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Caching In
Understand, measure and use your CPU
        Cache more effectively




         Richard Warburton
What are you talking about?

● Why do you care?

● Hardware Fundamentals

● Measurement

● Principles and Examples
Why do you care?
Perhaps why /should/ you care.
The Problem        Very Fast




 Relatively Slow
The Solution: CPU Cache

● Core Demands Data, looks at its cache
  ○ If present (a "hit") then data returned to register
  ○ If absent (a "miss") then data looked up from
    memory and stored in the cache


● Fast memory is expensive, a small amount
  is affordable
Multilevel Cache: Intel Sandybridge
    Physical Core 0                               Physical Core N
   HT: 2 Logical Cores                          HT: 2 Logical Cores


  Level 1      Level 1                          Level 1     Level 1
   Data      Instruction          ....           Data     Instruction
  Cache        Cache                            Cache       Cache



     Level 2 Cache                                Level 2 Cache




                         Shared Level 3 Cache
CPU Stalls
● Want your CPU to execute instructions

● Stall = CPU can't execute because its
  waiting on memory

● Stalls displace potential computation

● Busy-work Strategies
  ○ Out-of-Order Execution
  ○ Simultaneous MultiThreading (SMT) /
    HyperThreading (HT)
How bad is a miss?
          Location        Latency in Clockcycles

          Register        0

          L1 Cache        3

          L2 Cache        9

          L3 Cache        21

          Main Memory     150-400




NB: Sandybridge Numbers
Cache Lines
● Data transferred in cache lines

● Fixed size block of memory

● Usually 64 bytes in current x86 CPUs

● Purely hardware consideration
You don't need to
know everything
Architectural Takeaways



● Modern CPUs have large multilevel Caches

● Cache misses cause Stalls

● Stalls are expensive
Measurement
Barometer, Sun Dial ... and CPU Counters
Do you care?
● DON'T look at CPU Caching behaviour first!

● Not all Performance Problems CPU Bound
  ○   Garbage Collection
  ○   Networking
  ○   Database or External Service
  ○   I/O


● Consider caching behaviour when you're
  execution bound and know your hotspot.
CPU Performance Counters
● CPU Register which can count events
   ○ Eg: the number of Level 3 Cache Misses


● Model Specific Registers
   ○ not instruction set standardised by x86
   ○ differ by CPU (eg Penryn vs Sandybridge)


● Don't worry - leave details to tooling
Measurement: Instructions Retired

● The number of instructions which executed
  until completion
   ○ ignores branch mispredictions


● When stalled you're not retiring instructions

● Aim to maximise instruction retirement when
  reducing cache misses
Cache Misses
● Cache Level
  ○ Level 3
  ○ Level 2
  ○ Level 1 (Data vs Instruction)


● What to measure
  ○   Hits
  ○   Misses
  ○   Reads vs Writes
  ○   Calculate Ratio
Cache Profilers
● Open Source
  ○ perfstat
  ○ linux (rdmsr/wrmsr)
  ○ Linux Kernel (via /proc)


● Proprietary
  ○   jClarity jMSR
  ○   Intel VTune
  ○   AMD Code Analyst
  ○   Visual Studio 2012
Good Benchmarking Practice

● Warmups

● Measure and rule-out other factors

● Specific Caching Ideas ...
Take Care with Working Set Size
Good Benchmark = Low Variance
You can measure Cache behaviour
Principles & Examples
     Sequential Code
Prefetching


●   Prefetch = Eagerly load data
●   Adjacent Cache Line Prefetch
●   Data Cache Unit (Streaming) Prefetch
●   Problem: CPU Prediction isn't perfect
●   Solution: Arrange Data so accesses
    are predictable
Temporal Locality
            Repeatedly referring to same data in a short time span


Spatial Locality
                Referring to data that is close together in memory



Sequential Locality
              Referring to data that is arranged linearly in memory
General Principles

● Use smaller data types (-XX:+UseCompressedOops)

● Avoid 'big holes' in your data

● Make accesses as linear as possible
Primitive Arrays

// Sequential Access = Predictable

for (int i=0; i<someArray.length; i++)
   someArray[i]++;
Primitive Arrays - Skipping Elements

