HashMap performance Java 9 25% less than Java 8? - performance-testing

Note: This is not about a performance issue. I only observe a difference in performance I cannot explain / understand.
While benchmarking some newly developed code, targeted for Java 9 I discovered something weird. A (very) simple benchmark of HashMap with 5 keys reveals that Java 9 is much slower than Java 8. Can this be explained or is my (benchmark) code just plain wrong?
Code:
#Fork(
jvmArgsAppend = {"-Xmx512M", "-disablesystemassertions"}
)
public class JsonBenchmark {
#State(Scope.Thread)
public static class Data {
final static Locale RUSSIAN = new Locale("ru");
final static Locale DUTCH = new Locale("nl");
final Map<Locale, String> hashmap = new HashMap<>();
public Data() {
hashmap.put(Locale.ENGLISH, "Flat flashing adjustable for flat angled roof with swivel");
hashmap.put(Locale.FRENCH, "Solin pour toit plat inclinée");
hashmap.put(Locale.GERMAN, "Flachdachkragen Flach Schrägdach");
hashmap.put(DUTCH, "Plakplaat vlak/hellend dak inclusief glijschaal");
hashmap.put(RUSSIAN, "Проход через плоскую кровлю регулир. для накл. кровли");
}
}
#Benchmark
public int bmHashMap(JsonBenchmark.Data data) {
final Map<Locale, String> m = data.hashmap;
int sum = 0;
sum += m.get(Data.RUSSIAN).length();
sum += m.get(Locale.FRENCH).length();
sum += m.get(Data.DUTCH).length();
sum += m.get(Locale.ENGLISH).length();
sum += m.get(Locale.GERMAN).length();
return sum;
}
}
Results:
Java 8_151: JsonBenchmark.bmHashMap thrpt 40 47948546.439 ± 560763.711 ops/s
Java 9_181: JsonBenchmark.bmHashMap thrpt 40 34962904.479 ± 276045.691 ops/s (-/- 27%!)
UPDATE
Thanks for the answers and great comments.
Suggestion by #Holger. My first reaction was: That must be the explanation. However, if I only benchmark the String#length() function, there is no significant difference in performance. And, when I only benchmark the HashMap#get() methods (as suggested by #Eugene) there is still a difference of about 10 - 12 %.
Suggestion by #Eugene. I changed the parameters (more warmup iterations, more memory), but I am not able to reproduce your outcome. I increased the heap to 4G however. But this cannot explain the difference, is not it?
Suggestion by #Alan Bateman. Yes, this improves the performance! However, still a difference of around 20%.

You are testing more than just HashMap. You are not only calling HashMap.get, you are implicitly calling Locale.hashCode and Locale.equals. Further, you are calling String.length.
Now, all four could have changed their performance characteristics, so you would need far more tests to reason about which method(s) exhibit(s) different performance.
But the hottest candidate is String.length. In Java 9, the String class does not use a char[] array anymore, but a byte[] array, to encode Latin 1 strings using only one byte per character, dramatically reducing the memory footprint of typical applications. This, however, implies that the length is not always identical to the array length anymore. So the complexity of this operation has changed.
But keep in mind that your result is about 77 ns difference in a microbenchmark. This is not enough to estimate the impact on a real application…

I had a hint this was about jmh set-up, more then it was about HashMap. As already noted you are measuring a lot more than simply HashMap::get here. But even so, I had doubts that java-9 would be that much slower, so I measured myself (latest jmh build from sources, java-8 and 9).
I haven't changed your code - just added way more heap (10GB) and way more warm-ups, thus reducing the "error" you see after ±
Using java-8:
Benchmark Mode Cnt Score Error Units
SOExample.bmHashMap avgt 25 22.059 ± 0.276 ns/op
Using java-9:
Benchmark Mode Cnt Score Error Units
SOExample.bmHashMap avgt 25 23.954 ± 0.383 ns/op
The results are on-par pretty much without a noticeable difference (these are nano-seconds after all) as you see it. Also if you really want to test just HashMap::get than your methods could simply return the invocation of that, like this:
#Benchmark
#Fork(5)
public int bmHashMap(SOExample.Data data) {
return data.hashmap.get(data.key); // where key is a random generated possible key
}

