Meta: Add more documentation and correct naming.

This commit is contained in:
Timothée Leclaire-Fournier 2024-03-02 12:48:49 -05:00
parent 1cfbcffe94
commit 2f1b34b4cd
2 changed files with 30 additions and 7 deletions

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@ -5,17 +5,22 @@ avoid expensive allocations during runtime. This preallocates objects in the
constructor (with threads) then offers you two functions: `getPtr()` and `returnPtr(ptr)`.
Using C++ concepts, we can use templates and require the class given to have a
default constructor and to have a .reset() function. It will be used to clean the
default constructor and to have a `.reset()` function. It will be used to clean the
objects before giving them to another caller.
This pool uses a hashmap and a pivot to make returnPtr(ptr) extremely fast.
We avoid false sharing by keeping a high amount of work per thread. This should
lead to cache lines not being shared between threads. While this pool uses a hashmap
and a pivot to make `returnPtr(ptr)` extremely fast, the construction's bottleneck is
in the locking and unlocking of the hashmap's mutex. We need to do this since we cannot
write in a `std::unordered_map` at different hashes concurrently.
It will automatically grow when the max capacity is reached, though there will
be a performance penalty.
## Performance
With a simple stub class and a pool of 10000 objects, using the pool to take a pointer
and give it back takes 3 ms vs 19 ms when allocating and deallocating by hand.
and give it back for each element is significantly faster than doing it by hand.
```
class stub {
public:
@ -28,3 +33,15 @@ private:
int i = 15;
};
```
```
Time (milliseconds) required for allocations without pool: 21
Time (milliseconds) required for allocations with pool: 3
Time (milliseconds) required for real allocations when constructing pool: 9
```
This trivial example show some performance improvements that would be much more
important should the allocation and construction of objects be more complex.
## Safety
AddressSanitizer, LeakSanitizer and ThreadSanitizer have been used to ensure the safety
of the class. Tests have been added to ensure the correct behavior in all cases.

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@ -59,13 +59,17 @@ private:
void initArray(size_t amount) {
const auto amountOfThreads{std::thread::hardware_concurrency()};
assert(amountOfThreads);
const auto amountPerThreads{amount / amountOfThreads};
const auto amountPerThread{amount / amountOfThreads};
std::vector<std::thread> threads;
threads.reserve(amountOfThreads);
// Using an allocPool, we estimate that we want to allocate a lot of objects, therefore
// the amount per thread *should* be higher than a cache line. This means we should, for
// the most part, avoid false sharing. In the case that it isn't, then the total amount
// should be pretty low, therefore false sharing shouldn't matter.
for (size_t i{}; i < amountOfThreads; i++)
threads.emplace_back(&allocPool::initObjects, this, i * amountPerThreads, amountPerThreads);
threads.emplace_back(&allocPool::initObjects, this, i * amountPerThread, amountPerThread);
for (auto &t: threads)
t.join();
@ -76,9 +80,11 @@ private:
void initObjects(size_t startIdx, size_t amount) {
for (size_t i{}; i < amount; i++) {
// TODO: Be more cache friendly by making a vector per thread, then doing memcpy into the original vector.
vec[startIdx + i] = new T;
}
// In the future, it should be possible to write a custom hashmap with sections
// with independent locks, or use a data structure which would be contiguous.
std::lock_guard<std::mutex> guard(positionMapMutex);
for (size_t i{}; i < amount; i++) {
positionMap[vec[startIdx + i]] = i;