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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

You've just made plans for us! ;)

Something like implementing LibGDX's poolable on events? What would be useful for you? Shouldn't be too hard to retool FastEventDispatcher for event pooling.

Event event = PooledEventDispatcher.prepare(MyEvent.class)?

    static public <T extends Event> T prepare(Class<T> type) {
        Pool<T> pool = Pools.get(type);
        T node = pool.obtain();
        node.setPool(pool);
        return node;
    }

and then releasing after all listeners have been called in #dispatch()

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Namek avatar Namek commented on May 27, 2024

Yes, I meant pooling like in gdx.

Signaling

Currently I made something I called Signaling: events.signal(Signals.EXPLOSION) where argument is an integer.

Internally it just fills SignalEvent with given integer and fires it as regular event. Implementation goes here:

public final class Signal implements Event {
    public int code;
}

public class SignalAndEventDispatcher implements EventDispatchStrategy {
    protected final FastEventDispatcher eventDispatcher = new FastEventDispatcher();
    final IdentityHashMap<Integer, Bag<EventListener>> signalListeners = new IdentityHashMap<Integer, Bag<EventListener>>();


    @Override
    public void register(EventListener listener) {
        if (listener instanceof SignalListener) {
            final SignalListener signalListener = (SignalListener)listener;

            Bag<EventListener> listeners = this.signalListeners.get(signalListener.signalCode);
            if (listeners == null) {
                listeners = new Bag<EventListener>();
                this.signalListeners.put(signalListener.signalCode, listeners);
            }

            listeners.add(signalListener);
        }
        else {          
            eventDispatcher.register(listener);
        }
    }

    @Override
    public void dispatch(Event event) {
        if (event instanceof Signal) {
            final Signal signal = (Signal)event;
            Bag<EventListener> listeners = this.signalListeners.get(signal.code);

            if (signalListeners != null) {
                Object[] data = listeners.getData();
                for (int i = 0, n = listeners.size(); i < n; ++i) {
                    final SignalListener listener = (SignalListener) data[i];
                    if (listener != null) {
                        listener.handle(signal);
                    }
                }
            }
        }
        else {
            eventDispatcher.dispatch(event);
        }
    }

}

public class SignalAndEventFinder implements ListenerFinderStrategy {
    private SubscribeAnnotationFinder eventListenersFinder;

    public SignalAndEventFinder() {
        eventListenersFinder = new SubscribeAnnotationFinder();
    }

    @Override
    public List<EventListener> resolve(Object o) {
        // Find event listeners
        final List<EventListener> listeners = eventListenersFinder.resolve(o);

        // Find signal listeners
        for (Method method : ClassReflection.getDeclaredMethods(o.getClass())) {
            if (method.isAnnotationPresent(SubscribeSignal.class)) {
                final Annotation declaredAnnotation = method.getDeclaredAnnotation(SubscribeSignal.class);

                if (declaredAnnotation != null) {
                    final SubscribeSignal signalCode = declaredAnnotation.getAnnotation(SubscribeSignal.class);
                    listeners.add(new SignalListener(o, method, signalCode.value()));
                }
            }
        }

        return listeners;
    }
}

public class SignalAndEventManager extends EventManager {
    private final Signal signal = new Signal();

    public SignalAndEventManager() {
        super(new SignalAndEventDispatcher(), new SignalAndEventFinder());
    }

    public void signal(int code) {
        signal.code = code;
        this.dispatch(signal);
    }
}

public class SignalListener extends EventListener {
    public final int signalCode;

    public SignalListener(Object object, Method method, int code) {
        super(object, method);
        signalCode = code;
    }
}

@Retention(RetentionPolicy.RUNTIME)
@Target(ElementType.METHOD)
public @interface SubscribeSignal {
    public int value();
}

Implementation above has following drawbacks:

  • Ugly names (especially SignalAndEventManager), I know.
  • It's not thread-safe! Only one and same SignalEvent object is used for every signal.

Signals suck anyway, gimmeh efficient Events!

What I was used to (using some custom (job) AS3 engine) is using event system pretty frequently. I mean, really frequently.

Example:
events.fire(new ExplosionEvent(point, targetType)) - difference between this and Signal is that I can put some custom parameters into it, my simple signals don't have it.

