Showing posts with label shake. Show all posts
Showing posts with label shake. Show all posts

Wednesday, May 04, 2022

Working on build systems full-time at Meta

Summary: I joined Meta 2.5 years ago to work on build systems. I’m enjoying it.

I joined Meta over two years ago when an opportunity arose to work on build systems full time. I started the Shake build system at Standard Chartered over 10 years ago, and then wrote an open source version a few years later. Since then, I’ve always been dabbling in build systems, at both moderate and small scale. I really enjoyed writing the Build Systems a la Carte paper, and as a result, started to appreciate some of the Bazel and Buck design decisions. I was involved in the Bazel work at Digital Asset, and after that decided that there was still lots of work to be done on build systems. I did some work on Cloud Shake, but the fact that I wasn’t working on it every day, and that I wasn’t personally using it, made it hard to productionize. A former colleague now at Meta reached out and invited me for breakfast — one thing led to another, and I ended up at Meta working on build systems full time.

What I’ve learnt about build systems

The biggest challenge at Meta is the scale. When I joined they already used the Buck build system, which had been developed at Meta. Looking at the first milliseconds after a user starts an incremental build is illustrative:

  • With Shake, it starts the process, loads the database into memory, walks the entire graph calling stat on each input and runs any build actions.
  • With Buck, it connects to a running daemon, talks to a running file watcher (Watchman in the case of Buck) and uses reverse dependencies to jump to the running actions.

For Shake, on repos with 100K files, that process might take ~0.5s, but it is O(n). If you increase to 10M files, it takes 50s, and your users will revolt. With Buck, the overhead is proportional to the number of changed files, which is usually a handful.

While Shake is clearly infeasible at the scale of Meta, Buck was also starting to show its age, and I’ve been working with others to significantly improve Buck, borrowing lessons from everywhere, including Shake. Buck also addresses problems that Shake doesn’t, such as how to cope with multi-configuration builds (e.g. building for x86 and ARM simultaneously), having a separate file and target namespace and effective use of remote execution and caching.

We expect that the new version of Buck will be released open source soon, at which point I’ll definitely be talking more about the design and engineering trade-offs behind it.

What's different moving from finance to tech

My career to date has been in finance, so working at Meta is a very different world. Below are a few things that stand out (I believe most of these are common to other big tech companies too, but Meta is my first one).

Engineering career ladder: In finance the promotion path for a good engineer is to become a manager of engineers, then a manager of managers, and so on up. In my previous few roles I was indeed managing teams, which included setting technical direction and doing coding. At Meta, managers look after people, and help set the team direction. Engineers look after code and services, and set the technical direction. But importantly, you can be promoted as an engineer, without gaining direct reports, and the opportunities and compensation are equivalent to that for managers. There are definitely aspects of management that I like (e.g. mentoring, career growth, starting collaborations), and happily all of these are things engineers can still engage in.

Programmer centric culture: In finance the company is often built around traders and sales people. In tech, the company is built around programmers, which is visible in the culture. There are hardware vending machines, free food, free ice cream, minimal approvals. They’ve done a very good job of providing a relaxing and welcoming environment (with open plan offices, but I don’t mind that aspect). The one complaint I had was that Meta used to have a pretty poor work from home policy, but that’s now been completely rewritten and is now very good.

Reduced hierarchy: I think this may be more true of Meta than other tech, but there is very minimal hierarchy. Programmers are all just programmers, not “senior” or “junior”. I don’t have the power to tell anyone what to do, but in a slightly odd way, my manager doesn’t have that power either. If I want someone to tackle a bug, I have to justify that it is a worthwhile thing to do. One consequence of that is that the ability to form relationships and influence people is much more important. Another consequence that I didn’t foresee is that working with people in different teams is very similar to working with people in your team, since exactly the same skills apply. I can message any engineer at Meta, about random ideas and possible collaborations, and everyone is happy to talk.

Migration is harder: In previous places I worked, if we needed 100 files moved to a new version of a library, someone got told to do it, and they went away and spent a lot of time doing it. At Meta that’s a lot harder — firstly, it’s probably 100K files due to the larger scale, and secondly, telling someone they must do something is a lot less effective. That means there is a greater focus on automation (automatically editing the files), compatibility (doesn’t require editing the files) and benefits (ensuring that moving to the new version of the library will make your life better). All those are definitely better ways to tackle the problem, but sometimes, work must be done that is tedious and time consuming, and that is harder to make happen.

Open source: The process for open sourcing an internal library or tool in the developer infrastructure space is very smooth. The team I work in has open sourced the Starlark programming language (taking over maintenance from Google), the Gazebo Rust utility library and a Rust linter, plus we have a few more projects in the pipeline. As I write code in the internal Meta monorepo, it gets sync’d to GitHub a few minutes later. It’s also easy to contribute to open source projects, e.g. Meta engineers have contributed to my projects such as Hoogle (before I even considered joining Meta).

Hiring: Meta hires a lot of engineers (e.g. 1,000 additional people in London). That means that interviews are more like a production line, with a desire to have a repeatable process, where candidates are assigned teams after the interviews, rather than interviewing with a team. There are upsides and downsides to that—if I interview a strong candidate, it’s really sad to know that I probably won’t get to work closely with them. It also means that the interview process is determined centrally, so I can’t follow my preferences. But it does mean that if a friend is looking for a job there’s often something available for them (you can find details on compilers and programming here and a full list of jobs here), and a repeatable process is good for fairness.

Overall I’m certainly very happy to be working on build systems. The build system is the thing that stands between a user and trying out their changes, so anything I can do to make that process better benefits all developers. I’m very excited to share what I’ve been working on more widely in the near future!

(Disclosure: This blog post had to go through Meta internal review, because it’s an employee talking about Meta, but other than typos, came out unchanged.)

Thursday, September 16, 2021

Huge Project Build Systems

Summary: Shake won't scale to millions of files, this post says what would be required to make it do so.

While Shake has compiled projects with hundreds of thousands of files, it's never scaled out to millions of files, and it would be unlikely to work well at that size. The most popular build systems that operate at that scale are Buck (from Facebook) and Bazel (from Google). In this post I go through the changes that would need to be made to make Shake scale.

The first issue is covered in my previous post, that Shake doesn't know if you change the build rules themselves. As you scale up, it becomes much more important that if you change the rules, everything is properly tracked. As the number of people involved in a project increases, the rate at which the build system changes will also increase. Both Buck and Bazel solve this problem using a deterministic Python-based configuration language called Starlark. If Shake stopped being a Haskell DSL, I'd argue that it stops being Shake and becomes something different, so it's unclear what could be done there.

The next issue is that every time Shake is invoked, it checks the modification time of every file, and then walks the entire dependency graph. That works fine at 10K files, but as you move to 1M files, it takes too long. The solution is two-fold, first be informed which files have changed using notification APIs (e.g. the Watchman tool), and then use reverse dependencies to only explore the portion of the graph that has changed. Happily, Pepe already has a patch adding reverse dependencies to Shake, so that isn't too infeasible.

The final issue is that Shake was designed as a single-machine build system, not for sharing results between users. When I first wrote Shake, I didn't have access to servers, and AWS was brand new. Now, over a decade later, servers are easy to obtain and large scale build systems need to share results, so that if one user builds a file, no one else needs to. Within the realm of multi-user build systems, there are two basic operations - sharing results and offloading commands.

Shake, with it's new cloud features, is able to share results between users using a shared drive. It works, and big companies are using it for real, but I'd consider it fairly experimental. For execution, Shake is unable to run actions remotely, so can't make use of something like Bazel's remote execution API. Since dependencies are specified at the rule level, and remote execution operates at the command level, there is a bit of a mismatch, and it's unclear what that might look like in Shake.

While Shake won't work at huge scales, it is still quite an effective build system at quite large scales. But, given the limitations, I imagine it will never get to the scale of Buck/Bazel. At the same time, Buck/Bazel lack dynamic dependencies, which makes them unable to express rules such as Haskell effectively.

