Parallel-For loops and consistency - c#

I'm working an Euler problem with an outer and inner loop. The outer loop contains the value being checked, the inner loop controls how many test iterations pass, in this case looking for Lychrel numbers.
The outer loop works in parallel just fine, but the inner loop is extremely inconsistent. You can see from my commented out lines that I've tried a List<T> and used locking, as well as using ConcurrentQueue<T>. My initial implementation used a bool set to true (that the number IS a Lychrel number) which would get set to false if proven otherwise after n-iterations. It would then just count the number of collected Lychrel numbers. The bool operation wasn't working so well, jumping out of the inner loop (even with a lock). I even tried to implement a threadsafe boolean, but so far nothing has kept the inner loop consistent. At this point it's become a learning exercise. I'm generally familiar with threading, and use it fairly regularly even with collections, but this one stumps me as to the root cause of the problem.
static void Main(string[] args)
{
Stopwatch sw = new Stopwatch();
BigInteger answer = 0;
List<long> lychrels = new List<long>();
ConcurrentQueue<long> CQlychrels = new ConcurrentQueue<long>();
long maxValue = 10000;
long maxIterations = 50;
sw.Start();
//for (int i = 1; i < maxValue; i++)
Parallel.For(1, maxValue, i =>
{
BigInteger workingValue = i;
//bool lychrel = true;
//for (int w = 1; w < maxIterations; w++)
Parallel.For(1, maxIterations, (w, loopstate) =>
{
workingValue = workingValue.LychrelAdd();
if (workingValue.ToString().Length > 1)
if (IsPalindrome(workingValue))
{
//lychrel = false;
CQlychrels.Enqueue(i);
//lock (lychrels)
//lychrels.Add(i);
loopstate.Break();
//break;
}
});
//if (!lychrel)
//lock (lychrels)
//lychrels.Add(i);
});
answer = maxValue - CQlychrels.Count();
sw.Stop();
Console.WriteLine("Answer: " + answer);
Console.WriteLine("Found in " + sw.ElapsedTicks + " ticks.");
Console.WriteLine("Found in " + sw.ElapsedMilliseconds + "ms.");
while (Console.ReadKey() == null)
{ }
Environment.Exit(0);
}
BigInteger.LychrelAdd() just takes the value and a mirror of it's value and adds them together.
I suspect, perhaps, that either that or IsPalindrome() not being threadsafe may be the cause? Setting workingValue outside of that loop and working on it inside? Something to do with BigInteger being a reference value and that reference changing?

Related

C# Unexpected Performance - Function Calls

I'm optimizing every line of code in my application, as performance is key. I'm testing all assumptions, as what I expect is not what I see in reality.
A strange occurrence to me is the performance of function calls. Below are two scenarios. Iterating an integer within the loop, and with a function in the loop. I expected the function call to be slower, however it is faster??
Can anyone explain this? I'm using .NET 4.7.1
Without function: 2808ms
With function 2295ms
UPDATE:
Switching the loops switches the runtime as well - I don't understand why, but will accept it as it is. Running the two different loops in different applications give similar results. I'll assume in the future that a function call won't create any additional overhead
public static int a = 0;
public static void Increment()
{
a = a + 1;
}
static void Main(string[] args)
{
//There were suggestions that the first for loop always runs faster. I have included a 'dummy' for loop here to warm up.
a = 0;
for (int i = 0;i < 1000;i++)
{
a = a + 1;
}
//Normal increment
Stopwatch sw = new Stopwatch();
sw.Start();
a = 0;
for (int i = 0; i < 900000000;i++)
{
a = a + 1;
}
sw.Stop();
Console.WriteLine(sw.ElapsedMilliseconds);
//Increment with function
Stopwatch sw2 = new Stopwatch();
sw2.Start();
a = 0;
for (int i = 0; i < 900000000; i++)
{
Increment();
}
sw2.Stop();
Console.WriteLine(sw2.ElapsedMilliseconds);
Console.ReadLine();
}

Is it worth caching GetEnvironmentVariable in c#?

