Hey, Callback arrays was an idea that was introduced a while back to save memory. The idea came from the observation that in many cases we add a few callbacks together to every object of the same type. For example, for an elm widget, we may add "move, resize, hidden, mouse_down, mouse_up" so instead of manually adding all of them separately and have eo allocate memory for each (and a separate private data pointer for each) we would just create a static array and pass that. This leads (at least in theory) to quite significant savings in memory. I haven't actually tested the change, as I didn't do it, Cedric, do you have some numbers to share?
However, while they provide a nice memory improvement, they have been hampering many optimisation strategies that would make callback invocation significantly faster. Furthermore, maybe (not sure), we can automatically de-duplicate event lists internally (more on that in a moment). With that being said, there is a way we can maybe keep array callbacks with some limitations. I discussed my ideas with Carsten on IRC and I believe we have reached something that would be significantly faster and better. Assuming callback arrays are no more: First of all we will change the internal callbacks structure from a list to array. The array will be sorted based on the address of the event structure first, and priority second. The array will only include the pointer to the callback structure, nothing else. All of the rest of the information needed will be stored in an array of the same size and the same order. This means that we will now be able to walk the array and stop once the address of the event we are looking for is higher than the address of the address of the current event. Meaning we will walk only 50% of the array on average, and the array itself will most likely be in the same cache line. After we find the correct one, we will also fetch the rest of the data based on the index. This will lead to blazing fast iterations of callbacks without the need to optimise at all. We can also store a pointer to the array in a hash table with the key being some sort of a hash of the array in order to do some deduplication afterwards (point to the same arrays, but obviously different private data, so that would still be duplicated) if we feel it's needed. It probably won't save as much though and will have some running costs. The last idea is to keep callback arrays, but kind of limit their scope. The problem (or at least one of them) is that callback arrays support setting a priority which means calling them needs to be in between the calls to normal callbacks. This adds a lot of complexity (this is a very hot path, even a simple if is complexity, but this adds more). If we define that all callback arrays are always the lowest priority (called last), which in practice will have almost zero impact if at all, we can just keep them, and just call them after we do the normal callback calls (if they exist). We can even optimise further by not making the arrays constant, and thus letting us sort them and then run the same algorithm mentioned above for searching. This is probably the most acceptable compromise, though I'm not sure if it'll block any future optimisation attempts that I'm not able to foresee. I'm not a huge fan of callback arrays, but if they do save the memory they claim to be saving, I see no problem with keeping a more limited version of them that let us optimise everything in the manner described above. Thoughts? Or should I just go on with implementing and benchmarking this change? -- Tom. ------------------------------------------------------------------------------ _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel