Showing posts with label assembly. Show all posts
Showing posts with label assembly. Show all posts

Thursday, 31 January 2019

C++ Coding Standards: Don't Return Early

I've just had one of those mini-conversations which has be scratching my head, I asked a coworker about "return early" being part of the coding standard or not, as it was being discussed by other parties.

His response was an emphatic, slightly arrogant and touchily obtuse, "I have no time for anyone arguing for not returning early from a function you've discovered you should not be in".

I however don't take such a black and white view, I see the pro's and con's of both approaches, importantly not returning from a function can, and is part of, driving process flow conversations and it aids in picking out structure which can be encapsulated away.  The result being that instead of instantly exiting and potentially leaving spaghetti code you can see a flow, see where branching is occurring and deal with it...

But, that said, it must be understood "returning early" is often seen as "faster", as the chap argued "I see no point being in a function you know you should already have left", so I took to compiler explorer... In a very trivial example:

 

Here we see a decision being made and either a return or the active code, easy to read, simple, trivial... But don't dismiss it too early, is it the neatest code?

Well, we could go for less lines of code which generates near identical assembly thus:


This is certainly less lines of C++ however, inverting the test is a little messy and could easily be overlooked in our code or in review, better might therefore be expanding the test to a true opposite:


One could argue the code is a little neater to read without the inverting, critically though it has made no difference to the assembly output, it's identical.

And it is identical in all three cases.

You could argue therefore that "returning early has no bearing on the functionality of the code", but that's too simplistic, because "not returning early" also has no bearing on the functionality of the code.  The test and action and operation has been worked out by the magic of the compiler for us to be the same.

So with equivalent operation and generation we need think about what returning from the function early did affect, well it made the code on the left longer, yes this is an affectation of our coding with braces, but it was longer.  You could also see that there were two things to read and take in, the test was separate to the code and importantly for me the test and the actual functional code were on the same indentation horizontal alignment.  Being on that same alignment makes your eye not think a decision has been made.

Putting the test and the action of that test into the inner bracing communicates clearly that a decision has been made and our code has branched.

And when that structure is apparent you can think about what not returning early has done, well it's literally braced around the stanza of code to run after the decision, that packet of code could be spun off into it's own function do you start to think about encapsulation.  Of course you can think about the same thing after the return, but in my opinion having the content of the braces to work within is of benefit and most certainly does not afford any speed benefits.

Lets look at a more convoluted, but no less trivial example, a function to load a file in its entirety and return it as a known sized buffer... we'll start with a few common types:

#include <memory>
#include <cstdint>
#include <string>
#include <cstdio>
#include <optional>
#include <sys/stat.h>
#include <sys/types.h>
using byte = unsigned char;
using DataBlock = std::shared_ptr<byte>;
using Buffer = std::pair<uint32_t, DataBlock>;
using LoadResult = std::optional<Buffer>;

And we'll assume there's a function to get the file size, with stat...

const uint32_t GetFileSize(const std::string& p_Path)
{
    uint32_t l_result(0);

    struct stat l_FileStat;
    if ( stat(p_Path.c_str(), &l_FileStat) == 0)
    {
        l_result = l_FileStat.st_size;
    }

    return l_result;
}

Now, this file is return path safe because I define the result as zero and always get to that return, I could have written it thus:

const uint32_t GetFileSizeOther(const std::string& p_Path)
{    
    struct stat l_FileStat;
    if ( stat(p_Path.c_str(), &l_FileStat) != 0)
    {
        return 0;
    }

    return l_FileStat.st_size;
}

But I don't see the benefit, both returns generate an lvalue which is returned, except in the latter you have two code points to define the value, if anything I would argue you loose the ability to debug "l_result" from the first version, you can debug it before, during and after operating upon it... Where as the latter, you don't know the return value until the return, which results in the allocate and return.  And again in both cases the assembly produced is identical.

So, the load function, how could it be written with returning as soon as you see a problem?... Well, how about this?

