larroy commented on a change in pull request #14836: Refactor AGInfo and 
Imperative
URL: https://github.com/apache/incubator-mxnet/pull/14836#discussion_r305139734
 
 

 ##########
 File path: src/imperative/imperative.cc
 ##########
 @@ -316,181 +312,223 @@ std::vector<NDArray*> Imperative::Backward(
       info.outputs.back() = static_cast<real_t>(1.0);
     }
   }
+  return ograd_entries;
+}
 
-  // Get gradient graph
-  Symbol sym;
-  sym.outputs = graph.outputs;
-  std::vector<NodeEntry> xs;
-  std::vector<NDArray*> x_grads;
-  std::vector<OpReqType> x_reqs;
-  if (variables.size()) {
-    xs.reserve(variables.size());
-    x_grads.reserve(variables.size());
-    x_reqs.reserve(variables.size());
+struct Imperative::GradientVariableNodes {
 
 Review comment:
   This is the old SOA vs AOS dilema, in general is less efficient to do AOS.
   https://www.youtube.com/watch?v=Dj3lkfIEUyA
   This is well known in gaming circles, as you loose quite a bit of cache 
efficiency due to AoS.
   
   I don't see a real benefit of having a single array here.

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