Using PLINQ causing OutofMemory Exception but not with LINQ? - c#

I have come across the scenario, where using LINQ is working fine, but PLINQ causing "OutOfMemoryException". Following is the sample code
static void Main(string[] args)
{
Stopwatch timer = new Stopwatch();
var guidList = new List<Guid>();
for (int i = 0; i < 10000000; i++)
{
guidList.Add(Guid.NewGuid());
}
timer.Start();
// var groupedList = guidList.GroupBy(f => f).Where(g => g.Count() > 1);
var groupedList = guidList.AsParallel().GroupBy(f => f).Where(g => g.Count() > 1);
timer.Stop();
Console.WriteLine(string.Format("Took {0} ms time with result: {1} duplications", timer.ElapsedMilliseconds, groupedList.Count()));
Console.ReadKey();
}
Throwing inner exception "Exception of type 'System.OutOfMemoryException' was thrown"..what could be the issue? What is the guidelines to use PLINQ for this type of scenario, Thanks in advance.

You are probably close to running out of memory on the regular Linq version as well, but using AsParallel() will add additional partitioning overhead to run in parallel and because of that you run over the limit.
When I tried your sample I had the same results at first, the non-parallel version would finish, but the PLinq version would run out of memory - doubling the Guid list size then caused both version to run out of memory. Also note 10 million Guids take about 152 MB space in memory
Also note that your current plinq and linq queries are only executed in your Console.WriteLine() - since Linq is lazy you have to force evaluation, i.e. using ToList() (or in your case Count())

One way to at least dampen the problem is to not put all of the guids into a list, but rather to use an enumerable.
public IEnumerable<Guid> getGuids(int number)
{
for (int i = 0; i < number; i++)
{
yield return Guid.NewGuid();
}
}
This has several advantages. First, it's lazily loaded, so you'll fail in the middle of the processing rather than the declaration of the guids. Second, you aren't holding onto all of the guids that fail the where clause; they can be removed from memory. That means a LOT. You'll only need to have one copy of each guid in memory, not two when you hit the where clause.

