Only a few of these are actual programming tricks. The problem with sharing them is that they'll typically seem obvious to you, since you know them. It's difficult to know what is actually unknown to other people, and if you share stuff everybody knows you risk coming off as arrogant.
Here's one that I think more people should know: avoid branches. If I can do the same thing without an if statement and even a logical expression, the code typically both becomes easier to understand for people and easier to run for the CPU.
I'm struggling to comprehend how branches can be avoided (or why one would want to, as they are the cornerstone of programming). I can only think how to obfuscate them, which is rarely useful.
What people refer to when they say "branchless code" is something very particular, and it refers to not triggering the CPU's branch prediction. That is, don't make the CPU have to guess which fork in the code you're going to take. This is usually accomplished in one of two ways: either bit twiddling hacks or specialized instructions that do not affect the CPU's branch prediction, such as the 'cmov' family in x86. If you search for `examples of branchless code using conditional moves` using your search engine of choice, you'll find numerous examples.
A trivial example is actually written with a branch in C/C++, but relies on compiler optimizations to kick in. If you compile a ternary operator in C/C++ (and probably rust, C# and other languages) such as in:
int min_branchless(int a, int b) {
return a < b ? a : b; // Often emits cmov with -O2
}
With gcc/clang a -O2, one would expect the compiler to emit the following assembly:
cmp edi, esi
cmovle eax, edi ; select a if a <= b
ret
There's numerical tricks for other operations/comparisons, and compilers know a lot of them. But, I just suggest compiling your code and configuring your compiler to emit the generated assembly with references to the code it was generated from (you should be able to get it to emit source line references in the assembly). You'll likely be surprised at the optimizations applied at -02, and utterly confused by what you find at -03.
edit: Also, it doesn't mean to never branch, but to minimize branching, especially in tight loops. Branch outside loops, not inside, for instance.
e.g. don't do:
for (...) {
if (condition independent of loop variable) {
...
} else {
...
}
}
do:
if (condition independent of loop variable) {
for (...) {
...
}
} else {
for (...) {
...
}
}
Yes, and back when hand-writing vectorized kernels via intrinsics, one learned to do the equivalent of (pseudocode here - picture SSE, AltiVec, NEON, etc.):
where each lane of the conditionmask has either all bits set or all bits clear, depending on the outcome of the conditional test for that lane.
The processor obviously does execute both branches here, so there's going to be wasted work. But since it's just a linear sequence of operations it can often schedule them independently and run them out-of-order and in parallel. And of course, if there's any shared computation between the two branches, the compiler can do common subexpression elimination.
That said, that sort of approach where you go ahead and do both and then blend them was definitely the kind of optimization where you'd want to profile rather than doing it blindly. But it was a pretty common thing to do when hand-vectorizing code. (Thankfully, auto-vectorizers are pretty good at doing this sort of optimization for you these days. It's been a very long time now since I've had to hand-write vector intrinsics.)
winternewt · · focus · HN ↗
Here's one that I think more people should know: avoid branches. If I can do the same thing without an if statement and even a logical expression, the code typically both becomes easier to understand for people and easier to run for the CPU.
cachvico · · focus · HN ↗
hermitdev · · focus · HN ↗
A trivial example is actually written with a branch in C/C++, but relies on compiler optimizations to kick in. If you compile a ternary operator in C/C++ (and probably rust, C# and other languages) such as in:
With gcc/clang a -O2, one would expect the compiler to emit the following assembly: There's numerical tricks for other operations/comparisons, and compilers know a lot of them. But, I just suggest compiling your code and configuring your compiler to emit the generated assembly with references to the code it was generated from (you should be able to get it to emit source line references in the assembly). You'll likely be surprised at the optimizations applied at -02, and utterly confused by what you find at -03.edit: Also, it doesn't mean to never branch, but to minimize branching, especially in tight loops. Branch outside loops, not inside, for instance.
e.g. don't do:
do:a_e_k · · focus · HN ↗
The processor obviously does execute both branches here, so there's going to be wasted work. But since it's just a linear sequence of operations it can often schedule them independently and run them out-of-order and in parallel. And of course, if there's any shared computation between the two branches, the compiler can do common subexpression elimination.
That said, that sort of approach where you go ahead and do both and then blend them was definitely the kind of optimization where you'd want to profile rather than doing it blindly. But it was a pretty common thing to do when hand-vectorizing code. (Thankfully, auto-vectorizers are pretty good at doing this sort of optimization for you these days. It's been a very long time now since I've had to hand-write vector intrinsics.)