Finds a Character based on distance and health
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$begingroup$
I need to improve the efficiency of my program and, using the profiler, have narrowed the problem down to 2 key areas, but I am having trouble coming up with ways to make the program run better.
Based on my profiler's report, it seems to be telling me that my if functions are inefficient. Whats a better way to achieve a better result?
Character* FindAttackTarget() const
{
float weakestHp = FLT_MAX;
Character* weakestEnemy = nullptr;
uint64_t weakestCharId = INT64_MAX;
//Only attack characters that are within attack range
auto& gameChars = m_pGame->m_gameCharacters;
for (size_t i = 0; i < gameChars.size(); ++i)
{
auto& c = gameChars[i];
if (Location.Dist(c.GetLocation()) <= AttackRange &&
c.HP > 0 &&
c.Team != Team)
{
//We want the weakest with the lowest ID number - this keeps consistent results when re-playing the same part of the game (eg. after a load game)
if (c.HP < weakestHp || (c.HP == weakestHp && c.ID < weakestCharId))
{
weakestEnemy = &gameChars[i];
weakestHp = c.HP;
weakestCharId = c.ID;
}
}
}
return weakestEnemy;
}
c++ performance
New contributor
$endgroup$
add a comment |
$begingroup$
I need to improve the efficiency of my program and, using the profiler, have narrowed the problem down to 2 key areas, but I am having trouble coming up with ways to make the program run better.
Based on my profiler's report, it seems to be telling me that my if functions are inefficient. Whats a better way to achieve a better result?
Character* FindAttackTarget() const
{
float weakestHp = FLT_MAX;
Character* weakestEnemy = nullptr;
uint64_t weakestCharId = INT64_MAX;
//Only attack characters that are within attack range
auto& gameChars = m_pGame->m_gameCharacters;
for (size_t i = 0; i < gameChars.size(); ++i)
{
auto& c = gameChars[i];
if (Location.Dist(c.GetLocation()) <= AttackRange &&
c.HP > 0 &&
c.Team != Team)
{
//We want the weakest with the lowest ID number - this keeps consistent results when re-playing the same part of the game (eg. after a load game)
if (c.HP < weakestHp || (c.HP == weakestHp && c.ID < weakestCharId))
{
weakestEnemy = &gameChars[i];
weakestHp = c.HP;
weakestCharId = c.ID;
}
}
}
return weakestEnemy;
}
c++ performance
New contributor
$endgroup$
$begingroup$
Which lines are the ones being flagged by the profiler as slow?
$endgroup$
– 1201ProgramAlarm
2 hours ago
add a comment |
$begingroup$
I need to improve the efficiency of my program and, using the profiler, have narrowed the problem down to 2 key areas, but I am having trouble coming up with ways to make the program run better.
Based on my profiler's report, it seems to be telling me that my if functions are inefficient. Whats a better way to achieve a better result?
Character* FindAttackTarget() const
{
float weakestHp = FLT_MAX;
Character* weakestEnemy = nullptr;
uint64_t weakestCharId = INT64_MAX;
//Only attack characters that are within attack range
auto& gameChars = m_pGame->m_gameCharacters;
for (size_t i = 0; i < gameChars.size(); ++i)
{
auto& c = gameChars[i];
if (Location.Dist(c.GetLocation()) <= AttackRange &&
c.HP > 0 &&
c.Team != Team)
{
//We want the weakest with the lowest ID number - this keeps consistent results when re-playing the same part of the game (eg. after a load game)
if (c.HP < weakestHp || (c.HP == weakestHp && c.ID < weakestCharId))
{
weakestEnemy = &gameChars[i];
weakestHp = c.HP;
weakestCharId = c.ID;
}
}
}
return weakestEnemy;
}
c++ performance
New contributor
$endgroup$
I need to improve the efficiency of my program and, using the profiler, have narrowed the problem down to 2 key areas, but I am having trouble coming up with ways to make the program run better.
