digitalmars.D.learn - Array List object?
- Gan (14/14) Jan 26 2015 Hey I'm using normal arrays for my project:
- Gan (6/20) Jan 26 2015 Found my problem. When you call remove, you need to set it.
- Gan (4/29) Jan 26 2015 On a side note, my program's ram usage is increasing very
- H. S. Teoh via Digitalmars-d-learn (29/61) Jan 26 2015 The answers to your question can be found here:
- Gan (8/89) Jan 26 2015 Thanks! My project use to hover at 80mb ram usage, now it hovers
- H. S. Teoh via Digitalmars-d-learn (11/17) Jan 27 2015 It's hard to say without more information. One possibility is that when
- bearophile (5/9) Jan 27 2015 This doesn't "clear" the array, it rebinds it to a null pointer.
- bearophile (4/4) Jan 27 2015 And it's named "dynamic array", instead of "Array List object",
Hey I'm using normal arrays for my project: //Declaring the array SBTile[] tiles; //Initializing the array tiles = new SBTile[](0); //Clearing the array tiles = []; //Removing a tile at index i from the array tiles.remove(i); //Adding a tile to the array tiles ~= tile; But I think I'm doing something very wrong because my list of tiles is growing larger and larger. Am I misusing the array or is there a better way of doing those array list functions?
Jan 26 2015
On Tuesday, 27 January 2015 at 05:32:09 UTC, Gan wrote:Hey I'm using normal arrays for my project: //Declaring the array SBTile[] tiles; //Initializing the array tiles = new SBTile[](0); //Clearing the array tiles = []; //Removing a tile at index i from the array tiles.remove(i); //Adding a tile to the array tiles ~= tile; But I think I'm doing something very wrong because my list of tiles is growing larger and larger. Am I misusing the array or is there a better way of doing those array list functions?Found my problem. When you call remove, you need to set it. tiles = tiles.remove(i); Though isn't it incredibly inefficient to continually have it re-create the arrays for adding and removing? I'm asking cause I'm not very knowledgable on this subject.
Jan 26 2015
On Tuesday, 27 January 2015 at 06:00:50 UTC, Gan wrote:On Tuesday, 27 January 2015 at 05:32:09 UTC, Gan wrote:On a side note, my program's ram usage is increasing very rapidly. All I'm doing to adding and removing objects from an array.Hey I'm using normal arrays for my project: //Declaring the array SBTile[] tiles; //Initializing the array tiles = new SBTile[](0); //Clearing the array tiles = []; //Removing a tile at index i from the array tiles.remove(i); //Adding a tile to the array tiles ~= tile; But I think I'm doing something very wrong because my list of tiles is growing larger and larger. Am I misusing the array or is there a better way of doing those array list functions?Found my problem. When you call remove, you need to set it. tiles = tiles.remove(i); Though isn't it incredibly inefficient to continually have it re-create the arrays for adding and removing? I'm asking cause I'm not very knowledgable on this subject.
Jan 26 2015
On Tue, Jan 27, 2015 at 06:02:38AM +0000, Gan via Digitalmars-d-learn wrote:On Tuesday, 27 January 2015 at 06:00:50 UTC, Gan wrote:The answers to your question can be found here: http://dlang.org/d-array-article.html In short, D "arrays" are actually not arrays directly, but slices of arrays (i.e., pointer and length pairs to a segment of memory managed by the GC). Therefore, assigning the return value of .remove back to tiles is extremely efficient, because all you're doing is updating the .ptr and .length fields of tiles. There is no copying of array elements at all (except what's already being done in .remove). However, the problem comes when you call .remove immediately followed by ~=. Because the runtime doesn't know whether you have made other slices of the same array in the meantime, it doesn't know whether you wish to retain the original array elements, so to be safe, whenever the array length shrinks it assumes that the next time you append something new, it should reallocate. Thus, every time ~= follows .remove, the array will be reallocated, which is extremely slow. The solution is to tell the runtime that yes, you do wish to overwrite whatever may have been there in GC memory before when you append: tiles = tiles.remove(i); assumeSafeAppend(tiles); // <--- this is the secret tiles ~= tile; // now this won't reallocate everytime Note that append to the array will still reallocate occasionally (e.g., when there is no more space in the currently allocated GC block, and the array needs to be moved to a new memory location where a bigger block can be allocated). But it should perform a lot better than reallocating every single time you append. T -- Life would be easier if I had the source code. -- YHLOn Tuesday, 27 January 2015 at 05:32:09 UTC, Gan wrote:On a side note, my program's ram usage is increasing very rapidly. All I'm doing to adding and removing objects from an array.Hey I'm using normal arrays for my project: //Declaring the array SBTile[] tiles; //Initializing the array tiles = new SBTile[](0); //Clearing the array tiles = []; //Removing a tile at index i from the array tiles.remove(i); //Adding a tile to the array tiles ~= tile; But I think I'm doing something very wrong because my list of tiles is growing larger and larger. Am I misusing the array or is there a better way of doing those array list functions?Found my problem. When you call remove, you need to set it. tiles = tiles.remove(i); Though isn't it incredibly inefficient to continually have it re-create the arrays for adding and removing? I'm asking cause I'm not very knowledgable on this subject.
