(Part of) what I do all day

Lately I’ve been asked what I do at work. What I really do. Well, if Great Biggary can frequently expound on his latest Maya scripts and python excursions, here goes with my explanations…

Most of what I do all day is read code. Just like an author or poet will read many many more books and poems than they write, so programmers read much more code than they write. At least, the ones that want to be any good do.

So I read and read and read, and hopefully understand, before I finally write a little bit which pokes the program in just that way and achieves the right result. Changing or writing as little code as possible means introducing as few bugs as possible.

I’m working with a few million lines of code, most of it C++. Today was a day when I didn’t quite get it to do what I wanted, but had to settle for second best. I’m writing some code to analyse how much data we load off disk every frame. (Note for my non-technical readers: a frame – in this case – is 1/30 of a second or 33ms. Quite a long time to an Xbox 360, but not long to you and me. It’s like… now to now. Nowtonow. N-now. You get the idea.)

Where was I? Oh yes. Well, while the game is running, we’re often loading things from the disk, which is why I’m writing this code. During development, we run off hard disk, which is really fast, but when we ship the final game, we need to run off DVD, which is really slow by comparison, which is why it’s important for us to know exactly how much data we’re asking it to read over time. Otherwise bad things happen like the player coming around a corner to discover that the ground ahead has temporarily disappeared. You might have seen something like this in video games from time to time, especially when discs get dirty.

There are basically a few categories of things we load (or “stream”) while the game is playing:

  • Sound effects and music
  • Textures (i.e. graphics, to explain further is outside the scope of this post, as they say)
  • Videos (when they are playing)
  • Extra parts of levels (“the world”, which are triggered to load at certain points as the player moves along)

So, imagine I’ve written a spiffy little display which shows how much data we loaded in each category over the last 2 seconds (or 60 frames, if you were paying attention earlier). All I need to do is actually feed the data into it, which means intercepting the part of the code where we actually read from the disc, and keeping a running total of the number of bytes we read, in each category.

This was quite easy to do for textures and levels, which go through one mechanism for loading. No problem there. But it was a little more tricky to do for the audio and video data. Especially the video. Here I need to get a bit technical to explain why.

To hook up the texture and level data to the right category in the display was fairly easy – at one point in time when a disc load is scheduled, I save a little piece of context along with the load request so that later, when the disc load happens, the saved context tells me what category to add to. The code that knows which category to add to is just one step away from the code that actually does the loading, so this is easy to keep track of.

But it’s a large codebase, and the code that reads data off the disc for the audio and video data is different from the code that reads data for the other categories. In fact, it turns out that the video code especially is much more complex. In this case, the code that actually does the loading is many steps away from the code that knows the context of the data. This is because the video and audio code is pretty aggressively multi-threaded.

Explanatory aside for the non-techies: a thread is a single set of instructions the computer is executing, one after another. In the real olden days, one thread was all you got. Then some bright spark (no, really) noticed that a lot of the time the processor was waiting for other stuff to happen (like reading from a disk, say) and the concept of multi-threading was born. If one lot of instructions (e.g. one program) was waiting for something to happen and unable to proceed, well, we could let the computer work at doing something else for a while until it could resume the first task. Heck, we could even interrupt the computer after it had been doing one thing for a while and let it do another thing for a while, and if we did this fast enough, it would look like the computer was doing two things at once!

This concept is now the basis of all modern operating systems, even those written by Microsoft. This is why you can have your email open and browse the web at the same time. And nowadays we don’t just have the illusion of computers (and consoles) doing multiple things at once; we are starting to get machines with more than one processor in them, so that they really can do multiple things in parallel.

So back to the video problem. It’s this: the code that counts the bytes that are loaded is in one thread. The video player control is in another. The code handling the audio is another. The code that actually reads the data off disc is yet another. And (this is the real kicker) the code that decodes the video and actually triggers more data to be read off disc when it’s ready for more? Well that code is on several threads, and they are changed around while the program is running according to which processors have spare time.

So to get a 100% accurate attribution of bytes read from disc to audio and video categories would require passing that bit of context through many handoff points, writing a lot of code, and recompiling many libraries, and therefore also maintaining those changes to the libraries, which are normally handled by other people in other parts of the company. (A library – being a chunk of code that is self-contained and that you can use generally without detailed knowledge of its innards – is primarily a mechanism for reducing complexity. Audio and video code is typical of the sort of thing that gets put into libraries. So changing the insides of a library, while technically as possible as changing any code is, is preferably to be avoided.)

So my solution? I put in a piece of code to flag when a video was playing, and a piece of code to intercept the actual reading the data off disc part that services the audio and video code. A piece of code at the very top and bottom layer of the cake, as it were. Videos play rarely, so when a video is not playing, I add up all the bytes and simply put them in the audio category. When a video is playing, I put them all in the video category (even though at that point it includes some audio data). The result is not perfect, since video and audio data can’t be separated, but since videos play rarely, it works well enough for my purposes.

Sometimes, even in programming, one needs to abandon the perfectly correct in favour of the good-enough, pragmatic solution.

1 comment

  1. No, never! Perfection in all things always! You will be assimilated.

    I enjoyed reading all of this. What brought on the sudden bought of sharing? I’m not rubbing off on you, am I? If so, my apologies…

    -biggar

Leave a comment

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.