Codechange: Shrink GUIList vectors less often, reserve before use.

After sorting and filter lists for GUI, we often shirnk them to reduce size. However this has very little benefit:

1) The memory has already been allocated, so it doesn't prevent that memory being required.
2) It causes a new allocation and copy when the vector is shrunk, actually using more memory.
3) The list is in window state, so the lifetime is only while the window is open.
4) When a filter is clearer, the original size will be needed again, which will cause another allocation.

In fact it is beneficial to reserve to the known maximum in most cases, so do that instead.
master
Peter Nelson 1 month ago committed by Peter Nelson
parent 8308998388
commit 33aedc43a5

@ -1546,7 +1546,6 @@ struct BuildVehicleWindow : Window {
case VEH_TRAIN:
this->GenerateBuildTrainList(list);
GUIEngineListAddChildren(this->eng_list, list);
this->eng_list.shrink_to_fit();
this->eng_list.RebuildDone();
return;
case VEH_ROAD:
@ -1584,7 +1583,6 @@ struct BuildVehicleWindow : Window {
this->eng_list.swap(list);
GUIEngineListAddChildren(this->eng_list, list, INVALID_ENGINE, 0);
this->eng_list.shrink_to_fit();
this->eng_list.RebuildDone();
}

@ -650,7 +650,6 @@ private:
BuildGuiGroupList(this->groups, false, owner, vtype);
}
this->groups.shrink_to_fit();
this->groups.RebuildDone();
}

@ -224,7 +224,6 @@ private:
BuildGuiGroupList(this->groups, true, owner, this->vli.vtype);
this->groups.shrink_to_fit();
this->groups.RebuildDone();
}

@ -1423,6 +1423,7 @@ protected:
{
if (this->industries.NeedRebuild()) {
this->industries.clear();
this->industries.reserve(Industry::GetNumItems());
for (const Industry *i : Industry::Iterate()) {
if (this->string_filter.IsEmpty()) {
@ -1434,7 +1435,6 @@ protected:
if (this->string_filter.GetState()) this->industries.push_back(i);
}
this->industries.shrink_to_fit();
this->industries.RebuildDone();
auto filter = std::make_pair(this->accepted_cargo_filter_criteria, this->produced_cargo_filter_criteria);

@ -70,12 +70,12 @@ private:
if (!this->companies.NeedRebuild()) return;
this->companies.clear();
this->companies.reserve(Company::GetNumItems());
for (const Company *c : Company::Iterate()) {
this->companies.push_back(c);
}
this->companies.shrink_to_fit();
this->companies.RebuildDone();
}

@ -421,7 +421,6 @@ class NetworkContentListWindow : public Window, ContentCallback {
this->SetWidgetDisabledState(WID_NCL_SEARCH_EXTERNAL, this->auto_select && all_available);
this->FilterContentList();
this->content.shrink_to_fit();
this->content.RebuildDone();
this->SortContentList();

@ -240,7 +240,6 @@ protected:
this->servers.SetFilterState(false);
}
this->servers.shrink_to_fit();
this->servers.RebuildDone();
this->vscroll->SetCount(this->servers.size());

@ -1499,7 +1499,6 @@ private:
}
this->avails.Filter(this->string_filter);
this->avails.shrink_to_fit();
this->avails.RebuildDone();
this->avails.Sort();

@ -144,6 +144,7 @@ public:
if (!this->object_classes.NeedRebuild()) return;
this->object_classes.clear();
this->object_classes.reserve(ObjectClass::GetClassCount());
for (const auto &cls : ObjectClass::Classes()) {
if (cls.GetUISpecCount() == 0) continue; // Is this needed here?
@ -151,7 +152,6 @@ public:
}
this->object_classes.Filter(this->string_filter);
this->object_classes.shrink_to_fit();
this->object_classes.RebuildDone();
this->object_classes.Sort();

@ -1108,6 +1108,7 @@ public:
if (!this->station_classes.NeedRebuild()) return;
this->station_classes.clear();
this->station_classes.reserve(StationClass::GetClassCount());
for (const auto &cls : StationClass::Classes()) {
/* Skip waypoints. */
@ -1118,7 +1119,6 @@ public:
if (_railstation.newstations) {
this->station_classes.Filter(this->string_filter);
this->station_classes.shrink_to_fit();
this->station_classes.RebuildDone();
this->station_classes.Sort();

@ -1263,6 +1263,7 @@ public:
if (!this->roadstop_classes.NeedRebuild()) return;
this->roadstop_classes.clear();
this->roadstop_classes.reserve(RoadStopClass::GetClassCount());
for (const auto &cls : RoadStopClass::Classes()) {
/* Skip waypoints. */
@ -1272,7 +1273,6 @@ public:
if (this->ShowNewStops()) {
this->roadstop_classes.Filter(this->string_filter);
this->roadstop_classes.shrink_to_fit();
this->roadstop_classes.RebuildDone();
this->roadstop_classes.Sort();

@ -63,12 +63,12 @@ struct SignList {
Debug(misc, 3, "Building sign list");
this->signs.clear();
this->signs.reserve(Sign::GetNumItems());
for (const Sign *si : Sign::Iterate()) this->signs.push_back(si);
this->signs.SetFilterState(true);
this->FilterSignList();
this->signs.shrink_to_fit();
this->signs.RebuildDone();
}

@ -296,7 +296,6 @@ protected:
}
}
this->stations.shrink_to_fit();
this->stations.RebuildDone();
this->vscroll->SetCount(this->stations.size()); // Update the scrollbar

@ -77,7 +77,6 @@ protected:
}
}
this->story_pages.shrink_to_fit();
this->story_pages.RebuildDone();
}
@ -105,7 +104,6 @@ protected:
}
}
this->story_page_elements.shrink_to_fit();
this->story_page_elements.RebuildDone();
}

@ -734,6 +734,7 @@ private:
{
if (this->towns.NeedRebuild()) {
this->towns.clear();
this->towns.reserve(Town::GetNumItems());
for (const Town *t : Town::Iterate()) {
if (this->string_filter.IsEmpty()) {
@ -745,7 +746,6 @@ private:
if (this->string_filter.GetState()) this->towns.push_back(t);
}
this->towns.shrink_to_fit();
this->towns.RebuildDone();
this->vscroll->SetCount(this->towns.size()); // Update scrollbar as well.
}

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