Related

saving and loading large numpy matrix

The below code is how I save the numpy array and it is about 27GB after saved. There are more than 200K images data and each shape is (224,224,3)
hf = h5py.File('cropped data/features_train.h5', 'w')
for i,each in enumerate(features_train):
hf.create_dataset(str(i), data=each)
hf.close()
This is the method I used to load the data, and it takes hours for loading.
features_train = np.zeros(shape=(1,224,224,3))
hf = h5py.File('cropped data/features_train.h5', 'r')
for key in hf.keys():
x = hf.get(key)
x = np.array(x)
features_train = np.append(features_train,np.array([x]),axis=0)
hf.close()
So, does anyone has a better solution for this large size of data?
You didn't tell us how much physical RAM your server has,
but 27 GiB sounds like "a lot".
Consider breaking your run into several smaller batches.
There is an old saw in java land that asks "why does this have quadratic runtime?",
that is, "why is this so slow?"
String s = ""
for (int i = 0; i < 1e6, i++) {
s += "x";
}
The answer is that toward the end,
on each iteration we are reading ~ a million characters
then writing them, then appending a single character.
The cost is O(1e12).
Standard solution is to use a StringBuilder so we're back
to the expected O(1e6).
Here, I worry that calling np.append() pushes us into the quadratic regime.
To verify, replace the features_train assignment with a simple evaluation
of np.array([x]), so we spend a moment computing and then immediately discarding
that value on each iteration.
If the conjecture is right, runtime will be much smaller.
To remedy it, avoid calling .append().
Rather, preallocate 27 GiB with np.zeros()
(or np.empty())
and then within the loop assign each freshly read array
into the offset of its preallocated slot.
Linear runtime will allow the task to complete much more quickly.

Node: Generate 6 digits random number using crypto.randomBytes

What is the correct way to generate exact value from 0 to 999999 randomly since 1000000 is not a power of 2?
This is my approach:
use crypto.randomBytes to generate 3 bytes and convert to hex
use the first 5 characters to convert to integer (max is fffff == 1048575 > 999999)
if the result > 999999, start from step 1 again
It will somehow create a recursive function. Is it logically correct and will it cause a concern of performance?
There are several way to extract random numbers in a range from random bits. Some common ones are described in NIST Special Publication 800-90A revision 1: Recommendation for Random Number Generation Using Deterministic Random Bit Generators
Although this standard is about deterministic random bit generations there is a helpful appendix called A.5 Converting Random Bits into a Random Number which describes three useful methods.
The methods described are:
A.5.1 The Simple Discard Method
A.5.2 The Complex Discard Method
A.5.3 The Simple Modular Method
The first two of them are not deterministic with regards to running time but generate a number with no bias at all. They are based on rejection sampling.
The complex discard method discusses a more optimal scheme for generating large quantities of random numbers in a range. I think it is too complex for almost any normal use; I would look at the Optimized Simple Discard method described below if you require additional efficiency instead.
The Simple Modular Method is time constant and deterministic but has non-zero (but negligible) bias. It requires a relatively large amount of additional randomness to achieve the negligible bias though; basically to have a bias of one out of 2^128 you need 128 bits on top of the bit size of the range required. This is probably not the method to choose for smaller numbers.
Your algorithm is clearly a version of the Simple Discard Method (more generally called "rejection sampling"), so it is fine.
I've myself thought of a very efficient algorithm based on the Simple Discard Method called the "Optimized Simple Discard Method" or RNG-BC where "BC" stands for "binary compare". It is based on the observation that comparison only looks at the most significant bits, which means that the least significant bits should still be considered random and can therefore be reused. Beware that this method has not been officially peer reviewed; I do present an informal proof of equivalence with the Simple Discard Method.
Of course you should rather use a generic method that is efficient given any value of N. In that case the Complex Discard Method or Simple Modular Method should be considered over the Simple Discard Method. There are other, much more complex algorithms that are even more efficient, but generally you're fine when using either of these two.
Note that it is often beneficial to first check if N is a power of two when generating a random in the range [0, N). If N is a power of two then there is no need to use any of these possibly expensive computations; just use the bits you need from the random bit or byte generator.
It's a correct algorithm (https://en.wikipedia.org/wiki/Rejection_sampling), though you could consider using bitwise operations instead of converting to hex. It can run forever if the random number generator is malfunctioning -- you could consider trying a fixed number of times and then throwing an exception instead of looping forever.
The main possible performance problem is that on some platforms, crypto.randomBytes can block if it runs out of entropy. So you don't want to waste any randomness if you're using it.
Therefore instead of your string comparison I would use the following integer operation.
if (random_bytes < 16700000) {
return random_bytes = random_bytes - 100000 * Math.floor(random_bytes/100000);
}
This has about a 99.54% chance of producing an answer from the first 3 bytes, as opposed to around 76% odds with your approach.
I would suggest the following approach:
private generateCode(): string {
let code: string = "";
do {
code += randomBytes(3).readUIntBE(0, 3);
// code += Number.parseInt(randomBytes(3).toString("hex"), 16);
} while (code.length < 6);
return code.slice(0, 6);
}
This returns the numeric code as string, but if it is necessary to get it as a number, then change to return Number.parseInt(code.slice(0, 6))
I call it the random_6d algo. Worst case just a single additional loop.
var random_6d = function(n2){
var n1 = crypto.randomBytes(3).readUIntLE(0, 3) >>> 4;
if(n1 < 1000000)
return n1;
if(typeof n2 === 'undefined')
return random_6d(n1);
return Math.abs(n1 - n2);
};
loop version:
var random_6d = function(){
var n1, n2;
while(true){
n1 = crypto.randomBytes(3).readUIntLE(0, 3) >>> 4;
if(n1 < 1000000)
return n1;
if(typeof n2 === 'undefined')
n2 = n1;
else
return Math.abs(n1 - n2);
};
};