I have a program that reads environment variables many times (not sure the exact count, but probably in the thousands). I wanted to see if it would make sense to put them in a dictionary, as there are about 5 variables it uses over and over and over again. My first thought was that GetEnvironmentVariable probably doesn't take too much overhead, as it would be always hitting memory. I created the following test:
Stopwatch sw = new Stopwatch();
sw.Start();
Dictionary<string, string> vals = new Dictionary<string, string>();
vals["TargetRoot"] = "Hey";
for (int i = 0; i < 5e6; i++)
{
var j = vals["TargetRoot"];
if (j != null && j.Equals("hello there" + i))
{
break;
}
}
Console.WriteLine("Dictionary: " + sw.Elapsed);
sw.Restart();
for (int i = 0; i < 5e6; i++)
{
var j = Environment.GetEnvironmentVariable("TargetRoot");
if (j != null && j.Equals("hello there" + i))
{
break;
}
}
Console.WriteLine("EnvVar: " + sw.Elapsed);
TargetRoot in this case is set, but will never satify the if condition. The reason I added the if condition was so the compiler wouldn't short circuit. The results are as follows:
Debug:
Dictionary: 00:00:00.8907373
EnvVar: 00:00:19.3848903
Retail:
Dictionary: 00:00:00.8625990
EnvVar: 00:00:19.3109294
Debug in the VS debugger:
Dictionary: 00:00:01.0370544
EnvVar: 00:00:04.9588787
Do you think this test is trustworthy, and can I conclude that GetEnvironmentVariable is 5-20 times slower than using a local cache? Note that it seemed one of my cpus was at 100% during the 20 seconds, so I suspect it was more cpu bound than memory bound, but not positive.

Parallel.Foreach loop gets different result than For loop?

I've
written simple for loop iterating through array and Parallel.ForEach loop doing the same thing. However, resuls I've get are different so I want to ask what the heck is going on? :D
class Program
{
static void Main(string[] args)
{
long creating = 0;
long reading = 0;
long readingParallel = 0;
for (int j = 0; j < 10; j++)
{
Stopwatch timer1 = new Stopwatch();
Random rnd = new Random();
int[] array = new int[100000000];
timer1.Start();
for (int i = 0; i < 100000000; i++)
{
array[i] = rnd.Next(5);
}
timer1.Stop();
long result = 0;
Stopwatch timer2 = new Stopwatch();
timer2.Start();
for (int i = 0; i < 100000000; i++)
{
result += array[i];
}
timer2.Stop();
Stopwatch timer3 = new Stopwatch();
long result2 = 0;
timer3.Start();
Parallel.ForEach(array, (item) =>
{
result2 += item;
});
if (result != result2)
{
Console.WriteLine(result + " - " + result2);
}
timer3.Stop();
creating += timer1.ElapsedMilliseconds;
reading += timer2.ElapsedMilliseconds;
readingParallel += timer3.ElapsedMilliseconds;
}
Console.WriteLine("Create : \t" + creating / 100);
Console.WriteLine("Read: \t\t" + reading / 100);
Console.WriteLine("ReadP: \t\t" + readingParallel / 100);
Console.ReadKey();
}
}
So in the condition I get results:
result = 200009295;
result2 = 35163054;
Is there anything wrong?
The += operator is non-atomic and actually performs multiple operations:
load value at location that result is pointing to, into memory
add array[i] to the in-memory value (I'm simplifying here)
write the result back to result
Since a lot of these add operations will be running in parallel it is not just possible, but likely that there will be races between some of these operations where one thread reads a result value and performs the addition, but before it has the chance to write it back, another thread grabs the old result value (which hasn't yet been updated) and also performs the addition. Then both threads write their respective values to result. Regardless of which one wins the race, you end up with a smaller number than expected.
This is why the Interlocked class exists.
Your code could very easily be fixed:
Parallel.ForEach(array, (item) =>
{
Interlocked.Add(ref result2, item);
});
Don't be surprised if Parallel.ForEach ends up slower than the fully synchronous version in this case though. This is due to the fact that
the amount of work inside the delegate you pass to Parallel.ForEach is very small
Interlocked methods incur a slight but non-negligible overhead, which will be quite noticeable in this particular case

