Strange values from vDSP_meanD - swift

I am using the vDSP_meanD function to determine the average of a data set (consecutive diferences from an array)
The code I am using is below
func F(dataAllFrames:[Double],std:Double,medida:String)->Double{
let nframes=dataAllFrames.count
var diferencas_consecutivas_media = [Double](count: dataAllFrames.count-1, repeatedValue:0.0)
var mediaDifConseq:Double = 0
for(var i:Int=1; i<dataAllFrames.count; i++){
diferencas_consecutivas_media[i-1]=dataAllFrames[i]-dataAllFrames[i-1]
}
var meanConseqDif = [Double](count: 1, repeatedValue:0.0)
var meanConseqDifPtr = UnsafeMutablePointer<Double>(meanConseqDif)
vDSP_meanvD(diferencas_consecutivas_media,1,meanConseqDifPtr,UInt(nframes))
print( meanConseqDif[0])
}
The function F is called within a thread block
let group = dispatch_group_create()
let queue = dispatch_queue_create("myqueue.data.processor", DISPATCH_QUEUE_CONCURRENT)
dispatch_group_async(group, queue) {
F(measureData,std: std, medida: medida)
}
The F function is called in multiple dispatch block with different variables instances every now and then i get different values for the value returned from vDSP_meanD is there any context where this may happen ?
May the thread call have some influence on that?
Any "lights" would be greatly appreciated

I wouldn't expect this code to work. This shouldn't be correct:
var meanConseqDif = [Double](count: 1, repeatedValue:0.0)
var meanConseqDifPtr = UnsafeMutablePointer<Double>(meanConseqDif)
vDSP_meanvD(diferencas_consecutivas_media,1,meanConseqDifPtr,UInt(nframes))
I believe this is pointing directly at the Array struct, so you're probably blowing away the metadata rather than updating the value you meant. But I would expect that you don't get the right answers at all in that case. Have you validated that your results are correct usually?
I think the code you mean is like this:
func F(dataAllFrames: [Double], std: Double, medida: String) -> Double {
let nframes = UInt(dataAllFrames.count)
var diferencas_consecutivas_media = [Double](count: dataAllFrames.count-1, repeatedValue:0.0)
for(var i = 1; i < dataAllFrames.count; i += 1) {
diferencas_consecutivas_media[i-1] = dataAllFrames[i] - dataAllFrames[i-1]
}
var mediaDifConseq = 0.0
vDSP_meanvD(diferencas_consecutivas_media, 1, &mediaDifConseq, nframes)
return mediaDifConseq
}
You don't need an output array to collect a single result. You can just use a Double directly, and use & to take an unsafe pointer to it.
Unrelated point, but you can get rid of all of the difference-generating code with a single zip and map:
let diferencasConsecutivasMedia = zip(dataAllFrames, dataAllFrames.dropFirst())
.map { $1 - $0 }
I haven't profiled these two approaches, though. It's possible that your approach is faster. I find the zip and map much clearer and less error-prone, but others may feel differently.

Related

What does the reduce(_:_:) function do in Swift? [duplicate]

This question already has answers here:
What is the reduce() function doing, in Swift
(4 answers)
Closed 9 months ago.
Here is a piece of code I don't understand. This code uses swift's reduce(::) function along with the closure which I am having trouble to understand. What are the values set in maxVerticalPipCount and maxHorizontalPipCount? Are they 5 and 2 respectively?
let pipsPerRowForRank = [[0], [1], [1,1], [1,1,1], [2,2], [2,1,2],
[2,2,2], [2,1,2,2], [2,2,2,2], [2,2,1,2,2],
[2,2,2,2,2]]
let maxVerticalPipCount = CGFloat(pipsPerRowForRank.reduce(0) { max($1.count, $0) })
let maxHorizontalPipCount = CGFloat(pipsPerRowForRank.reduce(0) { max($1.max() ?? 0, $0) })
By the way, if you’re wondering what precisely reduce does, you can always refer to the source code, where you can see the actual code as well as a nice narrative description in the comments.
