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James H profiled the new Same Game grid generator and discovered it
was spending 60% of its time in shuffle(). The purpose of the shuffle() call was to go through a largish array in random order until we found an element that worked, so there's no actual need to shuffle the whole array every time and I only did it out of laziness. So I now pick a random element each time I go round the loop, meaning I save a lot of shuffling effort whenever the loop terminates early (which is often). I get about a factor of two speed improvement from this small change. [originally from svn r6125]
This commit is contained in:
15
samegame.c
15
samegame.c
@ -398,11 +398,6 @@ static void gen_grid(int w, int h, int nc, int *grid, random_state *rs)
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if (n == 0)
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if (n == 0)
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break; /* we're done */
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break; /* we're done */
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/*
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* Shuffle the list.
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*/
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shuffle(list, n, sizeof(*list), rs);
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#ifdef GENERATION_DIAGNOSTICS
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#ifdef GENERATION_DIAGNOSTICS
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printf("initial grid:\n");
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printf("initial grid:\n");
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{
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{
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@ -420,13 +415,17 @@ static void gen_grid(int w, int h, int nc, int *grid, random_state *rs)
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#endif
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#endif
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/*
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/*
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* Now go through the list one element at a time and
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* Now go through the list one element at a time in
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* actually attempt to insert something there.
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* random order, and actually attempt to insert
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* something there.
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*/
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*/
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while (n-- > 0) {
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while (n-- > 0) {
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int dirs[4], ndirs, dir;
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int dirs[4], ndirs, dir;
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pos = list[n];
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i = random_upto(rs, n+1);
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pos = list[i];
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list[i] = list[n];
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x = pos % w;
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x = pos % w;
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y = pos / w;
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y = pos / w;
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