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11 <title>The Boost Statechart Library - Performance</title>
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19 <h3><a href="../../../index.htm"><img alt="C++ Boost" src=
20 "../../../boost.png" border="0" width="277" height="86"></a></h3>
21 </td>
22
23 <td valign="top">
24 <h1 align="center">The Boost Statechart Library</h1>
25
26 <h2 align="center">Performance</h2>
27 </td>
28 </tr>
29 </table>
30 <hr>
31
32 <dl class="index">
33 <dt><a href="#SpeedVersusScalabilityTradeoffs">Speed versus scalability
34 tradeoffs</a></dt>
35
36 <dt><a href="#MemoryManagementCustomization">Memory management
37 customization</a></dt>
38
39 <dt><a href="#RttiCustomization">RTTI customization</a></dt>
40
41 <dt><a href="#ResourceUsage">Resource usage</a></dt>
42 </dl>
43
44 <h2><a name="SpeedVersusScalabilityTradeoffs" id=
45 "SpeedVersusScalabilityTradeoffs">Speed versus scalability
46 tradeoffs</a></h2>
47
48 <p>Quite a bit of effort has gone into making the library fast for small
49 simple machines <b>and</b> scaleable at the same time (this applies only to
50 <code>state_machine&lt;&gt;</code>, there still is some room for optimizing
51 <code>fifo_scheduler&lt;&gt;</code>, especially for multi-threaded builds).
52 While I believe it should perform reasonably in most applications, the
53 scalability does not come for free. Small, carefully handcrafted state
54 machines will thus easily outperform equivalent Boost.Statechart machines.
55 To get a picture of how big the gap is, I implemented a simple benchmark in
56 the BitMachine example. The Handcrafted example is a handcrafted variant of
57 the 1-bit-BitMachine implementing the same benchmark.</p>
58
59 <p>I tried to create a fair but somewhat unrealistic <b>worst-case</b>
60 scenario:</p>
61
62 <ul>
63 <li>For both machines exactly one object of the only event is allocated
64 before starting the test. This same object is then sent to the machines
65 over and over</li>
66
67 <li>The Handcrafted machine employs GOF-visitor double dispatch. The
68 states are preallocated so that event dispatch &amp; transition amounts
69 to nothing more than two virtual calls and one pointer assignment</li>
70 </ul>
71
72 <p>The Benchmarks - running on a 3.2GHz Intel Pentium 4 - produced the
73 following dispatch and transition times per event:</p>
74
75 <ul>
76 <li>Handcrafted:
77
78 <ul>
79 <li>MSVC7.1: 10ns</li>
80
81 <li>GCC3.4.2: 20ns</li>
82
83 <li>Intel9.0: 20ns</li>
84 </ul>
85 </li>
86
87 <li>1-bit-BitMachine with customized memory management:
88
89 <ul>
90 <li>MSVC7.1: 150ns</li>
91
92 <li>GCC3.4.2: 320ns</li>
93
94 <li>Intel9.0: 170ns</li>
95 </ul>
96 </li>
97 </ul>
98
99 <p>Although this is a big difference I still think it will not be
100 noticeable in most&nbsp;real-world applications. No matter whether an
101 application uses handcrafted or Boost.Statechart machines it will...</p>
102
103 <ul>
104 <li>almost never run into a situation where a state machine is swamped
105 with as many events as in the benchmarks. A state machine will almost
106 always spend a good deal of time waiting for events (which typically come
107 from a human operator, from machinery or from electronic devices over
108 often comparatively slow I/O channels). Parsers are just about the only
109 application of FSMs where this is not the case. However, parser FSMs are
110 usually not directly specified on the state machine level but on a higher
111 one that is better suited for the task. Examples of such higher levels
112 are: Boost.Regex, Boost.Spirit, XML Schemas, etc. Moreover, the nature of
113 parsers allows for a number of optimizations that are not possible in a
114 general-purpose FSM framework.<br>
115 Bottom line: While it is possible to implement a parser with this
116 library, it is almost never advisable to do so because other approaches
117 lead to better performing and more expressive code</li>
118
119 <li>often run state machines in their own threads. This adds considerable
120 locking and thread-switching overhead. Performance tests with the
121 PingPong example, where two asynchronous state machines exchange events,
