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High Performance
Managed Languages
Martin Thompson - @mjpt777
Really, what is your preferred
platform for building HFT
applications?
Why would you build
low-latency applications on a
GC’ed platform?
1. Some Context
2. Runtime Optimisation
3. Garbage Collection
4. Algorithms & Design
Agenda
Some Context
Let’s be clear
A Managed Runtime is not
always a good choice…
Latency Arbitrage?
Are native languages faster?
Time?
Skills & Resources?
CPU vs Memory
Performance
Time to add 2 integers?
1 CPU Cycle : < 1ns
http://www.agner.org/optimize/instruction_tables.pdf
Time per operation to sum the
values in an array of integers?
Access Pattern Benchmark
Benchmark Score Error Units
===========================================
sequential 0.832 ± 0.006 ns/op
Really???
Less than 1ns per operation?
What if the access pattern
is different?
Access Pattern Benchmark
Benchmark Score Error Units
===========================================
sequential 0.832 ± 0.006 ns/op
randomPage 2.703 ± 0.025 ns/op
dependentRandomPage 7.102 ± 0.326 ns/op
randomHeap 19.896 ± 3.110 ns/op
dependentRandomHeap 89.516 ± 4.573 ns/op
Data Dependent Loads
aka “Pointer Chasing”!!!
Performance 101
1. Memory is transported in Cachelines
Performance 101
1. Memory is transported in Cachelines
2. Memory is managed in OS Pages
Performance 101
1. Memory is transported in Cachelines
2. Memory is managed in OS Pages
3. Memory is pre-fetched on
predictable access patterns
Performance 101
Runtime Optimisation
1. Profile guided optimisations
Runtime JIT
1. Profile guided optimisations
2. Bets can be taken and later revoked
Runtime JIT
Branches
void foo()
{
// code
if (condition)
{
// code
}
// code
}
Block A
Branches
void foo()
{
// code
if (condition)
{
// code
}
// code
}
Block A
Block B
Branches
void foo()
{
// code
if (condition)
{
// code
}
// code
}
Block A
Block C
Block B
Branches
void foo()
{
// code
if (condition)
{
// code
}
// code
}
Block A
Block C
Block B
Branches
void foo()
{
// code
if (condition)
{
// code
}
// code
}
Block A
Block C
Block A
Block C
Block B
Branches
void foo()
{
// code
if (condition)
{
// code
}
// code
}
Block A
Block C
Block B
Subtle Branches
int result = (i > 7) ? a : b;
Subtle Branches
int result = (i > 7) ? a : b;
CMOV vs Branch Prediction?
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
Block A
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
Block A
bar()
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
Block A
bar()
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
Block A
Block B
bar()
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
Block A
Block B
bar()
Block A
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
Block A
Block B
bar()
Block A
bar()
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
Block A
Block B
bar()
Block A
Block B
bar()
Method/Function Inlining
void foo()
{
// code
bar();
// code
}
i-cache
& code bloat?
“Inlining is THE optimisation.”
- Cliff Click
Method/Function Inlining
void foo(int[] array, int length)
{
for (int i = 0; i < length; i++)
{
bar(Integer.bitCount(array[i]));
}
}
Loops
void foo(int[] array, int length)
{
for (int i = 0; i < length; i += 4)
{
bar(Integer.bitCount(array[i]));
bar(Integer.bitCount(array[i + 1]));
bar(Integer.bitCount(array[i + 2]));
bar(Integer.bitCount(array[i + 3]));
}
}
Loops
Loops
void foo(int[] array, int length)
{
for (int i = 0; i < length; i++)
{
bar(Integer.bitCount(array[i]));
}
}
Intrinsics
Subtype Polymorphism
void draw(Shape[] shapes)
{
for (int i = 0; i < shapes.length; i++)
{
shapes[i].draw();
}
}
Subtype Polymorphism
void draw(Shape[] shapes)
{
for (int i = 0; i < shapes.length; i++)
{
shapes[i].draw();
}
}
void bar(Shape shape)
{
bar(shape.isVisible());
}
Subtype Polymorphism
void draw(Shape[] shapes)
{
for (int i = 0; i < shapes.length; i++)
{
shapes[i].draw();
}
}
void bar(Shape shape)
{
bar(shape.isVisible());
}
Class Hierarchy Analysis
& Inline Caching
1. Profile guided optimisations
2. Bets can be taken and later revoked
Runtime JIT
Garbage Collection
Generational Garbage Collection
“Only the good die young”
- Billy Joel
Eden Survivor 0 Survivor 1
Young/New Generation
TLAB
TLAB
Tenured
Virtual
Virtual
Old Generation
Generational Garbage Collection
Modern Hardware (Intel Sandy Bridge EP)
C 1 C n C 1 C nRegisters/Buffers <1ns
L1 L1 L1 L1~4 cycles ~1ns
L2 L2 L2 L2~12 cycles ~3ns
L3 L3
~40 cycles ~15ns
~75 cycles ~25ns (dirty hit)
~65ns
DRAM
QPI ~40ns
MC MC
DRAM
DRAM
DRAM
DRAM
DRAM
DRAM
DRAM
...
