Are there performance reasons against goto? [closed] - iphone

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Closed 10 years ago.
GOTO, does it affect the performance while it is executed and run on the device?
Is it a good practice to use GOTO in objective C or is it bad practice to use it?
And, when is it a good choice to use GOTO statement?
Thanks.

A goto is simply a jump, so that its effect on performance is practically zero. It’s a bad practice because it harms code readability; you can mostly do without it. Some of the cases where it makes sense to use goto are described in previous questions, just search for goto.

Using a go to statement is usually a bad practice, especially in a object oriented language(where you can achieve the same purpose in an OO way easyly ), but not from a performance point of view but rather from the code readability point of view...

There is nothing in BAD and GOOD practice this is up to your requirement.
If you have same code which you want to execute you can say loop then you can use goto. Well here is a small example about this I think it would clear your doubt.
Declare any label name, here hello is label then you can call it using goto statement like this -
hello:
NSLog(#"Print hello!");
goto hello;
This would print 'Print hello!' again and again.

Not affecting the performance, just for a good structure and readability which are important features of professional programming. But sometimes, using goto may help to ease complexity in cases where the loop is too deep, but you want to jump out when certain condition is triggered. Even so, it can also be avoided in other ways.

In principle goto can affect performance simply by being present in the function.
The performance difference will almost always be unnoticeable, and there are a lot of things other than goto than can slightly perturb the optimizer and affect performance. But if you're interested you could examine the emitted code for differences.
It's a basic requirement in the emitted code that the same registers must be used for the same things at the source and target of the goto[*]. This constrains the register allocation when the compiler optimizes the code. Such constraints may have no effect at all, they may slow things down or cause additional code to be emitted. If they speed things up, it can only be by accident because the compiler's heuristics were in effect incorrect when applied to the unconstrained version.
The effect might be more pronounced for a computed goto (a GNU extension), where you can store a label in a variable and goto the variable. In that case, every possible target has to share a register state with every possible source.
What doesn't (normally) make a difference to performance is goto the start or end of a block vs. the equivalent break or continue or else. It's all the same to the optimizer: the compiler breaks your code down into so-called "basic blocks" with jumps and conditional jumps between them. It doesn't normally care whether the reason for the jump is a goto or not, and it has to get the register states right no matter which. This is why almost any programming construct can be described as "goto in disguise" by someone who's only thinking about the emitted instructions.
[*] to be more precise -- there could be an implicit zap at a goto, meaning that some register is used for one thing at the source and isn't used at all at the target. But you can't have some register that the target expects to contain a particular value (like the current value of a variable) and the source doesn't. So if that was the case before and then you add the goto, either the target needs to stop expecting it, or the source needs to put it there. Typically either one is going to require extra code to shuffle values between registers and stack.

Related

Is input validation necessary?

This is a very naive question about input validation in general.
I learned about input validation techniques such as parse and validatestring. In fact, MATLAB built-in functions are full of those validations and parsers. So, I naturally thought this is the professional way of code development. With these techniques, you can be sure of data format of input variables. Otherwise your codes will reject the inputs and return an error.
However, some people argue that if there is a problem in input variable, codes will cause errors and stop. You'll notice the problem anyway, and then what's the point of those complicated validations? Given that codes for validation itself take some efforts and time, often with quite complicated flow controls, I had to admit this opinion has its point. With massive input validations, readability of codes may be compromised.
I would like hear about opinions from advanced users on this issue.
Here is my experience, I hope it matches best practice.
First of all, let me mention that I typically work in situations where I have full control, and won't build my own UI as #tom mentioned. In general, if there is at any point a large probability that your program gets junk inputs it will be worth checking for them.
Some tradeoffs that I typically make to decide whether I should check my inputs:
Development time vs debug time
If erronious inputs are hard to debug (for example because they don't cause errors but just undesirable outcomes) the balance will typically be in favor of checking, otherwise not.
If you are not sure where you will end up (re)using the code, it may help to enforce any assumptions that are required on the input.
Development time vs runtime experience
If your code takes an hour to run, and will break in the end when an invalid input value occurs, you would want to check of this at the beginning of the code
If the code runs into an error whilst opening a file, the user may not understand immediately, if you mention that no valid filename is specified this may be easier to deal with.
The really (really) short story:
Break your design down into user interface, business logic and data - (see MVC pattern)
In your UI layer, do "common sense" validation, e.g. if the input is a $ cost value then it should be >= 0, be able to be parsed into a decimal etc.
In your business logic layer, validate the value, e.g. the $ cost value might not be allowed to be greater than the profit margin (etc.)
In your data layer, validate the data operation, e.g. that insert operation succeeded
The extra really short story: YES! Validate all inputs.
For extra reading credits see: this!

may the compiler optimize based on assert(...) expressions/contracts?

