ChatGPT解决这个技术问题 Extra ChatGPT

Using arrays or std::vectors in C++, what's the performance gap?

In our C++ course they suggest not to use C++ arrays on new projects anymore. As far as I know Stroustroup himself suggests not to use arrays. But are there significant performance differences?

Why would you think there is a performance gap.
Because usually with better functionality comes worst performance.
I agree about premature optimisation but choosing the better storage method up front makes a lot of sense. Often in the real world the code needs to be shipped and the next product developed and the optimisation step never happens.
i wish people would stop screaming "premature optimization!" whenever someone is asking a simple question related to performance! answer the question and don't just PREMATURELY assume people are doing anything prematurely.
@d7samaurai: agree, I've yet to see anyone try using int main(int argc, const std::vector<string>& argv)

E
EddyWD

Using C++ arrays with new (that is, using dynamic arrays) should be avoided. There is the problem you have to keep track of the size, and you need to delete them manually and do all sort of housekeeping.

Using arrays on the stack is also discouraged because you don't have range checking, and passing the array around will lose any information about its size (array to pointer conversion). You should use boost::array in that case, which wraps a C++ array in a small class and provides a size function and iterators to iterate over it.

Now the std::vector vs. native C++ arrays (taken from the internet):

// Comparison of assembly code generated for basic indexing, dereferencing, 
// and increment operations on vectors and arrays/pointers.

// Assembly code was generated by gcc 4.1.0 invoked with  g++ -O3 -S  on a 
// x86_64-suse-linux machine.

#include <vector>

struct S
{
  int padding;

  std::vector<int> v;
  int * p;
  std::vector<int>::iterator i;
};

int pointer_index (S & s) { return s.p[3]; }
  // movq    32(%rdi), %rax
  // movl    12(%rax), %eax
  // ret

int vector_index (S & s) { return s.v[3]; }
  // movq    8(%rdi), %rax
  // movl    12(%rax), %eax
  // ret

// Conclusion: Indexing a vector is the same damn thing as indexing a pointer.

int pointer_deref (S & s) { return *s.p; }
  // movq    32(%rdi), %rax
  // movl    (%rax), %eax
  // ret

int iterator_deref (S & s) { return *s.i; }
  // movq    40(%rdi), %rax
  // movl    (%rax), %eax
  // ret

// Conclusion: Dereferencing a vector iterator is the same damn thing 
// as dereferencing a pointer.

void pointer_increment (S & s) { ++s.p; }
  // addq    $4, 32(%rdi)
  // ret

void iterator_increment (S & s) { ++s.i; }
  // addq    $4, 40(%rdi)
  // ret

// Conclusion: Incrementing a vector iterator is the same damn thing as 
// incrementing a pointer.

Note: If you allocate arrays with new and allocate non-class objects (like plain int) or classes without a user defined constructor and you don't want to have your elements initialized initially, using new-allocated arrays can have performance advantages because std::vector initializes all elements to default values (0 for int, for example) on construction (credits to @bernie for reminding me).


Who invented the damn AT&T syntax? Only if I knew... :)
Note that std::tr1::array (or boost::array) can resolve cases where you would have used native array with new.
This is not true for the Visual C++ compiler. But for GCC it is.
The point in my answer is that vector doesn't have to be slower than correponding pointer operations. Of course, it can be (easy to achieve by enabling enable debug mode, too) :)
+1 for "Indexing a vector is the same damn thing as indexing a pointer." and for the other conclusions as well.
C
Community

Preamble for micro-optimizer people

Remember:

"Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%".

(Thanks to metamorphosis for the full quote)

Don't use a C array instead of a vector (or whatever) just because you believe it's faster as it is supposed to be lower-level. You would be wrong.

Use by default vector (or the safe container adapted to your need), and then if your profiler says it is a problem, see if you can optimize it, either by using a better algorithm, or changing container.

This said, we can go back to the original question.

Static/Dynamic Array?

The C++ array classes are better behaved than the low-level C array because they know a lot about themselves, and can answer questions C arrays can't. They are able to clean after themselves. And more importantly, they are usually written using templates and/or inlining, which means that what appears to a lot of code in debug resolves to little or no code produced in release build, meaning no difference with their built-in less safe competition.

All in all, it falls on two categories:

Dynamic arrays

Using a pointer to a malloc-ed/new-ed array will be at best as fast as the std::vector version, and a lot less safe (see litb's post).

So use a std::vector.

Static arrays

Using a static array will be at best:

as fast as the std::array version

and a lot less safe.

So use a std::array.

Uninitialized memory

Sometimes, using a vector instead of a raw buffer incurs a visible cost because the vector will initialize the buffer at construction, while the code it replaces didn't, as remarked bernie by in his answer.

