most suitable language for computationally and memory expensive algorithms - algorithm

Let's say you have to implement a tool to efficiently solve an NP-hard problem, with unavoidable possible explosion of memory usage (the output size in some cases exponential to the input size) and you are particularly concerned about the performances of this tool at running time. The source code has also to be readable and understandable once the underlying theory is known, and this requirement is as important as the efficiency of the tool itself.
I personally think that 3 languages could be suitable for these three requirements: c++, scala, java.
They all provide the right abstraction on data types that makes it possible to compare different structures or apply the same algorithms (which is also important) to different data types.
C++ has the advantage of being statically compiled and optimized, and with function inlining (if the data structures and algorithms are designed carefully) and other optimisation techniques it's possible to achieve a performance close to that of pure C while maintaining a fairly good readability.
If you also put a lot of care in data representation you can optimise the cache performance, which can gain orders of magnitude in speed when the cache miss rate is low.
Java is instead JIT compiled, which allows to apply optimisations during runtime, and in this category of algorithms that could have different behaviours between different runs, that may be a plus. I fear instead that such an approach could suffer from garbage collector, however in the case of this algorithm it's common to continuously allocate memory and java heap performance is notoriously better than C/C++ and if you implement your own memory manager inside the language you could even achieve good efficiency.
This approach instead is not able to inline method invocation (which induces a huge performance penalty) and doesn't give you control over the cache performance. Among the pros there's a better and cleaner syntax than C++.
My concerns about scala are more or less the same as Java, plus the fact that I can't control how the language is optimised unless I have a deep knowledge on the compiler and the standard library. But well: I get a very clean syntax :)
What's your take on the subject? Have you had to deal with this already? Would you implement an algorithm with such properties and requirements in any of these languages or would you suggest something else? How would you compare them?

Usually I’d say “C++” in a heartbeat. The secret being that C++ simply produces less (memory) garbage that needs managing.
On the other hand, your observation that
however in the case of this algorithm it's common to continuously allocate memory
is a hint that Java / Scala may actually be more suited. But then you could use a small object heap in C++ as well. Boost has one that uses the standard allocator interface, if memory serves.
Another advantage of C++ is obviously the use of abstraction without penalty through templates – i.e. that you can easily create generic algorithmic components that can interact without incurring a runtime overhead due to abstraction. In fact, you noted that
it's possible to achieve a performance close to that of pure C while maintaining a fairly good readability
– this is looking at things the wrong way: Templates allow C++ to achieve performance superior to that of C while still maintaining high abstraction.

D might be worth a look, seeing as how it tries to be a better C++.
From a superficial glance, it has better source code readability than C++ does, so that's one of your points covered.
It also has memory management, which makes playing with algorithms a bit easier.
And templates
Here is a stackoverflow discussion comparing the performance of C++ and D

The languages you noticed were my first guesses as well.
Each language has a different take on how to handle specific issues like compilation, memory management and source code, but in theory, any of them should be fitting to your problem.
It is impossible to tell which is best, and there is likely no major difference if you are familiar enough with all of them to work around their respective quirks.
And obviously, if you actually find the need to optimize (I'm not sure if that's a given), that's possible in each language. Lower level languages obviously offer more options, but are also (far) more complex to actually improve.
A single note about C++ vs Java: This is really a holy war, and if you've followed the recent development you'll probably have your own opinion. I, for one, think Java offers enough good aspects to make up for its flaws, usually.
And a final note on C++ vs C: According to my knowledge, the difference usually amounts to a sufficiently low percentage to ignore this. It it doesn't make a difference for the source code, it's fine to go with C, if C++ could make for easier-to-read source code, go with C++. In any case, the choice is kind of negligible.
In the end, remember that money spent on a few hours of programming/optimizing this could as well go into slightly superior hardware to make up for missed tiny details.
It all boils down to: Any of your options is fine as long as you do it right (domain knowledge).

