a lot of other things, like how memory- cpu- and i/o-intensive it is, also again dependent on other things.
I suggest to call algorithm() in a loop, which really is a standard way of getting more repeatable results on a machine, either by a fixed count or actually using the passed time till a certain limit is reached, and then calculating the runtime as the average over the runs.
This will reduce noise and increase precision.

Related

How to properly implement waiting of async computations?

i have some little trouble and i am asking for hint. I am on Windows platform, doing calculations in a following manner:
int input = 0;
int output; // junk bytes here
while(true) {
async_enqueue_upload(input); // completes instantly, but transfer will take 10us
async_enqueue_calculate(); // completes instantly, but computation will take 80us
async_enqueue_download(output); // completes instantly, but transfer will take 10us
sync_wait_finish(); // must wait while output is fully calculated, and there is no junk
input = process(output); // i cannot launch next step without doing it on the host.
}
I am asking about wait_finish() thing. I must wait all devices to finish, to combine all results and somehow process the data and upload a new portion, that is based on a previous computation step. I need to sync data in between each step, so i can't parallelize steps. I know, this is not quite performant case. So lets proceed to question.
I have 2 ways of checking completion, within wait_finish(). First is to put thread to sleep until it wakes up by completion event:
while( !is_completed() )
Sleep(1);
It has very low performance, because actual calculation, to say, takes 100us, and minimal Windows sheduler timestep is 1ms, so it gives unsuitable 10x lower performance.
Second way is to check completion in empty infinite loop:
while( !is_completed() )
{} // do_nothing();
It has 10x good computation performance. But it is also unsuitable solution, because it makes full cpu core utilisation usage, with absolutely useless work. How to make cpu "sleep" exactly time i needed? (Each step has equal amount of work)
How this case is usually solved, when amount of calculation time is too big for active spin-wait, but is too small compared to sheduler timestep? Also related subquestion - how to do that on linux?
Fortunately, i have succeeded in finding answer on my own. In short words - i should use linux for that.
And my investigation shows following. On windows there is hidden function in ntdll, NtDelayExecution(). It is not exposed through SDK, but can be loaded in a following manner:
static int(__stdcall *NtDelayExecution)(BOOL Alertable, PLARGE_INTEGER DelayInterval) = (int(__stdcall*)(BOOL, PLARGE_INTEGER)) GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "NtDelayExecution");
It allows to set sleep intervals in 100ns periods. However, even that not worked well, as shown in a following benchmark:
SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS); // requires Admin privellegies
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
uint64_t hpf = qpf(); // QueryPerformanceFrequency()
uint64_t s0 = qpc(); // QueryPerformanceCounter()
uint64_t n = 0;
while (1) {
sleep_precise(1); // NtDelayExecution(-1); waits one 100-nanosecond interval
auto s1 = qpc();
n++;
auto passed = s1 - s0;
if (passed >= hpf) {
std::cout << "freq=" << (n * hpf / passed) << " hz\n";
s0 = s1;
n = 0;
}
}
That yields something less than just 2000 hz loop rate, and result varies from string to string. That led me towards windows thread switching sheduler, which is totally not suited for real time tasks. And its minimum interval of 0.5ms (+overhead). Btw, does anyone knows on how to tune that value?
And next was linux question, and what does it can? So i've built custom tiny kernel 4.14 with means of buildroot, and tested that benchmark code there. I replaced qpc() to return clock_gettime() data, with CLOCK_MONOTONIC clock, and qpf() just returns number of nanoseconds in a second and sleep_precise() just called clock_nanosleep(). I was failed to find out what is the difference between CLOCK_MONOTONIC and CLOCK_REALTIME.
And i was quite surprised, getting whooping 18.4khz frequency just out of the box, and that was quite stable. While i tested several intervals, i found that i can set the loop to almost any frequency up to 18.4khz, but also that actual measured wait time results differs to 1.6 times of what i asked. For example if i ask to sleep 100 us it actually sleeps for ~160 us, giving ~6.25 khz frequency. Nothing else is going on the system, just kernel, busybox and this test. I am not an experience linux user, and i am still wondering how can i tune this to be more real-time and deterministic. Can i push that frequency maximum even more?