// Holes Hurt

for (int i=0; i<someArray.length; i += SKIP)
   someArray[i]++;
Primitive Arrays - Skipping Elements
Multidimensional Arrays
● Multidimensional Arrays are really Arrays of
  Arrays in Java. (Unlike C)

● Some people realign their accesses:

for (int col=0; col<COLS; col++) {
  for (int row=0; row<ROWS; row++) {
    array[ROWS * col + row]++;
  }
}
Bad Access Alignment

   Strides the wrong way, bad
   locality.

   array[COLS * row + col]++;




   Strides the right way, good
   locality.

   array[ROWS * col + row]++;
Data Locality vs Java Heap Layout
                      class Foo {
          count
                         Integer count;
0               bar      Bar bar;
                         Baz baz;
1         baz
                      }
2
                      // No alignment guarantees
3                     for (Foo foo : foos) {
                         foo.count = 5;
    ...
                         foo.bar.visit();
                      }
Data Locality vs Java Heap Layout
● Serious Java Weakness

● Location of objects in memory hard to
  guarantee.

● Garbage Collection Impact
  ○ Mark-Sweep
  ○ Copying Collector
Data Layout Principles
●   Primitive Collections (GNU Trove, etc.)
●   Arrays > Linked Lists
●   Hashtable > Search Tree
●   Avoid Code bloating (Loop Unrolling)
●   Custom Data Structures
    ○ Judy Arrays
      ■ an associative array/map
    ○ kD-Trees
      ■ generalised Binary Space Partitioning
    ○ Z-Order Curve
      ■ multidimensional data in one dimension
Game Event Server
class PlayerAttack {
  private long playerId;
  private int weapon;
  private int energy;
  ...
  private int getWeapon() {
    return weapon;
  }
  ...
Flyweight Unsafe (1)
static final Unsafe unsafe = ... ;

long space = OBJ_COUNT * ATTACK_OBJ_SIZE;

address = unsafe.allocateMemory(space);

static PlayerAttack get(int index) {
   long loc = address +
                  (ATTACK_OBJ_SIZE * index)
   return new PlayerAttack(loc);
}
Flyweight Unsafe (2)
class PlayerAttack {
   static final long WEAPON_OFFSET = 8
   private long loc;
   public int getWeapon() {
     long address = loc + WEAPON_OFFSET
     return unsafe.getInt(address);
   }
   public void setWeapon(int weapon) {
     long address = loc + WEAPON_OFFSET
     unsafe.setInt(address, weapon);
   }
}
SLAB
● Manually writing this is:
   ○ time consuming
   ○ error prone
   ○ boilerplate-ridden


● Prototype library:
   ○ http://github.com/RichardWarburton/slab
   ○ Maps an interface to a flyweight
Slab (2)
public interface GameEvent extends Cursor {
  public int getId();
  public void setId(int value);
  public long getStrength();
  public void setStrength(long value);
}

Allocator<GameEvent> eventAllocator =
                         Allocator.of(GameEvent.class);

GameEvent event = eventAllocator.allocate(100);

event.move(50);

event.setId(6);
assertEquals(6, event.getId());
Data Alignment

● An address a is n-byte aligned when:
  ○ n is a power of two
  ○ a is divisible by n

● Cache Line Aligned:
  ○ byte aligned to the size of a cache line
Rules and Hacks
● Java (Hotspot) ♥ 8-byte alignment:
  ○ new Java Objects
  ○ Unsafe.allocateMemory
  ○ Bytebuffer.allocateDirect


● Get the object address:
  ○ Unsafe gives it to you directly
  ○ Direct ByteBuffer has a field called 'address'
Cacheline Aligned Access

● Performance Benefits:
    ○    3-6x on Core2Duo
    ○    ~1.5x on Nehalem Class
    ○    Measured using direct ByteBuffers
    ○    Mid Aligned vs Straddling a Cacheline


●   http://psy-lob-saw.blogspot.co.uk/2013/01/direct-memory-alignment-in-java.html
Today I learned ...

