What is the fastest scheme implementation? - lisp

Obviously, that will depend on what you want to do: numerical analysis, threading, databases, etc. I've seen the benchmarks; Larceny and Bigloo seem to come up ahead. Is there any implementation of Scheme that performs pretty well in several different benchmarks? Are there any that can create code that runs faster than produced by SBCL? I don't see why SBCL should be so fast - Scheme is a far simpler language than Common Lisp!

http://community.schemewiki.org/?Stalin
http://en.wikipedia.org/wiki/Stalin_(Scheme_implementation)
From Wikipedia:
Stalin (STAtic Language ImplementatioN) is an aggressive optimizing
batch whole-program Scheme compiler written by Jeffrey Mark Siskind.
It uses advanced flow analysis and type inference and a variety of
other optimization techniques to produce code. Stalin is intended for
production use in generating an optimized executable.
The compiler itself runs slowly, and there is little or no support for
debugging or other niceties. Full R4RS Scheme is supported, with a few
minor and rarely encountered omissions. Interfacing to external C
libraries is straightforward. The compiler itself does lifetime
analysis and hence does not generate as much garbage as might be
expected, but global reclamation of storage is done using the Boehm
garbage collector.
It seems that Stalin is no longer being developed.

Among the Schemes that are fully standards compliant (at least with R5RS) and ready for prime-time use, Chez Scheme must be the fastest.

Based on these benchmarks, it looks like Chez Scheme, Gambit, and Racket are roughly tied for the title of Fastest Scheme.

Related

Dynamic typing and programming distributed systems

Coming from Scala (and Akka), I recently began looking at other languages that were designed with distributed computing in mind, namely Erlang (and a tiny bit of Oz and Bloom). Both Erlang and Oz are dynamically typed, and if I remember correctly (will try to find link) people have tried to add types to Erlang and managed to type a good portion of it, but could not successfully coerce the system to make it fit the last bit?
Oz, while a research language, is certainly interesting to me, but that is dynamically typed as well.
Bloom's current implementation is in Ruby, and is consequently dynamically typed.
To my knowledge, Scala (and I suppose Haskell, though I believe that was built initially more as an exploration into pure lazy functional languages as opposed to distributed systems) is the only language that is statically typed and offer language-level abstractions (for lack of a better term) in distributed computing.
I am just wondering if there are inherent advantages of dynamic typing over static typing, specifically in the context of providing language level abstractions for programming distributed systems.
Not really. For example, the same group that invented Oz later did some work on Alice ML, a project whose mission statement was to rethink Oz as a typed, functional language. And although it remained a research project, I'd argue that it was enough proof of concept to demonstrate that the same basic functionality can be supported in such a setting.
(Full disclosure: I was a PhD student in that group at the time, and the type system of Alice ML was my thesis.)
Edit: The problem with adding types to Erlang isn't distribution, it simply is an instance of the general problem that adding types to a language after the fact never works out well. On the other hand, there still is Dialyzer for Erlang.
Edit 2: I should mention that there were other interesting research projects for typed distributed languages, e.g. Acute, which had a scope similar to Alice ML, or ML5, which used modal types to enable stronger checking of mobility characteristics. But they have only survived in the form of papers.
There are no inherent advantages of dynamic typing over static typing for distributed systems. Both have their own advantages and disadvantages in general.
Erlang (Akka is inspired from Erlang Actor Model) is dynamically typed. Dynamic typing in Erlang was historically chosen for simple reasons; those who implemented Erlang at first mostly came from dynamically typed languages particularly Prolog, and as such, having Erlang dynamic was the most natural option to them. Erlang was built with failure in mind.
Static typing helps in catching many errors during compilation time itself rather than at runtime as in case of dynamic typing. Static Typing was tried in Erlang and it was a failure. But Dynamic typing helps in faster prototyping. Check this link for reference which talks a lot about the difference.
Subjectively, I would rather think about the solution/ algorithm of a problem rather than thinking about the type of each of the variable that I use in the algorithm. It also helps in quick development.
These are few links which might help
BenefitsOfDynamicTyping
static-typing-vs-dynamic-typing
BizarroStaticTypingDebate
Cloud Haskell is maturing quickly, statically-typed, and awesome. The only thing it doesn't feature is Erlang-style hot code swapping - that's the real "killer feature" of dynamically-typed distributed systems (the "last bit" that made Erlang difficult to statically type).