Code sample that shows casting to uint is more efficient than range check

So I am looking at this question and the general consensus is that uint cast version is more efficient than range check with 0. Since the code is also in MS's implementation of List I assume it is a real optimization. However I have failed to produce a code sample that results in better performance for the uint version. I have tried different tests and there is something missing or some other part of my code is dwarfing the time for the checks. My last attempt looks like this:
class TestType
{
public TestType(int size)
{
MaxSize = size;
Random rand = new Random(100);
for (int i = 0; i < MaxIterations; i++)
{
indexes[i] = rand.Next(0, MaxSize);
}
}
public const int MaxIterations = 10000000;
private int MaxSize;
private int[] indexes = new int[MaxIterations];
public void Test()
{
var timer = new Stopwatch();
int inRange = 0;
int outOfRange = 0;
timer.Start();
for (int i = 0; i < MaxIterations; i++)
{
int x = indexes[i];
if (x < 0 || x > MaxSize)
{
throw new Exception();
}
inRange += indexes[x];
}
timer.Stop();
Console.WriteLine("Comparision 1: " + inRange + "/" + outOfRange + ", elapsed: " + timer.ElapsedMilliseconds + "ms");
inRange = 0;
outOfRange = 0;
timer.Reset();
timer.Start();
for (int i = 0; i < MaxIterations; i++)
{
int x = indexes[i];
if ((uint)x > (uint)MaxSize)
{
throw new Exception();
}
inRange += indexes[x];
}
timer.Stop();
Console.WriteLine("Comparision 2: " + inRange + "/" + outOfRange + ", elapsed: " + timer.ElapsedMilliseconds + "ms");
}
}
class Program
{
static void Main()
{
TestType t = new TestType(TestType.MaxIterations);
t.Test();
TestType t2 = new TestType(TestType.MaxIterations);
t2.Test();
TestType t3 = new TestType(TestType.MaxIterations);
t3.Test();
}
}
The code is a bit of a mess because I tried many things to make uint check perform faster like moving the compared variable into a field of a class, generating random index access and so on but in every case the result seems to be the same for both versions. So is this change applicable on modern x86 processors and can someone demonstrate it somehow?
Note that I am not asking for someone to fix my sample or explain what is wrong with it. I just want to see the case where the optimization does work.
if (x < 0 || x > MaxSize)
The comparison is performed by the CMP processor instruction (Compare). You'll want to take a look at Agner Fog's instruction tables document (PDF), it list the cost of instructions. Find your processor back in the list, then locate the CMP instruction.
For mine, Haswell, CMP takes 1 cycle of latency and 0.25 cycles of throughput.
A fractional cost like that could use an explanation, Haswell has 4 integer execution units that can execute instructions at the same time. When a program contains enough integer operations, like CMP, without an interdependency then they can all execute at the same time. In effect making the program 4 times faster. You don't always manage to keep all 4 of them busy at the same time with your code, it is actually pretty rare. But you do keep 2 of them busy in this case. Or in other words, two comparisons take just as long as single one, 1 cycle.
There are other factors at play that make the execution time identical. One thing helps is that the processor can predict the branch very well, it can speculatively execute x > MaxSize in spite of the short-circuit evaluation. And it will in fact end up using the result since the branch is never taken.
And the true bottleneck in this code is the array indexing, accessing memory is one of the slowest thing the processor can do. So the "fast" version of the code isn't faster even though it provides more opportunity to allow the processor to concurrently execute instructions. It isn't much of an opportunity today anyway, a processor has too many execution units to keep busy. Otherwise the feature that makes HyperThreading work. In both cases the processor bogs down at the same rate.
On my machine, I have to write code that occupies more than 4 engines to make it slower. Silly code like this:
if (x < 0 || x > MaxSize || x > 10000000 || x > 20000000 || x > 3000000) {
