Maximum number of items in a windows treeview control? Ballpark? - treeview

MSDN Says:
A tree-view control uses memory that
is allocated from the heap of the
process that creates the tree-view
control. The maximum number of items
in a tree view is based on the amount
of memory that is available in the
heap.
So, anecdotally or otherwise, can someone give me a ballpark of what this means? I expect the stuff I'm doing in a treeview will be limited to < 1000 items for most cases but in some cases closer to 10000.

It means exactly as it says, the addition of treeview nodes will consume memory (reference objects that are placed on the heap) and the more you add the more it will consume. For your particular circumstance approx 10,000 I dont think memory will be a great issue for most modern day computers.
With large trees the best way I have found to deal with the loading of the tree is to load a nodes children only when the user expands the node - Loading on demand. This will save loading too many unnecessary nodes and hence reduce the amount of memory required.

You can find some (limited) info about tree view memory usage and how to minimize it in this Knowledge Base article:
http://support.microsoft.com/kb/130697
(Note the info about 40 bytes is probably valid for 32-bit application, for 64-bit it is probably a bit more.)

Related

Does msync performance depend on the size of the provided range?

I'm making many small random writes to a mmaped file. I want to ensure consistency, so from time to time I use msync, but I don't want to keep track of every single small write that I made. In the current Linux kernel implementation, is there a performance penalty for using msync on the whole file? For example if the file is 100GB, but I only made total of 10MB changes? Is the kernel looping over every page in the range provided for msync to find the dirty pages to flush or are those kept on some sort of linked list/other structure?
TL;DR: no it doesn't, kernel structures that hold the needed information are designed to make the operation efficient regardless of range size.
Pages of mappable objects are kept in a radix tree, however the Linux kernel implementation of radix trees has an additional special feature: entries can be marked with up to 3 different marks, and marked entries can be found and iterated on a lot faster. The actual data structure used is called "XArray", you can find more information about it in this LWN article or in Documentation/core-api/xarray.rst.
Dirty pages have a special mark which can be set (PAGECACHE_TAG_DIRTY) allowing for them to be quickly found when writeback is needed (e.g. msync, fsync, etc). Furthermore, XArrays provide an O(1) mechanism to check whether any entry exists with a given mark, so in the case of pages it can be quickly determined whether a writeback is needed at all even before looking for dirty pages.
In conclusion, you should not incur in a noticeable performance penalty when calling msync on the entire mapping as opposed to only a smaller range of actually modified pages.

