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:
Simon Tatham
2005-07-22 11:06:57 +00:00
parent 6bce285027
commit a605a17d05

View File

@ -398,11 +398,6 @@ static void gen_grid(int w, int h, int nc, int *grid, random_state *rs)
if (n == 0) if (n == 0)
break; /* we're done */ break; /* we're done */
/*
* Shuffle the list.
*/
shuffle(list, n, sizeof(*list), rs);
#ifdef GENERATION_DIAGNOSTICS #ifdef GENERATION_DIAGNOSTICS
printf("initial grid:\n"); printf("initial grid:\n");
{ {
@ -420,13 +415,17 @@ static void gen_grid(int w, int h, int nc, int *grid, random_state *rs)
#endif #endif
/* /*
* Now go through the list one element at a time and * Now go through the list one element at a time in
* actually attempt to insert something there. * random order, and actually attempt to insert
* something there.
*/ */
while (n-- > 0) { while (n-- > 0) {
int dirs[4], ndirs, dir; int dirs[4], ndirs, dir;
pos = list[n]; i = random_upto(rs, n+1);
pos = list[i];
list[i] = list[n];
x = pos % w; x = pos % w;
y = pos / w; y = pos / w;