Related

When immutable collections are preferable than concurrent

Recently read about immutable collections.
They are recommended to be used as a thread safe for reading, when the read operations are performed more often than write.
Then I want to test read performance ImmutableDictionary vs ConcurrentDictionary. Here is this very simple test (in .NET Core 2.1):
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
namespace ImmutableSpeedTests
{
class Program
{
public class ConcurrentVsImmutable
{
public int ValuesCount;
public int ThreadsCount;
private ImmutableDictionary<int, int> immutable = ImmutableDictionary<int, int>.Empty;
private ConcurrentDictionary<int, int> concurrent = new ConcurrentDictionary<int, int>();
public ConcurrentVsImmutable(int valuesCount, int threadsCount)
{
ValuesCount = valuesCount;
ThreadsCount = threadsCount;
}
public void Setup()
{
// fill both collections. I don't measure time cause immutable is filling much slower obviously.
for (var i = 0; i < ValuesCount; i++)
{
concurrent[i] = i;
immutable = immutable.Add(i, i);
}
}
public async Task<long> ImmutableSum() => await Sum(immutable);
public async Task<long> ConcurrentSum() => await Sum(concurrent);
private async Task<long> Sum(IReadOnlyDictionary<int, int> dic)
{
var tasks = new List<Task<long>>();
// main job. Run multiple tasks to sum all values.
for (var i = 0; i < ThreadsCount; i++)
tasks.Add(Task.Run(() =>
{
long x = 0;
foreach (var key in dic.Keys)
{
x += dic[key];
}
return x;
}));
var result = await Task.WhenAll(tasks.ToArray());
return result.Sum();
}
}
static void Main(string[] args)
{
var test = new ConcurrentVsImmutable(1000000, 4);
test.Setup();
var sw = new Stopwatch();
sw.Start();
var result = test.ConcurrentSum().Result;
sw.Stop();
// Convince that the result of the work is the same
Console.WriteLine($"Concurrent. Result: {result}. Elapsed: {sw.ElapsedTicks}.");
sw.Reset();
sw.Start();
result = test.ImmutableSum().Result;
sw.Stop();
Console.WriteLine($" Immutable. Result: {result}. Elapsed: {sw.ElapsedTicks}.");
Console.ReadLine();
}
}
}
You can run this code. Elapsed time in ticks will differ from time to time but the time spent by ConcurrentDictionary is several times less than by ImmutableDictionary.
This experiment makes me embarrassed. Did I do it wrong? What the reason to use immutable collections if we have concurrent? When they are preferable?
Immutable collections are not alternative to concurrent collections. And the way they are designed to reduce memory consumption, they are bound to be slower, the trade off here is to use less memory and thus by using less n operations to do anything.
We usually copy collections to other collections to achieve immutability to persist state. Lets see what it means,
var s1 = ImmutableStack<int>.Empty;
var s2 = s1.Push(1);
// s2 = [1]
var s3 = s2.Push(2);
// s2 = [1]
// s3 = [1,2]
// notice that s2 has only one item, it is not modified..
var s4 = s3.Pop(ref var i);
// s2 = [1];
// still s2 has one item...
Notice that, s2 always has only one item. Even if all items are removed.
The way all data is stored internally is a huge tree and your collection is pointing to a branch which has descendants that represents initial state of the tree.
I don't think the performance can be matched with concurrent collection where goals are totally different.
In concurrent collection, you have a single copy of collection accessed by all threads.
In immutable collection you have virtually isolated copy of a tree, navigating that tree is always costly.
It is useful in transactional system, where if a transaction has to be rolled back, state of collection can be retained in commit points.
This is a criticism that's been made before.
As Akash already said, ImmutableDictionary works with an internal tree, instead of a hashset.
One aspect of this is that you can improve the performance slightly if you build the dictionary in one step instead of iteratively adding all the keys:
immutable = concurrent.ToImmutableDictionary();
Enumerating a hashset and a balanced tree are both O(n) operations. I took the average of a few runs on a single thread for varying container size and get results consistent with that:
I don't know why the immutable slope is 6x steeper. For now I'll just assume its doing tricky nonblocking tree stuff. I assume this class would be optimized for random stores and reads rather than enumeration.
To identify what exact scenarios ImmutableDictionary wins at, we'd need to wrap a concurrent dictionary to provide some level of immutability, and test both classes in the face of levels of read/write contention.
Not a serious suggestion, but a counterpoint to your test is to use immutability to "cheat" over multiple iterations by comparing:
private ConcurrentDictionary<object, long> cache = new ConcurrentDictionary<object, long>();
public long ImmutableSum()
{
return cache.GetOrAdd(immutable, (obj) => (obj as ImmutableDictionary<int, int>).Sum(kvp => (long)kvp.Value));
}
public long ConcurrentSum() => concurrent.Sum(kvp => (long)kvp.Value);
This makes a quite a difference on subsequent calls to sum an unchanged collection!
The two are not mutually exclusive. I use both.
If your dictionary is small the read performance of ImmutableDictionary will be superior to ConcurrentDictionary as K1*Log(N) < K2 where Log(N) < K2/K1 (when the hash table overhead is worse than tree traversal).
I personally find the write semantics of the Immutable collections easier to understand than those of the concurrent collections as they tend to be more consistent, especially when dealing with AddOrUpdate() and GetOrAdd().
In practice, I find that there have many cases in which I have a good number of small (or empty) dictionaries that are more appropriate as ImmutableDictionary and some larger ones that warrant the use of ConcurrentDictionary.
Having said that, if they are small then it doesn't make much of a difference what you use.
Regarding the answer of Peter Wishart, the enumeration performance of ImmutableDictionary is higher than ConcurrentDictionary (for reasonable N) because tree traversal is brutal in terms of memory latency on modern cache architectures.

