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assign after allocate object vs re-use object
(version: 0)
Comparing performance of:
allocate vs reuse
Created:
5 years ago
by:
Guest
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Script Preparation code:
var reused = { color: [1, 1, 1, 1], position: [1, 1], }; var map = new Map(); for (let i = 0; i < 1000000; i += 1) { map.set(`${i}`, { color: [1, 1, 1, 1], position: [1, 1], size: 99, // dummy key }); }
Tests:
allocate
for (let i = 0; i < 10000; i += 1) { const target = map.get(`${i}`); Object.assign(target, { color: [i, i, i, i], position: [i, i], }); }
reuse
for (let i = 0; i < 10000; i += 1) { const target = map.get(`${i}`); reused = { color: [i, i, i, i], position: [i, i], }; Object.assign(target, reused); }
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
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Test case name
Result
allocate
reuse
Fastest:
N/A
Slowest:
N/A
Latest run results:
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Autogenerated LLM Summary
(model
gemma2:9b
, generated one year ago):
This benchmark tests the performance of two different methods for updating objects in JavaScript: allocating a new object each time or reusing an existing one. **Options Compared:** * **`allocate`**: For each iteration, a new object is created and assigned to the `target` variable using `Object.assign`. This method involves creating new memory allocations for every update. * **`reuse`**: An existing object `reused` is created beforehand and its properties are updated each iteration. Then, these changes are applied to the `target` object using `Object.assign`. This approach reuses an existing object structure, avoiding repeated memory allocation. **Pros/Cons:** * **`allocate`**: * **Con**: More resource-intensive due to constant object creation and garbage collection. * **Potential Pro**: Simpler in terms of code logic if the properties being updated are completely different each time. * **`reuse`**: * **Pro**: Potentially faster because memory allocation is avoided. Existing objects can be efficiently modified instead of creating new ones. * **Con**: Can become more complex to manage if the `reused` object's state needs to be cleared or reset frequently. **Other Considerations:** * **Object Size**: The performance difference between these methods might be less noticeable for very small objects. * **Frequency of Updates**: If updates happen very frequently, the overhead of `allocate` can become significant. **Alternatives:** * **Immutability**: Consider using immutable data structures where changes create new objects instead of modifying existing ones. This can lead to more predictable behavior but might require different design patterns. * **Object Pooling**: Create a pool of reusable objects and retrieve/return them when needed. This can be efficient for scenarios with frequent object creation and destruction. Let me know if you have any further questions!
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