Big-O for a compiler [closed] - algorithm

Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 9 years ago.
Improve this question
Does anyone have insight into the typical big-O complexity of a compiler?
I know it must be >= n (where n is the number of lines in the program), because it needs to scan each line at least once.
I believe it must also be >= n.logn for a procedural language, because the program can introduce O(n) variables, functions, procedures, and types etc., and when these are referenced within the program it will take O(log n) to look up each reference.
Beyond that my very informal understanding of compiler architecture has reached its limits and I am not sure if forward declarations, recursion, functional languages, and/or other tricks will increase the algorithmic complexity of the compiler.
So, in summary:
For a 'typical' procedural language (C, pascal, C#, etc.) is there a limiting big-O for an efficiently designed compiler (as a measure of number of lines)
For a 'typical' functional language (lisp, Haskell, etc.) is there a limiting big-O for an efficiently designed compiler (as a measure of number of lines)

This question is unanswerable in it's current form. The complexity of a compiler certainly wouldn't be measured in lines of code or characters in the source file. This would describe the complexity of the parser or lexer, but no other part of the compiler will ever even touch that file.
After parsing, everything will be in terms of various AST's representing the source file in a more structured manner. A compiler will have a lot of intermediate languages, each with it's own AST. The complexity of various phases would be in terms of the size of the AST, which doesn't correlate at all to the character count or even to the previous AST necessarily.
Consider this, we can parse most languages in linear time to the number of characters and generate some AST. Simple operations such as type checking are generally O(n) for a tree with n leaves. But then we'll translate this AST into a form with potentially, double, triple or even exponentially more nodes then on the original tree. Now we again run single pass optimizations on our tree, but this might be O(2^n) relative to the original AST and lord knows what to the character count!
I think you're going to find it quite impossible to even find what n should be for some complexity f(n) for a compiler.
As a nail in the coffin, compiling some languages is undecidable including java, C# and Scala (it turns out that nominal subtyping + variance leads to undecidable typechecking). Of course C++'s templating system is turing complete which makes decidable compilation equivalent to the halting problem (undecidable). Haskell + some extensions is undecidable. And many others that I can't think of off the top of my head. There is no worst case complexity for these languages' compilers.

Reaching back to what I can remember from my compilers class... some of the details here may be a bit off, but the general gist should be pretty much correct.
Most compilers actually have multiple phases that they go through, so it'd be useful to narrow down the question somewhat. For example, the code is usually run through a tokenizer that pretty much just creates objects to represent the smallest possible units of text. var x = 1; would be split into tokens for the var keyword, a name, an assignment operator, and a literal number, followed by a statement finalizer (';'). Braces, parentheses, etc. each have their own token type.
The tokenizing phase is roughly O(n), though this can be complicated in languages where keywords can be contextual. For example, in C#, words like from and yield can be keywords, but they could also be used as variables, depending on what's around them. So depending on how much of that sort of thing you have going on in the language, and depending on the specific code that's being compiled, just this first phase could conceivably have O(n²) complexity. (Though that would be highly uncommon in practice.)
After tokenizing, then there's the parsing phase, where you try to match up opening/closing brackets (or the equivalent indentations in some languages), statement finalizers, and so forth, and try to make sense of the tokens. This is where you need to determine whether a given name represents a particular method, type, or variable. A wise use of data structures to track what names have been declared within various scopes can make this task pretty much O(n) in most cases, but again there are exceptions.
In one video I saw, Eric Lippert said that correct C# code can be compiled in the time between a user's keystrokes. But if you want to provide meaningful error and warning messages, then the compiler has to do a great deal more work.
After parsing, there can be a number of extra phases including optimizations, conversion to an intermediate format (like byte code), conversion to binary code, just-in-time compilation (and extra optimizations that can be applied at that point), etc. All of these can be relatively fast (probably O(n) most of the time), but it's such a complex topic that it's hard to answer the question even for a single language, and practically impossible to answer it for a genre of languages.

