Loops performance in Groovy

IntroductionIn the 2018 Advent of Code challenged I solved all the puzzles in Groovy. It is pretty obvious, that choosing good data structure is the most important to obtain performant solution. However, the way we iterate over those structures is also…

Introduction

In the 2018 Advent of Code challenged I solved all the puzzles in Groovy. It is pretty obvious, that choosing good data structure is the most important to obtain performant solution. However, the way we iterate over those structures is also very significant, at least when using Groovy.

Measuring performance

I want to measure how long it takes to sum some numbers. For testing performance of loops I prepared a small function that simply sums some numbers:

void printAddingTime(String message, long to, Closure<Long> adder) {
    LocalTime start = LocalTime.now()
    long sum = adder(to)
    println("$message: $sum calculated in ${Duration.between(start, LocalTime.now()).toMillis()} ms")
}

Pseudo code for summing functions is below:

for i = 1 to n
  for j = 1 to n
    sum += i * j
  end
end

Loops types

Let’s implement the summing function in various ways.

collect and sum

First loop type is to use built-in (by Groovy) function collect and sum on collections (Range it this example):

(1..n).collect { long i ->
  (1..n).collect { long j ->
    i * j
  }.sum()
}.sum()

each

Next, let’s write the same function using each built-in function on collections (Range it this example) and then add results to accumulator variable:

long sum = 0
(1..n).each { long i ->
    (1..n).each { long j ->
        sum += i * j
    }
}
return sum

times

Now instead of using each we could use the function times built-in on Number by Groovy:

long sum = 0
n.times { long i ->
  n.times { long j ->
    sum += (i + 1)*(j+1)
  }
}
return sum

We have to add 1 to i and j because times generates numbers from 0 to n exclusive.

LongStream with sum

Java 8 came with a new feature – streams. One example of streams is LongStream. Fortunately, it has sum built-in function, which we can use:

LongStream.range(0, n).map { i ->
    LongStream.range(0, n).map { j ->
        (i + 1) * (j + 1)
    }.sum()
}.sum()

LongStream generates numbers in the same way as times function, so we also have to add 1 to i and j here.

LongStream with manual sum

Instead of sum function on LongStream, we can add all numbers manually:

long sum = 0
LongStream.range(0, n).forEach { i ->
    LongStream.range(0, n).forEach { j ->
        sum += (i + 1) * (j + 1)
    }
}
return sum

while

Of course since Groovy inherits from Java a big part of its syntax, we can use the while loop:

long sum = 0
long i = 1
while(i <= n){
    long j = 1
    while(j <= n){
        sum+= i*j
        ++j
    }
    ++i
}
return sum

for

As we can use while, we can also use for loop in Groovy:

long sum = 0
for (long i = 1; i <= n; ++i) {
    for (long j = 1; j <= n; ++j) {
        sum += i * j
    }
}
return sum

 

Results

My tests I run on Java 1.8 and Groovy 2.5.5. Script loops.groovy was fired using bash script:

#!/bin/sh
for x in 10 100 1000 10000 100000; do
  echo $x
  groovy loops.groovy $x
  echo
done

Values are in milliseconds

Loop  n 10 100 1000 10000 100000
collect + sum 7 22 216 16244 1546822
each 12 17 118 7332 706781
times 2 10 109 8264 708684
LongStream + sum 7 17 127 7679 763341
LongStream + manual sum 18 35 149 6857 680804
while 8 20 103 3166 301967
for 7 10 25 359 27966

As you can spot, for small amount of iterations using built-in Groovy functions is good enough, but for much bigger amount of iterations we should use while or for loops like in plain, old Java.

Show me the code

Code for those examples are available here. You can run those examples on your machine and check performance on your own.

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Super Confitura Man

How Super Confitura Man came to be :)

Recently at TouK we had a one-day hackathon. There was no main theme for it, you just could post a project idea, gather people around it and hack on that idea for a whole day - drinks and pizza included.

My main idea was to create something that could be fun to build and be useful somehow to others. I’d figured out that since Confitura was just around a corner I could make a game, that would be playable at TouK’s booth at the conference venue. This idea seemed good enough to attract Rafał Nowak @RNowak3 and Marcin Jasion @marcinjasion - two TouK employees, that with me formed a team for the hackathon.