cmm call format for foreign primop (integer-gmp example)

I have been checking out integer-gmp source code to understand how foreign primops can be implemented in terms of cmm as documented on GHC Primops page. I am aware of techniques to implement them using llvm hack or fvia-C/gcc - this is more of a learning experience for me to understand this third approach that interger-gmp library uses.
So, I looked up CMM tutorial on MSFT page (pdf link), went through GHC CMM page, and still there are some unanswered questions (hard to keep all those concepts in head without digging into CMM which is what I am doing now). There is this code fragment from integer-bmp cmm file:
integer_cmm_int2Integerzh (W_ val)
{
W_ s, p; /* to avoid aliasing */
ALLOC_PRIM_N (SIZEOF_StgArrWords + WDS(1), integer_cmm_int2Integerzh, val);
p = Hp - SIZEOF_StgArrWords;
SET_HDR(p, stg_ARR_WORDS_info, CCCS);
StgArrWords_bytes(p) = SIZEOF_W;
/* mpz_set_si is inlined here, makes things simpler */
if (%lt(val,0)) {
s = -1;
Hp(0) = -val;
} else {
if (%gt(val,0)) {
s = 1;
Hp(0) = val;
} else {
s = 0;
}
}
/* returns (# size :: Int#,
data :: ByteArray#
#)
*/
return (s,p);
}
As defined in ghc cmm header:
W_ is alias for word.
ALLOC_PRIM_N is a function for allocating memory on the heap for primitive object.
Sp(n) and Hp(n) are defined as below (comments are mine):
#define WDS(n) ((n)*SIZEOF_W) //WDS(n) calculates n*sizeof(Word)
#define Sp(n) W_[Sp + WDS(n)]//Sp(n) points to Stackpointer + n word offset?
#define Hp(n) W_[Hp + WDS(n)]//Hp(n) points to Heap pointer + n word offset?
I don't understand lines 5-9 (line 1 is the start in case you have 1/0 confusion). More specifically:
Why is the function call format of ALLOC_PRIM_N (bytes,fun,arg) that way?
Why is p manipulated that way?
The function as I understand it (from looking at function signature in Prim.hs) takes an int, and returns a (int, byte array) (stored in s,p respectively in the code).
For anyone who is wondering about inline call in if block, it is cmm implementation of gmp mpz_init_si function. My guess is if you call a function defined in object file through ccall, it can't be inlined (which makes sense since it is object-code, not intermediate code - LLVM approach seems more suitable for inlining through LLVM IR). So, the optimization was to define a cmm representation of the function to be inlined. Please correct me if this guess is wrong.
Explanation of lines 5-9 will be very much appreciated. I have more questions about other macros defined in integer-gmp file, but it might be too much to ask in one post. If you can answer the question with a Haskell wiki page or a blog (you can post the link as answer), that would be much appreciated (and if you do, I would also appreciate step-by-step walk-through of an integer-gmp cmm macro such as GMP_TAKE2_RET1).
Those lines allocate a new ByteArray# on the Haskell heap, so to understand them you first need to know a bit about how GHC's heap is managed.
Each capability (= OS thread that executes Haskell code) has its own dedicated nursery, an area of the heap into which it makes normal, small allocations like this one. Objects are simply allocated sequentially into this area from low addresses to high addresses until the capability tries to make an allocation which exceeds the remaining space in the nursery, which triggers the garbage collector.
All heap objects are aligned to a multiple of the word size, i.e., 4 bytes on 32-bit systems and 8 bytes on 64-bit systems.
The Cmm-level register Hp points to (the beginning of) the last word which has been allocated in the nursery. HpLim points to the last word which can be allocated in the nursery. (HpLim can also be set to 0 by another thread to stop the world for GC, or to send an asynchronous exception.)
https://ghc.haskell.org/trac/ghc/wiki/Commentary/Rts/Storage/HeapObjects has information on the layout of individual heap objects. Notably each heap object begins with an info pointer, which (among other things) identifies what sort of heap object it is.
The Haskell type ByteArray# is implemented with the heap object type ARR_WORDS. An ARR_WORDS object just consists of (an info pointer followed by) a size (in bytes) followed by arbitrary data (the payload). The payload is not interpreted by the GC, so it can't store pointers to Haskell heap objects, but it can store anything else. SIZEOF_StgArrWords is the size of the header common to all ARR_WORDS heap objects, and in this case the payload is just a single word, so SIZEOF_StgArrWords + WDS(1) is the amount of space we need to allocate.
ALLOC_PRIM_N (SIZEOF_StgArrWords + WDS(1), integer_cmm_int2Integerzh, val) expands to something like
Hp = Hp + (SIZEOF_StgArrWords + WDS(1));
if (Hp > HpLim) {
HpAlloc = SIZEOF_StgArrWords + WDS(1);
goto stg_gc_prim_n(integer_cmm_int2Integerzh, val);
}
First line increases Hp by the amount to be allocated. Second line checks for heap overflow. Third line records the amount that we tried to allocate, so the GC can undo it. The fourth line calls the GC.