But the root of your question is that this code is not entirely obvious. I might suggest that if you’re finding it hard to reason about the code snippet, you can replace the opaque shorthand argument names, $0 and $1, with meaningful names, e.g.:
let verticalMax = pipsPerRowForRank.reduce(0) { previousMax, nextArray in
max(nextArray.count, previousMax)
}
let horizontalMax = pipsPerRowForRank.reduce(0) { previousMax, nextArray in
max(nextArray.max() ?? 0, previousMax)
}
By using argument names that make the functional intent more clear, it often is easier to grok what the code is doing. IMHO, especially when there are multiple arguments, using explicit argument names can make it more clear.
That having been said, I’d probably not use reduce and instead do something like:
let verticalMax = pipsPerRowForRank
.lazy
.map { $0.count }
.max() ?? 0
To my eye, that makes the intent extremely clear, namely that we’re counting how many items are in each sub-array and returning the maximum count.
Likewise, for the horizontal one:
let horizontalMax = pipsPerRowForRank
.lazy
.flatMap { $0 }
.max() ?? 0
Again, I think that’s clear that we’re creating a flat array of the values, and then getting the maximum value.
And, in both cases, we’re using lazy to avoid building interim structures (in case our arrays were very large), but evaluating it as we go along. This improves memory characteristics of the routine and the resulting code is more efficient. Frankly, with an array of arrays this small, lazy isn’t needed, but I include it for your reference.
Bottom line, the goal with functional patterns is not to write code with the fewest keystrokes possible (as there are more concise renditions we could have written), but rather to write efficient code whose intent is as clear as possible with the least amount of cruft. But we should always be able to glance at the code and reason about it quickly. Sometimes if further optimization is needed, we’ll make a conscious decision to sacrifice readability for performance reasons, but that’s not needed here.
This is what the reduce functions do here
var maxVerticalPipCount:CGFloat = 0
for rark in pipsPerRowForRank {
if CGFloat(rark.count) > maxVerticalPipCount {
maxVerticalPipCount = CGFloat(rark.count)
}
}
var maxHorizontalPipCount:CGFloat = 0
for rark in pipsPerRowForRank {
if CGFloat(rark.max() ?? 0) > maxHorizontalPipCount {
maxHorizontalPipCount = CGFloat(rark.max() ?? 0)
}
}
You shouldn't use reduce(::) function for finding the max value. Use max(by:)
function like this
let maxVerticalPipCount = CGFloat(pipsPerRowForRank.max { $0.count < $1.count }?.count ?? 0)
let maxHorizontalPipCount = CGFloat(pipsPerRowForRank.max { ($0.max() ?? 0) < ($1.max() ?? 0) }?.max() ?? 0)
The reduce function loops over every item in a collection, and combines them into one value. Think of it as literally reducing multiple values to one value. [Source]
From Apple Docs
let numbers = [1, 2, 3, 4]
let numberSum = numbers.reduce(0, { x, y in
x + y
})
// numberSum == 10
In your code,
maxVerticalPipCount is iterating through the whole array and finding the max between count of 2nd element and 1st element of each iteration.
maxHorizontalPipCount is finding max of 2nd element's max value and first element.
Try to print each element inside reduce function for better understandings.
let maxVerticalPipCount = pipsPerRowForRank.reduce(0) {
print($0)
return max($1.count, $0)
}
Reduce adds together all the numbers in an array opens a closure and really do whatever you tell it to return.
