I've done a few years of c# now, and I'm trying to learn some new stuff. So I decided to have a look at c++, to get to know programming in a different way.
I've been doing loads of reading, but I just started writing some code today.
On my Windows 7/64 bit machine, running VS2010, I created two projects: 1) A c# project that lets me write things the way I'm used to. 2) A c++ "makefile" project that let's me play around, trying to implement the same thing. From what I understand, this ISN'T a .NET project.
I got to trying to populate a dictionary with 10K values. For some reason, the c++ is orders of magnitude slower.
Here's the c# below. Note I put in a function after the time measurement to ensure it wasn't "optimized" away by the compiler:
var freq = System.Diagnostics.Stopwatch.Frequency;
int i;
Dictionary<int, int> dict = new Dictionary<int, int>();
var clock = System.Diagnostics.Stopwatch.StartNew();
for (i = 0; i < 10000; i++)
dict[i] = i;
clock.Stop();
Console.WriteLine(clock.ElapsedTicks / (decimal)freq * 1000M);
Console.WriteLine(dict.Average(x=>x.Value));
Console.ReadKey(); //Don't want results to vanish off screen
Here's the c++, not much thought has gone into it (trying to learn, right?) int input;
LARGE_INTEGER frequency; // ticks per second
LARGE_INTEGER t1, t2; // ticks
double elapsedTime;
// get ticks per second
QueryPerformanceFrequency(&frequency);
int i;
boost::unordered_map<int, int> dict;
// start timer
QueryPerformanceCounter(&t1);
for (i=0;i<10000;i++)
dict[i]=i;
// stop timer
QueryPerformanceCounter(&t2);
// compute and print the elapsed time in millisec
elapsedTime = (t2.QuadPart - t1.QuadPart) * 1000.0 / frequency.QuadPart;
cout << elapsedTime << " ms insert time\n";
int input;
cin >> input; //don't want console to disappear
Now, some caveats. I managed to find this related SO question. One of the guys wrote a long answer mentioning WOW64 skewing the results. I've set the project to release and gone through the "properties" tab of the c++ project, enabling everything that sounded like it would make it fast. Changed the platform to x64, though I'm not sure whether that addresses his wow64 issue. I'm not that experienced with the compiler options, perhaps you guys have more of a clue?
Oh, and the results: c#:0.32ms c++: 8.26ms. This is a bit strange. Have I misinterpreted something about what .Quad means? I copied the c++ timer code from someplace on the web, going through all the boost installation and include/libfile rigmarole. Or perhaps I am actually using different instruments unwittingly? Or there's some critical compile option that I haven't used? Or maybe the c# code is optimized because the average is a constant?
Here's the c++ command line, from the Property page->C/C++->Command Line: /I"C:\Users\Carlos\Desktop\boost_1_47_0" /Zi /nologo /W3 /WX- /MP /Ox /Oi /Ot /GL /D "_MBCS" /Gm- /EHsc /GS- /Gy- /arch:SSE2 /fp:fast /Zc:wchar_t /Zc:forScope /Fp"x64\Release\MakeTest.pch" /Fa"x64\Release\" /Fo"x64\Release\" /Fd"x64\Release\vc100.pdb" /Gd /errorReport:queue
Any help would be appreciated, thanks.
C programming language is a machine-independent programming language that is mainly used to create many types of applications and operating systems such as Windows, and other complicated programs such as the Oracle database, Git, Python interpreter, and games and is considered a programming foundation in the process of ...
Compared to other languages—like Java, PHP, or C#—C is a relatively simple language to learn for anyone just starting to learn computer programming because of its limited number of keywords.
What is C? C is a general-purpose programming language created by Dennis Ritchie at the Bell Laboratories in 1972. It is a very popular language, despite being old. C is strongly associated with UNIX, as it was developed to write the UNIX operating system.
In the real sense it has no meaning or full form. It was developed by Dennis Ritchie and Ken Thompson at AT&T bell Lab. First, they used to call it as B language then later they made some improvement into it and renamed it as C and its superscript as C++ which was invented by Dr.
A simple allocator change will cut that time down a lot.
boost::unordered_map<int, int, boost::hash<int>, std::equal_to<int>, boost::fast_pool_allocator<std::pair<const int, int>>> dict;
0.9ms on my system (from 10ms before). This suggests to me that actually, the vast, vast majority of your time is not spent in the hash table at all, but in the allocator. The reason that this is an unfair comparison is because your GC will never collect in such a trivial program, giving it an undue performance advantage, and native allocators do significant caching of free memory- but that'll never come into play in such a trivial example, because you've never allocated or deallocated anything and so there's nothing to cache.