outOfRange++;
}
else {
inRange++;
}
Using 5 compares, now I can a difference, 61 vs 47 msec. Or in other words, this is a way to count the number of integer engines in the processor. Hehe :)
So this is a micro-optimization that probably used to pay off a decade ago. It doesn't anymore. Scratch it off your list of things to worry about :)
I would suggest attempting code which does not throw an exception when the index is out of range. Exceptions are incredibly expensive and can completely throw off your bench results.
The code below does a timed-average bench for 1,000 iterations of 1,000,000 results.
using System;
using System.Diagnostics;
namespace BenchTest
{
class Program
{
const int LoopCount = 1000000;
const int AverageCount = 1000;
static void Main(string[] args)
{
Console.WriteLine("Starting Benchmark");
RunTest();
Console.WriteLine("Finished Benchmark");
Console.Write("Press any key to exit...");
Console.ReadKey();
}
static void RunTest()
{
int cursorRow = Console.CursorTop; int cursorCol = Console.CursorLeft;
long totalTime1 = 0; long totalTime2 = 0;
long invalidOperationCount1 = 0; long invalidOperationCount2 = 0;
for (int i = 0; i < AverageCount; i++)
{
Console.SetCursorPosition(cursorCol, cursorRow);
Console.WriteLine("Running iteration: {0}/{1}", i + 1, AverageCount);
int[] indexArgs = RandomFill(LoopCount, int.MinValue, int.MaxValue);
int[] sizeArgs = RandomFill(LoopCount, 0, int.MaxValue);
totalTime1 += RunLoop(TestMethod1, indexArgs, sizeArgs, ref invalidOperationCount1);
totalTime2 += RunLoop(TestMethod2, indexArgs, sizeArgs, ref invalidOperationCount2);
}
PrintResult("Test 1", TimeSpan.FromTicks(totalTime1 / AverageCount), invalidOperationCount1);
PrintResult("Test 2", TimeSpan.FromTicks(totalTime2 / AverageCount), invalidOperationCount2);
}
static void PrintResult(string testName, TimeSpan averageTime, long invalidOperationCount)
{
Console.WriteLine(testName);
Console.WriteLine(" Average Time: {0}", averageTime);
Console.WriteLine(" Invalid Operations: {0} ({1})", invalidOperationCount, (invalidOperationCount / (double)(AverageCount * LoopCount)).ToString("P3"));
}
static long RunLoop(Func<int, int, int> testMethod, int[] indexArgs, int[] sizeArgs, ref long invalidOperationCount)
{
Stopwatch sw = new Stopwatch();
Console.Write("Running {0} sub-iterations", LoopCount);
sw.Start();
long startTickCount = sw.ElapsedTicks;
for (int i = 0; i < LoopCount; i++)
{
invalidOperationCount += testMethod(indexArgs[i], sizeArgs[i]);
}
sw.Stop();
long stopTickCount = sw.ElapsedTicks;
long elapsedTickCount = stopTickCount - startTickCount;
Console.WriteLine(" - Time Taken: {0}", new TimeSpan(elapsedTickCount));
return elapsedTickCount;
}
static int[] RandomFill(int size, int minValue, int maxValue)
{
int[] randomArray = new int[size];
Random rng = new Random();
for (int i = 0; i < size; i++)
{
randomArray[i] = rng.Next(minValue, maxValue);
}
return randomArray;
}
static int TestMethod1(int index, int size)
{
return (index < 0 || index >= size) ? 1 : 0;
}
static int TestMethod2(int index, int size)
{
return ((uint)(index) >= (uint)(size)) ? 1 : 0;
}
}
}
You aren't comparing like with like.
The code you were talking about not only saved one branch by using the optimisation, but also 4 bytes of CIL in a small method.
In a small method 4 bytes can be the difference in being inlined and not being inlined.
And if the method calling that method is also written to be small, then that can mean two (or more) method calls are jitted as one piece of inline code.
And maybe some of it is then, because it is inline and available for analysis by the jitter, optimised further again.
The real difference is not between index < 0 || index >= _size and (uint)index >= (uint)_size, but between code that has repeated efforts to minimise the method body size and code that does not. Look for example at how another method is used to throw the exception if necessary, further shaving off a couple of bytes of CIL.
(And no, that's not to say that I think all methods should be written like that, but there certainly can be performance differences when one does).

For vs. Linq - Performance vs. Future

Very brief question. I have a randomly sorted large string array (100K+ entries) where I want to find the first occurance of a desired string. I have two solutions.
From having read what I can my guess is that the 'for loop' is going to currently give slightly better performance (but this margin could always change), but I also find the linq version much more readable. On balance which method is generally considered current best coding practice and why?
string matchString = "dsf897sdf78";
int matchIndex = -1;
for(int i=0; i<array.length; i++)
{
if(array[i]==matchString)
{
matchIndex = i;
break;
}
}
or
int matchIndex = array.Select((r, i) => new { value = r, index = i })
.Where(t => t.value == matchString)
.Select(s => s.index).First();
The best practice depends on what you need:
Development speed and maintainability: LINQ
Performance (according to profiling tools): manual code
LINQ really does slow things down with all the indirection. Don't worry about it as 99% of your code does not impact end user performance.
I started with C++ and really learnt how to optimize a piece of code. LINQ is not suited to get the most out of your CPU. So if you measure a LINQ query to be a problem just ditch it. But only then.
For your code sample I'd estimate a 3x slowdown. The allocations (and subsequent GC!) and indirections through the lambdas really hurt.
Slightly better performance? A loop will give SIGNIFICANTLY better performance!
Consider the code below. On my system for a RELEASE (not debug) build, it gives:
Found via loop at index 999999 in 00:00:00.2782047
Found via linq at index 999999 in 00:00:02.5864703
Loop was 9.29700432810805 times faster than linq.
The code is deliberately set up so that the item to be found is right at the end. If it was right at the start, things would be quite different.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Demo
{
public static class Program
{
private static void Main(string[] args)
{
string[] a = new string[1000000];
for (int i = 0; i < a.Length; ++i)
{
a[i] = "Won't be found";
}
string matchString = "Will be found";
a[a.Length - 1] = "Will be found";
const int COUNT = 100;
var sw = Stopwatch.StartNew();
int matchIndex = -1;
for (int outer = 0; outer < COUNT; ++outer)
{
for (int i = 0; i < a.Length; i++)
{
if (a[i] == matchString)
{
matchIndex = i;
break;
}
}
}
sw.Stop();
Console.WriteLine("Found via loop at index " + matchIndex + " in " + sw.Elapsed);
double loopTime = sw.Elapsed.TotalSeconds;
sw.Restart();
for (int outer = 0; outer < COUNT; ++outer)
{
matchIndex = a.Select((r, i) => new { value = r, index = i })
.Where(t => t.value == matchString)
.Select(s => s.index).First();
}
sw.Stop();
Console.WriteLine("Found via linq at index " + matchIndex + " in " + sw.Elapsed);
double linqTime = sw.Elapsed.TotalSeconds;
Console.WriteLine("Loop was {0} times faster than linq.", linqTime/loopTime);
}
}
}
LINQ, according to declarative paradigm, expresses the logic of a computation without describing its control flow. The query is goal oriented, selfdescribing and thus easy to analyse and understand. Is also concise. Moreover, using LINQ, one depends highly upon abstraction of data structure. That involves high rate of maintanability and reusability.
Iteration aproach addresses imperative paradigm. It gives fine-grained control, thus ease obtain higher performance. The code is also simpler to debug. Sometimes well contructed iteration is more readable than query.
There is always dilemma between performance and maintainability. And usually (if there is no specific requirements about performance) maintainability should win. Only if you have performance problems, then you should profile application, find problem source, and improve its performance (by reducing maintainability at same time, yes that's the world we live in).