If this is the case, then you can handle it by using a unique_ptr instead of a vector or, if the case is not exceptional in your codeline, actually write a class buffer_owner that will own that memory, and give you easy and safe access to it, including bonuses like resizing it (using realloc?), or whatever you need.


Thanks for addressing static arrays as well - std::vector is useless if you're not allowed to dynamically allocate memory for performance reasons.
When you say "Using a static array will be at best as fast as the boost::array version" it shows how biased you are. It should be the other around, Boost:array can be at best fast like static arrays.
@toto : It is a misunderstanding: You should read it as "Using a static array will be at best ((as fast as the boost::array version) && (a lot less safe))". I'll edit the post to clarify this. By the way, thank you for the benefit of the doubt.
what about std::array?
Always show the full quote. "Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%." Otherwise it becomes a meaningless soundbite.
E
EvilTeach

Vectors are arrays under the hood. The performance is the same.

One place where you can run into a performance issue, is not sizing the vector correctly to begin with.

As a vector fills, it will resize itself, and that can imply, a new array allocation, followed by n copy constructors, followed by about n destructor calls, followed by an array delete.

If your construct/destruct is expensive, you are much better off making the vector the correct size to begin with.

There is a simple way to demonstrate this. Create a simple class that shows when it is constructed/destroyed/copied/assigned. Create a vector of these things, and start pushing them on the back end of the vector. When the vector fills, there will be a cascade of activity as the vector resizes. Then try it again with the vector sized to the expected number of elements. You will see the difference.


Pendantry: the performance has the same big O. std::vector does a little bit of bookkeeping, which presumably cost a small amount of time. OTOH, you end up doing much of the same bookkeeping when rolling your own dynamic arrays.
yes i understand. The thrust of his question though, was what are the performance differences..... I attempted to address that.
Gcc's std::vector does indeed increase the capacity one-by-one if you call push_back.
@bjhend Then gcc's std::vector sounds standards-non-compliant? I believe the standard requires that vector::push_back have amortized constant complexity, and increasing capacity by 1 on each push_back is going to be n^2 complexity after you account for reallocs. -- presuming some kind of exponential capacity increase on push_back and insert, a failure to reserve will lead to at most a constant factor increase in vector content copies. A 1.5 exponential vector growth factor would mean ~3x as many copies if you failed to reserve().
@bjhend you are wrong. The standard forbids exponential growth: § 23.2.3 paragraph 16 says "Table 101 lists operations that are provided for some types of sequence containers but not others. An implementation shall provide these operations for all container types shown in the “container” column, and shall implement them so as to take amortized constant time." (table 101 is the one with push_back in it). Now please stop spreading FUD. No mainstream implementation violates this requirement. Microsoft's standard C++ library grows with a 1.5x factor, and GCC grows with a 2x factor.
C
Community

To respond to something Mehrdad said:

However, there might be cases where you still need arrays. When interfacing with low level code (i.e. assembly) or old libraries that require arrays, you might not be able to use vectors.

Not true at all. Vectors degrade nicely into arrays/pointers if you use:

vector<double> vector;
vector.push_back(42);

double *array = &(*vector.begin());

// pass the array to whatever low-level code you have

This works for all major STL implementations. In the next standard, it will be required to work (even though it does just fine today).


The current standard says no such thing. It is implied, and it is implemented as continuous storage. But the standard merely says that it is a random access container (using iterators). The next standard will be explicit.
Original 1998 text of the Standard indeed did not require it, but there was an addendum in 2003 that addresses this, so it is really covered by the Standard. herbsutter.wordpress.com/2008/04/07/…
C++03 says explicitly that &v[n] == &v[0] + n is valid provided n is within the size range. The paragraph containing this statement didn't change with C++11.
why not just use std::vector::data()?
And how about the other way? Given a pointer from low level code (or C-Export DLL), you will not be able to wrap a vector around it without copying.
G
Germán Diago

You have even fewer reasons to use plain arrays in C++11.

There are 3 kind of arrays in nature from fastest to slowest, depending on the features they have (of course the quality of implementation can make things really fast even for case 3 in the list):

Static with size known at compile time. --- std::array Dynamic with size known at runtime and never resized. The typical optimization here is, that if the array can be allocated in the stack directly. -- Not available. Maybe dynarray in C++ TS after C++14. In C there are VLAs Dynamic and resizable at runtime. --- std::vector

For 1. plain static arrays with fixed number of elements, use std::array<T, N> in C++11.

For 2. fixed size arrays specified at runtime, but that won't change their size, there is discussion in C++14 but it has been moved to a technical specification and made out of C++14 finally.