let pipsPerRowForRank = [[1,1], [2,2,2]]
let maxVerticalPipCount = CGFloat(pipsPerRowForRank.reduce(0) {
max($1.count, $0)})
Here it starts at 0 at reduce(0) and loops through the full array. where it takes the highest value between it's previous value it's in process of calculating and the number of items in the subarray. In the example above the process will be:
maxVerticalPipCount = max(2, 0)
maxVerticalPipCount = max(3, 2)
maxVerticalPipCount = 3
As for the second one
let pipsPerRowForRank = [[1,2], [1,2,3], [1,2,3,4], []]
let maxHorizontalPipCount = CGFloat(pipsPerRowForRank.reduce(0) {
max($1.max() ?? 0, $0)})
Here we instead of checking count of array we check the max value of the nested array, unless it's empty, the it's 0. So here goes this one:
let maxHorizontalPipCount = max(2, 0)
let maxHorizontalPipCount = max(3, 2)
let maxHorizontalPipCount = max(4, 3)
let maxHorizontalPipCount = max(0, 4)
let maxHorizontalPipCount = 4
Example With Swift 5,
enum Errors: Error {
case someError
}
let numbers = [1,2,3,4,5]
let inititalValue = 0
let sum = numbers.reduce(Result.success(inititalValue)) { (result, value) -> Result<Int, Error> in
if let initialValue = try? result.get() {
return .success(value + initialValue)
} else {
return .failure(Errors.someError)
}
}
switch sum {
case .success(let totalSum):
print(totalSum)
case .failure(let error):
print(error)
}

Class variables are deallocated after calling function

I have a function in swift, as below. There is a loop with a reference to variables existing within an instance of this class. (fftfilterbankReal is an array in the class). However after one pass, I get an error with 'index out of range' at the code line 'for i in 0..
In the debugger it seems that on the 2nd iteration of this loop, there are no variables under the 'self' drop down.
If I comment out the line 'vDSP_zvmul(&kernel!, 1, &fft1Input, 1, &result, 1, vDSP_Length(r.count), 1)' then the loop runs and I can debug at any time and visually see the self variables in the debugger.
What am I missing that seems to make these variables disappear? I have read into memory allocation and such, and my class variables are declared using 'var' and nothing more, as that should default to strong in swift.
func convolveInput(realsamples:[Float], imagsamples:[Float]) -> [Float]{
realResult = Array(repeating: [], count: filterbankReal.count)
imagResult = Array(repeating: [], count: filterbankReal.count)
let x = realsamples
let y = imagsamples
var N = x.count
var logN = 16
var fft1Setup = vDSP_create_fftsetup(UInt(logN), FFTRadix(FFT_RADIX2))!
var paddedLength = x.count + filterbankReal.count - 1
var halfPaddedLength = paddedLength/2
var halfKernelLength = kernelLength/2
//setup Complex Buffer 1
var reals = [Float]()
var imags = [Float]()
for i in 0..<x.count{
reals.append(x[i])
imags.append(y[i])
}
var complexBuffer1 = DSPSplitComplex(realp: UnsafeMutablePointer(mutating: reals), imagp: UnsafeMutablePointer(mutating: imags))
//Perform FFT on incoming samples
var re = [Float](repeating:0.0, count: N)
var im = [Float](repeating:0.0, count: N)
var fft1Input = DSPSplitComplex(realp: UnsafeMutablePointer(mutating: re), imagp: UnsafeMutablePointer(mutating: im))
var fftlength = 10
vDSP_fft_zop(fft1Setup, &(complexBuffer1), 1, &fft1Input, 1, UInt(fftlength), Int32(FFT_FORWARD))
//Remove DC from FFT Signal
re.remove(at: 0)
im.remove(at: 0)
for i in 0..<self.fftfilterbankReal.count {
var r:[Float] = self.fftfilterbankReal[i]
var im:[Float] = self.fftfilterbankImag[i]
var kernel:DSPSplitComplex? = DSPSplitComplex(realp: &r, imagp: &im)
var res:Float = 0
var ims:Float = 0
var result:DSPSplitComplex = DSPSplitComplex(realp: &res, imagp: &ims)
vDSP_zvmul(&kernel!, 1, &fft1Input, 1, &result, 1, vDSP_Length(r.count), 1)
self.realResult[i].append(res)
self.imagResult[i].append(ims)
}
Your code is sort of a showcase of bad usages when working with Arrays and pointers.
For example:
var complexBuffer1 = DSPSplitComplex(realp: UnsafeMutablePointer(mutating: reals), imagp: UnsafeMutablePointer(mutating: imags))
or:
var kernel:DSPSplitComplex? = DSPSplitComplex(realp: &r, imagp: &im)
DSPSplitComplex holds two pointers for real part and imaginary part separately and does not copy the contents. You should not pass Swift Arrays for such parameters.
