Why set arrayLength in "new Array(arrayLength)"? - javascript

For example:
array1 = new Array(5); array2 = new Array(10);
Both console.log(array1) and console.log(array2) would return [].
then, what is the role of arrayLength here?

JavaScript hides a lot of the details that you'd typically have to deal with when working with arrays in many other languages. For example, an array in JavaScript can grow automatically as you push values to it.
However, under the covers, the runtime is still dealing with the same sort of memory allocation issues that languages like C or Java make visible to the developer. The runtime may set aside a little extra memory for the array to grow into, and then once it runs out of contiguous memory space, it'll reallocate a larger piece of memory somewhere else and copy all of the values from the first set of memory to another location.
(This is vastly oversimplifying things, but hopefully you get the general idea.)
If you know ahead of time exactly how many items you can expect to put into the array, using new Array(number) will give the runtime a hint that it can begin by allocating that much memory, and avoid the need for the memory to be reallocated and copied around as you grow it.
It's in this light, for example, that this page suggests the following practices to achieve maximum performance in the V8 javascript engine:
Don't pre-allocate large Arrays (e.g. > 64K elements) to their maximum size, instead grow as you go
Initialize using array literals for small fixed-sized arrays
Preallocate small arrays (<64k) to correct size before using them

Passing a number to the Array constructor sets the length property of the array without setting the indices of the items (which is why your console.log isn't showing anything).
To quote JavaScript Garden:
Being able to set the length of the array in advance is only useful in a few cases, like repeating a string, in which it avoids the use of a loop.
Here's an example of doing just that:
new Array(count + 1).join(stringToRepeat);

Related

JavaScript arrays internal memory organization

Coming from Java and C ,my understanding of array is that they occupy linear space in memory and hence resizing an array is problematic and only ways to implement resizable arrays is either create one with bigger size and copy all elements or create one with bigger size for future use.
Now, JavaScript arrays are dynamic but I don't understand what happens to the allocated memory when array size is changed, suppose,
const fruits = ["Apple","Orange","Banana"];
Now by my understanding, 3 units of consecutive memory are occupied. Now if I do fruits.push("Kiwi");, it adds a new element to the array. Now I don't understand how is the memory resized to add the new element. Does JavaScript implement dynamic memory allocation and just links new block of memory to previous one depicting an array?
I read somewhere that JavaScript treats everything as an object. So even if it does treat array as an object, what happens to the underlying memory structure when size changes?
Javascript implements dynamic memory allocation as per my knowledge. You keep adding the values inside the array, it will keep allocating the memory as per the values inserted.
Unlike Java static based variables and methods, Javascript works differently.

Does v8 still have C-style arrays that are contiguous blocks of memory, and how can I make sure I am using them?

There seems to be a conventional wisdom that arrays are represented as hashmaps from indices to values in v8. The only source I found that states otherwise is this:
https://www.youtube.com/watch?feature=player_detailpage&v=XAqIpGU8ZZk#t=994s
Seems authoritative, however, it dates back to 2012. A lot could have changed since.
Is it still true that
var a1 = Array(1000) is a contiguous array under the hood (unless you exceed array's boundaries) and var a2 = [] is not?
V8 will use true arrays if it can. For instance, if you fill the array in a contiguous way, don't use delete on it, etc. Basically, if you use it as though it were a true array (but one that magically grows for you), V8 is likely to be able to keep using a true array under the covers.
If your data is a fit for one of the typed arrays (Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, or Float64Array), you can use them to ensure you're dealing with a true array.
Re the comment you added under the question: I don't have a specific reference I can cite for the above. The V8 source code is, of course, available on the V8 site, but digging through it for all places where arrays might fall back to dictionary behavior would probably be more work than you (or I) are going to want to do. :-)

How would you explain Javascript Typed Arrays to someone with no programming experience outside of Javascript?

