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The Importance of Being Local

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Page 1: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

The Importance of Being Local

Page 2: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

2

More Data Than Cache

Let’s say that you have 1000 times more data than cache. Then won’t most of your data be outside the cache?

YES!

Okay, so how does cache help?

Page 3: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

3

Improving Your Cache Hit Rate

Many scientific codes use a lot more data than can fit in cache all at once.

Therefore, you need to ensure a high cache hit rate even though you’ve got much more data than cache.

So, how can you improve your cache hit rate? Use the same solution as in Real

Estate:

(Location, Location, Location!)

Page 4: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Data Locality

Data locality is the principle that, if you use data in a particular memory address, then very soon you’ll use either the same address or a nearby address.

Temporal locality: if you’re using address A now, then you’ll probably soon use address A again.

Spatial locality: if you’re using address A now, then you’ll probably soon use addresses between A-k and A+k, where k is small.

Note that this principle works well for sufficiently small values of “soon.”

Cache is designed to exploit locality, which is why a cache miss causes a whole line to be loaded.

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Page 5: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

5

Data Locality Is Empirical: C

Data locality has been observed empirically in many, many programs.

void ordered_fill (float* array, int array_length){ int index;

for (index = 0; index < array_length; index++) { array[index] = index; }}

Page 6: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

No Locality Example: C

In principle, you could write a program that exhibited absolutely no data locality at all:

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void random_fill (float* array, int* random_permutation_index, int array_length){ int index;

for (index = 0; index < array_length; index++) { array[random_permutation_index[index]] = index; }}

Page 7: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

7

Permuted vs. Ordered

In a simple array fill, locality provides a factor of 8 to 20 speedup over a randomly ordered fill on a Pentium4.

Better0

5

10

15

20

25

30

0 5 10 15 20 25 30

Array size (log2 bytes)

CP

U s

econ

ds

Random

Ordered

Page 8: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Exploiting Data Locality

If you know that your code is capable of operating with a decent amount of data locality, then you can get speedup by focusing your energy on improving the locality of the code’s behavior.

This will substantially increase your cache reuse.

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Page 9: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

9CS 491 – Parallel and Distributed Computing

Page 10: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

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A Sample Application Matrix-Matrix Multiply Let A, B and C be matrices of sizes nr nc, nr nk and nk nc, respectively:

ncnrnrnrnr

nc

nc

nc

aaaa

aaaa

aaaa

aaaa

,3,2,1,

,33,32,31,3

,23,22,21,2

,13,12,11,1

A

nknrnrnrnr

nk

nk

nk

bbbb

bbbb

bbbb

bbbb

,3,2,1,

,33,32,31,3

,23,22,21,2

,13,12,11,1

B

ncnknknknk

nc

nc

nc

cccc

cccc

cccc

cccc

,3,2,1,

,33,32,31,3

,23,22,21,2

,13,12,11,1

C

nk

kcnknkrcrcrcrckkrcr cbcbcbcbcba

1,,,33,,22,,11,,,,

The definition of A = B • C is

for r {1, nr}, c {1, nc}.

Page 11: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Matrix Multiply w/Initialization

void matrix_matrix_mult_by_init ( float** dst, float** src1, float** src2, int nr, int nc, int nq){ int r, c, q;

for (r = 0; r < nr; r++) { for (c = 0; c < nc; c++) { dst[r][c] = 0.0; for (q = 0; q < nq; q++) { dst[r][c] = dst[r][c] + src1[r][q] * src2[q][c]; } /* for q */ } /* for c */ } /* for r */}

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Page 12: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Matrix Multiply Behavior

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If the matrix is big, then each sweep of a row will clobber nearby values in cache.

