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red black tree 50% slower in 9k compared to 1.7 #2455
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Confirmed, though for me it's more like 30%. |
Red black is memory bound isn't it? When I run it in Truffle it seems like the compilation has very little impact as it's all GC and dereferencing. Your objects aren't larger in IR are they? |
Yes, memory usage is larger in IR mode, but not sure if it fully explains the slowdown. But, you may be right that rb tree could be memory bound .. I never thought of investigating more there. Thanks for looking into it. |
Ran this with Java 8 and we are about 15% slower with indy now and about and about 5% slower with non-indy. We are about 25% slower with interp which is a much lesser concern. |
marking for 9.2 if anyone is into re-running, or simply close as @enebo's ^^ results were already promising |
Original script this was recorded against: bm1.rb require_relative 'red_black_tree.rb'
require "benchmark"
def rbt_bm
n = 100000
a1 = []; n.times { a1 << rand(99999) }
a2 = []; n.times { a2 << rand(99999) }
start = Time.now
tree = RedBlackTree.new
n.times {|i| tree.add(i) }
n.times { tree.delete(tree.root) }
tree = RedBlackTree.new
a1.each {|e| tree.add(e) }
a2.each {|e| tree.search(e) }
tree.inorder_walk {|key| key + 1 }
tree.reverse_inorder_walk {|key| key + 1 }
n.times { tree.minimum }
n.times { tree.maximum }
return Time.now - start
end
N = (ARGV[0] || 20).to_i
N.times do
puts rbt_bm.to_f
puts "GC.count = #{GC.count}" if GC.respond_to?(:count)
end red_black_tree.rb # Algorithm based on "Introduction to Algorithms" by Cormen and others
class RedBlackTree
class Node
# def self.attr_accessor(name)
# eval("def #{name.to_s}; @#{name}; end");
# eval("def #{name.to_s}=(v); @#{name} = v; end");
# end
attr_accessor :color
attr_accessor :key
attr_accessor :left
attr_accessor :right
attr_accessor :parent
RED = :red
BLACK = :black
COLORS = [RED, BLACK].freeze
def initialize(key, color = RED)
raise ArgumentError, "Bad value for color parameter" unless COLORS.include?(color)
@color = color
@key = key
@left = @right = @parent = NilNode.instance
end
def black?
return color == BLACK
end
def red?
return color == RED
end
end
class NilNode < Node
class << self
private :new
@instance = nil
# it's not thread safe
def instance
if @instance.nil?
@instance = new
def instance
return @instance
end
end
return @instance
end
end
def initialize
self.color = BLACK
self.key = 0
self.left = nil
self.right = nil
self.parent = nil
end
def nil?
return true
end
end
include Enumerable
# def self.attr_accessor(name)
# eval("def #{name.to_s}; @#{name}; end");
# eval("def #{name.to_s}=(v); @#{name} = v; end");
# end
attr_accessor :root
attr_accessor :size
def initialize
self.root = NilNode.instance
self.size = 0
end
def add(key)
insert(Node.new(key))
end
def insert(x)
insert_helper(x)
x.color = Node::RED
while x != root && x.parent.color == Node::RED
if x.parent == x.parent.parent.left
y = x.parent.parent.right
if !y.nil? && y.color == Node::RED
x.parent.color = Node::BLACK
y.color = Node::BLACK
x.parent.parent.color = Node::RED
x = x.parent.parent
else
if x == x.parent.right
x = x.parent
left_rotate(x)
end
x.parent.color = Node::BLACK
x.parent.parent.color = Node::RED
right_rotate(x.parent.parent)
end
else
y = x.parent.parent.left
if !y.nil? && y.color == Node::RED
x.parent.color = Node::BLACK
y.color = Node::BLACK
x.parent.parent.color = Node::RED
x = x.parent.parent
else
if x == x.parent.left
x = x.parent
right_rotate(x)
end
x.parent.color = Node::BLACK
x.parent.parent.color = Node::RED
left_rotate(x.parent.parent)
end
end
end
root.color = Node::BLACK
end
alias << insert
def delete(z)
y = (z.left.nil? || z.right.nil?) ? z : successor(z)
x = y.left.nil? ? y.right : y.left
x.parent = y.parent
if y.parent.nil?