LoadResult LoadFileReturning(const std::string& p_Path)
{
    LoadResult l_result;

    if ( p_Path.empty() )
    {
        return l_result;
    }
     
    auto l_FileSize(GetFileSize(p_Path));
    if ( l_FileSize == 0 )
    {                     
        return l_result;
    }

    FILE* l_file (fopen(p_Path.c_str(), "r+"));
    if ( !l_file )
    {
        return l_result;
    }

    Buffer l_temp { l_FileSize, std::make_shared<byte>(l_FileSize) };
    if ( !l_temp.second )
    {
        fclose(l_file);
        return l_result;
    }

    auto l_ReadBytes(
        fread(
            l_temp.second.get(),
            1,
            l_FileSize,
            l_file));

    if ( l_ReadBytes != l_FileSize )
    {
        fclose(l_file);
        return l_result;
    }

    l_result.emplace(l_temp);

    fclose(l_file); 

    return l_result;
}

We have six, count them (orange highlights) different places where we return the result, as we test the parameters, check the file size and then open and read the file all before we get to the meat of the function which is to setup the return content after a successful read.  We have three points where we must remember and maintain to close the file upon a problem (red highlights).  This duplication of effort and dispersal of what could be critical operations (like remembering to close a file) throughout your code flow is a problem down the line.

I very much know I've forgotten and missed things like this, reducing the possible points of failure for your code is important and my personal preference to not return from a function early is one such methodology.

Besides the duplicated points of failure I also found the code to not be communicating well, its 44 lines of code, better communication comes from code thus:

LoadResult LoadFile(const std::string& p_Path)
{
    LoadResult l_result;

    if ( !p_Path.empty() )
    {
        auto l_FileSize(GetFileSize(p_Path));
        if ( l_FileSize > 0 )
        {                        
            FILE* l_file (fopen(p_Path.c_str(), "r+"));
            if ( l_file )
            {
                Buffer l_temp { l_FileSize, std::make_shared<byte>(l_FileSize) };
                if ( l_temp.second )
                {
                    auto l_ReadBytes(
                        fread(
                            l_temp.second.get(),
                            1,
                            l_FileSize,
                            l_file));

                    if ( l_ReadBytes == l_FileSize )
                    {
                        l_result.emplace(l_temp);
                    }
                }                

                fclose(l_file);
            }
        }
    }

    return l_result;
}

This time we have 33 lines of code, we can see the stanzas of code indenting into the functionality, at each point we have the same decisions taking us back out to always return.  When we've had a successful open of the file we have one (for all following decisions) place where it's closed and ultimately we can identify the success conditions easily.

I've heard this described as forward positive code, you look for success and always cope with failure, whilst the former is only coping with failure as it appears.

I prefer the latter, ultimately it comes down to a personal choice, some folks argue indenting like this is bad, I've yet to hear why if the compiled object code is the same, you are communicating so much more fluently and have less points of possible human error in the code to deal with and maintain.

From the latter we could pick out reused code and we can target logging or performance metrics more directly on specific stanzas within their local scopes.  Instead of everything being against the left hand indent line.

Now, I will happily tell you it hasn't been a comfortable ride to my thoughts on this topic, I started programming on a tiny screen (40x20 characters - Atari ST Low Res GEM and when I moved to DOS having 80 character widths I felt spoiled.  Now we have tracts of huge screen space, arguing you need to stay on the left is moot, you don't, use your screen, make your code communicate its meaning, use the indents.

And yes, before you ask, I was doing things this way long before I started to use Python.

Monday, 26 March 2018

C++ : Pass-By-Reference Or Die

Before today's Post, I'm on a mission folks, to get 1000 subs on YouTube.  If only 5% of viewers here subscribed we've have met this target in one month...



I've just had group code review of one of my personal projects, and been rather surprised by the vitriol levelled at one of my practices.... Pass by Reference.

The reviewer, one of a group of peers, has had major issues with the project (my personal) insistance on passing by reference wherever possible, in C++ this takes the form of an additional ampersand on parameter definitions; maybe this was the chaps problem, he has to type an ampersand?

