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.. _doc_data_preferences:
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Data preferences
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================
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Ever wondered whether one should approach problem X with data structure
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Y or Z? This article covers a variety of topics related to these dilemmas.
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.. note::
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This article makes references to "[something]-time" operations. This
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terminology comes from algorithm analysis'
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`Big O Notation <https://rob-bell.net/2009/06/a-beginners-guide-to-big-o-notation/>`_.
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Long-story short, it describes the worst-case scenario of runtime length.
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In laymen's terms:
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"As the size of a problem domain increases, the runtime length of the
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algorithm..."
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- Constant-time, ``O(1)``: "...does not increase."
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- Logarithmic-time, ``O(log n)``: "...increases at a slow rate."
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- Linear-time, ``O(n)``: "...increases at the same rate."
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- Etc.
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Imagine if one had to process 3 million data points within a single frame. It
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would be impossible to craft the feature with a linear-time algorithm since
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the sheer size of the data would increase the runtime far beyond the time allotted.
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In comparison, using a constant-time algorithm could handle the operation without
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issue.
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By and large, developers want to avoid engaging in linear-time operations as
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much as possible. But, if one keeps the scale of a linear-time operation
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small, and if one does not need to perform the operation often, then it may
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be acceptable. Balancing these requirements and choosing the right
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algorithm / data structure for the job is part of what makes programmers'
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skills valuable.
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Array vs. Dictionary vs. Object
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-------------------------------
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Godot stores all variables in the scripting API in the
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:ref:`Variant <doc_variant_class>` class.
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Variants can store Variant-compatible data structures such as
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:ref:`Array <class_Array>` and :ref:`Dictionary <class_Dictionary>` as well
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as :ref:`Objects <class_Object>`.
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Godot implements Array as a ``Vector<Variant>``. The engine stores the Array
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contents in a contiguous section of memory, i.e. they are in a row adjacent
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to each other.
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.. note::
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For those unfamiliar with C++, a Vector is the name of the
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array object in traditional C++ libraries. It is a "templated"
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type, meaning that its records can only contain a particular type (denoted
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by angled brackets). So, for example, a
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:ref:`PackedStringArray <class_PackedStringArray>` would be something like
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a ``Vector<String>``.
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Contiguous memory stores imply the following operation performance:
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- **Iterate:** Fastest. Great for loops.
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- Op: All it does is increment a counter to get to the next record.
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- **Insert, Erase, Move:** Position-dependent. Generally slow.
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- Op: Adding/removing/moving content involves moving the adjacent records
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over (to make room / fill space).
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- Fast add/remove *from the end*.
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- Slow add/remove *from an arbitrary position*.
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- Slowest add/remove *from the front*.
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- If doing many inserts/removals *from the front*, then...
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1. invert the array.
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2. do a loop which executes the Array changes *at the end*.
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3. re-invert the array.
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This makes only 2 copies of the array (still constant time, but slow)
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versus copying roughly 1/2 of the array, on average, N times (linear time).
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- **Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, etc.
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but cannot specify which record you want.
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- Op: 1 addition operation from array start position up to desired index.
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- **Find:** Slowest. Identifies the index/position of a value.
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- Op: Must iterate through array and compare values until one finds a match.
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- Performance is also dependent on whether one needs an exhaustive
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search.
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- If kept ordered, custom search operations can bring it to logarithmic
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time (relatively fast). Laymen users won't be comfortable with this
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though. Done by re-sorting the Array after every edit and writing an
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ordered-aware search algorithm.
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Godot implements Dictionary as an ``OrderedHashMap<Variant, Variant>``. The engine
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stores a small array (initialized to 2^3 or 8 records) of key-value pairs. When
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one attempts to access a value, they provide it a key. It then *hashes* the
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key, i.e. converts it into a number. The "hash" is used to calculate the index
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into the array. As an array, the OHM then has a quick lookup within the "table"
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of keys mapped to values. When the HashMap becomes too full, it increases to
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the next power of 2 (so, 16 records, then 32, etc.) and rebuilds the structure.
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Hashes are to reduce the chance of a key collision. If one occurs, the table
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must recalculate another index for the value that takes the previous position
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into account. In all, this results in constant-time access to all records at
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the expense of memory and some minor operational efficiency.
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1. Hashing every key an arbitrary number of times.
