I have found on the internet ( here and here ), that the inheritance doesn't affect the performance of the class. I have become curious about that as I have been writing a matrices module for a render engine, and the speed of this module is very important for me.
After I have written:
I decided to test them and faced performance issues with instantiation
And so the main questions are:
This is how these classes look like in general:
template <class t>
class Matrix
{
protected:
union {
struct
{
unsigned int w, h;
};
struct
{
unsigned int n, m;
};
};
/** Changes flow of accessing `v` array members */
bool transposed;
/** Matrix values array */
t* v;
public:
~Matrix() {
delete[] v;
};
Matrix() : v{}, transposed(false) {};
// Copy
Matrix(const Matrix<t>& m) : w(m.w), h(m.h), transposed(m.transposed) {
v = new t[m.w * m.h];
for (unsigned i = 0; i < m.g_length(); i++)
v[i] = m.g_v()[i];
};
// Constructor from array
Matrix(unsigned _w, unsigned _h, t _v[], bool _transposed = false) : w(_w), h(_h), transposed(_transposed) {
v = new t[_w * _h];
for (unsigned i = 0; i < _w * _h; i++)
v[i] = _v[i];
};
/** Gets matrix array */
inline t* g_v() const { return v; }
/** Gets matrix values array size */
inline unsigned g_length() const { return w * h; }
// Other constructors, operators, and methods.
}
template<class t>
class SquareMatrix : public Matrix<t> {
public:
SquareMatrix() : Matrix<t>() {};
SquareMatrix(const Matrix<t>& m) : Matrix<t>(m) {};
SquareMatrix(unsigned _s, t _v[], bool _transpose) : Matrix<t>(_s, _s, _v, _transpose) {};
// Others...
}
template<class t>
class Matrix4 : public SquareMatrix<t> {
public:
Matrix4() : SquareMatrix<t>() {};
Matrix4(const Matrix<t>& m) : SquareMatrix<t>(m) {}
Matrix4(t _v[16], bool _transpose) : SquareMatrix<t>(4, _v, _transpose) {};
// Others...
}
To conduct tests I used this
void test(std::ofstream& f, char delim, std::function<void(void)> callback) {
auto t1 = std::chrono::high_resolution_clock::now();
callback();
auto t2 = std::chrono::high_resolution_clock::now();
f << std::chrono::duration_cast<std::chrono::microseconds>(t2 - t1).count() << delim;
//std::cout << "test took " << std::chrono::duration_cast<std::chrono::microseconds>(t2 - t1).count() << " microseconds\n";
}
With single class initialization, there're no problems - it goes under 5 microseconds almost every time for every class. But then I decided to scale up the number of initializations and their several troubles occurred
I ran every test 100 times, with arrays of length 500
I just tested the initialization of arrays
The results were (avg time in microseconds):
And here we can already see a huge difference
Here's the code
int main(int argc, char** argv)
{
std::ofstream f("test.csv");
f << "Matrix\t" << "SquareMatrix\t" << "Matrix4\n";
for (int k = 0; k < 100; k++) {
test(f, '\t', []() {
Matrix<long double>* a = new Matrix<long double>[500];
});
test(f, '\t', []() {
SquareMatrix<long double>* a = new SquareMatrix<long double>[500];
});
test(f, '\n', []() {
Matrix4<long double>* a = new Matrix4<long double>[500];
});
}
f.close();
return 0;
}
Tested the initialization of arrays of class instances and filling them after with custom matrices
The results (avg time in microseconds):
Code
int main(int argc, char** argv)
{
long double arr[16] = {
1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14,15,16
};
std::ofstream f("test.csv");
f << "Matrix\t" << "SquareMatrix\t" << "Matrix4\n";
for (int k = 0; k < 100; k++) {
test(f, '\t', [&arr]() {
Matrix<long double>* a = new Matrix<long double>[500];
for (int i = 0; i < 500; i++)
a[i] = Matrix<long double>(4, 4, arr);
});
test(f, '\t', [&arr]() {
SquareMatrix<long double>* a = new SquareMatrix<long double>[500];
for (int i = 0; i < 500; i++)
a[i] = SquareMatrix<long double>(4, arr);
});
test(f, '\n', [&arr]() {
Matrix4<long double>* a = new Matrix4<long double>[500];
for (int i = 0; i < 500; i++)
a[i] = Matrix4<long double>(arr);
});
}
f.close();
return 0;
}
Pushed back custom matrices to vector
The results (avg time in microseconds):
Code
int main(int argc, char** argv)
{
long double arr[16] = {
1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14,15,16
};
std::ofstream f("test.csv");
f << "Matrix\t" << "SquareMatrix\t" << "Matrix4\n";
for (int k = 0; k < 100; k++) {
test(f, '\t', [&arr]() {
std::vector<Matrix<long double>> a = std::vector<Matrix<long double>>();
for (int i = 0; i < 500; i++)
a.push_back(Matrix<long double>(4, 4, arr));
});
test(f, '\t', [&arr]() {
std::vector<SquareMatrix<long double>> a = std::vector<SquareMatrix<long double>>();
for (int i = 0; i < 500; i++)
a.push_back(SquareMatrix<long double>(4, arr));
});
test(f, '\n', [&arr]() {
std::vector<Matrix4<long double>> a = std::vector<Matrix4<long double>>();
for (int i = 0; i < 500; i++)
a.push_back(Matrix4<long double>(arr));
});
}
f.close();
return 0;
}
If you need all the source code, you can look here into matrix.h
and matrix.cpp
Does inheritance really not affect performance?
Yes. Inheritance won't affect runtime performance as long as virtual method isn't involved. (Cuz only then will you have to deduce the type at runtime and call corresponding virtual method override). In fact, if you have a sight into lower details, you will know that c++ inheritance is mostly just static things, that is, done at compilation time.
What's the reason of these performance issues in my case and why may they happen in general?
It seems these work well when optimization is enabled?
Should I forget about inheritance in such cases?
The only thing you need to do in such performance-sensitive cases is to avoid virtual method.
Something not related to this question. I have read your code. Perhaps it will be better to implement your templates in header file?
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