list.count() vs Counter() performance - python-3.x

While trying to find the frequency of a bunch of characters in a string, why does running string.count(character) 4 times for 4 different characters yield faster execution time (using time.time()) than using a collections.Counter(string)?
Background:
Given a sequence of moves represented by a string. Valid moves are R (right), L (left), U (up), and D (down). Return True if the sequence of moves takes me back to the origin. Otherwise, return false.
# approach - 1 : iterate 4 times (3.9*10^-6 seconds)
def foo1(moves):
return moves.count('U') == moves.count('D') and moves.count('L') == moves.count('R')
# approach - 2 iterate once (3.9*10^-5 seconds)
def foo2(moves):
from collections import Counter
d = Counter(moves)
return d['R'] == d['L'] and d['U'] == d['D']
import time
start = time.time()
moves = "LDRRLRUULRLRLRLRLRLRLRLRLRLRL"
foo1(moves)
# foo2(moves)
end = time.time()
print("--- %s seconds ---" % (end - start))
These results are the opposite of what I had expected. My reasoning is that first approach should take longer because the string is iterated over 4 times whereas in the second approach, we iterate only once. Could it be due to the library call overhead?

Counter is faster in theory, but has higher fixed overhead, especially compared to str.count, which can scan the underlying C array with direct memory comparisons, where list.count has to do rich comparisons for each element; converting moves to a list of single characters nearly triples the time for foo1 in local tests, from 448 ns to 1.3 μs (while foo2 actually gets a tiny bit faster, dropping from 5.6 μs to 5.48 μs).
Other problems:
Importing an already imported module uses the cached import, but there is a surprising amount of overhead involved in even a cached import (the loading machinery has a lot of stuff to check to make sure it's okay to do so); in local tests, moving from collections import Counter to the top level reduced the runtime of foo2 by 1.6 μs (5.6 μs with single global import, 7.2 μs with local per-call import). This will vary a lot by environment; on another machine (with less stuff installed in both user and system site-packages), the overhead was only 0.75 μs. Regardless, it's a significant, avoidable disadvantage for foo2.
Counter on modern Python uses a C accelerator to speed up counting, but the accelerator only provides a benefit when the iterable is long enough. If you use the list form of moves, but multiply it by 100 to make a longer sequence, the difference drops, relatively speaking (to 106 µs for foo1 vs. 140 µs for foo2)
You're just not counting very many things; when there are only four things you care about, paying O(n) four times can easily beat paying O(n) once if the former case has lower constant multipliers (which aren't included in big-O notation) than the latter. Counter remains O(n) for any number of unique things being counted; calling .count is O(n) per call, but if you need to know the count of every unique thing in the input, for inputs that are mostly unique, individual .count calls for each will be asymptotically O(n²).
The .count approach is short-circuiting in your specific case, so it isn't even doing O(n) work four times, just twice; the U and D counts don't match, so it never counts L and R at all. Counter doesn't get meaningfully slower if it can't short-circuit (all the cost is paid in the single counting pass), but your foo1, in the same benchmark I used from point #2 (longer input, in list form), goes from 106 µs to 185 µs if I just add a single D to the end of the (pre-multiplication) moves (making the U and D counts the same, and requiring two more count calls); foo2 only goes up to 143 µs (from 140 µs), presumably because moves actually got longer (adding the D before multiplying by 100 meant it went from 2900 elements to count to 3000).
Basically, you had some minor implementation weaknesses, but mostly, you happened to choose a use case that gave all the advantage to .count, none to Counter. If your inputs are always str, and you're only counting them a small, fixed number of times, then sure, repeated calls to count are generally going to win. But for arbitrary input types (especially iterators, where count is impossible, both because it doesn't exist, and because you can only iterate it once), especially larger ones, with more unique things to count, where consistent performance counts (so relying on short-circuiting to reduce the number of count calls isn't acceptable), Counter will win.

Related

Queue O(1) not as fast append or pop in python

I made a Queue O(1) using Nodes where Queue class contain "Head and Tail" and Node Contain "Next and Back" but when I Compared "enqueue and dequeue" to " append and pop " through "timeit" I found out that " append and pop " are way faster than "enqueue and dequeue" I made.
Am I doing something wrong with Node or Queue or my O(1) will not be as fast as append or pop ?
An "arraylist" (which is the data structure behind Python's list) has an amortized cost of O(1) as well, so in terms of big oh, the two are equivalent. Indeed, the list has O(n) to append worst case, but this happens not very often. Typically the list has an initial capacity, and when the list is full, then it doubles the capacity. This means that if we want to make a list with n elements, and n is quite big, then the the list will be resized to capacities:
1, 2, 4, 8, 16, …, n
It each time takes the length of the original list in time to make a copy in the larger array, so that means that the total amount spent copying is the sum of these numbers, which is 2×n-1, and this O(n), this thus means that n append, take in total O(n), time, and thus the amortized cost of an append in a list is O(1).
But there are other reasons why your linked list will be less efficient. Each time you construct a new node, it will look for a memory slot, often allocating memory takes some time. Furthermore Python's lists are typically implemented in the interpreter, for CPython [GitHub] for example, likely the interpreter you are using, it works with a PyListObject [GitHub], this is often more efficient than implementing something in Python itself, since that is interpreted.

