Go memory consumption with many goroutines - go

I was trying to check how Go will perform with 100,000 goroutines. I wrote a simple program to spawn that many routines which does nothing but print some announcements. I restricted the MaxStack size to just 512 bytes. But what I noticed was the program size doesn't decrease with that. It was consuming around 460 MB of memory and hence around 4 KB per goroutine. My question is, can we set max stack size lower than the "minimum" stack size (which may be 4 KB) for the goroutines. How can we set the minimum Stack size that Goroutine starts with ?
Below is sample code I used for the test:
package main
import "fmt"
import "time"
import "runtime/debug"
func main() {
fmt.Printf("%v\n", debug.SetMaxStack(512))
var i int
for i = 0; i < 100000; i++ {
go func(x int) {
for {
time.Sleep(10 * time.Millisecond)
//fmt.Printf("I am %v\n", x)
}
}(i)
}
fmt.Println("Done")
time.Sleep(999999999999)
}

There's currently no way to set the minimum stack size for goroutines.
Go 1.2 increased the minimum size from 4KB to 8KB
The docs say:
"In Go 1.2, the minimum size of the stack when a goroutine is created has been lifted from 4KB to 8KB. Many programs were suffering performance problems with the old size, which had a tendency to introduce expensive stack-segment switching in performance-critical sections. The new number was determined by empirical testing."
But they go on to say:
"Updating: The increased minimum stack size may cause programs with many goroutines to use more memory. There is no workaround, but plans for future releases include new stack management technology that should address the problem better."
So you may have more luck in the future.
See http://golang.org/doc/go1.2#stack_size for more info.

The runtime/debug.SetMaxStack function only determines a what point does go consider a program infinitely recursive, and terminate it. http://golang.org/pkg/runtime/debug/#SetMaxStack
Setting it absurdly low does nothing to the minimum size of stacks, and only limits the maximum size by virtue of your program crashing when any stack's in-use size exceeds the limit.
Technically the crash only happens when the stack must be grown, so your program will die when a stack needs more than 8KB (or 4KB prior to go 1.2).
The reason why your program uses a minimum of 4KB * nGoroutines is because stacks are page-aligned, so there can never be more than one stack on a VM page. Therefore your program will use at least nGoroutines worth of pages, and OSes usually only measure and allocate memory in page-sized increments.
The only way to change the starting (minimum) size of a stack is to modify and recompile the go runtime (and possibly the compiler too).
Go 1.3 will include contiguous stacks, which are generally faster than the split stacks in Go 1.2 and earlier, and which may also lead to smaller initial stacks in the future.

Just a note: in Go 1.4: the minimum size of the goroutine stack has decreased from 8Kb to 2Kb.
And as per Go 1.13, it's still same -https://github.com/golang/go/blob/bbd25d26c0a86660fb3968137f16e74837b7a9c6/src/runtime/stack.go#L72:
// The minimum size of stack used by Go code
_StackMin = 2048