Tooling for expressive, feature rich numeric computations on the JVM

I am looking for numeric computation tooling on the JVM. My major requirements are expressiveness/readability, ease of use, evaluation and features in terms of mathematical functions. I guess I am after something like the Matlab kernel (probably including some basic libraries and w/o graphics) on the JVM. I'd like to be able to "throw" computional code at a running JVM and want this code to be evaluated. I don't want to worry about types. Arbitrary precision and performance is not so important.
I guess there are some nice libraries out there but I think an appropriate language on top is needed to get the expressiveness.
Which tooling would you guys suggest to address expressive, feature rich numeric computation on the JVM ?
From the jGroovyLab page:
The GroovyLab environment aims to provide a Matlab/Scilab like scientific computing platform that is supported by a scripting engine implemented in Groovy language. The GroovyLab user can work either with a Matlab-lke command console, or with a flexible editor based on the jsyntaxpane (http://code.google.com/p/jsyntaxpane/) component, that offers more convenient code development. Also, GroovyLab supports Computer Algebra based on the symja (http://code.google.com/p/symja/) project.
And there is also GroovyLab:
GroovyLab is a collection of Groovy classes to provide matlab-like syntax and basic features (linear algebra, 2D/3D plots). It is based on jmathplot and jmatharray libs:
Groovy has a smooth learning curve for Java programmers and a flexible syntax similar to Ruby. It is also pretty easy to write a DSL on it.
Though Groovy's performance is pretty good for a dynamic language, you can use static compilation if you are in the need for it.
Most of Mathworks Matlab is built on the Intel Math Kernel Library (MKL), which is (IMHO) the unbeatable champion in linear algebra computations. There is java support, but it costs 500 dollar (the MKL, not just the java support)...
Best second option if you want to use java is jblas, which uses BLAS and LAPACK, the industry standards for linear algebra.
Pure java libraries' performances are horrible apparently, see here...
Spire sounds like it's aiming at the area you're looking at. It takes advantage of a lot of recent scala features such as macros to get decent performance without having to sacrifice the expressiveness of being in a high level language.
There's also breeze, which is targeted at machine learning but includes a fair amount of linear algebra stuff.
Depending how much work you want to get into and what languages you're already familiar with, Incanter in the Clojure world might be worth a look. Also quickly evolving in Clojure right now is core.matrix, which aims to encapsulate high-level common abstractions in linear algebra implemented with various methods or packages.
You highlighted expressiveness in your post, and the nice thing about Clojure is that, as a Lisp, it is possible to make or extend DSLs to closely match problem domains. This is one of the big draws of the language (and of Lisps in general).
I'm the original author of core.matrix for Clojure. So I have a clear affiniy and much more knowledge in this specific space. That said, I'm still going to try and give you an honest answer :-)
I was the the same position as you a year or so back, looking for a solution for numeric computation that would be scalable, flexible and suitable for deployment as a clustered cloud service.
I ended up going with Clojure for the following reasons:
Functional Programming: Clojure is a functional programming language at heart, more so than most other language (although not as much as Haskell....). Lazy infinite sequences, persistent data structures, immutability throughout etc. Makes for elegany code when you are dealing with big computations.
Metaprogramming: I saw a need to do code generation for vector / computational experessions. Hence being a Lisp was a big plus: once you have done code generation in a homoiconic language with a "whole language" macro system then it's hard to find anything else that comes close.
Concurrency - Clojure has an impressive and movel approach to multi-code concurrency. If you haven't seen it then watch: http://www.infoq.com/presentations/Value-Identity-State-Rich-Hickey
Interactive REPL: Something I've always felt is very important for data work. You want to be able to work with your code / data "live" to get a real feel for its properties. Having a dynamically typed language with an interactive REPL works wonders here.
JVM based: big advantage for pragmantic purposes, because of the huge library / tool ecosystem and the excellent engineering in the JVM as a runtime platform.
Community: I saw a lot of innovation going on in Clojure, particularly around the general area of data and analytics.
The main thing Clojure was lacking at that time was a good library / API for matrix operations. There were some nice tools in Incanter, but they weren't very general purpose or performant. Hence I started developing core.matrix, which is shaping up to be an idiomatic Clojure-flavoured equivalent of NumPY / SciPY. Right now it is still work in progress but good enough for production use if you are careful.
In terms of low-level matrix support, I also maintain vectorz-clj, which is my attempt to provide a core.mattrix implementation that offers high performance vector/matrix operations while remaining Pure Java (i.e. no native dependencies). If you are interested in the performance of this, you may like to see:
http://clojurefun.wordpress.com/2013/03/07/achieving-awesome-numerical-performance-in-clojure/
My second choice after Clojure would have been Scala. I liked Scala's slightly greater maturity and decent static type system. Both the languages are JVM based so the library / tool side was a tie. It was probably the Lisp features that clinched it.
If you happen to have access to Mathematica, then it's fairly easy to get it working with the JVM by means of J/Link. For Clojure, Clojuratica is an excellent library to make that as seemless as possible, although it's not been maintained for a while and it may take some effort to get it working in modern environments again.