The fourth line is the most interesting. The arguments tell the GC how to restart the thread once garbage collection is done: it should reinvoke integer_cmm_int2Integerzh with argument val. The "_n" in stg_gc_prim_n (and the "_N" in ALLOC_PRIM_N) means that val is a non-pointer argument (in this case an Int#). If val were a pointer to a Haskell heap object, the GC needs to know that it is live (so it doesn't get collected) and to reinvoke our function with the new address of the object. In that case we'd use the _p variant. There are also variants like _pp for multiple pointer arguments, _d for Double# arguments, etc.
After line 5, we've successfully allocated a block of SIZEOF_StgArrWords + WDS(1) bytes and, remember, Hp points to its last word. So, p = Hp - SIZEOF_StgArrWords sets p to the beginning of this block. Lines 8 fills in the info pointer of p, identifying the newly-created heap object as ARR_WORDS. CCCS is the current cost-center stack, used only for profiling. When profiling is enabled each heap object contains an extra field that basically identifies who is responsible for its allocation. In non-profiling builds, there is no CCCS and SET_HDR just sets the info pointer. Finally, line 9 fills in the size field of the ByteArray#. The rest of the function fills in the payload and return the sign value and the ByteArray# object pointer.
So, this ended up being more about the GHC heap than about the Cmm language, but I hope it helps.
Required knowledge
In order to do arithmetic and logical operations computers have digital circuit called ALU (Arithmetic Logic Unit) in their CPU (Central Processing Unit). An ALU loads data from input registers. Processor register is memory storage in L1 cache (data requests within 3 CPU clock ticks) implemented in SRAM(Static Random-Access Memory) located in CPU chip. A processor often contains several kinds of registers, usually differentiated by the number of bits they can hold.
Numbers are expressed in discrete bits can hold finite number of values. Typically numbers have following primitive types exposed by the programming language (in Haskell):
8 bit numbers = 256 unique representable values
16 bit numbers = 65 536 unique representable values
32 bit numbers = 4 294 967 296 unique representable values
64 bit numbers = 18 446 744 073 709 551 616 unique representable values
Fixed-precision arithmetic for those types has been implemented in hardware. Word size refers to the number of bits that can be processed by a computer's CPU in one go. For x86 architecture this is 32 bits and x64 this is 64 bits.
IEEE 754 defines floating point numbers standard for {16, 32, 64, 128} bit numbers. For example 32 bit point number (with 4 294 967 296 unique values) can hold approximate values [-3.402823e38 to 3.402823e38] with accuracy of at least 7 floating point digits.
In addition
Acronym GMP means GNU Multiple Precision Arithmetic Library and adds support for software emulated arbitrary-precision arithmetic's. Glasgow Haskell Compiler Integer implementation uses this.
GMP aims to be faster than any other bignum library for all operand
sizes. Some important factors in doing this are:
Using full words as the basic arithmetic type.
Using different algorithms for different operand sizes; algorithms that are faster for very big numbers are usually slower for small
numbers.
Highly optimized assembly language code for the most important inner loops, specialized for different processors.
Answer
For some Haskell might have slightly hard to comprehend syntax so here is javascript version
var integer_cmm_int2Integerzh = function(word) {
return WORDSIZE == 32
? goog.math.Integer.fromInt(word))
: goog.math.Integer.fromBits([word.getLowBits(), word.getHighBits()]);
};
Where goog is Google Closure library class used is located in Math.Integer. Called functions :
goog.math.Integer.fromInt = function(value) {
if (-128 <= value && value < 128) {
var cachedObj = goog.math.Integer.IntCache_[value];
if (cachedObj) {
return cachedObj;
}
}
var obj = new goog.math.Integer([value | 0], value < 0 ? -1 : 0);
if (-128 <= value && value < 128) {
goog.math.Integer.IntCache_[value] = obj;
}
return obj;
};
goog.math.Integer.fromBits = function(bits) {
var high = bits[bits.length - 1];
return new goog.math.Integer(bits, high & (1 << 31) ? -1 : 0);
};
That is not totally correct as return type should be return (s,p); where
s is value
p is sign
In order to fix this GMP wrapper should be created. This has been done in Haskell to JavaScript compiler project (source link).
Lines 5-9
ALLOC_PRIM_N (SIZEOF_StgArrWords + WDS(1), integer_cmm_int2Integerzh, val);
p = Hp - SIZEOF_StgArrWords;
SET_HDR(p, stg_ARR_WORDS_info, CCCS);
StgArrWords_bytes(p) = SIZEOF_W;
Are as follows
allocates space as new word
creates pointer to it
set pointer value
set pointer type size