I would use a language which makes it very easy to work on the algorithm. Get the algorithm right and it could very easily outweigh any advantage from fine-tuning the wrong algorithm. Don't be scared to play around in a language normally thought of as slow in execution speed if that language makes it easier to express algorithmic ideas. It is usually much easier to transcribe the right algorithm into another language than it is to eek-out the last dregs of speed from the wrong algorithm in the fastest executing language.
So do it in a language you are comfortable with and which is expressive. You might surprise yourself and find that what is produced is fast enough!

Related

Implementing data structures/algorithms in languages that already support them

Does it makes sense to implement your own version of data structures and algorithms in your language of choice even if they are already supported, knowing that care has been taking into tuning them for best possible performance?
Sometimes - yes. You might need to optimise the data structure for your specific case, or give it some specific extra functionality.
A java example is apache Lucene (A mature, widely used Information Retrieval library). Although the Map<S,T> interface and implementations already exists - for performance issues, its usage is not good enough, since it boxes the int to an Integer, and a more optimized IntToIntMap was developed for this purpose, instead of using a Map<Integer,Integer>.
The question contains a false assumption, that there's such a thing as "best possible performance".
If the already-existing code was tuned for best possible performance with your particular usage patterns, then it would be impossible for you to improve on it in respect of performance, and attempting to do so would be futile.
However, it wasn't tuned for best possible performance with your particular usage. Assuming it was tuned at all, it was designed to have good all-around performance on average, taken across a lot of possible usage patterns, some of which are irrelevant to you.
So, it is possible in principle that by implementing the code yourself, you can apply some tweak that helps you and (if the implementers considered that tweak at all) presumably hinders some other user somewhere else. But that's OK, they don't have to use your code. Maybe you like cuckoo hashing and they like linear probing.
Reasons that the implementers might not have considered the tweak include: they're less smart than you (rare, but it happens); the tweak hadn't been invented when they wrote the code and they aren't following the state of the art for that structure / algorithm; they have better things to do with their time and you don't. In those cases perhaps they'd accept a patch from you once you're finished.
There are also reasons other than performance that you might want a data structure very similar to one that your language supports, but with some particular behavior added or removed. If you can't implement that on top of the existing structure then you might well do it from scratch. Obviously it's a significant cost to do so, up front and in future support, but if it's worth it then you do it.
It may makes sense when you are using a compiled language (like C, Assembly..).
When using an interpreted language you will probably have a performance loss, because the native structure parsers are already compiled, and won't waste time "interpreting" the new structure.
You will probably do it only when the native structure or algorithm lacks something you need.

Performance of Google's Go?

