view src/value.c @ 12233:02833a0ae716

[gaim-migrate @ 14535] SF Patch #1367116 from Michael Carlson "In profiling gaim, I noticed that on simply starting CVS gaim, xmlnode_insert_child is using up by far the most CPU time. After some testing, I realized the reason why: xmlnode_insert_child is called some 18,000 times on startup, and it is inserting the child at the end of the list each time, simply by traversing through the entire linked list. Sometimes this list can have as many as 800 elements. This patch adds a variable to the _xmlnode struct, lastchild, which simply keeps track of the last node in the list of children. This is then used by xmlnode_insert_child to insert at the end of the list, instead of traversing through the whole list each time. The two relevant functions in xmlnode.c that need to be updated to keep track of this function appropriately have been updated. Running 3 times with and without the change, the results from oprofile say it all. Here are the measured number of clock cycles / % of total clock cycles / function used to simply start and close gaim before the change: 204 60.7143 xmlnode_insert_child 210 61.4035 xmlnode_insert_child 230 61.8280 xmlnode_insert_child And after (note that one time no clock cycles were caught at all) 3 2.5862 xmlnode_insert_child 3 2.5641 xmlnode_insert_child This affects other areas of the program than just starting up, but this seems to be the most noticeable place." Speed is good. As I was verifying this patch, I added some g_return_val_if_fail() checks. committer: Tailor Script <tailor@pidgin.im>
author Richard Laager <rlaager@wiktel.com>
date Sun, 27 Nov 2005 03:42:39 +0000
parents fde4101fa183
children 8bda65b88e49
line wrap: on
line source

/**
 * @file value.c Value wrapper API
 * @ingroup core
 *
 * gaim
 *
 * Gaim is the legal property of its developers, whose names are too numerous
 * to list here.  Please refer to the COPYRIGHT file distributed with this
 * source distribution.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#include "internal.h"

#include "value.h"

#define OUTGOING_FLAG 0x01

GaimValue *
gaim_value_new(GaimType type, ...)
{
	GaimValue *value;
	va_list args;

	g_return_val_if_fail(type != GAIM_TYPE_UNKNOWN, NULL);

	value = g_new0(GaimValue, 1);

	value->type = type;

	va_start(args, type);

	if (type == GAIM_TYPE_SUBTYPE)
		value->u.subtype = va_arg(args, int);
	else if (type == GAIM_TYPE_BOXED)
		value->u.specific_type = g_strdup(va_arg(args, char *));

	va_end(args);

	return value;
}

GaimValue *
gaim_value_new_outgoing(GaimType type, ...)
{
	GaimValue *value;
	va_list args;

	g_return_val_if_fail(type != GAIM_TYPE_UNKNOWN, NULL);

	value = g_new0(GaimValue, 1);

	value->type = type;

	va_start(args, type);

	if (type == GAIM_TYPE_SUBTYPE)
		value->u.subtype = va_arg(args, int);
	else if (type == GAIM_TYPE_BOXED)
		value->u.specific_type = g_strdup(va_arg(args, char *));

	va_end(args);

	value->flags |= OUTGOING_FLAG;

	return value;
}

void
gaim_value_destroy(GaimValue *value)
{
	g_return_if_fail(value != NULL);

	if (gaim_value_get_type(value) == GAIM_TYPE_BOXED)
	{
		if (value->u.specific_type != NULL)
			g_free(value->u.specific_type);
	}
	else if (gaim_value_get_type(value) == GAIM_TYPE_STRING)
	{
		if (value->data.string_data != NULL)
			g_free(value->data.string_data);
	}

	g_free(value);
}

GaimValue *
gaim_value_dup(const GaimValue *value)
{
	GaimValue *new_value;
	GaimType type;

	g_return_val_if_fail(value != NULL, NULL);

	type = gaim_value_get_type(value);

	if (type == GAIM_TYPE_SUBTYPE)
	{
		new_value = gaim_value_new(GAIM_TYPE_SUBTYPE,
								   gaim_value_get_subtype(value));
	}
	else if (type == GAIM_TYPE_BOXED)
	{
		new_value = gaim_value_new(GAIM_TYPE_BOXED,
								   gaim_value_get_specific_type(value));
	}
	else
		new_value = gaim_value_new(type);

	new_value->flags = value->flags;

	switch (type)
	{
		case GAIM_TYPE_CHAR:
			gaim_value_set_char(new_value, gaim_value_get_char(value));
			break;

		case GAIM_TYPE_UCHAR:
			gaim_value_set_uchar(new_value, gaim_value_get_uchar(value));
			break;

		case GAIM_TYPE_BOOLEAN:
			gaim_value_set_boolean(new_value, gaim_value_get_boolean(value));
			break;

		case GAIM_TYPE_SHORT:
			gaim_value_set_short(new_value, gaim_value_get_short(value));
			break;

		case GAIM_TYPE_USHORT:
			gaim_value_set_ushort(new_value, gaim_value_get_ushort(value));
			break;

		case GAIM_TYPE_INT:
			gaim_value_set_int(new_value, gaim_value_get_int(value));
			break;

		case GAIM_TYPE_UINT:
			gaim_value_set_uint(new_value, gaim_value_get_uint(value));
			break;

		case GAIM_TYPE_LONG:
			gaim_value_set_long(new_value, gaim_value_get_long(value));
			break;