And the most critical part in your code is...
var res:Float = 0
var ims:Float = 0
var result:DSPSplitComplex = DSPSplitComplex(realp: &res, imagp: &ims)
vDSP_zvmul(&kernel!, 1, &fft1Input, 1, &result, 1, vDSP_Length(r.count), 1)
vDSP_zvmul generates N (in your code N = vDSP_Length(r.count)) complex numbers, so you need to prepare a region which can hold N elements.
Once you call vDSP_zvmul with your current code, you break whole stack contents which causes what you have experienced:
In the debugger it seems that on the 2nd iteration of this loop, there
are no variables under the 'self' drop down.
You are hiding many parts of your code, so it is very hard to guess what you really want to do, but if I re-write your code in safer manner, it would be something like this:
func convolveInput(realsamples:[Float], imagsamples:[Float]) -> [Float]{
realResult = Array(repeating: [], count: filterbankReal.count)
imagResult = Array(repeating: [], count: filterbankReal.count)
let x = realsamples
let y = imagsamples
var N = x.count
var logN = 16
var fft1Setup = vDSP_create_fftsetup(UInt(logN), FFTRadix(FFT_RADIX2))!
var paddedLength = x.count + filterbankReal.count - 1
var halfPaddedLength = paddedLength/2
var halfKernelLength = kernelLength/2
//setup Complex Buffer 1
var reals = UnsafeMutableBufferPointer<Float>.allocate(capacity: x.count)
defer {reals.deallocate()}
var imags = UnsafeMutableBufferPointer<Float>.allocate(capacity: y.count)
defer {imags.deallocate()}
_ = reals.initialize(from: x)
_ = imags.initialize(from: y)
var complexBuffer1 = DSPSplitComplex(realp: reals.baseAddress!, imagp: imags.baseAddress!)
//Perform FFT on incoming samples
var re = UnsafeMutableBufferPointer<Float>.allocate(capacity: N)
defer {re.deallocate()}
var im = UnsafeMutableBufferPointer<Float>.allocate(capacity: N)
defer {im.deallocate()}
var fft1Input = DSPSplitComplex(realp: re.baseAddress!, imagp: im.baseAddress!)
let fftlength = 10
vDSP_fft_zop(fft1Setup, &complexBuffer1, 1, &fft1Input, 1, UInt(fftlength), Int32(FFT_FORWARD))
//Remove DC from FFT Signal
fft1Input = DSPSplitComplex(realp: re.baseAddress!+1, imagp: im.baseAddress!+1)
for i in 0..<self.fftfilterbankReal.count {
self.fftfilterbankReal[i].withUnsafeMutableBufferPointer {rBuf in
self.fftfilterbankImag[i].withUnsafeMutableBufferPointer {imBuf in
var kernel = DSPSplitComplex(realp: rBuf.baseAddress!, imagp: imBuf.baseAddress!)
var res = UnsafeMutableBufferPointer<Float>.allocate(capacity: rBuf.count)
defer {res.deallocate()}
var ims = UnsafeMutableBufferPointer<Float>.allocate(capacity: rBuf.count)
defer {ims.deallocate()}
var result:DSPSplitComplex = DSPSplitComplex(realp: res.baseAddress!, imagp: ims.baseAddress!)
vDSP_zvmul(&kernel, 1, &fft1Input, 1, &result, 1, vDSP_Length(rBuf.count), 1)
//vDSP_zvmul generates `N` complex numbers,
// I do not understand what you really want to do...
self.realResult[i].append(res[0])
self.imagResult[i].append(ims[0])
}
}
}
//...
}
There may be other parts to fix, but anyway, please try and see what you get.
Foreword: Boy, sifting through all this took me almost 2 hours, and it's still not even perfect, but boy is this much nicer. I hope it helps!
Your code is suffer massively because the Accelerate APIs are C APIs that are not adapted to take advantage of Swift features. You will have much more readable code if you make yourself some nice wrappers for the Accelerate API, which lets you tuck all the "Ugly stuff" away into a corner you seldom have to see or edit.