Since I want to omit redundant work of garbage collection after hearing/reading some rumors about Android's Dalvik and experiencing it with Adobe AIR (it was ActionScript and Adobe's VM, not Java, but whatever) I can't create new event object for every explosion. Instead, I'd like to do something like:

ExplosionEvent evt = events.getEvent().setup(point, targetType);
events.fire(evt);

which unfortunately is less convenient. It would be best to have some one-liner...

Summarize

Well, it's not like I couldn't do it on my own but it would be another library and my custom wrapper on top of it. And I'm not sure about your plans due to asynchronous dispatching of events (I'm not a fan of these, they often break a lot). While pooling for synchronous dispatcher is easy to be done just by extending dispatcher, asynchronous is not (I think). Anyway, I'm just asking about your intentions. Any plans to put it into repo or do I have to do it on my own for now? I planned to just use Pool class from gdx.

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

Yes plans, no timetable though. I'm happy to take PR:s btw.

@junkdog and I have been bouncing some ideas about concurrency around, and the conclusion for now seems to be to leave it up to the user, outside the Artemis layer. (defer to system inner workings).

I'm all for implementing pooling and polling strategies for events. I think they fit Artemis/ECS perfectly and will cover most usecases in Artemis' abstraction.

For me asynchronous events do not make much sense within the ECS layer itself. I prefer one point of entry and a predictable order of operations. junkdog/artemis-odb#221 would be the first step towards polling.

N-worlds or dispatching to listeners outside Artemis makes async more relevant. It's more of an edge case as far as i'm concerned, I'll probably wait for a PR for async event handler.


To shorten things, can always consider static field the Pool on each event class.. ;) That way you could do .dispatch(ExplosionEvent.of(x,y)). Could even consider tracking listeners on a static event class field for extra performance, to skip the listener lookup costs.

Nb. Quick google tells me there are some ways to do async pools. The question is if it'll be better than taking the GC hit. Since your signals are basically just ints I imagine there might be very good solutions to make a multi threaded solution? Like some form of non blocking array based buffer?

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

Let me know if you want to PR a pooled event manager, or wait for me to whip something up. We'll probably want to make something to benchmark it as well just to be sure it performs better. ;)

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Namek avatar Namek commented on May 27, 2024

I'm not sure what you mean about polling. Are you talking about collecting events and dispatching them when it's EventSystem's turn in World process queue? I mean, right now events are dispatched immediately. By polling you mean collecting them and dispatching all at once (once per World process)?

If yes, then why such approach? Why is it better than immediately dispatching events? I'd like to omit performance-like situation where you push 10000 events at once and don't one to serve them in one frame because I don't see a reason to do such things, it's not about Operating Systems, those are just games 🎯

Nb. Quick google tells me there are some ways to do async pools. The question is if it'll be better than taking the GC hit. Since your signals are basically just ints I imagine there might be very good solutions to make a multi threaded solution? Like some form of non blocking array based buffer?

I'm not really interested in async right now. Sure, as you stated "dispatching to listeners outside Artemis makes async more relevant" but for now there's a small chance that I will need it, maybe in future. And those signal ints are not enough too often.

To shorten things, can always consider static field the Pool on each event class.. ;) That way you could do .dispatch(ExplosionEvent.of(x,y)). Could even consider tracking listeners on a static event class field for extra performance, to skip the listener lookup costs.

That's what I did in previous engine.

I'm happy to take PR:s btw.

I'll sit and will decide what to do because I need it right now in project. Not sure about PR:s I'll take that into consideration. Stay tuned.

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

I'm not sure what you mean about polling.

Polling in the traditional sense, where the system polls for events at the start of each invocation. (abstracted away for cleanliness!).

If yes, then why such approach? Why is it better than immediately dispatching events? I'd like to omit performance-like situation where you push 10000 events at once and don't one to serve them in one frame because I don't see a reason to do such things, it's not about Operating Systems, those are just games 🎯

If it's better depends on the person using it I'd say. I had the same reaction initially, why would you ever want to poll. It's something that comes about when trying to unite the normal system invocation flow, and the flow created with events.

Take synchronous events without polling. On one hand you create highly specialized systems that each perform a discrete operation in a predictable order. On the other hand events introduce additional points of entry and a totally different flow. It's a bit of a smell. For me it leads to systems that do more than one operation, and are nothing more than glorified entity bags. No problem if you have the discipline to avoid that obviously ;)

Plus I can no longer make assumptions about the state of my entities based on the system order. For example, my event triggered operation could be dealing with entities moved but not bound checked yet. The source system of the dispatch has not finished processing yet, so you might accidentally cause issues there too depending on your setup.