So has anyone used Google's Go? I was wondering how the mathematical performance (e.g. flops) is compared to other languages with a garbage collector... like Java or .NET?
Has anyone investigated this?
Theoretical performance: The theoretical performance of pure Go programs is somewhere between C/C++ and Java. This assumes an advanced optimizing compiler and it also assumes the programmer takes advantage of all features of the language (be it C, C++, Java or Go) and refactors the code to fit the programming language.
Practical performance (as of July 2011): The standard Go compiler (5g/6g/8g) is currently unable to generate efficient instruction streams for high-performance numerical codes, so the performance will be lower than C/C++ or Java. There are multiple reasons for this: each function call has an overhead of a couple of additional instructions (compared to C/C++ or Java), no function inlining, average-quality register allocation, average-quality garbage collector, limited ability to erase bound checks, no access to vector instructions from Go, compiler has no support for SSE2 on 32-bit x86 CPUs, etc.
Bottom line: As a rule of thumb, expect the performance of numerical codes implemented in pure Go, compiled by 5g/6g/8g, to be 2 times lower than C/C++ or Java. Expect the performance to get better in the future.
Practical performance (September 2013): Compared to older Go from July 2011, Go 1.1.2 is capable of generating more efficient numerical codes but they remain to run slightly slower than C/C++ and Java. The compiler utilizes SSE2 instructions even on 32-bit x86 CPUs which causes 32-bit numerical codes to run much faster, most likely thanks to better register allocation. The compiler now implements function inlining and escape analysis. The garbage collector has also been improved but it remains to be less advanced than Java's garbage collector. There is still no support for accessing vector instructions from Go.
Bottom line: The performance gap seems sufficiently small for Go to be an alternative to C/C++ and Java in numerical computing, unless the competing implementation is using vector instructions.
The Go math package is largely written in assembler for performance.
Benchmarks are often unreliable and are subject to interpretation. For example, Robert Hundt's paper Loop Recognition in C++/Java/Go/Scala looks flawed. The Go blog post on Profiling Go Programs dissects Hundt's claims.
You're actually asking several different questions. First of all, Go's math performance is going to be about as fast as anything else. Any language that compiles down to native code (which arguably includes even JIT languages like .NET) is going to perform extremely well at raw math -- as fast as the machine can go. Simple math operations are very easy to compile into a zero-overhead form. This is the area where compiled (including JIT) languages have a advantage over interpreted ones.
The other question you asked was about garbage collection. This is, to a certain extent, a bit of a side issue if you're talking about heavy math. That's not to say that GC doesn't impact performance -- actually it impacts quite a bit. But the common solution for tight loops is to avoid or minimize GC sweeps. This is often quite simple if you're doing a tight loop -- you just re-use your old variables instead of constantly allocating and discarding them. This can speed your code by several orders of magnitude.
As for the GC implementations themselves -- Go and .NET both use mark-and-sweep garbage collection. Microsoft has put a lot of focus and engineering into their GC engine, and I'm obliged to think that it's quite good all things considered. Go's GC engine is a work in progress, and while it doesn't feel any slower than .NET's architecture, the Golang folks insist that it needs some work. The fact that Go's specification disallows destructors goes a long way in speeding things up, which may be why it doesn't seem that slow.
Finally, in my own anecdotal experience, I've found Go to be extremely fast. I've written very simple and easy programs that have stood up in my own benchmarks against highly-optimized C code from some long-standing and well-respected open source projects that pride themselves on performance.
The catch is that not all Go code is going to be efficient, just like not all C code is efficient. You've got to build it correctly, which often means doing things differently than what you're used to from other languages. The profiling blog post mentioned here several times is a good example of that.
Google did a study comparing Go to some other popular languages (C++, Java, Scala). They concluded it was not as strong performance-wise:
https://days2011.scala-lang.org/sites/days2011/files/ws3-1-Hundt.pdf
Quote from the Conclusion, about Go:
Go offers interesting language features, which also allow for a concise and standardized notation. The compilers for this language are still immature, which reflects in both performance and binary sizes.

Is it possible to design a dynamic language without significant performance loss?

Is it possible to design something like Ruby or Clojure without the significant performance loss in many situations compared with C/Java? Does hardware design play a role?
Edit: With significant I mean in an order of magnitudes, not just ten procent
Edit: I suspect that delnan is correct with me meaning dynamic languages so I changed the title
Performance depends on many things. Of course the semantics of the language have to be preserved even if we are compiling it - you can't remove dynamic dispatch from Ruby, it would speed things up drmatically but it would totally break 95% of the all Ruby code in the world. But still, much of the performance depends on how smart the implementation is.
I assume, by "high-level", you mean "dynamic"? Haskell and OCaml are extremely high-level, yet are is compiled natively and can outperform C# or Java, even C and C++ in some corner cases - especially if parallelism comes into play. And they certainly weren't designed with performance as #1 goal. But compiler writers, especially those focused onfunctional languages, are a very clever folk. If you or I started a high-level language, even if we used e.g. LLVM as backend for native compilation, we wouldn't get anywhere near this performance.
Making dynamic languages run fast is harder - they delay many decisions (types, members of a class/an object, ...) to runtime instead of compiletime, and while static code analysis can sometimes prove it's not possible in lines n and m, you still have to carry an advanced runtime around and do quite a few things a static language's compiler can do at compiletime. Even dynamic dispatch can be optimized with a smarter VM (Inline Cache anyone?), but it's a lot of work. More than a small new-fangeled language could do, that is.
Also see Steve Yegge's Dynamic Languages Strike Back.
And of course, what is a significant peformance loss? 100 times slower than C reads like a lot, but as we all know, 80% of execution time is spent in 20% of the code = 80% of the code won't have notable impact on the percieved performance of the whole program. For the remaining 20%, you can always rewrite it in C or C++ and call it from the dynamic language. For many applications, this suffices (for some, you don't even need to optimize). For the rest... well, if performance is that critical, you should propably write it in a language designed for performance.
Don't confuse the language design with the platform that it runs on.
For instance, Java is a high-level language. It runs on the JVM (as does Clojure - identified above, and JRuby - a Java version of Ruby). The JVM will perform byte-code analysis and optimise how the code runs (making use of escape analysis, just-in-time compilation etc.). So the platform has an effect on the performance that is largely independent of the language itself (see here for more info on Java performance and comparisons to C/C++)
Loss compared to what? If you need a garbage collector or closures then you need them, and you're going to pay the price regardless. If a language makes them easy for you to get at, that doesn't mean you have to use them when you don't need them.
If a language is interpreted instead of compiled, that's going to introduce an order of magnitude slowdown. But such a language may have compensating advantages, like ease of use, platform independence, and not having to compile. And, the programs you write in them may not run long enough for speed to be an issue.
There may be language implementations that introduce slowness for no good reason, but those don't have to be used.
You might want to look at what the DARPA HPCS initiative has come up with. There were 3 programming languages proposed: Sun's Fortress, IBM's X10 and Cray's Chapel. The latter two are still under development. Whether any of these meet your definition of high-level I don't know.
And yes, hardware design certainly does play a part. All 3 of these languages are targeted at supercomputers with very many processors and exhibit features appropriate to that domain.
It's certainly possible. For example, Objective-C is a dynamically-typed language that has performance comparable to C++ (although a wee bit slower, generally speaking, but still roughly equivalent).