Confitura 01

The initial plan was to develop a simple mario-style game, with preceduraly generated levels, random collectible items and enemies. One of the ideas was to introduce Confitura Man as the main character, but due to time constraints, this fall through. We’ve decided to just choose a random available sprite for a character - hence the onion man :)

Confitura 02

How the game is played?

Since we wanted to have a scoreboard and have unique users, we’ve printed out QR codes. A person that would like to play the game could pick up a QR code, show it against a camera attached to the play booth. The start page scanned the QR code and launched the game with username read from paper code.

The rest of the game was playable with gamepad or keyboard.

Confitura game screen

Technicalities

Writing a game takes a lot of time and effort. We wanted to deliver, so we’ve decided to spend some time in the days before the hackathon just to bootstrap the technology stack of our enterprise.

We’ve decided that the game would be written in some Javascript based engine, with Google Chrome as a web platform. There are a lot of HTML5 game engines - list of html5 game engines and you could easily create a game with each and every of them. We’ve decided to use Phaser IO which handles a lot of difficult, game-related stuff on its own. So, we didn’t have to worry about physics, loading and storing assets, animations, object collisions, controls input/output. Go see for yourself, it is really nice and easy to use.

Scoreboard would be a rip-off from JIRA Survivor with stats being served from some web server app. To make things harder, the backend server was written in Clojure. With no experience in that language in the team, it was a bit risky, but the tasks of the server were trivial, so if all that clojure effort failed, it could be rewritten in something we know.

Statistics

During the whole Confitura day there were 69 unique players (69 QR codes were used), and 1237 games were played. The final score looked like this:

  1. Barister Lingerie 158 - 1450 points
  2. Boilerdang Custardbath 386 - 1060 points
  3. Benadryl Clarytin 306 - 870 points

And the obligatory scoreboard screenshot:

Confitura 03

Obstacles

The game, being created in just one day, had to have problems :) It wasn’t play tested enough, there were some rough edges. During the day we had to make a few fixes:

  • the server did not respect the highest score by specific user, it was just overwritting a user’s score with it’s latest one,
  • there was one feature not supported on keyboard, that was available on gamepad - turbo button
  • server was opening a database connection each time it got a request, so after around 5 minutes it would exhaust open file limit for MongoDB (backend database), this was easily fixed - thou the fix is a bit hackish :)

These were easily identified and fixed. Unfortunately there were issues that we were unable to fix while the event was on:

  • google chrome kept asking for the permission to use webcam - this was very annoying, and all the info found on the web did not work - StackOverflow thread
  • it was hard to start the game with QR code - either the codes were too small, or the lighting around that area was inappropriate - I think this issue could be fixed by printing larger codes,

Technology evaluation

All in all we were pretty happy with the chosen stack. Phaser was easy to use and left us with just the fun parts of the game creation process. Finding the right graphics with appropriate licensing was rather hard. We didn’t have enough time to polish all the visual aspects of the game before Confitura.

Writing a server in clojure was the most challenging part, with all the new syntax and new libraries. There were tasks, trivial in java/scala, but hard in Clojure - at least for a whimpy beginners :) Nevertheless Clojure seems like a really handy tool and I’d like to dive deeper into its ecosystem.

Source code

All of the sources for the game can be found here TouK/confitura-man.

The repository is split into two parts:

  • game - HTML5 game
  • server - clojure based backend server

To run the server you need to have a local MongoDB installation. Than in server’s directory run: $ lein ring server-headless This will start a server on http://localhost:3000

To run the game you need to install dependencies with bower and than run $ grunt from game’s directory.

To launch the QR reading part of the game, you enter http://localhost:9000/start.html. After scanning the code you’ll be redirected to http://localhost:9000/index.html - and the game starts.

Conclusion

Summing up, it was a great experience creating the game. It was fun to watch people playing the game. And even with all those glitches and stupid graphics, there were people vigorously playing it, which was awesome.

Thanks to Rafał and Michał for great coding experience, and thanks to all the players of our stupid little game. If you’d like to ask me about anything - feel free to contact me by mail or twitter @zygm0nt

Recently at TouK we had a one-day hackathon. There was no main theme for it, you just could post a project idea, gather people around it and hack on that idea for a whole day - drinks and pizza included.

My main idea was to create something that could be fun to build and be useful somehow to others. I’d figured out that since Confitura was just around a corner I could make a game, that would be playable at TouK’s booth at the conference venue. This idea seemed good enough to attract >Conclusion

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