Implemented two strategies: Max. performance vs. max. elements
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@ -15,20 +15,54 @@ namespace Exa
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/// C# array can hold e.g. of uint. Due to this limitation, this is
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/// C# array can hold e.g. of uint. Due to this limitation, this is
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/// also the maximum number of possible chunks.
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/// also the maximum number of possible chunks.
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/// </summary>
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/// </summary>
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private const uint MAX_CAPACITY_ARRAY = 2_146_435_071; // Thanks @Frassle on Github: https://github.com/dotnet/runtime/issues/12221#issuecomment-665553557
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private const uint MAX_CAPACITY_ARRAY = 2_146_435_071; // Thanks @Frassle on Github for the exact number: https://github.com/dotnet/runtime/issues/12221#issuecomment-665553557
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/// <summary>
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/// <summary>
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/// The total number of possible elements.
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/// This is the maximal number of elements per array when we use a number within power of two.
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/// Then, the divisions are faster.
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/// </summary>
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private const uint MAX_CAPACITY_ARRAY_PERFORMANCE = 1_073_741_824; // 2^30... Thanks @jkotas on Github: https://github.com/dotnet/runtime/issues/12221#issuecomment-665644665
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/// <summary>
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/// The total number of possible elements, when using the optimization strategy for max. elements.
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/// </summary>
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/// </summary>
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public const ulong MAX_NUMBER_ELEMENTS = 4_607_183_514_018_780_000;
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public const ulong MAX_NUMBER_ELEMENTS = 4_607_183_514_018_780_000;
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/// <summary>
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/// The total number of possible elements, when using the optimization strategy for max. performance. This is the default.
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/// </summary>
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public const ulong MAX_NUMBER_ELEMENTS_PERFORMANCE = 1_152_921_504_606_850_000;
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private readonly ulong maxCapacityArray;
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private readonly ulong maxNumberElements;
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/// <summary>
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/// Gets the configured optimization strategy.
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/// </summary>
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public Strategy OptimizationStrategy { get; }
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// Chunk storage:
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// Chunk storage:
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private T[][] chunks = new T[1][];
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private T[][] chunks = new T[1][];
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/// <summary>
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/// <summary>
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/// Creates an empty one-dimensional exa-scale array.
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/// Creates an empty one-dimensional exa-scale array.
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/// </summary>
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/// </summary>
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public ExaArray1D() => this.chunks[0] = new T[0];
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public ExaArray1D(Strategy strategy = Strategy.MAX_PERFORMANCE)
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{
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this.OptimizationStrategy = strategy;
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this.chunks[0] = new T[0];
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if (this.OptimizationStrategy == Strategy.MAX_PERFORMANCE)
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{
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this.maxCapacityArray = MAX_CAPACITY_ARRAY_PERFORMANCE;
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this.maxNumberElements = MAX_NUMBER_ELEMENTS_PERFORMANCE;
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}
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else
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{
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this.maxCapacityArray = MAX_CAPACITY_ARRAY;
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this.maxNumberElements = MAX_NUMBER_ELEMENTS;
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}
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}
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/// <summary>
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/// <summary>
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/// Extends the array's capacity by some extend.
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/// Extends the array's capacity by some extend.
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@ -47,15 +81,15 @@ namespace Exa
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/// <c>extendBy</c> argument exceeds the limit of 4,607,183,514,018,780,000 elements.</exception>
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/// <c>extendBy</c> argument exceeds the limit of 4,607,183,514,018,780,000 elements.</exception>
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public void Extend(ulong extendBy = 1)
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public void Extend(ulong extendBy = 1)
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{
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{
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if(extendBy > MAX_NUMBER_ELEMENTS || this.Length + extendBy >= MAX_NUMBER_ELEMENTS)
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if(extendBy > this.maxNumberElements || this.Length + extendBy >= this.maxNumberElements)
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throw new ArgumentOutOfRangeException($"It is not possible to extend more than {MAX_NUMBER_ELEMENTS} elements.");
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throw new ArgumentOutOfRangeException($"It is not possible to extend more than {this.maxNumberElements} elements.");
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this.Length += extendBy;
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this.Length += extendBy;
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var availableInCurrentChunk = MAX_CAPACITY_ARRAY - this.chunks[^1]?.Length ?? 0;
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var availableInCurrentChunk = this.maxCapacityArray - (ulong) (this.chunks[^1]?.Length ?? 0);
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if (extendBy >= (ulong)availableInCurrentChunk)
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if (extendBy >= (ulong)availableInCurrentChunk)
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{
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{
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// Extend the current chunk to its max:
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// Extend the current chunk to its max:
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var extendedInner = new T[MAX_CAPACITY_ARRAY];
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var extendedInner = new T[this.maxCapacityArray];
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Array.Copy(this.chunks[^1], extendedInner, this.chunks[^1].Length);
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Array.Copy(this.chunks[^1], extendedInner, this.chunks[^1].Length);
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this.chunks[^1] = extendedInner;
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this.chunks[^1] = extendedInner;
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@ -68,7 +102,7 @@ namespace Exa
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do
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do
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{
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{
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ulong allocating = leftOver >= MAX_CAPACITY_ARRAY ? MAX_CAPACITY_ARRAY : leftOver;
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ulong allocating = leftOver >= this.maxCapacityArray ? this.maxCapacityArray : leftOver;
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leftOver -= allocating;
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leftOver -= allocating;
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// First, we allocate space for the new chunk:
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// First, we allocate space for the new chunk:
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@ -111,21 +145,21 @@ namespace Exa
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{
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{
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get
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get
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{
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{
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if(index >= MAX_NUMBER_ELEMENTS)
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if(index >= this.maxNumberElements)
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throw new IndexOutOfRangeException();
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throw new IndexOutOfRangeException();
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int chunkIndex = (int) (index / MAX_CAPACITY_ARRAY);
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int chunkIndex = (int) (index / this.maxCapacityArray);
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int elementIndex = (int) (index - (ulong) chunkIndex * MAX_CAPACITY_ARRAY);
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int elementIndex = (int) (index - (ulong) chunkIndex * this.maxCapacityArray);
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return this.chunks[chunkIndex][elementIndex];
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return this.chunks[chunkIndex][elementIndex];
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}
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}
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set
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set
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{
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{
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if(index >= MAX_NUMBER_ELEMENTS)
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if(index >= this.maxNumberElements)
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throw new IndexOutOfRangeException();
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throw new IndexOutOfRangeException();
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int chunkIndex = (int) (index / MAX_CAPACITY_ARRAY);
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int chunkIndex = (int) (index / this.maxCapacityArray);
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int elementIndex = (int) (index - (ulong) chunkIndex * MAX_CAPACITY_ARRAY);
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int elementIndex = (int) (index - (ulong) chunkIndex * this.maxCapacityArray);
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if (chunkIndex >= this.chunks.Length || elementIndex >= this.chunks[chunkIndex].Length)
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if (chunkIndex >= this.chunks.Length || elementIndex >= this.chunks[chunkIndex].Length)
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throw new IndexOutOfRangeException();
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throw new IndexOutOfRangeException();
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