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- Hash operations are constant-time, so even if an algorithm must do more
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than one, as long as the number of hash calculations doesn't become
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too dependent on the density of the table, things will stay fast.
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Which leads to...
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2. Maintaining an ever-growing size for the table.
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- HashMaps maintain gaps of unused memory interspersed in the table
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on purpose to reduce hash collisions and maintain the speed of
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accesses. This is why it constantly increases in size quadratically by
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powers of 2.
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As one might be able to tell, Dictionaries specialize in tasks that Arrays
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do not. An overview of their operational details is as follows:
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- **Iterate:** Fast.
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- Op: Iterate over the map's internal vector of hashes. Return each key.
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Afterwards, users then use the key to jump to and return the desired
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value.
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- **Insert, Erase, Move:** Fastest.
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- Op: Hash the given key. Do 1 addition operation to look up the
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appropriate value (array start + offset). Move is two of these
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(one insert, one erase). The map must do some maintenance to preserve
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its capabilities:
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- update ordered List of records.
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- determine if table density mandates a need to expand table capacity.
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- The Dictionary remembers in what
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order users inserted its keys. This enables it to execute reliable iterations.
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- **Get, Set:** Fastest. Same as a lookup *by key*.
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- Op: Same as insert/erase/move.
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- **Find:** Slowest. Identifies the key of a value.
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- Op: Must iterate through records and compare the value until a match is
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found.
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- Note that Godot does not provide this feature out-of-the-box (because
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they aren't meant for this task).
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Godot implements Objects as stupid, but dynamic containers of data content.
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Objects query data sources when posed questions. For example, to answer
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the question, "do you have a property called, 'position'?", it might ask
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its :ref:`script <class_Script>` or the :ref:`ClassDB <class_ClassDB>`.
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One can find more information about what objects are and how they work in
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the :ref:`doc_what_are_godot_classes` article.
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The important detail here is the complexity of the Object's task. Every time
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it performs one of these multi-source queries, it runs through *several*
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iteration loops and HashMap lookups. What's more, the queries are linear-time
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operations dependent on the Object's inheritance hierarchy size. If the class
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the Object queries (its current class) doesn't find anything, the request
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defers to the next base class, all the way up until the original Object class.
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While these are each fast operations in isolation, the fact that it must make
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so many checks is what makes them slower than both of the alternatives for
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looking up data.
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.. note::
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When developers mention how slow the scripting API is, it is this chain
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of queries they refer to. Compared to compiled C++ code where the
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application knows exactly where to go to find anything, it is inevitable
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that scripting API operations will take much longer. They must locate the
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source of any relevant data before they can attempt to access it.
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The reason GDScript is slow is because every operation it performs passes
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through this system.
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C# can process some content at higher speeds via more optimized bytecode.
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But, if the C# script calls into an engine class'
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content or if the script tries to access something external to it, it will
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go through this pipeline.
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NativeScript C++ goes even further and keeps everything internal by default.
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Calls into external structures will go through the scripting API. In
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NativeScript C++, registering methods to expose them to the scripting API is
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a manual task. It is at this point that external, non-C++ classes will use
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the API to locate them.
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So, assuming one extends from Reference to create a data structure, like
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an Array or Dictionary, why choose an Object over the other two options?
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1. **Control:** With objects comes the ability to create more sophisticated
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structures. One can layer abstractions over the data to ensure the external
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API doesn't change in response to internal data structure changes. What's
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more, Objects can have signals, allowing for reactive behavior.
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2. **Clarity:** Objects are a reliable data source when it comes to the data
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that scripts and engine classes define for them. Properties may not hold the
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values one expects, but one doesn't need to worry about whether the property
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exists in the first place.
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3. **Convenience:** If one already has a similar data structure in mind, then
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extending from an existing class makes the task of building the data
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structure much easier. In comparison, Arrays and Dictionaries don't
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fulfill all use cases one might have.
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Objects also give users the opportunity to create even more specialized data
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structures. With it, one can design their own List, Binary Search Tree, Heap,
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Splay Tree, Graph, Disjoint Set, and any host of other options.
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"Why not use Node for tree structures?" one might ask. Well, the Node
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class contains things that won't be relevant to one's custom data structure.
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As such, it can be helpful to construct one's own node type when building
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tree structures.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Object
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class_name TreeNode
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var _parent : TreeNode = null
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var _children : = [] setget
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func _notification(p_what):
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match p_what:
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NOTIFICATION_PREDELETE:
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# Destructor.
