Cliff Hacks Things.

Saturday, March 31, 2007

Experimenting with LLVM

My oldest live projects are Mongoose and Cesta, both in intermittent development since 2003. I'm doing a bit of hacking on both right now.

In the case of Mongoose, writing my own VM (or, thus far, four of them) was fun, but it's not viable in the long term. I'd like to target the language to an existing VM, but earlier attempts with the JVM and CLR bore little fruit. (Neither VM is well-suited to dynamic languages with serious metaprogramming facilities.)

In the case of Cesta, I need a way to speedily evaluate filter expressions, and a way to "cross-breed" decoders for parallel fuzzy decoding.

Research on both topics kept leading me back to LLVM, which is many things:

  1. It's a compiler, with frontends for C, C++, and several other languages;

  2. It's a library for designing and implementing transformations on code;

  3. It's a framework for building the backends of new compilers;

  4. It's a well-defined low-level virtual machine;

  5. It's an embeddable code generator, suitable for use in Just-In-Time compilers.



Initially, I was scared of LLVM. I did some hacking on the GCC family of compilers a few years ago, and the code is abjectly terrifying — not to mention the deliberately obfuscated intermediate representations. However, every research lead I followed kept pointing back to LLVM. Eventually, I got up the gumption to download it and try it out.

In short: I am floored. LLVM is almost absurdly easy to work with, thanks to the best-designed C++ API I've ever seen outside of Qt. Within minutes of downloading it, I had built and tested some of my C code using llvm-gcc, their drop-in replacement for GCC.

An hour, two source examples, and 120 lines of code later, I had written a program that generates a Fibonacci function in RAM, JITs it to native x86, and executes it in process, printing the results. (It might have taken longer if the LLVM guys hadn't provided an example that does exactly that, which I was able to learn from.)

This is when I started to notice something: the JIT is impressively fast, considering that I had not activated any of LLVM's impressive suite of optimizations. I coded up two version of the Fibonacci sequence (naïve and hand-optimized) and ran some benchmarks.

The first is the naïve recursive version:

int fibonacci(int x) {
if(x <= 2) return 1;
return fib(x - 1) + fib(x - 2);
}


Compiled in a test harness, the times are as follows (suitably averaged and scrubbed of outliers):
fib(24)

  • GCC 4.0.1, -O0: 1136us

  • GCC 4.0.1, -O3: 397us

  • LLVM JIT: 771us


fib(40) (note that units are now milliseconds)

  • GCC 4.0.1, -O0: 1866ms

  • GCC 4.0.1, -O3: 618ms

  • LLVM JIT: 1578ms



Generating this recursive Fibonacci function at runtime (which takes some milliseconds at startup, not included in this benchmark) produces code that runs faster than GCC at -O0. Neat.

Next, the iterative transform of the function:

int iterative_fibonacci(int x) {
if(x <= 2) return 1;
int a = 1, b = 1, c;
while(x > 2) {
c = a + b;
b = a;
a = c;
x--;
}
return c;
}


(The code to generate this at runtime is substantially more complex, since I'm assembling the SSA intermediate representation by hand in C++.)

This algorithm is vastly faster than the previous version, so note that our units below are now nanoseconds.
fib(24)

  • GCC 4.0.1, -O0: 170 ns

  • GCC 4.0.1, -O3: 30 ns

  • LLVM JIT: 51 ns


fib(40)

  • GCC 4.0.1, -O0: 299 ns

  • GCC 4.0.1, -O3: 51 ns

  • LLVM JIT: 93 ns



On this version, LLVM shows an impressive performance gain over GCC at -O0, and is within a factor of 2 of GCC's output at -O3. (Edit: As noted in the comments, running GCC at -O0 is effectively tying both of its hands behind its back. I understand this; I'm comparing to -O0 here because I've not aggressively optimized my LLVM code here and I wanted to try a non-JIT compiler with its optimizations turned off. It's still faster than the M3VM threaded interpreter.)

To try this for yourself, here's where to find the sources:

Labels: , ,

Saturday, March 17, 2007

Cocoa Bindings: @sum is O(n), even if you're nice to it.

