"Premature optimization is root of all evil" is something almost all of us have heard/read. What I am curious what kind of optimization not premature, i.e. at every stage of software development (high level design, detailed design, high level implementation, detailed implementation etc) what is extent of optimization we can consider without it crossing over to dark side.
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When you're basing it off of experience? Not evil. "Every time we've done X, we've suffered a brutal performance hit. Let's plan on either optimizing or avoiding X entirely this time." When it's relatively painless? Not evil. "Implementing this as either Foo or Bar will take just as much work, but in theory, Bar should be a lot more efficient. Let's Bar it." When you're avoiding crappy algorithms that will scale terribly? Not evil. "Our tech lead says our proposed path selection algorithm runs in factorial time; I'm not sure what that means, but she suggests we commit seppuku for even considering it. Let's consider something else." The evil comes from spending a whole lot of time an energy solving problems that you don't know actually exist. When the problems definitely exist, or when the phantom psudo-problems may be solved cheaply, the evil goes away. Edit: Steve314 and Matthieu M. raise points in the comments that ought be considered. Basically, some varieties of "painless" optimizations simply aren't worth it either because the trivial performance upgrade they offer isn't worth the code obfuscation, they're duplicating enhancements the compiler is already performing, or both. See the comments for some nice examples of too-clever-by-half non-improvements. |
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Application code should only be as good as necessary, but library code should be as good as possible, since you never know how your library is going to be used. So when you're writing library code, it needs too be good in all aspects, be it performance, robustness, or any other category. Also, you need to think about performance when you design your application and when you pick algorithms. If it isn't designed to be performant, no degree of hackery can make it performant afterwards and no micro-optimizations will outweigh a superior algorithm. |
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The kind that come as a result of known issues. |
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You should always choose a "good enough" solution in all cases based on your experiences. The optimization saying refers to writing "more complex code than 'good enough' to make it faster" before actually knowing that it is necessary, hence making the code more complex than necessary. Complexity is what makes things hard, so that isn't a good thing. This means that you should not choose a super complex "can sort 100 Gb files by transparently swapping to disk" sorting routine when a simple sort will do, but you should also make a good choice for the simple sort in the first place. Blindly choosing Bubble Sort or "pick all entries randomly and see if they are in order. Repeat." is rarely good. |
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The full quote defines when optimization is not premature:
You can identify critical code in many ways: critical data structures or algorithms (e.g. used heavily or the "core" of the project) can give major optimizations, many minor optimizations are identified through profilers, and so on. |
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In my experience, at the detailed implementation phase the answer lies in profiling the code. Its important to know what needs to be faster and what is acceptably fast. It is also important to know where exactly the performance bottleneck is - optimizing a part of the code which takes only 5% of the total time to run wont do any good. Steps 2 and 3 describe non-premature optimization:
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My general rule of thumb: if you're not sure you'll need the optimization, assume you don't. But keep it in mind for when you do need to optimize. There are some issues that you can know about up front though. This usually involves choosing good algorithms and data structures. For instance, if you need to check membership in a collection, you can be pretty sure you will need some type of set data structure. |
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It's not optimisation when picking things that are hard to change eg: hardware platform. Picking data structures is a good example - critical to meeting both functional and non-functional (performance) requirements. Not easily changed and yet it will drive everything else in your app. Your data structures change what algorithms are available etc. |
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