Speed up your buildbox, Part III: Memory

This is the third part of a series on how to boost your build box without much effort. This episode talks about the effects of faster and more RAM.

© Friedberg - Fotolia.comIn the first and second part of our effort to speed up our buildbox, we replaced the harddisk with a RAM disk and swapped in a bigger CPU. This brought the build time down from 03:30 minutes to 02:00 minutes.

Boosting the memory

When we began the journey, we wanted to undercut the 02:00 minutes threshold. The last component that directly impacts performance of our box was the memory. We started out with 4 GB of DDR2-800 modules. To have a feeling for the effects, we upgraded to 4 GB of DDR2-1066 first and then added another 4 GB, resulting in 8 GB of RAM. We expected the performance gain to be small, but noticeable. The RAM disk, for example, is directly affected by memory speed.

As much, but faster

The first upgrade brought the first surprise: Upgrading from DDR2-800 to DDR2-1066 modules didn’t change anything. It’s not that the mainboard or CPU doesn’t support the faster RAM, it just seems to be fast enough, despite the data bus clock rate. Our build process still took 02:00 minutes, reproducible and without exception.

Filling all the banks

The mainboard can load up to 16 GB of RAM, but our budget just allowed to buy 8 GB of DDR2-1066 RAM. We installed it and ran the same 32 bit Ubuntu Linux as before. The build process took 02:00 minutes, which was expected now.

Changing to 64bit

We changed to boot harddisk, installed a 64 bit Ubuntu Linux and ran the build again. Still 02:00 minutes. The switch to 64 bit wasn’t a big deal with Java, but some of the included native libraries complained about the change. Recompiling them solved the issue.

Finally reaching the target

As a last measure, we increased the maximum memory of the build JVM to the biggest value it would accept. This was -Xmx2600m, a surplus of 600 MB to the original setting. This sped up the build process by five seconds, it took 01:55 minutes now.

Conclusion and perspective

We’ve reached our anticipated target of less than two minutes build time. We exceeded our original budget of 500 EUR, but bought some parts that finally weren’t used in the build box, but elsewhere. The two parts that made the whole difference were the CPU and some more memory to spend it on the RAM disk.

If you want to speed up your single build box, aim for the CPU/RAM combo and try to install a RAM disk to perform all the work on.

This leads me to the perspective of the next part of the series: If you plugged in the most expensive CPU and enormous amounts of RAM to speed up your buildbox, you still aren’t done. You should invest some time to look into distributed builds. Hudson as our continuous integration server provides nearly instant “build slave” support. With this feature, you can set up a whole build farm to further increase your build throughput.

Stay tuned for “Part IV: Beyond the box”

CMake Builder Plugin Reloaded

A few months ago I set out to build my first hudson plugin. It was an interesting, sometimes difficult journey which came to a good end with the CMake Builder Plugin, a build tool which can be used to build cmake projects with hudson. The feature set of this first version was somewhat limited since I applied the scratch-my-own-itch approach – which by the time meant only support for GNU Make under Linux.

As expected, it wasn’t long until feature requests and enhancement suggestions came up in the comments of my corresponding blog post. So in order to make the plugin more widely useable I used our second  Open Source Love Day to add some nice little features.

Update: I used our latest OSLD to make the plugin behave in master/slave setups. Check it out!

Let’s take a walk through the configuration of version 1.0 :

Path to cmake executable

1. As in the first version you have to set the path to the cmake executable if it’s not already in the current PATH.

2. The build configuration starts as in the first version with Source Directory, Build Directory and Install Directory.

CMake Builder Configuration Page

3. The Build Type can now be selected more conveniently by a combo box.

4. If Clean Build is checked, the Build Dir gets deleted on every build

Advanced Configuration Page

5. The advanced configuration part starts with Makefile Generator parameter which can be used to utilize the corresponding cmake feature.

6. The next two parameters Make Command and Install Command can be used if make tools other than GNU Make should be used

7. Parameter Preload Script can be used to point to a suitable cmake pre-load script file. This gets added to the cmake call as parameter of the -C switch.