My last post was very positive toward Cocoa Bindings. A week later, you might say the honeymoon is over.

They still do most of what I need, don't get me wrong -- it's the performance. In profiles, whenever Cesta starts using an entire core on my MackBook Pro, Bindings is responsible for 80-90% of it. (The harder stuff, like capturing, decoding, and constraint-checking a loaded ethernet link, is 2% or less.)

I'm working on isolating each part of the problem, but here's a tidbit for today -- not from Bindings specifically, but from the Key-Value Coding system on which they're built (thanks for the correction, Scott). (Update: I Sharked my way to some of the other Bindings issues in my next post.)

The performance of @sum may surprise you. Specifically, the @sum function is O(n) for the total size of your array, even if you distribute incremental updates using KVO.

This will come as no surprise if you're familiar with how KVC is implemented, but for those of us (me) hoping for a free ride, it's a bit of a downer.

The backstory:

I wanted a nice label on Cesta's summary view showing the number of bytes captured. Lazy as I am, I decided to use Bindings: I created an NSTextField and bound it to the aggregate property "@sum.capturedSize" on my Capture Events NSArrayController.

Now, I put a lot of work into distributing only incremental updates when new packets are captured. My code diligently calls willChange:valuesAtIndexes:forKey and didChange:valuesAtIndexes:forKey with only the changed packets, so that observers don't have to reevaluate the whole array each time. Hell, I even maintain separate state for each thread so that nobody sees new packets before they've received willChange:.

In short, I expected that any observer update that doesn't rely on all the data (like @max would) would be, at worst, O(n) for the number of changes.

I was incorrect, as my debug traces show. @sum is calling capturedSize on every packet, every time.

This is one of three hotspots that cause Cesta's screen refreshes to be O(n) to the number of events captured. The fix? Drop the aggregate function and bind to a scalar property. It's nearly trivial, but I'll include the code here for completeness.

First, we add an ivar for the property, and a getter/setter pair:

@interface CSCaptureDocument : NSDocument {
...
uint64_t _bytesCaptured;
}
...
- (uint64_t)bytesCaptured;
- (void)setBytesCaptured: (uint64_t)bytes;
@end


Then, we add the code for that getter and setter. I won't post it here; there's a button to generate it.

Then, we hook into the packet delivery code:

- (void)frameSource: (CSFrameSource *)source receivedFrame: (CSFrame *)frame
{
[_capture appendCaptureEvent: frame];
[self setBytesCaptured: _bytesCaptured + [frame capturedSize]];
}


Then we simply re-bind the "Bytes Captured:" label to the bytesCaptured property of the document, rather than an aggregate property on the NSArrayController. Voila -- instant 15% performance savings.

(Edit: as Scott points out in the comments, this behavior makes sense for @sum since there's nowhere to store the accumulator. I've updated some of the text above to clarify that I'm not attacking @sum here, just pointing out my own very inappropriate use of it -- just in case someone else does the same thing and goes Googling for an explanation.)

Labels: , , ,

Friday, March 09, 2007

Cesta lives!

I've been putting in a lot of work on Cesta, my network analyzer, due in no small part to continual goading from clee. (He has a Mac now, and is trying to load it up with shiny Mac software.)



I hadn't touched Cesta's code in over a year, and it was getting pretty crufty even then, so I didn't bother trying to modernize it. Instead, I'm applying a marvelous technique I learned from John Brewer: TONSO, or Take Off and Nuke the Site from Orbit.

(It's the only way to be sure.)

The interesting thing is how fast it's come along. I bootstrapped the core system (with an Ethernet decoder) in an evening of work, while distracted by clee and Ben-from-Apple. Starting from a clean slate really helps you reduce a system to its essentials -- and working in Objective-C didn't hurt either. (Still one of my favorite languages of all time.)

I've rebuilt most of what the last Cesta generation could do, and killed off a number of ingrained-but-incorrect assumptions in the old domain model. We should have feature-parity with Wireshark in the not-too-distant future, which is not a slam against the Wireshark devs by any means -- they're very smart. No, it's a tribute to how easy developing Mac software in Objective-C has become.

