Re: GCC on multiprocessor platform?
_firstname__at_lr_dot_los-gatos_dot_ca.us
Date: 06/04/05
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Date: Sat, 04 Jun 2005 05:08:40 -0000
In article <d7r1lc$7d5$1@news.onet.pl>, m <sq8ijk@poczta.onet.pl> wrote:
>Marco S Hyman napisał(a):
>> m <sq8ijk@poczta.onet.pl> writes:
>>>How to use more than one cpu (I am using bsd.mp) for building something
>>>e.g. make
>>
>> Make sure that there are enough processes running to require all available
>> cpus. On my two processor system, for example, it takes something
>> like 8 concurrent compiles to keep both processors busy most of the time.
>>
>you where right, I used before one more process than cpu (like I read
>somewhere in gentoo faq) but now I set up more and CPU usage grows up :)
We tested this extensively under HP-UX once. We found that the optimum was
8 compilation processes per CPU (we only tested powers of two, and above 4
processes per CPU there was little difference). Meaning on an 8-way
machine, you had to use -j64, and there are very few source trees where this
can be put to full use. The answer depends somewhat on the IO system, the
total amount of memory, and the ratio of memory bandwidth to CPU speed. It
makes a huge difference if the complete source tree is already in cache when
you start the compilation (for example it was just untared); then the
bottleneck is not the incoming IO system, and you need fewer compilation
processes to saturate the CPU. A lot of memory (many gigs) and a large TLB
is a must for this kind of game. The answer on an x86 with IDE disks will
probably be somewhat different from the answer for a high-end RISC machine
with fibre channel and a high-end RAID subsystem. But -j5 on a 4-way
machine is way too low.
-- The address in the header is invalid for obvious reasons. Please reconstruct the address from the information below (look for _). Ralph Becker-Szendy _firstname_@lr_dot_los-gatos_dot_ca.us
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