About your sample. Linq is not very good solution here, because it do not add match maintainability into your code. Actually for me projecting, filtering, and projecting again looks even worse, than simple loop. What you need here is simple Array.IndexOf, which is more maintainable, than loop, and have almost same performance:
Array.IndexOf(array, matchString)
Well, you gave the answer to your question yourself.
Go with a For loop if you want the best performance, or go with Linq if you want readability.
Also perhaps keep in mind the possibility of using Parallel.Foreach() which would benefit from in-line lambda expressions (so, more closer to Linq), and that is much more readable then doing paralelization "manually".
I don't think either is considered best practice some people prefer looking at LINQ and some don't.
If performance is a issue the I would profile both bits of code for your scenario and if the difference is negligible then go with the one you feel more conformable with, after all it will most likely be you who maintains the code.
Also have you thought about using PLINQ or making the loop run in parallel?
Just an interesting observation. LINQ Lambda queries for sure add a penalty over LINQ Where queries or a For Loop. In the following code, it fills a list with 1000001 multi-parameter objects and then searches for a specific item that in this test will always be the last one, using a LINQ Lamba, a LINQ Where Query and a For Loop. Each test iterates 100 times and then averages the times to get the results.
LINQ Lambda Query Average Time: 0.3382 seconds
LINQ Where Query Average Time: 0.238 seconds
For Loop Average Time: 0.2266 seconds
I've run this test over and over, and even increase the iteration and the spread is pretty much identical statistically speaking. Sure we are talking 1/10 of a second for essentially that a million item search. So in the real world, unless something is that intensive, not sure you would even notice. But if you do the LINQ Lambda vs LINQ Where query does have a difference in performance. The LINQ Where is near the same as the For Loop.
private void RunTest()
{
try
{
List<TestObject> mylist = new List<TestObject>();
for (int i = 0; i <= 1000000; i++)
{
TestObject testO = new TestObject(string.Format("Item{0}", i), 1, Guid.NewGuid().ToString());
mylist.Add(testO);
}
mylist.Add(new TestObject("test", "29863", Guid.NewGuid().ToString()));
string searchtext = "test";
int iterations = 100;
// Linq Lambda Test
List<int> list1 = new List<int>();
for (int i = 1; i <= iterations; i++)
{
DateTime starttime = DateTime.Now;
TestObject t = mylist.FirstOrDefault(q => q.Name == searchtext);
int diff = (DateTime.Now - starttime).Milliseconds;
list1.Add(diff);
}
// Linq Where Test
List<int> list2 = new List<int>();
for (int i = 1; i <= iterations; i++)
{
DateTime starttime = DateTime.Now;
TestObject t = (from testO in mylist
where testO.Name == searchtext
select testO).FirstOrDefault();
int diff = (DateTime.Now - starttime).Milliseconds;
list2.Add(diff);
}
// For Loop Test
List<int> list3 = new List<int>();
for (int i = 1; i <= iterations; i++)
{
DateTime starttime = DateTime.Now;
foreach (TestObject testO in mylist)
{
if (testO.Name == searchtext)
{
TestObject t = testO;
break;
}
}
int diff = (DateTime.Now - starttime).Milliseconds;
list3.Add(diff);
}
float diff1 = list1.Average();
Debug.WriteLine(string.Format("LINQ Lambda Query Average Time: {0} seconds", diff1 / (double)100));
float diff2 = list2.Average();
Debug.WriteLine(string.Format("LINQ Where Query Average Time: {0} seconds", diff2 / (double)100));
float diff3 = list3.Average();
Debug.WriteLine(string.Format("For Loop Average Time: {0} seconds", diff3 / (double)100));
}
catch (Exception ex)
{
Debug.WriteLine(ex.ToString());
}
}
private class TestObject
{
public TestObject(string _name, string _value, string _guid)
{
Name = _name;
Value = _value;
GUID = _guid;
}
public string Name;
public string Value;
public string GUID;
}
