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Why is the STL priority_queue not much faster than multiset in this case?

I am comparing performance of an STL (g++) priority_queue and found that push and pop are not as fast as I would expect. See the following code:

#include <set>
#include <queue>

using namespace std;

typedef multiset<int> IntSet;

void testMap()
{
    srand( 0 );

    IntSet iSet;

    for ( size_t i = 0; i < 1000; ++i )
    {
        iSet.insert(rand());
    }

    for ( size_t i = 0; i < 100000; ++i )
    {
        int v = *(iSet.begin());
        iSet.erase( iSet.begin() );
        v = rand();
        iSet.insert(v);
    }
}

typedef priority_queue<int> IntQueue;

void testPriorityQueue()
{
    srand(0);
    IntQueue q;

    for ( size_t i = 0; i < 1000; ++i )
    {
        q.push(rand());
    }

    for ( size_t i = 0; i < 100000; ++i )
    {
        int v = q.top();
        q.pop();
        v = rand();
        q.push(v);
    }
}

int main(int,char**)
{
   testMap();
   testPriorityQueue();
}

I compiled this -O3 and then ran valgrind --tool=callgrind, KCachegrind testMap takes 54% of total CPU testPriorityQueue takes 44% of CPU

(Without -O3 testMap is a lot faster than testPriorityQueue) The function that seems to take most of the time for testPriorityQueue is called

void std::__adjust_heap<__gbe_cxx::__normal_iterator<int*, std::vector<int, std::allocator<int> > >, long, int, std::less<int> >

That function seems to be called from the pop() call.

What does this function do exactly? Is there a way to avoid it by using a different container or allocator?

The priority queue is implemented as a heap : this has to be "rebalanced" every time you remove the head element. In the linked description, delete-min is an O(log n) operation, really because the min (or head) element is the root of the flattened binary tree.

The set is usually implemented as a red-black tree , and the min element will be the leftmost node (so either a leaf, or having at most a right child). Therefore it has at most 1 child to be moved, and rebalancing can be amortized over multiple pop calls, based on the allowable degree of un-balanced-ness.

Note that if the heap has any advantage, it's likely to be in locality-of-reference (since it is contiguous rather than node-based). This is exactly the sort of advantage that may be harder for callgrind to measure accurately, so I'd suggest running some elapsed-real-time benchmark as well before accepting this result.

I have implemented a priority queue that seems to run faster when compiled with -O3. Maybe just because the compiler was able to inline more than in the STL case?

#include <set>
#include <queue>
#include <vector>
#include <iostream>

using namespace std;

typedef multiset<int> IntSet;

#define TIMES 10000000

void testMap()
{
    srand( 0 );

    IntSet iSet;

    for ( size_t i = 0; i < 1000; ++i ) {
        iSet.insert(rand());
    }

    for ( size_t i = 0; i < TIMES; ++i ) {
        int v = *(iSet.begin());
        iSet.erase( iSet.begin() );
        v = rand();
        iSet.insert(v);
    }
}

typedef priority_queue<int> IntQueue;

void testPriorityQueue()
{
    srand(0);
    IntQueue q;

    for ( size_t i = 0; i < 1000; ++i ) {
        q.push( rand() );
    }

    for ( size_t i = 0; i < TIMES; ++i ) {
        int v = q.top();
        q.pop();
        v = rand();
        q.push(v);
    }
}


template <class T>
class fast_priority_queue
{
public:
    fast_priority_queue()
        :size(1) {
        mVec.resize(1); // first element never used
    }
    void push( const T& rT ) {
        mVec.push_back( rT );
        size_t s = size++;
        while ( s > 1 ) {
            T* pTr = &mVec[s];
            s = s / 2;
            if ( mVec[s] > *pTr ) {
                T tmp = mVec[s];
                mVec[s] = *pTr;
                *pTr = tmp;
            } else break;
        }
    }
    const T& top() const {
        return mVec[1];
    }
    void pop() {
        mVec[1] = mVec.back();
        mVec.pop_back();
        --size;
        size_t s = 1;
        size_t n = s*2;
        T& rT = mVec[s];
        while ( n < size ) {
            if ( mVec[n] < rT ) {
                T tmp = mVec[n];
                mVec[n] = rT;
                rT = tmp;
                s = n;
                n = 2 * s;
                continue;
            }
            ++n;
            if ( mVec[n] < rT ) {
                T tmp = mVec[n];
                mVec[n] = rT;
                rT = tmp;
                s = n;
                n = 2 * s;
                continue;
            }
            break;
        }
    }
    size_t size;
    vector<T> mVec;
};

typedef fast_priority_queue<int> MyQueue;

void testMyPriorityQueue()
{
    srand(0);
    MyQueue q;

    for ( size_t i = 0; i < 1000; ++i ) {
        q.push( rand() );
    }

    for ( size_t i = 0; i < TIMES; ++i ) {
        int v = q.top();
        q.pop();
        v = rand();
        q.push(v);
    }
}


int main(int,char**)
{
    clock_t t1 = clock();
    testMyPriorityQueue();
    clock_t t2 = clock();
    testMap();
    clock_t t3 = clock();
    testPriorityQueue();
    clock_t t4 = clock();

    cout << "fast_priority_queue: " << t2 - t1 << endl;
    cout << "std::multiset: " << t3 - t2 << endl;
    cout << "std::priority_queue: " << t4 - t3 << endl;
}

When compiled with g++ 4.1.2 flag: -O3 on 64 bit Linux this gives me:

fast_priority_queue: 260000
std::multiset: 620000
std::priority_queue: 490000

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