Minimizing page faults (and TLB faults) while "walking" a large graph

Problem (think of the mark phase of a GC)
I have a graph of “objects” that I need to walk, visiting all objects.
I can store in each object if it has been visited.
All the objects are stored in memory and linked together using normal pointers.
The objects are not all the same size.
Sometimes there is not enough ram in the system to hold all the objects in memory at the same time, and I wish to avoid “page thrashing”.
I also wish to avoid TLB faults
Other times, there is more than enough ram.
I do not mind writing low-level code.
I do not mind different code for windows and linux.
The code must run in “user space” without needing none standard permissions.
I don't care the order I visit the nodes in.
I am going to ask more detail questions about possible solutions, linking back to this questions.
Page faults aren't necessarily bad, as long as they're not stalling your progress.
This means that if you have a node Node* p with two candidate successors p->left and p->right, it can be useful to pick the nearest (in terms of (char*)p - (char*)p->next) and pre-fetch the other (e.g. with PrefetchVirtualMemory).
How efficient this will be cannot be predicted; it greatly depends on your graph topology. But the prefetch is virtually free when you have enough RAM.
Closer to the CPU, there's cache prefetching. Same idea, different storage
Use 2M hugepages for address ranges that are full of "hot" data that the kernel can't usefully swap out any / many 4k chunks of. This will reduce TLB misses, but costs extra physical memory if there are any 4k chunks of a hugepage that aren't hot.
Linux does this transparently for anonymous pages (https://www.kernel.org/doc/Documentation/vm/transhuge.txt), but you can use madvise(MADV_HUGEPAGE) on pages you know are worth it, to encourage the kernel to defrag physical memory even if that's not the default in /sys/kernel/mm/transparent_hugepage/defrag. (You can look at /proc/PID/smaps to see how many transparent hugepages are in use for any given mapping.)
Based on what you posted in your answer: An ordered set of nodesToVisit would give you the most locality, but might be too expensive to maintain. Multiple accesses within the same 64-byte cache line are much cheaper than coming back to it later after it's been evicted from L3 cache and has to come from DRAM again.
If you have lots of addresses to visit in your Set, doing one pass of a radix-sort into 2M buckets would give you locality within one hugepage. 2M is also smaller than L3 cache size, so you'll probably get some cache hits when visiting multiple objects in the same cache line, even if you don't hit them back to back.
Depending on how big your Set is, throwing around that many pointers even to partial-sort them might not be worth the memory traffic that takes. But there's probably some sweet spot of taking a window of data and at least partially sorting it. Using the pointers before they are evicted from cache is nice.
SW prefetch can trigger a page-walk to avoid a TLB miss, so you could _mm_prefetch(_MM_HINT_T2) one address from the next 2M bucket before starting on the current bucket. See also Prefetching Examples?. I haven't tested this, but it might work well. It won't help with page faults: prefetch from an unmapped page won't cause a page fault, and you don't want to trigger an actual PF until you're ready to touch the page.
MSalter's suggestion to ask the OS to prefetch and wire the next page is interesting (I think madvise(MADV_WILLNEED) is the Linux equivalent), but a system call will be slow for no benefit if the page was already mapped+wired into the HW page table. There's no x86 asm instruction that just asks if a page is mapped without faulting if it isn't, so I can't think of a way to efficiently choose not to call it. And BTW, I think Linux breaks up transparent hugepages into 4k regular pages for paging in/out. But don't write a big loop that just does _mm_prefetch() or madvise on all the 4k pages in a 2M block; that probably sucks. The prefetcht2 part would probably just result in excess prefetch requests being dropped.
Use perf counters to look at cache hit/miss rates. On Intel CPUs, the mem_load_retired.l1_miss and/or .l2_miss event should show you whether you're getting cache hits on accessing the Set itself, as well as on accessing dereferencing those pointers. Those counters are precise events, so they should map accurately to asm load instructions. (e.g. perf record -e mem_load_retired.l2_miss ./my_program / perf report on Linux).
We remove one item at a time from nodesToVisit
I don't know much about GC design, but can't you use a sequence number or tagged-pointer or something to avoid modifying the Set data structure itself every GC pass? If your minimum object alignment is 4 bytes, you have 2 bits to play with at the bottom of every pointer. ANDing them off before dereferencing is very cheap.
x86-64 with full 64-bit pointers currently requires the top 16 to be the sign-extension of the low 48. So you could use bits there (16 bits, or maybe just the top byte) if you re-canonicalize pointers. (redo sign extension, or just zero the high 16 bits if you want to assume user-space pointers; Linux uses a high-half kernel VM layout so user-space addresses are always in the low half of virtual address space. IDK what Windows does.)
On x86-64, you might consider using the x32 ABI (32-bit pointers in long mode) if 4GiB of address space is enough, especially if you're hitting physical memory limits and swapping. Smaller pointers mean smaller data structures, thus half the cache footprint.
Some Linux systems are built without kernel support for x32, though, only classic x86-64 and usually 32-bit mode. But if it works on your systems, consider gcc -mx32.
These are my first thoughts about a possible solution, they are clearly not optimal. I will delete this answer if someone posts a better answer.
The basic method:
Assume we have a Set<NodePointer> nodesToVisit that contains all nodes we have not yet visited.
We remove one item at a time from nodesToVisit,
and if it has not been visited before we add all “pointers to other nodes” to nodesToVisit.
Improvements:
But we can clearly do better, by ordering nodesToVisit based on address, so that we are more likely to visit nodes that are contained in pages we have recently accessed. This could be as simple as having a second Set<NodePointer> nodesToVisitLater, and putting any node that has an address a long way from the current node into it.
Or we could skip over any node that are contained in pages that are not resident in memory, visiting these nodes after we have visited all nodes that are currently in memory.
(The"set" could just be a stack, as visiting a node more than once is a "no-opp")
https://patents.google.com/patent/US7653797B1/en seems to be related, but I have not read it yet.
https://hosking.github.io/links/Cher+2004ASPLOS.pdf
https://people.cs.umass.edu/~emery/pubs/cramm.pdf
https://people.cs.umass.edu/~emery/pubs/f034-hertz.pdf
https://people.cs.umass.edu/~emery/pubs/04-16.pdf

