Wouldn't C# with structs and pointers do the job in many cases? I've been able to get 50-fold increases in speed through heavy optimizations, without switching to another language. Using C or C++ solely for a "speed boost" over C# is not only unnecessary, but it creates more problems than it solves. If you don't know how to optimize within C# (as a C# developer), how are you going to succeed in writing efficient C++ code?
Once you learn the nuances and limitations of making optimizations in C#, then you should start looking into how and when other languages such as C can wisely be used. To name an example, C makes it easier to micromanage assembly instructions (can be done in C# too, but not in a very practical way, and yes I mean assembly and not IL). C also contains more syntax and features which are suitable for bitwise micromanagement, whereas with C# it can be more awkward.
I think in general it is a culture problem.
Those of us that embraced managed languages, including for systems programming (Oberon, D, ...), know that we can be productive 99% of the time and just have to care how to do speed boost tricks on that 1% using profiler and low level language tricks.
In C and C++ communities there is a sub-culture of thinking too much ahead of time how much each line of code costs, thus speeding too much time with design decisions that actually have zero value in the context of the application being delivered.
The problem is not taking those decisions, rather taking them without validating if they are right with a profiler, or regard to the goals that have to be met for the application.
Beyond which any low level fine tuning, while fun, is needless engineering.
- structs
- unsafe code
- stack allocation in unsafe code (think alloca())
- attribute annotations for packing and inline calls across assemblies
- ref parameters
- ref returns
- readonly ref parameters
- Span<> and Memory<>
- Native memory allocation via MarshalInterop, SafeHandles
- Buffer and ArraySegment
- SIMD (with RyuJIT)
- Profiled code cache for JIT code background generation between executions (System.Runtime.ProfileOptimization)
Accessing data on the stack instead of the heap is the #1 saver of execution time, in my experience. But your bottlenecks might be different. Locally scoped value-type variables are generally on the stack. Object-scoped and static fields and properties are on the heap.
Writes to local variables seem to be faster than reads, IIRC. The fastest operators seem to be the bitwise instructions, IIRC. If running in 32-bit mode, try to work with 32-bit integers. If running in 64-bit mode, try to work with 64-bit integers.
Here's an example of a major, major improvement in performance
for(int x = 0; x < this.Width; x++)
{
for(int y = 0; y < this.Height; y++) { foo = bar; }
}Much faster version (due to storing a copy of Width and Height on the stack instead of the heap):
int width = this.Width;
int height = this.Height;
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++) { foo = bar; }
}My comment here describes roughly the approach I used to take advantage of stack-allocated memory (before Span<T> was available). https://news.ycombinator.com/item?id=15136627
If you can get rid of all heap lookups in your iterative loop, then you'll see a large speed boost if that was the bottleneck. Local variables exist on the stack, which tends to exist in the CPU cache when the current thread is active. https://msdn.microsoft.com/en-us/library/windows/desktop/ms6...
Unfortunately, method calls in C# have a much higher overhead than in C and C++. If you must do a method call in your loop, be sure to read this to see if your method can be inlined. Only very small methods of 32 IL bytes or less can be inlined: https://stackoverflow.com/questions/473782/inline-functions-...
Well, it's easier to do in a managed language. When you literally don't have to agonize or obsess over every allocation because you aren't responsible for cleaning it up (unmanaged held resources withstanding), you tend not to do so.
P.S.: You're always free to drop down into C or C++ if you want to get some speed, but of course you need to clean up after yourself there. A friend of mine wrote a good guide on doing so, if anyone cares https://github.com/TheBlackCentipede/PlatformInvocationIndep...