I did this by creating a new type, ComplexFloatArray, which is similar to DSPSplitComplex, but actually encapsulates and owns its buffers. This prevents the dangling buffers that DSPSplitComplex is susceptible to.
After dining the ComplexFloatArray types, it's time to define some wrappers for the the Accelerate functions you used. In this case, vDSP_zvmul and vDSP_fft_zop. Since C doesn't have tuples, returning multiple values from a C function usually requires that you use out-parameters, which are used pervasively in the Accelerate framework. We can re-design these as Swift functions with regular return types. These APIs are very naturally expressed as instance methods that operate on ComplexFloatArray, so we'll put them there.
Additionally, your code is made much more complex by its dependance on external state. Convolution is a function, there's no reason why it does anything besides taking in input (via parameters, and not via instance variables) and returns the result (via return value, and not via instance variables).
import Accelerate
class ComplexFloatArray {
var reals: [Float]
var imaginaries: [Float]
init(reals: [Float], imaginaries: [Float]) {
self.reals = reals
self.imaginaries = imaginaries
}
}
extension ComplexFloatArray { // Core features
var count: Int {
assert(reals.count == imaginaries.count)
return reals.count
}
static let stride = 1
func append(real: Float, imaginary: Float) {
self.reals.append(real)
self.imaginaries.append(imaginary)
}
func useAsDSPSplitComplex<R>(_ closure: (inout DSPSplitComplex) -> R) -> R {
return reals.withUnsafeMutableBufferPointer { realBufferPointer in
return imaginaries.withUnsafeMutableBufferPointer { imaginaryBufferPointer in
var dspSplitComplex = DSPSplitComplex(realp: realBufferPointer.baseAddress!, imagp: imaginaryBufferPointer.baseAddress!)
return closure(&dspSplitComplex)
}
}
}
}
extension ComplexFloatArray { // Convenience utilities
convenience init() {
self.init(reals: [], imaginaries: [])
}
static func zeros(count: Int) -> ComplexFloatArray {
return ComplexFloatArray(reals: Array(repeating: 0, count: count), imaginaries:Array(repeating: 0, count: count))
}
}
extension ComplexFloatArray { // Vector multiplciation extensions
enum ComplexMultiplicationType: Int32 { case normal = 1, conjugate = -1 }
func complexMultiply(
with other: ComplexFloatArray,
multiplicationType: ComplexMultiplicationType = .normal
) -> ComplexFloatArray {
assert(self.count == other.count, "Multiplied vectors must have the same size!")
let result = ComplexFloatArray.zeros(count: self.count)
self.useAsDSPSplitComplex { selfPointer in
other.useAsDSPSplitComplex { otherPointer in
result.useAsDSPSplitComplex { resultPointer in
vDSP_zvmul(
&selfPointer, ComplexFloatArray.stride,
&otherPointer, ComplexFloatArray.stride,
&resultPointer, ComplexFloatArray.stride, vDSP_Length(result.count),
multiplicationType.rawValue)
}
}
}
return result
}
}
extension ComplexFloatArray { // FFT extensions
enum FourierTransformDirection: Int32 { case forward = 1, inverse = -1 }
//TODO: name log2n label better
func outOfPlaceComplexFourierTransform(
setup: FFTSetup,
resultSize: Int,
log2n: UInt,
direction: FourierTransformDirection
) -> ComplexFloatArray {
let result = ComplexFloatArray.zeros(count: resultSize)
self.useAsDSPSplitComplex { selfPointer in
result.useAsDSPSplitComplex{ resultPointer in
vDSP_fft_zop(
setup,
&selfPointer, ComplexFloatArray.stride,
&resultPointer, ComplexFloatArray.stride,
log2n,
direction.rawValue
)
}
}
return result
}
}
extension FFTSetup {
enum FourierTransformRadix: Int32 {
case radix2 = 0, radix3 = 1, radix5 = 2
// Static let constants are only initialized once
// This function's intent to to make sure this enum stays in sync with the raw constants the Accelerate framework uses
static let assertRawValuesAreCorrect: Void = {
func assertRawValue(for actual: FourierTransformRadix, isEqualTo expected: Int) {
assert(actual.rawValue == expected, "\(actual) has a rawValue of \(actual.rawValue), but expected \(expected).")