I believe a system invocation should be predictable, respect order of operations, and either have a world tick or event as a precondition for processing, but not both (except for events which are just there to change system state). Polling is a step towards that. Basically EventEntitySystem.

A variant would be delayed invocation, where you'd queue events and fire the event handling systems immediately after the current system has stopped processing.

I'm not really interested in async right now.

Good ! That saves a lot of time. ;)

I'll sit and will decide what to do because I need it right now in project. Not sure about PR:s I'll take that into consideration. Stay tuned.

What kind of quantity of events are we talking about here?

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Namek avatar Namek commented on May 27, 2024

My experience #1 about polling synchronous events is that you have to decide about it before you make a game, not before you want to publish it because changing that breaks many things (most of them are hacks) :D

My second experience is same as you noted - "discipline" (did I mention about hacks already?)

Thanks for your input on that topic!

What kind of quantity of events are we talking about here?

If you're asking about how often I would dispatch events, then I'm not sure right now but it's a shooter. I'd like to inform whole World about every collision, explosion or whatever that happens often. For example, explosion detected in BulletCollisionSystem should inform CameraSystem so camera could shake a little. Of course it depends how far that explosion is from main (player's) avatar on screen SO I need explosion position as event parameter here.

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

No draw call events though, that limits the performance needed ;)

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Namek avatar Namek commented on May 27, 2024

Interesting. I was thinking only about logical events. Well, it probably will trigger some animations pretty often. Not sure about "draw call events" (I know what are draw calls on graphics card).

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

I just meant events to dispatch render requests. Just trying to come up with extremely high event quantities. Not sure that's even a thing. XD

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Namek avatar Namek commented on May 27, 2024

Polling - 1st iteration

Do you agree with such simple changes as:

  1. changing EventManager to EventSystem extending VoidEntitySystem
    private final Bag<Event> eventQueue = new Bag<Event>();

    /**
     * Queue an event to dispatch synchronously.
     */
    public void dispatch( Event event )
    {
        eventQueue.add(event);
    }
@Override
    protected void processSystem()
    {
        Object[] eventsToDispatch = eventQueue.getData();

        for (int i = 0, s = eventQueue.size(); i < s; i++) {
            Event event = (Event) eventsToDispatch[i];
            dispatcherStrategy.dispatch(event);
        }

        eventQueue.clear();
    }

?

I can't see any benefits of making something like FastPollingEventDispatcher, I think it's just better to change #dispatch as shown above (yes, your arguments before convinced me).

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Namek avatar Namek commented on May 27, 2024

Pooling - 2nd iteration

    /**
     * Queue an event to dispatch synchronously.
     */
    public <T extends Event> T dispatch(Class<T> eventClass)
    {
        T event = Pools.obtain(eventClass);
        eventQueue.add(event);

        return event;
    }

    @Override
    protected void processSystem()
    {
        Object[] eventsToDispatch = eventQueue.getData();

        for (int i = 0, s = eventQueue.size(); i < s; i++) {
            Event event = (Event) eventsToDispatch[i];

            dispatcherStrategy.dispatch(event);
            Pools.free(event);
        }

        eventQueue.clear();
    }

I was thinking about having both dispatch(Class<T> eventClass) and dispatch(Event event) but we'll have the problem whether event should be freed into the Pool or not.

Example usage:

public class ExplosionEvent implements Event {
    public Vector2 position = new Vector2();
    public boolean isWall;

    public ExplosionEvent setup(Vector2 position, boolean isWall) {
        this.position.set(position);
        this.isWall = isWall;

        return this;
    }
}

events.dispatch(ExplosionEvent.class).setup(explosionPosition, isWall);

