I am writing an app that requires access to a set of information from all classes and methods.
My query is, what's the most efficient way of doing this, so as to minimise memory usage?
I have taught myself coding and have, of course, come across numerous different methods to solve this whilst trawling the internet. For example:
I could create a global variable such as var info = ..., which I'd place above a class definition, thus giving access from anywhere in the app.
Or I could create a singleton, GameData and have the data stored there, e.g. GameData.shared.info, similarly available from anywhere in the app.
Or I could load the information in the first ViewController and then pass it around as a parameter.
There are no doubt more methods that I haven't come across, but I wonder which is the most memory-efficient method, if indeed there is such a thing. In my case, I won't need access to a huge amount of data - no more than say sixty or seventy records each with half a dozen fields of text or numbers.
Many thanks
Using dependency injection, that is, passing it as a parameter to any object that requires it, would be the more memory conscious method, since the variable will stop existing "automatically" if you were to replace the whole hierarchy (as long as it's done correctly).
By using a singleton or a global variable, you would have to clear the value yourself.
If the value is not going to disappear during the lifetime of the application, then memory usage doesn't matter, but I would still advice against global variables and suggest using dependency injection.
Related
We have a very large number of autofac resolutions that occur in our application. We've always had a very long time (about 50% of our web requests) of processing belonging to the autofac resolution stage.
It came to our attention how very important switching to Register Frequently-Used Components with Lambdas is from the guide, and our testing shows it could bring extreme gains for us.
Convert from this
builder.RegisterType<Component>();
to
builder.Register(c => new Component());
It seems the procedure to reflect to find the largest constructor, scan the properties, determine if autofac can resolve that, if not move on to the next smallest, etc. So specifying the constructor directly gives us massive improvements.
My question is can there be or should there be some sort of caching for the found constructor? Since the containers are immutable you can't add or subtract registrations so would require a different constructor later on.
I just wanted to check before we start working on switching over a lot of registrations to lambda, we have 1550 and will try to find the core ones.
Autofac does cache a lot of what it can, but even with container immutability, there's...
Registration sources: dynamic suppliers of registrations (that's how open generics get handled, for example)
Child lifetime scopes: the root container might not have the current HttpRequestMessage for the active WebAPI request, but you can add and override registrations in child scopes so the request lifetime does have it.
Parameters on resolve: you can pass parameters to a resolve operation that will get factored into that operation.
Given stuff like that, caching is a little more complicated than "find the right constructor once, cache it, never look again."
Lambdas will help, as you saw, so look into that.
I'd also look at lifetime scopes for components. If constructor lookup is happening a lot, it means you're constructing a lot, which means you're allocating a lot, which is going to cost you other time. Can more components be singletons or per-lifetime-scope? Using an existing instance will be cheaper still.
You also mentioned you have 1550 things registered. Do all of those actually get used and resolved? Don't register stuff that doesn't need to be. I've seen a lot of times where folks do assembly scanning and try to just register every type in every assembly in the whole app. I'm not saying you're doing this, but if you are, don't. Just register the stuff you need.
Finally, think about how many constructors you have. If there's only one (recommended) it'll be faster than trying many different ones. You can also specify the constructor with UsingConstructor during registration to force a choice and bypass searching.
We are working in a very complex solution using drools 6 (Fusion) and I would like your opinion about best way to read Objects created during the correlation results over time.
My first basic approach was to read Working Memory every certain time, looking for new objects and reporting them to external Service (REST).
AgendaEventListener does not seems to be the "best" approach beacuse I dont care about most of the objects being inserted in working memory, so maybe, best approach would be to inject particular "object" in some sort of service inside DRL. Is this a good approach?
You have quite a lot of options. In decreasing order of my preference:
AgendaEventListener is probably the solution requiring the smallest amount of LOC. It might be useful for other tasks as well; all you have on the negative side is one additional method call and a class test per inserted fact. Peanuts.
You can wrap the insert macro in a DRL function and collect inserted fact of class X in a global List. The problem you have here is that you'll have to pass the KieContext as a second parameter to the function call.