how to measure the time of selection sort?

when i measure the time of selection sort
with random array size of 10000 in random number range of 1000
it gives me big time like 14 sec when the size is 1000000 it gives me 1 min i think it supposed to be less than 5 sec
can you help me with the algorithm to lower the time
def selection_sort(selection_random_array):
for i in range(len(selection_array) - 1):
minimum_index = i
for j in range(i + 1, len(selection_array)):
if selection_array[j] < selection_array[minimum_index]:
minimum_index = j
selection_array[i], selection_array[minimum_index] = selection_array[minimum_index], selection_array[i]
return selection_array
print("--------selection_sort----------")
start1 = time.time()
selection_sort(selection_random_array)
end1 = time.time()
print(f"random array: {end1 - start1}")
You seem to be asking two questions: how to improve selection sort and how to time it exactly.
The short answer for both is: you can't. If you modify the sorting algorithm it is no longer selection sort. If that's okay, the industry standard is quicksort, so take a look at that algorithm (it's much more complicated, but runs in O(n log n) time instead of selection sort's O(n^2) time.
As for your other question, "how do I time it exactly", you also can't. Computers don't handle only one thing anymore. Your operating system is constantly threading tasks in between each other. There is a 0% chance that your CPU is dedicated entirely to this program while it runs. What does that mean? It means that the time it takes for the program to finish will change each time you run it. Beyond that, the time it takes to call time.time() will need to be taken into account.

How to calculate the maximum branching factor for the towers of hanoi

I am modeling the towers of Hanoi problem with n discs and k pegs, and I am trying to find its maximun branching factor. The problem is that, as the number both of discs and pegs is variable, so is the number of actions possible for each node. How can I find a generic way of assesing the maximum branching factor depending on k and n?
In general the smallest disc can move to any other peg: k-1 options.
The second smallest disk (at the top of the stack on a peg; might not be the second smallest overall) can move onto any pegs except the one with the smallest disc: k-2 options.
This continues until the largest disk on the top of a peg, which can't move anywhere (assuming n>k).
So, the expected branching factor is: (k-1)+(k-2)+(k-3)+...+2+1 = (k-1)*k/2
The only time you won't get this is when one of the pegs contains no disks. If n>>k this will rarely happen. But, it means that if you are searching from random states to a goal state, you should consider searching backwards, because the standard goal state has the lowest branching factor since only one peg has a disc.
The n < k case can be similarly analyzed, except that you stop after n disks and subtract an additional term for the moves we counted the first time around that aren't available now:
k(k-1)/2 - (k-n)(k-n-1)/2

Is there a search algorithm for minimizing number of threads?