What are "not so well defined problems" that LISP is supposed to solve?

Most people agree that LISP helps to solve problems that are not well defined, or that are not fully understood at the beginning of the project.
"Not fully understood"" might indicate that we don't know what problem we are trying to solve, so the developer refines the problem domain continuously. But isn't this process language independent?
All this refinement does not take away the need for, say, developing algorithms/solutions for the final problem that does need to be solved. And that is the actual work.
So, I'm not sure what advantage LISP provides if the developer has no idea where he's going i.e. solving a problem that is not finalised yet.
Lisp (not "LISP") has a number of advantages when you're facing problems that are not well-defined. First of all, you have a REPL where you can quickly experiment with -- that helps in sketching out quick functions and trying to play with them, leading to a very rapid development cycle. Second, having a dynamically typed language is working well in this context too: with a statically typed language you need to "design more" before you begin, and changing the design leads to changing more code -- in contrast, with Lisps you just write the code and the data it operates on can change as needed. In addition to these, there's the usual benefits of a functional language -- one with first class lambda functions, etc (eg, garbage collection).
In general, these advantage have been finding their way into other languages. For example, Javascript has everything that I listed so far. But there is one more advantage for Lisps that is still not present in other languages -- macros. This is an important tool to use when your problem calls for a domain specific language. Basically, in Lisp you can extend the language with constructs that are specific to your problem -- even if these constructs lead to a completely different language.
Finally, you need to plan ahead for what happens when the code becomes more than a quick experiment. In this case you want your language to cope with "growing scripts into applications" -- for example, having a module system means that you can get a more "serious"
application. For example, in Racket you can get your solution separated into such modules, where each can be written in its own language -- it even has a statically typed language which makes it possible to start with a dynamically typed development cycle and once the code becomes more stable and/or big enough that maintenance becomes difficult, you can switch some modules into the static language and get the usual benefits from that. Racket is actually unique among Lisps and Schemes in this kind of support, but even with others the situation is still far more advanced than in non-Lisp languages.
In AI (Artificial Intelligence) historically Lisp was seen as the AI assembly language. It was used to build higher-level languages which help to work with the problem domain in a more direct way. Many of these domains need a lot of 'knowledge' for finding usable answers.
A typical example is an expert system for, say, oil exploration. The expert system gets as inputs (geological) observations and gives information about the chances to find oil, what kind of oil, in what depths, etc. To do that it needs 'expert knowledge' how to interpret the data. When you start such a project to develop such an expert system it is typically not clear what kind of inferences are needed, what kind of 'knowledge' experts can provide and how this 'knowledge' can be written down for a computer.
In this case one typically develops new languages on top of Lisp and you are not working with a fixed predefined language.
As an example see this old paper about Dipmeter Advisor, a Lisp-based expert system developed by Schlumberger in the 1980s.
So, Lisp does not solve any problems. But it was originally used to solve problems that are complex to program, by providing new language layers which should make it easier to express the domain 'knowledge', rules, constraints, etc. to find solutions which are not straight forward to compute.
The "big" win with a language that allows for incremental development is that you (typically) has a read-eval-print loop (or "listener" or "console") that you interact with, plus you tend to not need to lose state when you compile and load new code.
The ability to keep state around from test run to test run means that lengthy computations that are untouched by your changes can simply be kept around instead of being re-computed.
This allows you to experiment and iterate faster. Being able to iterate faster means that exploration is less of a hassle. Very useful for exploratory programming, something that is typical with dealing with less well-defined problems.