Happily, I am involved with a new build system, the next generation of Buck. I joined Facebook two years ago, and since that time have been focused on this project. It's written in Rust, configured with Starlark (I've spent a lot of time working on an open-source Starlark interpreter in Rust), and should work at huge scales. It's not yet open source, but it will be - we are targeting early next year.

I think Shake is still a build system with a lot to offer, and continue to maintain and improve it. For people who want to scale beyond the range of Shake, I'd definitely recommend using the next generation of Buck, once it is available.

Wednesday, September 15, 2021

Small Project Build Systems

Summary: Forward build systems might work better for small projects.

Yesterday's post talked about how Shake is a good medium sized build system - but what about smaller projects? Is the Shake model right for them? Shake can be considered a backwards build system. Each rule says how to produce a file, given some input files (which are dependencies) and an action. Almost all build systems (e.g. Make, Buck, Bazel, CMake, SCons, Ninja) fit this model, which is analysed in the Build Systems a la Carte paper. While this model works, it has two disadvantages:

  • You have to explicitly list dependencies, or infer them from include files etc. That means either dependencies are insufficient (you probably forgot some), or they are excessive (you added some you don't need). Usually both.
  • You have to think backwards. When you ask someone how to build an executable from a C file, no one talks about linking first, but to program a build system you have to.

The alternative to a backwards build system is a forwards build system, of which Memoize was the first. You just write out the commands in order, and dependency tracing figures out if they have changed. To compile a C program it can be as simple as:

gcc -c util.c
gcc -c main.c
gcc -o main main.o util.o

That build script is incredibly simple - so simple it could also be treated as a shell script.

A few years ago I wrote such a system, called Rattle, and wrote a paper about it at OOPSLA 2020 with my co-authors Sarah Spall and Sam Tobin-Hochstadt. Sarah gave a talk about Rattle at OOPSLA, and I gave a talk at Build Meetup 2021. We were able to compile projects like NodeJS faster than the NodeJS build system (which uses Make), showing the idea might be feasible.

If forward build systems are so great, why do I think they are most suitable for small projects? There are four reasons, the first three of which have mitigations, but the final one sets a limit on the size at which forward build systems are suitable.

  1. Forward build systems rely on tracing which files are dependencies of a command. Doing that quickly in a cross-platform manner is a nightmare. There are tricks like hooking system calls etc, but it presents a significant engineering hurdle, especially on MacOS, which makes this task harder with every release.
  2. Forward build systems are immature. The earliest examples no longer work. Rattle is a relatively practical research system - it could evolve into a production system - but it's not there yet. And compared to the alternatives, Rattle is probably one of the closest to production, in large part because it builds off a lot of common infrastructure from Shake which is much more mature.
  3. Forward build systems lack parallelism, since if you want to express parallelism, you need to think about dependencies once more, and it's easy to go wrong. Rattle mostly solves the parallelism by automatically inferring when it is safe to parallelise, which is how we were able to remain competitive with Make.

And finally, the biggest issue is that forward build systems are not compositional, while backward build systems are. If you want to write a 1 million build rule system, in a backwards system, each rule looks like any other. Whereas in a forward build system, assuming you need to give an order, writing down that order in a compositional way is hard - in fact, whenever I've tried it, you start expressing the dependencies between entries and end up with a backwards build system.

Happily, people are continuing to research forward build system. Rattle adds parallelism, Stroll removes the requirement for an order, Fac allows some dependencies and infers the remaining ones, LaForge finds greater incrementality. Perhaps all those ideas can be combined, along with a lot of engineering, to produce a practical forward build system.

Rattle has shown a well engineered forward build system would be feasible for small projects. It's unclear how much larger the concept might be able to scale, probably never to millions of files, but for small projects it might provide a significantly lower effort path to writing build systems.

Tuesday, September 14, 2021

Reflecting on the Shake Build System

Summary: As a medium-sized build system, Shake has some good bits and some bad bits.

I first developed the Shake build system at Standard Chartered in 2008, rewriting an open source version in my spare time in 2011. I wrote a paper on Shake for ICFP 2012 and then clarified some of the details in a JFP 2020 paper. Looking back, over a decade later, this post discusses what went well and what could be improved.

The first thing to note is that Shake is a medium sized build system. If you have either 1 source file or 1 million source files, Shake probably isn't a good fit. In this post I'm going to go through how Shake does as a medium-sized build system, and two other posts reflect on what I think a small build system or huge build system might look like.

The most important thing Shake got right was adding monadic/dynamic dependencies. Most build systems start with a static graph, and then, realising that can't express the real world, start hacking in an unprincipled manner. The resulting system becomes a bunch of special cases. Shake embraced dynamic dependencies. That makes some things harder (no static cycle detection, less obvious parallelism, must store dependency edges), but all those make Shake itself harder to write, while dynamic dependencies make Shake easier to use. I hope that eventually all build systems gain dynamic dependencies.

In addition to dynamic dependencies, Shake has early cut-off, meaning files that rebuild but don't change don't invalidate rules that depend upon them. This feature is something increasingly becoming standard in build systems, which is great to see.

Shake is written as a Haskell DSL, which means users of Shake are writing a Haskell program that happens to heavily leverage the Shake library. That choice was a double-edged sword. There are some significant advantages:

  • I didn't need to invent a special purpose language. That means I get to reuse existing tooling, existing learning materials, and existing libraries.
  • Since Shake is just a library, it can be documented with the normal tools like Haddock.
  • Users can extend Shake using Haskell, and publish libraries building on top of Shake.
  • The modelling of monadic dependencies in Haskell is pretty elegant, given a dedicated syntax for expressing monadic computations (the do keyword).
  • Projects like Haskell Language Server can build on top of Shake in fairly fundamental ways. See our recent IFL 2020 paper for the benefits that brought.

But there are also some downsides:

  • Most significantly, the audience of Shake is somewhat limited by the fact that Shake users probably have to learn some Haskell. While the user manual aims to teach enough Haskell to write Shake without really knowing Haskell, it's still a barrier.
  • Haskell has some significant weaknesses, e.g. it has two competing package managers, countless distribution mechanisms, and none of these things are consistent for long periods of time. Haskell has a poor on-ramp, and thus so does Shake.

The choice of an embedded DSL for Shake also leads to the issue that Shake doesn't know when a rule has changed, since a rule is opaque Haskell code. As a consequence, if you modify a command line in a .hs file, Shake is unaware and won't rebuild the necessary files. There are a bunch of techniques for dealing with this limitation (see the Shake functions shakeVersion, versioned), but none are pleasant, and it remains an easy mistake to make. A potential way out is to build a system which reads configuration files not in Haskell and interprets them, which I gave a talk about, and I've seen deployed in practice. But it's something where each user ends up rolling their own.

Another limitation is that Shake is (deliberately) quite low-level. It gives you a way to depend on a file, and a way to run a command line. It doesn't give you a way to express a C++ library. The hope from the beginning was that Shake would be language neutral, and that libraries would arise that built on top of Shake providing access to standard libraries. If you were writing a Python/C++/Ruby build script, you'd simply import those libraries, mix them together, and have a working build system. There are libraries that have gone in that direction, the libraries shake-language-c and shake-cpp provide C++ rules, avr-shake lets you work with AVR Crosspack. Unfortunately, there aren't enough libraries to just plug together a build system. I think a fundamental problem is that it's not immediately obvious how such libraries would compose, and without that composability, it's hard to build the libraries that would rely on composability.

Finally, the most surprising aspect about developing Shake is that a large part of the effort has gone into writing an ergonomic and cross-platform process executor. The result is found at Development.Shake.Command, and can be used outside Shake, letting users write:

cmd "gcc -c" [src]

This example invokes gcc, ensuring that src is properly escaped if it has spaces or other special characters. A significant amount of the engineering work in Shake has gone into that facility, when it's totally orthogonal to the build system itself.

In the next two parts of this series, I'll go through why I think Shake isn't a great build system for tiny projects (and what might be), followed by why Shake isn't great for absolutely huge projects (and what would need to be fixed).

