4

我有像这样的结构

struct RGBA: Codable {
        
   var r: UInt8
   var g: UInt8
   var b: UInt8
   var a: UInt8 
}

我想保存大量这种结构(> 1_000_000)

解码

guard let history = try? JSONDecoder().decode(HistoryRGBA.self, from: data) else { return }

编码

guard let jsonData = try? encoder.encode(dataForSave) else { return false }

如何提高编码/解码时间和 RAM 内存量?

4

2 回答 2

7

JSONEncoder/性能的Decoder表现......不是很好。ZippyJSON是一个插入式替代品,据说比 Foundation 的实现快 4 倍,如果你想要更好的性能和更低的内存使用,你可能会想谷歌搜索某种流式 JSON 解码器库。

但是,您在评论中说您不需要 JSON 格式。这很好,因为我们可以更有效地将数据存储为原始字节数组,而不是 JSON 等基于文本的格式:

extension RGBA {
    static let size = 4 // the size of a (packed) RGBA structure
}

// encoding
var data = Data(count: history.rgba.count * RGBA.size)
for i in 0..<history.rgba.count {
    let rgba = history.rgba[i]
    data[i*RGBA.size] = rgba.r
    data[i*RGBA.size+1] = rgba.g
    data[i*RGBA.size+2] = rgba.b
    data[i*RGBA.size+3] = rgba.a
}


// decoding
guard data.count % RGBA.size == 0 else {
    // data is incomplete, handle error
    return
}
let rgbaCount = data.count / RGBA.size
var result = [RGBA]()
result.reserveCapacity(rgbaCount)
for i in 0..<rgbaCount {
    result.append(RGBA(r: data[i*RGBA.size],
                       g: data[i*RGBA.size+1],
                       b: data[i*RGBA.size+2],
                       a: data[i*RGBA.size+3]))
}

这已经比在我的机器上使用 JSONEncoder 快了大约 50 倍(约 100 毫秒而不是约 5 秒)。

通过绕过 Swift 的一些安全检查和内存管理并下拉到原始指针,您可以变得更快:

// encoding
let byteCount = history.rgba.count * RGBA.size
let rawBuf = malloc(byteCount)!
let buf = rawBuf.bindMemory(to: UInt8.self, capacity: byteCount)

for i in 0..<history.rgba.count {
    let rgba = history.rgba[i]
    buf[i*RGBA.size] = rgba.r
    buf[i*RGBA.size+1] = rgba.g
    buf[i*RGBA.size+2] = rgba.b
    buf[i*RGBA.size+3] = rgba.a
}
let data = Data(bytesNoCopy: rawBuf, count: byteCount, deallocator: .free)


// decoding
guard data.count % RGBA.size == 0 else {
    // data is incomplete, handle error
    return
}
let result: [RGBA] = data.withUnsafeBytes { rawBuf in
    let buf = rawBuf.bindMemory(to: UInt8.self)
    let rgbaCount = buf.count / RGBA.size
    return [RGBA](unsafeUninitializedCapacity: rgbaCount) { resultBuf, initializedCount in
        for i in 0..<rgbaCount {
            resultBuf[i] = RGBA(r: data[i*RGBA.size],
                                g: data[i*RGBA.size+1],
                                b: data[i*RGBA.size+2],
                                a: data[i*RGBA.size+3])
        }
    }
}

我机器上的基准测试结果(我没有测试 ZippyJSON):

JSON:
Encode: 4967.0ms; 32280478 bytes
Decode: 5673.0ms

Data:
Encode: 96.0ms; 4000000 bytes
Decode: 19.0ms

Pointers:
Encode: 1.0ms; 4000000 bytes
Decode: 18.0ms

通过将数组直接从内存写入磁盘而不对其进行序列化,您可能会变得更快,尽管我也没有测试过。当然,当您测试性能时,请确保您在发布模式下进行测试。

于 2020-07-21T17:19:03.963 回答
4

考虑到您的所有属性都是UInt8(字节),您可以使您的结构符合ContiguousBytes并保存其原始字节:

struct RGBA {
   let r, g, b, a: UInt8
}

extension RGBA: ContiguousBytes {
    func withUnsafeBytes<R>(_ body: (UnsafeRawBufferPointer) throws -> R) rethrows -> R {
        try Swift.withUnsafeBytes(of: self) { try body($0) }
    }
}

extension ContiguousBytes {
    init<T: ContiguousBytes>(_ bytes: T) {
        self = bytes.withUnsafeBytes { $0.load(as: Self.self) }
    }
}

extension RGBA: ExpressibleByArrayLiteral {
    typealias ArrayLiteralElement = UInt8
    init(arrayLiteral elements: UInt8...) {
        self.init(elements)
    }
}

extension Array {
    var bytes: [UInt8] { withUnsafeBytes { .init($0) } }
    var data: Data { withUnsafeBytes { .init($0) } }
}