So his problem?  Well, without the actual code we'll simplify and use the Compiler Explorer (from Godbolt.org) and we'll take up their basic square function example, it starts up thus:

Giving the assembler:


On the right, and this chap had taken time to prepare a whole slide show of functions, usually simple, and present them at this code review, showing this kind of thing.  His point... Well the very same C++ but with a pass by reference:


Turns up more lines of assembler:


He's got me right, right, I'm taking more time, I'm slowing everything down, by my not taking a copy of everything and using less memory I'm slowing things down....

This is where the sort of power play turned, I allowed him to present everything, I never interjected, never spoke, I allowed him to speak to the whole group.  We've hired a venue for this, we're meeting live for the first time.  This has to be good.... A couple of the chaps who can already see the fault in the complainers logic were smirking, but we let him finish.

Triumphant, he has won the day, he will not carry the torch of coding standard gods...  WRONG.

I pulled over the presentation laptop, opened godbolt.org myself... Added the ampersand to the "num" and let it produce the above assembler... The chap was smirking completely from ear to ear, he knew he had me...

And then I typed three characters....

-O2

Yes, I told the compiler to optimize, and this happened...


Remarkably small code wouldn't you say?  I still haven't spoken, but I turn the laptop back to the presenter and just sit there.

There's a noticable snigger from those in the know, older-wiser heads then my own I hasten to add.  But this young chap is now looking from me to the screen to the overhead projection and back with a mix of fury and completely puzzlement, he'd checked everything, he's dotted every j and crossed every t, he had me down pat, he wanted to usurp me.

Except, he's never ever, been willing to listen, to learn or to experiment, "code runs, that'll do" is very much his style (and Kyle if you're reading, yes I'm talking about you) but getting code to run is not enough, understanding the code you've written is often only just enough, but getting it to run everywhere, the same way, that's an art.  Debug, Release, Optimised, Unoptimised, automatically profiled, link database and continune they're all subtly different.  Just listing one thing out, the only thing you've looked at; because it backs up your point of view; is not enough you have to look around and see the holistic picture.

And optimised without a pass-by-reference?


Spookily similar code in this case, but often times pass-by-reference is prefered, using const-correctness is prefered it communicates a meaning.

For instance in the "square" function above, how does the caller know that the parameter "num" is not altered in value?  How does the caller know it returns the new value only?  It could be returning an error status code and the parameter altered in value!  You don't know, but making the parameter const and a reference you start to communicate more firmly the intent of your code.

Wednesday, 27 December 2017

C/C++ Stop Miss using inline.... PLEASE!

This is a plea, from the bottom of my rotten black heart, please... Please... PLEASE stop miss using the inline directive in your C and C++.

Now, I can't blame you for this, I remember back in the 90's being actually taught (at degree level) "use inline to make a function faster", and this old lie still bites today.

inline does not make your function faster, it simply forces the compiler to insert "inline" another copy of the same code whenever you call it, so this code:

#include <iostream>

inline void Hello()

{
    std::cout << "Hello";

}

int main ()
{
    Hello();
    Hello();
    Hello();
}

Turns into the effective output code of:

int main ()

{
    std::cout << "Hello";

    std::cout << "Hello";
    std::cout << "Hello";
}

What does this mean in practice?  Well, you saves yourself a JMP into the function, and the position on the stack holding the return address, and the RET from the function which pops off the stack and returns from the function.

This is WHY people were told to use inline to make things faster in the 90's, I was taught this when I a system with around 254K of working RAM for the programs I was writing, saving that space on an 8K stack was important in complex systems, especially if you were nesting loops of calls.

However, today, on a modern processor, even modern embedded processors, DO NOT DO THIS!

You're no longer saving anything, you're in fact making your code bigger and slower as suddenly your program expands in size and you are having to fetch more and more from the slower RAM layers rather than the program instructions page fitting into the lower CACHE layers.

