tail. prefix in ILAsm – any example of use? - c#

ECMA-335, III.2.4 specifies tail. prefix that can be used in recursive functions. However, I could not find its usage neither in C# nor in F# code. Are there any example of using in?

You are not going to find it in any code produced by the current MS C# compiler. You will find it in code produced from the F# compiler, but not as much as you might expect, for almost opposite reasons.
Now, to first correct one mistake in your statement:
ECMA-335, III.2.4 specifies tail. prefix that can be used in recursive functions.
This is not strictly true. The tail. prefix can be used in tail-called calls; not all recursive functions are tail-recursion, and not all tail-calls are part of recursion.
A tail call is any call to a function (including an OOP method) where the last operation in that code-path is to make that call and then return the value it returns, or just return if the function called doesn't return a value. Hence in:
int DoSomeCalls(int x)
{
if(A(x))
return B(x);
if(DoSomeCalls(x * 2) > 3)
{
int ret = C(x);
return ret;
}
return D(DoSomeCalls(x-1));
}
Here, the calls to B, and D are tail calls, because the only thing done after the call is to return the value they'd returned. The call to C isn't a tail call, but it can be easily converted to one by removing the redundant assignment to ret by just returning directly. The call to A is not a tail call, and the nor are the call to DoSomeCalls, though they are recursive.
Now, the normal function call mechanism is implementation-dependent, but generally involves saving enrigstered values that might be needed after the call onto the stack, putting parameters onto the stack and/or into registers along with the current instruction position (to return to), moving the instruction pointer, and then reading the return value from a register or the stack when the instruction pointer is moved back to after where the call was done. With a tail call it's possible to skip a lot of this, because the called-into function can use the current stack frame and then return straight to the earlier caller.
The tail. prefix requests that this be done with a call.
While this isn't necessarily related to recursion, you were correct in talking about recursion, because the benefits of eliminating tail calls is greater in recursive cases than otherwise; making calls that are O(n) in stack space when actually using the function-call mechanism become O(1) in stack-space, along with reducing the per-item constant time costs lower (so it's still O(n) in this regard, but O(n) time means it takes n×k seconds, and we have a smaller k). In many cases this can be the difference between a call that works, and a call that throws a StackOverflowException.
Now, in ECMA-335 there are a few cases stated about how tail. may not always be honoured. In particular there is the text in §III.2.4 that states:
There can also be implementation-specific restrictions that prevent the tail. prefix from being obeyed in certain cases.
At its loosest, we could interpret this as preventing it in all manner of cases.
Conversely, the jitter is allowed to apply all manner of optimisations, including performing tail call elimination even when it wasn't requested by tail.
Because of this, there are in fact four ways to do tail-call elimination in IL:
Use the tail. prefix just before the call, and have it honoured (not guaranteed).
Don't use the tail. prefix before the call, but have the jitter decide to apply it any way (even less guaranteed).
Use the jmp IL instruction which is effectively a special case of tail call elimination (never used by C# because it produces unverifiable code for a normally relatively small gain, though it can be the easiest approach sometimes when hand-coding due to its relative simplicity).
Re-write the whole method to use a different approach; in particular the sort of recursive code that most benefits from tail call elimination can be re-written to explicitly use the sort of iterative algorithm the tail-call elimination effectively turns the recursion into.* (In other words, the tail-call elimination happens before the jitting or even the compilation).
(There's also sort of the case where the call is inlined, since it doesn't require a new stack frame, and indeed has normally a stronger improvement overall, and then in turn often allows even further optimisations to be performed, but it isn't generally considered a case of tail-call elimination because it's a call elimination that doesn't depend on it being a tail call).
Now, the first implementations of the jitter tended not to do tail call elimination in a lot of cases, even if it was requested.
Meanwhile at the C# side of things, there was a decision not to emit tail. There is a general approach with C# of not heavily optimising the code produced. There are some optimisations done (in particular, dead code removal), but for the most part since the optimisation efforts could just duplicate those done by the jitter (or even get in their way) the downsides of optimisation (more complications means more possible bugs, and the IL would be more confusing to many developers) relatively outweigh the upsides. Use of tail. is a classic example of this, because sometimes insisting on tail calls actually costs more than it saves with .NET so if the jitter is already trying to work out when it's a good idea, then there's a bigger chance that the C# compiler would be just making things worse a lot of the time, and making no difference the rest.
It's also worth noting that with the styles of coding most common with a C-style language like C#:
Developers tend not to write code that would particularly benefit from tail-call elimination compared to the styles more common in other languages.
Developers tend to know how to optimise the sort of recursive calls that would most benefit from tail-call elimination by re-writing them to be iterative.
Developers tend to have written them in the iterative manner in the first place.
Now, along came F#.
With the sort of functional and declarative programming F# encourages, there are a lot of cases where what is most naturally done in an iterative way in C# is most naturally done with a recursive approach. Where people hacking in C-style languages learn to turn recursive cases into iterative code, people hacking in F#-style languages learn to turn iterative cases into recursive code, and non-tail-calling recursive code into tail-calling recursive code.
So F# used tail. a lot.
And it got StackOverflowException a lot, because the jitter wasn't honouring it.
This is one of the things that led the jitter people to increase the number of cases where they eliminated tail calls, both in general and even further if tail. is used.
Meanwhile, the F# people couldn't just depend on tail. so F#'s compiler will optimise much more heavily than C#'s; just as we can manually rewrite recursive calls to be iterative as in the footnote, so the F# compiler does the equivalent when producing IL.
And for this reason, a lot of the time when you write an F# method where you'd expect to see some IL that uses tail., what you'd actually get is IL that does the equivalent thing iteratively.
However, F# will still use tail. when a method calls another method in a mutually-recursive manner like:
let rec even n =
if n = 0 then
true
else
odd (n-1)
and odd n =
if n = 1 then
true
else
even (n-1)
Which I totally stole from this answer because I've only played a tiny bit with F# so I'd rather depend upon someone more familiar than I am.
In this case, because the tail-calls aren't in a single function, it can't just be rewritten to eliminate it at the IL compilation point, so it has to hope the jitter will do the elimination, and uses tail. to increase the chances it will.
*An example of turning a recursive call into an iterative would be to start with a recursive call like:
void ClearAllNodes(Node node)
{
if(node != null)
{
node.Value = null;
ClearAllNodes(node.Next)
}
}
The simplest change is to then manually add what a tail-call elimination does, by ourselves setting up the parameter, and jumping back to the start of the method:
void ClearAllNodes(Node node)
{
start:
if(node != null)
{
node.Value = null;
node = node.Next;
goto start;
}
}
Since there are good reasons to avoid goto if we can, we would generally change it to something that does the same through more strictly-defined looping mechanisms:
void ClearAllNodes(Node node)
{
while(node != null)
{
node.Value = null;
node = node.Next;
}
}

Related

Which code-flow pattern is more efficient in C#/.NET?

