That's really not even close to true. Loading random websites frequently costs multiple seconds worth of local processing time, and indeed, that's often because of the exact kind of overabstraction that this article criticizes (e.g. people use React and then design React component hierarchies that seem "conceptually clean" instead of ones that perform a rendering strategy that makes sense.)
My most recent misadventure: trying to write hand-coded ARM Neon assembler, and/or C++ code with neon intrinsics to optimize a piece of real-time audio effect code. The clear performance winner: plain C++ with no intrinsics, but tweaked to allow auto-vectorization (plus judicious use of the __restrict modifier for a small but significant boost). GCC produced code that had better instruction scheduling than I could (but not for the NEON intrinsics, oddly). And as an added bonus, the same plain-old C++ code generates AVX vectorization on MSVC without modifications! (MSVC also supports __restrict until the C++ standards committee gets their act together to adopt the eminently necessary C99 restrict keyword).
That is wrong. Just because you didn’t succeed in writing faster code in one case, doesn’t mean it’s impossible. See e.g. [1] on why the Lua vm is written in assembly. It’s from 2011 but not much has changed in the meantime.
But overall, I think you overestimate how much time you spend loading the website and how much time it's just sitting there, mostly idle.
And in the end, as long as it's fast enough that users don't stop using the site/webapp/program/whatever, then it's fine, imho. When it becomes too slow, the developers will be asked to improve performance. Because in the end, economics is the driver, not performance.
reading the website is productive. Waiting on it to load is not.
I'd rather have app burn a whole core whole time if it cut 1s off load time when clicking something.
2s you notice as a user. 50ms you won't. In fact even 500ms you won't notice too much but we are getting close to where optimization will be noticeable to a user.
This is separate from the discussion about tradeoffs between flexible design patterns and low-level performance.
https://www.marketingdive.com/news/google-53-of-mobile-users...
Unless we’re talking about specific compute-intensive websites, this is almost certainly network loading latency.
Modern web browsers are very fast. Moderns CPUs are very fast. Common, random websites aren’t churning through “multiple seconds” of CPU time just to render.
So if you were to manually run a for loop over an array instead of iterating through it I'm not surprised you got an order of magnitude faster performance.
In JavaScript on the other hand it handles the abstraction by constructing a separate function for each pattern you use. In those functions it allocates an array the same size as the working set, iterates through each element, then returns the new array. If you're doing multiple operations at once this means that you have to have multiple allocations and multiple iterations through the entire working set.
Because it's doing an allocations it's basically doing an extra memcpy for each additional pattern past one which is a giant slowdown. Then if the working set is too big for the L2 cache it needs to be reloaded from L3 each loop. If the working set is too big for L3 then it needs to reload from main memory EACH TIME.
If you wanted to implement patterns as slow as molasses I can think of no better way than to sugar it out like JavaScript did.
I use Jira every day and, no, it does not take 30-60 seconds to load a page.
The hyperbole in this comment section is something else. Either that or people are using 15 year old computers to browse the web.
- Loading: 29ms with uBlock vs 42ms without
- Scripting: 548ms vs 1850ms (!!)
- Rendering: 42ms vs 105ms
- Painting: 8ms vs 29ms
- System: 216ms vs 295ms
- Idle: 460ms vs 8707ms
Holy shit, advertising and trackers are absolute resource hogs.
I’ve personally spent many hours doing performance analysis, triage and remediation on websites built using modern tech stacks that had inadvertently exchanged UX for DX. Too much JS sent over the wire can definitely tie up the browser’s main thread for whole seconds even on desktop, though in my experience it’s much more common on mobile. This situation can be difficult to correct depending on the abstractions, organization and overall architecture you chose early on, and code-spitting and dead code elimination won’t always fix what’s broken.
I know React tends to lack in both dev UX and performance (at least in my exp). Personally I've taken a look at Svelte and Solid, and liked them both. I haven't had the chance to build anything larger than a toy app, though.
When react introduced hooks, it was fun for a while, but then we discovered the frequent re-render issues and had to change the way we think when building components and refactor old components. We have to manually wrap components in useMemo. This is the kind of things Vue has avoided me so far and React let me down. React relies on running all render methods instead of doing granular updates, I think this hurts performance. Vue listens to property changes and can perform granular updates.
(It was not. It was why I stopped doing frontend work.)
I'm curious to give WebComponents a try as well.
Oh it definitely is. But no single framework (or frameworks) are to blame. It's the CMS. The thing that allows every Tom, Dick, and Harry at the company to drop their little snippet for this or that which adds up to a mountain of garbage over time, half of which is disused or forgotten.
It could be that most of the traffic is served by websites using heavyweight frameworks, but the long tail of low traffic websites use them rarely.
Do enlighten us then, what is it due to?
You attempted to present an argument that's a textbook example of an hyperbolic fallacy.
There are worlds of difference between "this code does not sit in a hot path" and "let's spend multiple seconds of local processing time".
This blend of specious reasoning is the reason why the first rule of software optimization is "don't". Proponents of mindlessly going about the 1% edge cases fail to understand that the whole world is comprised of the 99% of cases where shaving off that millisecond buys you absolutely nothing, with a tradeoff of producing unmaintainable code.
The truth of the matter is that in 99% of the cases there is absolutely no good reason to run after these relatively large performance improvements if in the end the user notices absolutely nothing. Moreso if you're writing async code that stays far away from any sort of hot path.
If you're lucky enough to eat your own dogfood, run unit tests against a copy(!) of your in-house database. A utility to anonymize the data was a fairly significant investment, but absolutely worth it in the long run. Being able to run and monitor benchmark unit tests for selected critical operations on enterprise-scale test data as part of the continuous-build process: fabulous!
How this typically works with performance is very similar, with a small team working to identify problematic areas where optimization would drive the highest impact, and the rest of the organization keeping performance in mind but not otherwise concerned with it in their day-to-day work.
If you can't recognize the percent where it matters a lot, clearly that percent does not exist and you're bothering about nothing.
I see a lot of talk about the importance of tuning Formula 1 cars in a world where everyone drives ford fiestas.
And when you do identify the 1%, you need to be testing optimizations with a profiler constantly while optimizing. Profile. Do some optimization. Profile again. Roll back if not successful. Repeat until done. It's impossible to optimize well if you're not doing profiling.
The ultimate tools would be either Intel's profiling tools, or ARM's profiling suite (both very expensive). But MSVC and GCC do a fantastic job of scheduling instructions to avoid pipeline stalls these days, so these deep profiling tools are unlikely to gain more than 2 or 3% performance increases these days. (Worthwhile pretty much only if you're writing GPU drivers for NVidia or AMD).
Taken as a given that 100% of your code is at least algorithmically correct in the first place. (Appropriately better than O(N^2) whenever possible).
- Former writer of graphics drivers, currently audio DSP engineer.
VTune allows you to determine where pipeline stalls are occurring at the instruction level (for that last 2 or 3% gain in performance). I haven't worked with ARM profilers (way out of my price range), but I assume, given the exorbitant price, they provide the same sort of in-depth analysis. Probably a handful of people on the planet that need that kind of in-depth analysis.
My point being, if most of the program is slowed down by a slew of wasted CPU cycles (costly abstractions, slow interpreted language…), there's a good chance what should have been obvious bottlenecks get drowned in a see of underperformance. They're harder to spot, and fixing them doesn't change much.
So before you even get to actual optimisation, your program should be fast enough that actual optimisations have a real impact. And yes, actual optimisation should be done quite rarely. But first, we need to make sure our programs aren't as slow as molasses. See https://www.youtube.com/watch?v=pgoetgxecw8
I feel you're missing the whole point.
It's immaterial whether anyone can get to optimizations that compound multiplicatively. The whole point is that halving something that costs nothing earns you nothing. That's the whole point. Go ahead and shave off that millisecond. Will anyone actually notice whether you add or remove that penalty? Odds are, not at all.
Monocypher's speed was actually an important component in its success in the embedded market, even though I didn't explicitly target it initially (I was lucky my portability driven decisions made it a good fit there).
There definitely are niches where there are quite a few performance optimization opportunities that users do care about.
In your example making something a user is actively waiting for go from 3 seconds to less than one is a great optimization target. What is not a great optimization target is making something the user is actively waiting for and that takes 30ms take 25ms instead. That's wasted money on developer time.
If your "user" is a developer of embedded software with memory constraints and using your library leaves them more room that's awesome. If your user was someone using the library on a general purpose computing device with loads of memory then the 2 vs. 5 does nothing.
I decided not put it off for later, and keep things simple for now.
