Monday, September 12, 2016

The unspeakable horror of Visual Studio PDB files

Disclaimer: everything said in the following blog post may be completely wrong. Since PDB files are (until very recently) completely undocumented everything below has been determined by trial and error. Doubt everything, believe nothing.

Debugging information, how hard can it be?

When compiling C-like languages, debug information is not a problem. It gets written in the object file along with code and when objects are linked to form an executable or shared library, each individual file's debug info is combined and written in the result file. If necessary, this information can then be stripped into a standalone file.

This seems like the simplest thing in the world. Which it is. Unless you are Microsoft.

Visual Studio stores debug information in standalone files with the extension .pdb. Whenever the compiler is invoked it writes an .obj file and then opens the pdb file to write the debug info in it (while removing the old one). At first glance this does not seem a bad design, and indeed it wasn't in the 80s when it was created (presumably).

Sadly multicore machines break this model completely. Individual compilation jobs should be executable in parallel (and in Unix they are) but with pdb files they can't be. Every compile process needs to obtain some sort of lock to be able to update the pdb file. Processes that could be perfectly isolated now spend a lot of time fighting with each other over access to the pdb file.

Fortunately you can tell VS to write each object file's pdb info in a standalone file which is then merged into the final pdb. It even works, unless you want to use precompiled headers.

VS writes a string inside the obj file a string pointing to the corresponding pdb file. However if you use precompiled headers it fails because the pdb strings are different in the source object and precompiled header object file and VS wants to join these two when generating the main .obj file. VS will then note that the strings are different and refuse to create the source object file because merging two files with serialised arrays is a known unsolvable problem in computer science. The merge would work if you compiled the precompiled header separately for each object file and gave them the same temporary pdb file name. In theory at least, this particular rat hole is not one I wish to get into so I did not try.

This does work if you give both compilations the same target pdb file (the one for the final target). This gives you the choice between a slowdown caused by locking or a slowdown caused by lack of precompiled headers. Or, if you prefer, the choice of not having debug information.

But then it gets worse.

If you choose the locking slowdown then you can't take object files from one target and use them in other targets. The usual reasons are either to get just one object file for a unit test without needing a recompilation or emulating -Wl,--whole-archive (available natively only in VS2015 or later) by putting all object files in a different target. Trying gets you a linking error due to an incorrect pdb file name.

There was a blog post recently that Microsoft is having problems in their daily builds because compiling Windows is starting to take over 24 hours. I'm fairly certain this is one of the main reasons why.

But then it gets worse.

Debug information for foo.exe is written to a file called foo.pdb. The debug information for a shared library foo.dll is also written to a file called foo.pdb.  That means you can't have a dll and an exe with the same name in the same directory. Unfortunately this is what you almost always want because Windows does not have rpath so you can't instruct an executable to look up its dependencies elsewhere (Though you can fake it with PATH. Yes, really.)

Fortunately you can specify the name of the output pdb, so you can tell VS to generate foo_exe.pdb and foo_lib.pdb. Unfortunately VS will also generate a dozen other files besides the pdb and whose names come from the target basename and which you can not change. No matter what you do, files will be clobbered. Even if they did not clobber the files would still be useless because VS the IDE assumes the file is called foo.pdb and refuses to work if it is not.

All this because writing debug information inside object files, which is where it belongs, is not supported.

But wait, it gets even worse.

Putting debug info in obj files was supported but is now deprecated.

In conclusion

Meson recently landed support for generating PDB files. Thanks to Nirbheek for getting this ball rolling. If you know that the above is complete bull and that it is possible to do all the things discussed above then please file bugs with information or, preferably, patches to fix them.

Friday, September 9, 2016

How to convert an Autotools project to Meson

Converting a project using Autotools into Meson is usually not particularly difficult, just grunt work. The Meson wiki has a guide and lots of other documentation on the subject. Here is an informal rough outline of the steps commonly needed.

Autoconf

Autoconf scripts can often seem impenetrable. Creating a converter script for them is as difficult a task as reimplementing all of Autoconf (and shell and a bunch of other stuff), which is not really feasible. Fortunately there is a sneaky shortcut to eliminate most of the work. The config.h file autoconf produces is easy to parse and autoconvert.

Meson has a helper script for exactly this use and applying it to a project is straightforward. Just copy config.h.in to config.h.meson. Then replace all lines that look like this:

#undef HAVE_ASPRINTF

into this:

#mesondefine HAVE_ASPRINTF

This can't be done automatically because some config headers have other #undef declarations so they can't be changed blindly. Then run the converter script on the resulting file. It will generate a skeleton project file that does the same checks in Meson. The checks it could not understand are left in the source as comments. This script usually needs some manual tweaking but should deal with most of the configure checks for you (unless you are doing something really low level like glib).

Automake

Converting automake is mostly just manual work of converting list of files for each target from Automake syntax to Meson syntax.