If the creation of a class X object is inevitably linked with its insertion into WM, you could add the registry of new objects into a static List inside class X, to be done in a factory method (or the constructor).
I'm putting your "basic approach" last because it requires much more cycles than the listener (#1) and tons of overhead for maintaining the set of X objects that have already been put to REST.
We're encouraged to use struct over class in Swift.
This is because
The compiler can do a lot of optimizations
Instances are created on the stack which is a lot more performant than malloc/free calls
The downside to struct variables is that they are copied each time when returning from or assigned to a function. Obviously, this can become a bottleneck too.
E.g. imagine a 4x4 matrix. 16 Float values would have to be copied on every assign/return which would be 1'024 bits on a 64 bit system.
One way you can avoid this is using inout when passing variables to functions, which is basically Swifts way of creating a pointer. But then we're also discouraged from using inout.
So to my question:
How should I handle large, immutable data structures in Swift?
Do I have to worry creating a large struct with many members?
If yes, when am I crossing the line?
This accepted answer is not entirely answering the question you had: Swift always copies structs. The trick that Array/Dictionary/String/etc do is that they are just wrappers around classes (which contain the actual stored properties). That way sizeof(Array) is just the size of the pointer to that class (MemoryLayout<Array<String>>.stride == MemoryLayout<UnsafeRawPointer>.stride)
If you have a really big struct, you might want to consider wrapping its stored properties in a class for efficient passing around as arguments, and checking isUniquelyReferenced before mutating to give COW semantics.
Structs have other efficiency benefits: they don't need reference-counting and can be decomposed by the optimiser.
In Swift, values keep a unique copy of their data. There are several
advantages to using value-types, like ensuring that values have
independent state. When we copy values (the effect of assignment,
initialization, and argument passing) the program will create a new
copy of the value. For some large values these copies could be time
consuming and hurt the performance of the program.
https://github.com/apple/swift/blob/master/docs/OptimizationTips.rst#the-cost-of-large-swift-values
Also the section on container types:
Keep in mind that there is a trade-off between using large value types
and using reference types. In certain cases, the overhead of copying
and moving around large value types will outweigh the cost of removing
the bridging and retain/release overhead.
From the very bottom of this page from the Swift Reference:
NOTE
The description above refers to the “copying” of strings, arrays, and dictionaries. The behavior you see in your code will always be as if a copy took place. However, Swift only performs an actual copy behind the scenes when it is absolutely necessary to do so. Swift manages all value copying to ensure optimal performance, and you should not avoid assignment to try to preempt this optimization.
I hope this answers your question, also if you want to be sure that an array doesn't get copied, you can always declare the parameter as inout, and pass it with &array into the function.
Also classes add a lot of overhead and should only be used if you really must have a reference to the same object.
Examples for structs:
Timezone
Latitude/Longitude
Size/Weight
Examples for classes:
Person
A View
I've been using app delegate interface variables through-out my app to quickly access app wide bits of data.
I believe this is causing efficiency issues in my app. And I've finally decided to move to NSUserDefaults. Unless you suggest some other way ?
Often I will want to access the same variable through-out a view, so it doesn't make sense to access this variable using NSUserDefaults each time. I figure it will be slow.
So I'm thinking a class which will read all the values into an array of some kind, in viewDidLoad and then if a value is altered, save / synchronize and update the class variable.
But if I push to a view, I guess I'm going to have to save then too.
This is beginning to sound a bit messy.
However, I'm just wondering what approach will be efficient and easy to use ?
A shared Model object (using the MVC paradigm) is the usual recommended way to share variables to multiple other objects or classes. This Model object can be a singleton, or other objects can locally copy or be delegated a reference to a single Model object for fast access to its getters/setters.
The fastest variables access method is often just using C global variables (since regular C is a subset of Objective C), if you are willing to deal with potentially more difficult code reuse and debugging problems.
NSUserDefaults is just using the file system as a key-value dictionary global variable. Slow, and with the many of same structure problems as C global variable use.
It really depends on the size of data you're accessing. The serialization of several NSDictionary objects to disk may be enough to cause your app to lag.