}
assertRawValue(for: .radix2, isEqualTo: kFFTRadix2)
assertRawValue(for: .radix3, isEqualTo: kFFTRadix3)
assertRawValue(for: .radix5, isEqualTo: kFFTRadix5)
}()
}
init(log2n: Int, _ radix: FourierTransformRadix) {
_ = FourierTransformRadix.assertRawValuesAreCorrect
guard let setup = vDSP_create_fftsetup(vDSP_Length(log2n), FFTRadix(radix.rawValue)) else {
fatalError("vDSP_create_fftsetup(\(log2n), \(radix)) returned nil")
}
self = setup
}
}
struct NameMe {
// I don't know what this is, but if it can somehow be removed,
// the whole convolveInput method could be moved into an extension on ComplexFloatArray.
var fftFilterBank: [ComplexFloatArray]
func convolve(samples: ComplexFloatArray) -> [ComplexFloatArray] {
// TODO: rework reimplement this code to remove the DC from samples, and add it back in
// //Remove DC from FFT Signal
// re.remove(at: 0)
// im.remove(at: 0)
let fftlength: UInt = 10 // Todo: what is this, exactly?
let fft1Input = samples.outOfPlaceComplexFourierTransform( // Rename me to something better
setup: FFTSetup(log2n: 16, .radix2),
resultSize: samples.count,
log2n: fftlength,
direction: .forward
)
return self.fftFilterBank.map { kernel in kernel.complexMultiply(with: fft1Input) }
}
// Stub for compatibility with the old API. Deprecate it and move to the
// `convolve(samples: ComplexFloatArray) -> [ComplexFloatArray]` as soon as possible.
func convolveInput(realsamples: [Float], imagsamples: [Float]) -> [ComplexFloatArray] {
return self.convolve(samples: ComplexFloatArray(reals: realsamples, imaginaries: imagsamples))
}
}
I have some notes along the way
This function is WAAAAAAAAAAAY too long. If you have a function that's over 10 lines long, there's a fairly strong indicator that it's growing too large, does to many things, and could benefit from being broken down into simpler steps.
You have lots of redundant variables. You don't need more than 1 copy of any given immutable value. You have all these different names, referring to the same thing, which just complicates things. There might be an argument to be made that this can be useful if the new names have significance, but names like x, y, re, im are near-useless in their communicative ability, and should almost-always be avoided entirely.
Arrays are value types with Copy-on-Write. You can make copies of them by simply assigning to them to a new variable, so code like:
var reals = [Float]()
var imags = [Float]()
for i in 0..<x.count{
reals.append(x[i])
imags.append(y[i])
}
Is both slow, and visually cumbersome. This could be simply: let (reals, imags) = (x, y). But again, these copies are unnecessary (as are x and y). Remove them, and just use realsamples and imagsamples directly.
When you find yourself frequently passing multiple pieces of data together, that's a very strong indication that you should define a new aggregate type to wrap them. For example, if you're passing two Array<Float> to represent complex vectors, you should define a ComplexVector type. This can let you enforce invariants (e.g. there are always as many real values as imaginary values), and add convenient operations (e.g. a func append(real: Float, imaginary: Float), which operates on both simultaneously, ensuring you can never forget to append to one of the arrays).
In closing,
There's a lot going on here, so I can't possible pre-empt every question and explain it ahead of time. I encourage you to take some time, read through this, and feel free to ask me any follow up questions.
I suspect I've made mistakes during my refactor (because I had no test cases to work with), but the code is modular enough that it should be very simple to isolate and fix and bugs.

"Attemped to add a SKNode which already has a parent:" in Repeat Loop. Any simple work around?