As you get page misses you fetch more, you literally stop the program and switch context to another item and then switch back, literally halting your program in its tracks as it suddenly had to go load the N'th of possibly thousands of repeated stanza's of code.

Don't do, this, don't lumbar yourself, let the compiler handle it's own optimizations, they're pretty good at it!

Now some of you will be saying "yeah, no shit Xel, what's your point?"... My point is I recently had around 4000 lines of code handed to me, a huge long listing, and around 40% of it was a series of functions.  This whole thing could compile down to around 62K.... But when compiled it was just over 113K... This was too big to fit into the memory of the micro-controller it was for.

The developer had been working merrily over the yule tide, happy and satisfied their code would work, they went to work this morning and instead of running the code on the IDE within an emulator, they actually ran it on the metal.

It crashed, and they couldn't figure out why, the size was why.

And then they couldn't work out why the code was so big... It is tiny code.

They came, cap in hand, to myself - and I took no small satisfaction in rolling my eyes and telling them to remove the "inline" from EVERY function... "But it'll run so slowly" they decried... "REMOVE THE INLINE".

Of course it works, they have the system fitting into the micro-controller RAM, the stack is working a lot harder, their code is a lot smaller, and they are now in possession of a more balanced opine on "inline".

* EDIT *

One person, yes hello Hank, asked me "why", why was this a not a problem on the emulator, but was a problem on the bare metal, well the bare metal was using a different compiler than the pseudo compiler for the windows based IDE, the Windows based IDE was actually running the code through a compiler which ignored "inline", and so produced code a little like this:

(Image Courtesy "CompilerExplorer")

You can see that even though "int square(int)" is marked "inline" it contains the push to the stack and the "pop ret" pairing, and making it a call from main results in two function calls to the same assembler.

The bare metal compiler did not, an undocumented difference I might add.

Friday, 23 September 2016

Reading my Reddit Comments (4001 CPU)

I've recently noticed spells when these pages come up with lots of hits from other sources, by far the most common is google, however, just now and then reddit becomes a source of my views, so I decided to take a look... I was happy, surprise and interested to see the threads... Lets take a look.


By far the most common of my posts to appear in reddit threads are tutorials, an interesting one, at least to me, is my 4001 CPU post.  Of course it is a miss-noma for me to call it the 4001 a CPU... The intel 4001 was a ROM chip, the 4004 was the CPU in that series; strangely no-one spotted that intentional change, and I had thought they would.


Click here for the original post on this blog.

The post is about re-creating an integer CPU in code, it was a forerunner to a series for instructing a class, the next posts, which were planned were to include floating point mathematics, however, the whole series was put on hiatus, and I never returned to the topic.

ninereeds314 on reddit calls me out on this, about my commenting that about 486SX code, where I said: 

"I know this because I once got told off for designing code with my 486SX2 processor - which could only add and subtract in hardware"

He says:

"No - even 8086 had integer multiply and divide instructions. They were slow enough that it was often worth avoiding them and using shift instructions and similar tricks if you could, and they could only work with the AX and DX registers (e.g. for multiply, AX x Source -> DX:AX) but they were there.
The 80386 32-bit versions of DIV, IDIV, MUL and IMUL were very similar, but working with EAX and EDX rather than just AX and DX where appropriate.
It was mostly the 8-bit chips that didn't have integer multiply and divide instructions. IIRC the Motorola 6809 was one of few 8-bit chips to actually have them, but came too late for the peak of 8-bit home computers - I think the best known machine it was used in was the Dragon 32.
Other than that, probably early RISC chips didn't have built-in multiply and divide instructions. One of the principles for RISC (at least years ago) was that every instruction should complete in one cycle, but multiply and divide needed a lot of transistors to do that - in practice they used microcoded algorithms (which was why they were slow)."
He is perfectly correct, my passing comment is slightly out of context, the 486SX could do integer multiplication and division as he says, it could not do floating point however, as it had a defective FPU which they disabled in the factory.  This was what the SX was, a crippled DX, which Intel remarketed as a cheaper chip, rather than throw away.
My article however is about 8-bit code, and I wasn't clear, the 4004 could NOT do direct multiplication of integers, it performed the multiplication by looping, as I had done in my code for the 486SX.  My solution for my code was quicker on the 486SX, which could do the integer add very quickly, but the multiplications were somewhat slower, over 100,000's of calls this did add up, so I avoided it; and in the article I'm only talking about an 8bit integer CPU.  I wasn't clear enough.

