Performance implication in declaring variables JavaScript - javascript

Are there any performance(or otherwise) implications in doing this;
// ...
const greeting = `Hello, ${name}!`;
return greeting;
in comparison to doing just this;
// ...
return `Hello, ${name}!`;

Yes, assigning a value to a variable name and then returning that variable takes slightly more effort than simply returning the value. For a mini performance test, see:
(warning: the following will block your browser for a bit, depending on your specs)
// references to "name" removed to provide a more minimal test:
const p0 = performance.now();
for (let i = 0; i < 1e9; i++) {
(() => {
const greeting = `Hello!`;
return greeting;
})();
}
const p1 = performance.now();
for (let i = 0; i < 1e9; i++) {
(() => {
return `Hello!`;
})();
}
const p2 = performance.now();
console.log(p1 - p0);
console.log(p2 - p1);
The difference is quite small, but it's consistently there, at least in V8 - the overhead of the function call mostly overshadows it.
That said, this really sounds like premature optimization - it's probably better to aim for code readability and maintainability, and then fix performance issues if and when they pop up. If declaring a name for the returned value makes the code easier to read, it's probably a good idea to do so, even if it makes the script take a (completely insignificant) longer time to run.

Related

transpiler battle: breaking out of nested function, with vs without throw

I have just finished writing "version 0" of my first (toy) transpiler. It works. It turns a string of "pseudo JavaScript" (JavaScript with an additional feature) into a string of runnable JavaScript. Now, I want to improve it.
The work area possibly most interesting for other SO users is this: The compiled code (i.e., output of my transpiler) does not heed a coding style recommendation as given in an accepted answer to some earlier SO question. If I would have at my hands a second transpiler where that coding style recommendation is heeded, I could make an informed decision regarding which branch is more promising to continue to develop on - I'd like to compare the 2 braches regarding performance, development time needed, amount of bugs, and so on, and decide based on that.
Let me tell you about the "additional JS feature" my transpiler deals with: "nested return". Consider closures / nested functions like so
function myOuterFunc(){
... code ...
function innerFunc(){
... code ...
}
... code ...
}
(note that above '...code...' is supposed to include every possible JS code including more nested function declarations, so myOuterFunc is not necessarily the direct parent of innerFunc)
In above situation, suppose you desire to return a result from myOuterFunc from somewhere inside - not necessarily directly inside - innerFunc
With "nested return" implemented, you could then write simply
return.myOuterFunc result
Here is an exmalpe of a (not-runnable) function using this feature and doing something meaningful
function multiDimensionalFind(isNeedle, haystack) {
// haystack is an array of arrays
// loop (recursively) through all ways of picking one element from each array in haystack
// feed the picked elements as array to isNeedle and return immediately when isNeedle gives true
// with those picked elements being the result, i.e. the 'found needle'
var LEVEL = haystack.length;
function inner(stack) {
var level = stack.length;
if (level >= LEVEL) {
if (isNeedle(stack)) return.multiDimensionalFind stack;
} else {
var arr = haystack[level];
for (var i = 0; i < arr.length; i++) {
inner(stack.concat([arr[i]]));
}
}
}
inner([]);
return 'not found'
}
And here is the (runnable) code my transpiler automatically produces from that (comments were added/remove later, obviously), followed by some code testing if that function does what it claims to do (and it does, as you can convince yourself.)
///////////// the function /////////////////
function multiDimensionalFind(isNeedle, haystack) {
try {
var LEVEL = haystack.length;
function inner(stack) {
var level = stack.length;
if (level >= LEVEL) {
if (isNeedle(stack)) throw stack;
} else {
var arr = haystack[level];
for (var i = 0; i < arr.length; i++) {
inner(stack.concat([arr[i]]));
}
}
}
inner([]);
return 'not found'
} catch(e){
// make sure "genuine" errors don't get destroyed or mishandled
if (e instanceof Error) throw e; else return e;
}
}
////////////////// test it //////////////////
content = document.getElementById('content');
function log2console(){
var digits = [0,1];
var haystack = [digits,digits,digits,digits,digits];
var str = '';
function isNeedle(stack){
str = str + ', ' + stack.join('')
return false;
}
multiDimensionalFind(isNeedle, haystack);
content.textContent = str;
}
function find71529(){ // second button
var digits = [0,1,2,3,4,5,6,7,8,9]
var haystack = [digits,digits,digits,digits,digits]
function isNeedle(stack){
return stack.reduce(function(b,i){ return 10*b+i; }, 0) === 71529
// returns true iff the stack contains [7,1,5,2,9]
}
content.textContent = multiDimensionalFind(
isNeedle, haystack
).join('_')
}
<button onclick='log2console()'>print binary numbers with 5 digits</button>
<br>
<button onclick='find71529()'>find something is 5d space</button>
<div id='content'></div>
You can play around with my transpiler in this fiddle here. I'm using the esprima library, the escodegen.js library on top of esprima, a teeny tiny work in progress abstract syntax tree generation library of my own (see the script tags in the fiddle). The code which is not library, and not UI code, i.e. the "real meat" of the transpiler has less than 100 lines (see function transpile). So this might be a lot less complicated than you thought.
