Correct me I'm wrong but std::map is an ordered map, thus each time I insert a value the map uses an algorithm to sort its items internally, which takes some time.
My application gets information regarding some items on a constant interval.
This app keeps a map which is defined like this:
::std::map<DWORD, myItem*>
At first all items are considered "new" to the app. An "Item" object is being allocated and added to this map, associating its id and a pointer to it.
When it's not a "new" item (just an update of this object) my app should find the object at the map, using the given id, and update.
Most of the times I get updates.
My question is:
Is there any faster map implementation or should I keep using this one?
Am I better use unordered_map?
Maps are 'fast enough' but not brilliant for some cases. Try to analyze what is the structure of objects you need to store. If the fields are fixed I'd recommend not to use nested maps. At all.
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The map solution results in "Time Limit Exceeded on Test 3", whereas the set solution results in "Time Limit Exceeded on Test 2", which means that Test 2 is such that the map solution works faster on it than the set solution.
Am I better use unordered_map?
Possibly.
std:map
provides consistent performance at O(log n) because it needs to be implemented as a balanced tree. But std:unordered_map
will be implemented as a hash table which might give you O(1) performance (good hash function and distribution of keys across hash buckets), but it could be O(n) (everything in one hash bucket and devolves to a list). One would normally expect something inbetween these extremes.
So you can have reasonable performance (O(log n)) all the time, or you need to ensure everything lines up to get good performance with a hash.
As with any such question: you need to measure before committing to one approach. Unless your datasets are large you might find there is no significant difference.
Important warning: Unless you have measured (and your question suggests that you haven't) that map performance substantially influences your application performance (large percentage of time is spent on searching and updating the map) don't bother with making it faster.
Stick to std::map
(or std::unordered_map
or any available hash_map
implementation).
Speeding up your application by 1% probably will not be worth the effort.
Make it bug free instead.
Echoing Richard's answer: measure performance with different map implementation using your real classes and real data.
Some additional notes:
Understand the difference between expected cost (hash maps usually have it lower), worst case cost (O(logn) for balanced binary tree but much higher for hash map if insert triggers reallocation of hash array) and amortized cost (total cost divided by number of operations or elements; depends on things like ratio of new and existing elements). You need to find out which is more constraining in your case. For example reallocating of hash maps can be too much if you need to adhere to very low latency limit.
Find out where real bottleneck is. It might be that cost of searching in map is insignificant compared to e.g. IO cost.
Try more specialized map implementation. For example a lot can be gained if you know something more about map's key. Authors of generic map implementations do not have such knowledge.
In your example (32 bit unsigned integer keys which strongly cluster, e.g. are assigned sequentially) you can use radix based approach. Very simple example (threat it as an illustration, not ready to use recipe):
Item *sentinel[65536]; // sentinel page, initialized to NULLs.
Item (*pages[65536])[65536]; // list of pages,
// initialized so every element points to sentinel
Then search is as simple as:
Item *value = pages[index >> 16][index & 0xFFFF];
When you need to set new value:
if (pages[index >> 16] == sentinel) {
pages[index >> 16] = allocate_new_null_filled_page();
}
pages[index >> 16][index & 0xFFFF] = value;
Tweak your map implementation.
E.g. every hash_map
likes to know approximate number of elements in advance. It helps avoid unnecessary reallocation of hash table and (possibly) rehashing of all keys.
With my specialized example above you certainly would try different page sizes, or three level version.
Common optimization is providing specialized memory allocator to avoid multiple allocations of small objects.
Whenever you insert or delete item, the memory allocation/deallocation costs a lot. Instead you can use an allocator like this one: https://github.com/moya-lang/Allocator which speeds up std::map twice as author says, but I found it even faster especially for other STL containers.
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