For example, in the case of web development, if you build a medium-sized website with React (i.e. pretty normal behavior nowadays), then if you make default decisions that don't consider performance at all, your website will end up noticeably slow, because you will:
1. Write code that re-renders components all the time during loading and UI interactions,
2. Which depend on tons of third-party dependencies that perform poorly,
3. So you end up spending a ton of time in re-renders while the site loads and while someone is using it.
Dealing with this isn't literally the same performance work that Casey put in his article, because it's at a slightly higher level of abstraction, but it requires the same mindset. It requires writing most of your code (and taking on dependencies) with performance in mind, not just 1% of it. You can't avoid it without your notion of "clean code" including some amount of mechanical sympathy, rather than just being about abstract extensibility and generalization concerns.
This is a mistake that I see far too many government and utility sites making.
If you're really interested in the impact of performance issues on everyday life, you need to provide concrete examples instead of putting up unverifiable strawmen.
The truth of the matter is that 99% of real world applications run just fine, and it doesn't pay off to invest in shaving milliseconds here or there. Would it be desirable to have a magic wand to improve some edge cases? Yeah, why not? Is it worth to pay people to spend time with a stopwatch at hand to shave off these milliseconds? Not really. It's all about tradeoffs, and there is no real world payoff in wasting developers' time to shave off that millisecond here or there.
Not to mention that web apps redrawing everything whenever they feel like it can almost give motion sickness, lead to clicks on the wrong things etc.
Yeah, but users' time is worthless.
There's so much hardware out there that can run native applications just fine, that can play back HD video, that can run complex 3D real time video games, but crawl like molasses when loading your average webpage. Facebook and YouTube are terrible offenders, but so are your average blogs. Many banking websites are terrible (yet they don't have to be; my local credit union has a zippy website that looks attractive to boot, has modern design elements, etc.).
Maybe the hardware you're running is eye-wateringly fast, or maybe it's just barely fast enough and you don't need the cycles for anything else. But we're not talking milliseconds. We're talking order(s) of magnitude. I can't bring myself to believe you don't see at least some of it, if you just open your eyes and look around.
"Unverifiable!", he wrote from within a web browser.
Another app that I'm not sure if it's React or not is New Reddit. It is significantly slower on my computer and on a lot of people's computer and sometimes you have to refresh the page because it consumes too much memory.
I can come up with other local examples, from Germany. Vatenfall's website seems to "traditional" page navigation, but the content is loaded via a framework. Due to having to reinitialize everything, text takes up to 5 seconds to appear when using the back button or when navigating for page to page. Similar things happen in the German Agentür fur Arbeit.
Let's not even get into low end phones in developing countries or bargain basement android tablets, let's stick with something straightforward - an ordinary PC.
I took a quick look online, sorting by cheapest first I found something with an AMD 3015e in. Based on cpubenchmark.net that gets a benchmark of 2691. Taking a look at the big list of CPUs I see that's equivalent to a powerful desktop CPU from 2008, or a decent laptop from 2012. (The Apple M2 in the current Macbook Air gets a score of 15369, just for comparison.)
So, if you're writing PC software or making a fancy web app and you want everyone to have a good experience with it then you should see how it runs on a terrible new laptop, or a 12 year old good laptop, or a 15 year old powerful desktop.
(And yeah we all have SSDs now which is much better than in the old days, and JS is generally single thread, and single threaded CPU performance has not improved so much - but I think my point still stands.)
You're taking deep quaffs of the Kool-Aid and so are most of the people commenting on this story. General software responsiveness and reliability (i.e., usefulness) has been in decline for decades. This is an objective fact.
Writing objective reality off as mere "milliseconds", "edge-cases", or only relevant for "toy problems" exemplifies the arrogance and severe incompetence of most programmers. People are seriously trying to talk down to Casey Muratori when in all likelihood they haven't accomplished even 1% as much as him as programmers.
I get it—no one wants to leave fantasy-land as long as the easy money is flowing. But sooner or later the glittering carriage turns back into a pumpkin.
It's certainly a huge problem for real world applications
Who was talking about a single millisecond here?
I notice, broadly, two types of people who engage in these arguments.
1> OMG, computers are thousands of times faster than they were a decade ago, why is everything not lightning fast? Why are so many things slower than they were back then? Why is my chat program eating 2GB(!) of RAM?
2> Because we're busy writing six billion features on our Nth iteration of this problem space, we can't be bothered to shave a few millis bro!
And they just talk past each other.
If we had perf issues that showed up outside they were higher level design issues like 1) trying to take a thumbnail of the page at full resolution for a tab thumbnail while loading another tab, not because the thumbnailing code itself was slow, or 2) running slow O(tabs) JS teardown during shutdown when we could run a O(~1) clean up step instead.
Does it though? Where's the evidence for it? The vast majority of people I've worked with over the last couple decades who like to bring up "clean code", tend towards the wrong abstractions and over abstracting.
I almost always prefer working with someone who writes the kind of code Casey was than someone who follows the clean code examples I've spent my career dealing with.
> Prefer polymorphism to “if/else” and “switch”
Algebraic data types and pattern matching (a more general version of switch), make many types of data transformation far easier to understand and maintain (versus e.g. the visitor pattern which uses adhoc polymorphism).
> Code should not know about the internals of objects it’s working with
This is interpreted by many as "don't expose data types". Actually some data types are safe to expose. We have a JSON library at work where the actual JSON data type is kept abstract and pattern matching cannot be used. This is despite the fact that JSON is a published (and stable) spec and therefore already exposed!
> Functions should be small
"Small" is a strange metric to optimise for, which is why I don't like Perl. Functions should be readable and easy to reason about. Let's optimise for "simple" instead.
> Functions should do one thing
This is not always practical or realistic advice. Most functions in OOP languages are procedures that will likely perform side effects in addition to returning a result (e.g. object methods). Should we also not do logging? :)
> “DRY” - Don’t Repeat Yourself
The cost of any abstraction must be weighed up against the reptition on a case-by-case basis. For example, many languages do not abstract the for-loop and effectively encourage users to write it out over and over again, because they have decided that the cost of abstracting it (internal iteration using higher-order functions) is too high.
Open is great for extensibility: libraries can be precompiled, plugins are possible. Changes don't propagate - it is ""forward compatible"" which is great for maintaning the code.
Closed on the other hand is great for matching. Finite is predictable & faster. Finite is self-contained and self-describing because it exposes the data types without shame.
The purpose of the visitor pattern is now clear: it closes the open polymorphism for a finite set. Great, now we only need one kind and we still get matching. Or is it the worst of two worlds? Slow & incomprehensible and all changes propagate everywhere.
So which one is better? Neither. But the reality is that all old imperative languages with polymorphism chose the open kind - the kind that adds more features because it was needed for shared libraries. Leaving you to build any pattern matching yourself and to burn yourself with the unmaintainable code.
If people get burned, they learn. First they say don't do that and only then they replace the gas stove by induction.
I agree. And your "2 cents" demonstrates a depth of understanding greater than that offered by these rules.
A really good developer writes clean code using the right abstraction (finding those tends to take the most time and experience) and drop down to a different level of abstraction for high performance areas where it makes sense.
The fact that bad developers suck and write bad code no matter if they use clean code or not does not reflect on the methodology
I personally haven't seen value from that coding style. There may be some platonic ideal clean code that is better than other methodologies in theory--it is likely that my sample is biased--but from what I've seen, the clean code style tends to lead most developers towards over abstraction.
For juniors which have no experience, any sane methodology is better than none, since otherwise you get even more of a mess.
That said, Clean code has some great advice, some mediocre advice and some frankly bad advice, but the authors point are largely irrelevant to 99 % of software engineering.
It is easier to find an abstraction if we lay out what the program is doing all in long functions, that just "do what they do" until you figure out what needs to be abstracted.
In non-performance-critical areas, it's pretty important that when the original dev team leaves, new hires can still fix bugs and add features without breaking things.
... And maybe we want set-operations in the future...
We spend most of our time reading code. If the Casey's code snippets are easier to reason about (which they are, especially as the codebase get larger), that's a big win. I'd imagine you want to optimize for code that is easy to (re)write, rather than minimize the number of key strokes while increasing the time spent understanding the code.
What is adding a polygon going to do? Either back to the 'bad' interface to hide variable object size, extend to a tagged union with a size of the biggest datastructure - hurting cache performance each time it grows -, or an involved Object of Arrays structure - not good for clarity but great for performance.
All while having to remember which field, width or height, to use for the circles radius.
As demonstrated in the example, extensibility costs in performance, and also sometimes in comprehension. If we apply the “clean code” rules as a matter of course, we pay this price always.
