Caches iterators instead of invoking function calls on every iteration.
This caches iterators, i.e. especially the end iterator when possible.
The problem:
for (auto it = begin(seq); it != end(seq); ++it)
this has to call `end(seq)` on every iteration, since the compiler is
not able to reason about the call's site effects (to bad, huh).
Instead do it like this:
for (auto it = begin(seq), end = end(seq); it != end; ++it)
caching the end iterator.
Of course, still better would be:
for (auto&& each : seq)
if all you want is value semantics.
Why `auto&&` you may ask? Because it binds to everything and never copies!
Skim the referenced proposal (that was rejected, but nevertheless) for a
detailed explanation on range-based for loops and why `auto&&` is great.
Reference:
- http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2014/n3853.htm
This commit is contained in:
@@ -312,7 +312,7 @@ class Contractor
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tbb::parallel_for(tbb::blocked_range<int>(0, number_of_nodes, InitGrainSize),
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[&remaining_nodes](const tbb::blocked_range<int> &range)
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{
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for (int x = range.begin(); x != range.end(); ++x)
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for (int x = range.begin(), end = range.end(); x != end; ++x)
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{
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remaining_nodes[x].id = x;
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}
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@@ -324,7 +324,7 @@ class Contractor
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const tbb::blocked_range<int> &range)
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{
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ContractorThreadData *data = thread_data_list.getThreadData();
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for (int x = range.begin(); x != range.end(); ++x)
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for (int x = range.begin(), end = range.end(); x != end; ++x)
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{
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node_priorities[x] =
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this->EvaluateNodePriority(data, &node_data[x], x);
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@@ -430,7 +430,7 @@ class Contractor
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{
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ContractorThreadData *data = thread_data_list.getThreadData();
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// determine independent node set
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for (int i = range.begin(); i != range.end(); ++i)
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for (int i = range.begin(), end = range.end(); i != end; ++i)
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{
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const NodeID node = remaining_nodes[i].id;
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remaining_nodes[i].is_independent =
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@@ -451,7 +451,7 @@ class Contractor
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[this, &remaining_nodes, &thread_data_list](const tbb::blocked_range<int> &range)
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{
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ContractorThreadData *data = thread_data_list.getThreadData();
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for (int position = range.begin(); position != range.end(); ++position)
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for (int position = range.begin(), end = range.end(); position != end; ++position)
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{
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const NodeID x = remaining_nodes[position].id;
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this->ContractNode<false>(data, x);
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@@ -470,7 +470,7 @@ class Contractor
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[this, &remaining_nodes, &thread_data_list](const tbb::blocked_range<int> &range)
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{
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ContractorThreadData *data = thread_data_list.getThreadData();
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for (int position = range.begin(); position != range.end(); ++position)
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for (int position = range.begin(), end = range.end(); position != end; ++position)
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{
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const NodeID x = remaining_nodes[position].id;
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this->DeleteIncomingEdges(data, x);
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@@ -508,7 +508,7 @@ class Contractor
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const tbb::blocked_range<int> &range)
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{
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ContractorThreadData *data = thread_data_list.getThreadData();
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for (int position = range.begin(); position != range.end(); ++position)
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for (int position = range.begin(), end = range.end(); position != end; ++position)
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{
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NodeID x = remaining_nodes[position].id;
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this->UpdateNodeNeighbours(node_priorities, node_data, data, x);
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