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Very basic coding question about realloc

category: general [glöplog]
I need something that works as an array but runtime resizable. I mean:

- The faster random access to the elements by index as in an array
- A fast way to resize it to add more elements

Until now, I've used directly an array with a predefined maximum elements. I suppose it is the faster execution time way to do it, but you know the problems: memory inneficient and size limited.

So, I've thought in realloc, but how fast is it? I've read that if there is not enough space to realloc, it mallocs again and copy the content, so it looks slow and also it would require a lot of free memory for that.

Is there any kind of structure where the access is random and fast? I'm really confused since this looks as a basic coding question, but I've never had the same problem and I have no idea of how to deal with it...

Maybe cutting the array in blocks, but then again I would have to mantain a fixed array of pointers to the blocks?
added on the 2008-11-08 08:09:05 by texel texel
Try STL's vector and have a look at reserve(), it could be enough for what you need.
added on the 2008-11-08 08:23:32 by keops keops
If you're willing to waste memory the traditional way is a linear array that reallocs it's memory by growing in a geometric series.

You ask for 5 elements, it grows to cover 8 possible ones. You ask for 9 it will allocate 16 and so on and so forth. This way you progressively reduce the number of reallocs as the array grows.
added on the 2008-11-08 08:34:23 by _-_-__ _-_-__
At work some of our software runs 4x faster on Linux than on Windows (same machine). We found that the reason was realloc. So at least under Windows you might want to minimize the use of realloc.
added on the 2008-11-08 09:54:12 by chock chock
STL vector is what you need.
As much as a fish needs a bicycle.
added on the 2008-11-08 11:54:04 by 216 216
another problem with realloc() is that it´s not thread safe, so if your threads are reallocating you are in trouble.

you can try the (very ugly) "nedmalloc" library. We got around 50 times faster reallocation that with windows default realloc(), and it´s thread safe. It´s a really ugly library, but depending for what you want it, it might help you.
added on the 2008-11-08 11:57:55 by iq iq
if you code a demo, you most probably know the final size of the array. So allocate the max size once and have speed. Thanks to paging, an os only use RAM for those parts of an array you actually use (as long as you dont allocate it on the stack)
added on the 2008-11-08 11:59:31 by ddeml ddeml
Now for something completely different...

I've been toying around a bit with SDL on Windows XP lately and have some stuff I like to show in a sequence. For timing I've taken the easy route and used a counter that decrease every time I do a screen update. The question now is, will this be equally fast on differently speedy CPU's or is the double buffer + flip thing somewhat consistent time-wise on different machines?
added on the 2008-11-08 12:08:57 by El Topo El Topo
try STL vectors
added on the 2008-11-08 12:13:51 by 24 24
El Topo, there was a thread on scene.se about using timers in windows demos which could be helpful
added on the 2008-11-08 12:27:09 by hollowman hollowman
texel, why not just use a list (such as STL list)? i didn't see anything about needing O(1) index access. afaik the only advantage of vector over list is exactly that, and a little bit of extra memory. MSDN has a pretty nice page somewhere in its STL docs about "which container is good for me".

oh and there's really no reason not to use STL except if you're worried about code size or are developing a huge project with hours of compile time.
added on the 2008-11-08 12:36:31 by skrebbel skrebbel
El Topo: Wouldn't it change with what the refresh rate happens to be? Or is that what you're after?
added on the 2008-11-08 12:37:48 by doomdoom doomdoom
hollowman: Ok thanks, I'll check that one out...

Command Cyborg: Well, I'd rather have it be somewhat equally fast on all machines.
added on the 2008-11-08 12:40:12 by El Topo El Topo
skrebbel: Why would you want the overhead of a list, though? Especially for demo purposes I'd say chasing pointers and constantly allocating list elements is a big no-no, however it looks in big O notation. Or?
added on the 2008-11-08 12:43:40 by doomdoom doomdoom
El Topo: V-sync timing isn't even close to equally fast on all machines, as refresh rates vary a lot (typically 60-100 Hz or something). You can use system timers, or if you're using a music player library that'll probably provide a timer of some sort, too. An easier way is the performance counter which is very precise and high-resolution, but I've been told it can act a little strange on multi-core/CPU systems. That may not be a real issue, though.
added on the 2008-11-08 12:47:51 by doomdoom doomdoom
Quote:
oh and there's really no reason not to use STL except if you're worried about code size or are developing a huge project with hours of compile time.


Unless of course he's developing in C instead of C++ (*) but most democoders probably don't even know there's a difference.
*) which wasn't mentioned but why would a C++ programmer even know about such a thing when there's this magnificent and all-capable operator 'new'?
added on the 2008-11-08 12:54:04 by 216 216
Quote:
You can use system timers, or if you're using a music player library that'll probably provide a timer of some sort, too


If you're using FMOD, please ignore this otherwise helpful advice. Otherwise it's ok, eg. DirectSound's GetPosition call (given that the sound system sets the GETPOSITION2 flag) is quite accurate.

Otherwise, QueryPerfomanceCounter/QueryPerformanceFrequency or timeGetTime/timeBeginPeriod/timeEndPeriod are your friends, yes.
added on the 2008-11-08 12:56:54 by kb_ kb_
El Topo, as kb says. Additionally you could combine the music system's timer with QueryPerf... but resyncing your timer to the music's timer (which has bad granularity but stays stable) every X milliseconds.

People suggesting std::vector; do you know how it works under the hood - is it just using a naive realloc? Or would it vary between implementations?
skrebbel: he says he wants random indexed access. Tracing from begin to head is faster with vectors also.

doom: STL list is mostly not about pointers and allocation. Push and pop operations are enough for many tasks, in between insertions are handled with pseudopointers (iterators), still you don't need to worry about allocating stuff.

216: If he's using C, his best option is still renaming his source file extensions and including vector (and probably fixing some dirty implicit pointer casts). That is if texel is still coding for PC.
parapete: Implementations can vary but all use new (instead of malloc kind) by default. Programmers can change the allocation model (allocators).
optanes, ahyes, he does. i misread. doom, what optanes said - there's no chasing nothing with STL list, and the slowdown is often irrelevant. sure, i wouldnt put my vertices in a list, but for many other purposes it's more efficient (quick insertions/deletions, etc). but yeah, i misread texels post and he wants random access.

parcelshit, afaik most vector implementations indeed merely wrap a simple c array with malloc and stuff. at least, i've been using the assumption that i can cast the address of the first element into a pointer and use the list accordingly, and it didn't break (msvc). i don't know if there are vector implementations that allow spreading an array over multiple memory areas.
added on the 2008-11-08 13:56:56 by skrebbel skrebbel
kb: you meant, of course, "don't use FMOD".
added on the 2008-11-08 13:57:47 by skrebbel skrebbel
oh and i didn't mean that std::vector always uses malloc and not new; i don't really know or care. what i meant is that the implementations i've used store everything in one line in memory, just like a malloc would.
added on the 2008-11-08 13:59:48 by skrebbel skrebbel
Quote:
216: If he's using C, his best option is still renaming his source file extensions and including vector (and probably fixing some dirty implicit pointer casts)


That's an excellent example of what I meant when I said something about average demosceners' knowledge.
added on the 2008-11-08 14:16:03 by 216 216

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