I'm currently optimizing an application, one of the operations that is done very often is reading and writing binary. I need 2 types of functions:
Set(byte[] target, int index, int value);
int Get(byte[] source, int index);
These functions are needed for signed and unsigned short, int and long in big and little endian order.
Here are some examples i've made, but i need a evaluation about the advantages and disadvantages:
first method is using Marshal to write the value into the memory of the byte[], the second is using plain pointers to accomplish this and the third uses BitConverter and BlockCopy to do this
unsafe void Set(byte[] target, int index, int value)
{
fixed (byte* p = &target[0])
{
Marshal.WriteInt32(new IntPtr(p), index, value);
}
}
unsafe void Set(byte[] target, int index, int value)
{
int* p = &value;
for (int i = 0; i < 4; i++)
{
target[offset + i] = *((byte*)p + i);
}
}
void Set(byte[] target, int index, int value)
{
byte[] data = BitConverter.GetBytes(value);
Buffer.BlockCopy(data, 0, target, index, data.Length);
}
And here are the Read/Get methods:
the first is using Marshal to read the value from the byte[], the second is using plain pointers and the third is using BitConverter again:
unsafe int Get(byte[] source, int index)
{
fixed (byte* p = &source[0])
{
return Marshal.ReadInt32(new IntPtr(p), index);
}
}
unsafe int Get(byte[] source, int index)
{
fixed (byte* p = &source[0])
{
return *(int*)(p + index);
}
}
unsafe int Get(byte[] source, int index)
{
return BitConverter.ToInt32(source, index);
}
boundary checking needs to be done but isn't part of my question yet...
I开发者_开发技巧 would be pleased if someone can tell what would be the best and fastest way in this case or give me some other solutions to work on. A generic solution would be preferable
I Just did some performance testing, here are the results:
Set Marshal: 45 ms, Set Pointer: 48 ms, Set BitConverter: 71 ms Get Marshal: 45 ms, Get Pointer: 26 ms, Get BitConverter: 30 ms
it seems that using pointers is the fast way, but i think Marshal and BitConverter do some internal checking... can someone verify this?
Important: if you only need the one endian, see the pointer magic by wj32 / dtb
Personally, I would be writing directly to a Stream
(perhaps with some buffering), and re-using a shared buffer that I can generally assume is clean. Then you can make some shortcuts and assume index 0/1/2/3.
Certainly don't use BitConverter
, as that can't be used for both little/big-endian, which you require. I would also be inclined to just use bit-shifting rather than unsafe etc. It is actally the fastest, based on the following (so I'm glad that this is how I already do it my code here, look for EncodeInt32Fixed
):
Set1: 371ms
Set2: 171ms
Set3: 993ms
Set4: 91ms <==== bit-shifting ;-p
code:
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
static class Program
{
static void Main()
{
const int LOOP = 10000000, INDEX = 100, VALUE = 512;
byte[] buffer = new byte[1024];
Stopwatch watch;
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
Set1(buffer, INDEX, VALUE);
}
watch.Stop();
Console.WriteLine("Set1: " + watch.ElapsedMilliseconds + "ms");
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
Set2(buffer, INDEX, VALUE);
}
watch.Stop();
Console.WriteLine("Set2: " + watch.ElapsedMilliseconds + "ms");
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
Set3(buffer, INDEX, VALUE);
}
watch.Stop();
Console.WriteLine("Set3: " + watch.ElapsedMilliseconds + "ms");
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
Set4(buffer, INDEX, VALUE);
}
watch.Stop();
Console.WriteLine("Set4: " + watch.ElapsedMilliseconds + "ms");
Console.WriteLine("done");
Console.ReadLine();
}
unsafe static void Set1(byte[] target, int index, int value)
{
fixed (byte* p = &target[0])
{
Marshal.WriteInt32(new IntPtr(p), index, value);
}
}
unsafe static void Set2(byte[] target, int index, int value)
{
int* p = &value;
for (int i = 0; i < 4; i++)
{
target[index + i] = *((byte*)p + i);
}
}
static void Set3(byte[] target, int index, int value)
{
byte[] data = BitConverter.GetBytes(value);
Buffer.BlockCopy(data, 0, target, index, data.Length);
}
static void Set4(byte[] target, int index, int value)
{
target[index++] = (byte)value;
target[index++] = (byte)(value >> 8);
target[index++] = (byte)(value >> 16);
target[index] = (byte)(value >> 24);
}
}
Using Marc Gravell's Set1
to Set4
and the Set5
below, I get the following numbers on my machine:
Set1: 197ms
Set2: 102ms
Set3: 604ms
Set4: 68ms
Set5: 55ms <==== pointer magic ;-p
Code:
unsafe static void Set5(byte[] target, int index, int value)
{
fixed (byte* p = &target[index])
{
*((int*)p) = value;
}
}
Of course, it gets much faster when the byte array isn't pinned on each iteration but only once:
Set6: 10ms (little endian)
Set7: 85ms (big endian)
Code:
if (!BitConverter.IsLittleEndian)
{
throw new NotSupportedException();
}
watch = Stopwatch.StartNew();
fixed (byte* p = buffer)
{
for (int i = 0; i < LOOP; i++)
{
*((int*)(p + INDEX)) = VALUE;
}
}
watch.Stop();
Console.WriteLine("Set6: " + watch.ElapsedMilliseconds + "ms");
watch = Stopwatch.StartNew();
fixed (byte* p = buffer)
{
for (int i = 0; i < LOOP; i++)
{
*((int*)(p + INDEX)) = System.Net.IPAddress.HostToNetworkOrder(VALUE);
}
}
watch.Stop();
Console.WriteLine("Set7: " + watch.ElapsedMilliseconds + "ms");
Pointers are the way to go. Pinning objects with the fixed keyword is extremely cheap, and you avoid the overhead of calling functions like WriteInt32 and BlockCopy. For a "generic solution" you can simply use void* and use your own memcpy (since you're dealing with small amounts of data). However pointers do not work with true generics.
You should do some profiling on your code to reveal whether this is the bottleneck. Also looking at your code it appears that you are using .Net function calls to write one byte to an unmanaged array, involving a pin on the memory and a call to unsafe code...
You might be much better off declaring a .Net System.IO.MemoryStream and seeking and writing around to it, wherever possible using a stream writer to push your changes in, which should use less function calls and won't require unsafe code. You'll find the pointer stuff much more useful in C# if you are doing things like DSP, where you need to perform a single operation to every value in an array etc.
EDIT: Let me also mention that depending on what you are doing you might find that the CPU caching will come into effect, if you can keep working on a single small area of memory that fits into the cache then you will end up with the best performance.
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