Except.

In some projects Automake setup houses the most baffling and incomprehensible parts of the entire build setup. In one project (which shall remain nameless) we had several project developers looking at the Make/shell pipeline/magic substitution/stuff declaration in the makefile just to understand what it was supposed to do (never mind how it was doing it).

Encountering one of these sucks. Fixing it will take a lot of effort, but the end result a notable reduction in technical debt and would make sense even if the project were to keep using Autotools. The most important thing when converting these to Meson is not to write it inside the Meson declaration. Always put these kind of large pipelines in standalone scripts (converted to Python if aiming to support Windows) and just invoke them from Meson. This makes the magic isolated and testable.

Finalisation

That should be the most of it. The rest is polishing things such as checking for dependencies (with pkg-config) and fixing things that break due to the different environment. As an example many autotools projects are only compiled and run in-source. Meson does not permit in-source builds so if any part of the project assumes an in-source build those need to be fixed. The usual culprit is unit tests.

That should be it. If you encounter any problems feel free to report bugs or chat with us at #mesonbuild on Freenode.

Sunday, August 28, 2016

Weird USB disk slowdown with multiple readers

I have a bunch of files and hard drives scattered about (as I'm sure many of you do, too). I wanted to transfer all of them into one drive, so to start off I wrote a Python program to go through all files on a drive, calculate their SHA-256 and write that to a file. Here is the core of the code that does the evaluation in parallel.

def scan(scanroot, ofilename):
    ofile = open(ofilename, 'w')
    with ProcessPoolExecutor() as pe:
        futures = []
        for root, dirs, files in os.walk(scanroot):
            for f in files:
                fname = os.path.join(root, f)
                futures.append(pe.submit(scan_file, fname))
        for f in futures:
            try:
                ofile.write(f.result())
            except Exception as e:
                print('ERROR:', str(e))

    ofile.close()


Very simple and works fine. But when I did this on a USB 3 disk on Linux (Ubuntu Wily) something weird happened. If you do the evaluation with just one process, the disk transfers data at a rate of 70 MB/s, which is a fraction slower the speed of an internal hard disk. When running 8 simultaneous jobs, the total transfer rate is 4 MB/s which is almost 20 times slower.

I have no idea what could be causing this but it seems to be specific to USB, internal hard drives handle multiple readers effortlessly.

Wednesday, July 20, 2016

Comparing GCC C cleanup attribute with C++ RAII

I recently got into a Twitter discussion about the GCC cleanup extension in C vs plain old C++ (and Rust, which does roughly the same). There were claims that the former is roughly the same as the latter. Let's examine this with a simple example. Let's start with the following C code.

Res* func() {
  Res *r = get_resource(); /* always succeeds for simplicity. */
  if(do_something(r)) {
    return r;
  } else {
    deallocate(r);
    return NULL;
}

This is straightforward: get a resource, do something with it and depending on outcome either return the resource or deallocate it and return NULL. This requires the developer to track the life cycle of r manually. This is prone to human errors such as forgetting the deallocate call, especially when more code is added to the function.

This code is trivial, but still representative of real world code. Usually you would have many things and resources going on in a function like this but for simplicity we omit all those. The question now becomes, how would one make this function truly reliable using GCC cleanup extension. By reliability we mean that the compiler must handle all cases and the developer must not need to write any manual management code.

The obvious approach is this:

Res* func() {
  Res *r __attribute__((cleanup(cleanfunc)));
  r = get_resource();
  if(do_something(r)) {
    return r;
  } else {
    return NULL;
  }
}

This does not work, though. The cleanup function is called always before function exit, so if do_something returns true, the function returns a pointer to a freed resource. Oops. To make it work you would need to do this:

Res* func() {
  Res *r __attribute__((cleanup(cleanfunc)));
  r = get_resource();
  if(do_something(r)) {
    Res *r2 = r;
    r = NULL;
    return r2;
  } else {
    return NULL;
  }
}

This is pointless manual work which is easy to get wrong, thus violating reliability requirements.

The only other option is to put the deallocator inside the else block. That does not work either, because it just replaces a call to deallocate with a manually written setup to call the deallocator upon scope exit (which happens immediately).

This is unavoidable with the cleanup attribute. It is always called. It can not automatically handle the case where the life cycle of a resource is conditional. Even if it were possible to tell GCC not to call the cleanup function, that call must be written by hand. Conditional life cycles always require manual work, thus making it unreliable (as in: a human needs to analyze and write code to fix the issue).

In C++ this would look (roughly) like the following.

std::unique_ptr<Res> func() {
  std::unique_ptr<Res> r(new Resource());
  if(do_something(r)) {
    return r;
  } else {
    return nullptr; // or throw an exception if you prefer
  }
}  

In this case the resource is always handled properly. It is not deallocated in the true branch but is deallocated in the false branch. No manual life cycle code is needed. Adding new code to this function is simple because the developer does not need to care about the life cycle of r, the compiler will enforce proper usage and does it more reliably than any human being.