Is it possible to do an algebraic curve fit with just a single pass of the sample data?

I would like to do an algebraic curve fit of 2D data points, but for various reasons - it isn't really possible to have much of the sample data in memory at once, and iterating through all of it is an expensive process.
(The reason for this is that actually I need to fit thousands of curves simultaneously based on gigabytes of data which I'm reading off disk, and which is therefore sloooooow).
Note that the number of polynomial coefficients will be limited (perhaps 5-10), so an exact fit will be extremely unlikely, but this is ok as I'm trying to find an underlying pattern in data with a lot of random noise.
I understand how one can use a genetic algorithm to fit a curve to a dataset, but this requires many passes through the sample data, and thus isn't practical for my application.
Is there a way to fit a curve with a single pass of the data, where the state that must be maintained from sample to sample is minimal?
I should add that the nature of the data is that the points may lie anywhere on the X axis between 0.0 and 1.0, but the Y values will always be either 1.0 or 0.0.
So, in Java, I'm looking for a class with the following interface:
public interface CurveFit {
public void addData(double x, double y);
public List<Double> getBestFit(); // Returns the polynomial coefficients
}
The class that implements this must not need to keep much data in its instance fields, no more than a kilobyte even for millions of data points. This means that you can't just store the data as you get it to do multiple passes through it later.
edit: Some have suggested that finding an optimal curve in a single pass may be impossible, however an optimal fit is not required, just as close as we can get it in a single pass.
The bare bones of an approach might be if we have a way to start with a curve, and then a way to modify it to get it slightly closer to new data points as they come in - effectively a form of gradient descent. It is hoped that with sufficient data (and the data will be plentiful), we get a pretty good curve. Perhaps this inspires someone to a solution.
Yes, it is a projection. For
y = X beta + error
where lowercased terms are vectors, and X is a matrix, you have the solution vector
\hat{beta} = inverse(X'X) X' y
as per the OLS page. You almost never want to compute this directly but rather use LR, QR or SVD decompositions. References are plentiful in the statistics literature.
If your problem has only one parameter (and x is hence a vector as well) then this reduces to just summation of cross-products between y and x.
If you don't mind that you'll get a straight line "curve", then you only need six variables for any amount of data. Here's the source code that's going into my upcoming book; I'm sure that you can figure out how the DataPoint class works:
Interpolation.h:
#ifndef __INTERPOLATION_H
#define __INTERPOLATION_H
#include "DataPoint.h"
class Interpolation
{
private:
int m_count;
double m_sumX;
double m_sumXX; /* sum of X*X */
double m_sumXY; /* sum of X*Y */
double m_sumY;
double m_sumYY; /* sum of Y*Y */
public:
Interpolation();
void addData(const DataPoint& dp);
double slope() const;
double intercept() const;
double interpolate(double x) const;
double correlate() const;
};
#endif // __INTERPOLATION_H
Interpolation.cpp:
#include <cmath>
#include "Interpolation.h"
Interpolation::Interpolation()
{
m_count = 0;
m_sumX = 0.0;
m_sumXX = 0.0;
m_sumXY = 0.0;
m_sumY = 0.0;
m_sumYY = 0.0;
}
void Interpolation::addData(const DataPoint& dp)
{
m_count++;
m_sumX += dp.getX();
m_sumXX += dp.getX() * dp.getX();
m_sumXY += dp.getX() * dp.getY();
m_sumY += dp.getY();
m_sumYY += dp.getY() * dp.getY();
}
double Interpolation::slope() const
{
return (m_sumXY - (m_sumX * m_sumY / m_count)) /
(m_sumXX - (m_sumX * m_sumX / m_count));
}
double Interpolation::intercept() const
{
return (m_sumY / m_count) - slope() * (m_sumX / m_count);
}
double Interpolation::interpolate(double X) const
{
return intercept() + slope() * X;
}
double Interpolation::correlate() const
{
return m_sumXY / sqrt(m_sumXX * m_sumYY);
}