Consider the situation in which the main logic of a method should only actually run given a certain condition. As far as I know, there are two basic ways to achieve this:
If inverse condition is true, simply return:
public void aMethod(){
if(!aBoolean) return;
// rest of method code goes here
}
or
If original condition is true, continue execution:
public void aMethod(){
if(aBoolean){
// rest of method code goes here
}
}
Now, I would guess that which of these implementations is more efficient is dependent on the language its written in and/or how if statements and return statements, and possibly method calls, are implemented by the compiler/interpreter/VM (depending on language); so the first part of my question is, is this true?
The second part of my question is, if the the answer to the first part is "yes", which of the above code-flow patterns is more efficient specifically in C#/.NET 4.6.x?
Edit:
In reference to Dark Falcon's comment: the purpose of this question is not actually to fix performance issues or optimize any real code I've written, I am just curious about how each piece of each pattern is implemented by the compiler, e.g. for arguments sake, if it was compiled verbatim with no compiler optimizations, which would be more efficient?
TL;DR It doesn't make a difference. Current generations of processors (circa Ivy Bridge and later) don't use a static branch-prediction algorithm that you can reason about anymore, so there is no possible performance gain in using one form or the other.
On most older processors, the static branch-prediction strategy is generally that forward conditional jumps are assumed to be taken, while backwards conditional jumps are assumed not-taken. Therefore, there might be a small performance advantage to be gained the first time the code is executed by arranging for the fall-through case to be the most likely—i.e.,
if { expected } else { unexpected }.
But the fact is, this kind of low-level performance analysis makes very little sense when writing in a managed, JIT-compiled language like C#.
You're getting a lot of answers that say readability and maintainability should be your primary concern when writing code. This is regrettably common with "performance" questions, and while it is completely true and unarguable, it mostly skirts the question instead of answering it.
Moreover, it isn't clear why form "A" would be intrinsically more readable than form "B", or vice versa. There are just as many arguments one way or the other—do all parameter validation at the top of the function, or ensure there is only a single return point—and it ultimately gets down to doing what your style guide says, except in really egregious cases where you'd have to contort the code in all sorts of terrible ways, and then you should obviously do what is most readable.
Beyond being a completely reasonable question to ask on conceptual/theoretical grounds, understanding the performance implications also seems like an excellent way to make an informed decision about which general form to adopt when writing your style guide.
The remainder of the existing answers consist of misguided speculation, or downright incorrect information. Of course, that makes sense. Branch prediction is complicated, and as processors get smarter, it only gets harder to understand what is actually happening (or going to happen) under the hood.
First, let's get a couple of things straight. You make reference in the question to analyzing the performance of unoptimized code. No, you don't ever want to do that. It is a waste of time; you'll get meaningless data that does not reflect real-world usage, and then you'll try and draw conclusions from that data, which will end up being wrong (or maybe right, but for the wrong reasons, which is just as bad). Unless you're shipping unoptimized code to your clients (which you shouldn't be doing), then you don't care how unoptimized code performs. When writing in C#, there are effectively two levels of optimization. The first is performed by the C# compiler when it is generating the intermediate language (IL). This is controlled by the optimization switch in the project settings. The second level of optimization is performed by the JIT compiler when it translates the IL into machine code. This is a separate setting, and you can actually analyze the JITed machine code with optimization enabled or disabled. When you're profiling or benchmarking, or even analyzing the generated machine code, you need to have both levels of optimizations enabled.
But benchmarking optimized code is difficult, because the optimization often interferes with the thing you're trying to test. If you tried to benchmark code like that shown in the question, an optimizing compiler would likely notice that neither one of them is actually doing anything useful and transform them into no-ops. One no-op is equally fast as another no-op—or maybe it's not, and that's actually worse, because then all you're benchmarking is noise that has nothing to do with performance.
The best way to go here is to actually understand, on a conceptual level, how the code is going to be transformed by a compiler into machine code. Not only does that allow you to escape the difficulties of creating a good benchmark, but it also has value above and beyond the numbers. A decent programmer knows how to write code that produces correct results; a good programmer knows what is happening under the hood (and then makes an informed decision about whether or not they need to care).
There has been some speculation about whether the compiler will transform form "A" and form "B" into equivalent code. It turns out that the answer is complicated. The IL will almost certainly be different because it will be a more or less literal translation of the C# code that you actually write, regardless of whether or not optimizations are enabled. But it turns out that you really don't care about that, because IL isn't executed directly. It's only executed after the JIT compiler gets done with it, and the JIT compiler will apply its own set of optimizations. The exact optimizations depend on exactly what type of code you've written. If you have:
int A1(bool condition)
{
if (condition) return 42;
return 0;
}
int A2(bool condition)
{
if (!condition) return 0;
return 42;
}
it is very likely that the optimized machine code will be the same. In fact, even something like:
void B1(bool condition)
{
if (condition)
{
DoComplicatedThingA();
DoComplicatedThingB();
}
else
{
throw new InvalidArgumentException();
}
}
void B2(bool condition)
{
if (!condition)
{
throw new InvalidArgumentException();
}
DoComplicatedThingA();
DoComplicatedThingB();
}
will be treated as equivalent in the hands of a sufficiently capable optimizer. It is easy to see why: they are equivalent. It is trivial to prove that one form can be rewritten in the other without changing the semantics or behavior, and that is precisely what an optimizer's job is.
But let's assume that they did give you different machine code, either because you wrote complicated enough code that the optimizer couldn't prove that they were equivalent, or because your optimizer was just falling down on the job (which can sometimes happen with a JIT optimizer, since it prioritizes speed of code generation over maximally efficient generated code). For expository purposes, we'll imagine that the machine code is something like the following (vastly simplified):
C1:
cmp condition, 0 // test the value of the bool parameter against 0 (false)
jne ConditionWasTrue // if true (condition != 1), jump elsewhere;
// otherwise, fall through
call DoComplicatedStuff // condition was false, so do some stuff
ret // return
ConditionWasTrue:
call ThrowException // condition was true, throw an exception and never return
C2:
cmp condition, 0 // test the value of the bool parameter against 0 (false)
je ConditionWasFalse // if false (condition == 0), jump elsewhere;
// otherwise, fall through
call DoComplicatedStuff // condition was true, so do some stuff
ret // return
ConditionWasFalse:
call ThrowException // condition was false, throw an exception and never return
That cmp instruction is equivalent to your if test: it checks the value of condition and determines whether it's true or false, implicitly setting some flags inside the CPU. The next instruction is a conditional branch: it branches to the specification location/label based on the values of one or more flags. In this case, je is going to jump if the "equals" flag is set, while jne is going to jump if the "equals" flag is not set. Simple enough, right? This is exactly how it works on the x86 family of processors, which is probably the CPU for which your JIT compiler is emitting code.