I can't remember where I had seen the style recommendation, but I am certain that it was actually in multiple places. If you know or come across one such question, I invite you to be so kind to put the link into a comment under the question, I will mark useful. So far, there is one link, thank you Barmar.
You might ask why I even bothered to write a "non-compliant" transpiler first, and did not go for the "compliant" version straight away. That has to do with the estimated amount of work. I estimate the amount of work to be much larger for the "compliant" version. So much so, that it didn't really seem worthwhile to embark on such an endeavor. I would very much like to know whether this assessment of the amount of work is correct or incorrect. Thus the question. Please do not insinuate a rhetorical, or even a dishonest motive for the question; however weird it might sound to some, it really is the case that I'd like to be proven wrong, so please be so kind not to assume I'm "just saying that" for whatever reason, you'd be doing me an injustice. This is, of all the questions I asked on SO so far, by far the one I've put the most work into. And, if you ask me, it is by far the best question I have ever asked here.
Apart from someone assisting me in writing the "compliant" version of the transpiler, I'm also interested (albeit to a lesser degree) in anything objectively demonstrable which stands a chance to convince me that the "non-compliant" way is the wrong way. Speed tests (with links to jsperf), reproducible bug reports, things of that sort.
I should mention the speed tests I have done myself so far:
first test, second test
loosely related question
The better way really is to use return (if you can't completely refactor the tower). It makes it clear what you're doing and when you're returning a value from the intermediate functions; you can tell by looking at those functions where the result may be provided. In contrast, using throw is invisible in those intermediate layers; it magically bypassing them in a way designed for error conditions.
If you don't want to do that, I don't think you have a reasonable alternative other than throw. I wondered about going down the route of generator functions or similar, but I think that would just complicate things more, not less.
Using return doesn't markedly complicate the example code, and does (to my eye) make it clearer what's going on and when results are potentially expected.
function wrapper(){
function first(){
function second(){
function third(){
doStuff4();
some loop {
var result = ...
if (something) return result;
}
}
doStuff2();
let result = third();
if (result) {
return result;
}
doStuff3();
return third();
}
doStuff1();
return second();
}
return first() || "not found";
}
(In the above, result is tested for truthiness; substitute something else if appropriate.)
Ok, here is another approach with use of all async power of JavaScript... So basically I've recreated your nested functions but with use of Promise/await technique. You will get result only once, the first time you'll resolve it from any level of nested functions. Everything else will be GC. Check it out:
// Create async function
(async () => {
const fnStack = (val) => {
return new Promise((resolve, reject) => {
// Worker functions.
// Could be async!
const doStuff1 = (val) => val + 1;
const doStuff2 = (val) => val * 2;
const doStuff3 = (val) => val * -1; // This will not affect result
const doStuff4 = (val) => val + 1000;
// Nested hell
function first() {
function second() {
function third() {
val = doStuff4(val);
// Some loop
for(let i = 0; i < 1000; i++) {
if(i === 500) {
// Here we got our result
// Resolve it!
resolve(val);
}
}
}
val = doStuff2(val);
third();
// Below code will not affect
// resolved result in third() above
val = doStuff3(val);
third();
}
val = doStuff1(val);
second();
}
//
first();
});
}
// Run and get value
const val = await fnStack(5);
// We get our result ones
console.log(val);
})();
I think you should use arrays;
const funcs = [first, second, third];
for(let i = 0; i < funcs.length; ++i){
const result = funcs[i]();
if (result) break;
}
You should return only from function that has the result.
Sometime later, when I get around to it, I'll add instructions here on how to use my abstract syntax tree generation library which I used for my transpiler, maybe even start a little towards the other version, maybe explaining in more detail what the things are which make me think that it is more work.
old version follows (will be deleted soon)
If the feature is used multiple times we'll need something like this:
function NestedThrowee(funcName, value){
this.funcName = funcName;
this.value = value;
}
return.someFunctionName someReturnValue (before compilation) will give (after compliation) something like
var toBeThrown = new NestedThrowee("someFunctionName", someReturnValue);
And inside the generated catch block
if (e instanceof Error){
throw e; // re-throw "genuine" Error
} else {
if (e instance of NestedThrowee){
if (e.funcName === ... the name of the function to which
this catch block here belongs ...) return e.value;
throw new Error('something happened which mathheadinclouds deemed impossible');
}
In the general case, it is necessary to wrap the result (or 'throwee') like shown above, because there could be multiple, possibly nested "nested returns", and we have to take care that the catch phrase and caught object of type NestedThrowee match (by function name).