Iterate though sequence and then call Count() or create a List by the start and then call Count

The language I use is c#.
Let that we want to iterate through the elements of a sequence called customers, which is a sequence of objects of a fictional type called Customer. In terms of code, let that we have the following:
IEnumerable<Customer> customers = module.GetCustomers();
where module is an service layer's class through one of it's methods, we can retrieve all the customers. That being sain the iteration through the elements of customers would be:
foreach(var customer in customers)
{
}
Let now that we want after having iterated through the elements of customers to get the number of customers. That could be done like below:
int numberOfCustomers = customers.Count();
My concern/question now is the following:
Using the Count() method we iterate again through the elements of customers. However, if we had created an in memory collection of this objects, calling for instance the method ToList():
List<Customer> customers = module.GetCustomers()
.ToList();
we would have the number of customers in O(1),using the Count property of the list customers.
In order to find out between these two options, which is the best one, I wrote a simple console app and I used the StopWatch class to profile them. However, I didn't come in a clear result.
Which of these two options is the best one?
UPDATE
I ran the following console app:
class Program
{
static void Main(string[] args)
{
IEnumerable<int> numbers = Enumerable.Range(0, 1000);
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
foreach (var number in numbers)
Console.WriteLine(number);
Console.WriteLine(numbers.Count());
stopwatch.Stop();
// I got 175ms
Console.WriteLine(stopwatch.ElapsedMilliseconds);
Console.ReadKey();
stopwatch.Restart();
List<int> numbers2 = numbers.ToList();
foreach (var number in numbers2)
Console.WriteLine(number);
Console.WriteLine(numbers2.Count);
stopwatch.Stop();
// I got 86ms
Console.WriteLine(stopwatch.ElapsedMilliseconds);
Console.ReadKey();
}
}
Then I ran this:
class Program
{
static void Main(string[] args)
{
IEnumerable<int> numbers = Enumerable.Range(0, 1000);
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
List<int> numbers2 = numbers.ToList();
foreach (var number in numbers2)
Console.WriteLine(number);
Console.WriteLine(numbers2.Count);
stopwatch.Stop();
// I got 167ms
Console.WriteLine(stopwatch.ElapsedMilliseconds);
Console.ReadKey();
stopwatch.Restart();
foreach (var number in numbers)
Console.WriteLine(number);
Console.WriteLine(numbers.Count());
stopwatch.Stop();
// I got 104ms
Console.WriteLine(stopwatch.ElapsedMilliseconds);
Console.ReadKey();
}
}
I usually prefer to make my repository methods return an IReadOnlyCollection<>, which helps callers to know that they can safely iterate it multiple times:
IReadOnlyCollection<Customer> customers = module.GetCustomers();
If I can't do that, and I know that I'm going to iterate over what I'm given multiple times, I'll typically use .ToList() to make sure I'm dealing with an in-memory collection:
var customers = module.GetCustomers().ToList();
In cases where customers was already an in-memory collection, this adds a little overhead by creating a list, but it helps to avoid the risk of creating an enormous amount of overhead by doing something like retrieving the data from the database multiple times.
Your benchmark is flawed for a few reasons, but one of the biggest reasons is that it's using Console.WriteLine(), which performs an I/O operation. That operation will take far, far longer than iterating the collections and counting the results, combined. In fact, the variance in the amount of time spent in Console.WriteLine() will outweigh the differences in the code you're testing.
But this actually illustrates my point well--I/O operations take vastly longer than CPU and memory operations, so it's often worthwhile to add .ToList(), which will probably add microseconds to the run time, in order to avoid the slightest possibility of adding I/O operations, which can add milliseconds.

intersect and any or contains and any. Which is more efficient to find at least one common element?

