[Scons-dev] SCons performance investigations
Bill Deegan
bill at baddogconsulting.com
Mon Jul 24 11:18:14 EDT 2017
Jason,
A somewhat common use model is to create a configured Environment, and then
clone it to pass to a subordinate SConscript.
The only reason the clone is done is to prevent the subordinate SConscript
from polluting the environment.
It is for this use that I was asking if a read-only Environment would be
useful.
I'm also curious if in this case is it expected that the SConscript would
or should not modify the Environment? Is this a functional clone, or a
protective clone..
-Bill
On Sun, Jul 23, 2017 at 8:41 PM, Jason Kenny <dragon512 at live.com> wrote:
> I am not sure what “read-only” mode is. But in Part I make lots of clones
> ( lots) so making a lot of clones is not the issue, it is done as when you
> have larger build you start to break up items in to groups/components ( ie
> Parts) and you want to make sure a user of one component does not change a
> value that would effect another Component. We could do better on how the
> data is copied and shared. By making Clones more of a copy on right setup.
>
>
>
> Jason
>
>
>
> *From:* Scons-dev [mailto:scons-dev-bounces at scons.org] * On Behalf Of *Bill
> Deegan
> *Sent:* Sunday, July 23, 2017 7:38 PM
> *To:* SCons developer list <scons-dev at scons.org>
> *Subject:* Re: [Scons-dev] SCons performance investigations
>
>
>
> Jonathon,
>
> I've seen the clone before passing in other builds.
>
> I'm wondering if you could put your environment in a read-only mode before
> passing it (not allow changes to be made), would that suffice and remove
> the desire/need to clone()?
>
> -Bill
>
>
>
> On Sun, Jul 23, 2017 at 4:51 PM, Jonathon Reinhart <
> jonathon.reinhart at gmail.com> wrote:
>
> I just wanted to add some quick anecdotes. In some of our largest, most
> complicated builds, we have observed a lot of the same things as you all
> have.
>
>
>
> One time we did some quick profiling, and saw that much CPU time during a
> null build was spent in the variable substitution.
>
>
>
> Additionally, we also have a habit of cloning the environment before
> passing it to a SConscript. This is for safety - to ensure that a child
> SConscript can't mess up the environment for its siblings.
>
>
>
>
>
> Jonathon Reinhart
>
>
>
>
>
> On Sat, Jul 22, 2017 at 5:23 PM, Bill Deegan <bill at baddogconsulting.com>
> wrote:
>
> Jason,
>
> Any chance you could add these comments to the wiki page?
> https://bitbucket.org/scons/scons/wiki/NeedForSpeed
>
> -Bill
>
>
>
> On Sat, Jul 22, 2017 at 10:09 AM, Jason Kenny <dragon512 at live.com> wrote:
>
> Some additional thoughts
>
>
>
> Serial DAG traversal:
>
> · On the issue here as well is that the Dag for doing builds is
> based on nodes. There is a bit of logic to deal with handing side effects
> and build actions that have multiple outputs. Greg Noel had made a push for
> something called TNG taskmaster. I understand now the main fix he was going
> for is to tweak SCons to navigate a builder Dag instead of Node DAG, the
> node Dag is great to get the main organization but after that it is
> generally trivial to make a DAG based on builder at the same time,
> Traversing this is much faster, we require less “special” logic and will be
> easier to parallelize.
>
> o On big improvement this provides is that we only need to test if the
> sources or targets are out of date if the dependent builders are all up to
> date. If one of the is out of date, we just build, This vs we check each
> node and see if the build action has been done which requires extra scans
> and work in the current logic.
>
> o Given a builder is out of data you just mark all parents out of date.
> We only care about builders in a set that we don’t know are out of date
> yet. Simple tweaks on how we go through the tree can mean we only need to
> touch a few nodes.
>
> Start up time:
>
> · Zero build time is going to be the worse case for a build up to
> date, as we have to make sure all items are in a good state. Time to start
> building on diff should be a lot faster. Scons spends a lot of time having
> to read everything on second passes. We can use our cache much better to
> store states on what builds what, etc to avoid even having to read a file.
> If the file did not change we already know the node/builder tree it will
> provide. We already know the actions. We can start building items as soon
> as a md5/time stamp check fails most of the time. Globs can store
> information about what it read and processed and only need to go off when
> we notice a directory timestamp. Avoiding processing build files and
> loading known state is much faster than processing the python code. My work
> in Parts has shown this. The trick is knowing when you might have to load a
> file again to make sure custom logic get processed correctly.