http://dlang.org/expression.html#AssertExpression
Regarding assert(0): "The optimization and code generation phases of compilation may assume that it is unreachable code."
The same documentation claims assert(0) is a 'special case', but there are several reasons that follow.
Can the D compiler optimize based on general assert-ions made in contracts and elsewhere?
(as if I needed another reason to enjoy the in{} and out{} constructs, but it certainly would make me feel a little more giddy to know that writing them could make things go fwoosh-ier)
In theory, yes, in practice, I don't think it does, especially since the asserts are killed before even getting to the optimizer on dmd -release. I'm not sure about gdc and ldc, but I think they share this portion of the code.
The spec's special case reference btw is that assert(0) is still present, in some form, with the -release compile flag. It is translated into an illegal instruction there (asm {hlt;} - non-kernel programs on x86 aren't allowed to use that so it will segfault upon hitting it), whereas all other asserts are simply left out of the code entirely in -release mode.
GDC certainly does optimise based on asserts. The if conditions make for much better code, even causing unnecessary code to disappear. However, unfortunately at the moment the way it is implemented is that the entire assert can disappear in release build mode so then the compiler never sees the beneficial if-condition info and actually generates worse code in release than in debug mode! Ironic. I have to admit that I've only looked at this effect with if conditions in asserts in the body, I haven't checked what effect in and out blocks have. The in- and out- etc contract blocks can be turned off based on a command line switch iirc, so they are not even compiled, I think this possibly means the compiler doesn't even look at them. So this is another thing that might possibly affect code generation, I haven't looked at it. But there is a feature here that I would very much like to see, that the if condition truth values in the assert conditions (checking that there is no side-effect code in the expression for the assert cond) can always be injected into the compiler as an assumption, just as if there had been an if statement even in release mode. It would involve pretending you had just seen an if ( xxx ) but with the actual code generation for the test suppressed in release mode, and with subsequent code feeling the beneficial effects of say known truth values, value-range limits and so on.

Which is better in PHP: suppress warnings with '#' or run extra checks with isset()?

For example, if I implement some simple object caching, which method is faster?
1. return isset($cache[$cls]) ? $cache[$cls] : $cache[$cls] = new $cls;
2. return #$cache[$cls] ?: $cache[$cls] = new $cls;
I read somewhere # takes significant time to execute (and I wonder why), especially when warnings/notices are actually being issued and suppressed. isset() on the other hand means an extra hash lookup. So which is better and why?
I do want to keep E_NOTICE on globally, both on dev and production servers.
I wouldn't worry about which method is FASTER. That is a micro-optimization. I would worry more about which is more readable code and better coding practice.
I would certainly prefer your first option over the second, as your intent is much clearer. Also, best to keep away edge condition problems by always explicitly testing variables to make sure you are getting what you are expecting to get. For example, what if the class stored in $cache[$cls] is not of type $cls?
Personally, if I typically would not expect the index on $cache to be unset, then I would also put error handling in there rather than using ternary operations. If I could reasonably expect that that index would be unset on a regular basis, then I would make class $cls behave as a singleton and have your code be something like
return $cls::get_instance();
The isset() approach is better. It is code that explicitly states the index may be undefined. Suppressing the error is sloppy coding.
According to this article 10 Performance Tips to Speed Up PHP, warnings take additional execution time and also claims the # operator is "expensive."
Cleaning up warnings and errors beforehand can also keep you from
using # error suppression, which is expensive.
Additionally, the # will not suppress the errors with respect to custom error handlers:
http://www.php.net/manual/en/language.operators.errorcontrol.php
If you have set a custom error handler function with
set_error_handler() then it will still get called, but this custom
error handler can (and should) call error_reporting() which will
return 0 when the call that triggered the error was preceded by an #.
If the track_errors feature is enabled, any error message generated by
the expression will be saved in the variable $php_errormsg. This
variable will be overwritten on each error, so check early if you want
to use it.
# temporarily changes the error_reporting state, that's why it is said to take time.
If you expect a certain value, the first thing to do to validate it, is to check that it is defined. If you have notices, it's probably because you're missing something. Using isset() is, in my opinion, a good practice.
I ran timing tests for both cases, using hash keys of various lengths, also using various hit/miss ratios for the hash table, plus with and without E_NOTICE.
The results were: with error_reporting(E_ALL) the isset() variant was faster than the # by some 20-30%. Platform used: command line PHP 5.4.7 on OS X 10.8.
However, with error_reporting(E_ALL & ~E_NOTICE) the difference was within 1-2% for short hash keys, and up 10% for longer ones (16 chars).
Note that the first variant executes 2 hash table lookups, whereas the variant with # does only one lookup.
Thus, # is inferior in all scenarios and I wonder if there are any plans to optimize it.
I think you have your priorities a little mixed up here.
First of all, if you want to get a real world test of which is faster - load test them. As stated though suppressing will probably be slower.
The problem here is if you have performance issues with regular code, you should be upgrading your hardware, or optimize the grand logic of your code rather than preventing proper execution and error checking.
Suppressing errors to steal the tiniest fraction of a speed gain won't do you any favours in the long run. Especially if you think that this error may keep happening time and time again, and cause your app to run more slowly than if the error was caught and fixed.

