Shr*_*roy 4 recursion performance f# sequences
这是我的第一个F#计划.我以为我会把Conway的生命游戏作为第一个练习.
请帮助我理解为什么下面的代码有如此可怕的性能.
let GetNeighbours (p : int, w : int, h : int) : seq<int> =
let (f1, f2, f3, f4) = (p > w, p % w <> 1, p % w <> 0, p < w * (h - 1))
[
(p - w - 1, f1 && f2);
(p - w, f1);
(p - w + 1, f1 && f3);
(p - 1, f2);
(p + 1, f3);
(p + w - 1, f4 && f2);
(p + w, f4);
(p + w + 1, f4 && f3)
]
|> List.filter (fun (s, t) -> t)
|> List.map (fun (s, t) -> s)
|> Seq.cast
let rec Evolve (B : seq<int>, S : seq<int>, CC : seq<int>, g : int) : unit =
let w = 10
let h = 10
let OutputStr = (sprintf "Generation %d: %A" g CC) // LINE_MARKER_1
printfn "%s" OutputStr
let CCN = CC |> Seq.map (fun s -> (s, GetNeighbours (s, w, h)))
let Survivors =
CCN
|> Seq.map (fun (s, t) -> (s, t |> Seq.map (fun u -> (CC |> Seq.exists (fun v -> u = v)))))
|> Seq.map (fun (s, t) -> (s, t |> Seq.filter (fun u -> u)))
|> Seq.map (fun (s, t) -> (s, Seq.length t))
|> Seq.filter (fun (s, t) -> (S |> Seq.exists (fun u -> t = u)))
|> Seq.map (fun (s, t) -> s)
let NewBorns =
CCN
|> Seq.map (fun (s, t) -> t)
|> Seq.concat
|> Seq.filter (fun s -> not (CC |> Seq.exists (fun t -> t = s)))
|> Seq.groupBy (fun s -> s)
|> Seq.map (fun (s, t) -> (s, Seq.length t))
|> Seq.filter (fun (s, t) -> B |> Seq.exists (fun u -> u = t))
|> Seq.map (fun (s, t) -> s)
let NC = Seq.append Survivors NewBorns
let SWt = new System.Threading.SpinWait ()
SWt.SpinOnce ()
if System.Console.KeyAvailable then
match (System.Console.ReadKey ()).Key with
| System.ConsoleKey.Q -> ()
| _ -> Evolve (B, S, NC, (g + 1))
else
Evolve (B, S, NC, (g + 1))
let B = [3]
let S = [2; 3]
let IC = [4; 13; 14]
let g = 0
Evolve (B, S, IC, g)
Run Code Online (Sandbox Code Playgroud)
前五次迭代,即第0代,第1代,第2代,第3代,4代,没有问题.然后,在大约100毫秒的短暂停顿之后,完成第5代.但在那之后,程序挂起标记为"LINE_MARKER_1"的行,正如断点Visual Studio所揭示的那样.它永远不会到达printfn生产线.
奇怪的是,已经是第2代,CC函数Evolve中的序列已经稳定到序列中,[4; 13; 14; 3]因此我认为没有理由为什么第6代无法进化.
我知道通常认为粘贴大段代码并在调试时请求帮助是不合适的,但我不知道如何将其减少到最小的工作示例.我们将非常感谢任何有助于我调试的指针.
在此先感谢您的帮助.
编辑
我真的相信任何希望帮助我的人都可能会忽略这个GetNeighbours功能.我把它包括在内是为了完整起见.
修复性能的最简单方法是使用Seq.cache:
let GetNeighbours (p : int, w : int, h : int) : seq<int> =
let (f1, f2, f3, f4) = (p > w, p % w <> 1, p % w <> 0, p < w * (h - 1))
[
(p - w - 1, f1 && f2);
(p - w, f1);
(p - w + 1, f1 && f3);
(p - 1, f2);
(p + 1, f3);
(p + w - 1, f4 && f2);
(p + w, f4);
(p + w + 1, f4 && f3)
]
|> List.filter (fun (s, t) -> t)
|> List.map (fun (s, t) -> s)
:> seq<_> // <<<<<<<<<<<<<<<<<<<<<<<< MINOR EDIT, avoid boxing
let rec Evolve (B : seq<int>, S : seq<int>, CC : seq<int>, g : int) : unit =
let w = 10
let h = 10
let OutputStr = (sprintf "Generation %d: %A" g CC) // LINE_MARKER_1
printfn "%s" OutputStr
let CCN =
CC
|> Seq.map (fun s -> (s, GetNeighbours (s, w, h)))
|> Seq.cache // <<<<<<<<<<<<<<<<<< EDIT
let Survivors =
CCN
|> Seq.map (fun (s, t) -> (s, t |> Seq.map (fun u -> (CC |> Seq.exists (fun v -> u = v)))))
|> Seq.map (fun (s, t) -> (s, t |> Seq.filter (fun u -> u)))
|> Seq.map (fun (s, t) -> (s, Seq.length t))
|> Seq.filter (fun (s, t) -> (S |> Seq.exists (fun u -> t = u)))
|> Seq.map (fun (s, t) -> s)
let NewBorns =
CCN
|> Seq.map (fun (s, t) -> t)
|> Seq.concat
|> Seq.filter (fun s -> not (CC |> Seq.exists (fun t -> t = s)))
|> Seq.groupBy (fun s -> s)
|> Seq.map (fun (s, t) -> (s, Seq.length t))
|> Seq.filter (fun (s, t) -> B |> Seq.exists (fun u -> u = t))
|> Seq.map (fun (s, t) -> s)
let NC =
Seq.append Survivors NewBorns
|> Seq.cache // <<<<<<<<<<<<<<<<<< EDIT
let SWt = new System.Threading.SpinWait ()
SWt.SpinOnce ()
if System.Console.KeyAvailable then
match (System.Console.ReadKey ()).Key with
| System.ConsoleKey.Q -> ()
| _ -> Evolve (B, S, NC, (g + 1))
else
Evolve (B, S, NC, (g + 1))
let B = [3]
let S = [2; 3]
let IC = [4; 13; 14]
let g = 0
Evolve (B, S, IC, g)
Run Code Online (Sandbox Code Playgroud)
最大的问题是不使用Seq本身,问题是正确使用它.默认情况下,序列不是延迟的,而是定义在每次遍历时重新计算的计算.这意味着除非你对它做了些什么(例如Seq.cache),重新评估序列可能会破坏程序的算法复杂性.
您的原始程序具有指数级复杂性.要注意这一点,请注意每次迭代它会使遍历元素的数量翻倍.
另请注意,使用Seq运算符后编程的风格与Seq.cache使用List或Array运算符相比具有一小优势:这可以避免分配中间数据结构,从而降低GC压力并可能加快速度.