We have a systematic solution to go without ABI headache. I am struggling
with some errants, and will share our proposal here as soon as I could.
This will be very interesting topic to discuss. Let's work hard together
and make it perfect :-)

On Thu, Apr 11, 2019 at 12:43 PM Pedro Larroy <pedro.larroy.li...@gmail.com>
wrote:

> Thanks Marco for raising this issue. I think we can certainly do some
> improvements in modularization and build. At the same time Tianqi's
> point of view is important to consider and on point. I see a high risk
> of overengineering in such endeavor.
>
> I also see increased complexity, difficulty debugging, C++ ABI
> headaches, API compatibility, crashes inside a binary module, etc.
> which I don't want to deal with as a developer or even as an MXNet
> user. Does somebody have answers to these problems?
>
> If somebody thinks they have a good solution, by all means propose a
> design in the wiki, I think we are all open. Personally I see several
> other lower hanging fruits which need our attention:
>  * Simplifying our build logic,
>  * Cuda selection in CMake,
>  * Reducing the abuse of inlined code moving more logic to
> implementation files and improve scoping which will also speed up
> compilation, (some units take more than 5 minutes to build and lots of
> RAM in a top of the line CPU core)
>  * Reduce runtime of some unit tests
> And other  improvements in our codebase that would bring immediate
> benefits without the risks of overengineering of a plugin system. I
> also question our bandwidth for such an endeavor.
>  * Improve MXNet startup time.
>  * Thread safety
>
> I would say, let's apply the KISS principle, let's make the project
> fast to build, easy to work on, well documented and easy to contribute
> to before building the next Netscape browser. Otherwise we could save
> ourselves this exercise and switch to Rust directly.
>
> Pedro.
>
>
>
> On Mon, Apr 8, 2019 at 9:42 AM Tianqi Chen <tqc...@cs.washington.edu>
> wrote:
> >
> > Just to clarify. I am not questioning the usefulness of the separation.
> > Just want to highlight the technical challenges here based on our past
> > experiences.
> >
> > Crossing DLL boundaries in C++ can create quite a lot of problems,
> > especially some of the dependencies used a different version of the
> > compiler, follows static packaging or simply because of the dynamic
> linking
> > difference in windows. These problems could make this direction move less
> > appealing compared to focusing effort on other things.
> >
> > Technically, as a first step, it is possible to make dependencies change
> > not change the global header files and via registration so that changing
> > certain component won't trigger a global recompile in CMake. This is
> also a
> > required step toward some modularity.
> >
> > For plugins, solutions that use C ABI can be used for certain plugin
> > modules.
> >
> > Some of the discussion has been tied to what the interface should look
> > like. I think we should use different threads for these and puts in more
> > thoughts.
> >
> > Tianqi
> >
> >
> >
> > On Sun, Apr 7, 2019 at 4:39 PM kellen sunderland <
> > kellen.sunderl...@gmail.com> wrote:
> >
> > > I think we can make some incremental progress.  My thoughts were along
> the
> > > lines of plugins (thinking about what happens with the VLC project).
> At
> > > process launch time we could gather some information about our
> execution
> > > environment (either through configuration, or by convention looking at
> our
> > > folder structure and libraries available).  We could then later load
> the
> > > components we need after understanding if we're using a CUDA backend
> and
> > > what operators or subgraph components we would need.  Advantages would
> be
> > > that we would move a lot of the current conditional compile logic to
> > > runtime, and automate a lot of it.  It would also make packaging
> binaries
> > > for targeted environments a little easier.  As an example we could
> compile
> > > once, then remove CUDA focused libraries for systems that are going to
> run
> > > on CPUs.
> > >
> > > On Sun, Apr 7, 2019 at 2:45 PM Tianqi Chen <tqc...@cs.washington.edu>
> > > wrote:
> > >
> > > > While I personally like the idea. This can be something that is
> fairly
> > > > technical challenging and I would caution against this idea vs
> pushing
> > > for
> > > > good features and just allow runtime configuration.
> > > >
> > > > The main problem here is due to the C++ ABI. There is no standard
> c++ ABI
> > > > across compilers, which means resorting to runtime DLL and dynamic
> > > loading
> > > > brings all sorts of technical problems, especially when multiple
> modules
> > > > depend on the same third dependency(CUDA runtime).
> > > > There is no good to go solution can be made here, especially given
> the
> > > > explosion of the backend variants and dependencies in C++.
> > > > A partial solution could be achieved, through the sole use of C ABI.
> > > > Combing this with code generation can result in some simplifications
> and
> > > > enable some runtime loadable module. TVM does this, and perhaps MXNet
> > > could
> > > > reuse some of that component for operator libraries. Similarly,
> having a
> > > > customizable operator library that is loadable via C ABI might be
> > > possible.
> > > >
> > > > So to summarize, while I really like the idea of dynamically loadable
> > > > modules. My past experience suggests that this will bring a lot of
> > > > additional engineering burden and technical debts without significant
> > > > benefit. I would suggest starting by supporting something simple
> like a
> > > > plugin module, before moving toward the general direction.
> > > >
> > > > Tianqi
> > > >
> > > > On Sun, Apr 7, 2019 at 1:31 PM kellen sunderland <