8. Other CMake Arguments can be used to set arbitrary additional cmake parameters.

The cmake call will then be build like this:

/path/to/cmake  \
   -C </path/to/preload/script/if/given   \
   -G <Makefile Generator>  \
   -DCMAKE_INSTALL_PREFIX=<Install Dir> \
   -DCMAKE_BUILD_TYPE=<Build Type>  \
   <Other CMake Args>  \
   <Source Dir>

After that, the given Make and Install Commands are used to build and install the project.

With all these new configuration elements, the CMake Builder Plugin should now be applicable in nearly every project context. If it is still not useable in your particular setting, please let me know. Needless to say, feedback of any kind is always appreciated.

Blog harvest: Metaprogramming in Ruby,Hudson builds IPhone apps, Git workflow, Podcasting Equipment and Marketing

harvest64
Four blog posts:

  • Python decorators in Ruby – You can do amazing things in a language like Ruby or Lisp with a decent meta programming facility, here a language feature to annotate methods which needed a syntax change in Python is build inside of Ruby without any change to the language spec.
  • How to automate your IPhone app builds with Hudson – Another domain in which the popular CI Hudson helps: building your IPhone apps.
  • A Git workflow for agile teams – As distributed version control systems get more and more attention and are used by more teams you have to think about your utilisation of them.
  • Podcasting Equipment Guide – A bit offtopic but interesting nonetheless: if you want to do your own podcasts which equipment is right for you.

and a video:

A more elegant way to HTTP Requests in Java

The support for sending and processing HTTP requests was always very basic in the JDK. There are many, many frameworks out there for sending requests and handling or parsing the response. But IMHO two stand out: HTTPClient for sending and HTMLUnit for handling. And since HTMLUnit uses HTTPClient under the hood the two are a perfect match.

This is an example HTTP Post:

HttpClient client = new HttpClient();
PostMethod post = new PostMethod(url);
for (Entry param : params.entrySet()) {
    post.setParameter(param.key, param.value);
}
try {
    return client.executeMethod(post);
} finally {
    post.releaseConnection();
}

and HTTP Get:

WebClient webClient = new WebClient();
return (HtmlPage) webClient.getPage(url);

Accessing the returned HTML via XPath is also very straightforward:

List roomDivs=(List)page.getByXPath("//div[contains(@class, 'room')]");
for (HtmlElement div:roomDivs) {
  rooms.add(
    new Room(this,
      ((HtmlElement) div.getByXPath(".//h2/a").get(0)).getTextContent(),
      div.getId())
  );
}

One last issue remains: HTTPClient caches its cookies but HTMLUnit creates a HTTPClient on its own. But if you override HttpWebConnection and give it your HTTPClient everything works smoothly:

public class HttpClientBackedWebConnection extends HttpWebConnection {
  private HttpClient client;

  public HttpClientBackedWebConnection(WebClient webClient,
      HttpClient client) {
    super(webClient);
    this.client = client;
  }

  @Override
  protected HttpClient getHttpClient() {
    return client;
  }
}

Just set your custom webconnection on your webclient:

webClient.setWebConnection(
  new HttpClientBackedWebConnection(webClient, client)
);

Speed up your buildbox, Part II: Processor

This is the second part of a series on how to boost your build box without much effort. This episode talks about the effects of different processors.

© Friedberg - Fotolia.comIn the first part of our effort to speed up our buildbox, we replaced the spindle harddisk with a Solid State Disk (SSD) and finally, a RAM disk. This brought the build time down from 03:30 minutes to 02:50 minutes.

The Central Performance Unit

The next step on our journey to a faster buildbox was to replace the processor. Our initial processor was an Intel Core2 Duo E6750 with 2.67 GHz. To our pleasure, the processor socket, namely the LGA775 socket, is extremely versatile in supporting different processors. We had no problem in plugging in faster dual or even quad core processors, except upgrading the BIOS.

Taking the 3 GHz mark

The next processor to try out was an Intel Core2 Duo E8500 with 3.17 GHz operating frequency. The L2 cache went up from 4 MB to 6 MB.

The build time went down immediately from 02:50 minutes to 02:20 minutes. That’s nearly 20 percent less build time. And it’s perfectly linear with the CPU speed increase (also nearly 20 percent).

As a result: Investing in CPU clock power seems to pay off. The higher the frequency, the lower the build time.