We're targeting Tiger-and-later with this rev, whereas the original Cesta worked all the way back to 10.2. This makes things a lot cleaner: Mac OS X really is evolving at a breakneck pace, and while all the old APIs are still supported (and much faster), there are new ways of doing everything that are so much better.

Case in point: Cocoa Bindings. Much of the code in Cesta Of Old was dedicated to shuttling pieces of data onto, and off of, the screen. I'm a user-interface geek, so it had to be blindingly fast, absolutely intuitive, and as fluid as Mac apps are expected to be -- and I paid for my high standards in code.

Now? There is no code.

Using Cocoa Bindings, I wire up my UI widgets to my underlying domain model using Interface Builder, and the runtime figures out how best to move and cache the data. The new Cesta UI is entirely Bindings-driven, leaving the whole user interface as a thin projection of the underlying objects -- from the chooser that lets you pick the network interface(s) to capture from, right up to the three-paned packet list and dissector.

If I have to, I can drop in optimizations where needed (Objective-C's category mechanism keeps it clean) -- but thus far, it hasn't been necessary. Cocoa Bindings is fast; far faster than I expected, and they say it'll only get faster with time. It doesn't break a sweat displaying hundreds of thousands of decoded packets in a table. I am impressed.

(I met the folks behind the Bindings API at a recent Cocoaheads meeting, and not only do they produce great things, they're also very friendly and tolerant of n00b questions.)

Not having to hand-code the user interface has freed me up to work on more interesting parts of the application. In the two weeks that this Cesta codebase has been under development, we've added features that I only dreamed of in the last rev. For example, Cesta can now integrate data from any number of network interfaces in a single capture, and can attach and detach interfaces on the fly. (These changes are even recorded inline, right in the capture, for future reference.)

It's also grown a general framework for finding, highlighting, and explaining problems in packets. If an IP checksum is wrong, for example, it's highlighted in the UI, and the user can see a localized explanation of the issue.

We have found one issue, however. clee is totally new to Cocoa, just having cracked open the Hillegass book, and the Cesta codebase is total greek to him -- even though he's a very sharp programmer, fluent in half a dozen languages.

I can't blame him. The main difference between this Cesta and the last is that I now fully grok the Cocoa application/document architecture. It took me a couple years of diligent study to get everything right (because some important parts of it are not terribly well-documented -- and I didn't have the Hillegass book). To a newcomer, the control flow is almost entirely opaque. Sure, you can see that CSCaptureDocument seems to be some sort of document that holds a capture, but it's never created anywhere -- and neither are most of the other classes! How on earth do they talk to each other?

The answer, of course, is that a good chunk of the application logic is effectively hidden. It's not in the source code; it's in property list files, in the Interface Builder nibs, in interactions with closed-source frameworks. To a programmer used to programming, well, code, and accustomed to fully open-source systems, Cocoa can be pretty mysterious. To really understand a Cocoa application, particularly one that has drank as deeply of the Kool-Aid as Cesta has, one must understand all these non-code resources -- and, in some cases, read the API docs on every dependent class, trying to figure out who calls what delegate method and why.

Ironically, the loose coupling that makes control flow hard to understand is also one of Cocoa's greatest strengths. (Though part of the problem -- possibly a large part -- is Xcode, which is firmly lodged about six years behind the IDE state-of-the-art. From a Java perspective, it feels like my 1999 work in Forte, rather than my 2007 work in Eclipse.)

To diverge even further from the alleged topic of this post, this also worries me on my applications at work. Us loosely-coupled object systems guys are leaning pretty heavily on dependency injection and event-driven applications these days, and it may come to the point where the only way to understand the flow of control is to step through the app in a debugger. Not an ideal solution.

Anyway. Coming back around to Cesta, there's one other point of interest: we'll be open-sourcing this version, most likely under a BSD license. I've been out of real open source development for too long. It'll be good to be back.