Comparing Common Lisp with Gambit w.r.t their library access and object systems

I'm pretty intrigued by Gambit Scheme, in particular by its wide range of supported platforms, and its ability to put C code right in your Scheme source when needed. That said, it is a Scheme, which has fewer "batteries included" as compared to Common Lisp. Some people like coding lots of things from scratch, (a.k.a. vigorous yak-shaving) but not me!
This brings me to my two questions, geared to people who have used both Gambit and some flavor of Common Lisp:
1) Which effectively has better access to libraries? Scheme has fewer libraries than Common Lisp. However, Gambit Scheme has smoother access to C/C++ code & libraries, which far outnumber Common Lisp's libraries. In your opinion, does the smoothness of Gambit's FFI outweigh its lack of native libraries?
2) How do Scheme's object systems (e.g. TinyCLOS, Meroon) compare to Common Lisp's CLOS? If you found them lacking, what feature(s) did you miss most? Finally, how important is an object system in Lisp/Scheme in the first place? I have heard of entire lisp-based companies (e.g. ITA Software) forgoing CLOS altogether. Are objects really that optional in Lisp/Scheme? I do fear that if Gambit has no good object system, I may miss them (my programming background is purely object-oriented).
Thanks for helping an aspiring convert from C++/Python,
-- Matt
PS: Someone with more than 1500 rep, could you please create a "gambit" tag? :) Thanks Jonas!
Sure Scheme as a whole has fewer libraries in the defined standard, but any given Scheme implementation usually builds on that standard to include more "batteries included" type of functions.
Gambit, for example, uses the Snow package system which will give you access to several support libraries.
Other Schemes fare even better, having access to more (or better) support libraries. Both Racket (with PlaneT) and Chicken (with eggs) immediately come to mind.
That said, the Common Lisp is quite rich also and a large number of interesting and useful libraries are a simple asdf-install away.
As for Scheme object systems, I personally tend to favor Chicken Scheme and have taken to favoring coops. That said, there's absolutely nothing wrong with TinyCLOS. Either would serve well and don't really find anything to be lacking. Though that last statement might have more to do with the fact that I don't tend to rely on a lot of object oriented-isms when writing Scheme. Both systems in my experience tend to surface when I want to write "protocols" and then have a way of specializing on the protocol, if that makes sense.
1) I haven't used Gambit Scheme, so I cannot really tell how smooth the C/C++ integration is. But all Common Lisps I have used have fully functional C FFI:s. So the availability of C libraries is the same. It takes some work to integrate, but I assume this is the case with Gambit Scheme as well. After all, Lisp and C are different languages..? But maybe you have a different experience, I would like to learn more in that case.
You may be interested in Quicklisp, a really good new Common Lisp project - it makes it very easy to install a lot of quality libraries.
2) C++ and Python are designed to use OOP and classes as the typical means of encapsulating and structuring data. CLOS does not have this ambition at all. Instead, it provides generic functions that can be specialized for certain types of arguments - not necessarily classes. Essentially this enables OOP, but in Common Lisp, OOP is a convenient feature rather than something fundamental for getting things done.
I think CLOS is a lot more well-designed and flexible than the C++ object model - TinyCLOS should be no different in that aspect.

