Using arrays or std::vectors in C++, what's the performance gap?
In our C++ course they suggest not to use C++ arrays on new projects anymore. As far as I know Stroustroup himself suggests not to use arrays. But are there significant performance differences?
Using C++ arrays with new
(that is, using dynamic arrays) should be avoided. There is the problem you have to keep track of the size, and you need to delete them manually and do all sort of housekeeping.
Using arrays on the stack is also discouraged because you don't have range checking, and passing the array around will lose any information about its size (array to pointer conversion). You should use boost::array
in that case, which wraps a C++ array in a small class and provides a size
function and iterators to iterate over it.
Now the std::vector vs. native C++ arrays (taken from the internet):
// Comparison of assembly code generated for basic indexing, dereferencing,
// and increment operations on vectors and arrays/pointers.
// Assembly code was generated by gcc 4.1.0 invoked with g++ -O3 -S on a
// x86_64-suse-linux machine.
#include <vector>
struct S
{
int padding;
std::vector<int> v;
int * p;
std::vector<int>::iterator i;
};
int pointer_index (S & s) { return s.p[3]; }
// movq 32(%rdi), %rax
// movl 12(%rax), %eax
// ret
int vector_index (S & s) { return s.v[3]; }
// movq 8(%rdi), %rax
// movl 12(%rax), %eax
// ret
// Conclusion: Indexing a vector is the same damn thing as indexing a pointer.
int pointer_deref (S & s) { return *s.p; }
// movq 32(%rdi), %rax
// movl (%rax), %eax
// ret
int iterator_deref (S & s) { return *s.i; }
// movq 40(%rdi), %rax
// movl (%rax), %eax
// ret
// Conclusion: Dereferencing a vector iterator is the same damn thing
// as dereferencing a pointer.
void pointer_increment (S & s) { ++s.p; }
// addq $4, 32(%rdi)
// ret
void iterator_increment (S & s) { ++s.i; }
// addq $4, 40(%rdi)
// ret
// Conclusion: Incrementing a vector iterator is the same damn thing as
// incrementing a pointer.
Note: If you allocate arrays with new
and allocate non-class objects (like plain int
) or classes without a user defined constructor and you don't want to have your elements initialized initially, using new
-allocated arrays can have performance advantages because std::vector
initializes all elements to default values (0 for int, for example) on construction (credits to @bernie for reminding me).
Preamble for micro-optimizer people
Remember:
"Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%".
(Thanks to metamorphosis for the full quote)
Don't use a C array instead of a vector (or whatever) just because you believe it's faster as it is supposed to be lower-level. You would be wrong.
Use by default vector (or the safe container adapted to your need), and then if your profiler says it is a problem, see if you can optimize it, either by using a better algorithm, or changing container.
This said, we can go back to the original question.
Static/Dynamic Array?
The C++ array classes are better behaved than the low-level C array because they know a lot about themselves, and can answer questions C arrays can't. They are able to clean after themselves. And more importantly, they are usually written using templates and/or inlining, which means that what appears to a lot of code in debug resolves to little or no code produced in release build, meaning no difference with their built-in less safe competition.
All in all, it falls on two categories:
Dynamic arrays
Using a pointer to a malloc-ed/new-ed array will be at best as fast as the std::vector version, and a lot less safe (see litb's post).
So use a std::vector.
Static arrays
Using a static array will be at best:
- as fast as the std::array version
- and a lot less safe.
So use a std::array.
Uninitialized memory
Sometimes, using a vector
instead of a raw buffer incurs a visible cost because the vector
will initialize the buffer at construction, while the code it replaces didn't, as remarked bernie by in his answer.
If this is the case, then you can handle it by using a unique_ptr
instead of a vector
or, if the case is not exceptional in your codeline, actually write a class buffer_owner
that will own that memory, and give you easy and safe access to it, including bonuses like resizing it (using realloc
?), or whatever you need.
Vectors are arrays under the hood. The performance is the same.
One place where you can run into a performance issue, is not sizing the vector correctly to begin with.
As a vector fills, it will resize itself, and that can imply, a new array allocation, followed by n copy constructors, followed by about n destructor calls, followed by an array delete.
If your construct/destruct is expensive, you are much better off making the vector the correct size to begin with.
There is a simple way to demonstrate this. Create a simple class that shows when it is constructed/destroyed/copied/assigned. Create a vector of these things, and start pushing them on the back end of the vector. When the vector fills, there will be a cascade of activity as the vector resizes. Then try it again with the vector sized to the expected number of elements. You will see the difference.
To respond to something Mehrdad said:
However, there might be cases where you still need arrays. When interfacing with low level code (i.e. assembly) or old libraries that require arrays, you might not be able to use vectors.
Not true at all. Vectors degrade nicely into arrays/pointers if you use:
vector<double> vector;
vector.push_back(42);
double *array = &(*vector.begin());
// pass the array to whatever low-level code you have
This works for all major STL implementations. In the next standard, it will be required to work (even though it does just fine today).