As fas as i know:
It depends on the type of parser the compiler uses in it's parsing step.
The main type of parsers are LL and LR, and both have different complexities.

Related

can an algorithm be a single instruction? [closed]

Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 1 year ago.
Improve this question
The most common definition of the word algorithm is:
"An algorithm is a finite ordered set of unambiguous instructions"
is it correct to say
"An algorithm is a finite ordered set of unambiguous instructions/instruction"
simply can an algorithm be a single instruction ?
The definition you quote says that an algorithm is a "finite ordered set", which not only would allow an algorithm to be a single instruction (i.e. a set with one element), it even allows for an algorithm to have no instructions (i.e. an empty set).
That said, we shouldn't take "finite ordered set" too literally, because a set cannot have repeated elements, whereas an algorithm can have repeated instructions. Also, there can be multiple different "implementations" of the "same" algorithm which would not strictly be the exact same ordered set of instructions; see for example Rosetta Code which lists many different implementations of the bubble sort algorithm, which are all different "sets of instructions" in a strict mathematical sense, but they are the same "algorithm" in the sense normally understood by programmers and computer scientists.
So the real answer is, an algorithm can be a single instruction if you define the word "algorithm" to allow that, and most definitions either allow it, don't specifically exclude it, or aren't meant to be strict mathematical definitions anyway.
As a grammatical note, it is not necessary to say "set of instructions/instruction" in order to include the possibility that the set has size 1; you would have to say "set of at least two instructions" if you wanted to exclude that possibility.
Arguably yes, for example you may have an algorithm which add two values (or more interestingly vectors of values?)
This may be both one instruction in your programming language and also backed in the processor by a single instruction!
The processor may do a great deal of work to perform the instruction (and would certainly have an algorithm of its own to do so!), but there would only be one instruction to it.
There is, however, some haziness with how you define such a thing (so I wouldn't worry too much about it), for example if you compile for a custom processor (like one written to an FPGA board), you could make your own instruction with tremendous algorithmic complexity backing it.
.. or on a logical processor (such as the famous JVM) or intermediate representation (such as LLVM IR), you may have cases where one instruction in code becomes a collection of instructions on the logical system, but is then backed by a single operation on a modern processor (I do not know of real cases of this, but it certainly occurs with LLVM)
In that case you would usually just call it an instruction, but I suppose that would also be correct. At the end of the day it's just a matter of interpretation, like asking if water is wet.

Does time complexity differ of the implementation of algorithms in different programming languages?

Are not algorithms supposed to have the same time complexity across any programming language, then why do we consider such programming language differences in time complexity such as pass by value or pass by reference in the arguments when finding the total time complexity of the algorithm? Or am I wrong in saying we should not consider such programming language differences in implementation when finding the time complexity of an algorithm? I cannot think of any other instance as of now, but for example, if there was an algorithm in C++ that either passed its arguments by reference or by value, would there be difference in time complexity? If so, why? CLRS, the famous book about algorithms never discusses this point, so I am unsure if I should consider this point when finding time complexity.
I think what you are refer to is not language but compiler differencies... This is how I see it (however take in mind I am no expert in the matter)
Yes complexity of some source code ported to different langauges should be the same (if language capabilities allows it). The problem is compiler implementation and conversion to binary (or asm if you want). Each language usually adds its engine to the program that is handling the stuff like variables, memory allocation, heap/stack ,... Its similar to OS. This stuff is hidden but it have its own complexities lets call them hidden therms of complexity
For example using reference instead of direct operand in function have big impact on speed. Because while we are coding we often consider only complexity of the code and forgetting about the heap/stack. This however does not change complexity, its just affect n of the hidden therms of complexity (but heavily).
The same goes for compilers specially designed for recursion (functional programing) like LISP. In those the iteration is much slower or even not possible but recursion is way faster than on standard compilers... These I think change complexity but only of the hidden parts (related to language engine)
Some languages use internally bignums like Python. These affect complexity directly as arithmetics on CPU native datatypes is often considered O(1) however on Bignums its no longer true and can be O(1),O(log(n)),O(n),O(n.log),O(n^2) and worse depending on the operation. However while comparing to different language on the same small range the bignums are also considered O(1) however usually much slower than CPU native datatype.
Interpreted and virtual machine languages like Python,JAVA,LUA are adding much bigger overhead as they hidden therms usually not only contain langue engine but also the interpreter which must decode code, then interpret it or emulate or what ever which changes the hidden therms of complexity greatly. Not precompiled interpreters are even worse as you first need to parse text which is way much slower...
If I put all together its a matter of perspective if you consider hidden therms of complexity as constant time or complexity. In most cases the average speed difference between language/compilers/interpreters is constant (so you can consider it as constant time so no complexity change) but not always. To my knowledge the only exception is functional programming where the difference is almost never constant ...