Speed Comparison: C++ vs Objective C [duplicate]

When programming a CPU intensive or GPU intensive application on the iPhone or other portable hardware, you have to make wise algorithmic decisions to make your code fast.
But even great algorithm choices can be slow if the language you're using performs more poorly than another.
Is there any hard data comparing Objective-C to C++, specifically on the iPhone but maybe just on the Mac desktop, for performance of various similar language aspects? I am very familiar with this article comparing C and Objective-C, but this is a larger question of comparing two object oriented languages to each other.
For example, is a C++ vtable lookup really faster than an Obj-C message? How much faster? Threading, polymorphism, sorting, etc. Before I go on a quest to build a project with duplicate object models and various test code, I want to know if anybody has already done this and what the results where. This type of testing and comparison is a project in and of itself and can take a considerable amount of time. Maybe this isn't one project, but two and only the outputs can be compared.
I'm looking for hard data, not evangelism. Like many of you I love and hate both languages for various reasons. Furthermore, if there is someone out there actively pursuing this same thing I'd be interesting in pitching in some code to see the end results, and I'm sure others would help out too. My guess is that they both have strengths and weaknesses, my goal is to find out precisely what they are so that they can be avoided/exploited in real-world scenarios.
Mike Ash has some hard numbers for performance of various Objective-C method calls versus C and C++ in his post "Performance Comparisons of Common Operations". Also, this post
by Savoy Software is an interesting read when it comes to tuning the performance of an iPhone application by using Objective-C++.
I tend to prefer the clean, descriptive syntax of Objective-C over Objective-C++, and have not found the language itself to be the source of my performance bottlenecks. I even tend to do things that I know sacrifice a little bit of performance if they make my code much more maintainable.
Yes, well written C++ is considerably faster. If you're writing performance critical programs and your C++ is not as fast as C (or within a few percent), something's wrong. If your ObjC implementation is as fast as C, then something's usually wrong -- i.e. the program is likely a bad example of ObjC OOD because it probably uses some 'dirty' tricks to step below the abstraction layer it is operating within, such as direct ivar accesses.
The Mike Ash 'comparison' is very misleading -- I would never recommend the approach to compare execution times of programs you have written, or recommend it to compare C vs C++ vs ObjC. The results presented are provided from a test with compiler optimizations disabled. A program compiled with optimizations disabled is rarely relevant when you are measuring execution times. To view it as a benchmark which compares C++ against Objective-C is flawed. The test also compares individual features, rather than entire, real world optimized implementations -- individual features are combined in very different ways with both languages. This is far from a realistic performance benchmark for optimized implementations. Examples: With optimizations enabled, IMP cache is as slow as virtual function calls. Static dispatch (as opposed to dynamic dispatch, e.g. using virtual) and calls to known C++ types (where dynamic dispatch may be bypassed) may be optimized aggressively. This process is called devirtualization, and when it is used, a member function which is declared virtual may even be inlined. In the case of the Mike Ash test where many calls are made to member functions which have been declared virtual and have empty bodies: these calls are optimized away entirely when the type is known because the compiler sees the implementation and is able to determine dynamic dispatch is unnecessary. The compiler can also eliminate calls to malloc in optimized builds (favoring stack storage). So, enabling compiler optimizations in any of C, C++, or Objective-C can produce dramatic differences in execution times.
That's not to say the presented results are entirely useless. You could get some useful information about external APIs if you want to determine if there are measurable differences between the times they spend in pthread_create or +[NSObject alloc] on one platform or architecture versus another. Of course, these two examples will be using optimized implementations in your test (unless you happen to be developing them). But for comparing one language to another in programs you compile… the presented results are useless with optimizations disabled.
Object Creation
Consider also object creation in ObjC - every object is allocated dynamically (e.g. on the heap). With C++, objects may be created on the stack (e.g. approximately as fast as creating a C struct and calling a simple function in many cases), on the heap, or as elements of abstract data types. Each time you allocate and free (e.g. via malloc/free), you may introduce a lock. When you create a C struct or C++ object on the stack, no lock is required (although interior members may use heap allocations) and it often costs just a few instructions or a few instructions plus a function call.