Doubling the cores

Fortunately, the LGA775 socket supports quad core processors, too. We plugged in a Core2 Quad Q9550 with 2.8 GHz and ran the build again.

The result was astonishing: Despite the lower frequency, the build time dropped from 02:20 minutes to 02:00 minutes. We can’t really explain this one with basic math like the frequency coupling of the dual cores.

If your build is perfectly multithreaded, something javac isn’t, you’ll notice an even bigger speedup.

To sum it up: you can’t have enough GHz or processor cores when running a build.

Reviewing the result

We replaced the harddisk with RAM and upgraded the processor to meet the current performance threshold. This brought us from a starting 03:30 minutes build time to 02:00 minutes now. The CPU is the major player in this game, so upgrade it first.

Outlook on the third part

But what about the RAM? We really wanted to know what happens when we replace the RAM with bigger and faster one. Read more about this experiment in the third part of the series, coming soon.

Object Calisthenics On Existing Projects?

A few days ago we discussed Object Calisthenics which where introduced by Jeff Bay in an article for the ThoughtWorks Anthology book. In case you have no idea what I’m talking about, here are again the 9 rules in short form (or your can study them in detail in the book):

1. One level of indentation per method
2. No else keyword
3. Wrap all primitives and strings
4. Use only one dot per line
5. Don’t abbreviate names but keep them short
6. Keep all entities small
7. No more than two instance variables per class
8. Use first-class collections
9. Don’t use any getters/setters or properties

Following the rules supposedly leads to more object-oriented code with a special emphasis on encapsulation. In his article, Jeff Bay suggests to do a new 1000 lines project and to follow the rules excessively without thinking twice. But hey, more object-oriented code can’t be bad for existing projects, either, can it?

Not only on the first look, many of the rules seem pretty hard to follow. For example, check your projects for compatibility with rule 7. How many of your classes have more than two instance variables? That’s what I thought. And sure, some primitives and collections deserve wrapping them into an extra class (rules 3 and 8), but do you really wrap all of them? Well, neither do we.

Other rules lead directly to more readable code. If you value good code quality like we do, rules 1, 2, 5 and 6 are more or less already in the back of your head during your daily programming work.

Especially rule 1 is what you automatically aim for when you want your crap load to remain low.

What really got my attention was rule 9: “Don’t use any getters/setters or properties”. This is the “most object-oriented” rule because it targets the heart of what an object should be: a combination of data and the behavior that uses the data.

But doing a little mental code browsing through our projects, it was easy to see that this rule is not easily retrofitted into an existing code base. The fact that our code is generally well covered with automated tests and considered awesome by a number of software metrics tools does not change that, either. Which is, of course, not surprising since committing to rule 9 is a downright big architectural decision.

So despite the fact that it is difficult to virtually impossible to use the rules in our existing projects right away, Object Calisthenics were certainly very valuable as motivation to constantly improving ourselves and our code. A good example is rule 2 (“No else”) which gets even more attention from now on. And there are definitely one or two primitives and collections that get their own class during the next refactoring.

About breaking class contracts – fear clone()

Recently I had some discussions about copying of Objects in Java with some fellow developers. They were overriding clone() which I never felt neccessary. Shortly after I stumbled over a Checkstyle-Warning in our own code regarding clone() where overriding it is absolutely discouraged. Triggered by these two events I decided to dig a bit deeper into the issue.Climbing a Pile of Files

The bottom line is that Object.clone() has a defined contract which is very easy to break. This has to do with it’s interaction with the Cloneable interface which does not define a clone() method and the nature of Object’s clone implementation which is native.  Joshua Bloch names some problems and pitfalls with overriding clone in his excellent book Effective Java (Item 11):

  • “If you override the clone method in a nonfinal class, you shoud return an object obtained by invoking super.clone()”. A problem here is that this is never enforced.
  • “In practice, a class that implements Cloneable is expected to provide a properly functioning public clone method”. Again this is enforced nowhere.
  • “In effect, the clone method functions as another constructor; you must ensure that it does no harm to the original object and that it properly establishes invariants on the clone.”. This means paying extreme attention to the issue of shallow and deep copies. Also be sure not to forget possible side effects your constructors may have like registering the object as a listener.
  • “The clone architecture is incompatible with normal use of final fields referring to mutable objects”. You are sacrificing freedom in your class design because of flaw in the clone() concept.