Finally, the Boost pool implementation is thread-safe, whereas you never play with threads so the GC can just fall back to a single-threaded implementation, which will be much faster.
I resorted to a hand-rolled, non-freeing non-thread-safe pool allocator and got down to 0.525ms for C++ to 0.45ms for C# (on my machine). Conclusion: Your original results were very skewed because of the different memory allocation schemes of the two languages, and once that was resolved, then the difference becomes relatively minimal.
A custom hasher (as described in Alexandre's answer) dropped my C++ time to 0.34ms, which is now faster than C#.
static const int MaxMemorySize = 800000;
static int FreedMemory = 0;
static int AllocatorCalls = 0;
static int DeallocatorCalls = 0;
template <typename T>
class LocalAllocator
{
public:
std::vector<char>* memory;
int* CurrentUsed;
typedef T value_type;
typedef value_type * pointer;
typedef const value_type * const_pointer;
typedef value_type & reference;
typedef const value_type & const_reference;
typedef std::size_t size_type;
typedef std::size_t difference_type;
template <typename U> struct rebind { typedef LocalAllocator<U> other; };
template <typename U>
LocalAllocator(const LocalAllocator<U>& other) {
CurrentUsed = other.CurrentUsed;
memory = other.memory;
}
LocalAllocator(std::vector<char>* ptr, int* used) {
CurrentUsed = used;
memory = ptr;
}
template<typename U> LocalAllocator(LocalAllocator<U>&& other) {
CurrentUsed = other.CurrentUsed;
memory = other.memory;
}
pointer address(reference r) { return &r; }
const_pointer address(const_reference s) { return &r; }
size_type max_size() const { return MaxMemorySize; }
void construct(pointer ptr, value_type&& t) { new (ptr) T(std::move(t)); }
void construct(pointer ptr, const value_type & t) { new (ptr) T(t); }
void destroy(pointer ptr) { static_cast<T*>(ptr)->~T(); }
bool operator==(const LocalAllocator& other) const { return Memory == other.Memory; }
bool operator!=(const LocalAllocator&) const { return false; }
pointer allocate(size_type count) {
AllocatorCalls++;
if (*CurrentUsed + (count * sizeof(T)) > MaxMemorySize)
throw std::bad_alloc();
if (*CurrentUsed % std::alignment_of<T>::value) {
*CurrentUsed += (std::alignment_of<T>::value - *CurrentUsed % std::alignment_of<T>::value);
}
auto val = &((*memory)[*CurrentUsed]);
*CurrentUsed += (count * sizeof(T));
return reinterpret_cast<pointer>(val);
}
void deallocate(pointer ptr, size_type n) {
DeallocatorCalls++;
FreedMemory += (n * sizeof(T));
}
pointer allocate() {
return allocate(sizeof(T));
}
void deallocate(pointer ptr) {
return deallocate(ptr, 1);
}
};
int main() {
LARGE_INTEGER frequency; // ticks per second
LARGE_INTEGER t1, t2; // ticks
double elapsedTime;
// get ticks per second
QueryPerformanceFrequency(&frequency);
std::vector<char> memory;
int CurrentUsed = 0;
memory.resize(MaxMemorySize);
struct custom_hash {
size_t operator()(int x) const { return x; }
};
boost::unordered_map<int, int, custom_hash, std::equal_to<int>, LocalAllocator<std::pair<const int, int>>> dict(
std::unordered_map<int, int>().bucket_count(),
custom_hash(),
std::equal_to<int>(),
LocalAllocator<std::pair<const int, int>>(&memory, &CurrentUsed)
);
// start timer
std::string str;
QueryPerformanceCounter(&t1);
for (int i=0;i<10000;i++)
dict[i]=i;
// stop timer
QueryPerformanceCounter(&t2);
// compute and print the elapsed time in millisec
elapsedTime = ((t2.QuadPart - t1.QuadPart) * 1000.0) / frequency.QuadPart;
std::cout << elapsedTime << " ms insert time\n";
int input;
std::cin >> input; //don't want console to disappear
}
Storing a consecutive sequence of numeric integral keys added in ascending order is definitely NOT what hash tables are optimized for.
Use an array, or else generate random values.
And do some retrievals. Hash tables are highly optimized for retrieval.
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