Access and Cache Aligned, Contiguous Data
Translation Lookaside
       Buffers
      TLB, not TLAB!
Virtual Memory


● RAM is finite

● RAM is fragmented

● Multitasking is nice

● Programming easier with a contiguous
  address space
Page Tables
● Virtual Address Space split into pages

● Page has two Addresses:
  ○ Virtual Address: Process' view
  ○ Physical Address: Location in RAM/Disk


● Page Table
  ○   Mapping Between these addresses
  ○   OS Managed
  ○   Page Fault when entry is missing
  ○   OS Pages in from disk
Translation Lookaside Buffers
● TLB = Page Table Cache

● Avoids memory bottlenecks in page lookups

● CPU Cache is multi-level => TLB is multi-
  level

● Miss/Hit rates measurable via CPU Counters
  ○ Hit/Miss Rates
  ○ Walk Duration
TLB Flushing
● Process context switch => change address
  space

● Historically caused "flush" =


● Avoided with an Address Space Identifier
  (ASID)
Page Size Tradeoff:
  Bigger Pages
     = less pages
     = quicker page lookups

                     vs

  Bigger Pages
     = wasted memory space
     = more disk paging
Page Sizes
●   Page Size is adjustable
●   Common Sizes: 4KB, 2MB, 1GB
●   Easy Speedup: 10%-30%
●   -XX:+UseLargePages
●   Oracle DBs love Large Pages
Too Long, Didn't Listen

1. Virtual Memory + Paging have an overhead

2. Translation Lookaside Buffers used to
reduce cost

3. Page size changes important
Principles & Examples (2)
       Concurrent Code
Context Switching

● Multitasking systems 'context switch'
  between processes

● Variants:
  ○ Thread
  ○ Process
  ○ Virtualized OS
Context Switching Costs
● Direct Cost
  ○ Save old process state
  ○ Schedule new process
  ○ Load new process state

● Indirect Cost
  ○   TLB Reload (Process only)
  ○   CPU Pipeline Flush
  ○   Cache Interference
  ○   Temporal Locality
Indirect Costs (cont.)
● "Quantifying The Cost of Context Switch" by
  Li et al.
  ○ 5 years old - principle still applies
  ○ Direct = 3.8 microseconds
  ○ Indirect = ~0 - 1500 microseconds
  ○ indirect dominates direct when working set > L2
     Cache size
● Cooperative hits also exist
● Minimise context switching if possible
Locking

● Locks require kernel arbitration
   ○ Not a context switch, but a mode switch
   ○ Lots of lock contention causes context switching


● Has a cache-pollution cost

● Can use try lock-free algorithms
Java Memory Model

● JSR 133 Specs the memory model

● Turtles Example:
  ○ Java Level: volatile
  ○ CPU Level: lock
  ○ Cache Level: MESI


● Has a cost!
False Sharing
● Data can share a cache line

● Not always good
  ○ Some data 'accidentally' next to other data.
  ○ Causes Cache lines to be evicted prematurely


● Serious Concurrency Issue
Concurrent Cache Line Access




                          © Intel
Current Solution: Field Padding
public volatile long value;
public long pad1, pad2, pad3, pad4,
pad5, pad6;

8 bytes(long) * 7 fields + header = 64 bytes =
Cacheline

NB: fields aligned to 8 bytes even if smaller
Real Solution: JEP 142
class UncontendedFoo {

    int someValue;

    @Uncontended volatile long foo;

    Bar bar;
}


http://openjdk.java.net/jeps/142
False Sharing in Your GC
● Card Tables
   ○ Split RAM into 'cards'
   ○ Table records which parts of RAM are written to
   ○ Avoid rescanning large blocks of RAM


● BUT ... optimise by writing to the byte on
  every write

● -XX:+UseCondCardMark
   ○ Use With Care: 15-20% sequential slowdown
Buyer Beware:

● Context Switching

● False Sharing

● Visibility/Atomicity/Locking Costs
Too Long, Didn't Listen

1. Caching Behaviour has a performance effect

2. The effects are measurable

3. There are common problems and solutions
Questions?
           @RichardWarburto


www.akkadia.org/drepper/cpumemory.pdf
www.jclarity.com/friends/
g.oswego.edu/dl/concurrency-interest/
A Brave New World
   (hopefully, sort of)
Arrays 2.0
● Proposed JVM Feature
● Library Definition of Array Types
● Incorporate a notion of 'flatness'
● Semi-reified Generics
● Loads of other goodies (final, volatile,
  resizing, etc.)
● Requires Value Types
Value Types
● Assign or pass the object you copy the value
  and not the reference

● Allow control of the memory layout

● Control of layout = Control of Caching
  Behaviour

● Idea, initial prototypes in mlvm
The future will solve all problems!