Do "algorithms" exist in Functional Programming? [closed]

Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 8 years ago.
Improve this question
Is it meaningless to be asked to document "algorithms" of your software (say, in a design specification) if it is implemented in a functional paradigm? Whenever I think of algorithms in technical documents I imagine a while loop with a bunch of sequential steps.
Looking at the informal dictionary meaning of an algorithm:
In mathematics and computer science, an algorithm is a step-by-step procedure for calculations.
The phrase "step-by-step" appears to be against the paradigm of functional programming (as I understand it), because functional programs, in contrast to imperative programs, have no awareness of time in their hypothetical machine. Is this argument correct? Or does lazy evaluation enforce an implicit time component that makes it "step by step"?
EDIT - so many good answers, it's unfair for me to choose a best response :( Thanks for all the perspectives, they all make great observations.
Yes, algorithms still exist in functional languages, although they don't always look the same as imperative ones.
Instead of using an implicit notion of "time" based on state to model steps, functional languages do it with composed data transformations. As a really nice example, you could think of heap sort in two parts: a transformation from a list into a heap and then from a heap into a list.
You can model step-by-step logic quite naturally with recursion, or, better yet, using existing higher-order functions that capture the various computations you can do. Composing these existing pieces is probably what I'd really call the "functional style": you might express your algorithm as an unfold followed by a map followed by a fold.
Laziness makes this even more interesting by blurring the lines between "data structure" and "algorithm". A lazy data structure, like a list, never has to completely exist in memory. This means that you can compose functions that build up large intermediate data structures without actually needing to use all that space or sacrificing asymptotic performance. As a trivial example, consider this definition of factorial (yes, it's a cliche, but I can't come up with anything better :/):
factorial n = product [1..n]
This has two composed parts: first, we generate a list from 1 to n and then we fold it by multiplying (product). But, thanks to laziness, the list never has to exist in memory completely! We evaluate as much of the generating function as we need at each step of product, and the garbage collector reclaims old cells as we're done with them. So even though this looks like it'll need O(n) memory, it actually gets away with O(1). (Well, assuming numbers all take O(1) memory.)
In this case, the "structure" of the algorithm, the sequence of steps, is provided by the list structure. The list here is closer to a for-loop than an actual list!
So in functional programming, we can create an algorithm as a sequence of steps in a few different ways: by direct recursion, by composing transformations (maybe based on common higher-order functions) or by creating and consuming intermediate data structures lazily.
I think you might be misunderstanding the functional programming paradigm.
Whether you use a functional language (Lisp, ML, Haskell) or an imperative/procedural one (C/Java/Python), you are specifying the operations and their order (sometimes the order might not be specified, but this is a side issue).
The functional paradigm sets certain limits on what you can do (e.g., no side effects), which makes it easier to reason about the code (and, incidentally, easier to write a "Sufficiently Smart Compiler").
Consider, e.g., a functional implementation of factorial:
(defun ! (n)
(if (zerop n)
1
(* n (! (1- n)))))
One can easily see the order of execution: 1 * 2 * 3 * .... * n and the fact that there are
n-1 multiplications and subtractions for argument n.
The most important part of the Computer Science is to remember that the language is just the means of talking to computers. CS is about computers no more than Astronomy is about telescopes, and algorithms are to be executed on an abstract (Turing) machine, emulated by the actual box in front of us.
No, I think if you solved a problem functionally and you solved it imperatively, what you have come up with are two separate algorithms. Each is an algorithm. One is a functional algorithm and one is an imperative algorithm. There's many books about algorithms in functional programming languages.
It seems like you are getting caught up in technicalities/semantics here. If you are asked to document an algorithm to solve a problem, whoever asked you wants to know how you are solving the problem. Even if its functional, there will be series of steps to reach the solution (even with all of the lazy evaluation). If you can write the code to reach the solution, then you can write the code in pseudocode, which means you can write the code in terms of an algorithm as far as I'm concerned.
And, since it seems like you are getting very hung up on definitions here, I'll posit a question your way that proves my point. Programming languages, whether functional or imperative, ultimately are run on a machine. Right? Your computer has to be told a step-by-step procedure of low level instructions to run. If this statement holds true, then every high-level computer program can be described in terms of their low level instructions. Therefore, every program, whether functional or imperative, can be described by an algorithm. And if you can't seem to find a way to describe the high-level algorithm, then output the bytecode/assembly and explain your algorithm in terms of these instructions
Consider this functional Scheme example:
(define (make-list num)
(let loop ((x num) (acc '()))
(if (zero? x)
acc
(loop (- x 1) (cons x acc)))))
(make-list 5) ; dumb compilers might do this
(display (make-list 10)) ; force making a list (because we display it)
With your logic make-list wouldn't be considered an algorithm since it doesn't do it's calculation in steps, but is that really true?
Scheme is eager and follows computation in order. Even with lazy languages everything becomes calculations in stages until you have a value. The differences is that lazy languages does calculations in the order of dependencies and not in the order of your instructions.
The underlying machine of a functional language is a register machine so it's hard avoid your beautiful functional program to actually become assembly instructions that mutate registers and memory. Thus a functional language (or a lazy language) is just an abstraction to ease writing code with less bugs.