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for a_child in _children:
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a_child.free()
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.. code-tab:: csharp
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// Can decide whether to expose getters/setters for properties later
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public class TreeNode : Object
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{
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private TreeNode _parent = null;
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private object[] _children = new object[0];
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public override void Notification(int what)
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{
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switch (what)
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{
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case NotificationPredelete:
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foreach (object child in _children)
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{
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TreeNode node = child as TreeNode;
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if (node != null)
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node.Free();
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}
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break;
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default:
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break;
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}
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}
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}
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From here, one can then create their own structures with specific features,
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limited only by their imagination.
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Enumerations: int vs. string
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----------------------------
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Most languages offer an enumeration type option. GDScript is no different, but
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unlike most other languages, it allows one to use either integers or strings for
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the enum values (the latter only when using the ``export`` keyword in GDScript).
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The question then arises, "which should one use?"
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The short answer is, "whichever you are more comfortable with." This
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is a feature specific to GDScript and not Godot scripting in general;
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The languages prioritizes usability over performance.
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On a technical level, integer comparisons (constant-time) will happen
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faster than string comparisons (linear-time). If one wants to keep
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up other languages' conventions though, then one should use integers.
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The primary issue with using integers comes up when one wants to *print*
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an enum value. As integers, attempting to print MY_ENUM will print
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``5`` or what-have-you, rather than something like ``"MyEnum"``. To
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print an integer enum, one would have to write a Dictionary that maps the
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corresponding string value for each enum.
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If the primary purpose of using an enum is for printing values and one wishes
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to group them together as related concepts, then it makes sense to use them as
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strings. That way, a separate data structure to execute on the printing is
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unnecessary.
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AnimatedTexture vs. AnimatedSprite2D vs. AnimationPlayer vs. AnimationTree
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--------------------------------------------------------------------------
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Under what circumstances should one use each of Godot's animation classes?
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The answer may not be immediately clear to new Godot users.
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:ref:`AnimatedTexture <class_AnimatedTexture>` is a texture that
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the engine draws as an animated loop rather than a static image.
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Users can manipulate...
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1. the rate at which it moves across each section of the texture (fps).
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2. the number of regions contained within the texture (frames).
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Godot's :ref:`VisualServer <class_VisualServer>` then draws
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the regions in sequence at the prescribed rate. The good news is that this
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involves no extra logic on the part of the engine. The bad news is
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that users have very little control.
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Also note that AnimatedTexture is a :ref:`Resource <class_Resource>` unlike
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the other :ref:`Node <class_Node>` objects discussed here. One might create
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a :ref:`Sprite2D <class_Sprite2D>` node that uses AnimatedTexture as its texture.
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Or (something the others can't do) one could add AnimatedTextures as tiles
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in a :ref:`TileSet <class_TileSet>` and integrate it with a
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:ref:`TileMap <class_TileMap>` for many auto-animating backgrounds that
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all render in a single batched draw call.
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The AnimatedSprite2D node, in combination with the
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:ref:`SpriteFrames <class_SpriteFrames>` resource, allows one to create a
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variety of animation sequences through spritesheets, flip between animations,
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and control their speed, regional offset, and orientation. This makes them
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well-suited to controlling 2D frame-based animations.
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If one needs trigger other effects in relation to animation changes (for
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example, create particle effects, call functions, or manipulate other
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peripheral elements besides the frame-based animation), then will need to use
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an :ref:`AnimationPlayer <class_AnimationPlayer>` node in conjunction with
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the AnimatedSprite2D.
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AnimationPlayers are also the tool one will need to use if they wish to design
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more complex 2D animation systems, such as...
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1. **Cut-Out animations:** editing sprites' transforms at runtime.
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2. **2D Mesh animations:** defining a region for the sprite's texture and
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rigging a skeleton to it. Then one animates the bones which
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stretch and bend the texture in proportion to the bones' relationships to
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each other.
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3. A mix of the above.
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While one needs an AnimationPlayer to design each of the individual
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animation sequences for a game, it can also be useful to combine animations
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for blending, i.e. enabling smooth transitions between these animations. There
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may also be a hierarchical structure between animations that one plans out for
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their object. These are the cases where the :ref:`AnimationTree <class_AnimationTree>`
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shines. One can find an in-depth guide on using the AnimationTree
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:ref:`here <doc_animation_tree>`.
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