He also provides better alternatives like copy constructors or copy factories if you really need object copying. I urge you to use one of the alternatives because breaking class contracts is evil and your classes may not work as expected. This one is easy to break. If you absolutely must implement a clone() method because you are subclassing an unchangeable cloneable class be sure to follow the rules. As a sidenote also be aware of the contract that hashCode() and equals() define.

Our first Open Source Love Day (OSLD)

opensourcelovedayLast week we had our first OSLD and started with the usual hopes and fears:

  • how much time will be consumed setting the project up?
  • will we find issues that are small enough to be finished in one day?
  • the hope to learn something new: a new technology, language or tool
  • the hope to improve our skills in reading a different code style and a new codebase

As an additional challenge we tried to do object calisthenics (which we will covered in a different blog post). In short they are a list of coding guide lines which try to bend your mind to get more flexible when coding/designing software.

Start

After an initial meeting we decided to work on EGit/JGit. This project was on a familiar ground (Java) and had enough new tools (Git) and technologies (plugin development under Eclipse). Setup was very easy and fast (thanx to the EGit/JGit team!) and we started to look at the low hanging fruits linked from the EGit wiki which are basically issues that are categorized as easy. This is a very good idea for project newbies to start (in theory…). But the reality was that most of them were already patched and other had not enough information to make any sense for us (which could be also our lack of knowledge of the GIT wording and its internal concepts and function). At the end of the day we had worked on issues which were definitely too big for us (requiring changes in the infrastructure of JGit) and reported some issues as non-reproduceable.

Finish

So we learned a few things from the first day:

  • project setup can be very fast and easy
  • low hanging fruits are a very good idea
  • avoid infrastructure changes
  • a basic familiarity with the concepts involved is key to get along
  • don’t do too much on one day, instead: focus!
  • scratching your own itch would benefit the understanding of the issue and your motivation

So in the next month we give OSLD another chance and hope to learn even more.

Speed up your buildbox, Part I: Introduction & Harddisk

This is the first part of a series on how to boost your build box without much effort. This episode talks about the effects of different harddisks.

W© Friedberg - Fotolia.come actively use Hudson as our continuous integration server software. It has a nice little feature called “build history trend” that shows the duration of all archived builds. One of our major projects started out small and fast with a build duration of 01:20 minutes. One and a half year later, it reached for the 04:00 minute hurdle. It wasn’t a surprise to us, as the build has more than four times the work now and the hardware staid the same.

But a question emerged: How can we speed up our build?

Applying optimization: The basic maths

We did a quick review of our ant build scripts to ensure there’s nothing fundamentally wrong with them and then decided which road to follow first: Optimizing the build scripts or boosting the hardware? There is only one pragmatic answer to us: boost the hardware as long as it stays reasonable in price. Every optimization in the build script would need its time (which isn’t cheap) and possibly increase the script complexity (which is very expensive later on).

Optimizing the hardware

So we went on the journey to make a fast buildbox even faster. We started out with a dual core processor (2.6 GHz), a decent-but-standard harddisk and 4 GB of memory. We replaced every part on its own to see the effect. The journey includes:

Our goal is to cut our build time down by 50 percent, to a little less than 02:00 minutes. We don’t want to spend more than 500 EUR for new hardware. So now, after this introduction:

Part I: Replacing the harddisk

Our buildbox starts with a more or less normal harddisk (0.5 TB), certified for continuous usage. We could have bought just another normal harddisk of a newer generation, but that doesn’t cut it in our experience (we didn’t verify specifically, though).

Calling the carnivores

If you need to upgrade your harddisk, you can buy yourself a VelociRaptor drive and be pretty much assured that you’ll notice the difference. We had pleasant experiences with this kind of fast-spinning drives before, but this time, we wanted to go a step further and try a fast Solid State Disk (SSD). As you only need to relocate the working directories (called workspaces in hudson terminology) of your projects to the new disk, the capacity isn’t important as long as it’s greater than your project sizes. You can just plug your new disk in the buildbox and format it with a high performance file system. As our buildbox runs on Linux, relocating the workspace is just setting a symbolic link. You do not even tell hudson about it. If you happen to run on Windows, check out the “use custom workspace” setting on your job’s configuration page.

