C# - Convert.ToSingle() 的更快替代方案

发布于 2024-11-03 05:05:09 字数 12287 浏览 0 评论 0原文

我正在开发一个从文本文件中读取数百万个浮点数的程序。该程序在我正在设计的游戏中运行,因此我需要它速度快(我正在加载 obj 文件)。到目前为止,由于 Convert.ToSingle() 的速度较慢,加载一个相对较小的文件大约需要一分钟(没有预编译)。有没有更快的方法来做到这一点?

编辑:这是我用来解析Obj文件的代码

http://pastebin.com/TfgEge9J

using System;
using System.IO;
using System.Collections.Generic;
using OpenTK.Math;
using System.Drawing;
using PlatformLib;

public class ObjMeshLoader
{
    public static StreamReader[] LoadMeshes(string fileName)
    {
        StreamReader mreader = new StreamReader(PlatformLib.Platform.openFile(fileName));
        MemoryStream current = null;
        List<MemoryStream> mstreams = new List<MemoryStream>();
        StreamWriter mwriter = null;

        if (!mreader.ReadLine().Contains("#"))
        {
            mreader.BaseStream.Close();
            throw new Exception("Invalid header");
        }

        while (!mreader.EndOfStream)
        {
            string cmd = mreader.ReadLine();
            string line = cmd;
            line = line.Trim(splitCharacters);
            line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);
            if (parameters[0] == "mtllib")
            {
                loadMaterials(parameters[1]);
            }

            if (parameters[0] == "o")
            {
                if (mwriter != null)
                {
                    mwriter.Flush();
                    current.Position = 0;
                }

                current = new MemoryStream();
                mwriter = new StreamWriter(current);
                mwriter.WriteLine(parameters[1]);
                mstreams.Add(current);
            }
            else
            {
                if (mwriter != null)
                {
                    mwriter.WriteLine(cmd);
                    mwriter.Flush();
                }
            }
        }

        mwriter.Flush();
        current.Position = 0;
        List<StreamReader> readers = new List<StreamReader>();

        foreach (MemoryStream e in mstreams)
        {
            e.Position = 0;
            StreamReader sreader = new StreamReader(e);
            readers.Add(sreader);
        }

        return readers.ToArray();
    }

    public static bool Load(ObjMesh mesh, string fileName)
    {
        try
        {
            using (StreamReader streamReader = new StreamReader(Platform.openFile(fileName)))
            {
                Load(mesh, streamReader);
                streamReader.Close();
                return true;
            }
        }
        catch { return false; }
    }

    public static bool Load2(ObjMesh mesh, StreamReader streamReader, ObjMesh prevmesh)
    {
        if (prevmesh != null)
        {
            //mesh.Vertices = prevmesh.Vertices;
        }

        try
        {
            //streamReader.BaseStream.Position = 0;
            Load(mesh, streamReader);
            streamReader.Close();
#if DEBUG
            Console.WriteLine("Loaded "+mesh.Triangles.Length.ToString()+" triangles and"+mesh.Quads.Length.ToString()+" quadrilaterals parsed, with a grand total of "+mesh.Vertices.Length.ToString()+" vertices.");
#endif
            return true;
        }
        catch (Exception er) { Console.WriteLine(er); return false; }
    }

    static char[] splitCharacters = new char[] { ' ' };
    static List<Vector3> vertices;
    static List<Vector3> normals;
    static List<Vector2> texCoords;
    static Dictionary<ObjMesh.ObjVertex, int> objVerticesIndexDictionary;
    static List<ObjMesh.ObjVertex> objVertices;
    static List<ObjMesh.ObjTriangle> objTriangles;
    static List<ObjMesh.ObjQuad> objQuads;
    static Dictionary<string, Bitmap> materials = new Dictionary<string, Bitmap>();

    static void loadMaterials(string path)
    {
        StreamReader mreader = new StreamReader(Platform.openFile(path));
        string current = "";
        bool isfound = false;

        while (!mreader.EndOfStream)
        {
            string line = mreader.ReadLine();
            line = line.Trim(splitCharacters);
            line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);

            if (parameters[0] == "newmtl")
            {
                if (materials.ContainsKey(parameters[1]))
                {
                    isfound = true;
                }
                else
                {
                    current = parameters[1];
                }
            }

            if (parameters[0] == "map_Kd")
            {
                if (!isfound)
                {
                    string filename = "";
                    for (int i = 1; i < parameters.Length; i++)
                    {
                        filename += parameters[i];
                    }

                    string searcher = "\\" + "\\";

                    filename.Replace(searcher, "\\");
                    Bitmap mymap = new Bitmap(filename);
                    materials.Add(current, mymap);
                    isfound = false;
                }
            }
        }
    }

    static float parsefloat(string val)
    {
        return Convert.ToSingle(val);
    }

    int remaining = 0;

    static string GetLine(string text, ref int pos)
    {
        string retval = text.Substring(pos, text.IndexOf(Environment.NewLine, pos));
        pos = text.IndexOf(Environment.NewLine, pos);
        return retval;
    }

    static void Load(ObjMesh mesh, StreamReader textReader)
    {
        //try {
        //vertices = null;
        //objVertices = null;
        if (vertices == null)
        {
            vertices = new List<Vector3>();
        }

        if (normals == null)
        {
            normals = new List<Vector3>();
        }

        if (texCoords == null)
        {
            texCoords = new List<Vector2>();
        }

        if (objVerticesIndexDictionary == null)
        {
            objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>();
        }

        if (objVertices == null)
        {
            objVertices = new List<ObjMesh.ObjVertex>();
        }

        objTriangles = new List<ObjMesh.ObjTriangle>();
        objQuads = new List<ObjMesh.ObjQuad>();

        mesh.vertexPositionOffset = vertices.Count;

        string line;
        string alltext = textReader.ReadToEnd();
        int pos = 0;

        while ((line = GetLine(alltext, pos)) != null)
        {
            if (line.Length < 2)
            {
                break;
            }

            //line = line.Trim(splitCharacters);
            //line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);

            switch (parameters[0])
            {

                case "usemtl":
                    //Material specification
                    try
                    {
                        mesh.Material = materials[parameters[1]];
                    }
                    catch (KeyNotFoundException)
                    {
                        Console.WriteLine("WARNING: Texture parse failure: " + parameters[1]);
                    }

                    break;
                case "p": // Point
                    break;
                case "v": // Vertex
                    float x = parsefloat(parameters[1]);
                    float y = parsefloat(parameters[2]);
                    float z = parsefloat(parameters[3]);
                    vertices.Add(new Vector3(x, y, z));
                    break;
                case "vt": // TexCoord
                    float u = parsefloat(parameters[1]);
                    float v = parsefloat(parameters[2]);
                    texCoords.Add(new Vector2(u, v));
                    break;
                case "vn": // Normal
                    float nx = parsefloat(parameters[1]);
                    float ny = parsefloat(parameters[2]);
                    float nz = parsefloat(parameters[3]);
                    normals.Add(new Vector3(nx, ny, nz));
                    break;
                case "f":
                    switch (parameters.Length)
                    {
                        case 4:
                            ObjMesh.ObjTriangle objTriangle = new ObjMesh.ObjTriangle();
                            objTriangle.Index0 = ParseFaceParameter(parameters[1]);
                            objTriangle.Index1 = ParseFaceParameter(parameters[2]);
                            objTriangle.Index2 = ParseFaceParameter(parameters[3]);
                            objTriangles.Add(objTriangle);
                            break;
                        case 5:
                            ObjMesh.ObjQuad objQuad = new ObjMesh.ObjQuad();
                            objQuad.Index0 = ParseFaceParameter(parameters[1]);
                            objQuad.Index1 = ParseFaceParameter(parameters[2]);
                            objQuad.Index2 = ParseFaceParameter(parameters[3]);
                            objQuad.Index3 = ParseFaceParameter(parameters[4]);
                            objQuads.Add(objQuad);
                            break;
                    }
                    break;
            }
        }
        //}catch(Exception er) {
        //  Console.WriteLine(er);
        //  Console.WriteLine("Successfully recovered. Bounds/Collision checking may fail though");
        //}
        mesh.Vertices = objVertices.ToArray();
        mesh.Triangles = objTriangles.ToArray();
        mesh.Quads = objQuads.ToArray();
        textReader.BaseStream.Close();
    }

    public static void Clear()
    {
        objVerticesIndexDictionary = null;
        vertices = null;
        normals = null;
        texCoords = null;
        objVertices = null;
        objTriangles = null;
        objQuads = null;
    }

    static char[] faceParamaterSplitter = new char[] { '/' };

    static int ParseFaceParameter(string faceParameter)
    {
        Vector3 vertex = new Vector3();
        Vector2 texCoord = new Vector2();
        Vector3 normal = new Vector3();

        string[] parameters = faceParameter.Split(faceParamaterSplitter);

        int vertexIndex = Convert.ToInt32(parameters[0]);

        if (vertexIndex < 0) vertexIndex = vertices.Count + vertexIndex;
        else vertexIndex = vertexIndex - 1;

        //Hmm. This seems to be broken.
        try
        {
            vertex = vertices[vertexIndex];
        }
        catch (Exception)
        {
            throw new Exception("Vertex recognition failure at " + vertexIndex.ToString());
        }

        if (parameters.Length > 1)
        {
            int texCoordIndex = Convert.ToInt32(parameters[1]);

            if (texCoordIndex < 0) texCoordIndex = texCoords.Count + texCoordIndex;
            else texCoordIndex = texCoordIndex - 1;

            try
            {
                texCoord = texCoords[texCoordIndex];
            }
            catch (Exception)
            {
                Console.WriteLine("ERR: Vertex " + vertexIndex + " not found. ");
                throw new DllNotFoundException(vertexIndex.ToString());
            }
        }

        if (parameters.Length > 2)
        {
            int normalIndex = Convert.ToInt32(parameters[2]);

            if (normalIndex < 0) normalIndex = normals.Count + normalIndex;
            else normalIndex = normalIndex - 1;

            normal = normals[normalIndex];
        }

        return FindOrAddObjVertex(ref vertex, ref texCoord, ref normal);
    }

    static int FindOrAddObjVertex(ref Vector3 vertex, ref Vector2 texCoord, ref Vector3 normal)
    {
        ObjMesh.ObjVertex newObjVertex = new ObjMesh.ObjVertex();
        newObjVertex.Vertex = vertex;
        newObjVertex.TexCoord = texCoord;
        newObjVertex.Normal = normal;

        int index;

        if (objVerticesIndexDictionary.TryGetValue(newObjVertex, out index))
        {
            return index;
        }
        else
        {
            objVertices.Add(newObjVertex);
            objVerticesIndexDictionary[newObjVertex] = objVertices.Count - 1;
            return objVertices.Count - 1;
        }
    }
}

I'm working on a program which reads millions of floating point numbers from a text file. This program runs inside of a game that I'm designing, so I need it to be fast (I'm loading an obj file). So far, loading a relatively small file takes about a minute (without precompilation) because of the slow speed of Convert.ToSingle(). Is there a faster way to do this?

EDIT: Here's the code I use to parse the Obj file

http://pastebin.com/TfgEge9J

using System;
using System.IO;
using System.Collections.Generic;
using OpenTK.Math;
using System.Drawing;
using PlatformLib;

public class ObjMeshLoader
{
    public static StreamReader[] LoadMeshes(string fileName)
    {
        StreamReader mreader = new StreamReader(PlatformLib.Platform.openFile(fileName));
        MemoryStream current = null;
        List<MemoryStream> mstreams = new List<MemoryStream>();
        StreamWriter mwriter = null;

        if (!mreader.ReadLine().Contains("#"))
        {
            mreader.BaseStream.Close();
            throw new Exception("Invalid header");
        }

        while (!mreader.EndOfStream)
        {
            string cmd = mreader.ReadLine();
            string line = cmd;
            line = line.Trim(splitCharacters);
            line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);
            if (parameters[0] == "mtllib")
            {
                loadMaterials(parameters[1]);
            }

            if (parameters[0] == "o")
            {
                if (mwriter != null)
                {
                    mwriter.Flush();
                    current.Position = 0;
                }

                current = new MemoryStream();
                mwriter = new StreamWriter(current);
                mwriter.WriteLine(parameters[1]);
                mstreams.Add(current);
            }
            else
            {
                if (mwriter != null)
                {
                    mwriter.WriteLine(cmd);
                    mwriter.Flush();
                }
            }
        }

        mwriter.Flush();
        current.Position = 0;
        List<StreamReader> readers = new List<StreamReader>();

        foreach (MemoryStream e in mstreams)
        {
            e.Position = 0;
            StreamReader sreader = new StreamReader(e);
            readers.Add(sreader);
        }

        return readers.ToArray();
    }

    public static bool Load(ObjMesh mesh, string fileName)
    {
        try
        {
            using (StreamReader streamReader = new StreamReader(Platform.openFile(fileName)))
            {
                Load(mesh, streamReader);
                streamReader.Close();
                return true;
            }
        }
        catch { return false; }
    }

    public static bool Load2(ObjMesh mesh, StreamReader streamReader, ObjMesh prevmesh)
    {
        if (prevmesh != null)
        {
            //mesh.Vertices = prevmesh.Vertices;
        }

        try
        {
            //streamReader.BaseStream.Position = 0;
            Load(mesh, streamReader);
            streamReader.Close();
#if DEBUG
            Console.WriteLine("Loaded "+mesh.Triangles.Length.ToString()+" triangles and"+mesh.Quads.Length.ToString()+" quadrilaterals parsed, with a grand total of "+mesh.Vertices.Length.ToString()+" vertices.");
#endif
            return true;
        }
        catch (Exception er) { Console.WriteLine(er); return false; }
    }

    static char[] splitCharacters = new char[] { ' ' };
    static List<Vector3> vertices;
    static List<Vector3> normals;
    static List<Vector2> texCoords;
    static Dictionary<ObjMesh.ObjVertex, int> objVerticesIndexDictionary;
    static List<ObjMesh.ObjVertex> objVertices;
    static List<ObjMesh.ObjTriangle> objTriangles;
    static List<ObjMesh.ObjQuad> objQuads;
    static Dictionary<string, Bitmap> materials = new Dictionary<string, Bitmap>();

    static void loadMaterials(string path)
    {
        StreamReader mreader = new StreamReader(Platform.openFile(path));
        string current = "";
        bool isfound = false;

        while (!mreader.EndOfStream)
        {
            string line = mreader.ReadLine();
            line = line.Trim(splitCharacters);
            line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);

            if (parameters[0] == "newmtl")
            {
                if (materials.ContainsKey(parameters[1]))
                {
                    isfound = true;
                }
                else
                {
                    current = parameters[1];
                }
            }

            if (parameters[0] == "map_Kd")
            {
                if (!isfound)
                {
                    string filename = "";
                    for (int i = 1; i < parameters.Length; i++)
                    {
                        filename += parameters[i];
                    }

                    string searcher = "\\" + "\\";

                    filename.Replace(searcher, "\\");
                    Bitmap mymap = new Bitmap(filename);
                    materials.Add(current, mymap);
                    isfound = false;
                }
            }
        }
    }

    static float parsefloat(string val)
    {
        return Convert.ToSingle(val);
    }

    int remaining = 0;

    static string GetLine(string text, ref int pos)
    {
        string retval = text.Substring(pos, text.IndexOf(Environment.NewLine, pos));
        pos = text.IndexOf(Environment.NewLine, pos);
        return retval;
    }

    static void Load(ObjMesh mesh, StreamReader textReader)
    {
        //try {
        //vertices = null;
        //objVertices = null;
        if (vertices == null)
        {
            vertices = new List<Vector3>();
        }

        if (normals == null)
        {
            normals = new List<Vector3>();
        }

        if (texCoords == null)
        {
            texCoords = new List<Vector2>();
        }

        if (objVerticesIndexDictionary == null)
        {
            objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>();
        }

        if (objVertices == null)
        {
            objVertices = new List<ObjMesh.ObjVertex>();
        }

        objTriangles = new List<ObjMesh.ObjTriangle>();
        objQuads = new List<ObjMesh.ObjQuad>();

        mesh.vertexPositionOffset = vertices.Count;

        string line;
        string alltext = textReader.ReadToEnd();
        int pos = 0;

        while ((line = GetLine(alltext, pos)) != null)
        {
            if (line.Length < 2)
            {
                break;
            }

            //line = line.Trim(splitCharacters);
            //line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);

            switch (parameters[0])
            {

                case "usemtl":
                    //Material specification
                    try
                    {
                        mesh.Material = materials[parameters[1]];
                    }
                    catch (KeyNotFoundException)
                    {
                        Console.WriteLine("WARNING: Texture parse failure: " + parameters[1]);
                    }

                    break;
                case "p": // Point
                    break;
                case "v": // Vertex
                    float x = parsefloat(parameters[1]);
                    float y = parsefloat(parameters[2]);
                    float z = parsefloat(parameters[3]);
                    vertices.Add(new Vector3(x, y, z));
                    break;
                case "vt": // TexCoord
                    float u = parsefloat(parameters[1]);
                    float v = parsefloat(parameters[2]);
                    texCoords.Add(new Vector2(u, v));
                    break;
                case "vn": // Normal
                    float nx = parsefloat(parameters[1]);
                    float ny = parsefloat(parameters[2]);
                    float nz = parsefloat(parameters[3]);
                    normals.Add(new Vector3(nx, ny, nz));
                    break;
                case "f":
                    switch (parameters.Length)
                    {
                        case 4:
                            ObjMesh.ObjTriangle objTriangle = new ObjMesh.ObjTriangle();
                            objTriangle.Index0 = ParseFaceParameter(parameters[1]);
                            objTriangle.Index1 = ParseFaceParameter(parameters[2]);
                            objTriangle.Index2 = ParseFaceParameter(parameters[3]);
                            objTriangles.Add(objTriangle);
                            break;
                        case 5:
                            ObjMesh.ObjQuad objQuad = new ObjMesh.ObjQuad();
                            objQuad.Index0 = ParseFaceParameter(parameters[1]);
                            objQuad.Index1 = ParseFaceParameter(parameters[2]);
                            objQuad.Index2 = ParseFaceParameter(parameters[3]);
                            objQuad.Index3 = ParseFaceParameter(parameters[4]);
                            objQuads.Add(objQuad);
                            break;
                    }
                    break;
            }
        }
        //}catch(Exception er) {
        //  Console.WriteLine(er);
        //  Console.WriteLine("Successfully recovered. Bounds/Collision checking may fail though");
        //}
        mesh.Vertices = objVertices.ToArray();
        mesh.Triangles = objTriangles.ToArray();
        mesh.Quads = objQuads.ToArray();
        textReader.BaseStream.Close();
    }

    public static void Clear()
    {
        objVerticesIndexDictionary = null;
        vertices = null;
        normals = null;
        texCoords = null;
        objVertices = null;
        objTriangles = null;
        objQuads = null;
    }

    static char[] faceParamaterSplitter = new char[] { '/' };

    static int ParseFaceParameter(string faceParameter)
    {
        Vector3 vertex = new Vector3();
        Vector2 texCoord = new Vector2();
        Vector3 normal = new Vector3();

        string[] parameters = faceParameter.Split(faceParamaterSplitter);

        int vertexIndex = Convert.ToInt32(parameters[0]);

        if (vertexIndex < 0) vertexIndex = vertices.Count + vertexIndex;
        else vertexIndex = vertexIndex - 1;

        //Hmm. This seems to be broken.
        try
        {
            vertex = vertices[vertexIndex];
        }
        catch (Exception)
        {
            throw new Exception("Vertex recognition failure at " + vertexIndex.ToString());
        }

        if (parameters.Length > 1)
        {
            int texCoordIndex = Convert.ToInt32(parameters[1]);

            if (texCoordIndex < 0) texCoordIndex = texCoords.Count + texCoordIndex;
            else texCoordIndex = texCoordIndex - 1;

            try
            {
                texCoord = texCoords[texCoordIndex];
            }
            catch (Exception)
            {
                Console.WriteLine("ERR: Vertex " + vertexIndex + " not found. ");
                throw new DllNotFoundException(vertexIndex.ToString());
            }
        }

        if (parameters.Length > 2)
        {
            int normalIndex = Convert.ToInt32(parameters[2]);

            if (normalIndex < 0) normalIndex = normals.Count + normalIndex;
            else normalIndex = normalIndex - 1;

            normal = normals[normalIndex];
        }

        return FindOrAddObjVertex(ref vertex, ref texCoord, ref normal);
    }

    static int FindOrAddObjVertex(ref Vector3 vertex, ref Vector2 texCoord, ref Vector3 normal)
    {
        ObjMesh.ObjVertex newObjVertex = new ObjMesh.ObjVertex();
        newObjVertex.Vertex = vertex;
        newObjVertex.TexCoord = texCoord;
        newObjVertex.Normal = normal;

        int index;

        if (objVerticesIndexDictionary.TryGetValue(newObjVertex, out index))
        {
            return index;
        }
        else
        {
            objVertices.Add(newObjVertex);
            objVerticesIndexDictionary[newObjVertex] = objVertices.Count - 1;
            return objVertices.Count - 1;
        }
    }
}

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评论(5

跨年 2024-11-10 05:05:09

根据您的描述和您发布的代码,我敢打赌您的问题不在于阅读、解析或向集合添加内容的方式。最可能的问题是您的 ObjMesh.Objvertex 结构未覆盖 GetHashCode。 (我假设您使用的代码类似于 http://www.opentk.com /files/ObjMesh.cs

如果您不重写 GetHashCode,那么您的 objVerticesIndexDictionary 的表现将非常类似于线性列表。对于您遇到的性能问题,

我建议您考虑为您的 ObjMesh.Objvertex 类提供一个好的 GetHashCode 方法

。 //stackoverflow.com/questions/3841602/why-is-valuetype-gethashcode-implemented-like-it-is">为什么 ValueType.GetHashCode() 是这样实现的? 有关默认 GetHashCode 值类型的实现以及为什么它不适合在哈希表或字典中使用。

Based on your description and the code you've posted, I'm going to bet that your problem isn't with the reading, the parsing, or the way you're adding things to your collections. The most likely problem is that your ObjMesh.Objvertex structure doesn't override GetHashCode. (I'm assuming that you're using code similar to http://www.opentk.com/files/ObjMesh.cs.

If you're not overriding GetHashCode, then your objVerticesIndexDictionary is going to perform very much like a linear list. That would account for the performance problem that you're experiencing.

I suggest that you look into providing a good GetHashCode method for your ObjMesh.Objvertex class.

See Why is ValueType.GetHashCode() implemented like it is? for information about the default GetHashCode implementation for value types and why it's not suitable for use in a hash table or dictionary.

深巷少女 2024-11-10 05:05:09

编辑3:问题不在于解析。

这与您如何读取文件有关。如果你读得正确,速度会更快;然而,你的阅读速度似乎异常缓慢。我最初怀疑这是因为分配过多,但您的代码似乎也可能存在其他问题,因为这并不能解释整个速度下降的原因。

尽管如此,下面是我编写的一段代码,它完全避免了所有对象分配:

static void Main(string[] args)
{
    long counter = 0;
    var sw = Stopwatch.StartNew();
    var sb = new StringBuilder();
    var text = File.ReadAllText("spacestation.obj");
    for (int i = 0; i < text.Length; i++)
    {
        int start = i;
        while (i < text.Length &&
            (char.IsDigit(text[i]) || text[i] == '-' || text[i] == '.'))
        { i++; }
        if (i > start)
        {
            sb.Append(text, start, i - start); //Copy data to the buffer

            float value = Parse(sb); //Parse the data

            sb.Remove(0, sb.Length); //Clear the buffer
            counter++;
        }
    }
    sw.Stop();
    Console.WriteLine("{0:N0}", sw.Elapsed.TotalSeconds); //Only a few ms
}

使用此解析器:

const int MIN_POW_10 = -16, int MAX_POW_10 = 16,
    NUM_POWS_10 = MAX_POW_10 - MIN_POW_10 + 1;
static readonly float[] pow10 = GenerateLookupTable();
static float[] GenerateLookupTable()
{
    var result = new float[(-MIN_POW_10 + MAX_POW_10) * 10];
    for (int i = 0; i < result.Length; i++)
        result[i] = (float)((i / NUM_POWS_10) *
                Math.Pow(10, i % NUM_POWS_10 + MIN_POW_10));
    return result;
}
static float Parse(StringBuilder str)
{
    float result = 0;
    bool negate = false;
    int len = str.Length;
    int decimalIndex = str.Length;
    for (int i = len - 1; i >= 0; i--)
        if (str[i] == '.')
        { decimalIndex = i; break; }
    int offset = -MIN_POW_10 + decimalIndex;
    for (int i = 0; i < decimalIndex; i++)
        if (i != decimalIndex && str[i] != '-')
            result += pow10[(str[i] - '0') * NUM_POWS_10 + offset - i - 1];
        else if (str[i] == '-')
            negate = true;
    for (int i = decimalIndex + 1; i < len; i++)
        if (i != decimalIndex)
            result += pow10[(str[i] - '0') * NUM_POWS_10 + offset - i];
    if (negate)
        result = -result;
    return result;
}

在不到一秒的时间内发生

当然,这个解析器没有经过充分的测试,并且具有以下当前限制(以及更多):

  • 不要尝试解析比数组中提供的更多的数字(小数和整数)。

  • 没有任何错误处理。

  • 仅解析小数不解析指数!即它可以解析1234.56,但不能解析1.23456E3

  • 不关心全球化/本地化。您的文件仅采用单一格式,因此没有必要关心此类内容,因为您可能正在使用英语来存储它。

看来您不一定需要这么多的杀伤力,但请查看您的代码并尝试找出瓶颈。似乎既不是阅读,也不是解析。

Edit 3: The problem is NOT with the parsing.

It's with how you read the file. If you read it properly, it would be faster; however, it seems like your reading is unusually slow. My original suspicion was that it was because of excess allocations, but it seems like there might be other problems with your code too, since that doesn't explain the entire slowdown.

Nevertheless, here's a piece of code I made that completely avoids all object allocations:

static void Main(string[] args)
{
    long counter = 0;
    var sw = Stopwatch.StartNew();
    var sb = new StringBuilder();
    var text = File.ReadAllText("spacestation.obj");
    for (int i = 0; i < text.Length; i++)
    {
        int start = i;
        while (i < text.Length &&
            (char.IsDigit(text[i]) || text[i] == '-' || text[i] == '.'))
        { i++; }
        if (i > start)
        {
            sb.Append(text, start, i - start); //Copy data to the buffer

            float value = Parse(sb); //Parse the data

            sb.Remove(0, sb.Length); //Clear the buffer
            counter++;
        }
    }
    sw.Stop();
    Console.WriteLine("{0:N0}", sw.Elapsed.TotalSeconds); //Only a few ms
}

with this parser:

const int MIN_POW_10 = -16, int MAX_POW_10 = 16,
    NUM_POWS_10 = MAX_POW_10 - MIN_POW_10 + 1;
static readonly float[] pow10 = GenerateLookupTable();
static float[] GenerateLookupTable()
{
    var result = new float[(-MIN_POW_10 + MAX_POW_10) * 10];
    for (int i = 0; i < result.Length; i++)
        result[i] = (float)((i / NUM_POWS_10) *
                Math.Pow(10, i % NUM_POWS_10 + MIN_POW_10));
    return result;
}
static float Parse(StringBuilder str)
{
    float result = 0;
    bool negate = false;
    int len = str.Length;
    int decimalIndex = str.Length;
    for (int i = len - 1; i >= 0; i--)
        if (str[i] == '.')
        { decimalIndex = i; break; }
    int offset = -MIN_POW_10 + decimalIndex;
    for (int i = 0; i < decimalIndex; i++)
        if (i != decimalIndex && str[i] != '-')
            result += pow10[(str[i] - '0') * NUM_POWS_10 + offset - i - 1];
        else if (str[i] == '-')
            negate = true;
    for (int i = decimalIndex + 1; i < len; i++)
        if (i != decimalIndex)
            result += pow10[(str[i] - '0') * NUM_POWS_10 + offset - i];
    if (negate)
        result = -result;
    return result;
}

it happens in a small fraction of a second.

Of course, this parser is poorly tested and has these current restrictions (and more):

  • Don't try parsing more digits (decimal and whole) than provided for in the array.

  • No error handling whatsoever.

  • Only parses decimals, not exponents! i.e. it can parse 1234.56 but not 1.23456E3.

  • Doesn't care about globalization/localization. Your file is only in a single format, so there's no point caring about that kind of stuff because you're probably using English to store it anyway.

It seems like you won't necessarily need this much overkill, but take a look at your code and try to figure out the bottleneck. It seems to be neither the reading nor the parsing.

ぃ双果 2024-11-10 05:05:09

您是否测量过速度问题确实是由 Convert.ToSingle 引起的?

在您包含的代码中,我看到您创建了这样的列表和字典:

normals = new List<Vector3>();
texCoords = new List<Vector2>();
objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>();

然后,当您读取文件时,您一次添加一个项目到集合中。
可能的优化之一是在文件开头保存法线、texCoords、索引和所有内容的总数,然后通过这些数字初始化这些集合。这将预先分配集合使用的缓冲区,因此向其中添加项目将非常快。

因此,集合创建应如下所示:

// These values should be stored at the beginning of the file
int totalNormals = Convert.ToInt32(textReader.ReadLine());
int totalTexCoords = Convert.ToInt32(textReader.ReadLine());
int totalIndexes = Convert.ToInt32(textReader.ReadLine());

normals = new List<Vector3>(totalNormals);
texCoords = new List<Vector2>(totalTexCoords);
objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>(totalIndexes);

请参阅 List;构造函数 (Int32)字典构造函数(Int32)

Have you measured that the speed problem is really caused by Convert.ToSingle?

In the code you included, I see you create lists and dictionaries like this:

normals = new List<Vector3>();
texCoords = new List<Vector2>();
objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>();

And then when you read the file, you add in the collection one item at a time.
One of the possible optimizations would be to save total number of normals, texCoords, indexes and everything at the start of the file, and then initialize these collections by these numbers. This will pre-allocate the buffers used by collections, so adding items to the them will be pretty fast.

So the collection creation should look like this:

// These values should be stored at the beginning of the file
int totalNormals = Convert.ToInt32(textReader.ReadLine());
int totalTexCoords = Convert.ToInt32(textReader.ReadLine());
int totalIndexes = Convert.ToInt32(textReader.ReadLine());

normals = new List<Vector3>(totalNormals);
texCoords = new List<Vector2>(totalTexCoords);
objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>(totalIndexes);

See List<T> Constructor (Int32) and Dictionary<TKey, TValue> Constructor (Int32).

冷默言语 2024-11-10 05:05:09

这个相关问题适用于 C++,但绝对值得一读。

为了尽可能快地读取,您可能需要将文件映射到内存中,然后使用一些自定义浮点解析器进行解析,特别是如果您知道数字始终采用特定格式(即您是第一个生成输入文件的人)。

This related question is for C++, but is definitely worth a read.

For reading as fast as possible, you're probably going to want to map the file into memory and then parse using some custom floating point parser, especially if you know the numbers are always in a specific format (i.e. you're the one generating the input files in the first place).

哎呦我呸! 2024-11-10 05:05:09

我测试过一次 .Net 字符串解析,解析文本最快的函数是旧的 VB Val() 函数。您可以从 Microsoft.VisualBasic.Conversion Val(string) 中提取相关部分

Converting String to numbers

Comparison of relative test times (ms / 100000 conversions)
Double  Single  Integer    Int(w/ decimal point)
14      13      6          16                 Val(Str)
14      14      6          16                 Cxx(Val(Str)) e.g., CSng(Val(str))
22      21      17          e!                Convert.To(str)
23      21      16          e!                XX.Parse(str) e.g. Single.Parse()
30      31      31         32                 Cxx(str)

Val: fastest, part of VisualBasic dll, skips non-numeric,
ConvertTo and Parse: slower, part of core, exception on bad format (including decimal point)
Cxx: slowest (for strings), part of core, consistent times across formats

I tested .Net string parsing once and the fastest function to parse text was the old VB Val() function. You could pull the relevant parts out of Microsoft.VisualBasic.Conversion Val(string)

Converting String to numbers

Comparison of relative test times (ms / 100000 conversions)
Double  Single  Integer    Int(w/ decimal point)
14      13      6          16                 Val(Str)
14      14      6          16                 Cxx(Val(Str)) e.g., CSng(Val(str))
22      21      17          e!                Convert.To(str)
23      21      16          e!                XX.Parse(str) e.g. Single.Parse()
30      31      31         32                 Cxx(str)

Val: fastest, part of VisualBasic dll, skips non-numeric,
ConvertTo and Parse: slower, part of core, exception on bad format (including decimal point)
Cxx: slowest (for strings), part of core, consistent times across formats
~没有更多了~
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