122 gave the following times to process one event and perform the resulting
123 in-state reaction (using the library with
124 <code>boost::fast_pool_allocator&lt;&gt;</code>):
125
126 <ul>
127 <li>Single-threaded (no locking and waiting): 840ns / 840ns</li>
128
129 <li>Multi-threaded with one thread (the scheduler uses mutex locking
130 but never has to wait for events): 6500ns / 4800ns</li>
131
132 <li>Multi-threaded with two threads (both schedulers use mutex
133 locking and exactly one always waits for an event): 14000ns /
134 7000ns</li>
135 </ul>
136
137 <p>As mentioned above, there definitely is some room to improve the
138 timings for the asynchronous machines. Moreover, these are very crude
139 benchmarks, designed to show the overhead of locking and thread context
140 switching. The overhead in a real-world application will typically be
141 smaller and other operating systems can certainly do better in this
142 area. However, I strongly believe that on most platforms the threading
143 overhead is usually larger than the time that Boost.Statechart spends
144 for event dispatch and transition. Handcrafted machines will inevitably
145 have the same overhead, making raw single-threaded dispatch and
146 transition speed much less important</p>
147 </li>
148
149 <li>almost always allocate events with <code>new</code> and destroy them
150 after consumption. This will add a few cycles, even if event memory
151 management is customized</li>
152
153 <li>often use state machines that employ orthogonal states and other
154 advanced features. This forces the handcrafted machines to use a more
155 adequate and more time-consuming book-keeping</li>
156 </ul>
157
158 <p>Therefore, in real-world applications event dispatch and transition not
159 normally constitutes a bottleneck and the relative gap between handcrafted
160 and Boost.Statechart machines also becomes much smaller than in the
161 worst-case scenario.</p>
162
163 <h3>Detailed performance data</h3>
164
165 <p>In an effort to identify the main performance bottleneck, the example
166 program "Performance" has been written. It measures the time that is spent
167 to process one event in different BitMachine variants. In contrast to the
168 BitMachine example, which uses only transitions, Performance uses a varying
169 number of in-state reactions together with transitions. The only difference
170 between in-state-reactions and transitions is that the former neither enter
171 nor exit any states. Apart from that, the same amount of code needs to be
172 run to dispatch an event and execute the resulting action.</p>
173
174 <p>The following diagrams show the average time the library spends to
175 process one event, depending on the percentage of in-state reactions
176 employed. 0% means that all triggered reactions are transitions. 100% means
177 that all triggered reactions are in-state reactions. I draw the following
178 conclusions from these measurements:</p>
179
180 <ul>
181 <li>The fairly linear course of the curves suggests that the measurements
182 with a 100% in-state reaction ratio are accurate and not merely a product
183 of optimizations in the compiler. Such optimizations might have been
184 possible due to the fact that in the 100% case it is known at
185 compile-time that the current state will never change</li>
186
187 <li>The data points with 100% in-state reaction ratio and speed optimized
188 RTTI show that modern compilers seem to inline the complex-looking
189 dispatch code so aggressively that dispatch is reduced to little more
190 than it actually is, one virtual function call followed by a linear
191 search for a suitable reaction. For instance, in the case of the 1-bit
192 Bitmachine, Intel9.0 seems to produce dispatch code that is equally
193 efficient like the two virtual function calls in the Handcrafted
194 machine</li>
195
196 <li>On all compilers and in all variants the time spent in event dispatch
197 is dwarfed by the time spent to exit the current state and enter the
198 target state. It is worth noting that BitMachine is a flat and
199 non-orthogonal state machine, representing a close-to-worst case.