Sunday, November 15, 2020

Data types for build system dependencies

Summary: Monadic and early cut-off? Use a sequence of sets.

In the Build Systems a la Carte paper we talk about the expressive power of various types of build systems. We deliberately simplify away parallelism and implementation concerns, but those details matter. In this post I'm going to discuss some of those details, specifically the representation of dependencies.

Applicative build systems

In an applicative build system like Make, all dependencies for a target are known before you start executing the associated action. That means the dependencies have no ordering, so are best represented as a set. However, because they can be calculated from the target, they don't usually need to be stored separately. The dependencies can also be evaluated in parallel. To build a target you evaluate the dependencies to values, then evaluate the action.

Early cut-off is when an action is skipped because none of its dependencies have changed value, even if some dependencies might have required recomputing. This optimisation can be incredibly important for build systems with generated code - potentially seconds vs hours of build time. To obtain early cut-off in applicative systems, after evaluating the dependencies you compare them to the previous results, and only run the action if there were changes.

Monadic build systems

In monadic build systems like Shake, the representation of dependencies is more complex. If you have an alternative mechanism of detecting whether a rule is dirty (e.g. reverse dependencies) you don't need to record the dependencies at all. If the key is dirty, you start executing the action, and that will request the dependencies it needs. The action can then suspend, calculate the dependencies, and continue.

If you want early cut-off in a monadic build system, you need to rerun the dependencies in advance, and if they all have the same result, skip rerunning the action. Importantly, you probably want to rerun the dependencies in the same order that the action originally requested them -- otherwise you might pay a severe and unnecessary time penalty. As an example, let's consider an action:

opt <- need "is_optimised"
object <- if opt then need "foo.optimised" else need "foo.unoptimised"
link object

This rule is monadic, as whether you need the optimised or unoptimised dependency depends on the result of calculating some is_optimised property. If on the first run is_optimised is True, then we build foo.optimised. On the second run, if is_optimised is False, it is important we don't build foo.optimised as that might take a seriously long time and be entirely redundant. Therefore, it's important when checking for early cut-off we build in the order that the previous action requested the dependencies, and stop on the first difference we encounter.

(If you have unlimited resources, e.g. remote execution, it might be profitable to evaluate everything in parallel - but we're assuming that isn't the case here.)

Provided a rule performs identically between runs (i.e. is deterministic and hasn't been changed), everything that we request to check for early cut-off will still be needed for real, and we won't have wasted any work. For all these reasons, it is important to store dependencies as a sequence (e.g. a list/vector).

Monadic build systems plus parallelism

Applicative build systems naturally request all their dependencies in parallel, but monadic build systems are naturally one dependency at a time. To regain parallelism, in build systems like Shake the primitive dependency requesting mechanism takes a set of dependencies that are computed in parallel. While requesting dependencies individually or in bulk gives the same result, in bulk gives significantly more parallelism. (In Shake we use lists to track correspondence between requests and results, but it's morally a set.)

As we saw previously, it is still important that for early cut-off you reproduce the dependencies much like they were in the action. That means you request dependencies in the order they were requested, and when they were requested in bulk, they are also checked in bulk. Now we have a sequence of sets to represent dependencies, where the elements of the sets can be checked in parallel, but the sequence must be checked in order.

Monadic build systems plus explicit parallelism

What if we add an explicit parallelism operator to a monadic build system, something like parallel :: [Action a] -> IO [a] to run arbitrary actions in parallel (which is what Shake provides). Now, instead of a sequence of sets, we have a tree of parallelism. As before it's important when replaying that the dependencies are requested in order, but also that as much is requested in parallel as possible.

What Shake does

Shake is a monadic build system with early cut-off, parallelism and explicit parallelism. When building up dependencies it uses a tree representation. The full data type is:

data Traces
    = None
    | One Trace
    | Sequence Traces Traces
    | Parallel [Traces]

Sequenced dependencies are represented with Sequence and the traces captured by parallelism use Parallel. Importantly, constructing Traces values is nicely O(1) in all cases. (Shake v0.19.1 used a different representation and repeatedly normalised it, which could have awful time complexity - potentially O(2^n) in pathological cases.)

While these traces store complete information, actually evaluating that trace when checking for rebuilds would be complicated. Instead, we flatten that representation to [[Trace]] for writing to the Shake database. The outer list is a sequence, the inner list is morally a set. We have the invariant that no Trace value will occur multiple times, since if you depend on something once, and then again, the second dependency was irrelevant. To flatten Parallel computations we take the first required dependency in each parallel action, merge them together, and then repeat for the subsequent actions. If you run code like:

parallel [
    need ["a"] >> parallel [need ["b"], need ["c"]]
    need ["d"]
]

It will get flattened to appear as though you wrote need ["a","d"] >> need ["b","c"]. When checking, it will delay the evaluation of b and c until after d completes, even though that is unnecessary. But simplifying traces at the cost of marginally less rebuild parallelism for those who use explicit parallelism (which is not many) seems like the right trade-off for Shake.

Conclusion

Applicative build systems should use sets for their dependencies. Monadic build systems should use sets, but if they support early cut-off, should use sequences of sets.

Wednesday, May 27, 2020

Fixing Space Leaks in Ghcide

Summary: A performance investigation uncovered a memory leak in unordered-containers and performance issues with Ghcide.

Over the bank holiday weekend, I decided to devote some time to a possible Shake build system performance issue in Ghcide Haskell IDE. As I started investigating (and mostly failed) I discovered a space leak which I eventually figured out, solved, and then (as a happy little accident) got a performance improvement anyway. This post is a tale of what I saw, how I tackled the problem, and how I went forward. As I'm writing the post, not all the threads have concluded. I wrote lots of code during the weekend, but most was only to experiment and has been thrown away - I've mostly left the code to the links. Hopefully the chaotic nature of development shines through.

Shake thread-pool performance

I started with a Shake PR claiming that simplifying the Shake thread pool could result in a performance improvement. Faster and simpler seems like a dream combination. Taking a closer look, simpler seemed like it was simpler because it supported less features (e.g. ability to kill all threads when one has an exception, some fairness/scheduling properties). But some of those features (e.g. better scheduling) were in the pursuit of speed, so if a simpler scheduler was 30% faster (the cost of losing randomised scheduling), that might not matter.

The first step was to write a benchmark. It's very hard to synthesise a benchmark that measures the right thing, but spawning 200K short tasks into the thread pool seemed a plausible start. As promised on the PR, the simpler version did indeed run faster. But interestingly, the simplifications weren't really responsible for the speed difference - switching from forkIO to forkOn explained nearly all the difference. I'm not that familiar with forkOn, so decided to micro-benchmark it - how long does it take to spawn off 1M threads with the two methods. I found two surprising results:

  • The performance of forkOn was quadratic! A GHC bug explains why - it doesn't look too hard to fix, but relying on forkOn is unusual, so its unclear if the fix is worth it.
  • The performance of forkIO was highly inconsistent. Often it took in the region of 1 second. Sometimes it was massively faster, around 0.1s. A StackOverflow question didn't shed much light on why, but did show that by using the PVar concurrency primitive it could be 10x faster. There is a GHC bug tracking the issue, and it seems as though the thread gets created them immediately switches away. There is a suggestion from Simon Peyton Jones of a heuristic that might help, but the issue remains unsolved.

My desire to switch the Shake thread-pool to a quadratic primitive which is explicitly discouraged is low. Trying to microbenchmark with primitives that have inconsistent performance is no fun. The hint towards PVar is super interesting, and I may follow up on it in future, but given the remarks in the GHC tickets I wonder if PVar is merely avoiding one small allocation, and avoiding an allocation avoids a context switch, so it's not a real signal.

At this point I decided to zoom out and try benchmarking all of Ghcide.

Benchmarking Ghcide

The thread about the Shake thread pool pointed at a benchmarking approach of making hover requests. I concluded that making a hover request with no file changes would benchmark the part of Shake I thought the improved thread-pool was most likely to benefit. I used the Shake source code as a test bed, and opened a file with 100 transitive imports, then did a hover over the listToMaybe function. I know that will require Shake validating that everything is up to date, and then doing a little bit of hover computation.