>
> · In the case of Parts it would be great to load file concurrently
> and in parallel. I think I have a way to go this concurrently which I have
> not done yet. The main issue is the node FS object tree is a sync point for
> being parallel.
>
> CacheDir:
>
> 100% agree..
>
> SConsign generation:
>
> · I think this is a bigger deal for larger builds. I have found in
> Parts, as I store more data I would try to break up the items into
> different files. This helps, but in the end, at some point a pickle or JSON
> dump takes times. It also takes time to load them as in cases for builds I
> have had, loading 700mb files takes even the best systems a moment to do.
> This is a big waste when I only need to get a little bit of data. Likewise,
> the storing of the data could and should be happening as we build items. As
> noted we don’t have a good way to store a single item without storing all
> the file. If the file is large 100MB to GBs this can take time, as in many
> seconds, which in the end annoy users. I would say with what I do have
> working well in Parts that the data storage, retrieval is the big time
> suck. Addressing this would have the largest impact me.
>
> Process spawning:
>
> · I add this as We had submitted a sub process fix for POSIX
> systems. The code effect larger builds more than smaller builds because of
> forking behavior. I don’t believe it been added to SCons as of yet.
>
> · As a side design note, If we did make a multiprocessing setup for
> SCons, This might be less of an issue, as the “process” workers only need
> information about a build to run on. Changing of nodes state would have to
> be synced with the main process via messages as there would be no fast
> efficient way to share the whole tree across all the process.
>
> · Another thought is we might want to look at some nested parallel
> strategies to make a task like setup that might allow us to use the TBB
> python library to avoid the GIL issue. However, given my time on
> SCons/Parts I think the change of a taskmaster to go over a builder DAG
> will have the biggest effect
>
>
>
> Variable Substitution:
>
> I abuse this in Parts to share data in a lazy fashion between components.
> It has been a sore point for me, given reason stated below. We have done
> some work to address the items by reusing states better. I can say there
> are some issues with the current code that causes memory bloat and wasted
> time. I don’t want to dwell on this, but will say that this is the second
> biggest item in my mind that would have a big impact to overall time to the
> user. I know I want to change the load logic in Parts to avoid using the
> substitution engine as much as possible.
>
>
>
> Environment creation:
>
> It easy to define lots of different environment in a large
> build. How you do this is can be subtitle and have a huge effect on build
> time. Ideally, you always want to clone the “default” environment you have
> or pass values into builders, not the environment. I feel that it better
> for SCons to define a more Default environment and all environment created
> are clones. I would also push to have all Clone be a copy of write
> environment. There are still cases in which the user needs a “clean”
> environment, however, in my experience, the common case of all the
> environments I have made in Parts are only small copy on write clones from
> a common base. I think we should have more copy on write higher up the
> stack. At the moment the class that does copy on write are used in
> builders, not in the Clones.
>
> Configure check performance:
>
> · For me so far I try to avoid this feature as much as I can.
> However, it does have it uses. I feel from using automake at the moment
> SCons version is faster, but lacks some common features. The main issue I
> have seen is that a user can make complex logic that can run slow. For a
> project I am working on porting from automake, the item for me is if there
> is a better way to say this in SCons. At the moment it is a lot of code
> that is easy to break. I would like a better way to express this. I feel
> this could help address maintainability issues with configure logic as well
> as avoiding certain speed issues to better use Scons logic to check if we
> need to
>
>
>
> Some last thoughts:
>
> 1. The big value SCons tends to have for me is the ability to create
> reproducible environments to do a build. One that is not broken because of
> different shells the user might be running in. This ability to duplicate
> exactly on a dumb shell is a huge win. The use of SConsign to help store
> tool state is an item I want to improve on in the Parts toolchain
> improvements. I think for SCons this is a win as well. More so for people
> using SCons to cross build. There is a time to start up we can avoid by
> some smarter logic on using what we know about tools. Honestly, tools don’t
> get added or removed as often as we change build files or source files.
> 2. Given the common case for most devs would be to build changes in
> the source, It seems to me using our cache better to speed this up would
> have a big effect. We can detect changes in inputs that would cause us load
> build files. Most of the time the user added/removed code that has no
> effect on the actions we would call in the end. Even with changes to
> imports/include we don’t need to load build files we already processed. The
> Scanner can deal with that for us.
> 3. Being smarter about how we store data could help us reduce what we
> keep in memory for a non-interactive build. This can help large builds as
> having to load a 2-3GB tree takes resources we would rather use on other
> items. I think we have options to store information and possible use of
> generators to reduce memory overhead and improve build speeds.