Why not use a ring buffer of some fixed size (say, the last 1000 points) and do a standard QR decomposition-based least squares fit to the buffered data? Once the buffer fills, each time you get a new point you replace the oldest and re-fit. That way you have a bounded working set that still has some data locality, without all the challenges of live stream (memoryless) processing.
Are you limiting the number of polynomial coefficients (i.e. fitting to a max power of x in your polynomial)?
If not, then you don't need a "best fit" algorithm - you can always fit N data points EXACTLY to a polynomial of N coefficients.
Just use matrices to solve N simultaneous equations for N unknowns (the N coefficients of the polynomial).
If you are limiting to a max number of coefficients, what is your max?
Following your comments and edit:
What you want is a low-pass filter to filter out noise, not fit a polynomial to the noise.
Given the nature of your data:
the points may lie anywhere on the X axis between 0.0 and 1.0, but the Y values will always be either 1.0 or 0.0.
Then you don't need even a single pass, as these two lines will pass exactly through every point:
X = [0.0 ... 1.0], Y = 0.0
X = [0.0 ... 1.0], Y = 1.0
Two short line segments, unit length, and every point falls on one line or the other.
Admittedly, an algorithm to find a good curve fit for arbitrary points in a single pass is interesting, but (based on your question), that's not what you need.
Assuming that you don't know which point should belong to which curve, something like a Hough Transform might provide what you need.
The Hough Transform is a technique that allows you to identify structure within a data set. One use is for computer vision, where it allows easy identification of lines and borders within the field of sight.
Advantages for this situation:
Each point need be considered only once
You don't need to keep a data structure for each candidate line, just one (complex, multi-dimensional) structure
Processing of each line is simple
You can stop at any point and output a set of good matches
You never discard any data, so it's not reliant on any accidental locality of references
You can trade off between accuracy and memory requirements
Isn't limited to exact matches, but will highlight partial matches too.
An approach
To find cubic fits, you'd construct a 4-dimensional Hough space, into which you'd project each of your data-points. Hotspots within Hough space would give you the parameters for the cubic through those points.
You need the solution to an overdetermined linear system. The popular methods are Normal Equations (not usually recommended), QR factorization, and singular value decomposition (SVD). Wikipedia has decent explanations, Trefethen and Bau is very good. Your options:
Out-of-core implementation via the normal equations. This requires the product A'A where A has many more rows than columns (so the result is very small). The matrix A is completely defined by the sample locations so you don't have to store it, thus computing A'A is reasonably cheap (very cheap if you don't need to hit memory for the node locations). Once A'A is computed, you get the solution in one pass through your input data, but the method can be unstable.
Implement an out-of-core QR factorization. Classical Gram-Schmidt will be fastest, but you have to be careful about stability.
Do it in-core with distributed memory (if you have the hardware available). Libraries like PLAPACK and SCALAPACK can do this, the performance should be much better than 1. The parallel scalability is not fantastic, but will be fine if it's a problem size that you would even think about doing in serial.
Use iterative methods to compute an SVD. Depending on the spectral properties of your system (maybe after preconditioning) this could converge very fast and does not require storage for the matrix (which in your case has 5-10 columns each of which are the size of your input data. A good library for this is SLEPc, you only have to find a the product of the Vandermonde matrix with a vector (so you only need to store the sample locations). This is very scalable in parallel.
I believe I found the answer to my own question based on a modified version of this code. For those interested, my Java code is here.