I knew I was going to be running Ghcide a lot, and the Cabal/Stack build steps are frustratingly slow. In particular, every time around Stack wanted to unregister the Ghcide package. Therefore, I wrote a simple .bat file that compiled Ghcide and my benchmark using ghc --make. So I could experiment quickly with changes to Shake, I pulled in all of Shake as source, not as a separate library, with an include path. I have run that benchmark 100's of times, so the fact it is both simple (no arguments) and as fast as I could get has easily paid off.

For the benchmark itself, I first went down the route of looking at the replay functionality in lsp-test. Sadly, that code doesn't link to anything that explains how to generate traces. After asking on the haskell-ide-engine IRC I got pointed at both the existing functionality of resCaptureFile. I also got pointed at the vastly improved version in a PR, which doesn't fail if two messages race with each other. Configuring that and running it on my benchmark in the IDE told me that the number of messages involved was tiny - pretty much an initialisation and then a bunch of hovers. Coding those directly in lsp-test was trivial, and so I wrote a benchmark. The essence was:

doc <- openDoc "src/Test.hs" "haskell"
(t, _) <- duration $ replicateM_ 100 $
    getHover doc $ Position 127 43
print t

Open a document. Send 100 hover requests. Print the time taken.

Profiling Ghcide

Now I could run 100 hovers, I wanted to use the GHC profiling mechanisms. Importantly, the 100 hover requests dominates the loading by a huge margin, so profiles would focus on the right thing. I ran a profile, but it was empty. Turns out the way lsp-test invokes the binary it is testing means it kills it too aggressively to allow GHC to write out profiling information. I changed the benchmark to send a shutdown request at the end, then sleep, and changed Ghcide to abort on a shutdown, so it could write the profiling information.

Once I had the profiling information, I was thoroughly uniformed. 10% went in file modification checking, which could be eliminated. 10% seemed to go to hash table manipulations, which seemed on the high side, but not too significant (turned out I was totally wrong, read to the end!). Maybe 40% went in the Shake monad, but profiling exaggerates those costs significantly, so it's unclear what the truth is. Nothing else stood out, but earlier testing when profiling forkIO operations had shown they weren't counted well, so that didn't mean much.

Prodding Ghcide

In the absence of profiling data, I started changing things and measuring the performance. I tried a bunch of things that made no difference, but some things did have an impact on the time to do 100 hovers:

  • Running normally: 9.77s. The baseline.
  • Switching to forkOn: 10.65s. Suggestive that either Ghcide has changed, or the project is different, or platform differences mean that forkOn isn't as advantageous.
  • Using only one Shake thread: 13.65s. This change had been suggested in one ticket, but made my benchmark worse.
  • Avoid spawning threads for things I think will be cheap: 7.49s. A useful trick, and maybe one that will be of benefit in future, but for such a significant change a 25% performance reduction seemed poor.
  • Avoid doing any Shake invalidation: 0.31s. An absolute lower bound if Shake cheats and does nothing.

With all that, I was a bit dejected - performance investigation reveals nothing of note was not a great conclusion from a days work. I think that other changes to Ghcide to run Shake less and cache data more will probably make this benchmark even less important, so the conclusion worsens - performance investigation of nothing of note reveals nothing of note. How sad.

But in my benchmark I did notice something - a steadily increasing memory size in process explorer. Such issues are pretty serious in an interactive program, and we'd fixed several issues recently, but clearly there were more. Time to change gears.

Space leak detection

Using the benchmark I observed a space leak. But the program is huge, and manual code inspection usually needs a 10 line code fragment to have a change. So I started modifying the program to do less, and continued until the program did as little as it could, but still leaked space. After I fixed a space leak, I zoomed out and saw if the space leak persisted, and then had another go.

The first investigation took me into the Shake Database module. I found that if I ran the Shake script to make everything up to date, but did no actions inside, then there was a space leak. Gradually commenting out lines (over the course of several hours) eventually took me to:

step <- pure $ case v of
    Just (_, Loaded r) -> incStep $ fromStepResult r
    _ -> Step 1

This code increments a step counter on each run. In normal Shake this counter is written to disk each time, which forces the value. In Ghcide we use Shake in memory, and nothing ever forced the counter. The change was simple - replace pure with evaluate. This fix has been applied to Shake HEAD.

Space leak detection 2

The next space leak took me to the Shake database reset function, which moves all Shake keys from Ready to Loaded when a new run starts. I determined that if you didn't run this function, the leak went away. I found a few places I should have put strictness annotations, and a function that mutated an array lazily. I reran the code, but the problem persisted. I eventually realised that if you don't call reset then none of the user rules run either, which was really what was fixing the problem - but I committed the improvements I'd made even though they don't fix any space leaks.

By this point I was moderately convinced that Shake wasn't to blame, so turned my attention to the user rules in Ghcide. I stubbed them out, and the leak went away, so that looked plausible. There were 8 types of rules that did meaningful work during the hover operation (things like GetModificationTime, DoesFileExist, FilesOfInterest). I picked a few in turn, and found they all leaked memory, so picked the simple DoesFileExist and looked at what it did.

For running DoesFileExist I wrote a very quick "bailout" version of the rule, equivalent to the "doing nothing" case, then progressively enabled more bits of the rule before bailing out, to see what caused the leak. The bailout looked like:

Just v <- getValues state key file
let bailout = Just $ RunResult ChangedNothing old $ A v

I progressively enabled more and more of the rule, but even with the whole rule enabled, the leak didn't recur. At that point, I realised I'd introduced a syntax error and that all my measurements for the last hour had been using a stale binary. Oops. I span up a copy of Ghcid, so I could see syntax errors more easily, and repeated the measurements. Again, the leak didn't recur. Very frustrating.

At that point I had two pieces of code, one which leaked and one which didn't, and the only difference was the unused bailout value I'd been keeping at the top to make it easier to quickly give up half-way through the function. Strange though it seemed, the inescapable conclusion was that getValues must somehow be fixing the space leak.

If getValues fixes a leak, it is a likely guess that setValues is causing the leak. I modified setValues to also call getValues and the problem went away. But, after hours of staring, I couldn't figure out why. The code of setValues read:

setValues state key file val = modifyVar_ state $ \vals -> do
    evaluate $ HMap.insert (file, Key key) (fmap toDyn val) vals

Namely, modify a strict HashMap from unordered-containers, forcing the result. After much trial and error I determined that a "fix" was to add:

case HMap.lookup k res of
    Nothing -> pure ()
    Just v -> void $ evaluate v

It's necessary to insert into the strict HashMap, then do a lookup, then evaluate the result that comes back, or there is a space leak. I duly raised a PR to Ghcide with the unsatisfying comment:

I'm completely lost, but I do have a fix.

It's nice to fix bugs. It's better to have some clue why a fix works.

Space leak in HashMap

My only conclusion was that HashMap must have a space leak. I took a brief look at the code, but it was 20+ lines and nothing stood out. I wrote a benchmark that inserted billions of values at 1000 random keys, but it didn't leak space. I puzzled it over in my brain, and then about a day later inspiration struck. One of the cases was to deal with collisions in the HashMap. Most HashMap's don't have any collisions, so a bug hiding there could survive a very long time. I wrote a benchmark with colliding keys, and lo and behold, it leaked space. Concretely, it leaked 1Gb/s, and brought my machine to its knees. The benchmark inserted three keys all with the same hash, then modified one key repeatedly. I posted the bug to the unordered-containers library.

I also looked at the code, figured out why the space leak was occurring, and a potential fix. However, the fix requires duplicating some code, and its likely the same bug exists in several other code paths too. The Lazy vs Strict approach of HashMap being dealt with as an outer layer doesn't quite work for the functions in question. I took a look at the PR queue for unordered-containers and saw 29 requests, with the recent few having no comments on them. That's a bad sign and suggested that spending time preparing a PR might be in vain, so I didn't.