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Caching in (DevoxxUK 2013)

  • 1. Caching In Understand, measure and use your CPU Cache more effectively Richard Warburton
  • 2. What are you talking about? ● Why do you care? ● Hardware Fundamentals ● Measurement ● Principles and Examples
  • 3. Why do you care? Perhaps why /should/ you care.
  • 4. The Problem Very Fast Relatively Slow
  • 5. The Solution: CPU Cache ● Core Demands Data, looks at its cache ○ If present (a "hit") then data returned to register ○ If absent (a "miss") then data looked up from memory and stored in the cache ● Fast memory is expensive, a small amount is affordable
  • 6. Multilevel Cache: Intel Sandybridge Physical Core 0 Physical Core N HT: 2 Logical Cores HT: 2 Logical Cores Level 1 Level 1 Level 1 Level 1 Data Instruction .... Data Instruction Cache Cache Cache Cache Level 2 Cache Level 2 Cache Shared Level 3 Cache
  • 7. CPU Stalls ● Want your CPU to execute instructions ● Stall = CPU can't execute because its waiting on memory ● Stalls displace potential computation ● Busy-work Strategies ○ Out-of-Order Execution ○ Simultaneous MultiThreading (SMT) / HyperThreading (HT)
  • 8. How bad is a miss? Location Latency in Clockcycles Register 0 L1 Cache 3 L2 Cache 9 L3 Cache 21 Main Memory 150-400 NB: Sandybridge Numbers
  • 9. Cache Lines ● Data transferred in cache lines ● Fixed size block of memory ● Usually 64 bytes in current x86 CPUs ● Purely hardware consideration
  • 10. You don't need to know everything
  • 11. Architectural Takeaways ● Modern CPUs have large multilevel Caches ● Cache misses cause Stalls ● Stalls are expensive
  • 12. Measurement Barometer, Sun Dial ... and CPU Counters
  • 13. Do you care? ● DON'T look at CPU Caching behaviour first! ● Not all Performance Problems CPU Bound ○ Garbage Collection ○ Networking ○ Database or External Service ○ I/O ● Consider caching behaviour when you're execution bound and know your hotspot.
  • 14. CPU Performance Counters ● CPU Register which can count events ○ Eg: the number of Level 3 Cache Misses ● Model Specific Registers ○ not instruction set standardised by x86 ○ differ by CPU (eg Penryn vs Sandybridge) ● Don't worry - leave details to tooling
  • 15. Measurement: Instructions Retired ● The number of instructions which executed until completion ○ ignores branch mispredictions ● When stalled you're not retiring instructions ● Aim to maximise instruction retirement when reducing cache misses
  • 16. Cache Misses ● Cache Level ○ Level 3 ○ Level 2 ○ Level 1 (Data vs Instruction) ● What to measure ○ Hits ○ Misses ○ Reads vs Writes ○ Calculate Ratio
  • 17. Cache Profilers ● Open Source ○ perfstat ○ linux (rdmsr/wrmsr) ○ Linux Kernel (via /proc) ● Proprietary ○ jClarity jMSR ○ Intel VTune ○ AMD Code Analyst ○ Visual Studio 2012
  • 18. Good Benchmarking Practice ● Warmups ● Measure and rule-out other factors ● Specific Caching Ideas ...
  • 19. Take Care with Working Set Size
  • 20. Good Benchmark = Low Variance
  • 21. You can measure Cache behaviour
  • 22. Principles & Examples Sequential Code
  • 23. Prefetching ● Prefetch = Eagerly load data ● Adjacent Cache Line Prefetch ● Data Cache Unit (Streaming) Prefetch ● Problem: CPU Prediction isn't perfect ● Solution: Arrange Data so accesses are predictable
  • 24. Temporal Locality Repeatedly referring to same data in a short time span Spatial Locality Referring to data that is close together in memory Sequential Locality Referring to data that is arranged linearly in memory
  • 25. General Principles ● Use smaller data types (-XX:+UseCompressedOops) ● Avoid 'big holes' in your data ● Make accesses as linear as possible
  • 26. Primitive Arrays // Sequential Access = Predictable for (int i=0; i<someArray.length; i++) someArray[i]++;