If I have two list and I want to know if there are at least one common element, I have this two options:
lst1.Intersect(lst2).Any();
Lst1.Any(x => lst2.Contains(x));
The two options give me the result that I expect, however I don't know what is the best option. Which is more efficient? And why?
Thanks.
EDIT: when I created this post, apart of the solution, I was looking the reason. I know that I can run tests, but I wouldn't know the reason of the result. One is faster than the other? Is always one solution best than the other?
So for this reason, I hace accepted the answer of Matthew, not only for the test code, but also he explain when one is better than other and why. I appreciate a lot the contributions of Nicholas and Oren too.
Thanks.
Oren's answer has an error in the way the stopwatch is being used. It isn't being reset at the end of the loop after the time taken by Any() has been measured.
Note how it goes back to the start of the loop with the stopwatch never being Reset() so that the time that is added to intersect includes the time taken by Any().
Following is a corrected version.
A release build run outside any debugger gives this result on my PC:
Intersect: 1ms
Any: 6743ms
Note how I'm making two non-overlapping string lists for this test. Also note that this is a worst-case test.
Where there are many intersections (or intersections that happen to occur near the start of the data) then Oren is quite correct to say that Any() should be faster.
If the real data usually contains intersections then it's likely that it is better to use Any(). Otherwise, use Intersect(). It's very data dependent.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Demo
{
class Program
{
void run()
{
double intersect = 0;
double any = 0;
Stopwatch stopWatch = new Stopwatch();
List<string> L1 = Enumerable.Range(0, 10000).Select(x => x.ToString()).ToList();
List<string> L2 = Enumerable.Range(10000, 10000).Select(x => x.ToString()).ToList();
for (int i = 0; i < 10; i++)
{
stopWatch.Restart();
Intersect(L1, L2);
stopWatch.Stop();
intersect += stopWatch.ElapsedMilliseconds;
stopWatch.Restart();
Any(L1, L2);
stopWatch.Stop();
any += stopWatch.ElapsedMilliseconds;
}
Console.WriteLine("Intersect: " + intersect + "ms");
Console.WriteLine("Any: " + any + "ms");
}
private static bool Any(List<string> lst1, List<string> lst2)
{
return lst1.Any(lst2.Contains);
}
private static bool Intersect(List<string> lst1, List<string> lst2)
{
return lst1.Intersect(lst2).Any();
}
static void Main()
{
new Program().run();
}
}
}
For comparative purposes, I wrote my own test comparing int sequences:
intersect took 00:00:00.0065928
any took 00:00:08.6706195
The code:
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Demo
{
class Program
{
void run()
{
var lst1 = Enumerable.Range(0, 10000);
var lst2 = Enumerable.Range(10000, 10000);
int count = 10;
DemoUtil.Time(() => lst1.Intersect(lst2).Any(), "intersect", count);
DemoUtil.Time(() => lst1.Any(lst2.Contains), "any", count);
}
static void Main()
{
new Program().run();
}
}
static class DemoUtil
{
public static void Print(this object self)
{
Console.WriteLine(self);
}
public static void Print(this string self)
{
Console.WriteLine(self);
}
public static void Print<T>(this IEnumerable<T> self)
{
foreach (var item in self)
Console.WriteLine(item);
}
public static void Time(Action action, string title, int count)
{
var sw = Stopwatch.StartNew();
for (int i = 0; i < count; ++i)
action();
(title + " took " + sw.Elapsed).Print();
}
}
}
If I also time this for overlapping ranges by changing the lists to this and upping the count to 10000:
var lst1 = Enumerable.Range(10000, 10000);
var lst2 = Enumerable.Range(10000, 10000);
I get these results:
intersect took 00:00:03.2607476
any took 00:00:00.0019170
In this case Any() is clearly much faster.
Conclusion
The worst-case performance is very bad for Any() but acceptible for Intersect().
The best-case performance is extremely good for Any() and bad for Intersect().
(and best-case for Any() is probably worst-case for Intersect()!)
The Any() approach is O(N^2) in the worst case and O(1) in the best case.
The Intersect() approach is always O(N) (since it uses hashing, not sorting, otherwise it would be O(N(Log(N))).
You must also consider the memory usage: the Intersect() method needs to take a copy of one of the inputs, whereas Any() doesn't.
Therefore to make the best decision you really need to know the characteristics of the real data, and actually perform tests.
If you really don't want the Any() to turn into an O(N^2) in the worst case, then you should use Intersect(). However, the chances are that you will be best off using Any().
And of course, most of the time none of this matters!
Unless you've discovered this part of the code to be a bottleneck, this is of merely academic interest. You shouldn't waste your time with this kind of analysis if there's no problem. :)
It depends on the implementation of your IEnumerables.
Your first try (Intersect/Any), finds all the matches and then determines if the set is empty or not. From the documentation, this looks to be something like O(n) operation:
When the object returned by this method is enumerated, Intersect enumerates first,
collecting all distinct elements of that sequence. It then enumerates [the]
second, marking those elements that occur in both sequences. Finally, the marked
elements are yielded in the order in which they were collected.
Your second try ( Any/Contains ) enumerates over the first collection, an O(n) operation, and for each item in the first collection, enumerates over the second, another O(n) operation, to see if a matching element is found. This makes it something like an O(n2) operation, does it not? Which do you think might be faster?
One thing to consider, though, is that the Contains() lookup for certain collection or set types (e.g., dictionaries, binary trees or ordered collections that allow a binary search or hashtable lookup) might be a cheap operation if the Contains() implementation is smart enough to take advantage of the semantics of the collection upon which it is operating.
But you'll need to experiment with your collection types to find out which works better.
See Matthew's answer for a complete and accurate breakdown.
Relatively easy to mock up and try yourself:
bool found;
double intersect = 0;
double any = 0;
for (int i = 0; i < 100; i++)
{
List<string> L1 = GenerateNumberStrings(200000);
List<string> L2 = GenerateNumberStrings(60000);
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
found = Intersect(L1, L2);
stopWatch.Stop();
intersect += stopWatch.ElapsedMilliseconds;
stopWatch.Reset();
stopWatch.Start();
found = Any(L1, L2);
stopWatch.Stop();
any += stopWatch.ElapsedMilliseconds;
}
Console.WriteLine("Intersect: " + intersect + "ms");
Console.WriteLine("Any: " + any + "ms");
}
private static bool Any(List<string> lst1, List<string> lst2)
{
return lst1.Any(x => lst2.Contains(x));
}
private static bool Intersect(List<string> lst1, List<string> lst2)
{
return lst1.Intersect(lst2).Any();
}
You'll find that the Any method is significantly faster in the long run, likely because it does not require the memory allocations and setup that intersect requires (Any stops and returns true as soon as it finds a match whereas Intersect actually needs to store the matches in a new List<T>).