I have been messing with Canvas a lot lately, developing some ideas I have for a web-based game. As such I've recently run into Javascript Typed Arrays. I've done some reading for example at MDN and I just can't understand anything I'm finding. It seems most often, when someone is explaining Typed Arrays, they use analogies to other languages that are a little beyond my understanding.
My experience with "programming," if you can call it that (and not just front-end scripting), is pretty much limited to Javascript. I do feel as though I understand Javascript pretty well outside of this instance, however. I have deeply investigated and used the Object.prototype structure of Javascript, and more subtle factors such as variable referencing and the value of this, but when I look at any information I've found about Typed Arrays, I'm just lost.
With this frame-of-reference in mind, can you describe Typed Arrays in a simple, usable way? The most effective depicted use-case, for me, would be something to do with Canvas image data. Also, a well-commented Fiddle would be most appreciated.
In typed programming languages (to which JavaScript kinda belongs) we usually have variables of fixed declared type that can be dynamically assigned values.
With Typed Arrays it's quite the opposite.
You have a fixed chunk of data (represented by ArrayBuffer) that you do not access directly. Instead this data is accessed by views. Views are created at run time and they effectively declare some portion of the buffer to be of a certain type. These views are sub-classes of ArrayBufferView. The views define the certain continuous portion of this chunk of data as elements of an array of a certain type. Once the type is declared browser knows the length and content of each element, as well as a number of such elements. With this knowledge browsers can access individual elements much more efficiently.
So we dynamically assigning a type to a portion of what actually is just a buffer. We can assign multiple views to the same buffer.
From the Specs:
Multiple typed array views can refer to the same ArrayBuffer, of different types,
lengths, and offsets.
This allows for complex data structures to be built up in the ArrayBuffer.
As an example, given the following code:
// create an 8-byte ArrayBuffer
var b = new ArrayBuffer(8);
// create a view v1 referring to b, of type Int32, starting at
// the default byte index (0) and extending until the end of the buffer
var v1 = new Int32Array(b);
// create a view v2 referring to b, of type Uint8, starting at
// byte index 2 and extending until the end of the buffer
var v2 = new Uint8Array(b, 2);
// create a view v3 referring to b, of type Int16, starting at
// byte index 2 and having a length of 2
var v3 = new Int16Array(b, 2, 2);
The following buffer and view layout is created:
This defines an 8-byte buffer b, and three views of that buffer, v1,
v2, and v3. Each of the views refers to the same buffer -- so v1[0]
refers to bytes 0..3 as a signed 32-bit integer, v2[0] refers to byte
2 as a unsigned 8-bit integer, and v3[0] refers to bytes 2..3 as a
signed 16-bit integer. Any modification to one view is immediately
visible in the other: for example, after v2[0] = 0xff; v21 = 0xff;
then v3[0] == -1 (where -1 is represented as 0xffff).
So instead of declaring data structures and filling them with data, we take data and overlay it with different data types.
I spend all my time in javascript these days, but I'll take a stab at quick summary, since I've used typed arrays in other languages, like Java.
The closest thing I think you'll find in the way of comparison, when it comes to typed arrays, is a performance comparison. In my head, Typed Arrays enable compilers to make assumptions they can't normally make. If someone is optimizing things at the low level of a javascript engine like V8, those assumptions become valuable. If you can say, "Data will always be of size X," (or something similar), then you can, for instance, allocate memory more efficiently, which lets you (getting more jargon-y, now) reduce how many times you go to access memory and it's not in a CPU cache. Accessing CPU cache is much faster than having to go to RAM, I believe. When doing things at a large scale, those time savings add up quick.
If I were to do up a jsfiddle (no time, sorry), I'd be comparing the time it takes to perform certain operations on typed arrays vs non-typed arrays. For example, I imagine "adding 100,000 items" being a performance benchmark I'd try, to compare how the structures handle things.
What I can do is link you to: http://jsperf.com/typed-arrays-vs-arrays/7
All I did to get that was google "typed arrays javascript performance" and clicked the first item (I'm familiar with jsperf, too, so that helped me decide).

Should I clear unused javascript arrays?

I'm working on a page that, eventually, could have more than 100 arrays, only a few of which would be used at any given time.
At the moment, I'm populating all arrays as global variables, but I suspect this is inefficient in terms of memory use.
Should I change my code to clear the arrays when they are not being used? If so, what is the best way to do this? I'd guess var myArray = new array() but perhaps there's a better option.
Unless you have many thousands of objects in your arrays, you don't need to worry. Don't prematurely optimize your code; the browser is quite good at handling lots of small objects.
If memory does become an issue or you notice performance issues, you can simply reassign a new array to those variables:
myArray = [];
The garbage collector will clean up the objects that you dereferenced.
In a broader case, if there's no need to keep references to those objects, you don't even need the arrays to begin with. I.e., if you never access the elements that you put in the arrays a second time, just remove the arrays and don't bother assigning the data.

How to pre-allocate a dense array in Javascript?

When using the new Array(size) ctor, if size is not a constant, JS seems to create a sparse array in some browsers (at least in Chrome), causing access to be much slower than when using the default ctor, as shown here.
That is exactly the opposite of what I want: I pre-allocate an array of given size to avoid dynamic re-allocation and thereby improving performance. Is there any way to achieve that goal?
Please note that this question is not about the ambiguity of the new Array(size) ctor. I posted a recommendation on that here.
100000 is 1 past the pre-allocation threshold, 99999 still pre-allocates and as you can see it's much faster
http://jsperf.com/big-array-initialize/5
Pre-allocated vs. dynamically grown is only part of the story. For
preallocated arrays, 100,000 just so happens to be the threshold where
V8 decides to give you a slow (a.k.a. "dictionary mode") array.
Also, growing arrays on demand doesn't allocate a new array every time
an element is added. Instead, the backing store is grown in chunks
(currently it's grown by roughly 50% each time it needs to be grown,
but that's a heuristic that might change over time).
You can find more information ..here.Thanks ..:)

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