self.root = x
else
if y == y.parent.left
y.parent.left = x
else
y.parent.right = x
end
end
z.key = y.key if y != z
if y.color == Node::BLACK
delete_fixup(x)
end
self.size -= 1
return y
end
def minimum(x = root)
while !x.left.nil?
x = x.left
end
return x
end
def maximum(x = root)
while !x.right.nil?
x = x.right
end
return x
end
def successor(x)
if !x.right.nil?
return minimum(x.right)
end
y = x.parent
while !y.nil? && x == y.right
x = y
y = y.parent
end
return y
end
def predecessor(x)
if !x.left.nil?
return maximum(x.left)
end
y = x.parent
while !y.nil? && x == y.left
x = y
y = y.parent
end
return y
end
def inorder_walk(x = root)
x = self.minimum
while !x.nil?
yield x.key
x = successor(x)
end
end
alias each inorder_walk
def reverse_inorder_walk(x = root)
x = self.maximum
while !x.nil?
yield x.key
x = predecessor(x)
end
end
alias reverse_each reverse_inorder_walk
def search(key, x = root)
while !x.nil? && x.key != key
key < x.key ? x = x.left : x = x.right
end
return x
end
def empty?
return self.root.nil?
end
def black_height(x = root)
height = 0
while !x.nil?
x = x.left
height +=1 if x.nil? || x.black?
end
return height
end
private
def left_rotate(x)
raise "x.right is nil!" if x.right.nil?
y = x.right
x.right = y.left
y.left.parent = x if !y.left.nil?
y.parent = x.parent
if x.parent.nil?
self.root = y
else
if x == x.parent.left
x.parent.left = y
else
x.parent.right = y
end
end
y.left = x
x.parent = y
end
def right_rotate(x)
raise "x.left is nil!" if x.left.nil?
y = x.left
x.left = y.right
y.right.parent = x if !y.right.nil?
y.parent = x.parent
if x.parent.nil?
self.root = y
else
if x == x.parent.left
x.parent.left = y
else
x.parent.right = y
end
end
y.right = x
x.parent = y
end
def insert_helper(z)
y = NilNode.instance
x = root
while !x.nil?
y = x
z.key < x.key ? x = x.left : x = x.right
end
z.parent = y
if y.nil?
self.root = z
else
z.key < y.key ? y.left = z : y.right = z
end
self.size += 1
end
def delete_fixup(x)
while x != root && x.color == Node::BLACK
if x == x.parent.left
w = x.parent.right
if w.color == Node::RED
w.color = Node::BLACK
x.parent.color = Node::RED
left_rotate(x.parent)
w = x.parent.right
end
if w.left.color == Node::BLACK && w.right.color == Node::BLACK
w.color = Node::RED
x = x.parent
else
if w.right.color == Node::BLACK
w.left.color = Node::BLACK
w.color = Node::RED
right_rotate(w)
w = x.parent.right
end
w.color = x.parent.color
x.parent.color = Node::BLACK
w.right.color = Node::BLACK
left_rotate(x.parent)
x = root
end
else
w = x.parent.left
if w.color == Node::RED
w.color = Node::BLACK
x.parent.color = Node::RED
right_rotate(x.parent)
w = x.parent.left
end
if w.right.color == Node::BLACK && w.left.color == Node::BLACK
w.color = Node::RED
x = x.parent
else
if w.left.color == Node::BLACK
w.right.color = Node::BLACK
w.color = Node::RED
left_rotate(w)
w = x.parent.left
end
w.color = x.parent.color
x.parent.color = Node::BLACK
w.left.color = Node::BLACK
right_rotate(x.parent)
x = root
end
end
end
x.color = Node::BLACK
end
end Output for 1.7:
Output for 9.1.x:
Eyeballing looks like 9k likely is beating 1.7 now but there is some noise. We defintely can resolve this issue though. Fascinating thing in that output is how much faster 9k warms up with indy than on 1.7. Good performance in half the iterations? |
Oh I should add that I just tried interp and 1.7 is ~ 3.4s and 9.1 is ~4.7s. I think 9.2 will help this we plan on making compound constants a single instr vs n instrs with jumps. All the extra instr overhead for interp has been a long known issue (and in the case of colon2 chains the idea we would be able to cull top-level constants has been defeated by so many call boundaries in ruby). |
This is on my laptop with -X+C -Xcompile.invokedynamic=true with java7.
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