LINQ Why is "Enumerable = Enumerable.Skip(N)" slow?

I am having an issue with the performance of a LINQ query and so I created a small simplified example to demonstrate the issue below. The code takes a random list of small integers and returns the list partitioned into several smaller lists each which totals 10 or less.
The problem is that (as I've written this) the code takes exponentially longer with N. This is only an O(N) problem. With N=2500, the code takes over 10 seconds to run on my pc.
I would appriciate greatly if someone could explain what is going on. Thanks, Mark.
int N = 250;
Random r = new Random();
var work = Enumerable.Range(1,N).Select(x => r.Next(0, 6)).ToList();
var chunks = new List<List<int>>();
// work.Dump("All the work."); // LINQPad Print
var workEnumerable = work.AsEnumerable();
Stopwatch sw = Stopwatch.StartNew();
while(workEnumerable.Any()) // or .FirstorDefault() != null
{
int soFar = 0;
var chunk = workEnumerable.TakeWhile( x =>
{
soFar += x;
return (soFar <= 10);
}).ToList();
chunks.Add(chunk); // Commented out makes no difference.
workEnumerable = workEnumerable.Skip(chunk.Count); // <== SUSPECT
}
sw.Stop();
// chunks.Dump("Work Chunks."); // LINQPad Print
sw.Elapsed.Dump("Time elapsed.");
What .Skip() does is create a new IEnumerable that loops over the source, and only begins yielding results after the first N elements. You chain who knows how many of these after each other. Everytime you call .Any(), you need to loop over all the previously skipped elements again.
Generally speaking, it's a bad idea to set up very complicated operator chains in LINQ and enumerating them repeatedly. Also, since LINQ is a querying API, methods like Skip() are a bad choice when what you're trying to achieve amounts to modifying a data structure.
You effectively keep chaining Skip() onto the same enumerable. In a list of 250, the last chunk will be created from a lazy enumerable with ~25 'Skip' enumerator classes on the front.
You would find things become a lot faster, already if you did
workEnumerable = workEnumerable.Skip(chunk.Count).ToList();
However, I think the whole approach could be altered.
How about using standard LINQ to achieve the same:
See it live on http://ideone.com/JIzpml
using System;
using System.Collections.Generic;
using System.Linq;
public class Program
{
private readonly static Random r = new Random();
public static void Main(string[] args)
{
int N = 250;
var work = Enumerable.Range(1,N).Select(x => r.Next(0, 6)).ToList();
var chunks = work.Select((o,i) => new { Index=i, Obj=o })
.GroupBy(e => e.Index / 10)
.Select(group => group.Select(e => e.Obj).ToList())
.ToList();
foreach(var chunk in chunks)
Console.WriteLine("Chunk: {0}", string.Join(", ", chunk.Select(i => i.ToString()).ToArray()));
}
}
The Skip() method and others like it basically create a placeholder object, implementing IEnumerable, that references its parent enumerable and contains the logic to perform the skipping. Skips in loops, therefore, are non-performant, because instead of throwing away elements of the enumerable, like you think they are, they add a new layer of logic that's lazily executed when you actually need the first element after all the ones you've skipped.
You can get around this by calling ToList() or ToArray(). This forces "eager" evaluation of the Skip() method, and really does get rid of the elements you're skipping from the new collection you will be enumerating. That comes at an increased memory cost, and requires all of the elements to be known (so if you're running this on an IEnumerable that represents an infinite series, good luck).
The second option is to not use Linq, and instead use the IEnumerable implementation itself, to get and control an IEnumerator. Then instead of Skip(), simply call MoveNext() the necessary number of times.

