It will be, yeah. I'm benchmarking using nodejs and v8 on the command
line though.

-J


On Mon, Dec 26, 2011 at 2:29 PM, Michael Schwartz <[email protected]> wrote:
> This code is running in the browser?
>
> On Dec 25, 2011, at 7:27 PM, Joseph Gentle wrote:
>
>> 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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