200 Real-world machines will often exit and enter multiple states during a
201 transition, what further dwarfs pure dispatch time. This makes the
202 implementation of constant-time dispatch (as requested by a few people
203 during formal review) an undertaking with little merit. Instead, the
204 future optimization effort will concentrate on state-entry and
205 state-exit</li>
206
207 <li>Intel9.0 seems to have problems to optimize/inline code as soon as
208 the amount of code grows over a certain threshold. Unlike with the other
209 two compilers, I needed to compile the tests for the 1, 2, 3 and 4-bit
210 BitMachine into separate executables to get good performance. Even then
211 was the performance overly bad for the 4-bit BitMachine. It was much
212 worse when I compiled all 4 tests into the same executable. This surely
213 looks like a bug in the compiler</li>
214 </ul>
215
216 <h4>Out of the box</h4>
217
218 <p>The library is used as is, without any optimizations/modifications.</p>
219
220 <p><img alt="PerformanceNormal1" src="PerformanceNormal1.gif" border="0"
221 width="371" height="284"><img alt="PerformanceNormal2" src=
222 "PerformanceNormal2.gif" border="0" width="371" height="284"><img alt=
223 "PerformanceNormal3" src="PerformanceNormal3.gif" border="0" width="371"
224 height="284"><img alt="PerformanceNormal4" src="PerformanceNormal4.gif"
225 border="0" width="371" height="284"></p>
226
227 <h4>Native RTTI</h4>
228
229 <p>The library is used with <code><a href=
230 "configuration.html#ApplicationDefinedMacros">BOOST_STATECHART_USE_NATIVE_RTTI</a></code>
231 defined.</p>
232
233 <p><img alt="PerformanceNative1" src="PerformanceNative1.gif" border="0"
234 width="371" height="284"><img alt="PerformanceNative2" src=
235 "PerformanceNative2.gif" border="0" width="371" height="284"><img alt=
236 "PerformanceNative3" src="PerformanceNative3.gif" border="0" width="371"
237 height="284"><img alt="PerformanceNative4" src="PerformanceNative4.gif"
238 border="0" width="371" height="284"></p>
239
240 <h4>Customized memory-management</h4>
241
242 <p>The library is used with customized memory management
243 (<code>boost::fast_pool_allocator</code>).</p>
244
245 <p><img alt="PerformanceCustom1" src="PerformanceCustom1.gif" border="0"
246 width="371" height="284"><img alt="PerformanceCustom2" src=
247 "PerformanceCustom2.gif" border="0" width="371" height="284"><img alt=
248 "PerformanceCustom3" src="PerformanceCustom3.gif" border="0" width="371"
249 height="284"><img alt="PerformanceCustom4" src="PerformanceCustom4.gif"
250 border="0" width="371" height="284"></p>
251
252 <h3><a name="DoubleDispatch" id="DoubleDispatch">Double dispatch</a></h3>
253
254 <p>At the heart of every state machine lies an implementation of double
255 dispatch. This is due to the fact that the incoming event <b>and</b> the
256 active state define exactly which <a href=
257 "definitions.html#Reaction">reaction</a> the state machine will produce.