Microsoft.DirectX.Vector3.Normalize() inconsistency

Two ways to normalize a Vector3 object; by calling Vector3.Normalize() and the other by normalizing from scratch:
class Tester {
static Vector3 NormalizeVector(Vector3 v)
{
float l = v.Length();
return new Vector3(v.X / l, v.Y / l, v.Z / l);
}
public static void Main(string[] args)
{
Vector3 v = new Vector3(0.0f, 0.0f, 7.0f);
Vector3 v2 = NormalizeVector(v);
Debug.WriteLine(v2.ToString());
v.Normalize();
Debug.WriteLine(v.ToString());
}
}
The code above produces this:
X: 0
Y: 0
Z: 1
X: 0
Y: 0
Z: 0.9999999
Why?
(Bonus points: Why Me?)
Look how they implemented it (e.g. in asm).
Maybe they wanted to be faster and produced something like:
l = 1 / v.length();
return new Vector3(v.X * l, v.Y * l, v.Z * l);
to trade 2 divisions against 3 multiplications (because they thought mults were faster than divs (which is for modern fpus most often not valid)). This introduced one level more of operation, so the less precision.
This would be the often cited "premature optimization".
Don't care about this. There's always some error involved when using floats. If you're curious, try changing to double and see if this still happens.
You should expect this when using floats, the basic reason being that the computer processes in binary and this doesn't map exactly to decimal.
For an intuitive example of issues between different bases consider the fraction 1/3. It cannot be represented exactly in Decimal (it's 0.333333.....) but can be in Terniary (as 0.1).
Generally these issues are a lot less obvious with doubles, at the expense of computing costs (double the number of bits to manipulate). However in view of the fact that a float level of precision was enough to get man to the moon then you really shouldn't obsess :-)
These issues are sort of computer theory 101 (as opposed to programming 101 - which you're obviously well beyond), and if your heading towards Direct X code where similar things can come up regularly I'd suggest it might be a good idea to pick up a basic computer theory book and read it quickly.
You have here an interesting discussion about String formatting of floats.
Just for reference:
Your number requires 24 bits to be represented, which means that you are using up the whole mantissa of a float (23bits + 1 implied bit).
Single.ToString () is ultimately implemented by a native function, so I cannot tell for sure what is going on, but my guess is that it uses the last digit to round the whole mantissa.
The reason behind this could be that you often get numbers that cannot be represented exactly in binary, so you would get a long mantissa; for instance, 0.01 is represented internally as 0.00999... as you can see by writing:
float f = 0.01f;
Console.WriteLine ("{0:G}", f);
Console.WriteLine ("{0:G}", (double) f);
by rounding at the seventh digit, you will get back "0.01", which is what you would have expected.
For what seen above, numbers with only 7 digits will not show this problem, as you already saw.
Just to be clear: the rounding is taking place only when you convert your number to a string: your calculations, if any, will use all the available bits.
Floats have a precision of 7 digits externally (9 internally), so if you go above that then rounding (with potential quirks) is automatic.
If you drop the float down to 7 digits (for instance, 1 to the left, 6 to the right) then it will work out and the string conversion will as well.
As for the bonus points:
Why you ? Because this code was 'eager to blow on you'.
(Vulcan... blow... ok.
Lamest.
Punt.
Ever)
If your code is broken by minute floating point rounding errors, then I'm afraid you need to fix it, as they're just a fact of life.

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