问题
I have structs like
struct RGBA: Codable {
var r: UInt8
var g: UInt8
var b: UInt8
var a: UInt8
}
I want save large amount of this structs (>1_000_000)
Decode
guard let history = try? JSONDecoder().decode(HistoryRGBA.self, from: data) else { return }
Encode
guard let jsonData = try? encoder.encode(dataForSave) else { return false }
How can I improve encoding/decoding time and amount of RAM memory?
回答1:
Considering that all your properties are UInt8
(bytes) you can make your struct conform to ContiguousBytes
and save its raw bytes:
struct RGBA {
let r, g, b, a: UInt8
}
extension RGBA: ContiguousBytes {
func withUnsafeBytes<R>(_ body: (UnsafeRawBufferPointer) throws -> R) rethrows -> R {
try Swift.withUnsafeBytes(of: self) { try body($0) }
}
}
extension ContiguousBytes {
init<T: ContiguousBytes>(_ bytes: T) {
self = bytes.withUnsafeBytes { $0.load(as: Self.self) }
}
}
extension RGBA: ExpressibleByArrayLiteral {
typealias ArrayLiteralElement = UInt8
init(arrayLiteral elements: UInt8...) {
self.init(elements)
}
}
extension Array {
var bytes: [UInt8] { withUnsafeBytes { .init($0) } }
var data: Data { withUnsafeBytes { .init($0) } }
}
extension ContiguousBytes {
var bytes: [UInt8] { withUnsafeBytes { .init($0) } }
var data: Data { withUnsafeBytes { .init($0) } }
}
extension ContiguousBytes {
func object<T>() -> T { withUnsafeBytes { $0.load(as: T.self) } }
func objects<T>() -> [T] { withUnsafeBytes { .init($0.bindMemory(to: T.self)) } }
}
extension ContiguousBytes {
var rgba: RGBA { object() }
var rgbaCollection: [RGBA] { objects() }
}
extension UIColor {
convenience init<T: Collection>(_ bytes: T) where T.Index == Int, T.Element == UInt8 {
self.init(red: CGFloat(bytes[0])/255,
green: CGFloat(bytes[1])/255,
blue: CGFloat(bytes[2])/255,
alpha: CGFloat(bytes[3])/255)
}
}
extension RGBA {
var color: UIColor { .init(bytes) }
}
let red: RGBA = [255, 0, 0, 255]
let green: RGBA = [0, 255, 0, 255]
let blue: RGBA = [0, 0, 255, 255]
let redBytes = red.bytes // [255, 0, 0, 255]
let redData = red.data // 4 bytes
let rgbaFromBytes = redBytes.rgba // RGBA
let rgbaFromData = redData.rgba // RGBA
let colorFromRGBA = red.color // r 1.0 g 0.0 b 0.0 a 1.0
let rgba: RGBA = [255,255,0,255] // RGBA yellow
let yellow = rgba.color // r 1.0 g 1.0 b 0.0 a 1.0
let colors = [red, green, blue] // [{r 255, g 0, b 0, a 255}, {r 0, g 255, b 0, a 255}, {r 0, g 0, b 255, a 255}]
let colorsData = colors.data // 12 bytes
let colorsFromData = colorsData.rgbaCollection // [{r 255, g 0, b 0, a 255}, {r 0, g 255, b 0, a 255}, {r 0, g 0, b 255, a 255}]
edit/update:
struct LayerRGBA {
var canvas: [[RGBA]]
}
extension LayerRGBA {
var data: Data { canvas.data }
init(_ data: Data) { canvas = data.objects() }
}
struct AnimationRGBA {
var layers: [LayerRGBA]
}
extension AnimationRGBA {
var data: Data { layers.data }
init(_ data: Data) {
layers = data.objects()
}
}
struct HistoryRGBA {
var layers: [LayerRGBA] = []
var animations: [AnimationRGBA] = []
}
extension HistoryRGBA {
var data: Data {
let layersData = layers.data
return layersData.count.data + layersData + animations.data
}
init(data: Data) {
let index = Int(Data(data.prefix(8))).advanced(by: 8)
self.init(layers: data.subdata(in: 8..<index).objects(),
animations: data.subdata(in: index..<data.endIndex).objects())
}
}
extension Numeric {
var data: Data {
var bytes = self
return .init(bytes: &bytes, count: MemoryLayout<Self>.size)
}
}
extension Numeric {
init<D: DataProtocol>(_ data: D) {
var value: Self = .zero
let _ = withUnsafeMutableBytes(of: &value, { data.copyBytes(to: $0)} )
self = value
}
}
Playground testing:
let layer1: LayerRGBA = .init(canvas: [colors,[red],[green, blue]])
let layer2: LayerRGBA = .init(canvas: [[red],[green, rgba]])
let loaded: LayerRGBA = .init(layer1.data)
