Code Monkey home page Code Monkey logo

subbitpacking's Introduction

Sub-Bit Packing

SubBitPackedArrayLogo

Table Of Contents

TL;DR

This C++ library is designed to efficiently store state values, essentially unsigned integers with a limited value range, by using sub-bit packing. It offers random read/write access to all elements in constant time.

Summary

Storing states bitwise can result in significant memory wastage. This C++ library aims to conserve memory by employing arithmetic packing of values while maintaining constant-time read/write access for each element (see Benchmark). This table provides a comparison of the space saved when comparing arithmetically packed values to bit-packed values.

The trade-off is a runtime overhead for setting/retrieving values due to the necessary calculations instead of simple addressing. Therefore, if the number of states you intend to store doesn't provide a spatial benefit (e.g., powers of 2), it's advisable to stick with bitwise packing for faster runtime performance.

Conversely, this library becomes valuable when you need to pack more tightly on platforms where memory is the limiting factor, such as embedded systems.

It's important to note that this library does not employ compression algorithms or block encoding. It merely packs the uncompressed storage for the elements without relying on the actual values within the data block.

The Problem With Storing States

    enum class MyState: uint8_t
    {
        First,
        Second,
        Third,
    };

    MyState a_lot_of_states[10000];

sizeof(MyState) will give you 1 byte

sizeof(a_lot_of_states) will, therefore, give you 10000

In order to store 10000 values we are using 10000 bytes or 80000 bits which could store up to $$2^{(10000 * 8)} = 2^{80000} \approx 10^{24000} $$ binary states - but we only need $$3^{10000} \approx 10^{4771} $$ states.

This naive method to store states is a huge waste of memory.

Bitwise State Packing

The first step to mitigate wasting memory is to store the states in the least amount of bits necessary. To store three states, we need a maximum of 2 bits.

So to store 10000 states we would only need 20000 bits or 2500 bytes.

We can already save 75% of storage (10000 vs. 2500) with this method.

Sub-Bit State Packing

The above method works perfectly fine if the number of states a value can represent can make use of the bits it is stored in. But there is still wasted memory if that is not the case. As you may have already figured out, when using 2 bits to represent 3 states, there is one extra unused state:

00 First

01 Second

10 Third

11 unused

When storing many values, we can save 25% memory here by not storing the values bit-packed but arithmetically-packed instead. This way, even the unused state will be used to hold information.

How Does It Work?

Internally the values are held in an array of 32-bit data chunks. Instead of bitwise packing, however, a form of arithmetic coding is used to store the values. The advantage of this is that you can pack (the same or) more values in a given data buffer than with traditional bitwise packing. The number of values ($m$) that can be packed into a 32-bit data block, where each value can hold one of $n$ states, is calculated as follows:

$$ m = \lfloor {32 / \log_2(n)}\rfloor $$

A 32-bit data block ($v$) for values $a_0$ ... $a_{m-1}$ is computed like this:

$$ v = \sum_{i=0}^{m-1}{a_i \cdot n^{i}} $$

$$\{ \: a_i \in \mathbb{N} _{0} \: \lvert \: 0 \le a_i \lt n \: \}$$

Retrieving a value works like this:

$$ a_i = {v \over {n^i}} \mod n_i $$

The overall space saved compared to simple bit-packing can be calculated with the following formula:

$$ factor = {\lfloor {32 / \log_2(n)}\rfloor \over \lfloor {32 / \lceil \log_2(n) \rceil } \rfloor} $$

Lets say you want to store values with 3 different states:

$$ factor = {\lfloor {32 / \log_2(3) }\rfloor \over \lfloor {32 / \lceil \log_2(3) \rceil } \rfloor} = 1.25$$

This means an arithmetically packed buffer will be able to store 25% more values than with traditional packing. See this table for more values.