Page 13: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Performance of Matrix Multiply

13

Matrix-Matrix Multiply

0

100

200

300

400

500

600

700

800

0 10000000 20000000 30000000 40000000 50000000 60000000

Total Problem Size in bytes (nr*nc+nr*nq+nq*nc)

CP

U s

ec

Naive

Init

Intrinsic

Better

Page 14: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Tiling

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Page 15: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Tiling

Tile: a small rectangular subdomain of a problem domain. Sometimes called a block or a chunk.

Tiling: breaking the domain into tiles. Tiling strategy: operate on each tile to

completion, then move to the next tile. Tile size can be set at runtime,

according to what’s best for the machine that you’re running on.

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Page 16: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Tiling Code: Cvoid matrix_matrix_mult_by_tiling ( float** dst, float** src1, float** src2, int nr, int nc, int nq, int rtilesize, int ctilesize, int qtilesize){ int rstart, rend, cstart, cend, qstart, qend;

for (rstart = 0; rstart < nr; rstart += rtilesize) { rend = rstart + rtilesize – 1; if (rend >= nr) rend = nr - 1; for (cstart = 0; cstart < nc; cstart += ctilesize) { cend = cstart + ctilesize – 1; if (cend >= nc) cend = nc - 1; for (qstart = 0; qstart < nq; qstart += qtilesize) { qend = qstart + qtilesize – 1; if (qend >= nq) qend = nq - 1; matrix_matrix_mult_tile(dst, src1, src2, nr, nc, nq, rstart, rend, cstart, cend, qstart,

qend); } /* for qstart */ } /* for cstart */ } /* for rstart */}

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Page 17: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Multiplying Within a Tile: Cvoid matrix_matrix_mult_tile (

float** dst, float** src1, float** src2, int nr, int nc, int nq, int rstart, int rend, int cstart, int cend, int qstart, int qend){ int r, c, q;

for (r = rstart; r <= rend; r++) { for (c = cstart; c <= cend; c++) { if (qstart == 0) dst[r][c] = 0.0; for (q = qstart; q <= qend; q++) { dst[r][c] = dst[r][c] + src1[r][q] * src2[q]

[c]; } /* for q */ } /* for c */ } /* for r */} 17

Page 18: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Performance with Tiling

18

Matrix-Matrix Mutiply Via Tiling (log-log)

0.1

1

10

100

1000

101001000100001000001000000100000001E+08

Tile Size (bytes)

CP

U s

ec

512x256

512x512

1024x512

1024x1024

2048x1024

Matrix-Matrix Mutiply Via Tiling

0

50

100

150

200

250

10100100010000100000100000010000000100000000

Tile Size (bytes)

Better

Page 19: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

The Advantages of Tiling

It allows your code to exploit data locality better, to get much more cache reuse: your code runs faster!

It’s a relatively modest amount of extra coding (typically a few wrapper functions and some changes to loop bounds).

If you don’t need tiling – because of the hardware, the compiler or the problem size – then you can turn it off by simply setting the tile size equal to the problem size.

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Page 20: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Will Tiling Always Work?

Tiling WON’T always work. Why?

Well, tiling works well when: the order in which calculations occur doesn’t

matter much, AND there are lots and lots of calculations to do

for each memory movement.

If either condition is absent, then tiling won’t help.

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Page 21: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

Parallelism

Page 22: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

22

Parallelism

Less fish …

More fish!

Parallelism means doing multiple things at the same time: you can get more work done in the same time.

Page 23: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

23

The Jigsaw Puzzle Analogy

Page 24: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

24

Serial ComputingSuppose you want to do a jigsaw puzzlethat has, say, a thousand pieces.

We can imagine that it’ll take you acertain amount of time. Let’s saythat you can put the puzzle together inan hour.

Page 25: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

25

Shared Memory Parallelism

If Scott sits across the table from you, then he can work on his half of the puzzle and you can work on yours. Once in a while, you’ll both reach into the pile of pieces at the same time (you’ll contend for the same resource), which will cause a little bit of slowdown. And from time to time you’ll have to work together (communicate) at the interface between his half and yours. The speedup will be nearly 2-to-1: y’all might take 35 minutes instead of 30.