Related

Faster memory allocation and freeing algorithm than multiple Free List method

We allocate and free many memory blocks. We use Memory Heap. However, heap access is costly.
For faster memory access allocation and freeing, we adopt a global Free List. As we make a multithreaded program, the Free List is protected by a Critical Section. However, Critical Section causes a bottleneck in parallelism.
For removing the Critical Section, we assign a Free List for each thread, i.e. Thread Local Storage. However, thread T1 always memory blocks and thread T2 always frees them, so Free List in thread T2 is always increasing, meanwhile there is no benefit of Free List.
Despite of the bottleneck of Critical Section, we adopt the Critical Section again, with some different method. We prepare several Free Lists as well as Critical Sections which is assigned to each Free List, thus 0~N-1 Free Lists and 0~N-1 Critical Sections. We prepare an atomic-operated integer value which mutates to 0, 1, 2, ... N-1 then 0, 1, 2, ... again. For each allocation and freeing, we get the integer value X, then mutate it, access X-th Critical Section, then access X-th Free List. However, this is quite slower than the previous method (using Thread Local Storage). Atomic operation is quite slow as there are more threads.
As mutating the integer value non-atomically cause no corruption, we did the mutation in non-atomic way. However, as the integer value is sometimes stale, there is many chance of accessing the same Critical Section and Free List by different threads. This causes the bottleneck again, though it is quite few than the previous method.
Instead of the integer value, we used thread ID with hashing to the range (0~N-1), then the performance got better.
I guess there must be much better way of doing this, but I cannot find an exact one. Are there any ideas for improving what we have made?
Dealing with heap memory is a task for the OS. Nothing guarantees you can do a better/faster job than the OS does.
But there are some conditions where you can get a bit of improvement, specially when you know something about your memory usage that is unknown to the OS.
I'm writting here my untested idea, hope you'll get some profit of it.
Let's say you have T threads, all of them reserving and freeing memory. The main goal is speed, so I'll try not to use TLS, nor critical blocking, not atomic ops.
If (repeat: if, if, if) the app can fit to several discrete sizes of memory blocks (not random sizes, so as to avoid fragmentation and unuseful holes) then start asking the OS for a number of these discrete blocks.
For example, you have an array of n1 blocks each of size size1, an array of n2 blocks each of size size2, an array of n3... and so on. Each array is bidimensional, the second field just stores a flag for used/free block. If your arrays are very large then it's better to use a dedicated array for the flags (due to contiguous memory usage is always faster).
Now, some one asks for a block of memory of size sB. A specialized function (or object or whatever) searches the array of blocks of size greater or equal to sB, and then selects a block by looking at the used/free flag. Just before ending this task the proper block-flag is set to "used".
When two or more threads ask for blocks of the same size there may be a corruption of the flag. Using TLS will solve this issue, and critical blocking too. I think you can set a bool flag at the beggining of the search into flags-array, that makes the other threads to wait until the flag changes, which only happens after the block-flag changes. With pseudo code:
MemoryGetter(sB)
{
//select which array depending of 'sB'
for (i=0, i < numOfarrays, i++)
if (sizeOfArr(i) >= sB)
arrMatch = i
break //exit for
//wait if other thread wants a block from the same arrMatch array
while ( searching(arrMatch) == true )
; //wait
//blocks other threads wanting a block from the same arrMatch array
searching(arrMatch) = true
//Get the first free block
for (i=0, i < numOfBlocks, i++)
if ( arrOfUsed(arrMatch, i) != true )
selectedBlock = addressOf(....)
//mark the block as used
arrOfUsed(arrMatch, i) = true
break; //exit for
//Allow other threads
searching(arrMatch) = false
return selectedBlock //NOTE: selectedBlock==NULL means no free block
}
Freeing a block is easier, just mark it as free, no thread concurrency issue.
Dealing with no free blocks is up to you (wait, use a bigger block, ask OS for more, etc).
Note that the whole memory is reserved from the OS at app start, which can be a problem.
If this idea makes your app faster, let me know. What I can say for sure is that memory used is greater than if you use normal OS request; but not much if you choose "good" sizes, those most used.
Some improvements can be done:
Cache the last freeded block (per size) so as to avoid the search.
Start with not that much blocks, and ask the OS for more memory only
when needed. Play with 'number of blocks' for each size depending on
your app. Find the optimal case.

go tool pprof -inuse_space much smaller than linux top shows

My program runs in background. I use linux top command, it shows 16g memory. But when I want to use go pprof -inuse_space to check the point, I gives only 200M. Where do the other memory go?
Generally, the memory used in os(shown by top VIRT) is larger than pprof. One reason is gc will happen when heap size > ($GOGC% + 1) * (reachable nodes size): https://blog.golang.org/go15gc. By default, $GOGC is 100, that means the memory size will be twice of the heap size shown by pprof. But you seem not to be in this case.