Testing membership in context-free language

I'm working on a slot-machine mini-game application. The rules for what constitutes a winning prize are rather complex (n of a kind, n of any kind, specific sequences), and to make matters even more complicated, this code should work for a slot-machine with (n >= 3) reels.
So, after some thought, I believe defining a context-free language is the most efficient and extensible way to go. This way I could define the grammar in an XML file.
So my question is, given a string of symbols S, how do I go about testing if S is in a given Context-Free Language? Would I simply exhaust rules until I'm out of valid rules/symbols, or is there a known algorithm that could help. Thanks.
Also, a language like this seems non-regular, am I correct? I've never been good at proofs, so I've avoided trying.
Any comments on my approach would be appreciated as well.
Thanks.
"...given a string of symbols S, how do I go about testing if S is in
a given Context-Free Language?"
If a string w is in L(G); the process of finding a sequence of production rules of G by which w is derived is call parsing. So, you have to create a parse tree to search for some derivation. To do this you perform an exhaustive Breadth-First-Search. There is a serious issue that arises: The searching process may never terminate. To prevent endless searches you have to transform the grammer into what is known as normal form.
"Also, a language like this seems non-regular, am I correct?"
Not necessarily. Every regular language is context-free (because it can be described by a CTG), but not every context-free language is regular.
General cases of context free grammers are hard to evaluate.
However, there are methods to parse grammers in subsets of the context free grammers.
For example: SLR and LL grammers are often used by compilers to parse programming languages, which are also context free languages. To use these, your grammer must be in one of these "families" (remember - there are infinite number of grammers for each context free language).
Some practical tools you might want to use that are generally used for compilers are JavaCC in java and bison in C++.
(If I remember correctly, Bison is SLR parser and JavaCC is LL Parser, but I could be wrong)
P.S.
For a specific slot machine, with n slots and k symbols - the language is definetly regular, since there are at most kn "words" in it, and every finite language is regular. Things obviously get compilcated if you are looking for a grammer for all slot machines.
Your best bet is to actually code this with a proper programming language. A CFG is overkill, because it can be extremely hard to code some, as you say, "rather complex" rules. For example, grammars are poorly suited to talking about the number of things.
For example, how would you code "the number of cherries is > the number of any other object" in such a language? How would the person you're giving the program to do so? CFGs cannot easily express such concepts, and regular expressions cannot sanely do so by any stretch.
The answer is that grammars are not right for this task, unless the slot machines is trying to make English sentences.
You also have to consider what happens when TWO or more "prize sequences" match! Assuming you want to give out the highest prize, you need an ordered list of recognizers. This is not to say you can't code your recognizers with (for example) regular expressions in addition to arbitrary functions. I'm just saying that general CFG parsing is overkill, because what CFGs get you over regular languages (i.e. regular expressions) is the ability to consider parse trees of arbitrary depth (like nested parentheses of level N or more), which is probably not what you care about.
This is not to say that you don't, for example, want to allow regular expressions. You can make that job easy by using a parser generator to recognize regexes involving cherries bananas and pears, see http://en.wikipedia.org/wiki/Comparison_of_parser_generators, which you can then embed, though you might want to simply roll your own recursive descent parser (assuming again you don't care about CFGs, especially if your tokens are bounded length).
For example, here is how I might implement it in pseudocode (ideally you'd use a statically typechecked language with good list manipulation, which I can't think of off the top of my head):
rules = []
function Rule(name, code) {
this.name = name
this.code = code
rules.push(this) # adds them in order
}
##########################
Rule("All the same", regex(.*))
Rule("No two-in-a-row", function(list, counts) {
not regex(.{2}).match(list)
})
Rule("More cherries than anything else", function(list, counts) {
counts[cherries]>counts[x] for all x in counts
or
sorted(counts.items())[0]==cherries
or
counts.greatest()==cherries
})
for token in [cherry, banana, ...]:
Rule("At least 50% "+token, function(list, counts){
counts[token] >= list.length/2
})