And now we get to the heart of the question that you're really trying to ask; namely, does it matter whether we execute a je instruction to jump if the comparison set the equal flag, or whether we execute a jne instruction to jump if the comparison did not set the equal flag? Again, unfortunately, the answer is complicated, but enlightening.
Before continuing, we need to develop some understanding of branch prediction. These conditional jumps are branches to some arbitrary section in the code. A branch can either be taken (which means the branch actually happens, and the processor begins executing code found at a completely different location), or it can be not taken (which means that execution falls through to the next instruction as if the branch instruction wasn't even there). Branch prediction is very important because mispredicted branches are very expensive on modern processors with deep pipelines that use speculative execution. If it predicts right, it continues uninterrupted; however, if it predicts wrong, it has to throw away all of the code that it speculatively executed and start over. Therefore, a common low-level optimization technique is replacing branches with clever branchless code in cases where the branch is likely to be mispredicted. A sufficiently smart optimizer would turn if (condition) { return 42; } else { return 0; } into a conditional move that didn't use a branch at all, regardless of which way you wrote the if statement, making branch prediction irrelevant. But we're imagining that this didn't happen, and you actually have code with a conditional branch—how does it get predicted?
How branch prediction works is complicated, and getting more complicated all the time as CPU vendors continue to improve the circuitry and logic inside of their processors. Improving branch prediction logic is a significant way that hardware vendors add value and speed to the things they're trying to sell, and every vendor uses different and proprietary branch-prediction mechanisms. Worse, every generation of processor uses slightly different branch-prediction mechanisms, so reasoning about it in the "general case" is exceedingly difficult. Static compilers offer options that allow you to optimize the code they generate for a particular generation of microprocessor, but this doesn't generalize well when shipping code to a large number of clients. You have little choice but to resort to a "general purpose" optimization strategy, although this usually works pretty well. The big promise of a JIT compiler is that, because it compiles the code on your machine right before you use it, it can optimize for your specific machine, just like a static compiler invoked with the perfect options. This promise hasn't exactly been reached, but I won't digress down that rabbit hole.
All modern processors have dynamic branch prediction, but how exactly they implement it is variable. Basically, they "remember" whether a particular (recent) branch was taken or not taken, and then predict that it will go this way the next time. There are all kinds of pathological cases that you can imagine here, and there are, correspondingly, all kinds of cases in or approaches to the branch-prediction logic that help to mitigate the possible damage. Unfortunately, there isn't really anything you can do yourself when writing code to mitigate this problem—except getting rid of branches entirely, which isn't even an option available to you when writing in C# or other managed languages. The optimizer will do whatever it will; you just have to cross your fingers and hope that it is the most optimal thing. In the code we're considering, then, dynamic branch prediction is basically irrelevant and we won't talk about it any more.
What is important is static branch prediction—what prediction is the processor going to make the first time it executes this code, the first time it encounters this branch, when it doesn't have any real basis on which to make a decision? There are a bunch of plausible static prediction algorithms:
Predict all branches are not taken (some early processors did, in fact, use this).
Assume "backwards" conditional branches are taken, while "forwards" conditional branches are not taken. The improvement here is that loops (which jump backwards in the execution stream) will be correctly predicted most of the time. This is the static branch-prediction strategy used by most Intel x86 processors, up to about Sandy Bridge.
Because this strategy was used for so long, the standard advice was to arrange your if statements accordingly:
if (condition)
{
// most likely case
}
else
{
// least likely case
}
This possibly looks counter-intuitive, but you have to go back to what the machine code looks like that this C# code will be transformed into. Compilers will generally transform the if statement into a comparison and a conditional branch into the else block. This static branch prediction algorithm will predict that branch as "not taken", since it's a forward branch. The if block will just fall through without taking the branch, which is why you want to put the "most likely" case there.
If you get into the habit of writing code this way, it might have a performance advantage on certain processors, but it's never enough of an advantage to sacrifice readability. Especially since it only matters the first time the code is executed (after that, dynamic branch prediction kicks in), and executing code for the first time is always slow in a JIT-compiled language!
Always use the dynamic predictor's result, even for never-seen branches.
This strategy is pretty strange, but it's actually what most modern Intel processors use (circa Ivy Bridge and later). Basically, even though the dynamic branch-predictor may have never seen this branch and therefore may not have any information about it, the processor still queries it and uses the prediction that it returns. You can imagine this as being equivalent to an arbitrary static-prediction algorithm.
In this case, it absolutely does not matter how you arrange the conditions of an if statement, because the initial prediction is essentially going to be random. Some 50% of the time, you'll pay the penalty of a mispredicted branch, while the other 50% of the time, you'll benefit from a correctly predicted branch. And that's only the first time—after that, the odds get even better because the dynamic predictor now has more information about the nature of the branch.
This answer has already gotten way too long, so I'll refrain from discussing static prediction hints (implemented only in the Pentium 4) and other such interesting topics, bringing our exploration of branch prediction to a close. If you're interested in more, examine the CPU vendor's technical manuals (although most of what we know has to be empirically determined), read Agner Fog's optimization guides (for x86 processors), search online for various white-papers and blog posts, and/or ask additional questions about it.
The takeaway is probably that it doesn't matter, except on processors that use a certain static branch-prediction strategy, and even there, it hardly matters when you're writing code in a JIT-compiled language like C# because the first-time compilation delay exceeds the cost of a single mispredicted branch (which may not even be mispredicted).
Same issue when validating parameters to functions.
It's much cleaner to act like a night-club bouncer, kicking the no-hopers out as soon as possible.
public void aMethod(SomeParam p)
{
if (!aBoolean || p == null)
return;
// Write code in the knowledge that everything is fine
}
Letting them in only causes trouble later on.
public void aMethod(SomeParam p)
{
if (aBoolean)
{
if (p != null)
{
// Write code, but now you're indented
// and other if statements will be added later
}
// Later on, someone else could add code here by mistake.
}
// or here...
}
The C# language prioritizes safety (bug prevention) over speed. In other words, almost everything has been slowed down to prevent bugs, one way or another.
If you need speed so badly that you start worrying about if statements, then perhaps a faster language would suit your purposes better, possibly C++
Compiler writers can and do make use of statistics to optimize code, for example "else clauses are only executed 30% of the time".
However, the hardware guys probably do a better job of predicting execution paths. I would guess that these days, the most effective optimizations happen within the CPU, with their L1 and L2 caches, and compiler writers don't need to do a thing.
I am just curious about how each piece of each pattern is implemented
by the compiler, e.g. for arguments sake, if it was compiled verbatim
with no compiler optimizations, which would be more efficient?
The best way to test efficiency in this way is to run benchmarks on the code samples you're concerned with. With C# in particular it is not going to be obvious what the JIT is doing with these scenarios.
As a side note, I throw in a +1 for the other answers that point out that efficiency isn't only determined at the compiler level - code maintainability involves magnitudes of levels of efficiency more than what you'll get from this specific sort of pattern choice.