Measuring accurate GPU computation time

I'm working on a code in which I have to perform a vector-matrix multiplication on a chunk of data, copying the results back to CPU and then start multiplying another chunk. I perform the vector to matrix multiplication using cublas library (following code).
clock_t a,b;
a = clock();
for(int i=0;i<n;i++)
{
cublasSgemv(handle,CUBLAS_OP_T,m,k,&alpha, dev_b1+((i+1)*m), m, dev_b1+(i*m),1, &beta,out,1);
out+=(n-(i+1));
cudaMemcpy(b3,dev_b3, sizeof(float)*(cor_size), cudaMemcpyDeviceToHost);
}
b = clock();
cout<<"Running time is: "<<(double)(b-a)/clocks_per_sec;
I have to measure the running time of this for loop. I read something about CudaEvent but in my case, I want to measure the time of total loop not a kernel so I used clock function. I am wondering is this a correct way to measure the time for this chunk of code or there are more accurate ways to do that?
I know that for measuring elapsed time we have to repeat running the code multiple times and take the average of elapsed times of all runs, so another question is that is there any trade-off for the number of times that running code should be repeated?
Thanks
cudaMemcpy synchronizes host and device, so a CPU timer such as clock_t should give results that are identical with those produced by a CUDA timer, making the necessary allowances for the granularity/resolution of clock_t.
As regards the accuracy of the measurements is concerned, from what I have seen, the first iteration timings could be disregarded in the calculations. Subsequent timing measurements should yield numbers depending on factors such as load imbalance in the algorithm being run, which might decide on whether we get the same numbers at every iteration. I would reckon that that would not be an issue here, with Sgemm.
You can still use CUDA events to measure the entire loop runtime, by recording two events (one before starting the loop, one after the end, i.e. in the positions where you are currently using clock()), synchronizing on the second event and then getting the elapsed time using cudaEventElapsedTime(). This should have the advantage of being more accurate than clock().

Slow sorting using Thrust, CUDA

I am a newbie to CUDA. I simply tried to sort an array using Thrust.
clock_t start_time = clock();
thrust::host_vector<int> h_vec(10);
thrust::generate(h_vec.begin(), h_vec.end(), rand);
thrust::device_vector<int> d_vec = h_vec;
thrust::sort(d_vec.begin(), d_vec.end());
//thrust::sort(h_vec.begin(), h_vec.end());
clock_t stop_time = clock();
printf("%f\n", (double)(stop_time - start_time) / CLOCKS_PER_SEC);
Time took to sort d_vec is 7.4s, and time took to sort h_vec is 0.4s
I am assuming its parallel computation on device memory, so shouldn't it be faster ?
Probably the main problem is context creation time: the first CUDA call will initialize the CUDA context which takes some time, see here. Therefore you should start measuring time only after the first CUDA call.
In general you can only expect speed-up with GPU code compared to CPU code if the degree of parallelism is high enough. The vector size of 10 as in the example code is definitely too small to achieve speed-up. With a vector size >> 10000 you can expect to fully utilize a modern GPU.
You should also think about measuring only the time for sorting without the copy d_vec = h_vec, since often you will work with the device vector in the next step. Then you can consider the copy operation as a one time setup cost. (However if sorting is the only operation on device it is of course reasonable to include the memcopy in the measurement.)

Java - Repeated function call reduces execution time

I have this following code
public class BenchMark {
public static void main(String args[]) {
doLinear();
doLinear();
doLinear();
doLinear();
}
private static void doParallel() {
IntStream range = IntStream.range(1, 6).parallel();
long startTime = System.nanoTime();
int reduce = range
.reduce((a, item) -> a * item).getAsInt();
long endTime = System.nanoTime();
System.out.println("parallel: " +reduce + " -- Time: " + (endTime - startTime));
}
private static void doLinear() {
IntStream range = IntStream.range(1, 6);
long startTime = System.nanoTime();
int reduce = range
.reduce((a, item) -> a * item).getAsInt();
long endTime = System.nanoTime();
System.out.println("linear: " +reduce + " -- Time: " + (endTime - startTime));
}
}
I was trying to benchmark streams but came through this execution time steadily decreasing upon calling the same function again and again
Output:
linear: 120 -- Time: 57008226
linear: 120 -- Time: 23202
linear: 120 -- Time: 17192
linear: 120 -- Time: 17802
Process finished with exit code 0
There is a huge difference between first and second execution time.
I'm sure JVM might be doing some tricks behind the scenes but can anybody help me understand whats really going on there ?
Is there anyway to avoid this optimization so I can benchmark true execution time ?
I'm sure JVM might be doing some tricks behind the scenes but can anybody help me understand whats really going on there?
The massive latency of the first invocation is due to the initialization of the complete lambda runtime subsystem. You pay this only once for the whole application.
The first time your code reaches any given lambda expression, you pay for the linkage of that lambda (initialization of the invokedynamic call site).
After some iterations you'll see additional speedup due to the JIT compiler optimizing your reduction code.
Is there anyway to avoid this optimization so I can benchmark true execution time?
You are asking for a contradiction here: the "true" execution time is the one you get after warmup, when all optimizations have been applied. This is the runtime an actual application would experience. The latency of the first few runs is not relevant to the wider picture, unless you are interested in single-shot performance.
For the sake of exploration you can see how your code behaves with JIT compilation disabled: pass -Xint to the java command. There are many more flags which disable various aspects of optimization.
UPDATE: Refer #Marko's answer for an explanation of the initial latency due to lambda linkage.
The higher execution time for the first call is probably a result of the JIT effect. In short, the JIT compilation of the byte codes into native machine code occurs during the first time your method is called. The JVM then attempts further optimization by identifying frequently-called (hot) methods, and re-generate their codes for higher performance.
Is there anyway to avoid this optimization so I can benchmark true execution time ?
You can certainly account for the JVM initial warm-up by excluding the first few result. Then increase the number of repeated calls to your method in a loop of tens of thousands of iterations, and average the results.
There are a few more options that you might want to consider adding to your execution to help reduce noises as discussed in this post. There are also some good tips from this post too.
true execution time
There's no thing like "true execution time". If you need to solve this task only once, the true execution time would be the time of the first test (along with time to startup the JVM itself). In general the time spent for execution of given piece of code depends on many things:
Whether this piece of code is interpreted, JIT-compiled by C1 or C2 compiler. Note that there are not just three options. If you call one method from another, one of them might be interpreted and another might be C2-compiled.
For C2 compiler: how this code was executed previously, so what's in branch and type profile. The polluted type profile can drastically reduce the performance.
Garbage collector state: whether it interrupts the execution or not
Compilation queue: whether JIT-compiler compiles other code simultaneously (which may slow down the execution of current code)
The memory layout: how objects located in the memory, how many cache lines should be loaded to access all the necessary data.
CPU branch predictor state which depends on the previous code execution and may increase or decrease number of branch mispredictions.
And so on and so forth. So even if you measure something in the isolated benchmark, this does not mean that the speed of the same code in the production will be the same. It may differ in the order of magnitude. So before measuring something you should ask yourself why you want to measure this thing. Usually you don't care how long some part of your program is executed. What you usually care is the latency and the throughput of the whole program. So profile the whole program and optimize the slowest parts. Probably the thing you are measuring is not the slowest.
Java VM loads a class into memory first time the class is used.
So the difference between 1st and 2nd run may be caused by class loading.

