659 lines
19 KiB
Markdown
659 lines
19 KiB
Markdown
---
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front: https://nie.res.netease.com/r/pic/20210728/2dc2a94f-71f6-4cc5-8700-3c3696f79a0c.jpg
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hard: 进阶
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time: 30分钟
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---
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# 代码优化
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## 前言
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本文介绍了基于Python 2的一些常用技巧,能够优化代码,提升程序运行效率。
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## 使用缓存(内存换CPU)
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对象的重复创建与销毁会有一定性能消耗,对于需要频繁使用的数据,建议保存起来,下次从内存取出来直接使用,是一种常用的空间换时间(内存换CPU)的优化手段,对于减少游戏卡顿有较好效果。
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### 避免在tick函数内使用import
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import模块的消耗并没有小到可以忽略的地步,建议挪到文件的顶部进行import。如果这样会导致循环引用,则可以将模块缓存为类的成员变量
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- 错误写法:
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```python
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class DemoClientSystem(ClientSystem):
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def Update(self):
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# 在每帧执行的逻辑内import模块
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import mod.client.extraClientApi as clientApi
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clientApi.xxx
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```
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- 正确写法:
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```python
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# 在文件顶部import模块
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import mod.client.extraClientApi as clientApi
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class DemoClientSystem(ClientSystem):
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def Update(self):
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clientApi.xxx
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```
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如果两个模块需要相互引用,那么同时在文件顶部import对方,会导致循环引用报错,则可以用下面的方法处理:
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```python
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class DemoClientSystem(ClientSystem):
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def __init__(self, namespace, systemName):
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ClientSystem.__init__(self, namespace, systemName)
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# 假设当前模块与另一个otherModule模块需要相互引用
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import demoScripts.client.otherModule as otherModule
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self.otherModule = otherModule
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def Update(self):
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self.otherModule.xxx
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```
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### 避免多次初始化常量
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- 错误写法:
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在频繁调用的函数中进行声明,例如每次Update的时候
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```python
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class DemoClientSystem(ClientSystem):
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def Update(self):
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# 常量,每帧创建,实际中可能这里会是比较多的数据
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bigDict = {
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(-1, -1): 1,
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(-1, 0): 2,
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(-1, 1): 3,
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(0, -1): 4,
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(0, 0): 5,
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(0, 1): 6,
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(1, -1): 7,
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(1, 0): 8,
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(1, 1): 9,
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}
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# 读取常量做一些逻辑
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do_something(bigDict)
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```
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- 正确写法:
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包含数据比较多的一些常量,特别是List或者Dict类型的,可以放到类的__init__函数当中
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```python
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class DemoClientSystem(ClientSystem):
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# 构造函数
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def __init__(self, namespace, systemName):
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ClientSystem.__init__(self, namespace, systemName)
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# 在初始化时创建
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self.bigDict = {
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(-1, -1): 1,
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(-1, 0): 2,
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(-1, 1): 3,
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(0, -1): 4,
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(0, 0): 5,
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(0, 1): 6,
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(1, -1): 7,
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(1, 0): 8,
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(1, 1): 9,
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}
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def Update(self):
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do_something(self.bigDict)
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```
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### 缓存多次用到的中间数据
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一些方法多次调用的返回值是一样,可以使用临时变量缓存,不需要重复调用
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- 错误写法:
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```python
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class DemoServerSystem(ServerSystem):
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# 监听的ServerItemUseOnEvent事件回调
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def ServerItemUseOnEvent(self, args):
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# 设置多个方块
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self.SetBlock(args['dimensionId'], (args['x']-1, args['y'], args['z']), 'minecraft:air')
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self.SetBlock(args['dimensionId'], (args['x']-1, args['y'], args['z']), 'minecraft:air')
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self.SetBlock(args['dimensionId'], (args['x'], args['y'], args['z']), 'minecraft:air')
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self.SetBlock(args['dimensionId'], (args['x'], args['y'], args['z']-1), 'minecraft:air')
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self.SetBlock(args['dimensionId'], (args['x'], args['y'], args['z']+1), 'minecraft:air')
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def SetBlock(self, dimensionId, pos, blockName):
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serverApi.GetEngineCompFactory().CreateBlockInfo(levelId).SetBlockNew(pos, {'name': blockName}, 0, dimensionId)
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```
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- 正确写法:
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```python
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# compFactory使用缓存
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serverCompFactory = serverApi.GetEngineCompFactory()
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class DemoServerSystem(ServerSystem):
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# 监听的ServerItemUseOnEvent事件回调
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def ServerItemUseOnEvent(self, args):
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# 对字典内的值做缓存
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dimensionId = args['dimensionId']
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x = args['x']
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y = args['y']
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z = args['z']
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self.SetBlock(dimensionId, (x-1, y, z), 'minecraft:air')
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self.SetBlock(dimensionId, (x-1, y, z), 'minecraft:air')
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self.SetBlock(dimensionId, (x, y, z), 'minecraft:air')
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self.SetBlock(dimensionId, (x, y, z-1), 'minecraft:air')
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self.SetBlock(dimensionId, (x, y, z+1), 'minecraft:air')