As [~Dark Falcon] mentioned you should not be concerned by micro optimization of little bits of code, the compiler will most probably optimize both approaches to the same thing.
Instead you should be very concerned about your program maintainability and ease of read
From this perspective you should choose B for two reasons:
It only has one exit point (just one return)
The if block is surrounded by curly braces
edit
But hey! as told in the comments that is just my opinion and what I consider good practices

Recursive Approach versus Stack for Depth First Search

I have a method as below which searches a collection and evaluates a condition recursively:
public static bool Recurse(this INodeViewModel node, Func<INodeViewModel,bool> predicate)
{
INodeViewModel currentNode = node;
return predicate(currentNode) || node.Children.Select(x => Recurse(x, predicate)).Any(found => found);
}
Alternatively this can be implemented using a stack to avoid recursion as below:
public static bool UsingStack(this INodeViewModel node, Func<INodeViewModel, bool> predicate)
{
var stack = new Stack<INodeViewModel>();
stack.Push(node);
while(stack.Any())
{
var current = stack.Pop();
if (predicate(current))
return true;
foreach (var child in current.Children)
{
stack.Push(child);
}
}
return false;
}
My question is, does the stack version offer any performance benefits when the depth of the tree is large compared to the recursive version?
My question is, does the stack version offer any performance benefits when the depth of the tree is large compared to the recursive version?
Yes. The recursive version is infinitely slower than the iterative version when the depth of the tree is large. That's because the recursive version will blow the call stack, cause an unstoppable out-of-stack-space exception, and terminate your program before the bool is returned. The iterative version will not do that until heap space is exhausted, and heap space is potentially thousands of times larger than stack space.
Not giving a result at all is obviously worse performance than giving a result in any finite amount of time.
If however your question really is "does the stack version offer any benefit when the tree is deep, but not so deep that it blows the stack" then the answer is:
You've already written the program both ways. Run it and find out. Don't show random strangers on the internet pictures of two horses and ask which is faster; race them and then you'll know.
Also: I would be inclined to solve your problem by writing methods that do traversals and yield each element. If you can write methods IEnumerable<INode> BreadthFirstTraversal(this INode node) and IEnumerable<INode> DepthFirstTraversal(this INode node) then you don't need to be writing your own search; you can just say node.DepthFirstTraversal().Where(predicate).FirstOrDefault() when you want to search.
Let's make this clear first: Recursion is not for speed. Anything it does can be done at least as fast, and often faster, with iteration. Recursion's benefits come in the clarity of the code.
With that said, unless you absolutely need the fastest possible code (and frankly, you almost never do), the second (data-recursive) version isn't even worth considering, as it adds complexity for no good reason. It's especially worthless in C#, as each Stack operation involves a method call, and eliminating recursion is mostly about getting rid of the method calls. You're almost certainly adding work, forcing method calls for stuff that the runtime could handle far more efficiently with the built-in stack.
Eric makes a reasonable point about stack overflows, but in order for that to be an issue, you'd need a tree thousands of nodes deep, or you'd have to be searching from an already deep call stack, or the predicate would need to be recursive itself (possibly by triggering other searches). With an even slightly balanced tree and a predicate that doesn't cause more recursion, stack depth should not be an issue; the default stack is already large enough to handle quite a bit of recursion, and can be made bigger if needed.
With all that said, though: I'm guessing, as are you, as is everyone who hasn't actually implemented and tested both versions. If you care that much, time it.
The second version has several advantages:
You can easily switch from DFS to BFS by using a Queue instead of a Stack.
If depth is too large, it will throw an OutOfMemoryException which can be handled. (I believe a StackOverflowException is automatically rethrown).
Performance and memory usage might be better, because the recursive approach save all local variables (including compiler generated) on the call stack.

Does inverting the "if" improve performance? [duplicate]

When I ran ReSharper on my code, for example:
if (some condition)
{
Some code...
}
ReSharper gave me the above warning (Invert "if" statement to reduce nesting), and suggested the following correction:
if (!some condition) return;
Some code...
I would like to understand why that's better. I always thought that using "return" in the middle of a method problematic, somewhat like "goto".
It is not only aesthetic, but it also reduces the maximum nesting level inside the method. This is generally regarded as a plus because it makes methods easier to understand (and indeed, many static analysis tools provide a measure of this as one of the indicators of code quality).
On the other hand, it also makes your method have multiple exit points, something that another group of people believes is a no-no.
Personally, I agree with ReSharper and the first group (in a language that has exceptions I find it silly to discuss "multiple exit points"; almost anything can throw, so there are numerous potential exit points in all methods).
Regarding performance: both versions should be equivalent (if not at the IL level, then certainly after the jitter is through with the code) in every language. Theoretically this depends on the compiler, but practically any widely used compiler of today is capable of handling much more advanced cases of code optimization than this.
A return in the middle of the method is not necessarily bad. It might be better to return immediately if it makes the intent of the code clearer. For example:
double getPayAmount() {
double result;
if (_isDead) result = deadAmount();
else {
if (_isSeparated) result = separatedAmount();
else {
if (_isRetired) result = retiredAmount();
else result = normalPayAmount();
};
}
return result;
};
In this case, if _isDead is true, we can immediately get out of the method. It might be better to structure it this way instead:
double getPayAmount() {
if (_isDead) return deadAmount();
if (_isSeparated) return separatedAmount();
if (_isRetired) return retiredAmount();
return normalPayAmount();
};
I've picked this code from the refactoring catalog. This specific refactoring is called: Replace Nested Conditional with Guard Clauses.
This is a bit of a religious argument, but I agree with ReSharper that you should prefer less nesting. I believe that this outweighs the negatives of having multiple return paths from a function.
The key reason for having less nesting is to improve code readability and maintainability. Remember that many other developers will need to read your code in the future, and code with less indentation is generally much easier to read.
Preconditions are a great example of where it is okay to return early at the start of the function. Why should the readability of the rest of the function be affected by the presence of a precondition check?
As for the negatives about returning multiple times from a method - debuggers are pretty powerful now, and it's very easy to find out exactly where and when a particular function is returning.
Having multiple returns in a function is not going to affect the maintainance programmer's job.
Poor code readability will.
As others have mentioned, there shouldn't be a performance hit, but there are other considerations. Aside from those valid concerns, this also can open you up to gotchas in some circumstances. Suppose you were dealing with a double instead:
public void myfunction(double exampleParam){
if(exampleParam > 0){
//Body will *not* be executed if Double.IsNan(exampleParam)
}
}
Contrast that with the seemingly equivalent inversion:
public void myfunction(double exampleParam){
if(exampleParam <= 0)
return;
//Body *will* be executed if Double.IsNan(exampleParam)
}
So in certain circumstances what appears to be a a correctly inverted if might not be.
