Mic*_*gan 2 java sqlite performance android
我在Objective-c中实现了几乎相同的代码,它的运行速度比Java快两到三倍.我正在试图找出哪些指令可能是最耗费资源的,并且看看是否有更好的方法来做同样的事情,这在Java中更有效.
这是从数据库中读取大型结果集的例程的一部分,对于返回的每个单词,它会检查该单词是否可以从播放器具有的字母区块中创建.它包括对空白图块的支持,可以用作任何字母.空白图块将由下划线字符表示.
基本上,对于从数据库返回的每个单词,我遍历单词的每个字母,并查看可用字母的玩家数组.如果我找到那封信,我将其从玩家阵列中移除并继续前进.如果我没有找到该字母,则该字被丢弃并且下一个字被读取.除非,我在播放器的数组中找到一个下划线字符,然后,我将使用它作为字母,并将其从数组中删除.如果我到达数据库字的字母数组的末尾并且每个字母都"找到",那么该单词将保存在列表中.
我已经计时了整个函数的各个部分,数据库查询发生得非常快.这只是对这个游标的处理非常慢.任何建议,将不胜感激!
if (c.moveToFirst()) {
do {
boolean found = false;
int aValue = 0;
int letterValue = 0;
// Word and Word's length from the database
String sWord = c.getString(0);
int wordLength = c.getInt(1);
// Refresh the Tile array, underscores sorted to the front
// sortedTiles sorted the players tiles {_,_,a,b,c}
char[] aTiles = sortedTiles.clone();
// Calculate the value of the word
for (int i = 0; i < wordLength; i++) {
// For each character in the database word
switch (sWord.charAt(i)) {
case 97:
letterValue = 1;
break;
case 98:
letterValue = 4;
break;
case 99:
letterValue = 4;
break;
case 100:
letterValue = 2;
break;
case 101:
letterValue = 1;
break;
case 102:
letterValue = 4;
break;
case 103:
letterValue = 3;
break;
case 104:
letterValue = 3;
break;
case 105:
letterValue = 1;
break;
case 106:
letterValue = 10;
break;
case 107:
letterValue = 5;
break;
case 108:
letterValue = 2;
break;
case 109:
letterValue = 4;
break;
case 110:
letterValue = 2;
break;
case 111:
letterValue = 1;
break;
case 112:
letterValue = 4;
break;
case 113:
letterValue = 10;
break;
case 114:
letterValue = 1;
break;
case 115:
letterValue = 1;
break;
case 116:
letterValue = 1;
break;
case 117:
letterValue = 2;
break;
case 118:
letterValue = 5;
break;
case 119:
letterValue = 4;
break;
case 120:
letterValue = 8;
break;
case 121:
letterValue = 3;
break;
case 122:
letterValue = 10;
break;
default:
letterValue = 0;
break;
} // switch
found = false;
// Underscores will be sorted to the front of the array,
// so start from the back so that we give
// real letters the first chance to be removed.
for (int j = aTiles.length - 1; j > -1; j--) {
if (aTiles[j] == sWord.charAt(i)) {
found = true;
// Increment the value of the word
aValue += letterValue;
// Blank out the player's tile so it is not reused
aTiles[j] = " ".charAt(0);
// I was removing the element from the array
// but I thought that might add overhead, so
// I switched to just blanking that letter out
// so that it wont be used again
//aTiles = removeItem(aTiles, j);
break;
}
if (aTiles[j] == cUnderscore) {
found = true;
// Blank out the player's tile so it is not reused
aTiles[j] = " ".charAt(0);
// I was removing the element from the array
// but I thought that might add overhead, so
// I switched to just blanking that letter out
// so that it wont be used again
//aTiles = removeItem(aTiles, j);
break;
}
} // for j
// If a letter in the word could not be fill by a tile
// or underscore, the word doesn't qualify
if (found == false) {
break;
}
} // for i
// If all the words letters were found, save the value and add to the list.
if (found == true) {
// if all the tiles were used it's worth extra points
String temp = aTiles.toString().trim();
if (temp.length() < 1) {
aValue += 35;
}
Word word = new Word();
word.word = sWord;
word.length = wordLength;
word.value = aValue;
listOfWords.add(word);
}
} while (c.moveToNext());
}
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我不知道您的代码在大部分时间内的确切位置.你应该描述一下.但我会用表查找替换你的long switch语句:
// In the class:
private static final int[] letterValues = {
1, 4, 4, 2, 1, // etc.
}
// In the code:
// Calculate the value of the word
for (int i = 0; i < wordLength; i++) {
// For each character in the database word
char ch = sWord.charAt(i);
if (ch >= 97 && ch <= 122) {
letterValue = letterValues[ch - 97];
} else {
letterValue = 0;
}
// the rest of your code
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这可能比switch语句快得多.
编辑:我注意到你的j循环内部正在调用sWord.charAt(i)每个j值.通过将函数调用分解出循环,可以加快速度.如果您使用我的代码,您可以使用ch代替sWord.charAt(i).
PS作为一种风格,代码if (found) { ...而不是代码更好if (found == true) { ....同样使用if (!found) {而不是if (found == false) {.
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