How to measure performance with async functions in javascript

I've created a small app that compares the speeds of WebAssembly and Javascript. To my surprise, JavaScript is way faster at calculating factorials of a large number. Or at least it seems like it is. I am pretty sure this is not right and is caused by the await syntax I'm using. (The functions are the same.) Also, what are some really time heavy tasks I can use to compare those two? This doesn't really seem that time consuming, since it takes less than a 0.1 millisecond.
AssemblyScript (this gets compiled into wasm)
// The entry file of your WebAssembly module.
export function fib(num: i32): i32 {
var a: i32 = 1,
b: i32 = 0,
temp: i32;
while (num > 0) {
temp = a;
a = a + b;
b = temp;
num--;
}
return b;
}
App.js
import waApi from "./api";
...
<button
onClick={async () => {
const t0 = performance.now();
(await waApi).fib(200);
const t1 = performance.now();
this.updateGraph(t1 - t0, "wa");
const t2 = performance.now();
this.fib(200);
const t3 = performance.now();
this.updateGraph(t3 - t2, "js");
}}>
Calculate with both
</button>
api.js
import { instantiateStreaming } from "assemblyscript/lib/loader";
export default instantiateStreaming(fetch("./assembly.wasm"));
The problem with micro-benchmarks (i.e. benchmarks that analyse the performance of small, very fast function) is that you almost always end up measuring the wrong thing. Your measurements are going to be heavily skewed by:
The overhead involved in invoking WebAssembly functions from JavaScript
The ability of the AssemblyScript compiler (which is very new) to optimise your function
The accuracy of your timer
The time for your JavaScript engine to reach peak optimisation
Just to name a few!
A more realistic benchmark would perform calculations that execute a far greater range of WebAssembly operations, be more 'realistic' in nature (i.e. measure the types of load you really would offload to WebAssembly), and take longer to execute.
Here's a much better benchmark based on a GameBoy emulator:
https://medium.com/#torch2424/webassembly-is-fast-a-real-world-benchmark-of-webassembly-vs-es6-d85a23f8e193
It should be
import waApi from "./api";
class Test extends React.Component {
async componentDidMount() {
this.wasmModule = await waApi;
}
render() {
return (
<button
onClick={() => {
const module = this.wasmModule;
if (!module) {
console.warn("module not yet loaded. Try later");
return;
}
const t0 = performance.now();
module.fib(200);
const t1 = performance.now();
this.updateGraph(t1 - t0, "wa");
const t2 = performance.now();
this.fib(200);
const t3 = performance.now();
this.updateGraph(t3 - t2, "js");
}}>
);
}
}
Because in your example for wasm part you also measured loading and instantiation of module.

