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benchmark simplified
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@ -22,36 +22,29 @@ public static Bounds MinMax(float min, float max) =>
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// simple benchmark to compare some optimizations later.
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// 64 entries are much more than we would usually use.
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//
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// Unity 2021.3 LTS, release mode: 10x000 x 65; limit=8
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// O(N) Queue<Bounds> implementation: 1045 ms
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// O(N) Queue and recalculate every 2nd: 640 ms
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// O(N) OpenQueue cache friendly: 564 ms
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// Unity 2021.3 LTS, release mode: 100k; limit=8
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// O(N) Queue<Bounds> implementation: 183 ms
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// O(N) Queue and recalculate every 2nd: 108 ms
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// O(N) OpenQueue cache friendly: 98 ms
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[Test]
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[TestCase(10_000, 64, 8, 2)]
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public void Benchmark(int iterations, int insertions, int limit, int recalculate)
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[TestCase(100_000, 8, 1)]
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[TestCase(100_000, 8, 2)]
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public void Benchmark(int iterations, int limit, int recalculate)
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{
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HistoryBounds history = new HistoryBounds(limit, recalculate);
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// always use the same seed so we get the same test.
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Random.InitState(0);
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// repeat the test 'iterations' x times
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for (int iteration = 0; iteration < iterations; ++iteration)
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HistoryBounds history = new HistoryBounds(limit, recalculate);
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for (int i = 0; i < iterations; ++i)
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{
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// each test captures 'insertions' bounds,
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// with a history of 'limit' bounds.
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history.Reset();
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for (int i = 0; i < insertions; ++i)
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{
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float min = Random.Range(-1, 1);
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float max = Random.Range(min, 1);
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Bounds bounds = MinMax(min, max);
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history.Insert(bounds);
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float min = Random.Range(-1, 1);
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float max = Random.Range(min, 1);
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Bounds bounds = MinMax(min, max);
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history.Insert(bounds);
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// always call .total to include any getter calculations in
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// the benchmark here.
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Bounds total = history.total;
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}
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// always call .total to include any getter calculations in
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// the benchmark here.
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Bounds total = history.total;
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}
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}
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