Implementing snapshot in FRP

I'm implementing an FRP framework in Scala and I seem to have run into a problem. Motivated by some thinking, this question I decided to restrict the public interface of my framework so Behaviours could only be evaluated in the 'present' i.e.:
behaviour.at(now)
This also falls in line with Conal's assumption in the Fran paper that Behaviours are only ever evaluated/sampled at increasing times. It does restrict transformations on Behaviours but otherwise we find ourselves in huge problems with Behaviours that represent some input:
val slider = Stepper(0, sliderChangeEvent)
With this Behaviour, evaluating future values would be incorrect and evaluating past values would require an unbounded amount of memory (all occurrences used in the 'slider' event would have to be stored).
I am having trouble with the specification for the 'snapshot' operation on Behaviours given this restriction. My problem is best explained with an example (using the slider mentioned above):
val event = mouseB // an event that occurs when the mouse is pressed
val sampler = slider.snapshot(event)
val stepper = Stepper(0, sampler)
My problem here is that if the 'mouseB' Event has occurred when this code is executed then the current value of 'stepper' will be the last 'sample' of 'slider' (the value at the time the last occurrence occurred). If the time of the last occurrence is in the past then we will consequently end up evaluating 'slider' using a past time which breaks the rule set above (and your original assumption). I can see a couple of ways to solve this:
We 'record' the past (keep hold of all past occurrences in an Event) allowing evaluation of Behaviours with past times (using an unbounded amount of memory)
We modify 'snapshot' to take a time argument ("sample after this time") and enforce that that time >= now
In a more wacky move, we could restrict creation of FRP objects to the initial setup of a program somehow and only start processing events/input after this setup is complete
I could also simply not implement 'sample' or remove 'stepper'/'switcher' (but I don't really want to do either of these things). Has anyone any thoughts on this? Have I misunderstood anything here?
Oh I see what you mean now.
Your "you can only sample at 'now'" restriction isn't tight enough, I think. It needs to be a bit stronger to avoid looking into the past. Since you are using an environmental conception of now, I would define the behavior construction functions in terms of it (so long as now cannot advance by the mere execution of definitions, which, per my last answer, would get messy). For example:
Stepper(i,e) is a behavior with the value i in the interval [now,e1] (where e1 is the
time of first occurrence of e after now), and the value of the most recent occurrence of e afterward.
With this semantics, your prediction about the value of stepper that got you into this conundrum is dismantled, and the stepper will now have the value 0. I don't know whether this semantics is desirable to you, but it seems natural enough to me.
From what I can tell, you are worried about a race condition: what happens if an event occurs while the code is executing.
Purely functional code does not like to have to know that it gets executed. Functional techniques are at their finest in the pure setting, such that it does not matter in what order code is executed. A way out of this dilemma is to pretend that every change happened in one sensitive (internal, probably) piece of imperative code; pretend that any functional declarations in the FRP framework happen in 0 time so it is impossible for something to change during their declaration.
Nobody should ever sleep, or really do anything time sensitive, in a section of code that is declaring behaviors and things. Essentially, code that works with FRP objects ought to be pure, then you don't have any problems.
This does not necessarily preclude running it on multiple threads, but to support that you might need to reorganize your internal representations. Welcome to the world of FRP library implementation -- I suspect your internal representation will fluctuate many times during this process. :-)
I'm confused about your confusion. The way I see is that Stepper will "set" the behavior to a new value whenever the event occurs. So, what happens is the following:
The instant in which the event mouseB occurs, the value of the slider behavior will be read (snapshot). This value will be "set" into the behavior stepper.
So, it is true that the Stepper will "remember" values from the past; the point is that it only remembers the latest value from the past, not everything.
Semantically, it is best to model Stepper as a function like luqui proposes.

Genetic Algorithm optimization - using the -O3 flag

Working on a problem that requires a GA. I have all of that working and spent quite a bit of time trimming the fat and optimizing the code before resorting to compiler optimization. Because the GA runs as a result of user input it has to find a solution within a reasonable period of time, otherwise the UI stalls and it just won't play well at all. I got this binary GA solving a 27 variable problem in about 0.1s on an iPhone 3GS.
In order to achieve this level of performance the entire GA was coded in C, not Objective-C.
In a search for a further reduction of run time I was considering the idea of using the "-O3" optimization switch only for the solver module. I tried it and it cut run time nearly in half.
Should I be concerned about any gotcha's by setting optimization to "-O3"? Keep in mind that I am doing this at the file level and not for the entire project.
-O3 flag will make the code work in the same way as before (only faster), as long as you don't do any tricky stuff that is unsafe or otherwise dependant on what the compiler does to it.
Also, as suggested in the comments, it might be a good idea to let the computation run in a separate thread to prevent the UI from locking up. That also gives you the flexibility to make the computation more expensive, or to display a progress bar, or whatever.
Tricky stuff
Optimisation will produce unexpected results if you try to access stuff on the stack directly, or move the stack pointer somewhere else, or if you do something inherently illegal, like forget to initialise a variable (some compilers (MinGW) will set them to 0).
E.g.
int main() {
int array[10];
array[-2] = 13; // some negative value might get the return address
}
Some other tricky stuff involves the optimiser stuffing up by itself. Here's an example of when -O3 completely breaks the code.