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def SetBlock(self, dimensionId, pos, blockName):
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serverCompFactory.CreateBlockInfo(levelId).SetBlockNew(pos, {'name': blockName}, 0, dimensionId)
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```
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### 使用dict代替多个else if
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当条件判断的分支很多时,dict跳转的性能会比一连串的else高很多。如果一定要用if,推荐把命中概率较高的判断放前面。
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- 错误写法:
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```python
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serverCompFactory = serverApi.GetEngineCompFactory()
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class DemoServerSystem(ServerSystem):
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def HandleBlocks(self, pos, dimensionId):
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# 获取方块信息
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blockIdentifier = serverCompFactory.CreateBlockInfo(levelId).GetBlockNew(pos, dimensionId)[0]
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# 根据方块类型做出不同的处理
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if blockIdentifier == "minecraft:iron_ore":
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self.handleIronBlock()
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elif blockIdentifier == "minecraft:gold_ore":
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self.handleGoldBlock()
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elif blockIdentifier == "minecraft:diamond_ore":
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self.handleDiamondBlock()
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...
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```
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- 正确写法:
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```python
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serverCompFactory = serverApi.GetEngineCompFactory()
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class DemoServerSystem(ServerSystem):
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def __init__(self):
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# 注册处理函数
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self.blockHandlers = {
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"minecraft:iron_ore": self.handleIronBlock,
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"minecraft:gold_ore": self.handleGoldBlock,
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"minecraft:diamond_ore": self.handleDiamondBlock,
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}
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def HandleBlocks(self, data):
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blockIdentifier = serverCompFactory.CreateBlockInfo(levelId).GetBlockNew(pos, dimensionId)[0]
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# 从dict中选取处理函数
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handler = self.blockHandlers.get(blockIdentifier)
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if handler:
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handler()
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```
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## 使用分帧(实时性换CPU)
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同一时刻内处理大量的逻辑,容易造成卡顿。这时候需要把逻辑执行的时间错开到多帧去执行,让每一帧的任务量不要太重。
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### 大批量修改数据分多帧处理
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这里以方块为例:
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- 错误写法: (同一时刻全部处理,需要处理 100 * 100 * 100 即一百万个方块,必然会卡)
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```python
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# 修改某个区域 100 * 100 * 100范围内的方块为空气
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def SetBlocksToAir(self, fromPos):
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blockcomp = serverApi.CreateComponent(id, "Minecraft", "blockInfo")
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for x in range(1, 100):
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for y in range(1, 100):
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for z in range(1, 100):
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blockcomp.SetBlockNew((fromPos[0] + x, fromPos[1] + y, fromPos[2] + z), {'name':'minecraft:air'})
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```
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- 正确写法: (分开每帧只处理5个)
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```python
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# 修改某个区域 100 * 100 * 100范围内的方块为空气
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def SetBlocksToAir(self, fromPos):
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# 命令队列
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self.posList = []
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self.posIndex = 0
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for x in range(1, 100):
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for y in range(1, 100):
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for z in range(1, 100):
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self.posList.append((fromPos[0] + x, fromPos[1] + y, fromPos[2] + z))
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# 被引擎直接执行的父类的重写函数,引擎会执行该Update回调,1秒钟30帧
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def Update(self):
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if self.posList:
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posListLen = len(self.posList)
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blockcomp = serverApi.CreateComponent(id, "Minecraft", "blockInfo")
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#每帧处理5个
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handleNum = 5
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while(handleNum > 0 and self.posIndex < posListLen):
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blockcomp.SetBlockNew(self.posList[self.posIndex], {'name':'minecraft:air'})
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self.posIndex = self.posIndex + 1
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handleNum = handleNum - 1
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# 全部处理完成
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if self.posIndex >= posListLen:
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self.posList = None
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```
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### 非重要逻辑降帧处理
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不要每帧执行所有逻辑更新,不同的逻辑实际中根据实时性要求进行间隔更新
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- 错误写法:
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(每帧执行所有更新逻辑)
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```python
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def Update(self):
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self.do_something1()
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self.do_something2()
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self.do_something3()
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```
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- 正确写法:
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(分开每帧只处理5个)
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```python
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class DemoClientSystem(ClientSystem):
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# 构造函数
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def __init__(self, namespace, systemName):
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ClientSystem.__init__(self, namespace, systemName)
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self.tick = 0
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def Update(self):
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self.tick = self.tick + 1
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# 重要逻辑每帧执行
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self.do_something1()
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if self.tick % 5 == 0:
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# 次要逻辑降帧执行
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self.do_something2()
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if self.tick % 10 == 0:
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# 更次要的逻辑,使用更低的帧率执行
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self.do_something3()
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```
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### 少用轮询逻辑
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使用事件或一些适用的接口来代替每帧尝试的操作。
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假想有一个需求:我想删除一个实体,但是当前这个实体没有被加载
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- 错误写法:
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每帧尝试删除该实体,直到成功为止