As well, ObjC objects are reference counted instances. The actual need for an object to be a std::shared_ptr in performance critical C++ is very rare. It's not necessary or desirable in C++ to make every instance a shared, reference counted instance. You have much more control over ownership and lifetime with C++.
Arrays and Collections
Arrays and many collections in C and C++ also use strongly typed containers and contiguous memory. Since the address of the next element's members are often known, the optimizer can do much more, and you have great cache and memory locality. With ObjC, that's far from reality for standard objects (e.g. NSObject).
Dispatch
Regarding methods, many C++ implementations use few virtual/dynamic calls, particularly in highly optimized programs. These are static method calls and fodder for the optimizers.
With ObjC methods, each method call (objc message send) is dynamic, and is consequently a firewall for the optimizer. Ultimately, that results in many restrictions or inconveniences regarding what you can and cannot do to keep performance at a minimum when writing performance critical ObjC. This may result in larger methods, IMP caching, frequent use of C.
Some realtime applications cannot use any ObjC messaging in their render paths. None -- audio rendering is a good example of this. ObjC dispatch is simply not designed for realtime purposes; Allocations and locks may happen behind the scenes when messaging objects, making the complexity/time of objc messaging unpredictable enough that the audio rendering may miss its deadline.
Other Features
C++ also provides generics/template implementations for many of its libraries. These optimize very well. They are typesafe, and a lot of inlining and optimizations may be made with templates (consider it polymorphism, optimization, and specialization which takes place at compilation). C++ adds several features which just are not available or comparable in strict ObjC. Trying to directly compare langs, objects, and libraries which are very different is not so useful -- it's a very small subset of actual realizations. It's better to expand the question to a library/framework or real program, considering many aspects of design and implementation.
Other Points
C and C++ symbols can be more easily removed and optimized away in various stages of the build (stripping, dead code elimination, inlining and early inlining, as well as Link Time Optimization). The benefits of this include reduced binary sizes, reduced launch/load times, reduced memory consumption, etc.. For a single app, that may not be such a big deal; but if you reuse a lot of code, and you should, then your shared libraries could add a lot of unnecessary weight to the program, if implemented ObjC -- unless you are prepared to jump through some flaming hoops. So scalability and reuse are also factors in medium/large projects, and groups where reuse is high.
Included Libraries
ObjC library implementors also optimize for the environment, so its library implementors can make use of some language and environment features to offer optimized implementations. Although there are some pretty significant restrictions when writing an optimized program in pure ObjC, some highly optimized implementations exist in Cocoa. This is one of Cocoa's strong points, although the C++ standard library (what some people call the STL) is no slouch either. Cocoa operates at a much higher level of abstraction than C++ -- if you don't know well what you're doing (or should be doing), operating closer to the metal can really cost you. Falling back on to a good library implementation if you are not an expert in some domain is a good thing, unless you are really prepared to learn. As well, Cocoa's environments are limited; you can find implementations/optimizations which make better use of the OS.
If you're writing optimized programs and have experience doing so in both C++ and ObjC, clean C++ implementations will often be twice as fast or faster than clean ObjC (yes, you can compare against Cocoa). If you know how to optimize, you can often do better than higher level, general purpose abstractions. Although, some optimized C++ implementations will be as fast as or slower than Cocoa's (e.g. my initial attempt at file I/O was slower than Cocoa's -- primarily because the C++ implementation initializes its memory).
A lot of it comes down to the language features you are familiar with. I use both langs, they both have different strengths and models/patterns. They complement each other quite well, and there are great libraries for both. If you're implementing a complex, performance critical program, correct use of C++'s features and libraries will give you much more control and provide significant advantages for optimization, such that in the right hands, "several times faster" is a good default expectation (don't expect to win every time, or without some work, however). Remember, it takes years to understand C++ well enough to really reach that point.
I keep the majority of my performance critical paths as C++, but also recognize that ObjC is also a very good solution for some problems, and that there are some very good libraries available.
It's very hard to collect "hard data" for this that's not misguiding.
The biggest problem with doing a feature-to-feature comparison like you suggest is that the two languages encourage very different coding styles. Objective-C is a dynamic language with duck typing, where typical C++ usage is static. The same object-oriented architecture problem would likely have very different ideal solutions using C++ or Objective-C.