258 For each event dispatch, one virtual call is followed by a linear search
259 for the appropriate reaction, using one RTTI comparison per reaction. The
260 following alternatives were considered but rejected:</p>
261
262 <ul>
263 <li><a href=
264 "http://www.objectmentor.com/resources/articles/acv.pdf">Acyclic
265 visitor</a>: This double-dispatch variant satisfies all scalability
266 requirements but performs badly due to costly inheritance tree
267 cross-casts. Moreover, a state must store one v-pointer for <b>each</b>
268 reaction what slows down construction and makes memory management
269 customization inefficient. In addition, C++ RTTI must inevitably be
270 turned on, with negative effects on executable size. Boost.Statechart
271 originally employed acyclic visitor and was about 4 times slower than it
272 is now (MSVC7.1 on Intel Pentium M). The dispatch speed might be better
273 on other platforms but the other negative effects will remain</li>
274
275 <li><a href="http://en.wikipedia.org/wiki/Visitor_pattern">GOF
276 Visitor</a>: The GOF Visitor pattern inevitably makes the whole machine
277 depend upon all events. That is, whenever a new event is added there is
278 no way around recompiling the whole state machine. This is contrary to
279 the scalability requirements</li>
280
281 <li>Single two-dimensional array of function pointers: To satisfy
282 requirement 6, it should be possible to spread a single state machine
283 over several translation units. This however means that the dispatch
284 table must be filled at runtime and the different translation units must
285 somehow make themselves "known", so that their part of the state machine
286 can be added to the table. There simply is no way to do this
287 automatically <b>and</b> portably. The only portable way that a state
288 machine distributed over several translation units could employ
289 table-based double dispatch relies on the user. The programmer(s) would
290 somehow have to <b>manually</b> tie together the various pieces of the
291 state machine. Not only does this scale badly but is also quite
292 error-prone</li>
293 </ul>
294
295 <h2><a name="MemoryManagementCustomization" id=
296 "MemoryManagementCustomization">Memory management customization</a></h2>
297
298 <p>Out of the box, everything (event objects, state objects, internal data,
299 etc.) is allocated through <code>std::allocator&lt; void &gt;</code> (the
300 default for the Allocator template parameter). This should be satisfactory
301 for applications meeting the following prerequisites:</p>
302
303 <ul>
304 <li>There are no deterministic reaction time (hard real-time)
305 requirements</li>
306
307 <li>The application will never run long enough for heap fragmentation to
308 become a problem. This is of course an issue for all long running
309 programs not only the ones employing this library. However, it should be
310 noted that fragmentation problems could show up earlier than with
311 traditional FSM frameworks</li>
312 </ul>
313
314 <p>Should an application not meet these prerequisites, Boost.Statechart's
315 memory management can be customized as follows:</p>
316
317 <ul>
318 <li>By passing a model of the standard Allocator concept to the class
319 templates that support a corresponding parameter
320 (<code>event&lt;&gt;</code>, <code>state_machine&lt;&gt;</code>,
321 <code>asynchronous_state_machine&lt;&gt;</code>,
322 <code>fifo_scheduler&lt;&gt;</code>, <code>fifo_worker&lt;&gt;</code>).
323 This redirects all allocations to the passed custom allocator and should
324 satisfy the needs of just about any project</li>
325
326 <li>Additionally, it is possible to <b>separately</b> customize
327 <b>state</b> memory management by overloading <code>operator new()</code>
328 and <code>operator delete()</code> for all state classes but this is
329 probably only useful under rare circumstances</li>
330 </ul>
331
332 <h2><a name="RttiCustomization" id="RttiCustomization">RTTI
333 customization</a></h2>
334
335 <p>RTTI is used for event dispatch and
336 <code>state_downcast&lt;&gt;()</code>. Currently, there are exactly two
337 options:</p>
338
339 <ol>
340 <li>By default, a speed-optimized internal implementation is
341 employed</li>
342
343 <li>The library can be instructed to use native C++ RTTI instead by
344 defining <code><a href=
345 "configuration.html#ApplicationDefinedMacros">BOOST_STATECHART_USE_NATIVE_RTTI</a></code></li>
346 </ol>
347
348 <p>There are 2 reasons to favor 2:</p>
349
350 <ul>
351 <li>When a state machine (or parts of it) are compiled into a DLL,
352 problems could arise from the use of the internal RTTI mechanism (see the
353 FAQ item "<a href="faq.html#Dll">How can I compile a state machine into a
354 dynamic link library (DLL)?</a>"). Using option 2 is one way to work
355 around such problems (on some platforms, it seems to be the only
356 way)</li>
357
358 <li>State and event objects need to store one pointer less, meaning that
359 in the best case the memory footprint of a state machine object could
360 shrink by 15% (an empty event is typically 30% smaller, what can be an
361 advantage when there are bursts of events rather than a steady flow).