Aside: Maintainers get busy. It's no reflection negatively on the people who have invested lots of time on this library, and I thank them for their effort! Given 1,489 packages on Hackage depend on it, I think it could benefit from additional bandwidth from someone.

Hash collisions in Ghcide

While hash collisions leading to space leaks is bad, having hash collisions at all is also bad. I augmented the code in Ghcide to print out hash collisions, and saw collisions between ("Path.hs", Key GetModificationTime) and ("Path.hs", Key DoesFileExist). Prodding a bit further I saw that the Hashable instance for Key only consulted its argument value, and given most key types are simple data Foo = Foo constructions, they all had the same hash. The solution was to mix in the type information stored by Key. I changed to the definition:

hashWithSalt salt (Key key) = hashWithSalt salt (typeOf key) `xor` hashWithSalt salt key

Unfortunately, that now gave hash collisions with different paths at the same key. I looked into the hashing for the path part (which is really an lsp-haskell-types NormalizedFilePath) and saw that it used an optimised hashing scheme, precomputing the hash, and returning it with hash. I also looked at the hashable library and realised the authors of lsp-haskell-types hadn't implemented hashWithSalt. If you don't do that, a generic instance is constructed which deeply walks the data structure, completely defeating the hash optimisation. A quick PR fixes that.

I also found that for tuples, the types are combined by using the salt argument. Therefore, to hash the pair of path information and Key, the Key hashWithSalt gets called with the hash of the path as its salt. However, looking at the definition above, you can imagine that both hashWithSalt of a type and hashWithSalt of a key expand to something like:

hashWithSalt salt (Key key) = salt `xor` hash (typeOf key) `xor` (salt `xor` 0)

Since xor is associative and commutative, those two salt values cancel out! While I wasn't seeing complete cancellation, I was seeing quite a degree of collision, so I changed to:

hashWithSalt salt (Key key) = hashWithSalt salt (typeOf key, key)

With that fix in Ghcide, all collisions went away, and all space leaks left with them. I had taken this implementation of hash combining from Shake, and while it's not likely to be a problem in the setting its used there, I've fixed it in Shake too.

Benchmarking Ghcide

With the hash collisions reduced, and the number of traversals when computing a hash reduced, I wondered what the impact was on performance. A rerun of the original benchmark showed the time had reduced to 9.10s - giving a speed up of about 5%. Not huge, but welcome.

Several days later we're left with less space leaks, more performance, and hopefully a better IDE experience for Haskell programmers. I failed in what I set out to do, but found some other bugs along the way, leading to 9 PRs/commits and 4 ongoing issues. I'd like to thank everyone in the Haskell IDE team for following along, making suggestions, confirming suspicions, and generally working as a great team. Merging the Haskell IDE efforts continues to go well, both in terms of code output, and team friendliness.

Saturday, May 23, 2020

Shake 0.19 - changes to process execution

Summary: The new version of Shake has some tweaks to how stdin works with cmd.

I've just released Shake 0.19, see the full change log. Most of the interesting changes in this release are around the cmd/command functions, which let you easily run command lines. As an example, Shake has always allowed:

cmd "gcc -c" [source] "-o" [output]

This snippet compiles a source file using gcc. The cmd function is variadic, and treats strings as space-separated arguments, and lists as literal arguments. It's overloaded by return type, so can work in the IO monad (entirely outside Shake) or the Shake Action monad (inside Shake). You can capture results and pass in options, e.g. to get the standard error and run in a different directory, you can do:

Stderr err <- cmd "gcc -c" [source] "-o" [output] (Cwd "src")

Shake is a dynamic build system with advanced dependency tracking features that let's you write your rules in Haskell. It just so happens that running commands is very common in build systems, so while not really part of a build system, it's a part of Shake that has had a lot of work done on it. Since the command is both ergonomic and featureful, I've taken to using the module Develoment.Shake.Command in non-Shake related projects.

Recent cmd changes

The first API breaking change only impacts users of the file access tracing. The resulting type is now polymorphic, and if you opt to for the FSATrace ByteString, you'll get your results a few milliseconds faster. Even if you stick with FSATrace FilePath, you'll get your results faster than the previous version. Performance of tracing happened to matter for a project I've been working on :-).

The other changes in this release are to process groups and the standard input. In Shake 0.18.3, changes were made to switch to create_group=True in the process library, as that improves the ability to cancel actions and clean up sub-processes properly. Unfortunately, on Linux that caused processes that read from standard input to hang. The correlation between these events, and the exact circumstances that triggered it, took a long time to track down - thanks to Gergő Érdi for some excellent bisection work. Most processes that are run in a build system should not access the standard input, and the only reports have come from docker (don't use -i) and ffmpeg (pass -nostdin), but hanging is a very impolite way to fail. In older versions of Shake we inherited the Shake stdin to the child (unless you specified the stdin explicitly with Stdin), but now we create a new pipe with no contents. There are now options NoProcessGroup and InheritStdin which let you change these settings independently. I suspect a handful of commands will need flag tweaks to stop reading the stdin, but they will probably fail saying the stdin is inaccessible, so debugging it should be relatively easy.

In another tale of cmd not working how you might hope, in Shake 0.15.2 we changed cmd to close file handles when spawning a process. Unfortunately, that step is O(n) in the number of potential handles on your system, where n is RLIMIT_NOFILE and can be quite big, so we switched back in 0.18.4. Since 0.18.4 you can pass CloseFileHandles if you definitely want handles to be closed. It's been argued that fork is a bad design, and this performance vs safety trade-off seems another point in favour of that viewpoint.

The amount of work that has gone into processes, especially around timeout and cross-platform differences, has been huge. I see 264 commits to these files, but the debugging time associated with them has been many weeks!

Other changes

This release contains other little tweaks that might be useful:

  • Time spent in the batch function is better accounted for in profiles.
  • Finally deleted the stuff that has been deprecated since 2014, particularly the *> operator. I think a six year deprecation cycle seems more than fair for a pre-1.0 library.
  • Optimised modification time on Linux.

Friday, May 15, 2020

File Access Tracing

Summary: It is useful to trace files accessed by a command. Shake and FSATrace provide some tools to do that.

When writing a build system, it's useful to see which files a command accesses. In the Shake build system, we use that information for linting, an auto-deps feature and a forward build mode. What we'd like is a primitive which when applied to a command execution:

  1. Reports which files are read/written.
  2. Reports the start and end time for when the files were accessed.
  3. Reports what file metadata is accessed, e.g. modification times and directory listing.
  4. Lets us pause a file access (so the dependencies can be built) or deny a file access (so dependency violations can be rejected early).
  5. Is computationally cheap.
  6. Doesn't require us to write/maintain too much low-level code.
  7. Works on all major OSs (Linux, Mac, Windows).
  8. Doesn't require sudo or elevated privilege levels.

While there are lots of approaches to tracing that get some of those features, it is currently impossible to get them all. Therefore, Shake has to make compromises. The first fours bullet points are about features -- we give up on 2 (timestamps) and 4 (pause/deny); 1 (read/writes) is essential, and we make 3 (metadata) optional, using the imperfect information when its available and tolerating its absence. The last four bullet points are about how it works -- we demand 7 (compatibility) and 8 (no sudo) because Shake must be easily available to its users. We strive for 5 (cheap) and 6 (easy), but are willing to compromise a bit on both.

Shake abstracts the result behind the cmd function with the FSATrace return type. As an example I ran in GHCi:

traced :: [FSATrace] <- cmd "gcc -c main.c"
print traced

Which compiles main.c with gcc, and on my machine prints 71 entries, including:

[ FSARead "C:\\ghc\\ghc-8.6.3\\mingw\\bin\\gcc.exe"
, FSARead "C:\\Neil\\temp\\main.c"
, FSAWrite "C:\\Users\\ndmit_000\\AppData\\Local\\Temp\\ccAadCiR.s"
, FSARead "C:\\ghc\\ghc-8.6.3\\mingw\\bin\\as.exe"
, FSARead "C:\\Users\\ndmit_000\\AppData\\Local\\Temp\\ccAadCiR.s"
, FSAWrite "C:\\Neil\\temp\\main.o"
, ...
]

Most of the remaining entries are dlls that gcc.exe uses, typically from the Windows directory. I've reordered the list to show the flow more clearly. First the process reads gcc.exe (so it can execute it), which reads main.c and writes a temporary file ccAadCiR.s. It then reads as.exe (the assembler) so it can run it, which in turn reads ccAadCiR.s and writes main.o.