How to release memory allocated by a slice? [duplicate]

This question already has answers here:
How do you clear a slice in Go?
(3 answers)
Cannot free memory once occupied by bytes.Buffer
(2 answers)
Closed 5 years ago.
package main
import (
"fmt"
"time"
)
func main() {
storage := []string{}
for i := 0; i < 50000000; i++ {
storage = append(storage, "string string string string string string string string string string string string")
}
fmt.Println("done allocating, emptying")
storage = storage[:0]
storage = nil
for {
time.Sleep(1 * time.Second)
}
}
The code above will allocate about ~30mb of memory, and then won't release it. Why is that? How can I force go to release memory used by this slice? I sliced that slice and then nilled it.
The program I'm debugging is a simple HTTP input buffer: it appends all requests into large chunks, and sends these chunks over a channel to goroutine for processing. But problem is illustrated above - I can't get storage to release the memory and then eventually run out of memory.
Edit: as some people pointed out to similar question, no, it first doesn't work, second isn't what I'm asking for. The slice gets emptied, the memory does not.
There are several things going on here.
The first one which is needed to be absorbed is that Go is
a garbage-collected language; the actual algorithm of its GC
is mostly irrelevant but one aspect of it is crucial to understand:
it does not use reference counting, and hence there's no way to
somehow make the GC immediately reclaim the memory of any given
value whose storage is allocated on the heap.
To recap it in more simple words, it's futile to do
s := make([]string, 10*100*100)
s = nil
as the second statement will indeed remove the sole reference
to the slice's underlying memory but won't make the GC go
and "mark" that memory as available for reuse.
This means two things:
You should know how the GC works.
This explains how it works
since v1.5 and up until now (v1.10 these days).
You should structure those of your algorythms which are
memory-intensive in a way that reduces memory pressure.
The latter can be done in several ways:
Preallocate, when you have a sensible idea about how much to.
In your example, you start with a slice of length 0,
and then append to it a lot. Now, almost all library code which deals
with growing memory buffers—the Go runtime included—deals with these
allocations by 1) allocating twice the memory requested—hoping to
prevent several future allocations, and 2) copies the "old" contents
over, when it had to reallocate. This one is important: when reallocation
happens, it means there's two memory regions now: the old one and the new
one.
If you can estimate that you may need to hold N elements on
average, preallocate for them using make([]T, 0, N)—
more info here
and here.
If you'll need to hold less than N elements, the tail of that buffer
will be unused, and if you'll need to hold more than N, you'll need
to reallocate, but on average, you won't need any reallocations.
Re-use your slice(s). Say, in your case, you could "reset" the slice
by reslicing it to the zero length and then use it again for the next
request. This is called "pooling", and in the case of mass-parallel access
to such a pool, you could use sync.Pool to hold your buffers.
Limit the load on your system to make the GC be able to cope with
the sustained load. A good overview of the two approaches to such
limiting is this.
In the program you wrote, it makes no sense to release memory because no part of code is requesting it any more.
To make a valid case, you have to request a new memory and release it inside the loop. Then you will observe that the memory consumption will stabilize at some point.

Why does the speed of memcpy() drop dramatically every 4KB?