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- 推荐写法:
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1. 监听AddEntityServerEvent,在该实体的回调中删除。
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2. 如果该实体是手动创建的,可以使用SetPersistence接口将其设置为不存盘,那就不再需要处理该实体被卸载而无法删除的情况。
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## 优化字节码
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Python 是解释型语言,代码在运行时会先编译为字节码(Bytecode),再由解释器逐行执行字节码,优化字节码可以直接提升执行效率。
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### 使用推导式
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如果要对容器进行操作,使用推导式是最快的办法。在可以使用列表/字典/集合推导式时,尽量使用推导式,而不是使用for循环。
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**列表添加元素:**
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```python
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a = []
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for i in xrange(1000):
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if i % 2 == 0:
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a.append(i*i)
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```
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**缓存append方法:**
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```python
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a = []
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l = a.append
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for i in xrange(1000):
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if i % 2 == 0:
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l(i*i)
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```
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**列表推导式:**
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```python
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a = [i*i for i in xrange(1000) if i % 2 == 0]
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```
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**测试样例:**
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```python
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from timeit import timeit
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print "loop + append:", timeit("for i in xrange(1000):\n if i % 2 == 0:\n a.append(i*i)", "a=[]", number=10000)
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print "loop + append(cache):", timeit("for i in xrange(1000):\n if i % 2 == 0:\n l(i*i)", "a=[];l=a.append", number=10000)
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print "list comprehenshion:", timeit("a = [i*i for i in xrange(1000) if i % 2 == 0]", number=10000)
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```
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**测试结果:**
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```python
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loop + append: 0.6161811
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loop + append(cache): 0.5132234
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list comprehenshion: 0.4063318
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```
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**结论:**
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列表推导式,能获得明显的性能提升,元素越多差距越明显。
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还有**字典推导式:**
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```python
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g = (('a',1),('b',2),('c',3),('d',4),('e',5),('f',6))
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d = {k:v for k, v in g if v % 2 == 0}
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```
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**集合推导式:**
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```python
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g = (1,2,3,4,5,6)
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s = {v for v in g if v % 2 == 0}
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```
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### 字符串拼接
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我们有很多办法拼接字符串,比如直接相加、使用format、使用%、使用join,那么到底哪种办法最快呢?
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**常见写法:**
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```python
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s = s1 + s2 + s3
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s = s1; s += s2; s += s3
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s = '%s%s%s' % (s1,s2,s3)
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s = ''.join((s1,s2,s3))
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```
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**测试样例1:**
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```python
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from timeit import timeit
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N = 10000000
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setup = 's1="hello"*35; s2="world"*25; s3="!"*30; s4=s3*2; s5=s3*2'
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print(timeit("s = s1 + s2 + s3", setup, number=N))
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print(timeit("s = s1; s+=s2; s+=s3", setup, number=N))
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print(timeit("s = '%s%s%s' % (s1,s2,s3)", setup, number=N))
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print(timeit("s = '{}{}{}'.format(s1,s2,s3)", setup, number=N))
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print(timeit("s = ''.join((s1,s2,s3))", setup, number=N))
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```
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**测试结果1:**
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```python
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0.7396258
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0.8553558
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1.5691264
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3.8130296
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1.0085892
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```
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**测试样例2:**
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```python
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from timeit import timeit
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N = 10000000
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setup = 's1="hello"*35; s2="world"*25; s3="!"*30; s4=s3*2; s5=s3*2'
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print(timeit("s = s1 + s2 + s3 + s4 + s5", setup, number=N))
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print(timeit("s = s1; s+=s2; s+= s3; s+= s4; s+= s5", setup, number=N))
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print(timeit("s = '%s%s%s%s%s' % (s1,s2,s3,s4,s5)", setup, number=N))
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print(timeit("s = '{}{}{}{}{}'.format(s1,s2,s3,s4,s5)", setup, number=N))
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print(timeit("s = ''.join((s1,s2,s3,s4,s5))", setup, number=N))
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```
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**测试结果2:**
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```python
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1.4091635
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1.6201083
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3.4721674
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4.6679361
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1.2252783
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```
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**结论:**
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- 要拼接的子串数量较少时(如不多于3个),直接相加是最快的
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- 当拼接的子串数量较多时,`join`方法是最快的
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- 如果只是想纯粹拼接一下字符串,不要使用格式化方法
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### 变量访问
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局部变量访问速度最快,其次是全局变量。如果要访问对象的属性,比如self.client.aaa.bbb中出现了三个点,而每一个点代表一次访问,就会多消耗一次性能。建议在频繁使用时缓存为局部变量。
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```python
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# 缓存为全局变量CF,减少了一次访问
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CF = serverApi.GetEngineCompFactory()
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def OnCustomCommandTrigger(self, args):
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# 在循环前,将api方法缓存为局部变量
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createExplosion = CF.CreateExplosion(levelId).CreateExplosion
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for _ in xrange(1000):
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createExplosion(...)# 直接调用
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# 将自己的方法/属性缓存为局部变量
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func = self.xxxsystem.aaa.bbb
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for _ in xrange(1000):
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func(...)