In my opinion, we should use interfaces etc at module boundaries only.
if he simply kept the original "unoptimized" switch case method, what you say wouldn't apply. it couldn't. from a pure feature standpoint, a switch case is functionally identical to polymorphism except that you can't add types that are unknown at compile time (like loaded at runtime as an extension from a library or something). and that version is already faster.
what the blog post does after that point is merely point out that by having everything in one place, you see opportunities to optimize. this is a separate thing where you still have to consider whether that actually makes sense.
like, if you can guesstimate that an entirely different type is likely to enter the picture at some point, you may skip this optimization. if production realities mean that code needs to be faster, you can still apply it and add some comments about how to change it back, or just keep the original version commented out with a reference for why its there. and so on.
Not just general advice, but advice that is meant to be applied to TDD specifically. The principals of clean code are meant to help with certain challenges that arise out of TDD. It is often going to seem strange and out of place if you have rejected TDD.
The author cherry-picking one small piece out of what Uncle Bob promotes and criticizing it in isolation without even mentioning why it is suggested with respect to the bigger picture seemed disingenuous. It does highlight that testable code may not be the most performant code, but was anyone believing otherwise? There are always tradeoffs to be made.
It reminds me of Twitter or other companies which starting to change programming languages for performance reasons.
I sometimes wish performance was an issue in the projects I work with, but if it is, it's on a higher level / architectural level - things like a point-and-click API gateway performing many separate queries to the SAP server in a loop with no short-circuiting mechanism. That's billions of lines of code being executed (I'm guessing) but the performance bottleneck is in how some consultant clicked some things together.
Other than school assignments, I've never had a situation where I ran into performance issues. I've had plenty of situations where I had to deal with poorly written ("unclean") code and spent extra brain cycles trying to make sense of it though.
make it work
make it work correctly
make it work fast
Pretty was never in the picture. But if anyone wants to add it, it should come last.
Make it work
Make it good
Make it fast
That is not at all what "make it work, make it pretty, make it fast" is about. That saying is about prioritization. Making it fast doesn't mean anything if it doesn't work.
However, if you are doing performance-sensitive work then this is a very bad strategy. You need to design a performant architecture up front otherwise you'll likely have orders of magnitude worse performance, even after optimizing your code.
Ex: if you your "make it work" design has shared mutable state, you're going to have a bad time when you want to scale that horizontally and unlock 100x better throughput/performance.
So, most code that I write tends to have dead simple data types, but combines it with classes (and subclasses) that represent methods (strategies) on how to retrieve, transform, present and store the data. The 'make it work' phase may do this in a simple script, but the actual data model tends to stay the same.
Far too often I see applications that assume low latency and unbreakable Internet connection. They seem to do almost no caching at all. For example thumbnails.
Also many of applications will be almost unusable (or trigger OOM) when you try to work with a big file. Sometimes a big file has merely tens of MB, sometimes problems start with a 3MB file. Those are the issues that occur without thinking about performance from the start - memory is free, you can copy things around, everything will fit in RAM.
One more thing. When your application consists of a client and a server it may turn out that you will put yourself in a corner when not thinking about performance early on. Everything will work without any troubles at first and then it turns out there are some latency issues with more data and you can't easily upgrade the client for example. Or you had an architecture that allows to spin up more servers and handle the load closer to the client, but it can cut your margins.
If you're scaling to 1000s of users then yes. If you have a GUI for a monthly task that two administrators use, then no.
The less something gets used the longer the payback time on the initial development.
Fine, but be honest with yourself and admit that you are contributing a lot to making the lives of those two admins miserable.
It doesn't matter if I'm using your software once a month, or once a day. If it's anything like typical modern software, it will make me hate the task I'm doing, and hate you for making it painful. In fact, shitty performance may be the very reason I'm using it monthly instead of daily - because I reorganized my whole workflow around minimizing the frequency and amount of time I have to spend using your software.
The funning thing is I'm thinking of a specific case and I work closely with those admins. I even have filled in for them when they're sick. Yes I know it's a pain, they know it's a pain, and they let me know it's horrible. The only reason this one is monthly is that it's a stock take. They forgive the crappy performance as it still saves hours of work when compared to the previous manual option of entering things into multiple systems.
[1] https://github.com/rails/jbuilder, maintained by DHH and the Rails team. AFAIR, the "official" JSON serialization DSL.
This is related, though. While the final leaps of performance often come from using more memory to make CPU work less, in my experience, most of the performance-problematic code wastes both CPU and memory, and meaningfully faster alternatives end up using less of both.
Either way, from the end-user perspective, I tentatively agree with the article I mentioned (but don't have a link handy, sorry) - most of the software I end up using, or see people around me using, is clearly CPU-bound, briefly network I/O-bound (mostly web apps), and rarely local I/O-bound.
EDIT: I guess the caveat is that end-user software is often spending 99% time doing nothing at all, just waiting for user input. But that bit doesn't matter - what matters is how fast it reacts to the input once the user starts providing it. This is where a lot of software suddenly gets CPU-bound (or net IO-bound, if doing something stupid).
It's because of this mentality that almost all desktop software nowadays is bloated garbage that needs 2GB of RAM and a 5Ghz CPU to perform even the most basic task that could be done with 1/100th of the resources 20 years ago.
And other lies you can tell yourself to sleep at night.
Most people notice. Very few have the capacity, power (or realise) to complain about it. They accept what they’ve been given, despite how awful it is, because they have basically no other option.
A concrete example: my previous work had to use bitbucket pipelines for our docker builds. My current work uses GitHub actions. GH has my container half-built before I can even click through to the page. Bitbucket took a good minute to start. My complaints about bitbucket fell on deaf ears in the business, and no amount of leaving feedback for Atlassian to “please make builds faster” ever made the slightest amount of difference. Every time MS teams comes up that’s met with complaints about performance (among other things) so people definitely notice that. VS Code gets celebrated for “actually having decent performance”, so the bar is so low that even moderate performance apps receive high praise.
Users definitely notice performance, whether the PM/business cares is a different matter, but we should stop deceiving ourselves by saying it’s alright because “users won’t notice or care”.
Performance is a feature. Or does anyone here enjoy using an old tomtom gps where every tap on the screen takes 2 seconds? If so, please donate your beefy laptops to charity.
"We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil.
Yet we should not pass up our opportunities in that critical 3%."
Using Electron and bloated frameworks that "abstract" things away is the biggest problem for most modern software, not the fact the developers aren't optimizing 10 cycles from the CPU away. It's a fundamental issue of how the software is made and not what the code is. If you need to run a whole web browser for your application, you already lost, there is no optimization that you can do there.I think the sibling comment here in this thread shows what some developers think. Electron is not reasonable. "Developers" using Electron should be punished by CBT and chinese torture.
Okay maybe that's too much. But I suggest a new quote:
"We should forget about Electron, say about 100% of the time: electron is the root of all evil.
Yet we should not pass up our opportunities in rewriting everything in Rust."If that's true, why does it take forever to load and frequently fail to keep up with my input?
Modern computers are ludicrously fast, and modern developers have somehow managed to make them slow.
Regardless, these programs should be spending 99% of their time waiting for user input, but instead they're working data through a mountain of abstraction layers on the faulty assumption that it is a) saving developers' time, and 2) that that is worth much more than user time.
Emotionally we have no idea how bad it is to waste as little as a few seconds per day for millions of users. It's just a few seconds, right? We're just forgetting to multiply those seconds by the number of users.
CPU meter when clicking anything on "modern" webpage proves that's a lie.
Also, sure, even if "clicking on things" is maybe 1-5% vs "looking at things" THAT'S THE CRITICAL PATH.
Once the app rendered a view obviously it is not doing much but user is also not waiting on anyting and is "being productive", parsing whatever is displayed.
The critical path, the wasted time is the time app takes to render stuff and "but 99% of the time is not doing it" is irrelevant.
It's all horribly performing turd that needs a 4000$ MacBook to be tolerable at best.
- Slow DB queries
- Lack of concurrency/parallelism
- Excessive serialization/deserialization (things like ORMs that create massive in memory objects)
- GC tuning/not enough memory
- Programmer doing something dumb, like using an array when they should be using a set (and then doing a huge number of membership checks)
With that being said, I have worked on the odd performance optimization where we had to get quite low level. For example, when working on vehicle routing problems, they’re super computationally heavy, need to be optimized like crazy and the hot spots can indeed involve pretty low level optimizations. But it’s been rare in the work I’ve done.
This article is probably meaningful for people who work on databases, games, OSes, etc., but for most devs/apps these tips will yield zero noticeable performance improvements. Just write code in a way you find clean/maintainable/readable, and when you have perf issues, profile them and ship the appropriate fix.
With a non-pessimal design, not only you are able to pay less money on servers in the long term, you're also able to delay complex scaling strategies. Scaling also costs money.
Not to mention that building something with this kind of overhead also means that a lot developer time was spent in the first place, which is still expensive in our industry.
>Virtually every distributed service built today is able to take advantage of this
most of built today services can take much more advantage in using better system design practices.
If your program isn't slow then you don't need to bother making it any faster. Even Michael Abrash, who specializes in code optimization, once explicitly wrote in his graphics programming black book that "The objective (not always attained) in creating high-performance software is to make the software able to carry out its appointed tasks so rapidly that it responds instantaneously, as far as the user is concerned. In other words, high-performance code should ideally run so fast that any further improvement in the code would be pointless [..] Notice that the above definition most emphatically does not say anything about making the software as fast as possible".[0]
[0] https://www.jagregory.com/abrash-black-book/#understanding-h...
No, though s/any/many/ would make this true.
There are no hotspots. Computing has become lukewarm by default, and just like the globe, it's slowly heating up.
What problems do they prevent?
If you're able to make a program into a sort of puzzle concealing its state inside a twisty maze of tiny virtual functions so it's impossible to see plainly how anything is done, then you become indispensable as the only one who's internalized how the thing works.
And then you insist it's all for easier comprehension… for those sufficiently intelligent to comprehend it.
No it wont say something like that but if you profile Python itself and see that a lot of time is spent in Python you can get a hint that rewriting it in another language that doesn't have Python's overhead might help.
But you can only judge that for the very limited set of hardware you personally have access to. You might have many users -- or potential users -- with slower CPUs.
(ignoring projects made for fun of course)
Of course it will.
If your backend service is already suboptimal, and running at 10x worse performance, optimizing that will give you, well, a 10x performance boost.
Imagine replacing poor in-memory reimplementation of database queries that most graphql servers do with actual opttimised database queries. And a better code on top.
Boom. You're operating close to the speed of light.
but you are actually talking about optimizing system design, and not reducing virtual functions calls :).
And that the point of this thread: you need to optimize parts that slow you the most.
So no, in most cases optimizing virtual calls won't bring you from 1s to 30ms
As an example, I recently worked on a large system that was optimized to do a big data transformation in an efficient way. It turns out that data is transformed back to the original format later downstream. So much for the optimization...
All that is to say, often it is the case that "simple > fast"
Clean code at the time had a lot going forward it, and it was an improvement over a lot of JavaEE code that was written in absolutely procedural ways with less care for the developer reading the classes, functions, or individual statements compared to punching out near assembly-like code and moving on.
On slower languages with slower runtimes, something that is 10x slower than normal code will have much more overhead than in the examples demonstrated by Casey. It won't be about "30ms vs 25ms" as some people are saying. In the past I remember seeing differences between 400ms and 20ms between JBuilder and .to_json in a critical endpoint in a Rails app, to give one example. Sure, one is "cleaner", but in the end it's a 20x overhead that has no place this case.
Also, the myth that "processors spend time waiting for IO" that is spread across this thread is BS. In reality, that's only true for single-user programs. If the app is part of a distributed system, the CPU time can be used to serve more users. This allows you to significantly delay more complex scalability efforts, which is also precious developer (or DevOps) time.
Not to mention that applying "Clean Code" in the first place also takes precious time, which could be used for features or anything making money, even optimizing the DB. Instead, this time is used to mess up the code in ways that have zero proven efficacy, and some developers instead think are terrible.
If you're working with databases, performance often boils down to minimizing the number of times you have to access the database (over a multi-service stack, not just a single web service).
When you hit Amdahl's law, it's because you (or someone else) has made decisions about the high level design/patterns to use in a system. To remove such bottlenecks, you may have to scrap the entire project and start over.
For the inner loops, it's perfectly fine to leave most of the optimization for later. But for overall design, it needs to be right from the start.
Time and time again, I see devs stuck in some paradigm (often front-end devs or low volumen RESTful microservices) that makes it almost impossible to handle non-trival data volumes or traffic, causing new products to fail.
I do agree that overall design needs to fit performance requirements but for the most part that has nothing to do with "clean code" patterns.
I think the core problem here is that he assumes that everything is inside a tight loop, because in a game engine that's rendering 60+ times a second (and probably running physics etc at a higher rate than that) that's almost always true.
Also the fact that his example of what "everyone" supposedly calls "clean code" looks like some contrived textbook example from 20 years ago strains his credibility.
He does have a narrow view, but it does not make his claims invalid.
I liked that his POC terminal made in anger made the Windows Terminal faster. But even in that context it was clear that by making some tradeoffs - which the Windows Terminal team can not make (99.99% of users do not run into the issue, but Windows has to support everything) - it could be even a lot faster.
So we live in a world where we cater for the many 1% use cases, which do not overlap, but slows down everyone.
Many gamedevs do their own tools, because they are fed up how slow iteration is. The same thing is happening at bigger companies, at some point productivity start to matter and off the shelf solutions start to fail.
This is perhaps the third time I've posted this on HN, but what you describe is the circle of life for widely-used software projects. Large tech companies are not immune to it too with frequent component rewrites, deprecations and newrly-drop-in replacements that shuffle complexity up or down the stack.
Step 1: Developer is fed up by how slow/bloated current incumbent is, so they write a fast, lean and mean project that solves their problems
Step 2: The project becomes popular on its merits, rakes in stars on Github as people discover how awesome it is
Step 3: Users start discovering limitations for their use cases, issues and pull requests pour in
Step 4: Thousands of PRs later, the project is usable by most people and has "won". It is now the incumbent, but no longer is as fast as it once was, but it also ships functionality catering to many niche needs
Step 5: Go to step 1
But i also think that the product, library or framework owner should really box in its project and reject wild growth of features and prevent generalisation of the usage.
Like, feel free to fork away if you like. The core repository needs to be simple and stay true to its goals, and when it updates everyone downstream can update if they want to do that to themselves. But for what it is and does, maybe the project as it is is good enough.
I start feeling almost physically sick when I see the potential for bloat to creep into the software I write. This makes working with scaled software development with others particularly hard, however.
If that's his complaint, then "clean code" isn't the problem. The problem is capitalism and/or human nature.
Once something performs acceptably well, ie good enough to sell it, performance isn't going to get any better. Flashy stuff and features get you money, going from 400ms to 100ms gets you...nothing.
> The problem is capitalism and/or human nature.
Fundamentally, yes.
This is why products stop improving in capitalism, like how cars hasn't gotten any better for 100 years. Meanwhile Soviet Union saw revolutionary car development from 1950s until Chernobyl[CIA-Attack]. Next time we get communism going, we will have electric cars (musk-douche-free) that can go - To The Moon!
The Soviets were quite good in some areas. Cheap housing, rockets, electrified rail, education. The industrialization of the Soviet Union was done in record time.
How to say that you're a city kid, without saying you are a city kid.
According to Amazon [0] that'd be a 3% gain in sales (assuming the inverse holds true as getting slower, anyway).
[0] https://www.gigaspaces.com/blog/amazon-found-every-100ms-of-...
It was literally a weekend POC, and Casey Muratori even went beyond the POC part and fixed some emoji/foreign language bugs that were present in the Terminal.
Also, his intent was not to replace the Terminal. His intent was to demonstrate that it was possible to do the optimization in the way he suggested. Originally a Microsoft PM dismissed his suggestions and claimed it would be a "doctoral thesis project" or something.
All this "yeah it's a narrow view" is just moving the goalposts more and more. Not only he has to do a "doctoral thesis project" in a few days, he also has to completely replace a tool that's already written, bells and all?
I would tend to disagree on this, specially when claims come from the gamedev world. Games are presented as finished pieces (even when they aren't), and not just a release milestone. Ideally, a game is a one-off effort where you write a piece of code and if you're lucky, you won't have to touch it again. So, doing one-off optimizations instead of focusing on milestones and long-term maintainability of the code is not only a possibility, but actively encouraged. That's why until rather recently (20 or so years), assembly optimization for critical execution paths, if not for most of the product.
Most of the rest of the software doesn't work like that. You often implement something that will be maintained, modified, extended and reiterated on for several years, not by you, but by several other teams with totally different experience and backgrounds. Or decades. Doing some fancy trick to skip a cleaner, extensible, maintainable design because you shaved off a couple of cycles on it is literally burning your employer's money and potentially causing huge issues in terms of maintainability, as many programs don't actually rely on a happy path like games do.
The main reason modern systems are slow isn't (just) because programmers are lazy - Its because most software - unlike games - have compatibility and maintainability requirements, and more often than not, a huge legacy support. And also, in these systems, most of development time is actually spent maintaining and extending existing code, not writing new one.