I am pretty Newbie to programming. And I am trying to pile up the random blocks dynamically till it hits the upper frame. But it seems that Swift doesn't let me to do so. Did I miss anything please? Any input are appreciated.
let blocks =[block1,block2,block3,block4,block5,block6,block7,block8,block9,block10,block11,block12]
var block:SKSpriteNode!
let blockX:Double = 0.0
var blockY:Double = -(self.size.height/2)
repeat{
block = blocks.randomBlock()
block.zPosition = 2
block.position = CGPoint(x:blockX, y:blockY)
block.size.height = 50
block.size.width = 50
self.addChild(block)
blockY += 50
} while( block.position.y < self.size.height)
extension Array {
func randomBlock()-> Element {
let randint = Int(arc4random_uniform(UInt32(self.count)))
return self[randint]
}
}
you need to have someway of tracking which blocks have been selected and ensure that they don't get selected again. The method below uses an array to store the indexes of selected blocks and then uses recursion to find a cycle through until an unused match is found.
private var usedBlocks = [Int]()
func randomBlock() -> Int {
guard usedBlocks.count != blocks.count else { return -1 }
let random = Int(arc4random_uniform(UInt32(blocks.count)))
if usedBlocks.contains(random) {
return randomBlock()
}
usedBlocks.append(random)
return random
}
in your loop change your initializer to
let index = randomBlock()
if index > -1 {
block = blocks[index]
block.zPosition = 2
block.position = CGPoint(x:blockX, y:blockY)
}
remember that if you restart the game or start a new level, etc. you must clear all of the objects from usedBlocks
usedBlocks.removeAll()

Is there a way to override the Copy on Write behavior for Swift arrays?

I'm working on a project where I need to work with large arrays, and by using UnsafeMutablePointers, I get a threefold speed increase over using the regular array methods. However, I believe the copy on write behavior is causing me to change instances that I do not want to be affected. For example, in the following code, I want to update the values in copyArray, but leave the original values in anArray.
import Foundation
func increaseWithPointers(_ arr: inout [Int]) {
let count = arr.count
let ptr = UnsafeMutablePointer(mutating: &arr)
for i in 0..<count {
ptr[i] = ptr[i] + 1
}
}
var anArray = [1,2,3,4,5]
var copyArray = anArray
increaseWithPointers(&copyArray)
print(anArray)
Executing this code prints [2,3,4,5,6].
I can get around this by declaring copyArray as follows:
var copyArray = [Int](repeating: 0, count: 5)
for i in 0..<5 {
copyArray[i] = anArray[i]
}
However, this requires writing each value twice: to zero, then to the intended value. Is there a way to efficiently guarantee a copy of an array?
I can reproduce your problem using Xcode 9 beta 3, but not using Xcode 8.3.3. I suggest you file a Swift bug report.
This fixes the problem:
import Foundation
func increaseWithPointers(_ arr: inout [Int]) {
arr.withUnsafeMutableBufferPointer { (buffer) in
for i in buffer.indices {
buffer[i] += 1
}
}
}
var anArray = [1,2,3,4,5]
var copyArray = anArray
increaseWithPointers(&copyArray)
print(anArray)

Process Array in parallel using GCD

I have a large array that I would like to process by handing slices of it to a few asynchronous tasks. As a proof of concept, I have the written the following code:
class TestParallelArrayProcessing {
let array: [Int]
var summary: [Int]
init() {
array = Array<Int>(count: 500000, repeatedValue: 0)
for i in 0 ..< 500000 {
array[i] = Int(arc4random_uniform(10))
}
summary = Array<Int>(count: 10, repeatedValue: 0)
}
func calcSummary() {
let group = dispatch_group_create()
let queue = dispatch_get_global_queue(QOS_CLASS_USER_INITIATED, 0)
for i in 0 ..< 10 {
dispatch_group_async(group, queue, {
let base = i * 50000
for x in base ..< base + 50000 {
self.summary[i] += self.array[x]
}
})
}
dispatch_group_notify(group, queue, {
println(self.summary)
})
}
}
After init(), array will be initialized with random integers between 0 and 9.
The calcSummary function dispatches 10 tasks that take disjoint chunks of 50000 items from array and add them up, using their respective slot in summary as an accummulator.
This program crashes at the self.summary[i] += self.array[x] line. The error is:
EXC_BAD_INSTRUCTION (code = EXC_I386_INVOP).