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```
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### 字典查询
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字典的查询属于属性访问中的一个特例。取字典中特定key的值,如取不到返回None,可有下列写法:
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```python
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def get1(d, key):
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if key in d:
|
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return d[key]
|
||
return None
|
||
|
||
def get2(d, key):
|
||
if d.has_key(key):
|
||
return d[key]
|
||
return None
|
||
|
||
def get3(d, key):
|
||
return d.get(key)
|
||
|
||
def get4(d, key):
|
||
return d.get(key, None)
|
||
|
||
def get5(d, key):
|
||
try:
|
||
return d[key]
|
||
except KeyError:
|
||
pass
|
||
```
|
||
|
||
**测试样例:**
|
||
|
||
```python
|
||
g_d = {"a": 23, "b": 11, "c": 88, "d": 2, "e": 3, "f": 4, "g": 11, "h": 25, "i": 46}
|
||
from timeit import timeit
|
||
print(timeit('get1(g_d, "b")', 'from __main__ import get1, g_d', number=100000))
|
||
print(timeit('get2(g_d, "b")', 'from __main__ import get2, g_d', number=100000))
|
||
print(timeit('get3(g_d, "b")', 'from __main__ import get3, g_d', number=100000))
|
||
print(timeit('get4(g_d, "b")', 'from __main__ import get4, g_d', number=100000))
|
||
print(timeit('get5(g_d, "b")', 'from __main__ import get5, g_d', number=100000))
|
||
|
||
print(timeit('get1(g_d, "z")', 'from __main__ import get1, g_d', number=100000))
|
||
print(timeit('get2(g_d, "z")', 'from __main__ import get2, g_d', number=100000))
|
||
print(timeit('get3(g_d, "z")', 'from __main__ import get3, g_d', number=100000))
|
||
print(timeit('get4(g_d, "z")', 'from __main__ import get4, g_d', number=100000))
|
||
print(timeit('get5(g_d, "z")', 'from __main__ import get5, g_d', number=100000))
|
||
```
|
||
|
||
结果分命中、不命中两种情况汇总:
|
||
|
||
| 单位:ms/1w次 | 命中 | 不命中 |
|
||
| --------- | -------- | -------- |
|
||
| get1 | 1.17 | **1.05** |
|
||
| get2 | 1.59 | 1.43 |
|
||
| get3 | 1.62 | 1.59 |
|
||
| get4 | **1.75** | 1.80 |
|
||
| get5 | **1.04** | **9.01** |
|
||
|
||
从这个表可以看到,get1用in来判断,平均表现是最好的,是否命中,都是1ms多一点。而最后这个try except,命中的时候是最佳的,不命中的时候性能就大幅恶化。
|
||
|
||
**结论:**
|
||
|
||
- 对于key是否存在,直接用in来做判断即可,has_key接口比in慢。当然in方法不止可以对字典用,也可以对任何iterable的对象用,python是动态语言,要清楚你in的对象到底是什么。
|
||
- get的default参数不必填None,因为它本来就是None,填进去反而更慢。
|
||
|
||
### 函数调用
|
||
|
||
函数调用是有额外开销的,效率敏感场合不容忽略。
|
||
|
||
**测试样例:**
|
||
|
||
```python
|
||
log = lambda msg: None
|
||
|
||
def foo(msg):
|
||
log(msg)
|
||
|
||
from timeit import timeit
|
||
print(timeit('foo("hello")', 'from __main__ import foo', number=100000))
|
||
print(timeit('log("hello")', 'from __main__ import log', number=100000))
|
||
```
|
||
|