Conclusions

GCC's cleanup attribute is a great tool for improving reliability to C. It should be used it whenever possible (note that it is not supported on MSVC so code that needs to be portable can't use it). However the cleanup attribute is not as easy to use or reliable as C++'s RAII primitives.

Monday, June 27, 2016

Running COBOL on Arduino using the Meson Build System

IDENTIFICATION DIVISION.
PROGRAM ID. COBOL-ARDUINO.

DATA DIVISION.

In my previous post we found out how to compile projects for the Arduino, which is a bare metal 8 bit microcontroller. One of the advantages of using a full fledged build system is that you can use all the tools in the world as opposed to the basic ones that come with the Arduino IDE. Like, for example, the GNU COBOL compiler.



PROCEDURE DIVISION.

The implementation is actually quite simple. GNU COBOL does not compile to machine code. Instead it transpiles to plain C and does most of the COBOLy things with a runtime library. The design is pretty clever and there is very little setup and configuration. Best of all, it is easy (well, relatively easy at least) to write code that does not cause the COBOL runtime to call into malloc.

The rest of the implementation work is straightforward. We compile the COBOL code into a C file and try to compile it. First it fails due to a missing libcob.h. We just create one that is empty. After that it fails with missing struct and function definitions. Struct definitions can be stolen from the real libcob.h. The functions are a bit more work, but writing skeleton implementations that do just the bare minimum to get the program running did not take particularly long.

Then it is just a question of hooking the COBOL compilation to the build system and we are done. The code is available in this Github repo.

EXIT PROGRAM.

Friday, June 24, 2016

Meson build system now has Arduino support

After some midsummer hacking Meson now has support for building and uploading Arduino projects. (caveat: this MR needs to land to master first). This is what it looks like.



A sample project to clone has been set up in Github. It currently only supports Linux and Arduino Uno but the repo has documentation on how to adapt it to your configuration.

Monday, May 16, 2016

Performance testing a new parallel zip file implementation

Previously we looked into rewriting a zip file unpacker rather than modernising an existing one as well as measuring its performance. Now we have implemented fully parallel zip file compression so it is time to measure its performance against existing applications. The new implementation is called Parzip and can be obtained from its Github repo.

Test setup

Parzip uses only LZMA compression (though it can uncompress deflated archives). We tested it against the following programs:

  • Info-Zip, the default zip/unzip implementation on most Unix platforms
  • 7-Zip, the first archiver to use LZMA
  • Tar + gzip, the default way of compressing files on Unix
  • Tar + xz, is the same as above, but using LZMA compression instead of deflate
The test corpus was a checkout of the Clang compiler, including full source code, SVN directories and a build tree. This amounts to roughly 27 gigabytes of data. The test machine was an i7 machine with 8 cores and a spinning disk running Debian stable. Parzip was self compiled and is used liblzma from Debian repository, all other binaries were their default versions as provided by Debian. All compression settings were left at their default values.

Results

Let's start with the most important measurement: how long did each app take to compress the directory tree.
Info-Zip and gzip both use the deflate algorithm which is a lot faster than LZMA. Here we can see how they are the fastest even though they only use one thread for compression. Parzip is the fastest LZMA compressor by quite a wide margin. Xz is the slowest because it uses only one thread. 7-zip has some threading support which makes it faster than xz, but it loses heavily to Parzip.

Decompression times show a similar trend.
Decompression is a lot faster than compression (this graph is in seconds as opposed to minutes). The interesting point here is that Parzip is much faster than Info-Zip and gzip even though it uses LZMA. Being able to use all cores really helps here.

Finally let's look at sizes of the compressed archives.
Nothing particularly surprising here. LZMA files are roughly the same size with xz being the smallest, 7-zip following close by and Parzip holding the third place. Programs using deflate achieve noticeably worse compression ratio. Info-Zip is the clear loser here, maybe due to it using its own deflate implementation rather than zlib.

Big iron test

We also tested the performance of xz and Parzip on a 48 core heavy duty server.
XZ takes almost three hours to compress the data set while Parzip can achieve the same in just over 20 minutes. This is almost 90% faster. The theoretical best possible speedup would be roughly 97%, but due to overhead and other issues we can't reach those numbers.
Decompression times are similar with Parzip being 93% faster. This is due to decompression parallelising better than compression. Compression needs to write its results in a single file whereas decompression can write its outputs to the file system independent of each other.

Conclusions

Using modern tools and technologies is is possible to create a parallel file compressor that achieves almost the same compression ratio as the current leading technology (tar + xz) while providing almost linear parallelisation on the number of processor cores available.

Caveat

If you plan on doing your own measurements (which you should, it's educational), be careful when analysing the results. If you have a slow hard disk and a lot of decompression threads, they may saturate the disk's write capacity.