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024
Benchmark                                                                        Mode  Samples          Score  Score error  Units
BaselineDispatcherBenchmark.eventWithFiftyListeners                   thrpt       20  148623404,733  2650565,988  ops/s
BaselineDispatcherBenchmark.eventWithHierarchyAndOneHandler           thrpt       20  149985759,617  2880158,762  ops/s
BaselineDispatcherBenchmark.eventWithManySubclassListeners            thrpt       20   94446085,778  1524018,403  ops/s
BaselineDispatcherBenchmark.eventWithMixedCalls                       thrpt       20  164059933,556  9600090,839  ops/s
BaselineDispatcherBenchmark.eventWithNoHierarchyAndOneHandler         thrpt       20  147218026,582  4342800,864  ops/s
BasicDispatcherBenchmark.eventWithFiftyListeners                      thrpt       20      44219,037      862,645  ops/s
BasicDispatcherBenchmark.eventWithHierarchyAndOneHandler              thrpt       20      51664,087      518,384  ops/s
BasicDispatcherBenchmark.eventWithManySubclassListeners               thrpt       20      51212,196     1119,446  ops/s
BasicDispatcherBenchmark.eventWithMixedCalls                          thrpt       20      37462,920      590,478  ops/s
BasicDispatcherBenchmark.eventWithNoHierarchyAndOneHandler            thrpt       20      37710,059      490,335  ops/s
FastDispatcherBenchmark.eventWithFiftyListeners                       thrpt       20     430959,889    11986,898  ops/s
FastDispatcherBenchmark.eventWithHierarchyAndOneHandler               thrpt       20    9334572,865    70996,607  ops/s
FastDispatcherBenchmark.eventWithManySubclassListeners                thrpt       20    2186740,448    16909,990  ops/s
FastDispatcherBenchmark.eventWithMixedCalls                           thrpt       20    8692988,711    60877,009  ops/s
FastDispatcherBenchmark.eventWithNoHierarchyAndOneHandler             thrpt       20    8971982,372   355224,230  ops/s
PollingPooledDispatcherBenchmark.eventWithFiftyListeners              thrpt       20     401927,959     8890,918  ops/s
PollingPooledDispatcherBenchmark.eventWithHierarchyAndOneHandler      thrpt       20    3703210,051    91723,174  ops/s
PollingPooledDispatcherBenchmark.eventWithManySubclassListeners       thrpt       20    1472077,252    47631,523  ops/s
PollingPooledDispatcherBenchmark.eventWithMixedCalls                  thrpt       20    3571915,114    60330,061  ops/s
PollingPooledDispatcherBenchmark.eventWithNoHierarchyAndOneHandler    thrpt       20    3574238,791    48665,465  ops/s

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

Don't put too much trust in the benchmarks btw. ;)

Used dispatch batch size of 1000 for PollingpooledDispatcher.

You can run the benchmark by packaging the main project and running artemis-odb-contrib\contrib-benchmark\target>java -jar microbenchmarks.jar

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

@Namek On the plus side, look at this giant block of text and see how nice it is on the GC.
contrib-benchmark\target>java -jar microbenchmarks.jar -prof GC