The author's assertion is fundamentally wrong, because software engineering is quite more than performance - even when it matters. Flashback to the beginning of the 90's, and "every game" used bresenham's algorithm to skip usage of the (slow or non-existent) div instruction. In some cases, a couple of bit wise shifts would also eliminate mul operations. These implementations were in some cases 2-4x faster than the classical counterparts, on a 12-40Mhz machine. Two cpu generations later, the Pentium comes out, and both mul and div take 1 clock cycle. The fancy pants implementation is now 3-5x slower at the same speed. Except now the cpu clock is 4x faster and shoveling around registers may actually impede parallel execution of code. All of this in a 5-year window. I envy the relatively stable instruction set of the last decade, where everything is sort-of predictable and assertions of speed can be made on code with a relatively high degree of confidence, but the reality is, silicon is cheap, and for most applications, performance is gained not by throwing away what makes some huge applications barely maintainable, but by deploying hardware. New, fancy, faster, cheaper and more economical hardware. Choosing a single metric (performance) and an instance in time to bitch about something is actually a disservice to the community at large.
Where are you getting this information? Agner[0] lists DIV as taking 17 cycles at best (8-bit operand already in a register) on the P5, and MUL as taking 11 cycles. Even Tiger Lake takes 6 cycles for DIV.
There are ways [1] to beat that, but I don't think you can get it down to a single cycle.
[0]: https://www.agner.org/optimize/instruction_tables.pdf p.162
[1]: https://lemire.me/blog/2019/02/08/faster-remainders-when-the...
Ideally a game pulls in over a billion dollars per year, every year for over a decade. Think World of Warcraft or Fortnite, not Flappy Bird.
Engineering tradeoffs are real. But hiding behind them every time when it can be pointed out that they don't actually apply - and when demonstrated with concrete evidence - is another thing altogether.
Regardless of scenario I will never willingly do a O(n^2) sort when writing new code. Just in case those 10 items suddenly turn to 10000 one day.
Even languages that are notorious for having tiny libraries, like C and JS, have built-in sorts.
The point is that the developers may think O(n^2) is fine because their toy use cases had n=10...100, but then actual users will try to use the software for n=10k, or n=100k, and then either waste their lives working with suddenly slow software, or look for alternatives.
I walked into a case like this the other day. I wanted to do a little semi-collaborative project planning. I found a nice tool, played with it for a moment, figured it has the functionality I need and it's fast enough. Then decided to do the actual plan. Once the number of entries in the system went from 10-20 to 30-40, I started to feel things get a little laggy. 50-60, more laggy. At this point I was committed, so I suffered the tool for couple of months, as its UI kept breaking when handling 100 entries. If I knew this would happen at the start, I'd look for something else. But instead, I walked into a hidden O(n^2) somewhere, that makes me hate the product with a passion now.
Generally, Casey seems to preach holistic thinking, finding the right mental model and just write the most straightforward code (which is harder than it looks; people get distracted in the gigantic state space of solutions all the time). However this requires 1. a small team of 2. good engineers. Folks argue that this isn't always feasible, which is true, but the point of these presentations is to spread the coding patterns & knowledge to train the next gen of engineers to be more aware of these issues and work toward said smaller team & better engineers direction, knowing that we might never reach it. Most modern patterns (and org structures) don't incentivize these 2 qualities.
That doesn't seem quite right. as 100 * (100^2) <<<<< 10000^2
Basically, performance doesn't compose well under current paradigms, and you can see Casey's methods as starting from the assumption of wanting to preserve performance (the cycles count is just an example, although it might not appeal to some crowds), and working backward toward a paradigm.
There was a good quote that programming should be more like physics than math.
Part of the compiler was O(N^2) in `let` block nesting depth. That is
let x = foo(), y = y, z = 2y
...
end
would be a depth of 3. It didn't seem like that should be a problem, N is never going to be 10, let alone 100, right?Until suddenly, `N` was in the thousands in some critical generated code spit out by some modeling software, so that handling the scoping introduced by `let` suddenly dominated the compilation time...
As far as fair comparisons go, the whole context of this thread is optimization, not algorithms. The OP is about loop unrolling and not using virtual functions or even functions at all. This is not anywhere close to the same as algorithm choice.
If you are shipping a binary to your users that will never be able to get updates, your cautiousness would be justified. There are other situations where it will needlessly limits options.
There are situations where I have knowingly written O(n^2) or worse, and put a # xxx dragons marker by it. Quick to write, leave my options open, keep my momentum on the problem I care about.
I will grep for xxx issues at some later time. I may end up throwing out the code before that happens. If I hit big-o issues before then, I can refactor.
I once had a system where the important problems turned out to be a series of IO bottle-necks - nothing to do with computation - but that was obscured because good sense had been burnt at the altar of compute efficiency.
If there's something wrong with that advice, I can't imagine what it is...
It will start getting really annoying when you try to add shape ‘hexagon’ and need to figure out all the places where a shape can potentially be used, just so you can update the switch statements.
If your cases are defined externally, and you need to be forwards compatible, omitting a default is wrong.
The Swift language specifically added `@unknown default` for switching over enums.
But we can just re-up the problem by adding 100 different shapes instead of the one. Now you have switch statements with 104 cases each spread through your codebase.
Conversely, in a codebase organized by objects it's not clean to add an extra method to the base class and each subclass. You have to write an external function and switch over every known subclass inside it, which is also very ugly and will also break when you add more subclasses.
The two designs are actually the duals of each other. Someone compared it to rows vs columns and it's a great comparison.
In OO, the methods are columns and each new row is a new subclass implementing them.
In FP, the types are the columns and each new row is a function that switches over the possible types.
https://journal.stuffwithstuff.com/2010/10/01/solving-the-ex...
He also discusses it in his book Crafting Interpreters.
The author of the video discovered that C++ compiler is dumb when it comes to optimizing virtual method calls (that instead of bare virtual method calls he had to help the compiler to guess the right conditions where these virtual calls could be replaced with guessed static calls). Essentially, all that his video is saying is: "virtual calls bad if-else good". Which is like what every C++ game-dev thinks after few years on the job. Which is amusing in how short-sighted it is, and sometimes even more amusing to discover the "solutions" created by such C++ game-devs that are aimed at replacing C++ objects, but do it in a way that's even worse than C++ original design (who would've thought that to be possible!?)
This is the "expression problem": https://en.m.wikipedia.org/wiki/Expression_problem
It absolutely is, on toy problems like the one described in the article.
It very frequently is not when embedded in much larger domains as part of large projects maintained over years by teams.
One of the nice things about some of the clean code concepts he uses is that (as he shows) you can tactically step back from them in key, performance critical areas and reap these wins.
If you stay too low level you get lots of tangled spaghetti code with major performance problems and no obvious way forward besides "make it better."
Using procedures/functions is not exactly "low level". Using switch is not low level. Lookup tables are something you have to do in high level code all the time.
Sure he could have used much better variable naming (CTable?) and probably documentation, but code-wise there's nothing that screams low level there.
I would consider most of his replacements lower level than typical the clean code practices he critiques (especially the ones like iterators that he mentions but avoids in order to steel man the clean code side a little bit), not the lowest level possible. They take into account how the machine actually works and avoid additional indirection which is why they perform better.
Take Listing 27, getAreaUnion for example:
f32 const CTable[Shape_Count] = {1.0f, 1.0f, 0.5f, Pi32};
f32 GetAreaUnion(shape_union Shape)
{
f32 Result = CTable[Shape.Type]*Shape.Width*Shape.Height;
return Result;
}
Is represented quite straightforwardly: {-# LANGUAGE OverloadedRecordDot #-}
data Shape
= Square { width :: Float, height :: Float }
| Rectangle { width :: Float, height :: Float }
| Triangle { width :: Float, height :: Float }
| Circle { width :: Float, height :: Float }
cTable :: Shape -> Float
cTable shape = case shape of -- The "lookup table" or "array"
Square {} -> 1
Rectangle {} -> 1
Triangle {} -> 0.5
Circle {} -> pi
getAreaUnion :: Shape -> Float
getAreaUnion shape = cTable(shape) * shape.width * shape.height
Although it is typically easier to abstract in a "high level" language, abstraction does not require it. This whole debate is rooted on false assumptions and the need to take a side, imo.
Casey has a point, it is just ignored in a typical hand-wavery fashion. "The toy example doesn't scale" is a poor argument, especially when what we can observe is slow software.The stuff proposed in the post is not rocket science, it is a very straightforward implementation of tagged unions. Instead of fetching a vtable and jumping to a value there, he proposes to branch on the tag. This is essentially dynamic dispatch on a known set of types.
Additionally, he shows that this can result in speedups greater than a factor of 1. Any program that wants low latency or high throughput can profit from this observation.
This way of programming is by no means the one to rule them all. It has different advantages and drawbacks; none of which have anything to do with the percieved intelligence of the programmer or later consumers, for that matter.