Tips and tricks on improving Fortran code performance [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
As part of my Ph.D. research, I am working on development of numerical models of atmosphere and ocean circulation. These involve numerically solving systems of PDE's on the order of ~10^6 grid points, over ~10^4 time steps. Thus, a typical model simulation takes hours to a few days to complete when run in MPI on dozens of CPUs. Naturally, improving model efficiency as much as possible is important, while making sure the results are byte-to-byte identical.
While I feel quite comfortable with my Fortran programming, and am aware of quite some tricks to make code more efficient, I feel like there is still space to improve, and tricks that I am not aware of.
Currently, I make sure I use as few divisions as possible, and try not to use literal constants (I was taught to do this from very early on, e.g. use half=0.5 instead of 0.5 in actual computations), use as few transcendental functions as possible etc.
What other performance sensitive factors are there? At the moment, I am wondering about a few:
1) Does the order of mathematical operations matter? For example if I have:
a=1E-7 ; b=2E4 ; c=3E13
d=a*b*c
would d evaluate with different efficiency based on the order of multiplication? Nowadays, this must be compiler specific, but is there a straight answer? I notice d getting (slightly) different value based on the order (precision limit), but will this impact the efficiency or not?
2) Passing lots (e.g. dozens) of arrays as arguments to a subroutine versus accessing these arrays from a module within the subroutine?
3) Fortran 95 constructs (FORALL and WHERE) versus DO and IF? I know that these mattered back in the 90's when code vectorization was a big thing, but is there any difference now with modern compilers being able to vectorize explicit DO loops? (I am using PGI, Intel, and IBM compilers in my work)
4) Raising a number to an integer power versus multiplication? E.g.:
b=a**4
or
b=a*a*a*a
I have been taught to always use the latter where possible. Does this affect efficiency and/or precision? (probably compiler dependent as well)
Please discuss and/or add any tricks and tips that you know about improving Fortran code efficiency. What else is out there? If you know anything specific to what each of the compilers above do related to this question, please include that as well.
Added: Note that I do not have any bottlenecks or performance issues per se. I am asking if there are any general rules for optimizing the code in sense of operations.
Thanks!
Sorry but all the tricks you mentioned are simply ... ridiculous. More exactly, they have no meaning in practice. For instance:
what could be the advantage of using half(=0.5) instead of 0.5?
idem for computing a**4 or a*a*a*a. (a*a)** 2 would be another possibility too. My personal taste is a**4 because a good compiler which choose automatically the best way.
For **, the only point which could matter is the difference between a ** 4 and a ** 4., the latter being much more CPU time consuming. But even this point has no sense without a measurement in an actual simulation.
In fact, your approach is wrong. Develop your code as well as possible. After that, measure objectively the cost of the different parts of your code. Optimizing without measuring before is simply non sense.