Based on my profiler's report, it seems to be telling me that my if functions are inefficient. Whats a better way to achieve a better result?
Character* FindAttackTarget() const
{
float weakestHp = FLT_MAX;
Character* weakestEnemy = nullptr;
uint64_t weakestCharId = INT64_MAX;
//Only attack characters that are within attack range
auto& gameChars = m_pGame->m_gameCharacters;
for (size_t i = 0; i < gameChars.size(); ++i)
{
auto& c = gameChars[i];
if (Location.Dist(c.GetLocation()) <= AttackRange &&
c.HP > 0 &&
c.Team != Team)
{
//We want the weakest with the lowest ID number - this keeps consistent results when re-playing the same part of the game (eg. after a load game)
if (c.HP < weakestHp || (c.HP == weakestHp && c.ID < weakestCharId))
{
weakestEnemy = &gameChars[i];
weakestHp = c.HP;
weakestCharId = c.ID;
}
}
}
return weakestEnemy;
}
c++ performance
c++ performance
New contributor
New contributor
New contributor
asked 4 hours ago
AtazirAtazir
61
61
New contributor
New contributor
$begingroup$
Which lines are the ones being flagged by the profiler as slow?
$endgroup$
– 1201ProgramAlarm
2 hours ago
add a comment |
$begingroup$
Which lines are the ones being flagged by the profiler as slow?
$endgroup$
– 1201ProgramAlarm
2 hours ago
$begingroup$
Which lines are the ones being flagged by the profiler as slow?
$endgroup$
– 1201ProgramAlarm
2 hours ago
$begingroup$
Which lines are the ones being flagged by the profiler as slow?
$endgroup$
– 1201ProgramAlarm
2 hours ago
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
The tests c.HP > 0
and c.Team != Team
are probably blazingly fast tests. Location.Dist(c.GetLocation()) <= AttackRange
probably involves the square-root of the sum of the squares of the difference of coordinates in two or three dimensions. Plus, GetLocation()
may involve memory allocation and/or copying constructors. It is by far the slowest test, yet you are testing it first! Take advantage of the short-circuit logical and
operators by reordering the tests so the fastest tests are done first, so the slowest test may not even need to be executed, resulting in faster execution.
Bonus: the square-root can be avoided; simply compute the square distance, and compare against the $AttackRange^2$ (computed outside of the loop) for another speed gain.
$endgroup$
$begingroup$
I believe you're on the right track but could expand and systematize your answer: for instance, @Atazir could have gameChars partitioned between enemy and the rest, then have the enemy partition sorted by strength, and last find the first enemy in range: the costly operation is performed on the least number of elements.
$endgroup$
– papagaga
1 hour ago
add a comment |
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1 Answer
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$begingroup$
The tests c.HP > 0
and c.Team != Team
are probably blazingly fast tests. Location.Dist(c.GetLocation()) <= AttackRange
probably involves the square-root of the sum of the squares of the difference of coordinates in two or three dimensions. Plus, GetLocation()
may involve memory allocation and/or copying constructors. It is by far the slowest test, yet you are testing it first! Take advantage of the short-circuit logical and
operators by reordering the tests so the fastest tests are done first, so the slowest test may not even need to be executed, resulting in faster execution.
Bonus: the square-root can be avoided; simply compute the square distance, and compare against the $AttackRange^2$ (computed outside of the loop) for another speed gain.
$endgroup$
$begingroup$
I believe you're on the right track but could expand and systematize your answer: for instance, @Atazir could have gameChars partitioned between enemy and the rest, then have the enemy partition sorted by strength, and last find the first enemy in range: the costly operation is performed on the least number of elements.