An objective disadvantage of this style is, that the program can't interface with code, that hasn't been written yet, as a caller. Another disadvantage is that the size of the tagged union is defined by its largest "subclass".
In the end, what he has shown is that speed is often a compromise made unnecessarily. This doesn't really have to do with clean code anymore, as I can see how a compiler could implement what he is angry about with virtual functions in every situation where his style is applicable.
Casey has had a similar thing about the windows-terminal and somewhere in his videos a different, yet arguably worse, problem comes to mind: a lot of libraries do not care about performance enough. If you write a program and care, you may run into the problem that the library you use is your bottleneck. If this library is hard to replace (imagine needing a rocket-scientist), then you are done for. In that specific case it was DirectWrite and some other Windows-API that were slow. So if, for one reason or another, the windows team was required to use both, they'd have a hard limit on how fast they could go, just due to that. There is no "being smart" or "requiring a genious" involved in the forced/strongly recommended library here.
The claim that more complicated "Clean Code" scales better or allows for more maintainable software hasn't been proven by anyone, and everyone with enough experience has worked with several counter examples.
The problem of code maintainability is not solved by this coding philosophy.
I'm totally onboard with prioritizing readability over performance for most code, but the style in the book has a lot more tradeoffs than it discloses, and you often don't really appreciate that until you are trying to debug if/how A transitively calls Z in a 10 million line codebase.
It's really hard to have a constructive conversation about this though since it's so subjective, any example is too trivial, and any real system is too large.
If you can't point to an actual example, I don't think you have a solid case.
However, the bigger your task gets the more value there is to polymorphism and in general the smaller the percent of total time goes to the polymorphism overhead.
And note that his attack is only on polymorphism, not the other aspects of clean code. I strongly suspect the compiler optimizes away much of the clean stuff I do but I have never checked. I also find profiling easier on cleaner code, it makes it very obvious where the time sink must be and thus what warrants expending effort to improve. Profiling almost always shows the vast majority of time going into the unavoidable (say, disk reads) and a small number of other routines. Spend your optimization effort on the spots that need it because 99+% of your code doesn't run often enough for it to matter.
Casey's definition of simple actually reminds me of the cliché by Rich Hickley. It's simple, but it's not necessarily easy.
ITs still possible to get a bottleneck in assembler.
Whatever language is used, executable code still needs to be profiled using tools as described here.
https://en.wikipedia.org/wiki/Profiling_(computer_programmin...
It's uncharitable to take Casey as making absolute blanket statements like that, but still, it would not be unreasonable for him to single out Uncle Bob in particular.
The Amazon rankings for Bob Martin's "Clean Code":
Best Sellers Rank: #5,338 in Books (See Top 100 in Books)
#1 in Software Design & Engineering
#2 in Software Testing
#4 in Software Development (Books)
Believe it or not, callbacks are not like interrupts, there is a loop somewhere that checks the status of something and then runs the callback. All computer software today involve things that run in loops, you just don't see it. Web browsers do it! Of course they do.
Moreover, he didn't contrive his example, he said that he in fact used a textbook example used by the advocates for polymorphism and such.
To expand on this, why is modern software slow? The reason is because people, thinking their code isn't a bottle neck or performance doesn't matter but adherence to the right abstractions is, they write slow code and call backs thinking everything just happens immediately, with layers of abstractions, and those little innocent steps add up when every piece of code written today is written with that same neglect. The call backs runs slowly, queues fill, promises hang, and so-on and on we go.
People of course were right not to teach new devs not to over-optimize immediately, but the culture has swung so far in the other direction, especially since you all seem to love complexity so much, you've managed to yes make computers that can calculate pi faster than a super computer from the 70s crawl when it renders and handles an editable textbox. There has to be a move back in the other direction, you guys need to give a shit about performance, at least a little.
while (command != 0) { command = readline() handle(command) }
Game developers have the luxury of starting from near-scratch every once in a while. That exactly what his lauded handmade series is all about. I'm guessing that things wouldn't be so clear-cut if he was given a 10 year old codebase to iterate on.
"Normal" developers see game developers as gods walking amongst us and place far more value on their opinions than they should. The truth is that game developers and "normal" developers face equally as challenging problems, just different problems. As a trivial example, an experienced web developer could probably run circles around Casey in terms of elegantly accounting for browser quirks (conversely, the web developer would probably be stumped about data oriented design). Either could learn the other's discipline, but each would have decades head-start on the other.
The idolization of gamedevs is extremely frustrating, especially when it comes to appeals to their authority.
Every story needs a Hero; it's inspiring when you're trapped in the CRUD gulag (until you see the TC/WLB).
I find what Casey says in his videos to be true. And I though about that stuff before I even watched his videos, which are excellent.
However, I started not to care. I don't want to start fights inside the company, especially fighting alone against many OOP cultists. There's not my money at stake, so if companies as a whole decide for OOP, clean code, SOLID, design patterns, abstractions on top of abstractions, making the code bases giant pile of junks while degrading performance, I am not going to go against the crowd.
Code that I write for myself is quite different than code I write for my employers.
I just hope that the industry as a whole will wake up from the whole OOP nightmare.
I agree with that 100%. OOP is a giant mess, no matter where your stance on code clarity or performance stands. It's objectively worse in both regards.
This is simply not true, and has in all likelihood worked on such problems given his work at RAD whose software has been used in +20 years at this point.
> The problems of software performance come from decades of poorly/quickly executed evolutionary change resulting in bad systems design.
This may be true of some code bases, but it's demonstrably false for new software that's created today. Lots of new software gets built and it's slow.
I agree that not everything is like a game, but it makes me legitimately sad when it seems like nobody cares about performance (aside from a few domains).
I work in game development, largely with optimisation. I mostly work with GPU optimisation, which is a whole different beast. On the CPU, most of the time issues are either trying to do too much stuff in a hot loop (rendering stuff that could have been culled, putting physics on objects that don't need it,...) or doing something in a slightly inefficient way in a hot loop. Because everything in the game is indeed a loop consisting of a series of hot loops.
People in this comment section call his example contrived, but it's very similar to one of the biggest performance improvements I've seen in practice.
Still, each triangle's position, shape, and other properties can change each frame, as does that of the camera. So you cannot avoid doing some amount of work for each of the visible triangles and their vertices each frame.
Since you need to update the screen at a consistent frequency (typically 30 or 60 times a second) and the list of triangles that actually need to be rendered each frame is in the millions... Well, that's a lot of work which cannot be avoided.
As a former .net developer that was often pushed into "clean code", my big takeaway from the video was that actually, not using "clean code" techniques, such as polymorphism made the code so much more readable and easier to grok that the optimisation that followed was completely natural.
It's the same thing with TDD zealots. Or any other fad driven development paradigm, which our industry is filled with.
There is this popular wisdom that security must be designed for from the start, and cannot be just added after the fact. Performance is like that too, except worse, because you actually can add security after the fact - worst-case, you treat the entire system as untrustworthy and wrap a layer of security around it. You can't do that with performance - there is no way to sandbox your app so it goes faster. You can only profile things then rip out the slow parts and replace them with fast ones - how easy that is depends on the architecture and approach you adopt early in the project.
In a number of cases you actually can. Casey demonstrated it in his Refterm lectures, it's caching. You still call the slow thing, but at least you don't call it as often because you have that layer of caching to partially insulate you from its poor performance. Good luck if you have to deal with cache invalidation, though.
I'll concede on saying that performance and security are alike - you can add some of either after the fact, but you're better off thinking about both from the start.
> Good luck if you have to deal with cache invalidation, though.
Ain't it the truth. Adding a cache is easy. Understanding the implications of doing it is harder.
In my experience so far, it's typically the case that the 20 second DB query will annoy people for months or years - it won't get solved until enough people raise enough of a stink that someone finally prioritizes it. A large customer suddenly starting to make vague hints about bad performance is sometimes (but not always) helpful.
Some may say that "annoying, but not enough to make a stink about it" means it's fine to not optimize it. But I found that people can suffer a lot, and it doesn't mean it's harmless. People will adjust their workflows to minimize the frustration. When some of your "victims" are in-house users, the "not important enough" performance issue may be silently but continuously losing company money.
Among the many things I’ve learned as a self taught dev: you can be the person who raises enough of a stink if you care a lot. It’s not a thing you want to invoke frequently, but it’s a thing you very probably have power to invoke where it matters most. If you can make a good business case (or any case for user success that impairs your org), you have very good odds of being able to pursue it in any but the most toxic situations. If you can link $thing-you-want-to-pursue to other probably shinier biz/org goals, you’re 99% of the way there.
His final code is definitely simpler than the alternative, which would probably involve several files in another environment.
Sure, he does reach for a benchmark, but that's merely to demonstrate the end result.
