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diff --git a/build/docs/slow.rst b/build/docs/slow.rst new file mode 100644 index 0000000000..ea45197d05 --- /dev/null +++ b/build/docs/slow.rst @@ -0,0 +1,177 @@ +.. _slow: + +============================ +Why the Build System is Slow +============================ + +A common complaint about the build system is that it's slow. There are +many reasons contributing to its slowness. We will attempt to document +them here. + +First, it is important to distinguish between a :term:`clobber build` +and an :term:`incremental build`. The reasons for why each are slow can +be different. + +The build does a lot of work +============================ + +It may not be obvious, but the main reason the build system is slow is +because it does a lot of work! The source tree consists of a few +thousand C++ files. On a modern machine, we spend over 120 minutes of CPU +core time compiling files! So, if you are looking for the root cause of +slow clobber builds, look at the sheer volume of C++ files in the tree. + +You don't have enough CPU cores and MHz +======================================= + +The build should be CPU bound. If the build system maintainers are +optimizing the build system perfectly, every CPU core in your machine +should be 100% saturated during a build. While this isn't currently the +case (keep reading below), generally speaking, the more CPU cores you +have in your machine and the more total MHz in your machine, the better. + +**We highly recommend building with no fewer than 4 physical CPU +cores.** Please note the *physical* in this sentence. Hyperthreaded +cores (an Intel Core i7 will report 8 CPU cores but only 4 are physical +for example) only yield at most a 1.25x speedup per core. + +We also recommend using the most modern CPU model possible. Haswell +chips deliver much more performance per CPU cycle than say Sandy Bridge +CPUs. + +This cause impacts both clobber and incremental builds. + +You are building with a slow I/O layer +====================================== + +The build system can be I/O bound if your I/O layer is slow. Linking +libxul on some platforms and build architectures can perform gigabytes +of I/O. + +To minimize the impact of slow I/O on build performance, **we highly +recommend building with an SSD.** Power users with enough memory may opt +to build from a RAM disk. Mechanical disks should be avoided if at all +possible. + +Some may dispute the importance of an SSD on build times. It is true +that the beneficial impact of an SSD can be mitigated if your system has +lots of memory and the build files stay in the page cache. However, +operating system memory management is complicated. You don't really have +control over what or when something is evicted from the page cache. +Therefore, unless your machine is a dedicated build machine or you have +more memory than is needed by everything running on your machine, +chances are you'll run into page cache eviction and you I/O layer will +impact build performance. That being said, an SSD certainly doesn't +hurt build times. And, anyone who has used a machine with an SSD will +tell you how great of an investment it is for performance all around the +operating system. On top of that, some automated tests are I/O bound +(like those touching SQLite databases), so an SSD will make tests +faster. + +This cause impacts both clobber and incremental builds. + +You don't have enough memory +============================ + +The build system allocates a lot of memory, especially when building +many things in parallel. If you don't have enough free system memory, +the build will cause swap activity, slowing down your system and the +build. Even if you never get to the point of swapping, the build system +performs a lot of I/O and having all accessed files in memory and the +page cache can significantly reduce the influence of the I/O layer on +the build system. + +**We recommend building with no less than 8 GB of system memory.** As +always, the more memory you have, the better. For a bare bones machine +doing nothing more than building the source tree, anything more than 16 +GB is likely entering the point of diminishing returns. + +This cause impacts both clobber and incremental builds. + +You are building on Windows +=========================== + +New processes on Windows are about a magnitude slower to spawn than on +UNIX-y systems such as Linux. This is because Windows has optimized new +threads while the \*NIX platforms typically optimize new processes. +Anyway, the build system spawns thousands of new processes during a +build. Parts of the build that rely on rapid spawning of new processes +are slow on Windows as a result. This is most pronounced when running +*configure*. The configure file is a giant shell script and shell +scripts rely heavily on new processes. This is why configure +can run over a minute slower on Windows. + +Another reason Windows builds are slower is because Windows lacks proper +symlink support. On systems that support symlinks, we can generate a +file into a staging area then symlink it into the final directory very +quickly. On Windows, we have to perform a full file copy. This incurs +much more I/O. And if done poorly, can muck with file modification +times, messing up build dependencies. As of the summer of 2013, the +impact of symlinks is being mitigated through the use +of an :term:`install manifest`. + +These issues impact both clobber and incremental builds. + +Recursive make traversal is slow +================================ + +The build system has traditionally been built by employing recursive +make. Recursive make involves make iterating through directories / make +files sequentially and executing each in turn. This is inefficient for +directories containing few targets/tasks because make could be *starved* +for work when processing these directories. Any time make is starved, +the build isn't using all available CPU cycles and the build is slower +as a result. + +Work has started in bug 907365 to fix this issue by changing the way +make traverses all the make files. + +The impact of slow recursive make traversal is mostly felt on +incremental builds. Traditionally, most of the wall time during a +no-op build is spent in make traversal. + +make is inefficient +=================== + +Compared to modern build backends like Tup or Ninja, `make` is slow and +inefficient. We can only make `make` so fast. At some point, we'll hit a +performance plateau and will need to use a different tool to make builds +faster. + +Please note that clobber and incremental builds are different. A clobber build +with `make` will likely be as fast as a clobber build with a modern build +system. + +C++ header dependency hell +========================== + +Modifying a *.h* file can have significant impact on the build system. +If you modify a *.h* that is used by 1000 C++ files, all of those 1000 +C++ files will be recompiled. + +Our code base has traditionally been sloppy managing the impact of +changed headers on build performance. Bug 785103 tracks improving the +situation. + +This issue mostly impacts the times of an :term:`incremental build`. + +A search/indexing service on your machine is running +==================================================== + +Many operating systems have a background service that automatically +indexes filesystem content to make searching faster. On Windows, you +have the Windows Search Service. On OS X, you have Finder. + +These background services sometimes take a keen interest in the files +being produced as part of the build. Since the build system produces +hundreds of megabytes or even a few gigabytes of file data, you can +imagine how much work this is to index! If this work is being performed +while the build is running, your build will be slower. + +OS X's Finder is notorious for indexing when the build is running. And, +it has a tendency to suck up a whole CPU core. This can make builds +several minutes slower. If you build with ``mach`` and have the optional +``psutil`` package built (it requires Python development headers - see +:ref:`python` for more) and Finder is running during a build, mach will +print a warning at the end of the build, complete with instructions on +how to fix it. |