I will respond in slack, so we don't derail the original thread's
topic with my points.

Looking forward to your proposal.

On Thu, Apr 11, 2019 at 1:00 PM Junru Shao <junrushao1...@gmail.com> wrote:
>
> I don't have idea about the following issues:
>
> 1) Reducing the abuse of inlined code moving more logic to implementation
> files and improve scoping which will also speed up compilation
> 2) Reduce runtime of some unit tests
> 3) Improve MXNet startup time
>
> Will be super interested to hear about your ideas :-)
>
>
> On Thu, Apr 11, 2019 at 12:52 PM Junru Shao <junrushao1...@gmail.com> wrote:
>
> > 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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