Measuring execution time of selected loops

I want to measure the running times of selected loops in a C program so as to see what percentage of the total time for executing the program (on linux) is spent in these loops. I should be able to specify the loops for which the performance should be measured. I have tried out several tools (vtune, hpctoolkit, oprofile) in the last few days and none of them seem to do this. They all find the performance bottlenecks and just show the time for those. Thats because these tools only store the time taken that is above a threshold (~1ms). So if one loop takes lesser time than that then its execution time won't be reported.
The basic block counting feature of gprof depends on a feature in older compilers thats not supported now.
I could manually write a simple timer using gettimeofday or something like that but for some cases it won't give accurate results. For ex:
for (i = 0; i < 1000; ++i)
{
for (j = 0; j < N; ++j)
{
//do some work here
}
}
Now here I want to measure the total time spent in the inner loop and I will have to put a call to gettimeofday inside the first loop. So gettimeofday itself will get called a 1000 times which introduces its own overhead and the result will be inaccurate.
Unless you have an in circuit emulator or break-out box around your CPU, there's no such thing as timing a single-loop or single-instruction. You need to bulk up your test runs to something that takes at least several seconds each in order to reduce error due to other things going on in the CPU, OS, etc.
If you're wanting to find out exactly how much time a particular loop takes to execute, and it takes less than, say, 1 second to execute, you're going to need to artificially increase the number of iterations in order to get a number that is above the "noise floor". You can then take that number and divide it by the number of artificially inflated iterations to get a figure that represents how long one pass through your target loop will take.
If you're wanting to compare the performance of different loop styles or techniques, the same thing holds: you're going to need to increase the number of iterations or passes through your test code in order to get a measurement in which what you're interested in dominates the time slice you're measuring.
This is true whether you're measuring performance using sub-millisecond high performance counters provided by the CPU, the system date time clock, or a wall clock to measure the elapsed time of your test.
Otherwise, you're just measuring white noise.
Typically if you want to measure the time spent in the inner loop, you'll put the time get routines outside of the outer loop and then divide by the (outer) loop count. If you expect the time of the inner loop to be relatively constant for any j, that is.
Any profiling instructions incur their own overhead, but presumably the overhead will be the same regardless of where it's inserted so "it all comes out in the wash." Presumably you're looking for spots where there are considerable differences between the runtimes of two compared processes, where a pair of function calls like this won't be an issue (since you need one at the "end" too, to get the time delta) since one routine will be 2x or more costly over the other.
Most platforms offer some sort of higher resolution timer, too, although the one we use here is hidden behind an API so that the "client" code is cross-platform. I'm sure with a little looking you can turn it up. Although even here, there's little likelihood that you'll get better than 1ms accuracy, so it's preferable to run the code several times in a row and time the whole run (then divide by the loop count, natch).
I'm glad you're looking for percentage, because that's easy to get. Just get it running. If it runs quickly, put an outer loop around it so it takes a good long time. That won't affect the percentages. While it's running, get stackshots. You can do this with Ctrl-Break in gdb, or you can use pstack or lsstack. Just look to see what percentage of stackshots display the code you care about.
Suppose the loops take some fraction of time, like 0.2 (20%) and you take N=20 samples. Then the number of samples that should show them will average 20 * 0.2 = 4, and the standard deviation of the number of samples will be sqrt(20 * 0.2 * 0.8) = sqrt(3.2) = 1.8, so if you want more precision, take more samples. (I personally think precision is overrated.)

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