I tested the speed of memcpy() noticing the speed drops dramatically at i*4KB. The result is as follow: the Y-axis is the speed(MB/second) and the X-axis is the size of buffer for memcpy(), increasing from 1KB to 2MB. Subfigure 2 and Subfigure 3 detail the part of 1KB-150KB and 1KB-32KB.
Environment:
CPU : Intel(R) Xeon(R) CPU E5620 # 2.40GHz
OS : 2.6.35-22-generic #33-Ubuntu
GCC compiler flags : -O3 -msse4 -DINTEL_SSE4 -Wall -std=c99
I guess it must be related to caches, but I can't find a reason from the following cache-unfriendly cases:
Why is my program slow when looping over exactly 8192 elements?
Why is transposing a matrix of 512x512 much slower than transposing a matrix of 513x513?
Since the performance degradation of these two cases are caused by unfriendly loops which read scattered bytes into the cache, wasting the rest of the space of a cache line.
Here is my code:
void memcpy_speed(unsigned long buf_size, unsigned long iters){
struct timeval start, end;
unsigned char * pbuff_1;
unsigned char * pbuff_2;
pbuff_1 = malloc(buf_size);
pbuff_2 = malloc(buf_size);
gettimeofday(&start, NULL);
for(int i = 0; i < iters; ++i){
memcpy(pbuff_2, pbuff_1, buf_size);
}
gettimeofday(&end, NULL);
printf("%5.3f\n", ((buf_size*iters)/(1.024*1.024))/((end.tv_sec - \
start.tv_sec)*1000*1000+(end.tv_usec - start.tv_usec)));
free(pbuff_1);
free(pbuff_2);
}
UPDATE
Considering suggestions from #usr, #ChrisW and #Leeor, I redid the test more precisely and the graph below shows the results. The buffer size is from 26KB to 38KB, and I tested it every other 64B(26KB, 26KB+64B, 26KB+128B, ......, 38KB). Each test loops 100,000 times in about 0.15 second. The interesting thing is the drop not only occurs exactly in 4KB boundary, but also comes out in 4*i+2 KB, with a much less falling amplitude.
PS
#Leeor offered a way to fill the drop, adding a 2KB dummy buffer between pbuff_1 and pbuff_2. It works, but I am not sure about Leeor's explanation.
Memory is usually organized in 4k pages (although there's also support for larger sizes). The virtual address space your program sees may be contiguous, but it's not necessarily the case in physical memory. The OS, which maintains a mapping of virtual to physical addresses (in the page map) would usually try to keep the physical pages together as well but that's not always possible and they may be fractured (especially on long usage where they may be swapped occasionally).
When your memory stream crosses a 4k page boundary, the CPU needs to stop and go fetch a new translation - if it already saw the page, it may be cached in the TLB, and the access is optimized to be the fastest, but if this is the first access (or if you have too many pages for the TLBs to hold on to), the CPU will have to stall the memory access and start a page walk over the page map entries - that's relatively long as each level is in fact a memory read by itself (on virtual machines it's even longer as each level may need a full pagewalk on the host).
Your memcpy function may have another issue - when first allocating memory, the OS would just build the pages to the pagemap, but mark them as unaccessed and unmodified due to internal optimizations. The first access may not only invoke a page walk, but possibly also an assist telling the OS that the page is going to be used (and stores into, for the target buffer pages), which would take an expensive transition to some OS handler.
In order to eliminate this noise, allocate the buffers once, perform several repetitions of the copy, and calculate the amortized time. That, on the other hand, would give you "warm" performance (i.e. after having the caches warmed up) so you'll see the cache sizes reflect on your graphs. If you want to get a "cold" effect while not suffering from paging latencies, you might want to flush the caches between iteration (just make sure you don't time that)
EDIT
Reread the question, and you seem to be doing a correct measurement. The problem with my explanation is that it should show a gradual increase after 4k*i, since on every such drop you pay the penalty again, but then should enjoy the free ride until the next 4k. It doesn't explain why there are such "spikes" and after them the speed returns to normal.
I think you are facing a similar issue to the critical stride issue linked in your question - when your buffer size is a nice round 4k, both buffers will align to the same sets in the cache and thrash each other. Your L1 is 32k, so it doesn't seem like an issue at first, but assuming the data L1 has 8 ways it's in fact a 4k wrap-around to the same sets, and you have 2*4k blocks with the exact same alignment (assuming the allocation was done contiguously) so they overlap on the same sets. It's enough that the LRU doesn't work exactly as you expect and you'll keep having conflicts.
To check this, i'd try to malloc a dummy buffer between pbuff_1 and pbuff_2, make it 2k large and hope that it breaks the alignment.
EDIT2:
Ok, since this works, it's time to elaborate a little. Say you assign two 4k arrays at ranges 0x1000-0x1fff and 0x2000-0x2fff. set 0 in your L1 will contain the lines at 0x1000 and 0x2000, set 1 will contain 0x1040 and 0x2040, and so on. At these sizes you don't have any issue with thrashing yet, they can all coexist without overflowing the associativity of the cache. However, everytime you perform an iteration you have a load and a store accessing the same set - i'm guessing this may cause a conflict in the HW. Worse - you'll need multiple iteration to copy a single line, meaning that you have a congestion of 8 loads + 8 stores (less if you vectorize, but still a lot), all directed at the same poor set, I'm pretty sure there's are a bunch of collisions hiding there.
I also see that Intel optimization guide has something to say specifically about that (see 3.6.8.2):
4-KByte memory aliasing occurs when the code accesses two different
memory locations with a 4-KByte offset between them. The 4-KByte
aliasing situation can manifest in a memory copy routine where the
addresses of the source buffer and destination buffer maintain a
constant offset and the constant offset happens to be a multiple of
the byte increment from one iteration to the next.
...
loads have to wait until stores have been retired before they can
continue. For example at offset 16, the load of the next iteration is
4-KByte aliased current iteration store, therefore the loop must wait
until the store operation completes, making the entire loop
serialized. The amount of time needed to wait decreases with larger
offset until offset of 96 resolves the issue (as there is no pending
stores by the time of the load with same address).
I expect it's because:
When the block size is a 4KB multiple, then malloc allocates new pages from the O/S.
When the block size is not a 4KB multiple, then malloc allocates a range from its (already allocated) heap.
When the pages are allocated from the O/S then they are 'cold': touching them for the first time is very expensive.
My guess is that, if you do a single memcpy before the first gettimeofday then that will 'warm' the allocated memory and you won't see this problem. Instead of doing an initial memcpy, even writing one byte into each allocated 4KB page might be enough to pre-warm the page.
Usually when I want a performance test like yours I code it as:
// Run in once to pre-warm the cache
runTest();
// Repeat
startTimer();
for (int i = count; i; --i)
runTest();
stopTimer();
// use a larger count if the duration is less than a few seconds
// repeat test 3 times to ensure that results are consistent
Since you are looping many times, I think arguments about pages not being mapped are irrelevant. In my opinion what you are seeing is the effect of hardware prefetcher not willing to cross page boundary in order not to cause (potentially unnecessary) page faults.