If you're serious about iOS development, you should learn to use Core Data. Anything NSUserDefaults can do, Core Data does better. The only one advantage NSUserDefaults provides reduces lines of code in tiny one-off apps. Think of Core Data like laying the foundations for a house, and NSUserDefaults like pitching up a tent.
If you need to use variables like arrays or sets you'd better not use NSUserDefaults since on synchronize they save all stored values onto disk (of course if you don't need storing them to disk). If you need to store large amounts of data in object graphs with relations like this
User
-name
-lastname
-email
-messages
Message
-date
-text
Then you'd better start looking into CoreData framework, it's very easy to use and allows to store large data sets to disk and access them quickly.
If you just need some class that would, for instance, store current user profile values like username, email etc. Try creating a singleton class - which is quite the same as using AppDelegate, but it's much clearer to use when you're separating your data into smaller chunks.
Anyways I wrote this answer based on my assumptions only. It would be nice to know what data kinds you are working with and what is its lifecycle in your app.
I'm developing an iPhone application and am new to Objective-C as well as SQLite. That being said, I have been struggling w/ designing a practical data management solution that is worthy of existing. Any help would be greatly appreciated.
Here's the deal:
The majority of the data my application interacts with is stored in five tables in the local SQLite database. Each table has a corresponding Class which handles initialization, hydration, dehydration, deletion, etc. for each object/row in the corresponding table. Whenever the application loads, it populates five NSMutableArrays (one for each type of object). In addition to a Primary Key, each object instance always has an ID attribute available, regardless of hydration state. In most cases it is a UUID which I can then easily reference.
Before a few days ago, I would simply access the objects via these arrays by tracking down their UUID. I would then proceed to hydrate/dehydrate them as I needed. However, some of the objects I have also maintain their own arrays which reference other object's UUIDs. In the event that I must track down one of these "child" objects via it's UUID, it becomes a bit more difficult.
In order to avoid having to enumerate through one of the previously mentioned arrays to find a "parent" object's UUID, and then proceed to find the "child's" UUID, I added a DataController w/ a singleton instance to simplify the process.
I had hoped that the DataController could provide a single access point to the local database and make things easier, but I'm not so certain that is the case. Basically, what I did is create multiple NSMutableDicationaries. Whenever the DataController is initialized, it enumerates through each of the previously mentioned NSMutableArrays maintained in the Application Delegate and creates a key/value pair in the corresponding dictionary, using the given object as the value and it's UUID as the key.
The DataController then exposes procedures that allow a client to call in w/ a desired object's UUID to retrieve a reference to the actual object. Whenever their is a request for an object, the DataController automatically hydrates the object in question and then returns it. I did this because I wanted to take control of hydration out of the client's hands to prevent dehydrating an object being referenced multiple times.
I realize that in most cases I could just make a mutable copy of the object and then if necessary replace the original object down the road, but I wanted to avoid that scenario if at all possible. I therefore added an additional dictionary to monitor what objects are hydrated at any given time using the object's UUID as the key and a fluctuating count representing the number of hydrations w/out an offset dehydration. My goal w/ this approach was to have the DataController automatically dehydrate any object once it's "hydration retainment count" hit zero, but this could easily lead to significant memory leaks as it currently relies on the caller to later call a procedure that decreases the hydration retainment count of the object. There are obviously many cases when this is just not obvious or maybe not even easily accomplished, and if only one calling object fails to do so properly I encounter the exact opposite scenario I was trying to prevent in the first place. Ironic, huh?
Anyway, I'm thinking that if I proceed w/ this approach that it will just end badly. I'm tempted to go back to the original plan but doing so makes me want to cringe and I'm sure there is a more elegant solution floating around out there. As I said before, any advice would be greatly appreciated. Thanks in advance.
I'd also be aware (as I'm sure you are) that CoreData is just around the corner, and make sure you make the right choice for the future.
Have you considered implementing this via the NSCoder interface? Not sure that it wouldn't be more trouble than it's worth, but if what you want is to extract all the data out into an in-memory object graph, and save it back later, that might be appropriate. If you're actually using SQL queries to limit the amount of in-memory data, then obviously, this wouldn't be the way to do it.
I decided to go w/ Core Data after all.