An investment of about 200 EUR and 15 minutes of installation later, we had the result: The build average before was 03:30 minutes and now 03:10 minutes. That’s not a big leap forward, as others found out, too. It’s not that the SSD was bad, it performed exceptionally well in the benchmarks, but the harddisk wasn’t the bottleneck. To further proof our assumption, we installed the fastest harddrive you can get: the RAM disk.

Only pretend to use the disk

Linux (like other unixoid systems) has the great feature of an emulated harddisk right in your memory. On Debian/Ubuntu systems, this emulated drive is mounted at /dev/shm and has a capacity of half your total physical memory. It grows dynamically, so you don’t have to worry about its initial size. But you have to check if your workspace fits into it. Our buildbox had 4 GB of RAM and 2 GB were enough to contain the hudson workspace. We configured hudson to build there (you can use symbolic links or the “custom workspace” setting as shown in the picture) and got the result: The build average went down to 02:50 minutes.

custom_workspace

Review on the results

That’s as far as we could speed up our buildbox by just replacing the harddisk. Down from 03:30 minutes to 02:50 minutes, a reduction of 40 seconds or 20 percent. In fact, we even cheated as the buildbox doesn’t use an harddisk anymore for building. With Linux, it’s incredibly easy to utilize a RAM disk as long as you have enough RAM to loan. For Windows systems, there are several software products that can do the same. If you don’t want to loan your RAM, you can look into HyperDrives, but for a price!

So we conclude that the fastest harddisk is an emulated one and even then, its effect on the build time is limited.

Stay tuned for the next episode of our journey to a faster buildbox, when we apply a faster CPU.

Smell if it’s well

Ever wondered how a code smell would taste like? We chose it to be like vanilla. Our latest extreme feedback device scents our office air depending on code quality.

We at the Softwareschneiderei are constantly searching for ways to gather feedback from our projects. We get feedback from our customers and their users, but we also get feedback directly from the code, be it through test results or code analysis. A great way to make your code speak for itself is to provide it some Extreme Feedback Devices (XFD).

IntroduciIMG_0574_smellng the Smell-O-Mat

One thing we always wanted to have was “code smells” that really smell for themselves. When we ran across an ultrasonic humidifier that can produce room-wide smells by dispensing essential oils, we found the right device for this feedback. We bought two humidifiers and labeled them “good” and “evil”. The hardest part was to find a smell everybody relates to “evil”, but won’t distract you too much from your work. Whenever our code analysis finds a new real code smell, the “evil” humidifier is turned on for some minutes. If an existing code smell is fixed, we get the “good” smell.

The effects

We do not produce code smells all too often. But once in a while, it happens. And this incident can now be perceived throughout the day just by breathing. On the other hand, fixing old smells is a source of refreshing air. Whenever the office atmosphere needs replenishment, all you have to do is to fix some code smells in our large code base (they do get rare!). Of course, most junior developers just open a window for that.

We chose grapefruit being our “good” smell, so our work area tastes mostly limony now instead of just “developer’s thoughts”, a fragrance that yet has to bottled.

The technical solution

Technically, the integration of the two humidifiers with our reporting infrastructure was very easy. Every XFD is controlled by an IRC bot that understands certain commands suitable for the device and hangs around at our central IRC server. As an humidifier only understands “on” and “off”, it could be controlled just like the ONOZ! lamp. We connected the humidifiers to a remote controlled power supply, switched it on and let the bot control the supply.

Our reporting infrastructure forwards its results to an aggregation software that interprets the numbers and produces IRC commands for the device bots. All of this is done with a combination of website scraping (Hudson as our continuous integration server has a wonderful XML API) and IRC messaging.

The history of XFD so far

Over the last years, we gathered XFDs for almost every human sense. We have visual effects, audible feedback using speech synthesis and even bought an USB rocket launcher for forced feedback needs. With the Smell-O-Mat, we can now deal with smelling, too.
The last human sense we have to address is tasting. Plans for the “coffee salter” were impeded by our sense of humanity. We keep searching.


Read more about our Extreme Feedback Devices: