[Useless] Array allocation

the Immortal

I know, I know...
Reaction score
51
Erm, being kinda homesick, having plenty of free time, blahblah.. in short decided to test how array allocation works.

Conclusion: Arrays are resized (surely reallocated) when a size request is issued. In other words, the size of an array (and correspondingly the memory it takes) depends on the largest index used in it.
I have to note that this is pretty irrelevant anyway (as noted in thread title, lols..) since the memory increase from allocating 100 handle arrays' 8100th index is ~3mb. Anyway, here is the test code:
JASS:
library TestArray initializer onInit
    
    //! textmacro TestArray takes NUM,IND
        set ARR_$NUM$0[$IND$] = null
        set ARR_$NUM$1[$IND$] = null
        set ARR_$NUM$2[$IND$] = null
        set ARR_$NUM$3[$IND$] = null
        set ARR_$NUM$4[$IND$] = null
        set ARR_$NUM$5[$IND$] = null
        set ARR_$NUM$6[$IND$] = null
        set ARR_$NUM$7[$IND$] = null
        set ARR_$NUM$8[$IND$] = null
        set ARR_$NUM$9[$IND$] = null
    //! endtextmacro
    
    //initialization that allocates array index 0
    function InitArrays takes nothing returns nothing
        //! runtextmacro TestArray("00", "0")
        //! runtextmacro TestArray("01", "0")
        //! runtextmacro TestArray("02", "0")
        //! runtextmacro TestArray("03", "0")
        //! runtextmacro TestArray("04", "0")
        //! runtextmacro TestArray("05", "0")
        //! runtextmacro TestArray("06", "0")
        //! runtextmacro TestArray("07", "0")
        //! runtextmacro TestArray("08", "0")
        //! runtextmacro TestArray("09", "0")
    endfunction
    
    //the callback that expands the array sizes: 0 -> 1 -> 4100 -> 8100
    function ExpandArrays takes nothing returns boolean
        if b == 0 then
            //index 1
            //! runtextmacro TestArray("00", "1")
            //! runtextmacro TestArray("01", "1")
            //! runtextmacro TestArray("02", "1")
            //! runtextmacro TestArray("03", "1")
            //! runtextmacro TestArray("04", "1")
            //! runtextmacro TestArray("05", "1")
            //! runtextmacro TestArray("06", "1")
            //! runtextmacro TestArray("07", "1")
            //! runtextmacro TestArray("08", "1")
            //! runtextmacro TestArray("09", "1")
            call BJDebugMsg("Allocated index 1")
        elseif b == 1 then
            //index 4100
            //! runtextmacro TestArray("00", "4100")
            //! runtextmacro TestArray("01", "4100")
            //! runtextmacro TestArray("02", "4100")
            //! runtextmacro TestArray("03", "4100")
            //! runtextmacro TestArray("04", "4100")
            //! runtextmacro TestArray("05", "4100")
            //! runtextmacro TestArray("06", "4100")
            //! runtextmacro TestArray("07", "4100")
            //! runtextmacro TestArray("08", "4100")
            //! runtextmacro TestArray("09", "4100")
            call BJDebugMsg("Allocated index 4100")
        elseif b == 2 then
            //index 8100
            //! runtextmacro TestArray("00", "8100")
            //! runtextmacro TestArray("01", "8100")
            //! runtextmacro TestArray("02", "8100")
            //! runtextmacro TestArray("03", "8100")
            //! runtextmacro TestArray("04", "8100")
            //! runtextmacro TestArray("05", "8100")
            //! runtextmacro TestArray("06", "8100")
            //! runtextmacro TestArray("07", "8100")
            //! runtextmacro TestArray("08", "8100")
            //! runtextmacro TestArray("09", "8100")
            call BJDebugMsg("Allocated index 8100")
        endif
        set b = b + 1
        return false
    endfunction
    
    
    //textmacro to create arrays and running them in global block
    //! textmacro MakeArray takes NUM
        unit array ARR_$NUM$0
        unit array ARR_$NUM$1
        unit array ARR_$NUM$2
        unit array ARR_$NUM$3
        unit array ARR_$NUM$4
        unit array ARR_$NUM$5
        unit array ARR_$NUM$6
        unit array ARR_$NUM$7
        unit array ARR_$NUM$8
        unit array ARR_$NUM$9
    //! endtextmacro
    
    globals
        integer b = 0
        //! runtextmacro MakeArray("00")
        //! runtextmacro MakeArray("01")
        //! runtextmacro MakeArray("02")
        //! runtextmacro MakeArray("03")
        //! runtextmacro MakeArray("04")
        //! runtextmacro MakeArray("05")
        //! runtextmacro MakeArray("06")
        //! runtextmacro MakeArray("07")
        //! runtextmacro MakeArray("08")
        //! runtextmacro MakeArray("09")
    endglobals
    
    //init arrays and trigger escape press
    private function onInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        call InitArrays()
        call BJDebugMsg("Initialized")
        call TriggerRegisterPlayerEvent(t, Player(0), EVENT_PLAYER_END_CINEMATIC)
        call TriggerAddCondition(t, Condition(function ExpandArrays))
    endfunction
endlibrary


On initialization index 0 is allocated - idk, just to initialize arrays =D

On 1st escape press it allocates index 1 - watching the game's memory in TaskMan it almost doesn't change
On 2nd escape press it allocates index 4100 - which visually increases the memory shown with about 1-1.5Mb.
On 3rd press it allocates index 8100, again increasing memory taken. (and in combination with 2 are to show whether war3 arrays' allocation is the same as C STL vectors' one - and it seems it isn't)

Erm.. yeah.. pretty useless but hopefully someone might be interested in it. Took me less than half an hour so it wasn't such a waste anyway.
 

the Immortal

I know, I know...
Reaction score
51
That is how Cpp vectors work and that's why I tested first allocating index 4100 (>4096), and only after that - 8100(<8192).

As 4100 > 4096, if it was working as you described (and as C vectors work, as I mentioned), it would allocate all the memory at that point so when I used index 8100 no reallocation and memory increase would be observed. But from my tests (mentioned already) allocating first 4100 and then 8100 both increase the game's memory with approximately the same amount.
Which, as far as I understand, shows that allocation of indices isn't done in powers of two. Sure, it may be some other weirdo method, but I doubt it. I suppose it simply reallocates them when you use a bigger index, even though it is unefficient and slow (even in native C programming)

Which, for freaks, might mean that it is better to iterate and fill arrays backwards so as not to constantly force reallocation.. not that it'd matter even a bit.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • WildTurkey WildTurkey:
    is there a stephen green in the house?
    +1
  • The Helper The Helper:
    What is up WildTurkey?
  • The Helper The Helper:
    Looks like Google fixed whatever mistake that made the recipes on the site go crazy and we are no longer trending towards a recipe site lol - I don't care though because it motivated me to spend alot of time on the site improving it and at least now the content people are looking at is not stupid and embarrassing like it was when I first got back into this like 5 years ago.
  • The Helper The Helper:
    Plus - I have a pretty bad ass recipe collection now! That section of the site is 10 thousand times better than it was before
  • The Helper The Helper:
    We now have a web designer at my job. A legit talented professional! I am going to get him to redesign the site theme. It is time.
  • Varine Varine:
    I got one more day of community service and then I'm free from this nonsense! I polished a cop car today for a funeral or something I guess
  • Varine Varine:
    They also were digging threw old shit at the sheriff's office and I tried to get them to give me the old electronic stuff, but they said no. They can't give it to people because they might use it to impersonate a cop or break into their network or some shit? idk but it was a shame to see them take a whole bunch of radios and shit to get shredded and landfilled
  • The Helper The Helper:
    whatever at least you are free
  • Monovertex Monovertex:
    How are you all? :D
    +1
  • Ghan Ghan:
    Howdy
  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top