My feeling (as I have programmed much in both languages, mostly on huge projects): To maximize Objective-C performance, it has to be written very close to C. Whereas with C++, it's possible to make much more use of the language without any performance penalty compared to C.
Which one is better? I don't know. For pure performance, C++ will always have the edge. But the OOP style of Objective-C definitely has its merits. I definitely think it is easier to keep a sane architecture with it.
This really isn't something that can be answered in general as it really depends on how you use the language features. Both languages will have things that they are fast at, things that they are slow at, and things that are sometimes fast and sometimes slow. It really depends on what you use and how you use it. The only way to be certain is to profile your code.
In Objective C you can also write c++ code, so it might be easier to code in Objective C for the most part, and if you find something that doesn't perform well in it, then you can have a go at writting a c++ version of it and seeing if that helps (C++ tends to optimize better at compile time). Objective C will be easier to use if APIs you are interfacing with are also written in it, plus you might find it's style of OOP is easier or more flexible.
In the end, you should go with what you know you can write safe, robust code in and if you find an area that needs special attention from the other language, then you can swap to that. X-Code does allow you to compile both in the same project.
I have a couple of tests I did on an iPhone 3G almost 2 years ago, there was no documentation or hard numbers around in those days. Not sure how valid they still are but the source code is posted and attached.
This isn't a very extensive test, I was mainly interested in NSArray vs C Array for iterating a large number of objects.
http://memo.tv/nsarray_vs_c_array_performance_comparison
http://memo.tv/nsarray_vs_c_array_performance_comparison_part_ii_makeobjectsperformselector
You can see the C Array is much faster at high iterations. Since then I've realized that the bottleneck is probably not the iteration of the NSArray but the sending of the message. I wanted to try methodForSelector and calling the methods directly to see how big the difference would be but never got round to it. According to Mike Ash's benchmarks it's just over 5x faster.
I don't have hard data for Objective C, but I do have a good place to look for C++.
C++ started as C with Classes according to Bjarne Stroustroup in his reflection on the early years of C++ (http://www2.research.att.com/~bs/hopl2.pdf), so C++ can be thought of (like Objective C) as pushing C to its limits for object orientation.
What are those limits? In the 1994-1997 time frame, a lot of researchers figured out that object-orientation came at a cost due to dynamic binding, e.g. when C++ functions are marked virtual and there may/may not be children classes that override these functions. (In Java and C#, all functions expect ctors are inherently virtual, and there isnt' much you can do about it.) In "A Study of Devirtualization Techniques for a Java Just-In-Time Compiler" from researchers at IBM Research Tokyo, they contrast the techniques used to deal with this, including one from Urz Hölzle and Gerald Aigner. Urz Hölzle, in a separate paper with Karel Driesen, had shown that on average 5.7% of time in C++ programs (and up to ~50%) was spent in calling virtual functions (e.g. vtables + thunks). He later worked with some Smalltalk researachers in what ended up the Java HotSpot VM to solve these problems in OO. Some of these features are being backported to C++ (e.g. 'protected' and Exception handling).
As I mentioned, C++ is static typed where Objective C is duck typed. The performance difference in execution (but not lines of code) probably is a result of this difference.
This study says to really get the performance in a CPU intensive game, you have to use C. The linked article is complete with a XCode project that you can run.
I believe the bottom line is: Use Objective-C where you must interact with the iPhone's functions (after all, putting trampolines everywhere can't be good for anyone), but when it comes to loops, things like vector object classes, or intensive array access, stick with C++ STL or C arrays to get good performance.
I mean it would be totally silly to see position = [[Vector3 alloc] init] ;. You're just asking for a performance hit if you use references counts on basic objects like a position vector.
yes. c++ reign supreme in performance/expresiveness/resource tradeoff.
"I'm looking for hard data, not evangelism". google is your best friend.
obj-c nsstring is swapped with c++'s by apple enginneers for performance. in a resource constrained devices, only c++ cuts it as a MAINSTREAM oop language.
NSString stringWithFormat is slow
obj-c oop abstraction is deconstructed into procedural-based c-structs for performance, otherwise a MAGNITUDE order slower than java! the author is also aware of message caching - yet no-go. so modeling lots of small players/enemies objects is done in oop with c++ or else, lots of Procedural structs with a simple OOP wrapper around it with obj-c. there can be one paradigm that equates Procedural + Object-Oriented Programming = obj-c.
http://ejourneyman.wordpress.com/2008/04/23/writing-a-ray-tracer-for-cocoa-objective-c/