I am writing a simple 3D SW rendering engine. I have a default ArrayList<Object3D>
containing the whole scene. Now, I want to be able to add, remove and select objects by name, like 3D editors do (because its MUCH more simple than mouse select, but still looking good in homework :) ).
So, the first thing I thought is to have Hashtable
for name and index to scene ArrayList
. But, then I thought I could just simply save the scene using Hashtable
directly, and go through it to render using iterator.
So I want to ask, in a 3D engine, what is speed-preferable? Because I will for-loop the scene many times per second, compared to selecting object. Is ArrayList
any faster than iterated Hashtable
? Thanks.
First, I suggest you use a HashMap
instead of a Hashtable
, for the same reason that ArrayList
is a better choice than a Vector
: less overhead due to useless synchronization.
My guess is that iterating through an ArrayList
will be faster than iterating through the Set
returned by a Hashtable
's (or HashMap
's) entrySet()
method. But the only way to know is to profile.
Obviously, changes to the display list (other than appending or chopping off the last element) are going to be faster for a HashMap
than for an ArrayList
.
EDIT So I followed my own advice and benchmarked. Here's the code I used:
import java.util.*;
public class IterTest {
static class Thing {
Thing(String name) { this.name = name; }
String name;
}
static class ArrayIterTest implements Runnable {
private final ArrayList<Thing> list;
ArrayIterTest(ArrayList<Thing> list) {
this.list = list;
}
public void run() {
int i = 0;
for (Thing thing : list) {
++i;
}
}
}
static class ArraySubscriptTest implements Runnable {
private final ArrayList<Thing> list;
ArraySubscriptTest(ArrayList<Thing> list) {
this.list = list;
}
public void run() {
int i = 0;
int n = list.size();
for (int j = 0; j < n; ++j) {
Thing thing = list.get(j);
++i;
}
}
}
static class MapIterTest implements Runnable {
private final Map<String, Thing> map;
MapIterTest(Map<String, Thing> map) {
this.map = map;
}
public void run() {
int i = 0;
Set<Map.Entry<String, Thing>> set = map.entrySet();
for (Map.Entry<String, Thing> entry : set) {
++i;
}
}
}
public static void main(String[] args) {
final int ITERS = 10000;
final Thing[] things = new Thing[1000];
for (int i = 0; i < things.length; ++i) {
things[i] = new Thing("thing " + i);
}
final ArrayList<Thing> arrayList = new ArrayList<Thing>();
Collections.addAll(arrayList, things);
final HashMap<String, Thing> hashMap = new HashMap<String, Thing>();
for (Thing thing : things) {
hashMap.put(thing.name, thing);
}
final ArrayIterTest t1 = new ArrayIterTest(arrayList);
final ArraySubscriptTest t2 = new ArraySubscriptTest(arrayList);
final MapIterTest t3 = new MapIterTest(hashMap);
System.out.println("t1 time: " + time(t1, ITERS));
System.out.println("t2 time: " + time(t2, ITERS));
System.out.println("t3 time: " + time(t3, ITERS));
}
private static long time(Runnable runnable, int iters) {
System.gc();
long start = System.nanoTime();
while (iters-- > 0) {
runnable.run();
}
return System.nanoTime() - start;
}
}
And here are the results for a typical run:
t1 time: 41412897
t2 time: 30580187
t3 time: 146536728
Clearly using an ArrayList is a big win (by a factor of 3-4) over a HashMap, at least for my style of iterating through a HashMap. I suspect the reason the array iterator is slower than array subscripting is all the iterator objects that need to be created and then garbage-collected.
For reference, this was done with Java 1.6.0_26 (64-bit JVM) on an Intel 1.6GHz quad-core Windows machine with plenty of free memory.
I'm fairly sure that iterating through the ArrayList
will be faster than iterating over the Hashtable
. Not sure how significant the difference is, though -- maybe (thumb suck) 2x in the actual internal logic, but that's not much.
But note that, unless you need multithread synchronization, you should use a HashMap
rather than a Hashtable
. There's some performance to be gained there.
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