我生成一组数据文件。由于文件应该是可读的,它们是文本文件(与二进制文件相反)。
为了向我的文件输出信息,我使用了非常舒服的std::ofstream对象。
一开始,当要导出的数据较小时,写入文件所需的时间并不明显。但是,由于要导出的信息已经积累,现在大约需要 5 分钟才能生成它们。
当我开始被等待所困扰时,我的问题很明显:请问有没有更快的替代 std::ofstream的方法?如果有更快的替代方案,是否值得重写我的应用程序?换句话说,节省的时间可以是 +50%吗?谢谢你。
更新:
我被要求向您展示生成上述文件的代码,所以您在这里 -最耗时的循环:
ofstream fout;
fout.open(strngCollectiveSourceFileName,ios::out);
fout << "#include \"StdAfx.h\"" << endl;
fout << "#include \"Debug.h\"" << endl;
fout << "#include \"glm.hpp\"" << endl;
fout << "#include \"" << strngCollectiveHeaderFileName.substr( strngCollectiveHeaderFileName.rfind(TEXT("\\")) + 1) << "\"" << endl << endl;
fout << "using namespace glm;" << endl << endl << endl;
for (unsigned int nSprite = 0; nSprite < vpTilesetSprites.size(); nSprite++ )
{
for(unsigned int nFrameSet = 0; nFrameSet < vpTilesetSprites[nSprite]->vpFrameSets.size(); nFrameSet++)
{
// display index definition
fout << "// Index Definition: " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetLongDescription() << "\n";
string strngIndexSignature = strngIndexDefinitionSignature;
strngIndexSignature.replace(strngIndexSignature.find(TEXT("#aIndexArrayName#")), strlen(TEXT("#aIndexArrayName#")), TEXT("a") + vpTilesetSprites[nSprite]->GetObjectName() + vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFrameSetName() + TEXT("IndexData") );
strngIndexSignature.replace(strngIndexSignature.find(TEXT("#ClassName#")), strlen(TEXT("#ClassName#")), strngCollectiveArrayClassName );
fout << strngIndexSignature << "[4] = {0, 1, 2, 3};\t\t" << "// " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << ": Index Definition\n\n";
// display vertex definition
fout << "// Vertex Definition: " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetLongDescription() << "\n";
string strngVertexSignature = strngVertexDefinitionSignature;
strngVertexSignature.replace(strngVertexSignature.find(TEXT("#aVertexArrayName#")), strlen(TEXT("#aVertexArrayName#")), TEXT("a") + vpTilesetSprites[nSprite]->GetObjectName() + vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFrameSetName() + TEXT("VertexData") );
strngVertexSignature.replace(strngVertexSignature.find(TEXT("#ClassName#")), strlen(TEXT("#ClassName#")), strngCollectiveArrayClassName );
fout << strngVertexSignature << "[" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFramesCount() << "] =\n";
fout << "{\n";
for (int nFrameNo = 0; nFrameNo < vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFramesCount(); nFrameNo++)
{
fout << "\t" << "{{ vec4(" << fixed << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vPosition.fx << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vPosition.fy << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vPosition.fz << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vPosition.fw << "f), vec2(" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vTextureUV.fu << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vTextureUV.fv << "f) }, // " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << " vertex 1: vec4(x, y, z, w), vec2(u, v) \n";
fout << "\t" << " { vec4(" << fixed << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vPosition.fx << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vPosition.fy << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vPosition.fz << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vPosition.fw << "f), vec2(" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vTextureUV.fu << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vTextureUV.fv << "f) }, // " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << " vertex 2: vec4(x, y, z, w), vec2(u, v) \n";
fout << "\t" << " { vec4(" << fixed << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vPosition.fx << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vPosition.fy << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vPosition.fz << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vPosition.fw << "f), vec2(" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vTextureUV.fu << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vTextureUV.fv << "f) }, // " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << " vertex 3: vec4(x, y, z, w), vec2(u, v) \n";
fout << "\t" << " { vec4(" << fixed << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vPosition.fx << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vPosition.fy << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vPosition.fz << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vPosition.fw << "f), vec2(" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vTextureUV.fu << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vTextureUV.fv << "f) }}, // " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << " vertex 4: vec4(x, y, z, w), vec2(u, v) \n\n";
}
fout << "};\n\n\n\n";
}
}
fout.close();