Data locality is a key part of writing fast data science code.
The core idea is simple: your data starts out in RAM (or disk), and to actually do anything useful with it, you need to move it to the CPU. This is actually pretty slow, so you want to minimize this transfer.
Say you have pairs of heights and weights, and you want to get the sum of all the weights. Let's start by generating 40 million pairs:
num_rows = 40000000
struct HeightAndWeight
height::Int
weight::Int
end
heights_and_weights = [HeightAndWeight(row[1], row[2]) for row in eachrow(rand(50:150, num_rows, 2))];
This gives us an array of HeightAndWeight
s like so:
40000000-element Array{HeightAndWeight,1}:
HeightAndWeight(138, 84)
HeightAndWeight(140, 136)
HeightAndWeight(87, 137)
HeightAndWeight(109, 143)
One approach is to iterate through each row and add the weight to a counter.
function my_sum(data)
sum_weights = 0
for row in data
sum_weights += row.weight
end
return sum_weights
end
Benchmarking this, it takes about 52 ms
using BenchmarkTools
@btime(my_sum(heights_and_weights))
> 52.535 ms (1 allocation: 16 bytes)
What if our heights and weights were separate, and we just pass the weights?
just_heights = [row.height for row in heights_and_weights]
just_weights = [row.weight for row in heights_and_weights]
@btime(my_sum2(just_weights))
> 23.495 ms (1 allocation: 16 bytes)
This is about twice as fast, modulo noise! Despite the fact that we're doing exactly the same number of additions, we're transferring half the data, which takes the majority of the time.
When we have an array of HeightAndWeight
structs, it's very difficult to avoid passing in extra data. If the struct had even more fields, it would be even slower, despite the fact that we're adding up the same number of weights. This is a common situation with object-oriented programming or row-oriented tables.
The pattern of creating a collection of many HeightAndWeight
objects is known as Array-of-Structs, while the pattern of having several arrays is known as Struct-of-Arrays (https://en.wikipedia.org/wiki/AoS_and_SoA .) Array-of-Structs is typically slower because of the increased data transfer, and the difference is most prominent in areas of your code where you're iterating over large collections of wide objects with many fields. Consider refactoring those to Struct-of-Arrays.
Game programmers love this trick too, and for the same reasons: you're typically not doing elaborate computations to small amounts of data, you're doing simple computations (position updates, distance comparisons, &c) with large amounts of data. Paring away unnecessary memory transfers is a big part of how to make that kind of computation go fast.