...
...
...
...
...
QPI QPIPCI-e 3 PCI-e 3
40X
IO
40X
IO
* Assumption: 3GHz Processor
Broadwell EX – 24 cores & 60MB L3 Cache
Eden
Young/New Generation
TLAB
TLAB
Thread Local Allocation Buffers
Eden
Young/New Generation
TLAB
TLAB
Thread Local Allocation Buffers
• Affords locality of reference
• Avoid false sharing
• Can have NUMA aware allocation
Eden Survivor 0 Survivor 1
Young/New Generation
TLAB
TLAB
Virtual
Object Survival
Eden Survivor 0 Survivor 1
Young/New Generation
TLAB
TLAB
Virtual
Object Survival
• Aging Policies
• Compacting Copy
• NUMA Interleave
• Fast Parallel Scavenging
• Only the survivors require work
Eden Survivor 0 Survivor 1
Young/New Generation
TLAB
TLAB
Tenured
Virtual
Virtual
Old Generation
Object Promotion
Eden Survivor 0 Survivor 1
Young/New Generation
TLAB
TLAB
Tenured
Virtual
Virtual
Old Generation
Object Promotion
• Concurrent Collection
• String Deduplication
Compacting Collections
Compacting Collections – Depth first copy
Compacting Collections
Compacting Collections
OS Pages and
cache lines?
EdenE
O
S
O
S
O E
S OO
E
O E O O
O
Survivor
Old
Unused
O
S
E
H
HumongousH
H
O O
G1 – Concurrent Compaction?
Azul Zing C4
True Concurrent Compacting
Collector
Where next for GC?
Object Inlining/Aggregation
GC vs Manual Memory Management
Not easy to pick clear winner…
GC vs Manual Memory Management
Managed GC
• GC Implementation
• Card Marking
• Read/Write Barriers
• Object Headers
• Background Overhead
on CPU and Memory
Not easy to pick clear winner…
GC vs Manual Memory Management
Managed GC
• GC Implementation
• Card Marking
• Read/Write Barriers
• Object Headers
• Background Overhead
on CPU and Memory
Not easy to pick clear winner…
Native
• Malloc Implementation
• Arena/pool contention
• Bin Wastage
• Fragmentation
• Debugging Effort
• Inter-thread costs
Algorithms & Design
What is most important to
performance?
Time
“If I had more time, I would
have written a shorter letter.”
- Blaise Pascal
• Avoiding duplicate work
• Avoiding cache misses
• Avoiding contention
• Strength reduction
• Amortising expensive operations
• Mechanical Sympathy
• Choice of algorithms & data structures
• API design
In a large codebase it is really
difficult to do everything well
It also takes some “uncommon”
disciplines such as:
profiling, telemetry, modelling…
The story of Aeron
https://github.com/real-logic/Aeron
Aeron is an interesting lesson in
“time to performance”
Lots of others exists such at the
C# Roslyn compiler
Time spent on
Mechanical Sympathy
vs
Debugging Pointers
???
GC
Immutable Data & Concurrency
In Closing …
What does the future hold?
Remember
Assembly vs Compiled
Languages?
What about
footprint, startup, warm up, etc.
???
Blog: http://mechanical-sympathy.blogspot.com/
Twitter: @mjpt777
“Any intelligent fool can make things bigger, more
complex, and more violent.
It takes a touch of genius, and a lot of courage, to move
in the opposite direction.”
- Albert Einstein
Questions?

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