The Best Option Is To Use IndexOf method of Array Class. Since it is specialized for arrays it will b significantly faster than both Linq and For Loop.
Improving on Matt Watsons Answer.
using System;
using System.Diagnostics;
using System.Linq;
namespace PerformanceConsoleApp
{
public class LinqVsFor
{
private static void Main(string[] args)
{
string[] a = new string[1000000];
for (int i = 0; i < a.Length; ++i)
{
a[i] = "Won't be found";
}
string matchString = "Will be found";
a[a.Length - 1] = "Will be found";
const int COUNT = 100;
var sw = Stopwatch.StartNew();
Loop(a, matchString, COUNT, sw);
First(a, matchString, COUNT, sw);
Where(a, matchString, COUNT, sw);
IndexOf(a, sw, matchString, COUNT);
Console.ReadLine();
}
private static void Loop(string[] a, string matchString, int COUNT, Stopwatch sw)
{
int matchIndex = -1;
for (int outer = 0; outer < COUNT; ++outer)
{
for (int i = 0; i < a.Length; i++)
{
if (a[i] == matchString)
{
matchIndex = i;
break;
}
}
}
sw.Stop();
Console.WriteLine("Found via loop at index " + matchIndex + " in " + sw.Elapsed);
}
private static void IndexOf(string[] a, Stopwatch sw, string matchString, int COUNT)
{
int matchIndex = -1;
sw.Restart();
for (int outer = 0; outer < COUNT; ++outer)
{
matchIndex = Array.IndexOf(a, matchString);
}
sw.Stop();
Console.WriteLine("Found via IndexOf at index " + matchIndex + " in " + sw.Elapsed);
}
private static void First(string[] a, string matchString, int COUNT, Stopwatch sw)
{
sw.Restart();
string str = "";
for (int outer = 0; outer < COUNT; ++outer)
{
str = a.First(t => t == matchString);
}
sw.Stop();
Console.WriteLine("Found via linq First at index " + Array.IndexOf(a, str) + " in " + sw.Elapsed);
}
private static void Where(string[] a, string matchString, int COUNT, Stopwatch sw)
{
sw.Restart();
string str = "";
for (int outer = 0; outer < COUNT; ++outer)
{
str = a.Where(t => t == matchString).First();
}
sw.Stop();
Console.WriteLine("Found via linq Where at index " + Array.IndexOf(a, str) + " in " + sw.Elapsed);
}
}
}
Output:
Found via loop at index 999999 in 00:00:01.1528531
Found via linq First at index 999999 in 00:00:02.0876573
Found via linq Where at index 999999 in 00:00:01.3313111
Found via IndexOf at index 999999 in 00:00:00.7244812
A bit of a non-answer, and really just an extension to https://stackoverflow.com/a/14894589, but I have, on and off, been working on an API-compatible replacement for Linq-to-Objects for a while now. It still doesn't provide the performance of a hand-coded loop, but it is faster for many (most?) linq scenarios. It does create more garbage, and has some slightly heavier up front costs.
The code is available https://github.com/manofstick/Cistern.Linq
A nuget package is available https://www.nuget.org/packages/Cistern.Linq/ (I can't claim this to be battle hardened, use at your own risk)
Taking the code from Matthew Watson's answer (https://stackoverflow.com/a/14894589) with two slight tweaks, and we get the time down to "only" ~3.5 time worse than the hand-coded loop. On my machine it take about 1/3 of the time of original System.Linq version.
The two changes to replace:
using System.Linq;
...
matchIndex = a.Select((r, i) => new { value = r, index = i })
.Where(t => t.value == matchString)
.Select(s => s.index).First();
With the following:
// a complete replacement for System.Linq
using Cistern.Linq;
...
// use a value tuple rather than anonymous type
matchIndex = a.Select((r, i) => (value: r, index: i))
.Where(t => t.value == matchString)
.Select(s => s.index).First();
So the library itself is a work in progress. It fails a couple of edge cases from the corefx's System.Linq test suite. It also still needs a few functions to be converted over (they currently have the corefx System.Linq implementation, which is compatible from an API perspective, if not a performance perspective). But anymore who wants to help, comment, etc would be appreciated....

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