  • 27. Primitive Arrays - Skipping Elements // Holes Hurt for (int i=0; i<someArray.length; i += SKIP) someArray[i]++;
  • 28. Primitive Arrays - Skipping Elements
  • 29. Multidimensional Arrays ● Multidimensional Arrays are really Arrays of Arrays in Java. (Unlike C) ● Some people realign their accesses: for (int col=0; col<COLS; col++) { for (int row=0; row<ROWS; row++) { array[ROWS * col + row]++; } }
  • 30. Bad Access Alignment Strides the wrong way, bad locality. array[COLS * row + col]++; Strides the right way, good locality. array[ROWS * col + row]++;
  • 31. Data Locality vs Java Heap Layout class Foo { count Integer count; 0 bar Bar bar; Baz baz; 1 baz } 2 // No alignment guarantees 3 for (Foo foo : foos) { foo.count = 5; ... foo.bar.visit(); }
  • 32. Data Locality vs Java Heap Layout ● Serious Java Weakness ● Location of objects in memory hard to guarantee. ● Garbage Collection Impact ○ Mark-Sweep ○ Copying Collector
  • 33. Data Layout Principles ● Primitive Collections (GNU Trove, etc.) ● Arrays > Linked Lists ● Hashtable > Search Tree ● Avoid Code bloating (Loop Unrolling) ● Custom Data Structures ○ Judy Arrays ■ an associative array/map ○ kD-Trees ■ generalised Binary Space Partitioning ○ Z-Order Curve ■ multidimensional data in one dimension
  • 34. Game Event Server class PlayerAttack { private long playerId; private int weapon; private int energy; ... private int getWeapon() { return weapon; } ...
  • 35. Flyweight Unsafe (1) static final Unsafe unsafe = ... ; long space = OBJ_COUNT * ATTACK_OBJ_SIZE; address = unsafe.allocateMemory(space); static PlayerAttack get(int index) { long loc = address + (ATTACK_OBJ_SIZE * index) return new PlayerAttack(loc); }
  • 36. Flyweight Unsafe (2) class PlayerAttack { static final long WEAPON_OFFSET = 8 private long loc; public int getWeapon() { long address = loc + WEAPON_OFFSET return unsafe.getInt(address); } public void setWeapon(int weapon) { long address = loc + WEAPON_OFFSET unsafe.setInt(address, weapon); } }
  • 37. SLAB ● Manually writing this is: ○ time consuming ○ error prone ○ boilerplate-ridden ● Prototype library: ○ http://github.com/RichardWarburton/slab ○ Maps an interface to a flyweight
  • 38. Slab (2) public interface GameEvent extends Cursor { public int getId(); public void setId(int value); public long getStrength(); public void setStrength(long value); } Allocator<GameEvent> eventAllocator = Allocator.of(GameEvent.class); GameEvent event = eventAllocator.allocate(100); event.move(50); event.setId(6); assertEquals(6, event.getId());
  • 39. Data Alignment ● An address a is n-byte aligned when: ○ n is a power of two ○ a is divisible by n ● Cache Line Aligned: ○ byte aligned to the size of a cache line
  • 40. Rules and Hacks ● Java (Hotspot) ♥ 8-byte alignment: ○ new Java Objects ○ Unsafe.allocateMemory ○ Bytebuffer.allocateDirect ● Get the object address: ○ Unsafe gives it to you directly ○ Direct ByteBuffer has a field called 'address'
  • 41. Cacheline Aligned Access ● Performance Benefits: ○ 3-6x on Core2Duo ○ ~1.5x on Nehalem Class ○ Measured using direct ByteBuffers ○ Mid Aligned vs Straddling a Cacheline ● http://psy-lob-saw.blogspot.co.uk/2013/01/direct-memory-alignment-in-java.html
  • 42. Today I learned ... Access and Cache Aligned, Contiguous Data
  • 43. Translation Lookaside Buffers TLB, not TLAB!
  • 44. Virtual Memory ● RAM is finite ● RAM is fragmented ● Multitasking is nice ● Programming easier with a contiguous address space
  • 45. Page Tables ● Virtual Address Space split into pages ● Page has two Addresses: ○ Virtual Address: Process' view ○ Physical Address: Location in RAM/Disk ● Page Table ○ Mapping Between these addresses ○ OS Managed ○ Page Fault when entry is missing ○ OS Pages in from disk
