Ways to simplify and optimize my code?
I've got some code which i would like to optimize. First, not bad at all, but maybe it can be a bit shorter or faster, mainly the update_result method:
class Round < ActiveRecord::Base
belongs_to :match
has_and_belongs_to_many :banned_champions, :class_name => "Champion", :join_table => "banned_champions_rounds"
belongs_to :clan_blue, :class_name => "Clan", :foreign_key => "clan_blue_id"
belongs_to :clan_purple, :class_name => "Clan", :foreign_key => "clan_purple_id"
belongs_to :winner, :class_name => "Clan", :foreign_key => "win开发者_开发知识库ner_id"
after_save {self.update_result}
def update_result
match = self.match
if match.rounds.count > 0
clan1 = match.rounds.first.clan_blue
clan2 = match.rounds.first.clan_purple
results = {clan1=>0, clan2=>0}
for round in match.rounds
round.winner == clan1 ? results[clan1] += 1 : results[clan2] += 1
end
if results[clan1] > results[clan2] then
match.winner = clan1; match.looser = clan2
match.draw_1 = nil; match.draw_2 = nil
elsif results[clan1] < results[clan2] then
match.winner = clan2; match.looser = clan1
match.draw_1 = nil; match.draw_2 = nil
else
match.draw_1 = clan1; match.draw_2 = clan2
match.winner = nil; match.looser = nil
end
match.save
end
end
end
And second, totally bad and slow in seeds.rb:
require 'faker'
champions = [{:name=>"Akali"},
{:name=>"Alistar"},
{:name=>"Amumu"},
{:name=>"Anivia"},
{:name=>"Annie"},
{:name=>"Galio"},
{:name=>"Tryndamere"},
{:name=>"Twisted Fate"},
{:name=>"Twitch"},
{:name=>"Udyr"},
{:name=>"Urgot"},
{:name=>"Veigar"}
]
Champion.create(champions)
10.times do |n|
name = Faker::Company.name
clan = Clan.create(:name=>name)
6.times do |n|
name = Faker::Internet.user_name
clan.players.create(:name=>name)
end
end
for clan in Clan.all do
2.times do
match = Match.create()
c = [clan,Clan.first(:offset => rand(Clan.count))]
3.times do
round = match.rounds.create
round.clan_blue = c[0]
round.clan_purple = c[1]
round.winner = c[0]
round.save!
end
for item in c
for p in item.players.limit(5)
rand_champion = Champion.first(:offset => rand(Champion.count))
match.participations.create!(:player => p, :champion => rand_champion)
end
end
match.save!
end
2.times do
match = Match.create()
c = [clan,Clan.first(:offset => rand(Clan.count))]
3.times do
round = match.rounds.create
round.clan_blue = c[0]
round.clan_purple = c[1]
round.winner = c[1]
round.save!
end
for item in c
for p in item.players.limit(5)
rand_champion = Champion.first(:offset => rand(Champion.count))
match.participations.create!(:player => p, :champion => rand_champion)
end
end
match.save!
end
2.times do
match = Match.create()
c = [clan,Clan.first(:offset => rand(Clan.count))]
2.times do |n|
round = match.rounds.create
round.clan_blue = c[0]
round.clan_purple = c[1]
round.winner = c[n]
round.save!
end
for item in c
for p in item.players.limit(5)
rand_champion = Champion.first(:offset => rand(Champion.count))
match.participations.create!(:player => p, :champion => rand_champion)
end
end
match.save!
end
end
Any chances to optimize them?