Own loops for each instantiated class in javascript

I wanted to try out creating a proof-of-concept of actors that have their own independent loops, outside of the main loop - I created something like that, but I'd like to know if there are some glaring issues, or if I am doing it completely wrong.
Basically I'd like to know if the right way to handle the "internal" loop would be using this, or if there is a better way of doing it (inside the live() function):
setTimeout(() => {this.live()}, 100);
Second question would be to know the best way of destroying an instantiated class, withing the class, with something like "this.destroy()" - right now I am just removing the connection from the container to the object
Example here: https://codepen.io/tommica/pen/qmNXYL
I'll paste the code itself too:
<ul id="simple-log"></ul>
<script>
// We will store out actors as "id" => "actor"
let actors = {};
// Custom logging functionality for a simple ul list
const sLog = (text) => {
let li = document.createElement('li');
li.innerHTML = text;
document.getElementById('simple-log').appendChild(li);
};
const randomNum = (min,max) => { return Math.floor(Math.random() * max) + min; }
// Actor definition
class Actor {
constructor(name, id) {
this.id = id;
this.name = name;
this.gender = randomNum(1,2) === 1 ? 'male' : 'female'; // Random gender
this.lastTime = null;
}
live() {
// Get the current time, and log every 5 seconds
let now = Date.now();
let difference = now - this.lastTime;
if(difference > 5000) {
sLog(`Actor "${this.name}" Log - Difference: ${difference}`);
this.lastTime = now;
}
// Determine if the actor died of a tragic accident
if(randomNum(1,100000) < 5) {
// Something tragic happened, that caused this actor to die
this.die();
} else {
// I'm pretty sure that this is not the best way, but for some reason just
// setTimeout(this.live, 1); does not work
setTimeout(() => {this.live()}, 100);
}
}
die() {
// Log the death
sLog(`Actor "${this.name}" died`);
// This seems really a wrong way to do this, should not need to rely on an element outside of the scope - something else should do this, but how?
delete actors[this.id];
}
}
// Function to spawn a new actor
let spawnActor = () => {
let id = 'a'+randomNum(1,9000000);
sLog('Spawning an actor');
let actorInstance = new Actor(id, id); // Rejoice!
actorInstance.live();
actors[id] = actorInstance;
}
// Simple loop that simulates the rendering of the screen
let lastTimeAnimated = null;
let mainAnimationLoop = () => {
// Logs every 5 seconds to the log
let now = Date.now();
let difference = now - lastTimeAnimated;
if(difference > 5000) {
sLog(`Main Animation Loop Log - Difference: ${difference}`);
lastTimeAnimated = now;
}
window.requestAnimationFrame(mainAnimationLoop);
}
// Simple loop that simulates a normal game main loop
let lastTime = null;
let mainLoop = () => {
// Mainloop logs every 5 seconds to the log
let now = Date.now();
let difference = now - lastTime;
if(difference > 5000) {
sLog(`Main Loop Log - Difference: ${difference}`);
lastTime = now;
}
// Random actor spawner
if(randomNum(1,10000) < 5) {
spawnActor(); // It truly is a blessed day!
}
setTimeout(mainLoop, 1);
}
// Should be obvious
let init = () => {
mainAnimationLoop();
mainLoop();
}
// Let's get started!
init();
</script>
Basically I'd like to know if the right way to handle the "internal" loop would be using this, or if there is a better way of doing it (inside the live() function): setTimeout(() => {this.live()}, 100);
There are many other ways to do this (some of them even involving a real while loop), but none of them is "the one right way".
I'm pretty sure that this is not the best way, but for some reason just
setTimeout(this.live, 1); does not work
See How to access the correct this / context inside a callback? for the why.
Second question would be to know the best way of destroying an instantiated class, withing the class, with something like "this.destroy()" - right now I am just removing the connection from the container to the object:
delete actors[this.id];
This seems really a wrong way to do this, should not need to rely on an element outside of the scope - something else should do this, but how?
You cannot "destroy" anything in javascript. If you want an instance to get garbage-collected, you need to remove all references to it. The right way to let an actor die is to just let it stop living - i.e. don't call .live() any more, and/or remove all timeouts that are scheduled to call it.
You don't need that container for anything (and in the code you've shown, you're not even using it). For some reason, spawnActor did store the instances, so it is its job to collect the dead. If you really don't need that collection, just omit it; if you use if for something then each actor should announce its death by setting an own property or by sending a message to the main actor, so that it can be removed from the collection as appropriate.