Labels: , ,

Saturday, February 24, 2007

The wheel of hobbies spins on.

This is a sort of omnibus update for all my various projects, in case anyone's watching. :-)

My spare-time projects tend to be fueled by interest from others. If I'm doing them just for me, I'll hack on it to solve some interesting set of problems, and then leave them unfinished. The partially-finished systems are useful to me, and solve my problems; packaging and publishing them is only worth it if they'll be useful to others. I do enough software-polishing in my day job that I have a hard time making it a hobby unless I'm helping people in the process.

Speaking of the day job, my workload has increased dramatically since about October. My team has shrunk, but our responsibilities haven't. I'm enjoying it, but it cuts into my spare time.


PropellerForth has stalled due to profound lack of interest from the Propeller community, though I've suddenly (past week or so) gotten a bunch of emails about it. Thus, I may pick it back up, or at least publish the sources so others can carry the torch. (I never got around to publishing before.) I still don't know of anyone using propasm, which is ironic, since I actually packaged it -- the sources are available, and have near-100% test coverage.

I've done a lot of rethinking of Mongoose. I've been working with some of the new batch of next-generation multi-paradigmatic languages, like Scala, but none of them are heading in the direction I want. I'm still using Mongoose primarily to prove some points, and not intending it to be the "next big thing" -- but at the same time, I've been looking at targeting it to existing VMs, with the hopes of achieving interoperability with some last-gen languages. (And not having to maintain my own VM. I hate C++.)

The robots have been dormant lately, but DPR still boots and works (imagine, a Linux system that still works after several months of inattention). I've been learning a lot about machine learning lately in my day job, and I'm hoping to rewrite some of DPR's personality using new techniques like fuzzy associative memories. I'll post here if I get around to it.

So, what have I been hacking on? Strangely enough, Cesta -- my network analyzer, which I've left untouched for nearly a year. My brain keeps coming back to it, because it lets me do the sort of stuff I don't get to do at work (like UI and interaction design), while still presenting a lot of juicy hard problems (like my fuzzy protocol decoding ideas). I'm applying what I learned from the Mongoose compiler to reworking Cesta's protocol decoding layer, enabling it to synthesize new decoders on the fly.

For example, take TCP. TCP connections contain no indication of the protocol they're carrying -- sure, the connection is to port 80, but that's not a guarantee that it's carrying HTTP.

Previously, my solution was brute-force: try to decode every known TCP protocol, eliminating them one by one as they reject the data as malformed. Two years ago I was already looking at more efficient ways to do this, but got caught up in the fun stuff like graph rendering and UI design.

In my reworking of the protocol decoding, I came across a better way. Protocols are defined declaratively using a protocol definition file, which Cesta compiles into decoder code -- and by synthesizing the constraints and layouts of all protocols known to be carried in TCP connections, it can generate a state machine that allows quick and efficient payload-type detection. (And, thanks to the dynamic code generation techniques I learned for Mongoose, I think I can compile the code on the fly without e.g. calling out to gcc.)

If this sounds like massive overkill, you're right -- which is where the machine learning comes in. Using the fuzzy associative memory techniques I've learned recently, Cesta can learn what protocols are most likely to be sent over a given port, and optimize the decoder appropriately. For example, a TCP connection to port 80 is pretty likely to be HTTP, so we can try decoding it as such until proven wrong -- a technique I call speculative decoding. If the guess proves wrong, we can try the next-most-likely protocol, or fall back to the synthetic every-protocol decoder I described above.

As a side effect, we get service-type identification. If Cesta learns that a port on a particular host seems to be speaking HTTP or SSHv2, it records this in the fuzzy memory, and we can present this to the user.

Multiplexed ports or changes in service don't present a problem for this either: it has no difficulty describing a port as "80% HTTP, 20% SSH" if something weird is going on (such as dynamic port mappings on a NAT).

This is complicated -- rather more complicated, in fact, than any network analyzer I've ever used -- but I understand all the techniques involved, and I think I can pull it off. Once there's code, I'll post it here.

Labels: , ,