		case GAIM_TYPE_ULONG:
			gaim_value_set_ulong(new_value, gaim_value_get_ulong(value));
			break;

		case GAIM_TYPE_INT64:
			gaim_value_set_int64(new_value, gaim_value_get_int64(value));
			break;

		case GAIM_TYPE_UINT64:
			gaim_value_set_uint64(new_value, gaim_value_get_uint64(value));
			break;

		case GAIM_TYPE_STRING:
			gaim_value_set_string(new_value, gaim_value_get_string(value));
			break;

		case GAIM_TYPE_OBJECT:
			gaim_value_set_object(new_value, gaim_value_get_object(value));
			break;

		case GAIM_TYPE_POINTER:
			gaim_value_set_pointer(new_value, gaim_value_get_pointer(value));
			break;

		case GAIM_TYPE_ENUM:
			gaim_value_set_enum(new_value, gaim_value_get_enum(value));
			break;

		case GAIM_TYPE_BOXED:
			gaim_value_set_boxed(new_value, gaim_value_get_boxed(value));
			break;

		default:
			break;
	}

	return new_value;
}

GaimType
gaim_value_get_type(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, GAIM_TYPE_UNKNOWN);

	return value->type;
}

unsigned int
gaim_value_get_subtype(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);
	g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_SUBTYPE, 0);

	return value->u.subtype;
}

const char *
gaim_value_get_specific_type(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);
	g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_BOXED, NULL);

	return value->u.specific_type;
}

gboolean
gaim_value_is_outgoing(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, FALSE);

	return (value->flags & OUTGOING_FLAG);
}

void
gaim_value_set_char(GaimValue *value, char data)
{
	g_return_if_fail(value != NULL);

	value->data.char_data = data;
}

void
gaim_value_set_uchar(GaimValue *value, unsigned char data)
{
	g_return_if_fail(value != NULL);

	value->data.uchar_data = data;
}

void
gaim_value_set_boolean(GaimValue *value, gboolean data)
{
	g_return_if_fail(value != NULL);

	value->data.boolean_data = data;
}

void
gaim_value_set_short(GaimValue *value, short data)
{
	g_return_if_fail(value != NULL);

	value->data.short_data = data;
}

void
gaim_value_set_ushort(GaimValue *value, unsigned short data)
{
	g_return_if_fail(value != NULL);

	value->data.ushort_data = data;
}

void
gaim_value_set_int(GaimValue *value, int data)
{
	g_return_if_fail(value != NULL);

	value->data.int_data = data;
}

void
gaim_value_set_uint(GaimValue *value, unsigned int data)
{
	g_return_if_fail(value != NULL);

	value->data.int_data = data;
}

void
gaim_value_set_long(GaimValue *value, long data)
{
	g_return_if_fail(value != NULL);

	value->data.long_data = data;
}

void
gaim_value_set_ulong(GaimValue *value, unsigned long data)
{
	g_return_if_fail(value != NULL);

	value->data.long_data = data;
}

void
gaim_value_set_int64(GaimValue *value, gint64 data)
{
	g_return_if_fail(value != NULL);

	value->data.int64_data = data;
}

void
gaim_value_set_uint64(GaimValue *value, guint64 data)
{
	g_return_if_fail(value != NULL);

	value->data.uint64_data = data;
}

void
gaim_value_set_string(GaimValue *value, const char *data)
{
	g_return_if_fail(value != NULL);

	if (value->data.string_data != NULL)
		g_free(value->data.string_data);

	value->data.string_data = (data == NULL ? NULL : g_strdup(data));
}

void
gaim_value_set_object(GaimValue *value, void *data)
{
	g_return_if_fail(value != NULL);

	value->data.object_data = data;
}

void
gaim_value_set_pointer(GaimValue *value, void *data)
{
	g_return_if_fail(value != NULL);

	value->data.pointer_data = data;
}

void
gaim_value_set_enum(GaimValue *value, int data)
{
	g_return_if_fail(value != NULL);

	value->data.enum_data = data;
}

void
gaim_value_set_boxed(GaimValue *value, void *data)
{
	g_return_if_fail(value != NULL);

	value->data.boxed_data = data;
}

char
gaim_value_get_char(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.char_data;
}

unsigned char
gaim_value_get_uchar(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.uchar_data;
}

gboolean
gaim_value_get_boolean(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, FALSE);

	return value->data.boolean_data;
}

short
gaim_value_get_short(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.short_data;
}

unsigned short
gaim_value_get_ushort(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.ushort_data;
}

int
gaim_value_get_int(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.int_data;
}

unsigned int
gaim_value_get_uint(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.int_data;
}

long
gaim_value_get_long(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.long_data;
}

unsigned long
gaim_value_get_ulong(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.long_data;
}

gint64
gaim_value_get_int64(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.int64_data;
}

guint64
gaim_value_get_uint64(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.uint64_data;
}

const char *
gaim_value_get_string(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);

	return value->data.string_data;
}

void *
gaim_value_get_object(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);

	return value->data.object_data;
}

void *
gaim_value_get_pointer(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);

	return value->data.pointer_data;
}

int
gaim_value_get_enum(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, -1);

	return value->data.enum_data;
}

void *
gaim_value_get_boxed(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);

	return value->data.boxed_data;
}