The idea of only returning at the end of a function came back from the days before languages had support for exceptions. It enabled programs to rely on being able to put clean-up code at the end of a method, and then being sure it would be called and some other programmer wouldn't hide a return in the method that caused the cleanup code to be skipped. Skipped cleanup code could result in a memory or resource leak.
However, in a language that supports exceptions, it provides no such guarantees. In a language that supports exceptions, the execution of any statement or expression can cause a control flow that causes the method to end. This means clean-up must be done through using the finally or using keywords.
Anyway, I'm saying I think a lot of people quote the 'only return at the end of a method' guideline without understanding why it was ever a good thing to do, and that reducing nesting to improve readability is probably a better aim.
I'd like to add that there is name for those inverted if's - Guard Clause. I use it whenever I can.
I hate reading code where there is if at the beginning, two screens of code and no else. Just invert if and return. That way nobody will waste time scrolling.
http://c2.com/cgi/wiki?GuardClause
It doesn't only affect aesthetics, but it also prevents code nesting.
It can actually function as a precondition to ensure that your data is valid as well.
This is of course subjective, but I think it strongly improves on two points:
It is now immediately obvious that your function has nothing left to do if condition holds.
It keeps the nesting level down. Nesting hurts readability more than you'd think.
Multiple return points were a problem in C (and to a lesser extent C++) because they forced you to duplicate clean-up code before each of the return points. With garbage collection, the try | finally construct and using blocks, there's really no reason why you should be afraid of them.
Ultimately it comes down to what you and your colleagues find easier to read.
Guard clauses or pre-conditions (as you can probably see) check to see if a certain condition is met and then breaks the flow of the program. They're great for places where you're really only interested in one outcome of an if statement. So rather than say:
if (something) {
// a lot of indented code
}
You reverse the condition and break if that reversed condition is fulfilled
if (!something) return false; // or another value to show your other code the function did not execute
// all the code from before, save a lot of tabs
return is nowhere near as dirty as goto. It allows you to pass a value to show the rest of your code that the function couldn't run.
You'll see the best examples of where this can be applied in nested conditions:
if (something) {
do-something();
if (something-else) {
do-another-thing();
} else {
do-something-else();
}
}
vs:
if (!something) return;
do-something();
if (!something-else) return do-something-else();
do-another-thing();
You'll find few people arguing the first is cleaner but of course, it's completely subjective. Some programmers like to know what conditions something is operating under by indentation, while I'd much rather keep method flow linear.
I won't suggest for one moment that precons will change your life or get you laid but you might find your code just that little bit easier to read.
Performance-wise, there will be no noticeable difference between the two approaches.
But coding is about more than performance. Clarity and maintainability are also very important. And, in cases like this where it doesn't affect performance, it is the only thing that matters.
There are competing schools of thought as to which approach is preferable.
One view is the one others have mentioned: the second approach reduces the nesting level, which improves code clarity. This is natural in an imperative style: when you have nothing left to do, you might as well return early.
Another view, from the perspective of a more functional style, is that a method should have only one exit point. Everything in a functional language is an expression. So if statements must always have an else clauses. Otherwise the if expression wouldn't always have a value. So in the functional style, the first approach is more natural.
There are several good points made here, but multiple return points can be unreadable as well, if the method is very lengthy. That being said, if you're going to use multiple return points just make sure that your method is short, otherwise the readability bonus of multiple return points may be lost.
Performance is in two parts. You have performance when the software is in production, but you also want to have performance while developing and debugging. The last thing a developer wants is to "wait" for something trivial. In the end, compiling this with optimization enabled will result in similar code. So it's good to know these little tricks that pay off in both scenarios.
The case in the question is clear, ReSharper is correct. Rather than nesting if statements, and creating new scope in code, you're setting a clear rule at the start of your method. It increases readability, it will be easier to maintain, and it reduces the amount of rules one has to sift through to find where they want to go.
Personally I prefer only 1 exit point. It's easy to accomplish if you keep your methods short and to the point, and it provides a predictable pattern for the next person who works on your code.
eg.
bool PerformDefaultOperation()
{
bool succeeded = false;
DataStructure defaultParameters;
if ((defaultParameters = this.GetApplicationDefaults()) != null)
{
succeeded = this.DoSomething(defaultParameters);
}
return succeeded;
}
This is also very useful if you just want to check the values of certain local variables within a function before it exits. All you need to do is place a breakpoint on the final return and you are guaranteed to hit it (unless an exception is thrown).
Avoiding multiple exit points can lead to performance gains. I am not sure about C# but in C++ the Named Return Value Optimization (Copy Elision, ISO C++ '03 12.8/15) depends on having a single exit point. This optimization avoids copy constructing your return value (in your specific example it doesn't matter). This could lead to considerable gains in performance in tight loops, as you are saving a constructor and a destructor each time the function is invoked.
But for 99% of the cases saving the additional constructor and destructor calls is not worth the loss of readability nested if blocks introduce (as others have pointed out).
Many good reasons about how the code looks like. But what about results?
Let's take a look to some C# code and its IL compiled form:
using System;
public class Test {
public static void Main(string[] args) {
if (args.Length == 0) return;
if ((args.Length+2)/3 == 5) return;
Console.WriteLine("hey!!!");
}
}
This simple snippet can be compiled. You can open the generated .exe file with ildasm and check what is the result. I won't post all the assembler thing but I'll describe the results.
The generated IL code does the following:
If the first condition is false, jumps to the code where the second is.
If it's true jumps to the last instruction. (Note: the last instruction is a return).
In the second condition the same happens after the result is calculated. Compare and: got to the Console.WriteLine if false or to the end if this is true.
Print the message and return.
So it seems that the code will jump to the end. What if we do a normal if with nested code?
using System;
public class Test {
public static void Main(string[] args) {
if (args.Length != 0 && (args.Length+2)/3 != 5)
{
Console.WriteLine("hey!!!");
}
}
}
The results are quite similar in IL instructions. The difference is that before there were two jumps per condition: if false go to next piece of code, if true go to the end. And now the IL code flows better and has 3 jumps (the compiler optimized this a bit):
First jump: when Length is 0 to a part where the code jumps again (Third jump) to the end.
Second: in the middle of the second condition to avoid one instruction.
Third: if the second condition is false, jump to the end.
Anyway, the program counter will always jump.
In theory, inverting if could lead to better performance if it increases branch prediction hit rate. In practice, I think it is very hard to know exactly how branch prediction will behave, especially after compiling, so I would not do it in my day-to-day development, except if I am writing assembly code.
More on branch prediction here.
That is simply controversial. There is no "agreement among programmers" on the question of early return. It's always subjective, as far as I know.
It's possible to make a performance argument, since it's better to have conditions that are written so they are most often true; it can also be argued that it is clearer. It does, on the other hand, create nested tests.
I don't think you will get a conclusive answer to this question.
There are a lot of insightful answers there already, but still, I would to direct to a slightly different situation: Instead of precondition, that should be put on top of a function indeed, think of a step-by-step initialization, where you have to check for each step to succeed and then continue with the next. In this case, you cannot check everything at the top.