  • 46. Translation Lookaside Buffers ● TLB = Page Table Cache ● Avoids memory bottlenecks in page lookups ● CPU Cache is multi-level => TLB is multi- level ● Miss/Hit rates measurable via CPU Counters ○ Hit/Miss Rates ○ Walk Duration
  • 47. TLB Flushing ● Process context switch => change address space ● Historically caused "flush" = ● Avoided with an Address Space Identifier (ASID)
  • 48. Page Size Tradeoff: Bigger Pages = less pages = quicker page lookups vs Bigger Pages = wasted memory space = more disk paging
  • 49. Page Sizes ● Page Size is adjustable ● Common Sizes: 4KB, 2MB, 1GB ● Easy Speedup: 10%-30% ● -XX:+UseLargePages ● Oracle DBs love Large Pages
  • 50. Too Long, Didn't Listen 1. Virtual Memory + Paging have an overhead 2. Translation Lookaside Buffers used to reduce cost 3. Page size changes important
  • 51. Principles & Examples (2) Concurrent Code
  • 52. Context Switching ● Multitasking systems 'context switch' between processes ● Variants: ○ Thread ○ Process ○ Virtualized OS
  • 53. Context Switching Costs ● Direct Cost ○ Save old process state ○ Schedule new process ○ Load new process state ● Indirect Cost ○ TLB Reload (Process only) ○ CPU Pipeline Flush ○ Cache Interference ○ Temporal Locality
  • 54. Indirect Costs (cont.) ● "Quantifying The Cost of Context Switch" by Li et al. ○ 5 years old - principle still applies ○ Direct = 3.8 microseconds ○ Indirect = ~0 - 1500 microseconds ○ indirect dominates direct when working set > L2 Cache size ● Cooperative hits also exist ● Minimise context switching if possible
  • 55. Locking ● Locks require kernel arbitration ○ Not a context switch, but a mode switch ○ Lots of lock contention causes context switching ● Has a cache-pollution cost ● Can use try lock-free algorithms
  • 56. Java Memory Model ● JSR 133 Specs the memory model ● Turtles Example: ○ Java Level: volatile ○ CPU Level: lock ○ Cache Level: MESI ● Has a cost!
  • 57. False Sharing ● Data can share a cache line ● Not always good ○ Some data 'accidentally' next to other data. ○ Causes Cache lines to be evicted prematurely ● Serious Concurrency Issue
  • 58. Concurrent Cache Line Access © Intel
  • 59. Current Solution: Field Padding public volatile long value; public long pad1, pad2, pad3, pad4, pad5, pad6; 8 bytes(long) * 7 fields + header = 64 bytes = Cacheline NB: fields aligned to 8 bytes even if smaller
  • 60. Real Solution: JEP 142 class UncontendedFoo { int someValue; @Uncontended volatile long foo; Bar bar; } http://openjdk.java.net/jeps/142
  • 61. False Sharing in Your GC ● Card Tables ○ Split RAM into 'cards' ○ Table records which parts of RAM are written to ○ Avoid rescanning large blocks of RAM ● BUT ... optimise by writing to the byte on every write ● -XX:+UseCondCardMark ○ Use With Care: 15-20% sequential slowdown
  • 62. Buyer Beware: ● Context Switching ● False Sharing ● Visibility/Atomicity/Locking Costs
  • 63. Too Long, Didn't Listen 1. Caching Behaviour has a performance effect 2. The effects are measurable 3. There are common problems and solutions
  • 64. Questions? @RichardWarburto www.akkadia.org/drepper/cpumemory.pdf www.jclarity.com/friends/ g.oswego.edu/dl/concurrency-interest/
  • 65. A Brave New World (hopefully, sort of)
  • 66. Arrays 2.0 ● Proposed JVM Feature ● Library Definition of Array Types ● Incorporate a notion of 'flatness' ● Semi-reified Generics ● Loads of other goodies (final, volatile, resizing, etc.) ● Requires Value Types
  • 67. Value Types ● Assign or pass the object you copy the value and not the reference ● Allow control of the memory layout ● Control of layout = Control of Caching Behaviour ● Idea, initial prototypes in mlvm
  • 68. The future will solve all problems!