ref: a605a17d05acf4d981219c5e8db3def0b67a5c4a
parent: 6bce285027a9eacd50b92b5a26e1cd3c5c69a4ca
author: Simon Tatham <anakin@pobox.com>
date: Fri Jul 22 07:06:57 EDT 2005
James H profiled the new Same Game grid generator and discovered it was spending 60% of its time in shuffle(). The purpose of the shuffle() call was to go through a largish array in random order until we found an element that worked, so there's no actual need to shuffle the whole array every time and I only did it out of laziness. So I now pick a random element each time I go round the loop, meaning I save a lot of shuffling effort whenever the loop terminates early (which is often). I get about a factor of two speed improvement from this small change. [originally from svn r6125]
--- a/samegame.c
+++ b/samegame.c
@@ -398,11 +398,6 @@
if (n == 0)
break; /* we're done */
- /*
- * Shuffle the list.
- */
- shuffle(list, n, sizeof(*list), rs);
-
#ifdef GENERATION_DIAGNOSTICS
printf("initial grid:\n");
{
@@ -420,13 +415,17 @@
#endif
/*
- * Now go through the list one element at a time and
- * actually attempt to insert something there.
+ * Now go through the list one element at a time in
+ * random order, and actually attempt to insert
+ * something there.
*/
while (n-- > 0) {
int dirs[4], ndirs, dir;
- pos = list[n];
+ i = random_upto(rs, n+1);
+ pos = list[i];
+ list[i] = list[n];
+
x = pos % w;
y = pos / w;