I found my code really unreadable when writing an ASIO host application with Steinberg's ASIOSDK, as I followed the nesting paradigm. It went like eight levels deep, and I cannot see a design flaw there, as mentioned by Andrew Bullock above. Of course, I could have packed some inner code to another function, and then nested the remaining levels there to make it more readable, but this seems rather random to me.
By replacing nesting with guard clauses, I even discovered a misconception of mine regarding a portion of cleanup-code that should have occurred much earlier within the function instead of at the end. With nested branches, I would never have seen that, you could even say they led to my misconception.
So this might be another situation where inverted ifs can contribute to a clearer code.
It's a matter of opinion.
My normal approach would be to avoid single line ifs, and returns in the middle of a method.
You wouldn't want lines like it suggests everywhere in your method but there is something to be said for checking a bunch of assumptions at the top of your method, and only doing your actual work if they all pass.
In my opinion early return is fine if you are just returning void (or some useless return code you're never gonna check) and it might improve readability because you avoid nesting and at the same time you make explicit that your function is done.
If you are actually returning a returnValue - nesting is usually a better way to go cause you return your returnValue just in one place (at the end - duh), and it might make your code more maintainable in a whole lot of cases.
I'm not sure, but I think, that R# tries to avoid far jumps. When You have IF-ELSE, compiler does something like this:
Condition false -> far jump to false_condition_label
true_condition_label:
instruction1
...
instruction_n
false_condition_label:
instruction1
...
instruction_n
end block
If condition is true there is no jump and no rollout L1 cache, but jump to false_condition_label can be very far and processor must rollout his own cache. Synchronising cache is expensive. R# tries replace far jumps into short jumps and in this case there is bigger probability, that all instructions are already in cache.
I think it depends on what you prefer, as mentioned, theres no general agreement afaik.
To reduce annoyment, you may reduce this kind of warning to "Hint"
My idea is that the return "in the middle of a function" shouldn't be so "subjective".
The reason is quite simple, take this code:
function do_something( data ){
if (!is_valid_data( data ))
return false;
do_something_that_take_an_hour( data );
istance = new object_with_very_painful_constructor( data );
if ( istance is not valid ) {
error_message( );
return ;
}
connect_to_database ( );
get_some_other_data( );
return;
}
Maybe the first "return" it's not SO intuitive, but that's really saving.
There are too many "ideas" about clean codes, that simply need more practise to lose their "subjective" bad ideas.
There are several advantages to this sort of coding but for me the big win is, if you can return quick you can improve the speed of your application. IE I know that because of Precondition X that I can return quickly with an error. This gets rid of the error cases first and reduces the complexity of your code. In a lot of cases because the cpu pipeline can be now be cleaner it can stop pipeline crashes or switches. Secondly if you are in a loop, breaking or returning out quickly can save you a lots of cpu. Some programmers use loop invariants to do this sort of quick exit but in this you can broke your cpu pipeline and even create memory seek problem and mean the the cpu needs to load from outside cache. But basically I think you should do what you intended, that is end the loop or function not create a complex code path just to implement some abstract notion of correct code. If the only tool you have is a hammer then everything looks like a nail.

How to get optimization from a "pure function" in C#?

If I have the following function, it is considered pure in that it has no side effects and will always produce the same result given the same input x.
public static int AddOne(int x) { return x + 1; }
As I understand it, if the runtime understood the functional purity it could optimize execution so that return values wouldn't have to be re-calculated.
Is there a way to achieve this kind of runtime optimization in C#? And I assume there is a name for this kind of optimization. What's it called?
Edit: Obviously, my example function wouldn't have a lot of benefit from this kind of optimization. The example was given to express the type of purity I had in mind rather than the real-world example.
As others have noted, if you want to save on the cost of re-computing a result you've already computed, then you can memoize the function. This trades increased memory usage for increased speed -- remember to clear your cache occasionally if you suspect that you might run out of memory should the cache grow without bound.
However, there are other optimizations one can perform on pure functions than memoizing their results. For example, pure functions, having no side effects, are usually safe to call on other threads. Algorithms which use a lot of pure functions can often be parallelized to take advantage of multiple cores.
This area will become increasingly important as massively multi-core machines become less expensive and more common. We have a long-term research goal for the C# language to figure out some way to take advantage of the power of pure functions (and impure but "isolated" functions) in the language, compiler and runtime. But doing so involves many difficult problems, problems about which there is little consensus in industry or academia as to the best approach. Top minds are thinking about it, but do not expect any major results any time soon.
if the calculation was a costly one, you could cache the result in a dictionary?
static Dictionary<int, int> cache = new Dictionary<int, int>();
public static int AddOne(int x)
{
int result;
if(!cache.TryGetValue(x, out result))
{
result = x + 1;
cache[x] = result;
}
return result;
}
of course, the dictionary lookup in this case is more costly than the add :)
There's another much cooler way to do functional memoization explained by Wes Dyer here: http://blogs.msdn.com/wesdyer/archive/2007/01/26/function-memoization.aspx - if you do a LOT of this caching, then his Memoize function might save you a lot of code...
I think you're looking for functional memoization
The technique you are after is memoization: cache the results of execution, keyed off the arguments passed in to the function, in an array or dictionary. Runtimes do not tend to apply it automatically, although there are certainly cases where they would. Neither C# nor .NET applies memoization automatically. You can implement memoization yourself - it's rather easy -, but doing so is generally useful only for slower pure functions where you tend to repeat calculations and where you have enough memory.
This will probably be inlined (aka inline expansion) by the compiler ...
Just make sure you compile your code with the "Optimize Code" flag set (in VS : project properties / build tab / Optimize Code)
The other thing you can do is to cache the results (aka memoization). However, there is a huge initial performance hit due to your lookup logic, so this is interesting only for slow functions (ie not an int addition).
There is also a memory impact, but this can be managed through a clever use of weak references.
As I understand it, if the runtime
understood the functional purity it
could optimize execution so that
return values wouldn't have to be
re-calculated.
In your example, the runtime WILL have to compute the result, unless x is known at compile time. In that case, your code will be further optimized through the use of constant folding
How could the compiler do that ? How does it know what values of x are going to be passed in at runtime?
and re: other answers that mention inlining...
My understanding is that inlining (as an optimization) is warranted for small functions that are used only once (or only a very few times...) not because they have no side effects...
A compiler can optimize this function through a combination of inlining (replacing a function call with the body of that function at the call site) and constant propagation (replacing an expression with no free variables with the result of that expression). For example, in this bit of code:
AddOne(5);
AddOne can be inlined:
5 + 1;
Constant propagation can then simplify the expression:
6;
(Dead code elimination can then simplify this expression even further, but this is just an example).