I can see, in the debugger, that it has managed to iterate a few times before crashing, and that the variables, at the time of the crash, have values within correct bounds.
I have read that EXC_I386_INVOP can happen when trying to access an object that has already been released. I wonder if this has anything to do with Swift making a copy of the array if it is modified, and, if so, how to avoid it.
This is a slightly different take on the approach in #Eduardo's answer, using the Array type's withUnsafeMutableBufferPointer<R>(body: (inout UnsafeMutableBufferPointer<T>) -> R) -> R method. That method's documentation states:
Call body(p), where p is a pointer to the Array's mutable contiguous storage. If no such storage exists, it is first created.
Often, the optimizer can eliminate bounds- and uniqueness-checks within an array algorithm, but when that fails, invoking the same algorithm on body's argument lets you trade safety for speed.
That second paragraph seems to be exactly what's happening here, so using this method might be more "idiomatic" in Swift, whatever that means:
func calcSummary() {
let group = dispatch_group_create()
let queue = dispatch_get_global_queue(QOS_CLASS_USER_INITIATED, 0)
self.summary.withUnsafeMutableBufferPointer {
summaryMem -> Void in
for i in 0 ..< 10 {
dispatch_group_async(group, queue, {
let base = i * 50000
for x in base ..< base + 50000 {
summaryMem[i] += self.array[x]
}
})
}
}
dispatch_group_notify(group, queue, {
println(self.summary)
})
}
When you use the += operator, the LHS is an inout parameter -- I think you're getting race conditions when, as you mention in your update, Swift moves around the array for optimization. I was able to get it to work by summing the chunk in a local variable, then simply assigning to the right index in summary:
func calcSummary() {
let group = dispatch_group_create()
let queue = dispatch_get_global_queue(QOS_CLASS_USER_INITIATED, 0)
for i in 0 ..< 10 {
dispatch_group_async(group, queue, {
let base = i * 50000
var sum = 0
for x in base ..< base + 50000 {
sum += self.array[x]
}
self.summary[i] = sum
})
}
dispatch_group_notify(group, queue, {
println(self.summary)
})
}
You can also use concurrentPerform(iterations: Int, execute work: (Int) -> Swift.Void) (since Swift 3).
It has a much simpler syntax and will wait for all threads to finalise before returning.:
DispatchQueue.concurrentPerform(iterations: iterations) { i in
performOperation(i)
}
I think Nate is right: there are race conditions with the summary variable. To fix it, I used summary's memory directly:
func calcSummary() {
let group = dispatch_group_create()
let queue = dispatch_get_global_queue(QOS_CLASS_USER_INITIATED, 0)
let summaryMem = UnsafeMutableBufferPointer<Int>(start: &summary, count: 10)
for i in 0 ..< 10 {
dispatch_group_async(group, queue, {
let base = i * 50000
for x in base ..< base + 50000 {
summaryMem[i] += self.array[x]
}
})
}
dispatch_group_notify(group, queue, {
println(self.summary)
})
}
This works (so far).
EDIT
Mike S has a very good point, in his comment below. I have also found this blog post, which sheds some light on the problem.
Any solution that assigns the i'th element of the array concurrently risks race condition (Swift's array is not thread-safe). On the other hand, dispatching to the same queue (in this case main) before updating solves the problem but results in a slower performance overall. The only reason I see for taking either of these two approaches is if the array (summary) cannot wait for all concurrent operations to finish.
Otherwise, perform the concurrent operations on a local copy and assign it to summary upon completion. No race condition, no performance hit:
Swift 4
func calcSummary(of array: [Int]) -> [Int] {
var summary = Array<Int>.init(repeating: 0, count: array.count)
let iterations = 10 // number of parallel operations
DispatchQueue.concurrentPerform(iterations: iterations) { index in
let start = index * array.count / iterations
let end = (index + 1) * array.count / iterations
for i in start..<end {
// Do stuff to get the i'th element
summary[i] = Int.random(in: 0..<array.count)
}
}
return summary
}
I've answered a similar question here for simply initializing an array after computing on another array