Space Saved

Here's a table for values with different number of states and how much space is saved compared to bitwise packing. Both done in 32-bit words:

Number of states per value Space advantage
3 25%
5 30%
6 20%
7 10%
9 25%
10,11 12.5%
17-23 16.66%
33-40 20%
65-84 25%
1025-1625 50%

The space saved for all other values is 0%. That means it is not better nor worse than bitwise packing. However, the access times are slower. Therefore, sub-bit-packing is not optimal for such use cases.

Saving Even More Space

Lets say you want to store $n$ number of states. The formula to find out how many values can be stored in a sub-bit-packed 32-bit word is:

$$ {32 \over \log_2(n)} $$

Filling in 5 we get something like 13,78.. meaning that every 32-bit word wastes around 0.78 state values. We can calculate the number of wasted (whole) bits per 32-bit word using this formula:

$$ {\lfloor \left({32 \over \log_2(n)} - \lfloor {32 \over \log_2(n)} \rfloor \right)\cdot {\log_2(n) } \rfloor} $$

Again, filling in 5 gets us 1, meaning there is 1 bit in every 32-bit word that goes unused. (For a higher number of states, the number of unused bits per word can even go as high as 10)

Saving memory in these cases is as easy as shifting the 32-bit sub-bit-packed words closer together for the amount of unused bits. This library refers to this technique as SuperBitPacking. Here is a visual comparison to SubBitPacking:

Comparison

The drawback here is an additional access overhead because the values need to be shifted before they can be accessed to do the normal SubBitPacking calculation.

Packed State Arrays

This library provides several types of arrays to store state values in. Internally, each array holds an array of uint32_t. They only differ in the level of compression. The following listings are in order of memory usage (high to low) and access time (fast to slow).

BitPackedArray

Stores values as described here. If the number of bits needed to store states does not evenly devide 32, some values are stored across two 32-bit words. When accessed, these words are shifted accordingly to get/set values. This is done to prevent wasting bits.

SubBitPackedArray

Stores values as described here. Slower than BitPackedArray but saves memory.

SuperBitPackedArray

Stores values as described here. If the number of unused bits per 32-bit word is 0 then this array behaves exactly as SubBitPackedArray. If the number of unused bits is > 0, the access times are slower than SubBitPackedArray but the space saved is even greater.

Comparing Arrays

The following results stem from running Code on an ESP32. The code was built with -Os optimization. Each array holds 100,000 values and was read from and written to 10,000,000 times. Here are a few different number of states and the correlating benchmark results:

3 States

Array Bytes used for 100,000 values 10,000,000 write/read times (ms)
BitPackedArray 25000 3485
SubBitPackedArray 20000 5789
SuperBitPackedArray 20000 5789

12 States

Array Bytes used for 100,000 values 10,000,000 write/read times (ms)
BitPackedArray 50000 3443
SubBitPackedArray 50000 5239
SuperBitPackedArray 45316 10174

17 States

Array Bytes used for 100,000 values 10,000,000 write/read times (ms)
BitPackedArray 62500 3967
SubBitPackedArray 57144 5955
SuperBitPackedArray 51788 10640

SubBitPacked Structs

Additionally to the packing of homogeneous state values, this library provides a way to store multiple values with a different number of possible states each in a single struct. This is called a SubBitPackedStruct.

It is also possible to store multiple SubBitPackedStructs loosely in a SubBitPackedStructArray or tightly packed in a SuperBitPackedStructArray. See SubBitPackedStruct for how to do this.

Underlying Mathematics

The calculation for the underlying 32-bit value of SubBitPackedArray entries is explained in this section.