362 However, on most platforms executable size grows when C++ RTTI is turned
363 on. So, given the small per machine object savings, this only makes sense
364 in applications where both of the following conditions hold:
365
366 <ul>
367 <li>Event dispatch will never become a bottleneck</li>
368
369 <li>There is a need to reduce the memory allocated at runtime (at the
370 cost of a larger executable)</li>
371 </ul>
372
373 <p>Obvious candidates are embedded systems where the executable resides
374 in ROM. Other candidates are applications running a large number of
375 identical state machines where this measure could even reduce the
376 <b>overall</b> memory footprint</p>
377 </li>
378 </ul>
379
380 <h2><a name="ResourceUsage" id="ResourceUsage">Resource usage</a></h2>
381
382 <h3>Memory</h3>
383
384 <p>On a 32-bit box, one empty active state typically needs less than 50
385 bytes of memory. Even <b>very</b> complex machines will usually have less
386 than 20 simultaneously active states so just about every machine should run
387 with less than one kilobyte of memory (not counting event queues).
388 Obviously, the per-machine memory footprint is offset by whatever
389 state-local members the user adds.</p>
390
391 <h3>Processor cycles</h3>
392
393 <p>The following ranking should give a rough picture of what feature will
394 consume how many cycles:</p>
395
396 <ol>
397 <li><code>state_cast&lt;&gt;()</code>: By far the most cycle-consuming
398 feature. Searches linearly for a suitable state, using one
399 <code>dynamic_cast</code> per visited state</li>
400
401 <li>State entry and exit: Profiling of the fully optimized
402 1-bit-BitMachine suggested that roughly 3 quarters of the total event
403 processing time is spent destructing the exited state and constructing
404 the entered state. Obviously, transitions where the <a href=
405 "definitions.html#InnermostCommonContext">innermost common context</a> is
406 "far" from the leaf states and/or with lots of orthogonal states can
407 easily cause the destruction and construction of quite a few states
408 leading to significant amounts of time spent for a transition</li>
409
410 <li><code>state_downcast&lt;&gt;()</code>: Searches linearly for the
411 requested state, using one virtual call and one RTTI comparison per
412 visited state</li>
413
414 <li>Deep history: For all innermost states inside a state passing either
415 <code>has_deep_history</code> or <code>has_full_history</code> to its
416 state base class, a binary search through the (usually small) history map
417 must be performed on each exit. History slot allocation is performed
418 exactly once, at first exit</li>
419
420 <li>Shallow history: For all direct inner states of a state passing
421 either <code>has_shallow_history</code> or <code>has_full_history</code>
422 to its state base class, a binary search through the (usually small)
423 history map must be performed on each exit. History slot allocation is
424 performed exactly once, at first exit</li>
425
426 <li>Event dispatch: One virtual call followed by a linear search for a
427 suitable <a href="definitions.html#Reaction">reaction</a>, using one RTTI
428 comparison per visited reaction</li>
429
430 <li>Orthogonal states: One additional virtual call for each exited state
431 <b>if</b> there is more than one active leaf state before a transition.
432 It should also be noted that the worst-case event dispatch time is
433 multiplied in the presence of orthogonal states. For example, if two
434 orthogonal leaf states are added to a given state configuration, the
435 worst-case time is tripled</li>
436 </ol>
437 <hr>
438
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442
443 <p>Revised
444 <!--webbot bot="Timestamp" s-type="EDITED" s-format="%d %B, %Y" startspan -->03 December, 2006<!--webbot bot="Timestamp" endspan i-checksum="38512" --></p>
445
446 <p><i>Copyright &copy; 2003-<!--webbot bot="Timestamp" s-type="EDITED" s-format="%Y" startspan -->2006<!--webbot bot="Timestamp" endspan i-checksum="770" -->
447 <a href="contact.html">Andreas Huber D&ouml;nni</a></i></p>
448
449 <p><i>Distributed under the Boost Software License, Version 1.0. (See
450 accompanying file <a href="../../../LICENSE_1_0.txt">LICENSE_1_0.txt</a> or
451 copy at <a href=
452 "http://www.boost.org/LICENSE_1_0.txt">http://www.boost.org/LICENSE_1_0.txt</a>)</i></p>
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