Under the hood, Shake currently uses FSATrace, but that is an implementation detail -- in particular the BigBro library might one day also be supported. In order to understand the limitations of the above API, it's useful to understand the different approaches to file system tracing, and which ones FSATrace uses.

Syscall tracing On Linux, ptrace allows tracing every system call made, examining the arguments, and thus recording the files accessed. Moreover, by tracing the stat system call even file queries can be recorded. The syscall tracking approach can be made complete, but because every syscall must be hooked, can end up imposing high overhead. This approach is used by BigBro as well as numerous other debugging and instrumentation tools.

Library preload On both Linux and Mac most programs use a dynamically linked C library to make file accesses. By using LD_LIBRARY_PRELOAD it is possible to inject a different library into the program memory which intercepts the relevant C library calls, recording which files are read and written. This approach is simpler than hooking syscalls, but only works if all syscall access is made through the C library. While normally true, that isn't the case for Go programs (syscalls are invoked directly) or statically linked programs (the C library cannot be replaced).

While the technique works on a Mac, from Mac OS X 1.10 onwards system binaries can't be traced due to System Integrity Protection. As an example, the C compiler is typically installed as a system binary. It is possible to disable System Integrity Protection (but not recommended by Apple); or to use non-system binaries (e.g. those supplied by Nix); or to copy the system binary to a temporary directory (which works provided the binary does not afterwards invoke another system binary). The library preload mechanism is implemented by FSATrace and the copying system binaries trick on Mac is implemented in Shake.

File system tracing An alternative approach is to implement a custom file system and have that report which files are accessed. One such implementation for Linux is TracedFS, which is unfortunately not yet complete. Such an approach can track all accesses, but may require administrator privileges to mount a file system.

Custom Linux tracing On Linux, thanks to the open-source nature of the kernel, there are many custom file systems (e.g FUSE) and tracing mechanisms (e.g. eBPF), many of which can be used/configured/extended to perform some kind of system tracing. Unfortunately, most of these are restricted to Linux only.

Custom Mac tracing BuildXL uses a Mac sandbox based on KAuth combined with TrustedBSD Mandatory Access Control (MAC) to both detect which files are accessed and also block access to specific files. The approach is based on internal Mac OS X details which have been reversed engineered, some of which are deprecated and scheduled for removal.

Windows Kernel API hooking On Windows it is possible to hook the Kernel API, which can be used to detect when any files are accessed. Implementing such a hook is difficult, particularly around 32bit v 64bit differences, as custom assembly language trampolines must be used. Furthermore, some antivirus products (incorrectly) detect such programs as viruses. Windows kernel hooking is available in both FSATrace and BigBro (sharing the same source code), although without support for 32bit processes that spawn 64bit processes.

Current State

Shake currently uses FSATrace, meaning it uses library preloading on Linux/Mac and kernel hooking on Windows. The biggest practical limitations vary by OS:

  • On Linux it can't trace into Go programs (or other programs that use system calls directly) and statically linked binaries. Integrating BigBro as an alternative would address these issues.
  • On Mac it can't trace into system binaries called from other system binaries, most commonly the system C/C++ compiler. Using your own C/C++ installation, via Homebrew or Nix, is a workaround.
  • On Windows it can't trace 64bit programs spawned by 32bit programs. In most cases the 32bit binaries can easily be replaced by 64bit binaries. The only problem I've seen was caused by a five year-old version of sh hiding out in my C:\bin directory, which was easily remedied with a newer version. The code to fix this issue is available, but scares me too much to try integrating.

Overall, the tracing available in Shake has a simple API, is very useful for Shake, and has been repurposed in other build systems. But I do dearly wish such functionality could be both powerful and standardised!

Monday, June 17, 2019

Shake from 10,000ft

Summary: A very high-level view of the engineering aspects of Shake.

The theory behind Shake is now well documented in the Build Systems a la Carte paper, but the engineering design of the system is not. This post is a high-level overview of Shake, from 10,000ft (the types are the types I'm thinking of in my mind - read the source code for the ground truth).

Data Storage

At it's heart, the Shake "database" (not really a database) stores a mapping from keys (k) to values (v). That mapping is stored on disk as a list of (k,v) pairs. When Shake computes a new value for k, it appends it to the end of the file. When Shake starts, it loads the list, keeping only the last value for any given k, and producing a Map k v. On disk, each entry is prefixed by its size, so if the file is truncated (e.g. machine shutdown), any trailing incomplete data can be discarded.

When operating in memory, Shake uses the data type Map k (Status v), with the definitions:

data Result v = Result
    {result :: v -- ^ the result associated with the Key
    ,built :: Step -- ^ when it was actually run
    ,changed :: Step -- ^ when it last changed
    ,depends :: [[Id]] -- ^ dependencies
    }

data Status v
    = Loaded (Result v)
    | Running (Either SomeException (Result v) -> IO ())
    | Error SomeException
    | Ready (Result v)

Data is loaded in the Loaded state. When someone demands a key it moves to Running - anyone who subsequently demands it will be added to the callback. After the run completes it becomes either Error or Ready.

Execution Model

Shake runs values in the Action monad, which is a combination of some global state (e.g. settings), per-rule state (e.g. dependencies), continuation monad with IO underlying everything. The execution model of Shake is that every Action computation is either blocked waiting for a Running to complete, or queued/executing with the thread pool. The thread pool has a list of things to do and runs them in a given priority order, respecting parallelism constraints. Most threads start up, do a bit of work, block on a Running and leave it for another item in the thread pool to continue them.

To pause a thread we use continuations, meaning the most important operation on Action (which isn't available to users!) is:

captureRAW :: ((Either SomeException a -> IO ()) -> IO ()) -> Action a

This function stops an Action in its tracks, resuming it when the continuation is called. One invariant of Shake, which is (sadly!) not tracked by the type system is that every continuation passed to captureRAW must be called exactly once.

The symmetry between Running and captureRAW is deliberate, and convenient.

To kick start the thread pool, the user specifies things to run with action - a Shake program completes when all those initial action calls have completed.

Rules

The final piece of the puzzle is what Shake actually does to build a key. The core of Shake is abstract over the k and v, but Shake ships with an outer layer of around ten additional rule types -- the most important of which is files. Taking an idealised (and inefficient) file rule, we can think of it as mapping from file paths to file contents. To provide such a rule, we first declare the type mapping:

type instance RuleResult FilePath = String

And then declare the rule. The rule says how to take the key (the filename), whether its dependencies have changed, the old value (the old contents), and produce a new value (the current contents). In addition, the rule must say if the contents have changed in a meaningful way, which causes anyone who depended on them to rebuild.

Shake programs typically call apply which builds a list of keys in parallel, moving all the keys to Loaded (or at least one to Error) before continuing.

Hidden Complexity

There's a number of pieces I haven't mentioned but which hide quite a lot of complexity:

  • Shake operates on any k/v pair, but serialising arbitrary values is hard, so Shake needs to build mapping and translation tables to make that work.
  • Many rules are defined in terms of pattern matches - e.g. **/*.c - that matching logic is tricky.
  • Many rules ultimately call command line programs, so a flexible command line execution API is required.
  • The rules that Shake ships with are highly optimised and have to operate in a variety of circumstances, e.g. with --skip flags etc, so have a lot of cases in them.
  • Shake goes to a lot of effort to make binary serialisation fast, as otherwise that turns into a bottleneck.
  • Exceptions, parallelism and continuations aren't natural bedfellows - the combination requires some care and attention.
  • There are lots of utility functions, UI concerns, profiling features etc.
  • There are lots of tests. Shake is 17K lines of code, of which 4.5K lines is tests.