The underlying value of a SubBitPackedStruct is calculated in a similar way. It holds $m$ number of values $a_i$. Each can be set to one of $n_i$ different states. The main difference compared to the calculation of SubBitPackedArray is that instead of mutliplying a value $a_i$ with $n^i$ it needs to be multiplied with the product of each number of states before it. So each state value $a_i$ needs to be multiplied by a multiplier $p_i$. This multiplier can be calculated with this formula:

$$ p_i = \prod_{j=0}^{i-1} n_{j} $$

This means the underlying SubBitPackedStruct value $v$ can be calculated like this:

$$ v = \sum_{i=0}^{m-1}{a_i \cdot {p_i}} $$

A state value can be retrieved with this formula:

$$ a_i = {v \over {p_i}} \mod n_i $$

Here is a code example and a few calculations to demonstrate what is going on behind the scenes:

// Create struct and set initial values to 2, 4 and 7
SubBitPackedStruct<3, 5, 9> myStruct{2, 4, 7};

myStruct.get(1); // Get the state of the 5-state value (4)

Number of states:

$$ n_0 = 3 \qquad n_1 = 5 \qquad n_2 = 9 $$

State values:

$$ a_0 = 2 \qquad a_1 = 4 \qquad a_2 = 7 $$

Multiplicators:

$$ p_0 = 1 \qquad p_1 = 3 \qquad p_2 = 3 \cdot 5 = 15 $$

Sum of values:

$$ v = 2 \cdot 1 + 4 \cdot 3 + 7 \cdot 15 = 119 $$

Retrieve state value 1:

$$ a_1 = {119 \over 3} \pmod 5 \equiv 4 $$

Compile Time Calculations

As you have seen, this library relies heavily on mathematical calculations. This has the potential to greatly decrease run-time performance. To mitigate this, this library does most of the necessary calculations at compile-time. The only things not precalculated are related to getting/setting values.

To keep backwards compatibility with C++11 a few hurdles had to be jumped. constexpr functions are very limited on what they were allowed to do back then. Therefore, most of the implementations in this library consist of only a return statement of concatenated ternary conditional operations.

Also, the default C++ math library only provides constexpr support from C++26 onwards. To avoid dependencies on third-party math libraries, the needed functionality was either self-implemented or bypassed altogether (no log(), for example). Check out compiletime.h to see all implementations.

Here are a few examples on what is going on when compiling Objects from this library:

Lookup Table Generation

When calculating the underlying values for a SubBitPackedArray a lot of exponential calculations need to be done. To avoid the run-time overhead, instead of doing the calculations over and over again, a lookup table is calculated once at compile-time. This is done in two parts: There is a generator, that creates an std::array (inspired by this blog post) and then there is this pow implementation that generates the actual values when fed into the generator:

template <uint16_t Base>
constexpr uint32_t Pow(uint8_t exponent)
{
  return (exponent == 0) ? 1 : (Base * Pow<Base>(exponent - 1));
}

The lookup table for a SubBitPackedStruct is similar, however, each table value needs to be the product of all the numbers before the current value. Feeding the following implementation into the generator does the trick:

template <uint16_t Base>
constexpr uint32_t VariadicStatePow(uint8_t)
{
  return 1;
}

template <uint16_t Base, uint16_t... Extra>
constexpr auto VariadicStatePow(uint8_t exponent) ->
    typename std::enable_if<sizeof...(Extra) != 0, uint32_t>::type
{
  return (exponent == 0) ? 1 : Base * VariadicStatePow<Extra...>(exponent - 1);
}

For example, creating a lookup table this way:

GenerateLut<3>(VariadicStatePow<4, 8, 9>);

will yield an array that contains the values [1, 4, 32].

Size Calculations

All the necessary size calculations are done at compile-time as well. The numbers for how many state values a 32-bit SubBitPackedArray data chunk can hold, however, are precalculated for all possible values (2 - 65535). The constexpr function NumberOfStatesPer4ByteSubBitPackedWord merely returns these precalculated values. This is done in order to circumvent using the log() function, as this cannot be done at compile-time.

To calculate the number of 32-bit chunks a SuperBitPacked(Struct)Array needs to allocate, more information is needed, like the highest amount of bits a given array entry really needs. This is done by actually counting bits instead of calculation, because, again, most mathematical functions are out of reach for this.