> 4. Given multiprocessing thinking, the main issue is that we have a
> large data tree. Sharing this tree across processes will be slow. We need
> to avoid this as much as we can. Using processes to do work that can be
> independent as possible and pass state to the main thread about node state
> which has the main data structure will work much better. This should have a
> positive effect on builder based on Python code as they can build
> independently. In all cases of builders, we have to address that I have
> seen builder that try to set state in the environment or globally. These
> states have to shared or avoided in some way. I not suggesting how to solve
> this.. but this will be a design issue to address.
> 5. Last item is that no matter how good SCons is.. people will want to
> be able to generate build files for a different system. The current logic
> for Visual studio, for example, tries to make a makefile project to run
> SCons. The users really want to make a MSBuild project. We should do that.
> Likewise, we should be better at working with other build system projects.
> Having good middleware to allow building or working with an automake or
> CMake project will help adoption. CMake is doing well because it is a build
> generator, same with Meson. You want to cover your bases with your users.
> Systems like these make it easy to do so.
>
>
>
> When I was at Intel some of the people helping me made a profiler for
> Python in Intel VTune. I believe they are still working on that. It was
> useful at making fixes that were not obvious in Parts to get speed
> improvements. Since SCons is open source, you can use this tool for free. I
> would recommend it as it will give you some incite the default tools will
> not provide as well.
>
>
>
>
>
> Jason
>
>
>
>
>
> *From:* Scons-dev [mailto:scons-dev-bounces at scons.org] *On Behalf Of *Andrew
> C. Morrow
> *Sent:* Friday, July 21, 2017 10:40 AM
> *To:* SCons developer list <scons-dev at scons.org>
> *Subject:* [Scons-dev] SCons performance investigations
>
>
>
>
>
> Hi scons-dev -
>
>
>
> The following is a revised draft of an email that I had originally
> intended to send as a follow up to https://pairlist4.pair.net/
> pipermail/scons-users/2017-June/006018.html. Instead, Bill Deegan and I
> took some time to expand on my first draft and add some ideas about how to
> address some of th e issues. We hope to migrate this to the wiki, but
> wanted to share it here first for feedback.
>
>
>
> ----
>
>
>
> Performance is one of the major challenges facing SCons. When compared
> with other current options, particularly Ninja, in many cases performance
> can lag significantly. That said other options by and large lack the
> extensibility and many features of SCons.
>
>
>
> Bill Deegan (SCons project co-manager) and I have been working together to
> understand some of the issues that lead to poor SCons performance in a real
> world (and fairly modestly sized) C++ codebase. Here is a summary of some
> of our findings:
>
>
>
> - Python code usage: There are many places in the codebase where while
> the code is correct, performance based on cpython’s implementation can be
> improved by minor changes.
>
>
> - Examples
>
>
> - Using for loops and hashes to uniquify a list. Simple change in Node
> class yielded approximately 15% speedup for null build
> - Using if x.find(‘some character’) >=0 instead of is ‘some
> character’ in x (timeit benchmark shows a 10x speed difference)
>
>
> - Method to address
>
>
> - Profile the code looking for hotspots with cprofile and
> line_profiler. Then look for best implementations of code. (Use timeit if
> useful to compare implementations. There are examples of such in the bench
> dir (see: https://bitbucket.org/scons/scons/src/
> 68a8afebafbefcf88217e9e778c1845db4f81823/bench/?at=default
> <https://bitbucket.org/scons/scons/src/68a8afebafbefcf88217e9e778c1845db4f81823/bench/?at=default>
> )
>
>
> - Serial DAG traversal: SCons walks the DAG to find out of date
> targets in a serial fashion. Once it finds them, it farms the work out to
> other threads, but the DAG walk remains serial. Given the proliferation of
> multicore machines since SCons’ initial implementation, a parallel walk of
> the DAG would yield significant speedup. Likely this would require
> implementation using the multiprocessing python library (instead of
> threads), since the GIL would block real parallelism otherwise. Packages
> like Boost where there are many header files can cause large increases in
> the size of the DAG, exacerbating this issue. There are two serious
> consequences of the slow DAG walk:
>
>
> - Incremental rebuilds in large projects. Typical developer workflow
> is to edit a file, rebuild, test. In our modestly sized codebase, we see
> the incremental time to do an ‘all’ rebuild for a one file change can reach
> well over a minute. This time is completely dominated by the serial
> dependency walk.