The Picture Version

Stepping back, the picture diagram looks like:

For all gory details see the source code.

Tuesday, May 14, 2019

Shake with Applicative Parallelism

Summary: Shake now does that Applicative trick from Haxl.

In Shake 0.17.9 and below, need xs >> need ys builds xs in parallel, then afterwards builds ys in parallel. The same is true of need xs *> need ys, where *> is the applicative equivalent of >>. From Shake 0.18 onwards both versions run everything in parallel. Hopefully that makes some Shake-based build systems go faster.

What change is being made?

If you make two calls to apply without any IO, monadic-bind or state operations in between then they will be executed as though you had made a single call to apply. As examples, need, askOracle and getDirectoryFiles are all calls to apply under the hood, so can be merged. However, note that the invariants are somewhat subtle. Something as simple as:

myNeed xs = do putNormal "Needing here"; need xs

Will not be merged with a preceeding need - the function putNormal queries the state (what is the verbosity level), does IO and contains a monadic bind.

Why are you making this change?

I am making the change for two reasons: 1) people have kept asking for it since Haxl does it; 2) the Hadrian build probably benefits from it. The downsides are relatively low (more complexity inside Shake, slightly slower Action operations) but the benfits are potentially large.

Why didn't you make this change sooner?

My previous reasoning for not making the change was:

Shake could follow the Haxl approach, but does not, mainly because they are targeting different problems. In Haxl, the operations are typically read-only, and any single step is likely to involve lots of operations. In contrast, with Shake the operations definitely change the file system, and there are typically only one or two per rule. Consequently, Shake opts for an explicit approach, rather than allow users to use *> (and then inevitably add a comment because its an unusual thing to do).

I stand by that comment - explicit grouping of need or explicit use of parallel is often better - all it takes is a sneaky >>= and the parallelism disappears. But if this change improves some build times, it's hard to argue strongly against.

Will it break any build systems?

Potentially, but unlikely, and those it will break were already on thin ice. As some examples:

  • If a depends on some state change from b (e.g. creating a directory), but doesn't have a dependency on it, then need [a] >> need [b] might have worked, while need [a,b] might not. The correct solution is for a to depend on b, if it does in fact depend on b, or at the very least use orderOnly.
  • If you use getDirectoryFiles on generated files (something the documentation says is a bad idea) then if merged with the thing that generates the files you will get incoherent results. The solution is to avoid using getDirectoryFiles on generated files.

Thanks to Pepe Iborra for encouraging, testing and troubleshooting this change.

Monday, March 18, 2019

GHC Rebuild Times - Shake profiling

Summary: GHC rebuild times are slow. Using the Shake profiler and Hadrian we can find out why.

I just checked out GHC, and using Hadrian (the Shake-based build system), built GHC on Windows using:

hadrian\build.stack.bat -j --flavour=quickest --integer-simple --configure --profile

Namely use stack to install dependencies and build Hadrian itself, then compile as quick as I can get it, on all CPUs (8 on my machine), run configure for me and a profile report.html output. After compiling Hadrian, 40m54s later I had a built GHC. That's not a quick process! Why did it take so long? If I bought a better machine would it go faster? How might we optimise GHC? These questions and more can be answered with Shake profiling.

Shake has had profiling for years, but in the recently-released Shake 0.17.7 I've overhauled it. The profile report is generated as a web page, and the generated output in the new version is smaller (2x smaller), loads faster (100x or more) and is more intuitive (not really a numeric thing). In the rest of this post I'll pepper some screenshots from the Shake profiler without thoughts about what it could mean. I've also uploaded the profile so you can play around with it:

Hadrian Profile

Summary Page

The first page you see when opening the report is the summary.

This page gives us some basic stats. There was 1 run of the build system. It ran 3,645 traced actions (e.g. command line calls or other expensive actions) and there were 15,809 rules run (where a rule is something with dependency information - somewhere between one third to two thirds of those are likely to be files in typical build systems).

Turning to performance, the entire build, on one CPU would take 2h26m. The build on my 8 CPU machine took 40m45s, with on average 3.58 commands going at once (quite a bit less than the 8 I wanted). The critical path is about 37m14s, so that's the lower bound with infinite CPUs, so buying a machine with more CPUs won't really help (faster CPUs and a faster disk probably would though).

OK, so I'm now unhappy that GHC doesn't execute enough in parallel. So let's see what it does manage to do in parallel by switching to the Command Plot.

Command Plot

We now see a graph of what was executing at each point during the build. We see spikes in a hideous light blue for GHC, showing that when GHC gets going, it can get near to the 8 CPUs we requested. However, we see lots of periods of time with only 1 task executing. In most cases these are either sh at the start (which I happen to know is configure), or cabal-configure (which is more obviously configure). However, there are also Haskell blips where we get down to 1 CPU. I'm now increasingly convinced that the biggest problem Hadrian has (performance wise) is lack of parallelism. To confirm that, let's switch to the Parallelizability tab.

Parallelizability

This next tab predicts how long it will take to build Hadrian at various different thread counts. The green line is if there were no dependencies, the blue line is with the dependencies we have, and the yellow line is the difference. As we can see, at 8 CPU's the difference is about 16m - I could have had my GHC a whole 16m faster if we could parallelise GHC more. At the same time, it looks like the sweet spot for compiling GHC is currently around 6 CPUs - more doesn't make a huge amount of difference. How sad. To investigate let's jump to the Rules tab.

Rules

Now we've moved on from pretty graphs to tables of rules. The most interesting columns for performance work are Time (how long something took), ETime (how long it took if you only pay for the fraction of the computer you are using) and WTime (how long you were the only thing running for). The first is most relevant if you want to take less CPU, the second two if you aren't hitting the parallelism you are hoping for. Since we aren't hitting the parallelism, we can sort by WTime.

For WTime, if we eliminated that step, the total build would improve by that amount of time. Looking at the first two entries, which are the initial configure and then configure of the base library, we see a total of 8m38s. If we could get rid of configure, or speed it up, or interleave it with other operations, we could save almost 10 minutes off a GHC build. Using the search bar we can figure out how much configure costs us in total.

Now we have used the search bar to filter to only rules that run the command cabal-configure or sh, and we've named them all in the group configure (so it sums them up for us). We see we spend 15m18s configuring, and would go about 10m faster if we didn't - so it's expensive, and serialises the build a lot. I hate configure.

Slow Stage0 Compilation

Ignoring configure, the next slow things are building the stage0 compiler, so let's focus in on that.

While we can use the search bar for entering JavasScript expressions, we can equally just enter substrings. Let's delve into /compiler/ and sort by Time. We quickly see a bunch of stage0 and stage1 compiles, with HsInstances.o and DynFlags.o right at the top. Those files take a really long time to compile, and end up serialising the build quite a bit. However, it's a bit odd that we see stage0, but a lot less of stage1. Let's compare the two stages:

Now we're using a regular expression to pull out the .o compiles in compiler, and group them by their stage. We can see that both involve 1,527 compiles, but that stage0 takes 43m, while stage1 is under 18m. Why? Either we're using different sets of flags (e.g. compiling stage0 with higher optimisations or warnings), or GHC HEAD (the output of stage0 which we use to compile stage1) is significantly faster than GHC 8.6.3 (which I used to compile stage0). I've no idea, but tracking down the difference could save at least 7 minutes on the wall clock time of building GHC.

Conclusion

Compiling GHC is slow, but the biggest problem is it doesn't parallelise well. Using Shake profiling we've found that configure and stage0 are the culprits. There's lots to be done, and hopefully a Summer of Code project too.

Tuesday, October 16, 2018

Announcing Shake 0.17

I'm delighted to announce Shake 0.17. As always, the full changelog is on GitHub, but I'd like to highlight three areas that have seen most attention.

