I was setting up a cache to draw some shapes. My approach was as following:
I created a class OrbitCacheManager.h that looked like this:
#ifndef OrbitCacheManager_h
#define OrbitCacheManager_h
#include <vector>
#include "cache_0_0.h"
#include "cache_1_0.h"
// many more includes
namespace Core {
class OrbitCacheManager
{
public:
static std::pair<float,float> getValue(const std::pair<int,int>& type, float phase, float param)
{
auto cache = getCacheData(type);
// interpolate values based on phase and param
return calculated_value;
}
private:
static std::vector<std::pair<float,float>>& getCacheData(const std::pair<int,int>& type)
{
if (type.first == 0 && type.second == 0) return cache_0_0::values;
if (type.first == 1 && type.second == 0) return cache_1_0::values;
// etc
}
The cache files look like this:
cache_0_0.h:
#ifndef cache_0_0_h
#define cache_0_0_h
#include <vector>
namespace Core {
class cache_0_0{
public:
static std::vector<std::pair<float,float>> values;
};
};
#endif
cache_0_0.cpp:
#include "cache_0_0.h"
using namespace Core;
std::vector<std::pair<float,float>> cache_0_0::values = {
{ 0.000000, 1.000000 }, { 0.062791, 0.998027 }, // etc
This was ment to be run like this:
for (some phase range) {
auto v = OrbitCacheManager::getValue(type, phase, param);
// do something with v
}
This approach turn out really slow, the profiler showed lots of CPU peaks and the UI was really laggy.
When I refactored the getCacheData method in OrbitCacheManager.h to this:
static std::vector<std::pair<float,float>>* getCacheData(const std::pair<int,int>& type)
{
if (type.first == 0 && type.second == 0) return &(cache_0_0::values);
Everything started working as expected.
My question is, why did that change increased speed so dramatically?
I'am using clang c++11 on IOS
auto
vsauto &
in a for range loop, maybe not a dup but could be related – Zerelda