How To Use

Basic usage examples for this library.

BitPacked-, SubBitPacked- & SuperBitPacked Arrays

Initialization

Let's say you have a 3-Color-Display with a resolution of 800x480 (== 384000 values). Depending on how much run-time you can spare to save memory, you can choose between these three arrays:

    kt::BitPackedArray<3, 384000> displayBuffer{};
    kt::SubBitPackedArray<3, 384000> displayBuffer{};
    kt::SuperBitPackedArray<3, 384000> displayBuffer{};

Or on the heap:

    auto displayBuffer = new kt::BitPackedArray<3, 384000>{};
    auto displayBuffer = new kt::SubBitPackedArray<3, 384000>{};
    auto displayBuffer = new kt::SuperBitPackedArray<3, 384000>{};

Set Values

    enum class Color
    {
        WHITE = 0,
        BLACK
        RED
    }

    size_t pixel_index = ...

    displayBuffer->set(pixel_index, static_cast<uint16_t>(Color::RED));

Retrieve Values

    Color color = static_cast<Color>(displayBuffer->get(pixel));

Getting The Actual Amount Of Used Memory In Bytes

    displayBuffer->getByteSize();

SubBitPackedStruct

If you want to pack multiple values, that hold a different amount of states each, into a single struct you can achieve this as follows:

  kt::SubBitPackedStruct<3,5,6> stateStruct{};

This struct now holds 3 values, that can have 3, 5 and 6 different states, respectively.

Accessing values is done by specifying the corresponding index:

  stateStruct.get(0); //Gets the state information from the 3-state value
  stateStruct.set(1, SOME_STATE); //Sets the state for the 5-state value

When storing multiple (in this case 1000) SubBitPackedStructs you can choose between the following two arrays, depending on your need for access performance and memory efficiency:

  auto stateStructArray = new kt::SubBitPackedStructArray<SubBitPackedStruct<3,5,6>, 1000>{};
  auto stateStructArray = new kt::SuperBitPackedStructArray<SubBitPackedStruct<3,5,6>, 1000>{};

Getting/Setting values can be done by stating the array index for the wanted struct and also the value index for the selected struct:

  stateStructArray.get(187, 1); //Get the 5-state value of the struct with index 187
  stateStructArray.set(313, 2, SOME_STATE); //Set the 6-state value of the struct with index 313

Exceptions

By default this library uses no exceptions. However, you can enable exceptions by setting the compile flag KT_ENABLE_EXCEPTIONS. This activates array boundary checks but will also slow down array accesses.

Benchmark

Here are some benchmark numbers:

Memory Usage

For an array with 50,000 elements, the memory usage for states between 1 and 100 is as shown in the following figure:

Memory Usage

  • bitpacked: Natively packed states, like those used in bitfields. For example, 3 states can fit into 2 bits and do not occupy 1 byte.

  • subbitpacked: The same states but packed with our sub-bit algorithm.

  • superbitpacked: Subbitpacked values that are also bitpacked by shifting consecutive blocks into the leftover bits from the preceding blocks.

Timing

Time consumption for 10 million reads:

Timing

One notable thing is that the read iterator has quite good performance because it doesn't need to calculate the location where the bits are stored but can simply move within a stream of values.

To Do

Optimization

Currently, there has been minimal manual code optimization, with the exception of the Compile Time Calculations for required power-lookup-tables and sizes.

Iterators

Currently, there is only a read-iterator available for the subbitpackedarray. Our plan is to implement both read and write iterators for all array implementations.

Struct Named Field Accessors

To provide a more user-friendly way to access struct members, we are planning to introduce named field accessors in addition to indexed access.

subbitpacking's People

Contributors

christianamannkt avatar martinbeckerkt avatar

Stargazers

 avatar  avatar

Forkers

bftjoe

subbitpacking's Issues

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.