> - Inability to saturate distributed build clusters. In a
> distcc/icecream build, the serial DAG walk is slow enough that not enough
> jobs can be farmed out in parallel to saturate even a modest (400 cpu)
> build cluster. In our example, using ninja to drive a distributed full
> build results in an approximately 15x speedup, but SCons can only achieve a
> 2x speedup.
> - Method to address:
>
>
> - Investigate changing tree walk to generator
> - Investigate implementing tree walk using multiprocessing
> library
>
>
> - The dependency graph is the python object graph: The target
> dependency DAG is modeled via python Node Object to Node Object linkages
> (e.g. a list of child nodes held in a node). As a result, the only way to
> determine up-to-date-ness is by deeply nested method calls that repeatedly
> traverse the Python object graph. An attempt is made to mitigate this by
> memoizing state at the leaves (e.g. to cache the result of stat calls), but
> this still results in a large number of python function invocations for
> even the simplest state checks, where a result is already known. Similarly,
> the lack of global visibility precludes using externally provided change
> information to bypass scans.
>
>
> - See above re generator
> - Investigate modeling state separately from the python Node graph
> via some sort of centralized scoreboarding mechanism, it seems likely that
> both the function call overhead could be eliminated and that local
> knowledge could be propagated globally more effectively.
>
>
> - CacheDir: There are some issues listed below. End-to-end caching
> functionality of SCons, including generated files, object files, shared
> libraries, whole executables, etc., is one of its great strengths, but its
> performance has much room for improvement.
>
>
> - Existing bug(s) when combining CacheDir with MD5-Timestamp devalues
> CacheDir.
>
>
> - Bug: http://scons.tigris.org/issues/show_bug.cgi?id=2980
>
>
> - Performance issues:
>
>
> - CacheDir re-creates signature data when extracting nodes from the
> Cache, even though it could have recorded the signature when entering the
> objects into the cache.
>
>
> - Method to address
>
>
> - Store signatures for items in cachedir and then use them directly
> when copying items from Cache.
> - Fix the CacheDir / MD5-Timestamp integration bug
>
>
> - SConsign generation: The generation of the SConsign file is
> monolithic, not incremental. This means that if only one object file
> changed, the entire database needs to be re-written. It also appears that
> the mechanism used to serialize it is itself slow. Moving to a faster
> serialization model would be good, but even better would be to move to a
> faster serialization model that also admitted incremental updates to single
> items.
>
>
> - Method to address:
>
>
> - Replace sconsign with something faster than the current
> implementation, which is based on Pickle.
> - And/or Improve sconsign with something which can incrementally
> only write that which has changed.
>
>
> - Configure check performance: Even cached Configure checks seems
> slow, and for a complexly configured build this can add significant startup
> cost. Improvements here would be useful.
>
>
> - Method to address:
>
>
> - Code inspection, look for improvements
> - Profile
>
>
> - Variable Substitution: Currently variable substitution, which is
> largely used to create the command lines run by SCons, uses an appreciable
> percentage (approximately 18% for a null incremental build) of SCons’ CPU
> runtime. By and large much of this evaluation is duplicate (and thus
> avoidable work). For the moderate sized build discussed above there are
> approximately 100k calls to evaluation substitutions. There are only 413
> unique strings to be evaluated. Consider that the CXXCOM variable is
> expanded 2412 times for this build. The only variables which are guaranteed
> unique are the SOURCES and TARGETS, all others could be evaluated once and
> cached.
>
>
> - Prior work on this item:
>
>
> - https://bitbucket.org/scons/scons/wiki/SubstQuoteEscapeCache/
> Discussion
>
>
> - Working doc on current and areas for improvement:
>
>
> - https://bitbucket.org/scons/scons/wiki/SubstQuoteEscapeCache/
> SubstImprovement2017
>
>
> - Method to address:
>
>
> - Consider pre-evaluating Environment() variables where reasonable.
> This could use some sort of copy-on-write between cloned Environments. This
> pre-evaluation would skip known target specific variables
> (TARGET,SOURCES,CHANGED_SOURCES, and a few others), so minimally
> the per command line substitution should be faster.
>
>
>
> Bill and I would appreciate any feedback or thoughts on the above items,
> or suggestions for other areas to investigate. We are hoping that by
> addressing some or all of these items, the runtime overhead of SCons could
> be brought down significantly enough to re-render it competitive with other
> build systems. We hope to begin work on the above items once SCons 3.0 has
> shipped.
>
>
>
> Thanks,
>
> Andrew
>
>
>
>
>
>
>
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