loaded.canvas[0]
loaded.canvas[1]
loaded.canvas[2]
let animationRGBA: AnimationRGBA = .init(layers: [layer1,layer2])
let loadedAnimation: AnimationRGBA = .init(animationRGBA.data)
loadedAnimation.layers.count // 2
loadedAnimation.layers[0].canvas[0]
loadedAnimation.layers[0].canvas[1]
loadedAnimation.layers[0].canvas[2]
loadedAnimation.layers[1].canvas[0]
loadedAnimation.layers[1].canvas[1]
let hRGBA: HistoryRGBA = .init(layers: [loaded], animations: [animationRGBA])
let loadedHistory: HistoryRGBA = .init(data: hRGBA.data)
loadedHistory.layers[0].canvas[0]
loadedHistory.layers[0].canvas[1]
loadedHistory.layers[0].canvas[2]
loadedHistory.animations[0].layers[0].canvas[0]
loadedHistory.animations[0].layers[0].canvas[1]
loadedHistory.animations[0].layers[0].canvas[2]
loadedHistory.animations[0].layers[1].canvas[0]
loadedHistory.animations[0].layers[1].canvas[1]
回答2:
The performance of JSONEncoder
/Decoder
performance is...not great. ZippyJSON is a drop-in replacement that is supposedly about 4 times faster than Foundation's implmenetation, and if you're going for better performance and lower memory usage, you'll probably want to Google for some kind of streaming JSON decoder library.
However, you said in the comments that you don't need the JSON format. That's great, because we can store the data much more efficiently as just an array of raw bytes rather than a text-based format such as JSON:
extension RGBA {
static let size = 4 // the size of a (packed) RGBA structure
}
// encoding
var data = Data(count: history.rgba.count * RGBA.size)
for i in 0..<history.rgba.count {
let rgba = history.rgba[i]
data[i*RGBA.size] = rgba.r
data[i*RGBA.size+1] = rgba.g
data[i*RGBA.size+2] = rgba.b
data[i*RGBA.size+3] = rgba.a
}
// decoding
guard data.count % RGBA.size == 0 else {
// data is incomplete, handle error
return
}
let rgbaCount = data.count / RGBA.size
var result = [RGBA]()
result.reserveCapacity(rgbaCount)
for i in 0..<rgbaCount {
result.append(RGBA(r: data[i*RGBA.size],
g: data[i*RGBA.size+1],
b: data[i*RGBA.size+2],
a: data[i*RGBA.size+3]))
}
This is already about 50 times faster than using JSONEncoder on my machine (~100ms instead of ~5 seconds).
You can get even faster by bypassing some of Swift's safety checks and memory management and dropping down to raw pointers:
// encoding
let byteCount = history.rgba.count * RGBA.size
let rawBuf = malloc(byteCount)!
let buf = rawBuf.bindMemory(to: UInt8.self, capacity: byteCount)
for i in 0..<history.rgba.count {
let rgba = history.rgba[i]
buf[i*RGBA.size] = rgba.r
buf[i*RGBA.size+1] = rgba.g
buf[i*RGBA.size+2] = rgba.b
buf[i*RGBA.size+3] = rgba.a
}
let data = Data(bytesNoCopy: rawBuf, count: byteCount, deallocator: .free)
// decoding
guard data.count % RGBA.size == 0 else {
// data is incomplete, handle error
return
}
let result: [RGBA] = data.withUnsafeBytes { rawBuf in
let buf = rawBuf.bindMemory(to: UInt8.self)
let rgbaCount = buf.count / RGBA.size
return [RGBA](unsafeUninitializedCapacity: rgbaCount) { resultBuf, initializedCount in
for i in 0..<rgbaCount {
resultBuf[i] = RGBA(r: data[i*RGBA.size],
g: data[i*RGBA.size+1],
b: data[i*RGBA.size+2],
a: data[i*RGBA.size+3])
}
}
}
Benchmark results on my machine (I did not test ZippyJSON):
JSON:
Encode: 4967.0ms; 32280478 bytes
Decode: 5673.0ms
Data:
Encode: 96.0ms; 4000000 bytes
Decode: 19.0ms
Pointers:
Encode: 1.0ms; 4000000 bytes
Decode: 18.0ms
You could probably get even faster by just writing your array directly from memory to disk without serializing it at all, although I haven't tested that either. And of course, when you're testing performance, be sure you're testing in Release mode.
来源:https://stackoverflow.com/questions/63018581/fastest-way-to-save-structs-ios-swift