With so much system resources available, how sure are you your code is tuned?

With CPUs being increasingly faster, hard disks spinning, bits flying around so quickly, network speeds increasing as well, it's not that simple to tell bad code from good code like it used to be.
I remember a time when you could optimize a piece of code and undeniably perceive an improvement in performance. Those days are almost over. Instead, I guess we now have a set of rules that we follow like "Don't declare variables inside loops" etc. It's great to adhere to these so that you write good code by default. But how do you know it can't be improved even further without some tool?
Some may argue that a couple of nanoseconds won't really make that big a difference these days. The truth is, we are stuck with so many layers that you get a staggering effect.
I'm not saying we should optimize every little millisecond out of our code as that will be expensive and unfeasible. I believe we have to do our best, given our time constraints, to write efficient code as well.
I'm just interested to know what tools you use to profile and measure performance of code, if at all.
I think that optimization should be thought of not as looking at each line of code, but rather, what asymptotic complexity is your algorithm. For example, using a bubble sort is probably one of the worst sorting algorithms you could use in terms of optimization. It takes the longest. Quicksort and mergesort are faster in terms of sorting, and should be always used before a bubble sort.
If you keep optimization always in your mind when designing a solution to a problem, then you should be able to write readable code, which other developers will approve of. Also, if you are programming in a higher level language that will be compiled before it is run, remember that compilers make some awesome optimizations nowadays that you or I may not think of, and also (more importantly) do not have to worry about.
Stick with a good and low big O(), and it should be optimized pretty good. If you are working with millions or greater in some type of dataset, then look for a big O(logn) algorithm. They work great for large tasks, and keep your code optimized.
Let the compilers work on the line by line code optimizations so you can focus on the solutions.
There are times that do warrant line by line optimizations, and if that is the case that you need that much speed, maybe you might want to look into assembly so that you can control every line that is written.
There's a big difference between "good" code and "fast" code. They aren't exactly separate from each other either, but "fast" code doesn't mean "good". Often times, "fast" actually means bad code because readability compromises must be made to make it fast.
The way I look at it, hardware is cheap, programmers are expensive. Unless there is a serious performance problem with some piece of code, you should never have to worry about speed. If there are performance problems, you'll notice them. Only when you notice the performance problem on good hardware should you have to worry about optimization (in my opinion)
If you reach the point where your code is slow, but you can't figure out why, I'd use a profiler like ANT, or dotTrace if you're in the .NET world (I'm sure there are others out there for other platforms & languages). They're pretty useful, but I've only ever had one situation where I needed a profiler to identify the problem. It was something that now that I know the issue, I won't need a profiler again to tell me it's a problem because I'll never forget the amount of time I spent trying to optimize it.
This is absolutely a valid concern, but not for most developers. Most developers are concerned with getting a product that works to their employer. Optimized code is seldom a requirement.
The best way to make sure your code is fast is to benchmark or profile it. A lot of compiler optimizations create non-intuitive oddities in the performance of a programmer's code, so in the end measurement becomes essential.
In my experience, Rational Quantify has given me the best results in terms of code tuning. It is not free, but it is very fully featured and seems to have given me the most useful results.
In terms of free tools, check out gprof or oprofile, if you are on a Unix environment. They are not as good as some of the commercial tools, but can often point you in the right direction.
On a side note, I am almost always surprised at what profilers turn up the first time I use them. You can have intuition as to where code may be bottlenecking, and it can often be completely wrong.
Almost all code I write is plenty fast enough. On the rare occasions when it isn't, for C, C++, and Objective Caml I use the venerable gprof and the excellent valgrind with its superb visualizer kcachegrind (part of the KDE SDK; don't be fooled by the out-of-date code on sourceforge).
The MLton Standard ML compiler and the Glasgow Haskell Compiler both ship with excellent profilers.
I wish there were a better profiler for Lua.
Uh, a profiler maybe? There are ones available for almost all platforms and languages.