I seldom wish I could post images on here, but I really would love to share a photo of the surprise coffee mug my work sent me, with a screen cap of a completely obliterated Y axis on a performance monitoring graph. Granted I don’t get to spend all my time hunting optimizations, but some teams/orgs/companies do very much value performance very explicitly.
Edit: and I’m definitely not a game dev. Though I’ve been itching to borrow some game dev techniques that are quite applicable for my domain (particularly ECS, entity component systems, which I suspect have far broader applicability than their adoption outside of game dev).
Where our opinion seems to diverge is where I accept that as being fine, for the sake of being clean/legible/understandable.
Now, your argument seems to be: in the real world, there's so much waste, that virtual function calls pale in comparison.
This does not debunk his main point, which seems to me at least the following: all things being equal, writing code with virtual functions that do a tiny amount of work and "hiding implementation details" makes performance worse, sometimes by an order of magnitude.
Now, there maybe situations where you _have_ to use virtual functions, because you are writing a library for other people to use, and you can't dictate ahead of time how they will use it.
This again does not invalidate the point. You need to be _aware_ of the performance implications of this, and mitigate it. He said the following in the comment section on the article:
> Try to make it so that you do very rare virtual function calls, behind which you do a _large_ amount of work, rather than the "clean" code way of using lots of little function calls.
but all things are not equal. You can spend a lot of time improving performance of you function calls and get virtually nothing out of it. Because if you optimize something that takes 0.01% of overall execution time, 'order of magnitude' performance gain is still negligible.
Also articles like this usually fail to mention code maintenance cost. For example by reducing usage of virtual calls you can make your code unmaintainable/expandable and suddenly every new change will cost you 2x more in development time.
That's why in the real world most of the time you choose clean code and you use optimized nonclean code only on places where you need it. If you look at any lets say web framework internals, you will find a lot of non-clean code, which makes framework faster. But an interface will be done in clean fashion and most of user of the framework will enjoy clean code without need to care about unclean internals.
> Also articles like this usually fail to mention code maintenance cost. For example by reducing usage of virtual calls you can make your code unmaintainable/expandable and suddenly every new change will cost you 2x more in development time.
This never actually happens in real life. I've never seen a codebase that is written with "clean code" principles in mind that is also maintainable and easy to develop on top of.
Don't forget virtual machines and interpreters.
If shape Area is computed often enough that you care about inlining the calculation, why not compute & store it every time the height / width change. That’d be easy enough in an architecture based on information hiding, and might illustrate a legitimate engineering trade-off between those architectural choices.
Indeed. That's the point. Why let someone with an axe to grind define the problem in a way they can solve with their axe? The author is using optimization as the frame for rejecting a particular way of working, I'm pointing out that the definition is set up to make the solution work. I don't concede the terms of the debate before it even begins.
Maintainability and cleanliness is the best virtue code can have. If you have extremely clearly written code that has performance issues I can swoop in with analysis tools figure out where the pain point is and refactor it out. Sometimes this is a real headache[1] sometimes not - what I can guarantee is that if the code is "dirty" it's going to be a headache and it'll take more time.
I'd personally take issue with this article over the polymorphism claim though - polymorphism is a tool but it isn't the be-all and end-all tool. A lot of your data can live as structs/blobs in memory with tight internal type definition but without any OO principals. Personally I am a huge fan of functional programming (but not pure functional programming) so objects that I use are relatively few and far between and exist to fulfill a very specific purpose.
I've had two occasions in working when I needed to break out an asm block - the compiler was being a thick headed dummy and this code needed to receive incoming signals without exception or delay - but once that critical section was passed? Back to high level programming and statements favoring expressiveness over raw bare metal performance.
If you want an interesting experience talk to your closest non-technical manager type - be that a product team manager or the company owner - and ask them if they'd prefer if you focus on reducing how long your product takes to execute by 20% over the next five years or if they'd prefer you to lower the growth of the developer labor budget by 20% for the next five years by focusing on maintainability over performance. With the exception of extremely niche cases maintainability is always the golden standard.
1. For instance, I've dealt with OOM issues that have required transforming all logic on a query result to be lazily evaluated on a data stream after main execution finishes - like the logic goes up and down the stack and only then begins processing results. In this particular case the problem was rather easy to deal with because we essentially swapped out the actual value passing on each layer for a lazy result set being passed around - because the code was clean. Sometimes you'll definitely need to massively re-engineer things though.
I feel like there's a misunderstanding here. Casey is clearly not against writing non-capitalized clean code at all. His code in the end is "cleaner" than what he criticizes IMO. What he is criticizing here is capitalized (and possibly trademarked) "Clean Code", the book and philosophy spearheaded by Uncle Bob.
Definitely get the single-threaded house in order before attempting to speed up by running in parallel.
You can of course only optimize what you are looking to optimize. I am not surprised (honestly) that some engineers do not realize they are in fact primed for the kind of things they will find based on what they are looking by the mere choice of where they want to look.
Honestly, for most software, a well performant "monolith" is probably enough.
We had one service that had a single-thread bottleneck that none of the developers could configure out - the solution was to spin up 30x more virtual machines to run instances of this app to meet average production demand.
Along with the heuristic that hardware and electricity are cheap, developers are expensive. That's probably why managers in my experience almost never ask developers to optimize slow code - they believe it would be cheaper to use more hardware if this fixes the problem (in some areas like HFT or GamDev more hardware is not the answer so optimization do happen). In rare cases I've seen optimization being done initiative always come from IC (who knew that the code could work fast / use less resources).
So nowadays writing code I assume that it never will be optimized later and try to do less dump stuff from the beginning.
Experienced devs - such as yourself - generally know how to write reasonably fast code that is also clean (or easy to extend) first time. In my opinion we should be more explicit about this in the heuristics.
We got slow software because we were ok to get slow software. If being fast is not in requirements it means it doesn't matter (for whoever is responsible for defining priorities). Places where performance matters it is never sacrificed.
I am not okay with slow software, and being forced to use it is frankly insulting. Teams (to pick a punching bag) hogging my system resources doesn't impact its adoption since I'm forced to use it. Teams could be 10x slower and I'd probably still be forced to use it. But it would;dn't be because speed doesn't matter.
What I've seen is slow queries but a bigger problem is actually too many queries. It's easy to do especially when using an ORM.
It mostly happens on change when you want to add something to an existing query the changer just add their new query and slop it into a loop, boom performance is gone.
There's a tipping point where you have so much hardware there's big savings with optimization. Things like Postgres and the Linux kernel have a lot of optimization put into them and there's an insane amount of hardware out running that code.
That said, slow software sucks.
Over the years they've grown and one bin showed up where jobs would sit around for weeks--for that case n went from rarely having a screenful of lines to a few thousand--oops, now more than 2/3 of the time was spent in those searches. (And I have a sneaking suspicion that a good portion of the remaining time comes from using field names to retrieve values. The profiler doesn't separate that out, though, because it's not my code.)
- shit UX "ideas" that trigger 10 new API calls to show dialogs and popups.
- Logging libs under pressure
- overemphasis on testability
The word is TENET. Tenants rent stuff.
I think a lot of the clean code advice in general related to object oriented programming.
I've noticed that once my Lua programs (games) grow to reasonable size, it becomes kinda hard to maintain. And I tend to use an object oriented programming style (of course it also doesn't help that Lua is not typesafe). After I finish my current game, I want to try to make a game using a procedural approach. I wonder if this would solve some of the issues I see in my current code base.
One of the core ideas of procedural programming is that data and functionality is not mixed in classes as we do in object oriented programming. Instead, you might have a module that contains some functions and some data objects the functions act upon. This approach would make some other aspects of game programming with Lua easier as well (e.g. serialisation), but perhaps it will make the code also easier maintainable as the size of the codebase grows. It's something I want to contemplate upon.
For instance, if you write a function to do some operation on an object, you could have written that as a method instead. But ultimately it is the same code, it is unlikely that the difference matters much for either performance or readability.
However if you need to do some operation on a bunch of objects you could pack each operation on the individual objects in a method, and call those methods from a main function. Or you could just put it all in one function, with as many nested loops and if statements as there needs to be. Now the difference is real, you pay in performance for a lot of function calls, and following the control flow is different.
Personally I tend to prefer the one function, but sometimes part of it makes sense as its own function, in particular when I can avoid duplication that way.
There is no silver bullet, but best of luck, changing one's style can be hard.
Oh, it's not. Look at the crap the Java community used to produce. 37 levels of abstraction is not maintainable.
All that says is you should focus your energy on the increasing the value of .1%. It's not actually an argument to not spend any energy.
It's like saying 'Astronauts only spend .1% of their time in space' or 'tomatoes only spend .1% of their existence being eaten' - that .1% is the whole point.
