[Scons-dev] SCons performance investigations

Jonathon Reinhart jonathon.reinhart at gmail.com
Sun Jul 23 19:51:19 EDT 2017


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.
>>       - 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       the sources or targets are out of date if the dependent builders are all up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 If one of the is out of date, we just build, This vs we check each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.
>>       - 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/sc
>>          ons/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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>>
>>
>
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