Jan 26 2015
On Tuesday, 27 January 2015 at 06:16:03 UTC, H. S. Teoh wrote:On Tue, Jan 27, 2015 at 06:02:38AM +0000, Gan via Digitalmars-d-learn wrote:Thanks! My project use to hover at 80mb ram usage, now it hovers at 35mb ram usage. Nevermind. It just climbed up to 65mb Okay now I'm very confused. When I have my program fully hidden behind another window, my ram usage goes up without going down. Which my program is partly visible it goes up a few mb then returns to the past amount of mb. Is this a bug?On Tuesday, 27 January 2015 at 06:00:50 UTC, Gan wrote:The answers to your question can be found here: http://dlang.org/d-array-article.html In short, D "arrays" are actually not arrays directly, but slices of arrays (i.e., pointer and length pairs to a segment of memory managed by the GC). Therefore, assigning the return value of .remove back to tiles is extremely efficient, because all you're doing is updating the .ptr and .length fields of tiles. There is no copying of array elements at all (except what's already being done in .remove). However, the problem comes when you call .remove immediately followed by ~=. Because the runtime doesn't know whether you have made other slices of the same array in the meantime, it doesn't know whether you wish to retain the original array elements, so to be safe, whenever the array length shrinks it assumes that the next time you append something new, it should reallocate. Thus, every time ~= follows .remove, the array will be reallocated, which is extremely slow. The solution is to tell the runtime that yes, you do wish to overwrite whatever may have been there in GC memory before when you append: tiles = tiles.remove(i); assumeSafeAppend(tiles); // <--- this is the secret tiles ~= tile; // now this won't reallocate everytime Note that append to the array will still reallocate occasionally (e.g., when there is no more space in the currently allocated GC block, and the array needs to be moved to a new memory location where a bigger block can be allocated). But it should perform a lot better than reallocating every single time you append. TOn Tuesday, 27 January 2015 at 05:32:09 UTC, Gan wrote:On a side note, my program's ram usage is increasing very rapidly. All I'm doing to adding and removing objects from an array.Hey I'm using normal arrays for my project: //Declaring the array SBTile[] tiles; //Initializing the array tiles = new SBTile[](0); //Clearing the array tiles = []; //Removing a tile at index i from the array tiles.remove(i); //Adding a tile to the array tiles ~= tile; But I think I'm doing something very wrong because my list of tiles is growing larger and larger. Am I misusing the array or is there a better way of doing those array list functions?Found my problem. When you call remove, you need to set it. tiles = tiles.remove(i); Though isn't it incredibly inefficient to continually have it re-create the arrays for adding and removing? I'm asking cause I'm not very knowledgable on this subject.
Jan 26 2015
On Tue, Jan 27, 2015 at 07:18:22AM +0000, Gan via Digitalmars-d-learn wrote: [...]Okay now I'm very confused. When I have my program fully hidden behind another window, my ram usage goes up without going down. Which my program is partly visible it goes up a few mb then returns to the past amount of mb. Is this a bug?It's hard to say without more information. One possibility is that when the program is partly visible the GC gets triggered more often, so more memory gets returned to the OS, whereas when it's not, the GC may be triggering less often so memory usage increases. But that's just my guess, it's hard to say unless we know more about what your program does. T -- People say I'm indecisive, but I'm not sure about that. -- YHL, CONLANG
Jan 27 2015
Gan://Initializing the array tiles = new SBTile[](0);This is often useless.//Clearing the array tiles = [];This doesn't "clear" the array, it rebinds it to a null pointer. Bye, bearophile
Jan 27 2015
And it's named "dynamic array", instead of "Array List object", it's not a class instance. Bye, bearophile
Jan 27 2015