n.m.a.e.d.FastDispatcherBenchmark.eventWithFiftyListeners                                          thrpt       20     417484,056    18128,436   ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithFiftyListeners:@gc.count.profiled                       thrpt       20       1462,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithFiftyListeners:@gc.count.total                          thrpt       20       1839,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithFiftyListeners:@gc.time.profiled                        thrpt       20      41200,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithFiftyListeners:@gc.time.total                           thrpt       20      51900,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithHierarchyAndOneHandler                                  thrpt       20    9184701,626   104752,378   ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithHierarchyAndOneHandler:@gc.count.profiled               thrpt       20       1055,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithHierarchyAndOneHandler:@gc.count.total                  thrpt       20       1313,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithHierarchyAndOneHandler:@gc.time.profiled                thrpt       20      24600,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithHierarchyAndOneHandler:@gc.time.total                   thrpt       20      31300,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithManySubclassListeners                                   thrpt       20    2066867,368    27334,843   ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithManySubclassListeners:@gc.count.profiled                thrpt       20       1504,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithManySubclassListeners:@gc.count.total                   thrpt       20       1882,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithManySubclassListeners:@gc.time.profiled                 thrpt       20      34800,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithManySubclassListeners:@gc.time.total                    thrpt       20      44200,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithMixedCalls                                              thrpt       20    8057089,684   227782,677   ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithMixedCalls:@gc.count.profiled                           thrpt       20        929,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithMixedCalls:@gc.count.total                              thrpt       20       1164,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithMixedCalls:@gc.time.profiled                            thrpt       20      23500,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithMixedCalls:@gc.time.total                               thrpt       20      29800,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithNoHierarchyAndOneHandler                                thrpt       20    9177697,157   244408,249   ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithNoHierarchyAndOneHandler:@gc.count.profiled             thrpt       20       1058,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithNoHierarchyAndOneHandler:@gc.count.total                thrpt       20       1319,000        0,000  counts
n.m.a.e.d.FastDispatcherBenchmark.eventWithNoHierarchyAndOneHandler:@gc.time.profiled              thrpt       20      25900,000        0,000      ms
n.m.a.e.d.FastDispatcherBenchmark.eventWithNoHierarchyAndOneHandler:@gc.time.total                 thrpt       20      33000,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithFiftyListeners                                 thrpt       20     407677,705    13557,084   ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithFiftyListeners:@gc.count.profiled              thrpt       20       1413,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithFiftyListeners:@gc.count.total                 thrpt       20       1762,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithFiftyListeners:@gc.time.profiled               thrpt       20      43900,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithFiftyListeners:@gc.time.total                  thrpt       20      55100,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithHierarchyAndOneHandler                         thrpt       20    3688583,139    61769,511   ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithHierarchyAndOneHandler:@gc.count.profiled      thrpt       20        283,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithHierarchyAndOneHandler:@gc.count.total         thrpt       20        355,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithHierarchyAndOneHandler:@gc.time.profiled       thrpt       20       7900,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithHierarchyAndOneHandler:@gc.time.total          thrpt       20      10600,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithManySubclassListeners                          thrpt       20    1454385,224    41703,789   ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithManySubclassListeners:@gc.count.profiled       thrpt       20       1007,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithManySubclassListeners:@gc.count.total          thrpt       20       1263,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithManySubclassListeners:@gc.time.profiled        thrpt       20      27300,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithManySubclassListeners:@gc.time.total           thrpt       20      34500,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithMixedCalls                                     thrpt       20    3471208,205    37089,793   ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithMixedCalls:@gc.count.profiled                  thrpt       20        267,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithMixedCalls:@gc.count.total                     thrpt       20        332,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithMixedCalls:@gc.time.profiled                   thrpt       20       7500,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithMixedCalls:@gc.time.total                      thrpt       20      10200,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithNoHierarchyAndOneHandler                       thrpt       20    3630505,383    20544,365   ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithNoHierarchyAndOneHandler:@gc.count.profiled    thrpt       20        278,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithNoHierarchyAndOneHandler:@gc.count.total       thrpt       20        347,000        0,000  counts
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithNoHierarchyAndOneHandler:@gc.time.profiled     thrpt       20       7600,000        0,000      ms
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithNoHierarchyAndOneHandler:@gc.time.total        thrpt       20      10300,000        0,000      ms

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

I assume main cost is primarily the identityhashmap lookups for the pools?

Here's performance when caching the last pool. Which cheats these specific benchmarks a bit ofcourse, but it doubles throughput in some cases. (run with really short benchmark, got sick of waiting ;)

Nb. eventWithMixedCalls alternates events, so it invalidates the cache.

public class PoolsCollection {
    public <T> ObjectPool<T> getPool(Class<T> type) {

        if ( type == lastType ) {
            return ((ObjectPool<T>) lastPool);
        }

        ObjectPool<?> pool = (ObjectPool<?>) pools.get(type);

        if (pool == null) {
            pool = new ReflectionPool<T>(type);
            pools.put(type, pool);
        }

        lastType = type;
        lastPool = pool;

        return (ObjectPool<T>) pool;
    }
}
n.m.a.e.d.FastDispatcherBenchmark.eventWithFiftyListeners                       thrpt        5     434852,006     43370,070  ops/
n.m.a.e.d.FastDispatcherBenchmark.eventWithHierarchyAndOneHandler               thrpt        5    8060799,778   1850835,668  ops/
n.m.a.e.d.FastDispatcherBenchmark.eventWithManySubclassListeners                thrpt        5    1976979,137    721793,505  ops/
n.m.a.e.d.FastDispatcherBenchmark.eventWithMixedCalls                           thrpt        5    7846762,806    618288,499  ops/
n.m.a.e.d.FastDispatcherBenchmark.eventWithNoHierarchyAndOneHandler             thrpt        5    9114365,725   1043321,556  ops/
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithFiftyListeners              thrpt        5     417207,046     60385,813  ops/
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithHierarchyAndOneHandler      thrpt        5    6885580,563    757038,407  ops/
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithManySubclassListeners       thrpt        5    1785353,773    199085,573  ops/
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithMixedCalls                  thrpt        5    3401552,584    436272,671  ops/
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithNoHierarchyAndOneHandler    thrpt        5    6635957,308   1044915,807  ops/```

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

For giggles replaced IdentityHashMap with LibGDX ObjectMap in pool lookup and fast dispatcher.