For 3. std::vector<T> will usually ask for memory in the heap. This could have performance consequences, though you could use std::vector<T, MyAlloc<T>> to improve the situation with a custom allocator. The advantage compared to T mytype[] = new MyType[n]; is that you can resize it and that it will not decay to a pointer, as plain arrays do.

Use the standard library types mentioned to avoid arrays decaying to pointers. You will save debugging time and the performance is exactly the same as with plain arrays if you use the same set of features.


std::dynarray .After reviewing national body comments to n3690, this library component was voted out from C++14 working paper into a separate Technical Specification. This container is not a part of the draft C++14 as of n3797. from en.cppreference.com/w/cpp/container/dynarray
very good answer. brief and summarizing , yet more details than any.
b
bernie

There is definitely a performance impact to using an std::vector vs a raw array when you want an uninitialized buffer (e.g. to use as destination for memcpy()). An std::vector will initialize all its elements using the default constructor. A raw array will not.

The c++ spec for the std:vector constructor taking a count argument (it's the third form) states:

`Constructs a new container from a variety of data sources, optionally using a user supplied allocator alloc.

Constructs the container with count default-inserted instances of T. No copies are made.

Complexity

2-3) Linear in count

A raw array does not incur this initialization cost.

Note that with a custom allocator, it is possible to avoid "initialization" of the vector's elements (i.e. to use default initialization instead of value initialization). See these questions for more details:

Is this behavior of vector::resize(size_type n) under C++11 and Boost.Container correct?

How can I avoid std::vector<> to initialize all its elements?


But this point is why my small_vector class has a resize overload that default constructs the data, rather than value constructing like all the normal methods.
This answer would be better if you made a clearer distinction about default construction vs value construction. std::vector will always value construct, which can have slight overhead in a few edge cases. In the constructor bit you cited, the vector value constructs, despite the implication that it default constructs, which is super annoying.
@MooingDuck I won't repeat here what is explained in great detail already in many places. However, I did add more information to show that a custom allocator can be used to achieve default initialization.
J
John D. Cook

Go with STL. There's no performance penalty. The algorithms are very efficient and they do a good job of handling the kinds of details that most of us would not think about.


m
mmx

STL is a heavily optimized library. In fact, it's even suggested to use STL in games where high performance might be needed. Arrays are too error prone to be used in day to day tasks. Today's compilers are also very smart and can really produce excellent code with STL. If you know what you are doing, STL can usually provide the necessary performance. For example by initializing vectors to required size (if you know from start), you can basically achieve the array performance. However, there might be cases where you still need arrays. When interfacing with low level code (i.e. assembly) or old libraries that require arrays, you might not be able to use vectors.


given that vector is contiguous, it is still pretty easy to interface with libraries that require arrays.
Yes, but if you want to mess with vector's internal stuff, there would be less advantage in using a vector. By the way, the keyword was "might not."
there is only one case i know of where vectors can't be used: if the size is 0. then &a[0] or &*a.begin() won't work. c++1x will fix that with introducing a a.data() function which returns the internal buffer keeping the elements
The specific scenario in my mind when I wrote that was stack-based arrays.
Interfacing vector or any contiguous container with C: vec.data() for data and vec.size() for size. It's that easy.
l
lalebarde

About duli's contribution with my own measurements.

The conclusion is that arrays of integers are faster than vectors of integers (5 times in my example). However, arrays and vectors are arround the same speed for more complex / not aligned data.


佚名

If you compile the software in debug mode, many compilers will not inline the accessor functions of the vector. This will make the stl vector implementation much slower in circumstances where performance is an issue. It will also make the code easier to debug since you can see in the debugger how much memory was allocated.

In optimized mode, I would expect the stl vector to approach the efficiency of an array. This is since many of the vector methods are now inlined.


This is important to mention. Profiling debug STL stuff is very, very slow. And it's one of the reasons why people thing STL is slow.
T
Timo Geusch

The performance difference between the two is very much implementation dependent - if you compare a badly implemented std::vector to an optimal array implementation, the array would win, but turn it around and the vector would win...

As long as you compare apples with apples (either both the array and the vector have a fixed number of elements, or both get resized dynamically) I would think that the performance difference is negligible as long as you follow got STL coding practise. Don't forget that using standard C++ containers also allows you to make use of the pre-rolled algorithms that are part of the standard C++ library and most of them are likely to be better performing than the average implementation of the same algorithm you build yourself.

That said, IMHO the vector wins in a debug scenario with a debug STL as most STL implementations with a proper debug mode can at least highlight/cathc the typical mistakes made by people when working with standard containers.

