使用布尔值向量是否比动态位集慢?

Is using a vector of boolean values slower than a dynamic bitset?(使用布尔值向量是否比动态位集慢?)
本文介绍了使用布尔值向量是否比动态位集慢?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!

问题描述

限时送ChatGPT账号..

使用布尔值向量是否比动态位集慢?

Is using a vector of boolean values slower than a dynamic bitset?

我刚刚听说了 boost 的动态位集,我想知道它是否值得麻烦.我可以只使用布尔值向量吗?

I just heard about boost's dynamic bitset, and I was wondering is it worth the trouble. Can I just use vector of boolean values instead?

推荐答案

这里很大程度上取决于您使用的布尔值的数量.

A great deal here depends on how many Boolean values you're working with.

bitset 和 vector 通常使用打包表示,其中布尔值仅存储为单个位.

Both bitset and vector<bool> normally use a packed representation where a Boolean is stored as only a single bit.

一方面,这会以位操作的形式强加一些开销来访问单个值.

On one hand, that imposes some overhead in the form of bit manipulation to access a single value.

另一方面,这也意味着更多的布尔值将适合您的缓存.

On the other hand, that also means many more of your Booleans will fit in your cache.

如果您使用大量布尔值(例如,实现 Eratosthenes 筛),将更多的布尔值放入缓存中几乎总能获得净收益.内存使用的减少将比位操作带来的损失更多.

If you're using a lot of Booleans (e.g., implementing a sieve of Eratosthenes) fitting more of them in the cache will almost always end up a net gain. The reduction in memory use will gain you a lot more than the bit manipulation loses.

大多数反对 std::vector 的论点都归结为它不是标准容器(即它不满足容器的要求)这一事实.IMO,这主要是一个期望问题——因为它说 vector,许多人希望它是一个容器(其他类型的向量是),他们经常对 vector 不是容器.

Most of the arguments against std::vector<bool> come back to the fact that it is not a standard container (i.e., it does not meet the requirements for a container). IMO, this is mostly a question of expectations -- since it says vector, many people expect it to be a container (other types of vectors are), and they often react negatively to the fact that vector<bool> isn't a container.

如果您以某种方式真正需要将矢量用作容器,那么您可能希望使用其他组合——dequevector<;char> 可以正常工作.在你这样做之前考虑 - 有很多(糟糕的,IMO)建议通常应该避免vector,很少或根本没有解释为什么它应该完全避免,或者在什么情况下它会对你产生真正的影响.

If you're using the vector in a way that really requires it to be a container, then you probably want to use some other combination -- either deque<bool> or vector<char> can work fine. Think before you do that though -- there's a lot of (lousy, IMO) advice that vector<bool> should be avoided in general, with little or no explanation of why it should be avoided at all, or under what circumstances it makes a real difference to you.

是的,在某些情况下,其他方法会更好.如果您处于其中一种情况,使用其他方法显然是个好主意.但是,首先要确保您确实处于其中一种情况.任何告诉您(例如)Herb 说您应该使用 vector"而没有对所涉及的权衡进行大量解释的人都不应该被信任.

Yes, there are situations where something else will work better. If you're in one of those situations, using something else is clearly a good idea. But, be sure you're really in one of those situations first. Anybody who tells you (for example) that "Herb says you should use vector<char>" without a lot of explanation about the tradeoffs involved should not be trusted.

让我们举一个真实的例子.既然在评论中提到了,那么我们来考虑一下 Eratosthenes 的筛子:

Let's give a real example. Since it was mentioned in the comments, let's consider the Sieve of Eratosthenes:

#include <vector>
#include <iostream>
#include <iterator>
#include <chrono>

unsigned long primes = 0;

template <class bool_t>
unsigned long sieve(unsigned max) {
    std::vector<bool_t> sieve(max, false);
    sieve[0] = sieve[1] = true;

    for (int i = 2; i < max; i++) {
        if (!sieve[i]) {
            ++primes;
            for (int temp = 2 * i; temp < max; temp += i)
                sieve[temp] = true;
        }
    }
    return primes;
}

// Warning: auto return type will fail with older compilers
// Fine with g++ 5.1 and VC++ 2015 though.
//
template <class F>
auto timer(F f, int max) {
    auto start = std::chrono::high_resolution_clock::now();
    primes += f(max);
    auto stop = std::chrono::high_resolution_clock::now();

    return stop - start;
}

int main() {
    using namespace std::chrono;

    unsigned number = 100000000;

    auto using_bool = timer(sieve<bool>, number);
    auto using_char = timer(sieve<char>, number);

    std::cout << "ignore: " << primes << "
";
    std::cout << "Time using bool: " << duration_cast<milliseconds>(using_bool).count() << "
";
    std::cout << "Time using char: " << duration_cast<milliseconds>(using_char).count() << "
";
}

我们使用了一个足够大的数组,我们可以预期它的很大一部分会占用主内存.为了确保在一个调用和另一个调用之间发生变化的唯一事情是使用 vector>vector.以下是一些结果.首先是 VC++ 2015:

We've used a large enough array that we can expect a large portion of it to occupy main memory. I've also gone to a little pain to ensure that the only thing that changes between one invocation and the other is the use of a vector<char> vs. vector<bool>. Here are some results. First with VC++ 2015:

ignore: 34568730
Time using bool: 2623
Time using char: 3108

...然后是使用 g++ 5.1 的时间:

...then the time using g++ 5.1:

ignore: 34568730
Time using bool: 2359
Time using char: 3116

显然,vector 在这两种情况下都获胜——VC++ 的优势约为 15%,gcc 的优势超过 30%.另请注意,在这种情况下,我选择了以非常有利的方式显示 vector 的大小.例如,如果我将 number100000000 减少到 10000000,时间差会:>

Obviously, the vector<bool> wins in both cases--by around 15% with VC++, and over 30% with gcc. Also note that in this case, I've chosen the size to show vector<char> in quite favorable light. If, for example, I reduce number from 100000000 to 10000000, the time differential becomes much larger:

ignore: 3987474
Time using bool: 72
Time using char: 249

虽然我没有做很多工作来确认,但我猜想在这种情况下,使用 vector 的版本节省了足够的空间,数组完全适合缓存,而 vector 大到足以溢出缓存,并涉及大量的主内存访问.

Although I haven't done a lot of work to confirm, I'd guess that in this case, the version using vector<bool> is saving enough space that the array fits entirely in the cache, while the vector<char> is large enough to overflow the cache, and involve a great deal of main memory access.

这篇关于使用布尔值向量是否比动态位集慢?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持跟版网!

本站部分内容来源互联网,如果有图片或者内容侵犯了您的权益,请联系我们,我们会在确认后第一时间进行删除!

相关文档推荐

OpenGL transforming objects with multiple rotations of Different axis(OpenGL 变换不同轴多次旋转的对象)
GLFW first responder error(GLFW 第一响应者错误)
SOIL not linking correctly(SOIL 连接不正确)
Core profile vs version string? Only getting GLSL 1.3/OGL 3.0 in mesa 10.0.1(核心配置文件与版本字符串?在 mesa 10.0.1 中只获得 GLSL 1.3/OGL 3.0)
What is the range of OpenGL texture ID?(OpenGL 纹理 ID 的范围是多少?)
How taxing are OpenGL glDrawElements() calls compared to basic logic code?(与基本逻辑代码相比,OpenGL glDrawElements() 调用的繁重程度如何?)