||
**测试结果:**
|
||
|
||
```python
|
||
0.0104322
|
||
0.0051873
|
||
```
|
||
|
||
**结论:**
|
||
|
||
python里1万次的函数调用的消耗,约1毫秒的量级。在效率敏感场合,尽量省去不必要的几行代码的函数包装,减少调用层级,以及减少默认参数个数。
|
||
|
||
### 方法调用
|
||
|
||
类与实例方法的调用和函数调用类似,封装太多也会有明显的效率下降,而且情况可能更严重。
|
||
|
||
**测试样例:**
|
||
|
||
```python
|
||
# -*- coding: gbk -*-
|
||
import time
|
||
# 定义时间测量装饰器
|
||
def time_it(func):
|
||
def wrapper(*args, **kwargs):
|
||
start_time = time.time()
|
||
result = func(*args, **kwargs)
|
||
end_time = time.time()
|
||
print "函数 {} 耗时: {:.0f} 毫秒".format(func.__name__, (end_time - start_time) * 1000)
|
||
return result
|
||
return wrapper
|
||
def show_warn(message):
|
||
pass
|
||
HP_TH = 10
|
||
class Player(object):
|
||
def __init__(self):
|
||
self.hp = 0
|
||
self.hp_th = HP_TH
|
||
def tick(self):
|
||
if self.hp < self.hp_th:
|
||
self.perform_warn()
|
||
def perform_warn(self):
|
||
show_warn("warn")
|
||
class Player2(object):
|
||
def __init__(self):
|
||
self.hp = 0
|
||
self.hp_th = HP_TH
|
||
def tick(self):
|
||
if self.hp < self.hp_th:
|
||
show_warn("warn")
|
||
# 性能测试
|
||
if __name__ == "__main__":
|
||
N = 10000
|
||
# 测试 Player 类
|
||
players = []
|
||
for _ in xrange(N):
|
||
players.append(Player())
|
||
@time_it
|
||
def run(n):
|
||
for _ in xrange(n):
|
||
for p in players:
|
||
p.tick()
|
||
run(100)
|
||
# 测试 Player2 类
|
||
players = []
|
||
for _ in xrange(N):
|
||
players.append(Player2())
|
||
@time_it
|
||
def run2(n):
|
||
for _ in xrange(n):
|
||
for p in players:
|
||
p.tick()
|
||
run2(100)
|
||
```
|
||
|
||
**测试结果:**
|
||
|
||
```python
|
||
函数 run 耗时: 274 毫秒
|
||
函数 run2 耗时: 168 毫秒
|
||
```
|
||
|
||
可见,减少一层方法调用后,耗时274ms能降到168ms。
|
||
|
||
**结论:**
|
||
|
||
为了效率的话,请尽量避免过多的类方法封装;同一实例方法的频繁调用,请先缓存下来(如第一个例子中的l=a.append)
|
||
|
||
### 模块导入
|
||
|
||
关于import写在什么地方,我们都知道,写在模块开头,有这么一些弊端:
|
||
|
||
- 首次加载卡顿
|
||
- 内存过多
|
||
- 带来冗余
|
||
- 循环引用
|
||
|
||
但写在函数内就一定是最好的办法吗?
|
||
|
||
**测试样例:**
|
||
|
||
```python
|
||
def tick():
|
||
from packageA.subpackageA import math
|
||
math.fabs(100)
|
||
|
||
from packageA.subpackageA import math
|
||
def tick2():
|
||
math.fabs(100)
|
||
|
||
from timeit import timeit
|
||
print timeit("tick()", "from __main__ import tick", number=100000)
|
||
print timeit("tick2()", "from __main__ import tick2", number=100000)
|
||
|
||
# 假设把tick函数移到另一个package下(packageB/test.py):
|
||
print timeit("tick()", "from packageB.test import tick", number=100000)
|
||
```
|
||
|
||
**测试结果:**
|
||
|
||
```python
|
||
0.1006268
|
||
0.0177434
|
||
0.1125192
|
||
```
|
||
|
||
可见,函数内import明显要慢很多,尤其是在另外一个package里面import。
|
||
|
||
**结论:**
|
||
|
||
基础性/通用性模块的导入,import写在模块头,当然前提是这些基础模块要做好规划,不要过于臃肿,不要互相耦合严重。
|
||
|
||
对于频繁调用的函数,函数开头不适宜有太多import,package结构也不宜搞得过于复杂。 |