Knowing that AddOne() has no side effects might also enable the a compiler to perform common subexpression elimination, so that:
AddOne(3) + AddOne(3)
may be transformed to:
int x = AddOne(3);
x + x;
or by strength reduction, even:
2*AddOne(3);
There is no way to command the c# JIT compiler to perform these optimizations; it optimizes at its own discretion. But it's pretty smart, and you should feel comfortable relying on it to perform these sorts of transformations without your intervention.
Another option is to use a fody plugin https://github.com/Dresel/MethodCache
you can decorate methods that should be cached. When using this you should of course take into consideration all the comments mentioned in the other answers.

Invert "if" statement to reduce nesting

When I ran ReSharper on my code, for example:
if (some condition)
{
Some code...
}
ReSharper gave me the above warning (Invert "if" statement to reduce nesting), and suggested the following correction:
if (!some condition) return;
Some code...
I would like to understand why that's better. I always thought that using "return" in the middle of a method problematic, somewhat like "goto".
It is not only aesthetic, but it also reduces the maximum nesting level inside the method. This is generally regarded as a plus because it makes methods easier to understand (and indeed, many static analysis tools provide a measure of this as one of the indicators of code quality).
On the other hand, it also makes your method have multiple exit points, something that another group of people believes is a no-no.
Personally, I agree with ReSharper and the first group (in a language that has exceptions I find it silly to discuss "multiple exit points"; almost anything can throw, so there are numerous potential exit points in all methods).
Regarding performance: both versions should be equivalent (if not at the IL level, then certainly after the jitter is through with the code) in every language. Theoretically this depends on the compiler, but practically any widely used compiler of today is capable of handling much more advanced cases of code optimization than this.
A return in the middle of the method is not necessarily bad. It might be better to return immediately if it makes the intent of the code clearer. For example:
double getPayAmount() {
double result;
if (_isDead) result = deadAmount();
else {
if (_isSeparated) result = separatedAmount();
else {
if (_isRetired) result = retiredAmount();
else result = normalPayAmount();
};
}
return result;
};
In this case, if _isDead is true, we can immediately get out of the method. It might be better to structure it this way instead:
double getPayAmount() {
if (_isDead) return deadAmount();
if (_isSeparated) return separatedAmount();
if (_isRetired) return retiredAmount();
return normalPayAmount();
};
I've picked this code from the refactoring catalog. This specific refactoring is called: Replace Nested Conditional with Guard Clauses.
This is a bit of a religious argument, but I agree with ReSharper that you should prefer less nesting. I believe that this outweighs the negatives of having multiple return paths from a function.
The key reason for having less nesting is to improve code readability and maintainability. Remember that many other developers will need to read your code in the future, and code with less indentation is generally much easier to read.
Preconditions are a great example of where it is okay to return early at the start of the function. Why should the readability of the rest of the function be affected by the presence of a precondition check?
As for the negatives about returning multiple times from a method - debuggers are pretty powerful now, and it's very easy to find out exactly where and when a particular function is returning.
Having multiple returns in a function is not going to affect the maintainance programmer's job.
Poor code readability will.
As others have mentioned, there shouldn't be a performance hit, but there are other considerations. Aside from those valid concerns, this also can open you up to gotchas in some circumstances. Suppose you were dealing with a double instead:
public void myfunction(double exampleParam){
if(exampleParam > 0){
//Body will *not* be executed if Double.IsNan(exampleParam)
}
}
Contrast that with the seemingly equivalent inversion:
public void myfunction(double exampleParam){
if(exampleParam <= 0)
return;
//Body *will* be executed if Double.IsNan(exampleParam)
}
So in certain circumstances what appears to be a a correctly inverted if might not be.
The idea of only returning at the end of a function came back from the days before languages had support for exceptions. It enabled programs to rely on being able to put clean-up code at the end of a method, and then being sure it would be called and some other programmer wouldn't hide a return in the method that caused the cleanup code to be skipped. Skipped cleanup code could result in a memory or resource leak.
However, in a language that supports exceptions, it provides no such guarantees. In a language that supports exceptions, the execution of any statement or expression can cause a control flow that causes the method to end. This means clean-up must be done through using the finally or using keywords.
Anyway, I'm saying I think a lot of people quote the 'only return at the end of a method' guideline without understanding why it was ever a good thing to do, and that reducing nesting to improve readability is probably a better aim.
I'd like to add that there is name for those inverted if's - Guard Clause. I use it whenever I can.
I hate reading code where there is if at the beginning, two screens of code and no else. Just invert if and return. That way nobody will waste time scrolling.
http://c2.com/cgi/wiki?GuardClause
It doesn't only affect aesthetics, but it also prevents code nesting.
It can actually function as a precondition to ensure that your data is valid as well.
This is of course subjective, but I think it strongly improves on two points:
It is now immediately obvious that your function has nothing left to do if condition holds.
It keeps the nesting level down. Nesting hurts readability more than you'd think.
Multiple return points were a problem in C (and to a lesser extent C++) because they forced you to duplicate clean-up code before each of the return points. With garbage collection, the try | finally construct and using blocks, there's really no reason why you should be afraid of them.
Ultimately it comes down to what you and your colleagues find easier to read.
Guard clauses or pre-conditions (as you can probably see) check to see if a certain condition is met and then breaks the flow of the program. They're great for places where you're really only interested in one outcome of an if statement. So rather than say:
if (something) {
// a lot of indented code
}
You reverse the condition and break if that reversed condition is fulfilled
if (!something) return false; // or another value to show your other code the function did not execute
// all the code from before, save a lot of tabs
return is nowhere near as dirty as goto. It allows you to pass a value to show the rest of your code that the function couldn't run.
You'll see the best examples of where this can be applied in nested conditions:
if (something) {
do-something();
if (something-else) {
do-another-thing();
} else {
do-something-else();
}
}
vs:
if (!something) return;
do-something();
if (!something-else) return do-something-else();
do-another-thing();
You'll find few people arguing the first is cleaner but of course, it's completely subjective. Some programmers like to know what conditions something is operating under by indentation, while I'd much rather keep method flow linear.
I won't suggest for one moment that precons will change your life or get you laid but you might find your code just that little bit easier to read.
Performance-wise, there will be no noticeable difference between the two approaches.
But coding is about more than performance. Clarity and maintainability are also very important. And, in cases like this where it doesn't affect performance, it is the only thing that matters.
There are competing schools of thought as to which approach is preferable.
One view is the one others have mentioned: the second approach reduces the nesting level, which improves code clarity. This is natural in an imperative style: when you have nothing left to do, you might as well return early.
Another view, from the perspective of a more functional style, is that a method should have only one exit point. Everything in a functional language is an expression. So if statements must always have an else clauses. Otherwise the if expression wouldn't always have a value. So in the functional style, the first approach is more natural.
There are several good points made here, but multiple return points can be unreadable as well, if the method is very lengthy. That being said, if you're going to use multiple return points just make sure that your method is short, otherwise the readability bonus of multiple return points may be lost.