Page 26: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

26

The More the Merrier?Now let’s put Paul and Charlie on the other two sides of the table. Each of you can work on a part of the puzzle, but there’ll be a lot more contention for the shared resource (the pile of puzzle pieces) and a lot more communication at the interfaces. So y’all will get noticeably less than a 4-to-1 speedup, but you’ll still have an improvement, maybe something like 3-to-1: the four of you can get it done in 20 minutes instead of an hour.

Page 27: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

27

Diminishing ReturnsIf we now put Dave and Tom and Horst and Brandon on the corners of the table, there’s going to be a whole lot of contention for the shared resource, and a lot of communication at the many interfaces. So the speedup y’all get will be much less than we’d like; you’ll be lucky to get 5-to-1.

So we can see that adding more and more workers onto a shared resource is eventually going to have a diminishing return.

Page 28: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

28

Distributed Parallelism

Now let’s try something a little different. Let’s set up two tables, and let’s put you at one of them and Scott at the other. Let’s put half of the puzzle pieces on your table and the other half of the pieces on Scott’s. Now y’all can work completely independently, without any contention for a shared resource. BUT, the cost per communication is MUCH higher (you have to scootch your tables together), and you need the ability to split up (decompose) the puzzle pieces reasonably evenly, which may be tricky to do for some puzzles.

Page 29: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

29

More Distributed Processors

It’s a lot easier to add more processors in distributed parallelism. But, you always have to be aware of the need to decompose the problem and to communicate among the processors. Also, as you add more processors, it may be harder to load balance the amount of work that each processor gets.

Page 30: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

30

Load Balancing

Load balancing means ensuring that everyone completes their workload at roughly the same time.

For example, if the jigsaw puzzle is half grass and half sky, then you can do the grass and Scott can do the sky, and then y’all only have to communicate at the horizon – and the amount of work that each of you does on your own is roughly equal. So you’ll get pretty good speedup.

Page 31: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

31

Load Balancing

Load balancing can be easy, if the problem splits up into chunks of roughly equal size, with one chunk per processor. Or load balancing can be very hard.

EASY

HARD

Page 32: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

32CS 491 – Parallel and Distributed Computing

Page 33: 2 3 4 5 void ordered_fill (float* array, int array_length) { int index; for (index = 0; index < array_length; index++) { array[index] = index; }

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References[1] Image by Greg Bryan, Columbia U.[2] “Update on the Collaborative Radar Acquisition Field Test (CRAFT): Planning for the Next Steps.” Presented to NWS Headquarters August 30 2001.[3] See http://hneeman.oscer.ou.edu/hamr.html for details.[4] http://www.dell.com/[5] http://www.vw.com/newbeetle/[6] Richard Gerber, The Software Optimization Cookbook: High-performance Recipes for the Intel Architecture. Intel Press, 2002, pp. 161-168.[7] RightMark Memory Analyzer. http://cpu.rightmark.org/[8] ftp://download.intel.com/design/Pentium4/papers/24943801.pdf[9] http://www.seagate.com/cda/products/discsales/personal/family/0,1085,621,00.html[10] http://www.samsung.com/Products/OpticalDiscDrive/SlimDrive/OpticalDiscDrive_SlimDrive_SN_S082D.asp?page=Specifications[11] ftp://download.intel.com/design/Pentium4/manuals/24896606.pdf[12] http://www.pricewatch.com/

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Condor Pool Condor is a software technology

that allows idle desktop PCs to be used for number crunching.

OU IT has deployed a large Condor pool (773 desktop

PCs in IT student labs all over campus).

It provides a huge amount of additional computing power – more than was available in all of OSCER in 2005.

13+ TFLOPs peak compute speed.

And, the cost is very very low – almost literally free.

Also, we’ve been seeing empirically that Condor gets about 80% of each PC’s time.