Don't underestimate the value of whitespace in cleaning up code readability!
class Round < ActiveRecord::Base
belongs_to :match
belongs_to :clan_blue, :class_name => "Clan", :foreign_key => "clan_blue_id"
belongs_to :clan_purple, :class_name => "Clan", :foreign_key => "clan_purple_id"
belongs_to :winner, :class_name => "Clan", :foreign_key => "winner_id"
has_and_belongs_to_many :banned_champions, :class_name => "Champion", :join_table => "banned_champions_rounds"
after_save { match.update_result }
end
class Match < ActiveRecord::Base
def update_result
return unless rounds.count > 0
clan1, clan2 = rounds.first.clan_blue, rounds.first.clan_purple
clan1_wins = rounds.inject(0) {|total, round| total += round.winner == clan1 ? 1 : 0 }
clan2_wins = rounds.length - clan1_wins
self.winner = self.loser = self.draw_1 = self.draw_2 = nil
if clan1_wins == clan2_wins
self.draw1, self.draw2 = clan1, clan2
else
self.winner = clan1_wins > clan2_wins ? clan1 : clan2
self.loser = clan1_wins < clan2_wins ? clan1 : clan2
end
save
end
end
For your seeds, I'd replace your fixtures with a factory pattern, if it's for tests. If you're going to stick with what you have there, though, wrap the whole block in a transaction and it should become orders of magnitude faster.
Well, on your first example, it appears that you are forcing Match behavior into your Round class, which is not consistent with abstract OOP. Your update_result method actually belongs in your Match class. Once you do that, I think the code will clean itself up a bit.
On your second example, it's hard to see what you are trying to do, but it's not surprising that it's so slow. Every single create and save generates a separate database call. At first glance your code generates over a hundred separate database saves. Do you really need all those records? Can you combine some of the saves?
Beyond that, you can cut your database calls in half by using build instead of create, like this:
round = match.rounds.build
round.clan_blue = c[0]
round.clan_purple = c[1]
round.winner = c[0]
round.save!
If you want to save some lines of code, you could replace the above with this syntax:
match.rounds.create(:clan_blue_id => c[0].id, :clan_purple_id => c[1].id, :winner_id => c[0].id)
In your seeds file: c = [clan,Clan.first(:offset => rand(Clan.count))] This works, but it looks like you're picking a random number in Ruby. From what I understand, if you can do something in SQL instead of Ruby, it's generally faster. Try this:
c = [clan,Clan.find(:all, :limit => 1, :order => 'random()')
You won't get too many gains since it's only run twice per clan (so 20x total), but there are similar lines like these two
# (runs 60x total)
rand_champion = Champion.first(:offset => rand(Champion.count))
# (runs up to 200x, I think)
c = [clan,Clan.first(:offset => rand(Clan.count))]
In general, you can almost always find something more to optimize in your program. So your time is most efficiently used by starting with the areas that are repeated the most--the most deeply nested loops. I'll leave optimizing the above 2 lines (and any others that may be similar) to you as an exercise. If you're having trouble, just let me know in a comment.
Also, I'm sure you'll get a lot of good suggestions in many of the responses, so I highly highly highly recommend setting up a benchmarker so you can measure the differences. Be sure run it several times for each version you test, so you can get a good average (programs running in the background could potentially throw off your results).
As far as simplicity, I think readability is pretty important. It won't make your code run any faster, but it can make your debugging faster (and your time is important!). The few things that were giving me trouble were nondescript variables like c
and p
. I do this too sometimes, but when you have several of these variables in the same scope, I very quickly reach a point where I think "what was that variable for again?". Something like temp_clan
instead of c
goes a long way.
For readability, I also prefer .each
instead of for
. That's entirely a personal preference, though.
btw I love League of Legends :)
Edit: (comments won't let me indent code) Upon taking a second look, I realized that this snippet can be optimized further:
for p in item.players.limit(5)
rand_champion = Champion.first(:offset => rand(Champion.count))
match.participations.create!(:player => p, :champion => rand_champion)
end
change Champion.first(:offset => rand(Champion.count))
rand_champs = Champion.find(:all, :limit => 5, :order => 'random()')
for p ...
i = 0
match.participations.create!(:player => p, :champion => rand_champs(i))
i++
end
This will reduce 5 SQL queries into 1. Since it's called 60x, this will reduce your SQL queries from 60 to 12. As an extra plus, you won't get repeated champions on the same team, (or I guess that could be a downside if that was your intention)
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