As it turns out, Alchemy wins hands down when the data is already in a ByteArray. If you need to transfer data from an array/vector into a ByteArray to hand off to Alchemy and then transfer it back, it is slower to use Alchemy. For this test I have a collection of 1,000,000 numbers and for each iteration of the test, I loop over the numbers and add one.
Alchemy ByteArray additions are about 6 times faster than Vector integer additions and 10 times faster than pure AS manipulations of a ByteArray (when using Array notation [] on a ByteArray to manipulate a Byte - using position, readInt() and writeInt() in AS is much slower).
Below is test program that proves it:
Note that the demo above requires Flash Player 10 (required by Alchemy).
NOTE: If you want view the source, you need to go here and right click on the app (the embedded version in blogger doesn't know where to look for the source).
This tells me a few things:
- There is a great deal of room for improvement in ActionScript's compiler since it should perform better IMHO. I understand some slow downs due to type safety, garbage collection, etc but I didn't expect the huge difference.
- If Alchemy had native access to the same Native calls used to seralize data to AMF that is used in AS (described here), Alchemy would be blazingly fast for manipulating data even when stored in Arrays or Vectors. You would just serialize the objects as AMF into Alchemy, manipulate the data with Alchemy, and serialize it back out as AMF back to AS.
- The ByteArray.position is much slower than I would expect.
- If you need to process large amounts of data, seriously consider using Alchemy. Remember the marshalling tax to and from Alchemy - every bit of data passing into and out of Alchemy takes time to marshall, so you want to do it in large chunks like in my speed test.
In case you are curious essentially the same test takes:
- GCC C Code - 1 or 2 milliseconds
- GCC Lua Code - 300-400 milliseconds
- Lua Alchemy - 8 seconds (might be including some of the time to get the tick count from ActionScript)