迭代大列表并编辑所有列表项,而不会造成很多延迟
本文关键字:列表 延迟 编辑 迭代 | 更新日期: 2023-09-27 18:02:45
我在一个充满矩形的大列表中迭代每一帧它们都应该下降1个像素但由于矩形的数量太大,我得到了一个巨大的fps输入我的代码:
for (var x = 0; x < Water3.Count(); x++ )
{
bool intersect = false;
Rectangle rect = Water3[x];
List<Rectangle> Water2 = new List<Rectangle>(Water3);
Water2.RemoveAt(x);
rect.Y++;
foreach (Rectangle check in Water2)
{
if (check.IntersectsWith(rect))
{
intersect = true;
break;
}
}
if (rect.Y >= 699 || intersect == true)
{
rect.Y--;
}
Water[x] = rect;
frameGraphics.FillRectangle(new SolidBrush(Color.Red), Water3[x]);
}
这是我现在的代码:
private void render()
{
int framesRendered = 0;
long startTime = Environment.TickCount;
Bitmap frame = new Bitmap(Game.CANVAS_WIDTH, Game.CANVAS_HEIGHT);
Graphics frameGraphics = Graphics.FromImage(frame);
#region Brushes
SolidBrush Black = new SolidBrush(Color.Black);
SolidBrush Red = new SolidBrush(Color.Red);
#endregion
while (true)
{
frameGraphics.FillRectangle(Black, 0, 0, Game.CANVAS_WIDTH, Game.CANVAS_HEIGHT);
List<Rectangle> Water3 = new List<Rectangle>(Water);
for (var x = 0; x < Water3.Count; x++)
{
Rectangle rect = Water3[x];
rect.Y++;
bool intersect = Water3.Where((t, i) => i != x).Any(check => check.IntersectsWith(rect));
if (rect.Y >= 699 || intersect)
rect.Y--;
Water[x] = rect;
frameGraphics.FillRectangle(Red, Water3[x]);
}
drawHandle.DrawImage(frame, 0, 0);
//benchmarking
framesRendered++;
if (Environment.TickCount >= startTime + 1000)
{
Console.WriteLine("Engine: " + framesRendered + " fps");
framesRendered = 0;
startTime = Environment.TickCount;
你在循环中一次又一次地复制列表:
List<Rectangle> Water2 = new List<Rectangle>(Water3);
这将给你一个巨大的n^2的命中率
正如Yishai已经说过的,你在每个循环中创建了一个巨大的列表Water3。这就是在每个周期中分配和释放大量内存,这会对性能产生巨大影响。所以最好使用你已有的列表。
for (var x = 0; x < Water3.Count; x++)
{
bool intersect = false;
Rectangle rect = Water3[x];
rect.Y++;
for (var i = 0; i < Water3.Count; i++)
{
if (i == x)
continue;
Rectangle check = Water3[i];
if (check.IntersectsWith(rect))
{
intersect = true;
break;
}
}
if (rect.Y >= 699 || intersect)
rect.Y--;
Water[x] = rect;
// painting 1000 rects like this takes about 12msec
// frameGraphics.FillRectangle(Brushes.Red, rect);
}
// painting all 1000 rects at once will take only 3msec
frameGraphics.FillRectangles(Brushes.Red, Water.ToArray());
或者使用LINQ表达式:
for (var x = 0; x < Water3.Count; x++)
{
Rectangle rect = Water3[x];
rect.Y++;
bool intersect = Water3.Where((t, i) => i != x).Any(check => check.IntersectsWith(rect));
if (rect.Y >= 699 || intersect)
rect.Y--;
Water[x] = rect;
// painting 1000 rects like this takes about 12msec
// frameGraphics.FillRectangle(Brushes.Red, rect);
}
// painting all 1000 rects at once will take only 3msec
frameGraphics.FillRectangles(Brushes.Red, Water.ToArray());
另一个关于内存泄漏的评论。你不应该在循环中一遍又一遍地创建SolidBrush。而是在循环之外创建笔刷,并将其放入using语句中,以便之后处理它。如果你需要一个典型的颜色-像你:红色-然后不要创建自己的画笔,而是使用静态成员刷子。红色相反。