However, choralone, comments directly after and spots what I meant, so I know I'm not completely lost.

This discussion continues between ninereeds, choralone and nerd4code, as they discuss more deeply what I'm describing, and indeed I see ninereeds explain that the x87 co-processors, were slower; here he's wrong, once the data was delivered across the FSB to the co-processor they were extremely fast, unfortunately the gated way in which data was shuffled to the cache on the co-processors meant that they were slower, they also only generally ran at 12Mhz, so processing on them compared to a 286 itself was fast, shuffling data to and from them, was quite slow.  As it held the whole bus, with interrupts disabled.

The 387 co-processor was quicker, but could not use a 32bit bus, hence the 486 was designed to have the co-processor (redubbed an FPU) built in, but Intel had fabrication issues, and the photo-lithography techniques of the day left a lot of chips with perfectly functional integer cores, whilst the FPU's were defective... The answer, they severed the link to the FPU, relabelled it the SX and you had an emulating software library call, which vastly slowed the 486SX series down.

About this thread of discussion, I only wished they'd have had it on my actual blog... We like-minded people could have made firm friends!

On the same thread, we spin forward and the user "immibis" picks out my comment about where historically CPU's pick up their first instruction upon power on... he says he finds it hard to believe that they would pick a location in memory.

Well, they did, if a CPU picked 0x00 as it's start point, often it was not clear whether the CPU was reset, just powered, whether all the chips were ready, or the sync signal or whatever technology they had was ready, so it was common practice to have a all lines held low, and then raise on high along with the clock to indicate the start point of the CPU when it was literally first powered on, this high-line in early implementations (and indeed solid state machines before their being silicon) meant they didn't address zero, they in fact addresses a higher part of memory.... 0x800 was a common location for some machines I programmes for early on in my career.

Sometimes, as "jslepicka" points out, it was because the start of the address space was ROM, so the first instruction for execution was in ROM at memory address 2048, the preceding 2047 bytes had library calls, system calls and interrupt handling code in them.  And they were (sometimes) in physically different ROM chips, which could and would be swapped on development machines or embedded devices, so you could upgrade the system calls, patches to calls in these early 2047 bytes often turned into JUMP instructions out to new patches in higher areas of memory beyond the start, and then a series of NO-OP instructions to stop them being used.

However, some early machines had all the RAM at the start, and the ROM on a different address space, so you had to pull a line high to get to ROM over RAM (or vice versa), so you had two different memory spaces to address.  In those systems, you often had the problem that they were dodgy, memory was pretty daggy stuff, and chip failure rate high.

So, common practice, was to skip the first memory RAM chip at boot up, and use the second or third chips, according to the physical wiring diagram.  So the first chip, which would for a matter of pico seconds (or nano seconds, or however long the electricity took to start to flow) have an "over current" or jolt, was NOT being used.  As they genuinely tended to go bad more often, so much so it became routine for vendors, like Digital, to provide a book on how to actually make (with a soldering iron and logic chips!) your own replacement, or expansion memory!



There is also direct evidence of this in the books, of the skipping RAM and ROM, concepts... where you can still see references to the PWRUP functions, which established the power state (or power failure state) of AST (Async-System Trap) entry point addresses.  These AST entry point addresses were never ever 0x00, because... well that's just all the lines pulled low, i.e. no-power, and not indicative of the power being on, or off or in any state really.

Of course, I reference things from way before the PC era, when computers still came with manuals on the actual logic gates within...


Thanks to AlexeyBrin for posting my blog to Reddit, and thanks to all those whom commented, I had fun reading this one.