If a part exhibits a high percentage of the CPU, 50% for instance, don't forget that optimizing that part only cannot divide the cost of the overall code by a factor greater than two. Any way, start the optimization work by the most expensive part (the bottle neck).
Don't forget also that the main improvements are generally coming from better algorithms.
I second the advice that these tricks that you have been taught are silly in this era. Compilers do this for you now; such micro-optimizations are unlikely to make a significant difference and may not be portable. Write clear & understandable code. Carefully select your algorithm. One thing that can make a difference is using indices of multi-dimensions arrays in the correct order ... recasting an M X N array to N X M can help depending on the pattern of data access by your program. After this, if your program is too slow, measure where the CPU is consumed and improve only those parts. Experience shows that guessing is frequently wrong and leads to writing more opaque code for nor reason. If you make a code section in which your program spends 1% of its time twice as fast, it won't make any difference.
Here are previous answers on FORALL and WHERE: How can I ensure that my Fortran FORALL construct is being parallelized? and Do Fortran 95 constructs such as WHERE, FORALL and SPREAD generally result in faster parallel code?
You've got a-priori ideas about what to do, and some of them might actually help,
but the biggest payoff is in a-posteriori anaylsis.
(Added: In other words, getting a*b*c into a different order might save a couple cycles (which I doubt), while at the same time you don't know you're not getting blind-sided by something spending 1000 cycles for no good reason.)
No matter how carefully you code it, there will be opportunities for speedup that you didn't foresee. Here's how I find them. (Some people consider this method controversial).
It's best to start with optimization flags OFF when you do this, so the code isn't all scrambled.
Later you can turn them on and let the compiler do its thing.
Get it running under a debugger with enough of a workload so it runs for a reasonable length of time.
While it's running, manually interrupt it, and take a good hard look at what it's doing and why.
Do this several times, like 10, so you don't draw erroneous conclusions about what it's spending time at.
Here's examples of things you might find:
It could be spending a large fraction of time calling math library functions unnecessarily due to the way some expressions were coded, or with the same argument values as in prior calls.
It could be spending a large fraction of time doing some file I/O, or opening/closing a file, deep inside some routine that seemed harmless to call.
It could be in a general-purpose library function, calling a subordinate subroutine, for the purpose of checking argument flags to the upper function. In such a case, much of that time might be eliminated by writing a special-purpose function and calling that instead.
If you do this entire operation two or three times, you will have removed the stupid stuff that finds its way into any software when it's first written.
After that, you can turn on the optimization, parallelism, or whatever, and be confident no time is being spent on silly stuff.

Resources