Are functional languages inherently slow? [closed]

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Why are functional languages always tailing behind C in benchmarks? If you have a statically typed functional language, it seems to me it could be compiled to the same code as C, or to even more optimized code since more semantics are available to the compiler. Why does it seem like all functional languages are slower than C, and why do they always need garbage collection and excessive use of the heap?
Does anyone know of a functional language appropriate for embedded / real-time applications, where memory allocation is kept to a minimum and the produced machine code is lean and fast?
Are functional languages inherently slow?
In some sense, yes. They require infrastructure that inevitably adds overheads over what can theoretically be attained using assembler by hand. In particular, first-class lexical closures only work well with garbage collection because they allow values to be carried out of scope.
Why are functional languages always tailing behind C in benchmarks?
Firstly, beware of selection bias. C acts as a lowest common denominator in benchmark suites, limiting what can be accomplished. If you have a benchmark comparing C with a functional language then it is almost certainly an extremely simple program. Arguably so simple that it is of little practical relevance today. It is not practically feasible to solve more complicated problems using C for a mere benchmark.
The most obvious example of this is parallelism. Today, we all have multicores. Even my phone is a multicore. Multicore parallelism is notoriously difficult in C but can be easy in functional languages (I like F#). Other examples include anything that benefits from persistent data structures, e.g. undo buffers are trivial with purely functional data structures but can be a huge amount of work in imperative languages like C.
Why does it seem like all functional languages are slower than C, and why do they always need garbage collection and excessive use of the heap?
Functional languages will seem slower because you'll only ever see benchmarks comparing code that is easy enough to write well in C and you'll never see benchmarks comparing meatier tasks where functional languages start to excel.
However, you've correctly identified what is probably the single biggest bottleneck in functional languages today: their excessive allocation rates. Nice work!
The reasons why functional languages allocate so heavily can be split into historical and inherent reasons.
Historically, Lisp implementations have been doing a lot of boxing for 50 years now. This characteristic spread to many other languages which use Lisp-like intermediate representations. Over the years, language implementers have continually resorted to boxing as a quick fix for complications in language implementation. In object oriented languages, the default has been to always heap allocate every object even when it can obviously be stack allocated. The burden of efficiency was then pushed onto the garbage collector and a huge amount of effort has been put into building garbage collectors that can attain performance close to that of stack allocation, typically by using a bump-allocating nursery generation. I think that a lot more effort should be put into researching functional language designs that minimize boxing and garbage collector designs that are optimized for different requirements.
Generational garbage collectors are great for languages that heap allocate a lot because they can be almost as fast as stack allocation. But they add substantial overheads elsewhere. Today's programs are increasingly using data structures like queues (e.g. for concurrent programming) and these give pathological behaviour for generational garbage collectors. If the items in the queue outlive the first generation then they all get marked, then they all get copied ("evacuated"), then all of the references to their old locations get updated and then they become eligible for collection. This is about 3× slower than it needs to be (e.g. compared to C). Mark region collectors like Beltway (2002) and Immix (2008) have the potential to solve this problem because the nursery is replaced with a region that can either be collected as if it were a nursery or, if it contains mostly reachable values, it can be replaced with another region and left to age until it contains mostly unreachable values.
Despite the pre-existence of C++, the creators of Java made the mistake of adopting type erasure for generics, leading to unnecessary boxing. For example, I benchmarked a simple hash table running 17× faster on .NET than the JVM partly because .NET did not make this mistake (it uses reified generics) and also because .NET has value types. I actually blame Lisp for making Java slow.
All modern functional language implementations continue to box excessively. JVM-based languages like Clojure and Scala have little choice because the VM they target cannot even express value types. OCaml sheds type information early in its compilation process and resorts to tagged integers and boxing at run-time to handle polymorphism. Consequently, OCaml will often box individual floating point numbers and always boxes tuples. For example, a triple of bytes in OCaml is represented by a pointer (with an implicit 1-bit tag embedded in it that gets checked repeatedly at run-time) to a heap-allocated block with a 64 bit header and 192 bit body containing three tagged 63-bit integers (where the 3 tags are, again, repeatedly examined at run time!). This is clearly insane.
Some work has been done on unboxing optimizations in functional languages but it never really gained traction. For example, the MLton compiler for Standard ML was a whole-program optimizing compiler that did sophisticated unboxing optimizations. Sadly, it was before its time and the "long" compilation times (probably under 1s on a modern machine!) deterred people from using it.
The only major platform to have broken this trend is .NET but, amazingly, it appears to have been an accident. Despite having a Dictionary implementation very heavily optimized for keys and values that are of value types (because they are unboxed) Microsoft employees like Eric Lippert continue to claim that the important thing about value types is their pass-by-value semantics and not the performance characteristics that stem from their unboxed internal representation. Eric seems to have been proven wrong: more .NET developers seem to care more about unboxing than pass-by-value. Indeed, most structs are immutable and, therefore, referentially transparent so there is no semantic difference between pass-by-value and pass-by-reference. Performance is visible and structs can offer massive performance improvements. The performance of structs even saved Stack Overflow and structs are used to avoid GC latency in commercial software like Rapid Addition's!