javascript V8 optimisation and "leaking arguments"

I read in various places that it's advisable to be careful with the arguments object and that this is ok...
var i = arguments.length, args = new Array(i);
while (i--) args[i] = arguments[i];
But, is this ok or not?...
function makeArray (l) {
var i = l.length, array = new Array(i);
while (i--) array[i] = l[i];
return array;
};
//...
//EDIT: put the function on an object to better represent the actual case
var o = {};
o.f = function (callback) {
var args = makeArray (arguments);
callback.apply(args[0] = this, args);
};
What is meant by "leaking arguments" and how does it affect optimisation?
I am focused on V8, but I assume it applies to other compilers as well?
to prove it works...
function makeArray (l) {
var i = l.length, array = new Array(i);
while (i--) array[i] = l[i];
return array;
};
//...
//EDIT: put the function on an object to better represent the actual case
var o = {};
o.f = function (callback) {
var args = makeArray (arguments);
callback.apply(args[0] = this, args);
};
o.m = "Hello, ";
function test(f, n) {
alert(this.m + " " + n)
}
o.f(test, "it works...")
The problem with arguments is same as with local eval and with: they cause aliasing. Aliasing defeats all sorts of optimizations so even if you enabled optimization of these kind of functions you would probably end up just wasting time which is a problem with JITs because the time spent in the compiler is time not spent running code (although some steps in the optimization pipeline can be run in parallel).
Aliasing due to arguments leaking:
function bar(array) {
array[0] = 2;
}
function foo(a) {
a = 1;
bar(arguments);
// logs 2 even though a is local variable assigned to 1
console.log(a);
}
foo(1);
Note that strict mode eliminates this:
function bar(array) {
array[0] = 2;
}
function foo(a) {
"use strict";
a = 1;
bar(arguments);
// logs 1 as it should
console.log(a);
}
foo(1);
Strict mode however isn't optimized either and I don't know any reasonable explanation except that benchmarks don't use strict mode and strict mode is rarely used. That might change since many es6 features require strict mode, otoh arguments is not needed in es6 so...
This is a 2-fold problem:
You lose any and all possible optimizations and branch predictions
The arguments object is unpredictible.
You leak memory. Really bad!
Consider the following code (run it at your own risk!):
function a(){return arguments;}
x=a(document.getElementsByTagName('*'));
window._interval=setInterval(function(){
for(var i=0;i<1e6;i++)
{
x=a(x);
}
},5000);
*{font-family:sans-serif;}
<p>Warning! This may overheat your cpu and crash your browser really badly!</p>
<p>I'm not responsible for any software and hardware damages!</p>
<p><b>Run at your own risk!!!</b></p>
<p>If you ran this code, press F5 to stop or close the browser.</p>
<p>If you want, you can try to <button onclick="window.clearInterval(window._interval);window.x='';">stop it</button>. (the RAM may remain unchanged)</p>
And now watch your RAM go up, when you run that (it goes up at a rate of around 300-500MB every 5 seconds).
A naive implementation that simply passes the arguments around may cause these problems.
Not to mention that your code will (generally) be a tad slower.
Note that this:
function a(){return arguments;}
function b(arg){return arg;}
x=a(document.getElementsByTagName('*'));
window._interval=setInterval(function(){
for(var i=0;i<1e6;i++)
{
x=b(x);
}
},5000);
*{font-family:sans-serif;}
<p>This may be safe, but be careful!</p>
<p>I'm not responsible for any software and hardware damages!</p>
<p><b>Run at your own risk!!!</b></p>
<p>If you ran this code, press F5 to stop or close the browser.</p>
<p>If you want, you can try to <button onclick="window.clearInterval(window._interval);window.x='';">stop it</button>.</p>
Won't have the same effect as the code before.
This is because b() returns the same variable, instead of a new reference to a new arguments object.
This is a very important difference.

