Cool - well, from inlining a bunch of vectors, and some other minor
tweaks I've nearly doubled performance. Its still >3x worse than the
original C implementation though, so I think I can do better. Brendan:
local numbers should be stored on the stack, right?

According to this profiling run: https://gist.github.com/1520465 :

I'm spending 45% of my time in this javascript function:
https://github.com/josephg/Chipmunk-js/blob/master/lib/cpArbiter.js#L349-406

Even a 2% improvement in that one function there would be noticable.
Any ideas on how I can improve it? (The array I'm looping over usually
only has one element, if that helps).

I'm also spending 10% of my time in this C++ function:
v8::internal::SemiSpaceIterator::Next
What is that? Can I do less of it?


I really appreciate the help - physics in the browser is fun! -
http://dl.dropbox.com/u/2494815/code.html

-Joseph


On Mon, Dec 26, 2011 at 6:08 AM, Brendan Miller <[email protected]> wrote:
> I could be wrong, but I think I asked on this list earlier, and locals
> are not necessarily stored on the stack because they can be captured
> by a nested function. So, depending on how much you use closures,
> inlining might not solve your problem.
>
> On the other hand a simple free list would make a lot of sense and
> would presumably lead to more readable code. Certainly, this is what
> I'd do in C or C++ if I wanted to reduce allocation and deallocation
> time. In javascript, the effect would be a little bit different. On
> the first compaction, I think you wouldn't save much time, but once
> your vectors got promoted into the "old" generation, they'd see fewer
> compactions.
>
> I'm not a v8 developer though and don't know the internals of the GC,
> except that it is generational.
>
> On Sat, Dec 24, 2011 at 10:48 AM, tjholowaychuk <[email protected]> 
> wrote:
>> I would inline most of the simple ones personally, or even maybe add a
>> build step and use some kind of macro
>>
>> On Dec 24, 1:37 am, Joseph Gentle <[email protected]> wrote:
>>> I'm porting a physics engine (chipmunk!) from C to javascript. Internally,
>>> chipmunk uses 2d vectors pretty extensively. In C, they're a simple struct
>>> passed by value. In javascript, my vectors are being allocated on the heap.
>>>
>>> I did some benchmarks - in 5 seconds, chipmunk-js allocates about 20
>>> million vectors. The simulation spends about a third of its time in the
>>> garbage collector. (Eep!).
>>>
>>> I would move across to simply storing x and y values, but a lot of the
>>> vector manipulation functions need to return new vectors. (Eg, add(),
>>> mult(), rotate(), lerp(), ... etc). If I store (x,y), I need a way to
>>> return two values from those functions.
>>>
>>> My ideas:
>>> - Try and use an object pool of vectors. It might be hard to track the
>>> lifetime of all the vectors the library uses, but I should be able to
>>> manually release most of them.
>>> - Make all the functions that return a vector instead store the (x,y) pair
>>> in a pair of global variables. Other functions can then copy the result
>>> back when they're done computing. That way, I can remove heap-stored
>>> vectors entirely; though my code will get super messy.
>>> - Manually inline a lot of the vector functions. Again, my code will get
>>> messier.
>>>
>>> What do you guys reckon? Are there any other options?
>>>
>>> My trivial vector implementation is 
>>> here:https://github.com/josephg/Chipmunk-js/blob/master/lib/cpVect.js
>>>
>>> -J
>>
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