Performance is in two parts. You have performance when the software is in production, but you also want to have performance while developing and debugging. The last thing a developer wants is to "wait" for something trivial. In the end, compiling this with optimization enabled will result in similar code. So it's good to know these little tricks that pay off in both scenarios.
The case in the question is clear, ReSharper is correct. Rather than nesting if statements, and creating new scope in code, you're setting a clear rule at the start of your method. It increases readability, it will be easier to maintain, and it reduces the amount of rules one has to sift through to find where they want to go.
Personally I prefer only 1 exit point. It's easy to accomplish if you keep your methods short and to the point, and it provides a predictable pattern for the next person who works on your code.
eg.
bool PerformDefaultOperation()
{
bool succeeded = false;
DataStructure defaultParameters;
if ((defaultParameters = this.GetApplicationDefaults()) != null)
{
succeeded = this.DoSomething(defaultParameters);
}
return succeeded;
}
This is also very useful if you just want to check the values of certain local variables within a function before it exits. All you need to do is place a breakpoint on the final return and you are guaranteed to hit it (unless an exception is thrown).
Avoiding multiple exit points can lead to performance gains. I am not sure about C# but in C++ the Named Return Value Optimization (Copy Elision, ISO C++ '03 12.8/15) depends on having a single exit point. This optimization avoids copy constructing your return value (in your specific example it doesn't matter). This could lead to considerable gains in performance in tight loops, as you are saving a constructor and a destructor each time the function is invoked.
But for 99% of the cases saving the additional constructor and destructor calls is not worth the loss of readability nested if blocks introduce (as others have pointed out).
Many good reasons about how the code looks like. But what about results?
Let's take a look to some C# code and its IL compiled form:
using System;
public class Test {
public static void Main(string[] args) {
if (args.Length == 0) return;
if ((args.Length+2)/3 == 5) return;
Console.WriteLine("hey!!!");
}
}
This simple snippet can be compiled. You can open the generated .exe file with ildasm and check what is the result. I won't post all the assembler thing but I'll describe the results.
The generated IL code does the following:
If the first condition is false, jumps to the code where the second is.
If it's true jumps to the last instruction. (Note: the last instruction is a return).
In the second condition the same happens after the result is calculated. Compare and: got to the Console.WriteLine if false or to the end if this is true.
Print the message and return.
So it seems that the code will jump to the end. What if we do a normal if with nested code?
using System;
public class Test {
public static void Main(string[] args) {
if (args.Length != 0 && (args.Length+2)/3 != 5)
{
Console.WriteLine("hey!!!");
}
}
}
The results are quite similar in IL instructions. The difference is that before there were two jumps per condition: if false go to next piece of code, if true go to the end. And now the IL code flows better and has 3 jumps (the compiler optimized this a bit):
First jump: when Length is 0 to a part where the code jumps again (Third jump) to the end.
Second: in the middle of the second condition to avoid one instruction.
Third: if the second condition is false, jump to the end.
Anyway, the program counter will always jump.
In theory, inverting if could lead to better performance if it increases branch prediction hit rate. In practice, I think it is very hard to know exactly how branch prediction will behave, especially after compiling, so I would not do it in my day-to-day development, except if I am writing assembly code.
More on branch prediction here.
That is simply controversial. There is no "agreement among programmers" on the question of early return. It's always subjective, as far as I know.
It's possible to make a performance argument, since it's better to have conditions that are written so they are most often true; it can also be argued that it is clearer. It does, on the other hand, create nested tests.
I don't think you will get a conclusive answer to this question.
There are a lot of insightful answers there already, but still, I would to direct to a slightly different situation: Instead of precondition, that should be put on top of a function indeed, think of a step-by-step initialization, where you have to check for each step to succeed and then continue with the next. In this case, you cannot check everything at the top.
I found my code really unreadable when writing an ASIO host application with Steinberg's ASIOSDK, as I followed the nesting paradigm. It went like eight levels deep, and I cannot see a design flaw there, as mentioned by Andrew Bullock above. Of course, I could have packed some inner code to another function, and then nested the remaining levels there to make it more readable, but this seems rather random to me.
By replacing nesting with guard clauses, I even discovered a misconception of mine regarding a portion of cleanup-code that should have occurred much earlier within the function instead of at the end. With nested branches, I would never have seen that, you could even say they led to my misconception.
So this might be another situation where inverted ifs can contribute to a clearer code.
It's a matter of opinion.
My normal approach would be to avoid single line ifs, and returns in the middle of a method.
You wouldn't want lines like it suggests everywhere in your method but there is something to be said for checking a bunch of assumptions at the top of your method, and only doing your actual work if they all pass.
In my opinion early return is fine if you are just returning void (or some useless return code you're never gonna check) and it might improve readability because you avoid nesting and at the same time you make explicit that your function is done.
If you are actually returning a returnValue - nesting is usually a better way to go cause you return your returnValue just in one place (at the end - duh), and it might make your code more maintainable in a whole lot of cases.
I'm not sure, but I think, that R# tries to avoid far jumps. When You have IF-ELSE, compiler does something like this:
Condition false -> far jump to false_condition_label
true_condition_label:
instruction1
...
instruction_n
false_condition_label:
instruction1
...
instruction_n
end block
If condition is true there is no jump and no rollout L1 cache, but jump to false_condition_label can be very far and processor must rollout his own cache. Synchronising cache is expensive. R# tries replace far jumps into short jumps and in this case there is bigger probability, that all instructions are already in cache.
I think it depends on what you prefer, as mentioned, theres no general agreement afaik.
To reduce annoyment, you may reduce this kind of warning to "Hint"
My idea is that the return "in the middle of a function" shouldn't be so "subjective".
The reason is quite simple, take this code:
function do_something( data ){
if (!is_valid_data( data ))
return false;
do_something_that_take_an_hour( data );
istance = new object_with_very_painful_constructor( data );
if ( istance is not valid ) {
error_message( );
return ;
}
connect_to_database ( );
get_some_other_data( );
return;
}
Maybe the first "return" it's not SO intuitive, but that's really saving.
There are too many "ideas" about clean codes, that simply need more practise to lose their "subjective" bad ideas.
There are several advantages to this sort of coding but for me the big win is, if you can return quick you can improve the speed of your application. IE I know that because of Precondition X that I can return quickly with an error. This gets rid of the error cases first and reduces the complexity of your code. In a lot of cases because the cpu pipeline can be now be cleaner it can stop pipeline crashes or switches. Secondly if you are in a loop, breaking or returning out quickly can save you a lots of cpu. Some programmers use loop invariants to do this sort of quick exit but in this you can broke your cpu pipeline and even create memory seek problem and mean the the cpu needs to load from outside cache. But basically I think you should do what you intended, that is end the loop or function not create a complex code path just to implement some abstract notion of correct code. If the only tool you have is a hammer then everything looks like a nail.

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