I am using the Intel Xeon Phi coprocessor, which has up to 240 threads, and I am working on minimizing the number of threads used for a particular application (or maximize performance) while being within a percentage of the best execution time. So for example if I have the following measurements:
Threads | Execution time
240 100 s
200 105 s
150 107 s
120 109 s
100 120 s
I would like to select a number of threads between 120 and 150, since the "performance curve" there seems to stabilize and the reduction in execution time is not that significant (in this case around 15% of the best measured time. I did this using an exhaustive search algorithm (measuring from 1 to 240 threads), but my problem is that it takes too long for smaller number of threads (obviously depending on the size of the problem).
To try to reduce the number of measurements, I developed a sort of "binary search" algorithm. Basically I have an upper and lower limit (beginning at 0 and 240 threads), I take the value in the middle and measure it and at 240. I get the percent difference between both values and if it is within 15% (this value was selected after analyzing the results for the exhaustive search) I assign a new lower or upper bound. If the difference is larger than 15% then this is a new lower bound (120-240) and if it is smaller then it is a new upper bound (0-120), and if I get a better execution time I store it as the best execution time.
The problem with this algorithm is that first of all this is not necessarily a sorted array of execution times, and for some problem sizes the exhaustive search results show two different minimum, so for example in one I get the best performance at 80 threads and at 170, and I would like to be able to return 80, and not 170 threads as a result of the search. However, for the other cases where there is only one minimum, the algorithm found a value very close to the one expected.
If anyone has a better idea or knows of an existing search algorithm or heuristic that could help me I would be really grateful.
I'm taking it that your goal is to get the best relative performance for the least amount of threads, while still maintaining some limit on performance based on a coefficient (<=1) of the best possible performance. IE: If the coefficient is 0.85 then the performance should be no less than 85% of the performance using all threads.
It seems like what you should be trying to do is simply find the minimium number of threads required to obtain the performance bound. Rather than looking at 1-240 threads, start at 240 threads and reduce the number of threads until you can place a lower bound on the performance limit. You can then work up from the lower bound in such a way that you can find the min without passing over it. If you don't have predefined performance bound, then you can calculate one on the fly based on diminishing returns.
As long as the performance limit has not been exceeded, half the number of threads (start with max number of threads). The number that exceeds the performance limit is a lower bound on the number of threads required.
Starting at the lower bound on the number of threads, Z, add m threads if can be added without getting within the performance limit. Repeatedly double the number of threads added until within the performance limit. If adding the threads get within the performance limit, subtract the last addition and reset the number of threads to be added to m. If even just adding m gets within the limit, then add the last m threads and return the number of threads.
It might be clearer to give an example of what the process looks like step by step. Where Passed means that the number of threads are outside of the performance limits, and failed means they are either on the performance limit or inside of it.
Try adding 1m (Z + 1m). Passed. Threads = Z + m.
Try adding 2m (Z + 3m). Passed. Threads = Z + 3m.
Try adding 4m (Z + 7m). Failed. Threads = Z + 3m. Reset.
Try adding 1m. Passed. Threads = Z + 4m.
Try adding 2m. Passed. Threads = Z + 6m.
Z + 7m failed earlier so reset.
Comparisons/lookups are cheap, use them to prevent duplication of work.
Try adding 1m. Failed. Threads = Z + 6m. Reset.
Cannot add less than 1m and still in outside of performance limit.
The solution is Z + 7m threads.
Since Z + 6m is m threads short of the performance limit.
It's a bit inefficient, but it does find the minimium number of threads (>= Z) required to obtain the performance bound to within an error of m-1 threads and requiring only O(log (N-Z)) tests. This should be enough in most cases, but if it isn't just skip step 1 and use Z=m. Unless increasing the number of threads rapidly decreases the run-time causing very slow run times when Z is very small. In which case, doing step 1 and using interpolation can get an idea of how quickly the run-time increases as the number of threads decrease, which is also useful for determining a good performance limit if none is given.

Variable substitution faster than in-line integer in Vic-20 basic?

The following two (functionally equivalent) programs are taken from an old issue of Compute's Gazette. The primary difference is that program 1 puts the target base memory locations (7680 and 38400) in-line, whereas program 2 assigns them to a variable first.
Program 1 runs about 50% slower than program 2. Why? I would think that the extra variable retrieval would add time, not subtract it!
10 PRINT"[CLR]":A=0:TI$="000000"
20 POKE 7680+A,81:POKE 38400+A,6:IF A=505 THEN GOTO 40
30 A=A+1:GOTO 20
40 PRINT TI/60:END
Program 1
10 PRINT "[CLR]":A=0:B=7600:C=38400:TI$="000000"
20 POKE B+A,81:POKE C+A,6:IF A=505 THEN GOTO 40
30 A=A+1:GOTO 20
40 PRINT TI/60:END
Program 2
The reason is that BASIC is fully interpreted here, so the strings "7680" and "38400" need to be converted to binary integers EVERY TIME line 20 is reached (506 times in this program). In program 2, they're converted once and stored in B. So as long as the search-for-and-fetch of B is faster than convert-string-to-binary, program 2 will be faster.
If you were to use a BASIC compiler (not sure if one exists for VIC-20, but it would be a cool retro-programming project), then the programs would likely be the same speed, or perhaps 1 might be slightly faster, depending on what optimizations the compiler did.
It's from page 76 of this issue: http://www.scribd.com/doc/33728028/Compute-Gazette-Issue-01-1983-Jul
I used to love this magazine. It actually says a 30% improvement. Look at what's happening in program 2 and it becomes clear, because you are looping a lot using variables the program is doing all the memory allocation upfront to calculate memory addresses. When you do the slower approach each iteration has to allocate memory for the highlighted below as part of calculating out the memory address:
POKE 7680+A,81:POKE 38400+A
This is just the nature of the BASIC Interpreter on the VIC.
Accessing the first defined variable will be fast; the second will be a little slower, etc. Parsing multi-digit constants requires the interpreter to perform repeated multiplication by ten. I don't know what the exact tradeoffs are between variables and constants, but short variable names use less space than multi-digit constants. Incidentally, the constant zero may be parsed more quickly if written as a single decimal point (with no digits) than written as a digit zero.

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