foreach + break vs linq FirstOrDefault performance difference

I have two classes that perform date date range data fetching for particular days.
public class IterationLookup<TItem>
{
private IList<Item> items = null;
public IterationLookup(IEnumerable<TItem> items, Func<TItem, TKey> keySelector)
{
this.items = items.OrderByDescending(keySelector).ToList();
}
public TItem GetItem(DateTime day)
{
foreach(TItem i in this.items)
{
if (i.IsWithinRange(day))
{
return i;
}
}
return null;
}
}
public class LinqLookup<TItem>
{
private IList<Item> items = null;
public IterationLookup(IEnumerable<TItem> items, Func<TItem, TKey> keySelector)
{
this.items = items.OrderByDescending(keySelector).ToList();
}
public TItem GetItem(DateTime day)
{
return this.items.FirstOrDefault(i => i.IsWithinRange(day));
}
}
Then I do speed tests which show that Linq version is about 5 times slower. This would make sense when I would store items locally without enumerating them using ToList. This would make it much slower, because with every call to FirstOrDefault, linq would also perform OrderByDescending. But that's not the case so I don't really know what's going on. Linq should perform very similar to iteration.
This is the code excerpt that measures my timings
IList<RangeItem> ranges = GenerateRanges(); // returns List<T>
var iterLookup = new IterationLookup<RangeItems>(ranges, r => r.Id);
var linqLookup = new LinqLookup<RangeItems>(ranges, r => r.Id);
Stopwatch timer = new Stopwatch();
timer.Start();
for(int i = 0; i < 1000000; i++)
{
iterLookup.GetItem(GetRandomDay());
}
timer.Stop();
// display elapsed time
timer.Restart();
for(int i = 0; i < 1000000; i++)
{
linqLookup.GetItem(GetRandomDay());
}
timer.Stop();
// display elapsed time
Why do I know it should perform better? Because when I write a very similar code without using these lookup classes, Linq performs very similar to foreach iterations...
// continue from previous code block
// items used by both order as they do in classes as well
IList<RangeItem> items = ranges.OrderByDescending(r => r.Id).ToList();
timer.Restart();
for(int i = 0; i < 1000000; i++)
{
DateTime day = GetRandomDay();
foreach(RangeItem r in items)
{
if (r.IsWithinRange(day))
{
// RangeItem result = r;
break;
}
}
}
timer.Stop();
// display elapsed time
timer.Restart();
for(int i = 0; i < 1000000; i++)
{
DateTime day = GetRandomDay();
items.FirstOrDefault(i => i.IsWithinRange(day));
}
timer.Stop();
// display elapsed time
This is by my opinion highly similar code. FirstOrDefault as much as I know also iterate for only as long until it gets to a valid item or until it reaches the end. And this is somehow the same as foreach with break.
But even iteration class performs worse than my simple foreach iteration loop which is also a mystery because all the overhead it has is the call to a method within a class compared to direct access.
Question
What am I doing wrong in my LINQ class that it performs so very slow?
What am I doing wrong in my Iteration class so it performs twice as slow as direct foreach loop?
Which times are being measured?
I do these steps:
Generate ranges (as seen below in results)
Create object instances for IterationLookup, LinqLookup (and my optimized date range class BitCountLookup which is not part of discussion here)
Start timer and execute 1 million lookups on random days within maximum date range (as seen in results) by using previously instantiated IterationLookup class.
Start timer and execute 1 million lookups on random days within maximum date range (as seen in results) by using previously instantiated LinqLookup class.
Start timer and execute 1 million lookups (6 times) using manual foreach+break loops and Linq calls.
As you can see object instantiation is not measured.
Appendix I: Results over million lookups
Ranges displayed in these results don't overlap, which should make both approaches even more similar in case LINQ version doesn't break loop on successful match (which it highly likely does).
Generated Ranges:
ID Range 000000000111111111122222222223300000000011111111112222222222
123456789012345678901234567890112345678901234567890123456789
09 22.01.-30.01. |-------|
08 14.01.-16.01. |-|
07 16.02.-19.02. |--|
06 15.01.-17.01. |-|
05 19.02.-23.02. |---|
04 01.01.-07.01.|-----|
03 02.01.-10.01. |-------|
02 11.01.-13.01. |-|
01 16.01.-20.01. |---|
00 29.01.-06.02. |-------|
Lookup classes...
- Iteration: 1028ms
- Linq: 4517ms !!! THIS IS THE PROBLEM !!!
- BitCounter: 401ms
Manual loops...
- Iter: 786ms
- Linq: 981ms
- Iter: 787ms
- Linq: 996ms
- Iter: 787ms
- Linq: 977ms
- Iter: 783ms
- Linq: 979ms
Appendix II: GitHub:Gist code to test for yourself
I've put up a Gist so you can get the full code yourself and see what's going on. Create a Console application and copy Program.cs into it an add other files that are part of this gist.
Grab it here.
Appendix III: Final thoughts and measurement tests
The most problematic thing was of course LINQ implementatino that was awfully slow. Turns out that this has all to do with delegate compiler optimization. LukeH provided the best and most usable solution that actually made me try different approaches to this. I've tried various different approaches in the GetItem method (or GetPointData as it's called in Gist):
the usual way that most of developers would do (and is implemented in Gist as well and wasn't updated after results revealed this is not the best way of doing it):
return this.items.FirstOrDefault(item => item.IsWithinRange(day));
by defining a local predicate variable:
Func<TItem, bool> predicate = item => item.IsWithinRange(day);