You can debate how best to maximize that value, more features or more performance. The OP is suggesting folks are just leaving performance on the floor and then making vacuous arguments to excuse it.
you're right. some things are inevitably slow so we should therefore never care about performance in any situation.
Assuming it is right, there is something called multitasking, the CPU, RAM, and most importantly, the cache is not all yours, if there is 1000 pieces of software like yours, that's 100%. You may argue that 1000 pieces of software is unreasonable, and you would mostly be right, but it happens, and mostly for the same reason software isn't optimized: quantity over quality.
Another issue is that you have to make a distinction between throughput and latency. You don't have to keep up with a sustained 100 actions per second, people don't go that fast, but you definitely have to respond within tens of milliseconds, because more than that is noticeable. Latency is much harder to optimize and if you are in the critical path, these cycles may matter.
A lot of devices are battery powered these days, and all these wasted cycle are reducing the battery life of the entire system. Mobile devices are crazy powerful these days, but this power is meant to be used sparingly. And even with line powered devices, I think we waste enough energy as it is...
And finally, what is the point of "clean code"? Hopefully not just because it gives software architects boners. The point is usually to make software that will last: easier maintenance, less bugs, etc... But performance bugs exist too, and one of the most common software evolution is to do more of what the software already does. An image editing software will process more and bigger images, a database will store more entries and more details about each entry, documents will get larger, etc... You may even find that your users are using some feature on a scale you never intended, maybe someone is pasting entire books on your note taking app, and it may turn out working quite well... if you cared about performance. Not caring about performance is technical debt, and it may negate the advantage of using "clean code" in the first place.
I don't. how many programs are running in your OS right now? how much CPU do you need to keep those things plus the things you need running in a performant manner?
how much CPU would you need if things performed better? the answer is "less" every time.
better software performance = less money required for hardware to obtain the responsiveness you require.
it's important, and it's important completely independently of how it is framed here.
just wait till you've seen software get slower for 30 years. to put it another way, watch hardware get faster and faster and faster for 30 years while you observe software continually consume all of the available headroom until it feels slow again. watch that happen for THREE DECADES and wait for someone to tell you that everything is fine and that someone saying "software is unnecessarily slow" is wrong because they aren't framing their argument how you think it should be framed.
This works until your computer is old enough to be slower than what a majority of wealthy people (ie desirable customers) are using, at which point you need to buy a newer, faster computer, even though your current one was already "faster than anyone could reasonably need it to be".
This is all harmless enough—a little disrespectful perhaps, to make other people waste their money, but not so terrible—until you consider the environmental impact of all these new computers, which the average spreadsheet absolutely should not need but does anyway. It's also an equity issue—someone on a fixed income can't necessarily afford a new machine.
What would actually happen if Moore's law ended tomorrow, and we were no longer able to make computers any faster than they are today? It would really suck for scientists and hardcore gamers, but I actually think a majority of computer users would benefit The experience of someone who just writes documents and checks email would be unchanged, except that their current computers would never slow down!
Value of time is disproportionately weighted by user attention, which is at its highest right around when user input is happening.
Also, "clean code" (as in from the "Clean Code" book) is generally not good advice for most programs anyway. Not only does it eat performance, it's not all that great for building maintainable, extensible systems.
This talk(Preventing the Collapse of Civilization) by Jonathan Blow disagree with you.
every place we work at is FAR more likely to scale how many compute instances we are using, than optimize the application.
Wrong focus. Software time doesn't matter, user time does.
Users don't want to wait, even slow typists want instand results as soon as they hit Enter.
That's fine, that's as it should be and isn't an interesting metric. The computer should wait for me, not the other way around. Needlessly waiting for the computer is a sign of s%&t software and not as uncommon as we'd like, huh?
And you're saying for many developers, performance is not the biggest priority.
That's fine. But it doesn't make him even 0.000001% wrong. And he's not applying anything to any niche situations. You just missed his point. Performance.
> I think the author is taking general advice and applying it to a niche situation.
I think the author is taking a general situation and applying common sense to it.
So why isn't my browser at 0% CPU when IN THE BACKGROUND then?
I hear this a lot, but that 0.1% when I'm actually waiting to do its calculation, it better be fast.
And the rest 99.9% of time, it better not eat my battery and memory...
So you might write your code in a straight way, careful to not lose efficiency and then you are going to call slow code.
So his advices are easier to follow on some scenarios than others.
This is bad for sustainability
Bad mindset.
A GFCI breaker spends 99.99999% of the time waiting with zero leakage current. Yet, when it does detect leakage current, you want the breaker to trip as quickly as possible.
See where I'm going?
Imagine if it would take 5 seconds from flicking a light switch until the lights actually turn on. Because the switch is waiting for user input 99.99% of the time, right? Would you install that light switch in your home?
Is it? What processes are running on your computer right now, how many are waiting for your interaction?
Further the 0.1% of the time I do interact, I want the results promptly.
This applies doubly so if you can rely on templates & structural typing to push your polymorphism to compile time. clang & gcc are surprisingly good at optimisation as long when you don't have to bounce off a vtable and code is clean / avoids "manual optimisation".
Also while I'm not saying I don't believe the author here, I wish they would have used https://quick-bench.com/ or https://godbolt.org/ so that readers could trivially verify the results & methodology.
Clean code (OOP, DRY, etc) is optimized for maintainability and extensibility, not necessarily performance.
In fact, I think it’s pretty well understood that clean code is a tradeoff wrt performance, at least that’s the way I’ve always understood it.
Clean code works well for something like a web app that’ll need to be maintained by scores of different engineers over many years or decades.
At least that’s the theory. In practice, at least some level of abstraction makes it a bit easier to rip and replace parts of the app without a total rewrite.
In other words, the user’s entire perception of your program’s performance falls into that 0.1%.
Performance for performance sake is an interesting and appealing challenge to us engineers. I was writing C code in the 90s and I miss being that close to the hardware, trying to spare every clock cycle that I could while working with machines that had sparse resources.
But today I'm building SaaS products for millions of simultaneous active users. When customers complain about performance it is often not what us engineers think of as "performance." They're NOT saying things like "Your app is eating all memory on my phone" or "the rendering of this table looks choppy." It's usually issues related to server-side replication lag causing data inconsistencies or in some cases network timeouts due to slow responding services.
The point is the age old advice that we were giving aspiring game programmers back in the 90s:
Figure out and understand your priorities.
The famous inverse square root function in the Quake III Arena source code is a great example. If memory serves me, they needed this calculation as part of their particle physics engine. The problem is that calculating inverse square roots precisely is very expensive, especially at the scale they were required to. So they exploited how 32-bit floating point numbers are represented in binary in order to do a fast, good enough approximation. This is a good example of a targeted, purposeful optimization.
Back in the 90s we were obsessed over getting the most out of our hardware, especially when coding games. So we picked up all sorts of performance hacks and optimizations and learned how to code in assembly so that we could get even closer to the bare metal if we needed to. The result was impossible to understand and maintain code and so experienced engineers taught us young'uns:
Write clean code first, then profile to understand what your bottlenecks are, then to make TARGETED optimizations aimed at solving performance issues in order of priority.
That priority always being driven by user experience and/or scalability requirements.
Anything else is premature optimization. You're speculating about where your performance bottlenecks are, and you're throwing out maintainable code for speculative reasons; not actually knowing how much of an impact your optimizations are going to have on user experience.
If you are throwing out maintainable code for the sake of performance, it had better be because you know that it's your bottleneck, and that the performance increase is worthwhile in the first place. "Performance for performance sake" shouldn't exist anywhere outside of hobby projects.
I would argue that responsive user interfaces are really important to user experience. Not many people are complaining because everyone is used to unresponsive apps, but that doesn't mean users wouldn't appreciate a more responsive app.
I would also add that there isn't always a tradeoff between performance and maintainability. If you can adopt some performant coding patterns that don't sacrifice maintainability, then absolutely do that. I think Casey's example of "switch-based polymorphism" is one such pattern(and I think the fact that Rust took a similar route to polymorphism is a vote in favour of this pattern).
Well written video games, the kind of thing Casey works on usually, beat the hell out of basically any other category of software in terms of user responsiveness. At least of all the software I use regularly.
> So by violating the first rule of clean code — which is one of its central tenants — we are able to drop from 35 cycles per shape to 24 cycles per shape
Look, most modern software is spending 99.9% of the time waiting for user input, and 0.1% of the time actually calculating something. If you're writing a AAA video game, or high performance calculation software then sure, go crazy, get those improvements.
But most of us aren't doing that. Most developers are doing work where the biggest problem is adding the next umpteenth features that Product has planned (but hasn't told us about yet). Clean code optimizes for improving time-to-market for those features, and not for the CPU doing less work.