Reducing calls to main memory, given heap-allocated objects

The OP here mentions in the final post (4th or so para from bottom):
"Now one thing that always bothered me about this is all the child
pointer checking. There are usually a lot of null pointers, and
waiting on memory access to fill the cache with zeros just seems
stupid. Over time I added a byte that contains a 1 or 0 to tell if
each of the pointers is NULL. At first this just reduced the cache
waste. However, I've managed cram 9 distance comparisons, 8 pointer
bits, and 3 direction bits all through some tables and logic to
generate a single switch variable that allows the cases to skip the
pointer checks and only call the relevant children directly. It is in
fact faster than the above, but a lot harder to explain if you haven't
seen this version."
He is referring to octrees as the data structure for real-time volume rendering. These would be allocated on the heap, due to their size. What I am trying to figure out is:
(a) Are his assumptions in terms of waiting on memory access, valid? My understanding is that he's referring to waiting on a full run out to main memory to fetch data, since he's assuming it won't be found in the cache due to generally not-too-good locality of reference when using dynamically-allocated octrees (common for this data structure in this sort of application).
(b) Should (a) prove to be true, I am trying to figure out how this workaround
Over time I added a byte that contains a 1 or 0 to tell if each of the
pointers is NULL.
would be implemented without still using the heap, and thus still incurring the same overhead, since I assume it would need to be stored in the octree node.
(a) Yes, his concerns about memory wait time are valid. In this case, he seems to be worried about the size of the node itself in memory; just the children take up 8 pointers, which is 64 bytes on a 64-bit architecture, or one cache line just for the children.
(b) That bitfield is stored in the node itself, but now takes up only 1 byte (1 bit for 8 pointers). It's not clear to me that this is an advantage though, as the line(s) containing the children will get loaded anyway when they are searched. However, he's apparently doing some bit tricks that allow him to determine which children to search with very few branches, which may increase performance. I wish he had some benchmarks that would show the benefit.

Data structure and algorithm for representing/allocating free space in a file

I have a file with "holes" in it and want to fill them with data; I also need to be able to free "used" space and make free space.
I was thinking of using a bi-map that maps offset and length. However, I am not sure if that is the best approach if there are really tiny gaps in the file. A bitmap would work but I don't know how that can be easily switched to dynamically for certain regions of space. Perhaps some sort of radix tree is the way to go?
For what it's worth, I am up to speed on modern file system design (ZFS, HFS+, NTFS, XFS, ext...) and I find their solutions woefully inadequate.
My goals are to have pretty good space savings (hence the concern about small fragments). If I didn't care about that, I would just go for two splay trees... One sorted by offset and the other sorted by length with ties broken by offset. Note that this gives you amortized log(n) for all operations with a working set time of log(m)... Pretty darn good... But, as previously mentioned, does not handle issues concerning high fragmentation.
I have shipped commercial software that does just that. In the latest iteration, we ended up sorting blocks of the file into "type" and "index," so you could read or write "the third block of type foo." The file ended up being structured as:
1) File header. Points at master type list.
2) Data. Each block has a header with type, index, logical size, and padded size.
3) Arrays of (offset, size) tuples for each given type.
4) Array of (type, offset, count) that keeps track of the types.
We defined it so that each block was an atomic unit. You started writing a new block, and finished writing that before starting anything else. You could also "set" the contents of a block. Starting a new block always appended at the end of the file, so you could append as much as you wanted without fragmenting the block. "Setting" a block could re-use an empty block.
When you opened the file, we loaded all the indices into RAM. When you flushed or closed a file, we re-wrote each index that changed, at the end of the file, then re-wrote the index index at the end of the file, then updated the header at the front. This means that changes to the file were all atomic -- either you commit to the point where the header is updated, or you don't. (Some systems use two copies of the header 8 kB apart to preserve headers even if a disk sector goes bad; we didn't take it that far)
One of the block "types" was "free block." When re-writing changed indices, and when replacing the contents of a block, the old space on disk was merged into the free list kept in the array of free blocks. Adjacent free blocks were merged into a single bigger block. Free blocks were re-used when you "set content" or for updated type block indices, but not for the index index, which always was written last.
Because the indices were always kept in memory, working with an open file was really fast -- typically just a single read to get the data of a single block (or get a handle to a block for streaming). Opening and closing was a little more complex, as it needed to load and flush the indices. If it becomes a problem, we could load the secondary type index on demand rather than up-front to amortize that cost, but it never was a problem for us.
Top priority for persistent (on disk) storage: Robustness! Do not lose data even if the computer loses power while you're working with the file!
Second priority for on-disk storage: Do not do more I/O than necessary! Seeks are expensive. On Flash drives, each individual I/O is expensive, and writes are doubly so. Try to align and batch I/O. Using something like malloc() for on-disk storage is generally not great, because it does too many seeks. This is also a reason I don't like memory mapped files much -- people tend to treat them like RAM, and then the I/O pattern becomes very expensive.
For memory management I am a fan of the BiBOP* approach, which is normally efficient at managing fragmentation.
The idea is to segregate data based on their size. This, way, within a "bag" you only have "pages" of small blocks with identical sizes:
no need to store the size explicitly, it's known depending on the bag you're in
no "real" fragmentation within a bag
The bag keeps a simple free-list of the available pages. Each page keeps a free-list of available storage units in an overlay over those units.
You need an index to map size to its corresponding bag.
You also need a special treatment for "out-of-norm" requests (ie requests that ask for allocation greater than the page size).
This storage is extremely space efficient, especially for small objects, because the overhead is not per-object, however there is one drawback: you can end-up with "almost empty" pages that still contain one or two occupied storage units.
This can be alleviated if you have the ability to "move" existing objects. Which effectively allows to merge pages.
(*) BiBOP: Big Bag Of Pages
I would recommend making customized file-system (might contain one file of course), based on FUSE. There are a lot of available solutions for FUSE you can base on - I recommend choosing not related but simplest projects, in order to learn easily.
What algorithm and data-structure to choose, it highly deepens on your needs. It can be : map, list or file split into chunks with on-the-fly compression/decompression.
Data structures proposed by you are good ideas. As you clearly see there is a trade-off: fragmentation vs compaction.
On one side - best compaction, highest fragmentation - splay and many other kinds of trees.
On another side - lowest fragmentation, worst compaction - linked list.
In between there are B-Trees and others.
As you I understand, you stated as priority: space-saving - while taking care about performance.
I would recommend you mixed data-structure in order to achieve all requirements.
a kind of list of contiguous blocks of data
a kind of tree for current "add/remove" operation
when data are required on demand, allocate from tree. When deleted, keep track what's "deleted" using tree as well.
mixing -> during each operation (or on idle moments) do "step by step" de-fragmentation, and apply changes kept in tree to contiguous blocks, while moving them slowly.
This solution gives you fast response on demand, while "optimising" stuff while it's is used, (For example "each read of 10MB of data -> defragmantation of 1MB) or in idle moments.
The most simple solution is a free list: keep a linked list of free blocks, reusing the free space to store the address of the next block in the list.