extension ContiguousBytes {
    var bytes: [UInt8] { withUnsafeBytes { .init($0) } }
    var data: Data { withUnsafeBytes { .init($0) } }
}

extension ContiguousBytes {
    func object<T>() -> T { withUnsafeBytes { $0.load(as: T.self) } }
    func objects<T>() -> [T] { withUnsafeBytes { .init($0.bindMemory(to: T.self)) } }
}

extension ContiguousBytes {
    var rgba: RGBA { object() }
    var rgbaCollection: [RGBA] { objects() }
}

extension UIColor {
    convenience init<T: Collection>(_ bytes: T) where T.Index == Int, T.Element == UInt8 {
        self.init(red:   CGFloat(bytes[0])/255,
                  green: CGFloat(bytes[1])/255,
                  blue:  CGFloat(bytes[2])/255,
                  alpha: CGFloat(bytes[3])/255)
    }
}

extension RGBA {
    var color: UIColor { .init(bytes) }
}

let red: RGBA = [255, 0, 0, 255]
let green: RGBA = [0, 255, 0, 255]
let blue: RGBA = [0, 0, 255, 255]

let redBytes = red.bytes            // [255, 0, 0, 255]
let redData = red.data              // 4 bytes
let rgbaFromBytes = redBytes.rgba    // RGBA
let rgbaFromData = redData.rgba      // RGBA
let colorFromRGBA = red.color       // r 1.0 g 0.0 b 0.0 a 1.0
let rgba: RGBA = [255,255,0,255]    // RGBA yellow
let yellow = rgba.color             // r 1.0 g 1.0 b 0.0 a 1.0

let colors = [red, green, blue]      // [{r 255, g 0, b 0, a 255}, {r 0, g 255, b 0, a 255}, {r 0, g 0, b 255, a 255}]
let colorsData = colors.data          // 12 bytes
let colorsFromData = colorsData.rgbaCollection // [{r 255, g 0, b 0, a 255}, {r 0, g 255, b 0, a 255}, {r 0, g 0, b 255, a 255}]

编辑/更新:

struct LayerRGBA {
    var canvas: [[RGBA]]
}

extension LayerRGBA {
    var data: Data { canvas.data }
    init(_ data: Data) { canvas = data.objects() }
}

struct AnimationRGBA {
    var layers: [LayerRGBA]
}

extension AnimationRGBA {
    var data: Data { layers.data }
    init(_ data: Data) {
        layers = data.objects()
    }
}

struct HistoryRGBA {
    var layers: [LayerRGBA] = []
    var animations: [AnimationRGBA] = []
}

extension HistoryRGBA {
    var data: Data {
        let layersData = layers.data
        return layersData.count.data + layersData + animations.data
    }
    init(data: Data)  {
        let index = Int(Data(data.prefix(8))).advanced(by: 8)
        self.init(layers: data.subdata(in: 8..<index).objects(),
                  animations: data.subdata(in: index..<data.endIndex).objects())
    }
}

extension Numeric {
    var data: Data {
        var bytes = self
        return .init(bytes: &bytes, count: MemoryLayout<Self>.size)
    }
}

extension Numeric {
    init<D: DataProtocol>(_ data: D) {
        var value: Self = .zero
        let _ = withUnsafeMutableBytes(of: &value, { data.copyBytes(to: $0)} )
        self = value
    }
}

游乐场测试:

let layer1: LayerRGBA = .init(canvas: [colors,[red],[green, blue]])
let layer2: LayerRGBA = .init(canvas: [[red],[green, rgba]])
let loaded: LayerRGBA = .init(layer1.data)
loaded.canvas[0]
loaded.canvas[1]
loaded.canvas[2]

let animationRGBA: AnimationRGBA = .init(layers: [layer1,layer2])
let loadedAnimation: AnimationRGBA = .init(animationRGBA.data)
loadedAnimation.layers.count // 2
loadedAnimation.layers[0].canvas[0]
loadedAnimation.layers[0].canvas[1]
loadedAnimation.layers[0].canvas[2]
loadedAnimation.layers[1].canvas[0]
loadedAnimation.layers[1].canvas[1]

let hRGBA: HistoryRGBA = .init(layers: [loaded], animations: [animationRGBA])
let loadedHistory: HistoryRGBA = .init(data: hRGBA.data)
loadedHistory.layers[0].canvas[0]
loadedHistory.layers[0].canvas[1]
loadedHistory.layers[0].canvas[2]

loadedHistory.animations[0].layers[0].canvas[0]
loadedHistory.animations[0].layers[0].canvas[1]
loadedHistory.animations[0].layers[0].canvas[2]
loadedHistory.animations[0].layers[1].canvas[0]
loadedHistory.animations[0].layers[1].canvas[1]
于 2020-07-21T20:25:16.763 回答