Appending to slice bad performance.. why?

孤街醉人 提交于 2019-12-05 05:43:22

The builtin append() needs to create a new backing array if the capacity of the destination slice is less than what the length of the slice would be after the append. This also requires to copy the current elements from destination to the newly allocated array, so there are much overhead.

Slices you append to are most likely empty slices since you used a slice literal to create your Opengl.OpenGLVertexInfo value. Even though append() thinks for the future and allocates a bigger array than what is needed to append the specified elements, chances are that in your case multiple reallocations will be needed to complete the 4 iterations.

You may avoid reallocations if you create and initialize vertexInfo like this:

vertexInfo := Opengl.OpenGLVertexInfo{
    Translations: []float32{float32(s.x), float32(s.y), 0, float32(s.x), float32(s.y), 0, float32(s.x), float32(s.y), 0, float32(s.x), float32(s.y), 0},
    Rotations:    []float64{0, 0, 1, s.rot, 0, 0, 1, s.rot, 0, 0, 1, s.rot, 0, 0, 1, s.rot},
    Scales:       []float64{s.xS, s.yS, 0, s.xS, s.yS, 0, s.xS, s.yS, 0, s.xS, s.yS, 0},
    Colors:       []float64{s.r, s.g, s.b, s.a, s.r, s.g, s.b, s.a, s.r, s.g, s.b, s.a, s.r, s.g, s.b, s.a},
}

Also note that this struct literal will take care of not having to reallocate arrays behind the slices. But if in other places of your code (which we don't see) you append further elements to these slices, they may cause reallocations. If this is the case, you should create slices with bigger capacity covering "future" allocations (e.g. make([]float64, 16, 32)).

An empty slice is empty. To append, it must allocate memory. And then you do more appends, which have to allocate even more memory.

To speed it up use a fixed size array or use make to create a slice with the correct length, or initialize the slice with the items when you declare it.

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