The other reason for heavy allocation by functional languages is inherent. Imperative data structures like hash tables use huge monolithic arrays internally. If these were persistent then the huge internal arrays would need to be copied every time an update was made. So purely functional data structures like balanced binary trees are fragmented into many little heap-allocated blocks in order to facilitate reuse from one version of the collection to the next.
Clojure uses a neat trick to alleviate this problem when collections like dictionaries are only written to during initialization and are then read from a lot. In this case, the initialization can use mutation to build the structure "behind the scenes". However, this does not help with incremental updates and the resulting collections are still substantially slower to read than their imperative equivalents. On the up-side, purely functional data structures offer persistence whereas imperative ones do not. However, few practical applications benefit from persistence in practice so this is often not advantageous. Hence the desire for impure functional languages where you can drop to imperative style effortlessly and reap the benefits.
Does anyone know of a functional language appropriate for embedded / real-time applications, where memory allocation is kept to a minimum and the produced machine code is lean and fast?
Take a look at Erlang and OCaml if you haven't already. Both are reasonable for memory constrained systems but neither generate particularly great machine code.
Nothing is inherently anything. Here is an example where interpreted OCaml runs faster than equivalent C code, because the OCaml optimizer has different information available to it, due to differences in the language. Of course, it would be foolish to make a general claim that OCaml is categorically faster than C. The point is, it depends upon what you're doing, and how you do it.
That said, OCaml is an example of a (mostly) functional language which is actually designed for performance, in contrast to purity.
Functional languages require the elimination of mutable state that is visible at the level of the language abstraction. Therefore, data that would be mutated in place by an imperative language needs to be copied instead, with the mutation taking place on the copy. For a simple example, see a quick sort in Haskell vs. C.
Furthermore, garbage collection is required because free() is not a pure function, as it has side effects. Therefore, the only way to free memory that does not involve side effects at the level of the language abstraction is with garbage collection.
Of course, in principle, a sufficiently smart compiler could optimize out much of this copying. This is already done to some degree, but making the compiler sufficiently smart to understand the semantics of your code at that level is just plain hard.
The short answer: because C is fast. As in, blazingly ridiculously crazy fast. A language simply doesn't have to be 'slow' to get its rear handed to it by C.
The reason why C is fast is that it was created by really great coders, and gcc has been optimized over the course of a couple more decades and by dozens more brilliant coders than 99% of languages out there.
In short, you're not going to beat C except for specialized tasks that require very specific functional programming constructs.
The control flow of proceedural languages much better matches the actual processing patterns of modern computers.
C maps very closely onto the assembly code its compilation produces, hence the nickname "cross-platform assembly". Computer manufacturers have spent a few decades making assembly code run as fast as possible, so C inherits all of this raw speed.
In comparison, the no side-effects, inherent parallelism of functional languages does not map onto a single processor at all well. The arbitrary order in which functions can be invoked needs to be serialised down to the CPU bottleneck: without extremely clever compilation, you're going to be context switching all the time, none of the pre-fetching will work because you're constantly jumping all over the place, ... Basically, all the optimisation work that computer manufacturers have done for nice, predictable proceedural languages is pretty much useless.
However! With the move towards lots of less powerful cores (rather than one or two turbo-charged cores), functional languages should begin to close the gap, as they naturally scale horizontally.
C is fast because it's basically a set of macros for assembler :) There is no "behind the scene" when you are writing a program in C. You alloc memory when you decide it's time to do that and you free in the same fashion. This is a huge advantage when you are writing a real time application, where predictabily is important (more than anything else, actually).
Also, C compilers are generally extremly fast because language itself is simple. It even doesn't make any type checkings :) This also means that is easier to make hard to find errors.
Ad advantage with the lack of type checking is that a function name can just be exported with its name for example and this makes C code easy to link with other language's code
Well Haskell is only 1.8 times slower than GCC's C++, which is faster than GCC's C implementation for typical benchmark tasks.
That makes Haskell very fast, even faster than C#(Mono that is).
relative Language
speed
1.0 C++ GNU g++
1.1 C GNU gcc
1.2 ATS
1.5 Java 6 -server
1.5 Clean
1.6 Pascal Free Pascal
1.6 Fortran Intel
1.8 Haskell GHC
2.0 C# Mono
2.1 Scala
2.2 Ada 2005 GNAT
2.4 Lisp SBCL
3.9 Lua LuaJIT
source
For the record I use Lua for Games on the iPhone, thus you could easily use Haskell or Lisp if you prefer, since they are faster.
As for now, functional languages aren't used heavily for industry projects, so not enough serious work goes into optimizers. Also, optimizing imperative code for an imperative target is probably way easier.
Functional languages have one feat that will let them outdo imperative languages really soon now: trivial parallelization.
Trivial not in the sense that it is easy, but that it can be built into the language environment, without the developer needing to think about it.
The cost of robust multithreading in a thread-agnostic language like C is prohibitive for many projects.
I disagree with tuinstoel. The important question is whether the functional language provides a faster development time and results in faster code when it is used to what functional languages were meant to be used. See the efficiency issues section on Wikipedia for a glimpse of what I mean.
One more reason for bigger executable size could be lazy evaluation and non-strictness. The compiler can't figure out at compile-time when certain expressions get evaluated, so some runtime gets stuffed into the executable to handle this (to call upon the evaluation of the so-called thunks). As for performance, laziness can be both good and bad. On one hand it allows for additional potential optimization, on the other hand the code size can be larger and programmers are more likely to make bad decisions, e.g. see Haskell's foldl vs. foldr vs. foldl' vs. foldr'.

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