Oh, and don't forget that the array and the vector share the same memory layout so you can use vectors to pass data to legacy C or C++ code that expects basic arrays. Keep in mind that most bets are off in that scenario, though, and you're dealing with raw memory again.


I think that to meet the performance requirements ( O(1) lookups and insertions ), you almost have to implement std::vector<> using dynamic arrays. Certainly this is the obvious way to do it.
Not just the performance requirements, but also the requirement that storage in contiguous. A bad vector implementation will put too many layers of indirection between the array and the API. A good vector implementation will allow for inlined code, SIMD used on loops, etc.
A bad vector implementation as described would not be compliant with the standard. If you want indirection, std::deque might be used.
S
Seph Reed

If you're using vectors to represent multi-dimensional behavior, there is a performance hit.

Do 2d+ vectors cause a performance hit?

The gist is that there's a small amount of overhead with each sub-vector having size information, and there will not necessarily be serialization of data (as there is with multi-dimensional c arrays). This lack of serialization can offer greater than micro optimization opportunities. If you're doing multi-dimensional arrays, it may be best to just extend std::vector and roll your own get/set/resize bits function.


G
Greg Rogers

If you do not need to dynamically adjust the size, you have the memory overhead of saving the capacity (one pointer/size_t). That's it.


C
Community

There might be some edge case where you have a vector access inside an inline function inside an inline function, where you've gone beyond what the compiler will inline and it will force a function call. That would be so rare as to not be worth worrying about - in general I would agree with litb.

I'm surprised nobody has mentioned this yet - don't worry about performance until it has been proven to be a problem, then benchmark.


G
Gabriel Isenberg

I'd argue that the primary concern isn't performance, but safety. You can make a lot of mistakes with arrays (consider resizing, for example), where a vector would save you a lot of pain.


B
Brian

Vectors use a tiny bit more memory than arrays since they contain the size of the array. They also increase the hard disk size of programs and probably the memory footprint of programs. These increases are tiny, but may matter if you're working with an embedded system. Though most places where these differences matter are places where you would use C rather than C++.


If this matters, then you're obviously not using dynamically-sized arrays, and as such, your arrays don't need to change size. (If they did, you'd be storing the size somehow). Therefore, you might as well use boost::array unless I'm mistaken - and what makes you say that that needs to "store the size" somewhere?
C
Community

The following simple test:

C++ Array vs Vector performance test explanation

contradicts the conclusions from "Comparison of assembly code generated for basic indexing, dereferencing, and increment operations on vectors and arrays/pointers."

There must be a difference between the arrays and vectors. The test says so... just try it, the code is there...


d
duli

Sometimes arrays are indeed better than vectors. If you are always manipulating a fixed length set of objects, arrays are better. Consider the following code snippets:

int main() {
int v[3];
v[0]=1; v[1]=2;v[2]=3;
int sum;
int starttime=time(NULL);
cout << starttime << endl;
for (int i=0;i<50000;i++)
for (int j=0;j<10000;j++) {
X x(v);
sum+=x.first();
}
int endtime=time(NULL);
cout << endtime << endl;
cout << endtime - starttime << endl;

}

where the vector version of X is

class X {
vector<int> vec;
public:
X(const vector<int>& v) {vec = v;}
int first() { return vec[0];}
};

and the array version of X is:

class X {
int f[3];

public:
X(int a[]) {f[0]=a[0]; f[1]=a[1];f[2]=a[2];}
int first() { return f[0];}
};

The array version will of main() will be faster because we are avoiding the overhead of "new" everytime in the inner loop.

(This code was posted to comp.lang.c++ by me).


O
Obsidian

For fixed-length arrays the performance is the same (vs. vector<>) in release build, but in debug build low-level arrays win by a factor of 20 in my experience (MS Visual Studio 2015, C++ 11).

So the "save time debugging" argument in favor of STL might be valid if you (or your coworkers) tend to introduce bugs in your array usage, but maybe not if your debugging time is mostly waiting on your code to run to the point you are currently working on so that you can step through it.

Experienced developers working on numerically intensive code sometimes fall into the second group (especially if they use vector :) ).


S
Subh_b

Assuming a fixed-length array (e.g. int* v = new int[1000]; vs std::vector<int> v(1000);, with the size of v being kept fixed at 1000), the only performance consideration that really matters (or at least mattered to me when I was in a similar dilemma) is the speed of access to an element. I looked up the STL's vector code, and here is what I found:

const_reference
operator[](size_type __n) const
{ return *(this->_M_impl._M_start + __n); }

This function will most certainly be inlined by the compiler. So, as long as the only thing that you plan to do with v is access its elements with operator[], it seems like there shouldn't really be any difference in performance.