$endgroup$
– papagaga
1 hour ago
add a comment |
$begingroup$
The tests c.HP > 0
and c.Team != Team
are probably blazingly fast tests. Location.Dist(c.GetLocation()) <= AttackRange
probably involves the square-root of the sum of the squares of the difference of coordinates in two or three dimensions. Plus, GetLocation()
may involve memory allocation and/or copying constructors. It is by far the slowest test, yet you are testing it first! Take advantage of the short-circuit logical and
operators by reordering the tests so the fastest tests are done first, so the slowest test may not even need to be executed, resulting in faster execution.
Bonus: the square-root can be avoided; simply compute the square distance, and compare against the $AttackRange^2$ (computed outside of the loop) for another speed gain.
$endgroup$
$begingroup$
I believe you're on the right track but could expand and systematize your answer: for instance, @Atazir could have gameChars partitioned between enemy and the rest, then have the enemy partition sorted by strength, and last find the first enemy in range: the costly operation is performed on the least number of elements.
$endgroup$
– papagaga
1 hour ago
add a comment |
$begingroup$
The tests c.HP > 0
and c.Team != Team
are probably blazingly fast tests. Location.Dist(c.GetLocation()) <= AttackRange
probably involves the square-root of the sum of the squares of the difference of coordinates in two or three dimensions. Plus, GetLocation()
may involve memory allocation and/or copying constructors. It is by far the slowest test, yet you are testing it first! Take advantage of the short-circuit logical and
operators by reordering the tests so the fastest tests are done first, so the slowest test may not even need to be executed, resulting in faster execution.
Bonus: the square-root can be avoided; simply compute the square distance, and compare against the $AttackRange^2$ (computed outside of the loop) for another speed gain.
$endgroup$
The tests c.HP > 0
and c.Team != Team
are probably blazingly fast tests. Location.Dist(c.GetLocation()) <= AttackRange
probably involves the square-root of the sum of the squares of the difference of coordinates in two or three dimensions. Plus, GetLocation()
may involve memory allocation and/or copying constructors. It is by far the slowest test, yet you are testing it first! Take advantage of the short-circuit logical and
operators by reordering the tests so the fastest tests are done first, so the slowest test may not even need to be executed, resulting in faster execution.
Bonus: the square-root can be avoided; simply compute the square distance, and compare against the $AttackRange^2$ (computed outside of the loop) for another speed gain.
answered 1 hour ago
AJNeufeldAJNeufeld
7,0541723
7,0541723
$begingroup$
I believe you're on the right track but could expand and systematize your answer: for instance, @Atazir could have gameChars partitioned between enemy and the rest, then have the enemy partition sorted by strength, and last find the first enemy in range: the costly operation is performed on the least number of elements.
$endgroup$
– papagaga
1 hour ago
add a comment |
$begingroup$
I believe you're on the right track but could expand and systematize your answer: for instance, @Atazir could have gameChars partitioned between enemy and the rest, then have the enemy partition sorted by strength, and last find the first enemy in range: the costly operation is performed on the least number of elements.
$endgroup$
– papagaga
1 hour ago
$begingroup$
I believe you're on the right track but could expand and systematize your answer: for instance, @Atazir could have gameChars partitioned between enemy and the rest, then have the enemy partition sorted by strength, and last find the first enemy in range: the costly operation is performed on the least number of elements.
$endgroup$
– papagaga
1 hour ago
$begingroup$
I believe you're on the right track but could expand and systematize your answer: for instance, @Atazir could have gameChars partitioned between enemy and the rest, then have the enemy partition sorted by strength, and last find the first enemy in range: the costly operation is performed on the least number of elements.
$endgroup$
– papagaga
1 hour ago
add a comment |
Atazir is a new contributor. Be nice, and check out our Code of Conduct.
Atazir is a new contributor. Be nice, and check out our Code of Conduct.
Atazir is a new contributor. Be nice, and check out our Code of Conduct.
Atazir is a new contributor. Be nice, and check out our Code of Conduct.
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$begingroup$
Which lines are the ones being flagged by the profiler as slow?
$endgroup$
– 1201ProgramAlarm
2 hours ago