return this.items.FirstOrDefault(predicate);
local predicate builder:
Func<DateTime, Func<TItem, bool>> builder = d => item => item.IsWithinRange(d);
return this.items.FirstOrDefault(builder(day));
local predicate builder and local predicate variable:
Func<DateTime, Func<TItem, bool>> builder = d => item => item.IsWithinRange(d);
Func<TItem, bool> predicate = builder(day);
return this.items.FirstOrDefault(predicate);
class level (static or instance) predicate builder:
return this.items.FirstOrDefault(classLevelBuilder(day));
externally defined predicate and provided as method parameter
public TItem GetItem(Func<TItem, bool> predicate)
{
return this.items.FirstOrDefault(predicate);
}
when executing this method I also took two approaches:
predicate provided directly at method call within for loop:
for (int i = 0; i < 1000000; i++)
{
linqLookup.GetItem(item => item.IsWithinRange(GetRandomDay()));
}
predicate builder defined outside for loop:
Func<DateTime, Func<Ranger, bool>> builder = d => r => r.IsWithinRange(d);
for (int i = 0; i < 1000000; i++)
{
linqLookup.GetItem(builder(GetRandomDay()));
}
Results - what performs best
For comparison when using iteration class, it takes it approx. 770ms to execute 1 million lookups on randomly generated ranges.
3 local predicate builder turns out to be best compiler optimized so it performs almost as fast as usual iterations. 800ms.
6.2 predicate builder defined outside for loop: 885ms
6.1 predicate defined within for loop: 1525ms
all others took somewhere between 4200ms - 4360ms and are thus considered unusable.
So whenever you use a predicate in externally frequently callable method, define a builder and execute that. This will yield best results.
The biggest surprise to me about this is that delegates (or predicates) may be this much time consuming.
Sometimes LINQ appears slower because the generation of delegates in a loop (especially a non-obvious loop over method calls) can add time. Instead, you may want to consider moving your finder out of the class to make it more generic (like your key selector is on construction):
public class LinqLookup<TItem, TKey>
{
private IList<Item> items = null;
public IterationLookup(IEnumerable<TItem> items, Func<TItem, TKey> keySelector)
{
this.items = items.OrderByDescending(keySelector).ToList();
}
public TItem GetItem(Func<TItem, TKey> selector)
{
return this.items.FirstOrDefault(selector);
}
}
Since you don't use a lambda in your iterative code, this can be a bit of a difference since it has to create the delegate on each pass through the loop. Usually, this time is insignificant for every-day coding, and the time to invoke the delegate is no more expensive than other method calls, it's just the delegate creation in a tight loop that can add that little bit of extra time.
In this case, since the delegate never changes for the class, you can create it outside of the code you are looping through and it would be more efficient.
Update:
Actually, even without any optimization, compiling in release mode on my machine I do not see the 5x difference. I just performed 1,000,000 lookups on an Item that only has a DateTime field, with 5,000 items in the list. Of course, my data, etc, are different, but you can see the times are actually really close when you abstract out the delegate:
iterative : 14279 ms, 0.014279 ms/call
linq w opt : 17400 ms, 0.0174 ms/call
These time differences are very minor and worth the readability and maintainability improvements of using LINQ. I don't see the 5x difference though, which leads me to believe there's something we're not seeing in your test harness.
Further to Gabe's answer, I can confirm that the difference appears to be caused by the cost of re-constructing the delegate for every call to GetPointData.
If I add a single line to the GetPointData method in your IterationRangeLookupSingle class then it slows right down to the same crawling pace as LinqRangeLookupSingle. Try it:
// in IterationRangeLookupSingle<TItem, TKey>
public TItem GetPointData(DateTime point)
{
// just a single line, this delegate is never used
Func<TItem, bool> dummy = i => i.IsWithinRange(point);
// the rest of the method remains exactly the same as before
// ...
}
(I'm not sure why the compiler and/or jitter can't just ignore the superfluous delegate that I added above. Obviously, the delegate is necessary in your LinqRangeLookupSingle class.)
One possible workaround is to compose the predicate in LinqRangeLookupSingle so that point is passed to it as an argument. This means that the delegate only needs to be constructed once, not every time the GetPointData method is called. For example, the following change will speed up the LINQ version so that it's pretty much comparable with the foreach version:
// in LinqRangeLookupSingle<TItem, TKey>
public TItem GetPointData(DateTime point)
{
Func<DateTime, Func<TItem, bool>> builder = x => y => y.IsWithinRange(x);
Func<TItem, bool> predicate = builder(point);
return this.items.FirstOrDefault(predicate);
}
Assume you have a loop like this:
for (int counter = 0; counter < 1000000; counter++)
{
// execute this 1M times and time it
DateTime day = GetRandomDay();
items.FirstOrDefault(i => i.IsWithinRange(day));
}
This loop will create 1,000,000 lambda objects in order for the i.IsWithinRange call to access day. After each lambda creation, the delegate that calls i.IsWithinRange gets invoked on average 1,000,000 * items.Length / 2 times. Both of those factors do not exist in your foreach loop, which is why the explicit loop is faster.

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