Error Messages

Error messages now support GHC's HasCallStack feature, giving code locations in error messages. As an example, let's define rules for both *.txt and overlap.*, then try and build overlap.txt. With Shake 0.17 we get the far more informative error:

Error when running Shake build system:
at Example.hs:50:46-55:
* Depends on: overlap.txt
* Raised the exception:
Build system error - key matches multiple rules:
Key type:       FileQ
Key value:      overlap.txt
Rules matched:  2
Rule 1:         "overlap.*" %> at Example::21:94-106:
Rule 2:         ".txt" %> at Example::24:94-106:
Modify your rules so only one can produce the above key

We can see where the dependency was introduced (line 50), where the rules were defined (lines 21 and 24), and what their patterns were.

The Database module

The new module Development.Shake.Database provides operations for working with open Shake databases - meaning you can now open the database, run some actions against, and shut it. Unlike before, you can now run against an open database repeatedly, and query the resulting database for live or erroneous files. When combined with the new feature that /dev/null for shakeFiles results in no on-disk representation of Shake, you can create an in-memory database, execute it many times, then throw it away. These features aren't targetted at build systems, but allow reuse of Shake in other domains.

If you are using the Database module, and have a way to observe changes interactively, the deprioritize function may be of use, to cause Shake to build some unimportant rules last.

This work was supported by Digital Asset.

Changes to Builtin Rules

Most users shouldn't need to define their own types of rules, but for those who do, the biggest improvement is probably the better documentation in Development.Shake.Rule, complete with a worked example. At the same time, the builtin rules have changed slightly in incompatible ways - the docs explain the new state. These changes are intended to set the stage for Cloud Shake, following the pattern described in Build Systems a la Carte. I hope that a forthcoming release of Shake will provide an actual implementation of Cloud Shake.

Sunday, July 08, 2018

Inside the paper: Build Systems a la Carte

Summary: How we went about writing a build systems comparison paper, how we learnt what we learnt, and why the end result surprised us. A glimpse inside writing a paper.

The final version of the Build Systems a la Carte paper has just been sent to ICFP 2018 - see an overview from one of my co-authors. The paper is a collaboration between Andrey Mokhov at Newcastle University, Simon Peyton Jones at Microsoft Research and me (working in industry). Below is the tale of how we discovered what we discovered, hopefully slightly demystifying the research process. While the paper is a collaboration, this blog post is my view and mine alone.

The paper started with the idea of comparing and contrasting build systems. There were two motivating factors, I wanted a blueprint for writing Cloud Shake, while Simon wanted to compare build systems (Andrey wanted a bit of both). The thing we all agreed on was that Haskell is a great executable specification for describing build systems, and that refactoring is a powerful tool. Armed with that approach, we went off to try and implement various build systems, chosen based on our familiarity with them and the perceived differences between them. You can see our progress in the git repo, starting 20th Feb (less than a month before the ICFP deadline!).

All of us came to the table with some predefined notions of what should and shouldn't be in the model. Andrey brought the Store abstraction. I brought the ideas of monadic vs applicative dependencies. We iterated and quickly made our first "breakthrough", a task abstraction which nicely modelled user rules, including the difference between monadic and applicative dependencies:

type Tasks c k v = forall f . c f => (k -> f v) -> (k -> f v)

Essentially, given a way to build dependencies, I can give you a way to any key. By parameterising the Tasks by c (of type Constraint) we can produce Tasks Monad and Tasks Applicative, nicely capturing the differences in power. It was only later when preparing an artefact for evaluation that we noticed Docker is a Tasks Functor build system. We made a number of iterations on this Tasks type (adding and removing newtype, how to represent input files, where to put the second k etc) - but fundamentally had a model to work with.

The next step was to start writing build systems. We picked Make, Shake, Excel, Ninja and Bazel as our first set to get working. Implementing these systems effectively became a four-dimensional optimisation problem:

  • Closeness of the model to the underlying system it was based on.
  • Simplicity of code for each individual system.
  • Reuse of code across build systems.
  • Reuse of abstractions across build systems.

The first versions were separate monoliths of code, reusing a handful of helper functions, with a fairly arbitrary set of what to model and what to exclude. Since we had executable specifications, with tests, we came up with possible improvements, tried them, and decided whether to keep them or discard them. We iterated, as individuals, as pairs (all three possible pairs) and as a group - making improvements along various dimensions. For a good few weeks Andrey and myself had competing directories in the repo, with different underlying ideas but stealing refinements from each other. I think there were about 25 separate "breakthroughs" to move the code to where we ended up. As the code became clearer, we started to understand the commonalities behind build systems, which helped the code become clearer - a virtuous cycle. Simon's role was to say "We have to make this simpler" or "I don’t understand that". Some of the time it couldn't be simpler; and we had to make sure the explanations were really understandable. But most of the time we really did make it simpler and the exposition is much better as a result.

The most academically interesting breakthrough was to realise that build systems can be split into something that decides what to rebuild, and something that orders the rebuilding, putting build systems in a two-dimensional table. While the result feels natural (if you carefully structure your description of a build system it even falls out grammatically!), it was entirely non-obvious beforehand, and emerged naturally by following the abstraction opportunities presented by the code.

By the end we were able to faithfully model details of Make/Excel/Shake that initially eluded us, with each build system being just two functions, where all functions could be combined to produce working build systems. As an example, Shake is:

shake = suspending vtRebuilder

The suspending is also used by Nix, and the vtRebuilder is also used by Ninja. Shake is just putting two existing things together, so we have great reuse of code and abstractions between build systems. In some places the code is more complex than I'd like, but you can't have everything (or maybe you can - we may well improve the models further).

After submitting the paper to ICFP 2018, we also put a draft online, which led to a deluge of comments from experts in many of the systems we talked about - the acknowledgements in the paper start to show how much excellent feedback we got. The most interesting feedback was that we'd misclassified Bazel - it's actually more like Excel than we realised. What was particularly nice is that our framework was able to describe what we thought Bazel was in enough detail that people involved with Bazel could correct us - a clear sign we were modelling interesting details.

Now that the paper is done, I hope the abstractions can start proving their value. In the context of Shake, I would like it can serve as a design document. Ever since the earliest days of Shake, I've used a two-timestamp approach to recording what happened with a key, as described in S2.3.1 of the original paper. Unfortunately, whenever I've tried to explain this trick to someone in person, their eyes glaze over. Fortunately, given a clear model, I now know that what I've really implemented is an optimisation over vtRebuilder. Furthermore, I now have the framework to talk about the benefits and costs of the optimisation, making it much easier to understand and justify.

My goal before writing the paper was to turn Shake into Cloud Shake, and the desire to do that in a principled way. Now the paper is finished I can resume that quest, with a fairly good understanding of how to do it. One thing the paper sensibly abstracts over is all the technical details (parallelism, network traffic etc) - armed with the right abstractions those technical details are what I'll be focusing on for Cloud Shake.

Thinking more broadly, the things this paper taught me (or that I already thought but it confirmed):

  • Follow the Simon Peyton Jones how to write a paper guidelines, of which number 1 is most important. "Writing papers is a primary mechanism for doing research (not just for reporting it)".
  • Innovation isn't thinking in isolation, it's thinking of a process that gives you the right problems, the right tools, and the right direction. With those things in place, the chances of ending up somewhere interesting increase dramatically.
  • Deadlines spur writing papers. It feels like we should be better, and not need the external deadlines, but it seems to help in practice.
  • Simplicity is valuable in its own right. The main research contribution of this paper sounds obvious a minute after explaining it, which makes me very happy.
  • Co-authors matter. As a set of co-authors we agree on some things (e.g. Haskell), but disagree strongly on others (e.g. two parallel branches of development, 6 rejected pull requests). I am sure the paper would have been significantly worse with anyone of us removed (these are my conclusions, I don't guarantee my co-authors agree!).
  • Feedback is super valuable, whether it comes from peer reviewers or Reddit comments. The feedback improved the paper, and also motivated us.

Hopefully this post lets people in on the secret that writing academic papers isn't magic, that papers don't emerge fully formed, and that it involves a lot of work and refinement.