Benchmark                                                                        Mode  Samples          Score   Score error  Units
n.m.a.e.d.FastDispatcherBenchmark.eventWithFiftyListeners                       thrpt        5     443618,075     49793,128  ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithHierarchyAndOneHandler               thrpt        5   16458088,523   2540365,472  ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithManySubclassListeners                thrpt        5    2342797,674    351073,224  ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithMixedCalls                           thrpt        5   14106843,931     78707,088  ops/s
n.m.a.e.d.FastDispatcherBenchmark.eventWithNoHierarchyAndOneHandler             thrpt        5   16913645,889   1900837,790  ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithFiftyListeners              thrpt        5     413061,664      3343,491  ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithHierarchyAndOneHandler      thrpt        5    8482162,936     44997,959  ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithManySubclassListeners       thrpt        5    1911805,290     37479,507  ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithMixedCalls                  thrpt        5    7566808,709    970916,233  ops/s
n.m.a.e.d.PollingPooledDispatcherBenchmark.eventWithNoHierarchyAndOneHandler    thrpt        5    8361146,479    313470,322  ops/s

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Namek avatar Namek commented on May 27, 2024

Yeah, I was afraid about IdentityHashMap performance. I've seen it in artemis-odb somewhere, that's why I choose this. That cheat with lastType doesn't sound good. Any alternatives without using libgdx (well, I use it anyway, but it seems that artemis-odb-contrib doesn't)?

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

The lastType is just a hack for demonstration purposes.

core and event modules are agnostic. -Jam uses LibGDX though. If only LibGDX would package utilities separately.

Have you seen ObjectMap code? It's voodoo inside.

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Namek avatar Namek commented on May 27, 2024

Yeah, I've been looking at ObjectMap a few times... can't we just take it and copy it into contrib?

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Namek avatar Namek commented on May 27, 2024

Ummm. It looks that my implementation sux in performance terms anyway :D Actually, I didn't want to improve overall performance but rather defend myself from ugly garbage collection.

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

Poked @junkdog about it, I assume if it outperforms he'll be very eager to implement a similar solution for Artemis-odb as well ;)

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Namek avatar Namek commented on May 27, 2024

Hmmm, there's one more thing. In your benchmark process() is triggered after each dispatch. That clears event queue which is internally Arrays.fill(data, 0, size, null). The whole point of polling is to batch all those dispatches and do them all at once, then clear the queue once. Do you think that changes anything in an important manner?

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

I thought I added loops for each benchmark?

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

Pushed missing commits, sorry.

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Namek avatar Namek commented on May 27, 2024

I only looked at this commit: ae1afdf

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

Ah that's the unit test. Benchmarks are here:
https://github.com/DaanVanYperen/artemis-odb-contrib/blob/develop/contrib-benchmark/src/main/java/net/mostlyoriginal/api/event/dispatcher/ClassBasedDispatcherBenchmark.java

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Namek avatar Namek commented on May 27, 2024

OK thx. Any more requests about it? I won't be shooting thousands of events so I'm satisfied anyway. IdentityHashMap could be replaced though.

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

Ummm. It looks that my implementation sux in performance terms anyway :D Actually, I didn't want to improve overall performance but rather defend myself from ugly garbage collection.

I don't think it's bad at all, especially since it does both queue and pool. Plus the benchmarks focus a lot on a very small part of the process, the limit with events is always going to be the code in the listeners anyway.

OK thx. Any more requests about it? I won't be shooting thousands of events so I'm satisfied anyway. IdentityHashMap could be replaced though.

I think it's a great addition, thanks for putting the time in! I'll harass @junkdog for a JunkDogObjectMap

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Namek avatar Namek commented on May 27, 2024

Thing that lacks here is PollingEventDispatcher extends FastEventDispatcher - version without pooling at all.

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