> > > > kellen.sunderl...@gmail.com> wrote:
> > > >
> > > > > Strongly support the idea of runtime loadable components in MXNet.
> > > > There's
> > > > > no reason (other than perhaps engineering effort) we can't have a
> > > single
> > > > > compilation of MXNet that finds dependencies and chooses execution
> > > paths
> > > > > intelligently (or based on configuration) at runtime.
> > > > >
> > > > > On Thu, Apr 4, 2019 at 12:29 PM Marco de Abreu <
> marcoab...@apache.org>
> > > > > wrote:
> > > > >
> > > > > > Hello,
> > > > > >
> > > > > > I'd like to start a discussion about something that I've noticed
> > > being
> > > > > > troublesome to maintain in the current version: Backend choices
> being
> > > > > made
> > > > > > at compile time.
> > > > > >
> > > > > > Right now, the different backends and accelerators (CPU, cuda,
> mkl,
> > > AWS
> > > > > > elastic inference, (future) AMD, openblas,TVM, etc) are all
> scattered
> > > > > > across the different layers of MXNet. On one hand, we have
> compile
> > > time
> > > > > > flags that decide which backends are being compiled into the
> binary,
> > > > > while
> > > > > > at the same time choices can be made in the frontend during
> runtime.
> > > > > >
> > > > > > At the moment, we have a lot of conditional build logic that
> picks
> > > > > > different parts. With the addition of MKLML and later MKLDNN the
> > > clear
> > > > > > separation of CPU and GPU got kind of broken up. While we have
> some
> > > > > places
> > > > > > where each code lives, in the end we resort to some files
> containing
> > > a
> > > > > lot
> > > > > > of conditional logic for the different backends (sorry I can't
> > > provide
> > > > > > links right now since I'm on mobile). To me this seems like a
> residue
> > > > of
> > > > > > the fast development style from the early days (more processor
> > > > statement
> > > > > > and less object orientation) while also having organic growth
> with
> > > new
> > > > > > accelerators. When I see how much AMD had to hack to fit in their
> > > > > > implementation, it seemed like we have to make this part more
> > > developer
> > > > > > friendly.
> > > > > >
> > > > > > At the moment, every new flavour of MXNet has to be entirely
> > > > recompiled.
> > > > > > This makes it hard for users to figure out which options to use,
> > > while
> > > > it
> > > > > > makes it harder for us to test since the overhead to test every
> > > single
> > > > > > combination of compile parameters would be overwhelming.
> > > > > >
> > > > > > I'd propose to have a clear class hierarchy based structure for
> > > > > > accelerators, operators and memory management. This structure can
> > > then
> > > > be
> > > > > > implemented by the different backends. To reduce the compile
> burden,
> > > we
> > > > > > would introduce dynamic loading and split the different backends
> into
> > > > > > modules. These could then be developed, maintained and compiled
> on
> > > > their
> > > > > > own and then placed in a "module" folder to be loaded at runtime.
> > > > Adding
> > > > > a
> > > > > > new accelerator would be a matter of placing the precompiled
> binary
> > > > into
> > > > > > the folder. The detailed configuration of that Backend would
> then be
> > > > done
> > > > > > on runtime - the user shouldn't worry at the point of downloading
> > > mxnet
> > > > > > whether they want mkl, MKLDNN, mkl, openblas, atlas, TVM, cuda or
> > > what
> > > > > ever
> > > > > > else there is. I have an idea how we could help the user
> choosing,
> > > but
> > > > > > that's outside the scope of this proposal.
> > > > > >
> > > > > > This would allow us to have a "core" MXNet that takes care of the
> > > > engine,
> > > > > > scheduling, communication and all the other crucial parts. On the
> > > other
> > > > > > hand we could make MXNet less of a monolith and have clear
> > > interfaces.
> > > > > This
> > > > > > would also act as a forcing function because the different parts
> > > > wouldn't
> > > > > > be intermingled but have to follow the common interface.
> > > > > >
> > > > > > Of course this comes with the question what these interfaces
> would
> > > look
> > > > > > like. For operators, I'd like to propose getting inspiring (or
> fully
> > > > > > adapting) ONNX. For memory management and other Backend specific
> > > things
> > > > > we
> > > > > > could look at the current implementations and find a common
> ground.
> > > > > >
> > > > > > Back when I had a community driven project, we heavily used this
> > > > > modularity
> > > > > > and it brought great benefits - besides the fact that our core
> was
> > > > closed
> > > > > > source. It allowed community developers to act entirely
> independent
> > > > from
> > > > > > other parts and even allowed them to add their own logic without
> > > having
> > > > > to
> > > > > > touch the core. Thinking about companies that implement their own
> > > > > backends
> > > > > > or have special tweaked operators without wanting to disclose
> them,
> > > > this
> > > > > > structure would avoid them having to fork the project and then
> spend
> > > a
> > > > > lot
> > > > > > of effort porting the changes to the latest source release
> versions.
> > > > > > Instead, they would maintain their module and we as MXNet
> community
> > > > would
> > > > > > only have to maintain these interfaces.
> > > > > >
> > > > > > Right now this is a lot of prosa and basically a brain dump of my
> > > > > thoughts.
> > > > > > I'd be happy to follow up with details, but first I'd be curious
> what
> > > > the
> > > > > > community thinks about this design.
> > > > > >
> > > > > > Best regards,
> > > > > > Marco
> > > > > >
> > > > >
> > > >
> > >
>

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