How to simulate JavaScript yield?

One of the new mechanisms available in JavaScript 1.7 is yield, useful for generators and iterators.
This is currently supported in Mozilla browsers only (that I'm aware of). What are some of the ways to simulate this behavior in browsers where it is not available?
Well you could always write an outer function that initializes variables in a closure and then returns an object that does whatever work you want.
function fakeGenerator(x) {
var i = 0;
return {
next: function() {
return i < x ? (i += 1) : x;
}
};
}
Now you can write:
var gen = fakeGenerator(10);
and then call gen.next() over and over again. It'd be tricky to simulate the "finally" behavior of the "close()" method on real generators, but you might be able to get somewhere close.
Similar to Pointy's answer, but with a hasNext method:
MyList.prototype.iterator = function() { //MyList is the class you want to add an iterator to
var index=0;
var thisRef = this;
return {
hasNext: function() {
return index < thisRef._internalList.length;
},
next: function() {
return thisRef._internalList[index++];
}
};
};
The hasNext method let's you loop like:
var iter = myList.iterator() //myList is a populated instance of MyList
while (iter.hasNext())
{
var current = iter.next();
//do something with current
}
For a non-trivial generator function, you will want to use some sort of tool to translate your code to an ES3 equivalent so that it can run in any modern browser. I recommend trying out Traceur, which can roughly be described as an ES6-to-ES3 source translator. Because generators are a language feature destined for ES6, Traceur will be able to translate them for you.
Traceur provides a demo page where you can type ES6 code and see the ES3 generated on the fly. If you enter something as simple as:
// Note that this declaration includes an asterisk, as specified by current ES6
// proposals. As of version 16, Firefox's built-in support for generator
// functions does not allow the asterisk.
function* foo() {
var n = 0;
if (n < 10) {
n++;
yield n;
}
}
for (var n of foo()) {
console.log(n);
}
you will see that the equivalent ES3 code is non-trivial, and it requires traceur.runtime to be included so that the code runs correctly in a browser. The runtime is defined in http://traceur-compiler.googlecode.com/git/src/runtime/runtime.js, which is currently 14K (unminified). This is a non-trivial amount of code, though likely much of it can be optimized away using the Closure Compiler.
Note there is also a bug filed to provide an option to inline the required functions from the traceur.runtime namespace, which would eliminate the need to include runtime.js altogether: https://code.google.com/p/traceur-compiler/issues/detail?id=119.
Without some sort of compiler or preprocessor… No.
The closest you can come is something like this:
function doStuff() {
var result = { };
function firstStuf() { ...; result.next = secondStuff; return 42; };
function secondStuf() { ...; result.next = thirdStuff; return 16; };
function thirdStuf() { ...; result.next = null; return 7; };
result.next = firstStuff;
return result;
}
But, well… That's pretty crappy, and really isn't much of a substitute.
I have started a little project that tries to do this with some callback trickery. Since it's impossible to create real coroutines in "standard" JavaScript, this doesn't come without a few caveats, e.g:
it's impossible to make this follow the iterator protocol (stuff like .next() etc.),
it's impossible to iterate through several generators at once,
you have to watch out not to let the wrong objects leave the generator's scope (e.g. by calling yield in a timeout – since this is "plain" JavaScript, there's no syntax restriction that prevents you from doing this),
exceptions in the generator are a little tricky,
and last not least, it's very experimental (just started this a few days ago).
On the bright side, you have yield! :)
The Fibonacci example from the MDC page would look like this:
var fibonacci = Generator(function () {
var fn1 = 1;
var fn2 = 1;
while (1){
var current = fn2;
fn2 = fn1;
fn1 = fn1 + current;
this.yield(current);
}
});
console.log(fibonacci.take(10).toArray());
Output:
[1, 1, 2, 3, 5, 8, 13, 21, 34, 55]
The project is on BitBucket at https://bitbucket.org/balpha/lyfe.

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