On Tuesday, 24 September 2013 at 17:02:18 UTC, Andrei Alexandrescu wrote:
On 9/24/13 9:58 AM, Peter Alexander wrote:
On Tuesday, 24 September 2013 at 15:25:11 UTC, Andrei Alexandrescu wrote:
What are they paying exactly? An extra arg to allocate that can probably
be defaulted?
void[] allocate(size_t bytes, size_t align = this.alignment) shared;

For allocating relatively small objects (say up to 32K), we're looking at tens of cycles, no more. An extra argument needs to be passed around and more importantly looked at and acted upon. At this level
it's a serious dent in the time budget.

The cost of a few cycles really doesn't matter for memory allocation... If you are really allocating memory so frequently that those few extra cycles matter then you are probably going to be memory bound anyway.

It does. I'm not even going to argue this.

Sorry but I find this insulting. Myself and Manu, both professional and senior game developers with a lot of experience in performance are both arguing against you. I'm not saying this makes us automatically right, but I think it's rude to dismiss our concerns as not even worthy of discussion.


I think this is a situation where you need to justify yourself with something concrete. Can you provide an example of some code whose performance is significantly impacted by the addition of an alignment parameter? It has to be "real code" that does something useful, not just
a loop the continually calls allocate.

Strings.

Strings what? Just allocating lots of small strings?

Ok, I've put together a benchmark of the simplest allocator I can think of (pointer bump) doing *nothing* but allocating 12 bytes at a time and copying a pre-defined string into the allocated memory: http://dpaste.dzfl.pl/59636d82

On my machine, the difference between the version with alignment and the version without 1%. I tried changing the allocator to a class so that the allocation was virtual and not inlined, and the difference was still only ~2% (Yes, I verified in the generated code that nothing was being omitted).

In a real scenario, much more will be going on outside the allocator, making the overhead much less than 1%.

Please let me know if you take issue with the benchmark. I wrote this quickly so hopefully I have not made any mistakes.

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