Meta: Add more documentation and correct naming.
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README.md
25
README.md
@ -5,17 +5,22 @@ avoid expensive allocations during runtime. This preallocates objects in the
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constructor (with threads) then offers you two functions: `getPtr()` and `returnPtr(ptr)`.
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Using C++ concepts, we can use templates and require the class given to have a
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default constructor and to have a .reset() function. It will be used to clean the
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default constructor and to have a `.reset()` function. It will be used to clean the
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objects before giving them to another caller.
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This pool uses a hashmap and a pivot to make returnPtr(ptr) extremely fast.
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We avoid false sharing by keeping a high amount of work per thread. This should
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lead to cache lines not being shared between threads. While this pool uses a hashmap
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and a pivot to make `returnPtr(ptr)` extremely fast, the construction's bottleneck is
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in the locking and unlocking of the hashmap's mutex. We need to do this since we cannot
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write in a `std::unordered_map` at different hashes concurrently.
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It will automatically grow when the max capacity is reached, though there will
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be a performance penalty.
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## Performance
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With a simple stub class and a pool of 10000 objects, using the pool to take a pointer
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and give it back takes 3 ms vs 19 ms when allocating and deallocating by hand.
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and give it back for each element is significantly faster than doing it by hand.
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```
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class stub {
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public:
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@ -27,4 +32,16 @@ public:
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private:
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int i = 15;
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};
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```
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```
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```
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Time (milliseconds) required for allocations without pool: 21
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Time (milliseconds) required for allocations with pool: 3
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Time (milliseconds) required for real allocations when constructing pool: 9
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```
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This trivial example show some performance improvements that would be much more
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important should the allocation and construction of objects be more complex.
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## Safety
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AddressSanitizer, LeakSanitizer and ThreadSanitizer have been used to ensure the safety
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of the class. Tests have been added to ensure the correct behavior in all cases.
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@ -59,13 +59,17 @@ private:
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void initArray(size_t amount) {
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const auto amountOfThreads{std::thread::hardware_concurrency()};
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assert(amountOfThreads);
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const auto amountPerThreads{amount / amountOfThreads};
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const auto amountPerThread{amount / amountOfThreads};
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std::vector<std::thread> threads;
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threads.reserve(amountOfThreads);
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// Using an allocPool, we estimate that we want to allocate a lot of objects, therefore
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// the amount per thread *should* be higher than a cache line. This means we should, for
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// the most part, avoid false sharing. In the case that it isn't, then the total amount
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// should be pretty low, therefore false sharing shouldn't matter.
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for (size_t i{}; i < amountOfThreads; i++)
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threads.emplace_back(&allocPool::initObjects, this, i * amountPerThreads, amountPerThreads);
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threads.emplace_back(&allocPool::initObjects, this, i * amountPerThread, amountPerThread);
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for (auto &t: threads)
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t.join();
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@ -76,9 +80,11 @@ private:
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void initObjects(size_t startIdx, size_t amount) {
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for (size_t i{}; i < amount; i++) {
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// TODO: Be more cache friendly by making a vector per thread, then doing memcpy into the original vector.
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vec[startIdx + i] = new T;
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}
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// In the future, it should be possible to write a custom hashmap with sections
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// with independent locks, or use a data structure which would be contiguous.
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std::lock_guard<std::mutex> guard(positionMapMutex);
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for (size_t i{}; i < amount; i++) {
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positionMap[vec[startIdx + i]] = i;
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