How to show percentage of 'memory used' in a win32 process?

I know that memory usage is a very complex issue on Windows.
I am trying to write a UI control for a large application that shows a 'percentage of memory used' number, in order to give the user an indication that it may be time to clear up some memory, or more likely restart the application.
One implementation used ullAvailVirtual from MEMORYSTATUSEX as a base, then used HeapWalk() to walk the process heap looking for additional free memory. The HeapWalk() step was needed because we noticed that after a while of running the memory allocated and freed by the heap was never returned and reported by the ullAvailVirtual number. After hours of intensive working, the ullAvailVirtual number no longer would accurately report the amount of memory available.
However, this method proved not ideal, due to occasional odd errors that HeapWalk() would return, even when the process heap was not corrupted. Further, since this is a UI control, the heap walking code was executing every 5-10 seconds. I tried contacting Microsoft about why HeapWalk() was failing, escalated a case via MSDN, but never got an answer other than "you probably shouldn't do that".
So, as a second implementation, I used PagefileUsage from PROCESS_MEMORY_COUNTERS as a base. Then I used VirtualQueryEx to walk the virtual address space adding up all regions that weren't MEM_FREE and returned a value for GetMappedFileNameA(). My thinking was that the PageFileUsage was essentially 'private bytes' so if I added to that value the total size of the DLLs my process was using, it would be a good approximation of the amount of memory my process was using.
This second method seems to (sorta) work, at least it doesn't cause crashes like the heap walker method. However, when both methods are enabled, the values are not the same. So one of the methods is wrong.
So, StackOverflow world...how would you implement this?
which method is more promising, or do you have a third, better method?
should I go back to the original method, and further debug the odd errors?
should I stay away from walking the heap every 5-10 seconds?
Keep in mind the whole point is to indicate to the user that it is getting 'dangerous', and they should either free up memory or restart the application. Perhaps a 'percentage used' isn't the best solution to this problem? What is? Another idea I had was a color based system (red, yellow, green, which I could base on more factors than just a single number)
Yes, the Windows memory manager was optimized to fulfill requests for memory as quickly and efficiently possible, it was not optimized to easily measure how much space is used. The first downfall is that heap blocks that are released are rarely unmapped. They are simply marked as "free", to be used by the next allocation. That's why VirtualQueryEx() cannot work.
The problem with HeapWalk is that you have to lock the heap (HeapLock) so that it can walk it without the heap allocation changing. That lock can have very detrimental side-effects. Quoting:
Walking a heap may degrade
performance, especially on symmetric
multiprocessing (SMP) computers. The
side effects may last until the
process ends.
Even then, the number you get back is pretty meaningless. A program never runs out of free space, it runs out of a large enough contiguous chunk of memory to fulfill the request. No happy answers I'm afraid. Except one: a 64-bit operating system cost less than two hundred bucks.
The place to start is probably GetProcessMemoryInfo(). This fills in a structure for you that has, among other things, the current working set in bytes.
Have a look at the following article .NET and running processes
It uses WMI to check for the memory usage of processes, specifically using the
System.Diagnostics.Process
and another link on how to use WMI in C#: WMI Made Easy for C#
Hope this helps.

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