Determining precisely ram unused available in Win32

I use this routine to fill unused ram with zero.
It procures crash on some computers and is coarse
size = size - (size /10);
There is a more accurate way to determine the unused RAM amount to be filled with zeroes?
DWORDLONG getTotalSystemMemory(){
PROCESS_MEMORY_COUNTERS lMemInfo;
BOOL success = GetProcessMemoryInfo(
GetCurrentProcess(),
&lMemInfo,
sizeof(lMemInfo)
);
MEMORYSTATUSEX statex;
statex.dwLength = sizeof(statex);
GlobalMemoryStatusEx(&statex);
wprintf(L"Mem: %d\n", lMemInfo.WorkingSetSize);
return statex.ullAvailPhys - lMemInfo.WorkingSetSize;
}
void Zero(){
int size = getTotalSystemMemory();//-(1024*140000)
size = size - (size /10);
//if(size>1073741824) size=1073741824; //2^32-1
wprintf(L"Mem: %d\n", size);
BYTE* ar = new BYTE[size];
RtlSecureZeroMemory(ar,size);
delete[] ar;
}
This program does not do what you think it does. In fact, it is counterproductive. Fortunately, it is also unnecessary.
First of all, the program is unncessary Windows already has a thread whole sole job to zero out free pages, uncreatively known as the zero page thread. This blog entry goes into quite a bit of detail on how it works. Therefore, the way to fill free memory with zeroes is to do nothing because there is already somebody filling free memory with zeroes.
Second, the program does not do what you think it does because when an application allocates memory, the kernel makes sure that the memory is full of zeroes before giving it to the application. (If there are not enough pre-zeroed pages available, the kernel will zero out the pages right there.) Therefore, your program which writes out zeroes is just writing zeroes on top of zeroes.
Third, the program is counterproductive because it is not limiting itself to memory that is free. It is zeroing out a big chunk of memory that might have been busy. This may force other applications to give up their active memory so that it can be given to you.
The program is also counterproductive because even if it manages only to grab free memory, it dirties the memory (by writing zeroes) before freeing it. Returning dirty pages to the kernel puts them on the "dirty free memory" list, which means that the zero page thread has to go and zero them out again. (Redundantly, in this case, but the kernel doesn't bother checking whether a freed page is full of zeros before zeroing it out. Checking whether a page is full of zeroes is about as expensive as just zeroing it out anyway.)
It is unclear what the purpose of your program is. Why does it matter that free memory is full of zeroes or not?

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