Java: how much time does an empty loop use? - java

I am trying to test the speed of autoboxing and unboxing in Java, but when I try to compare it against an empty loop on a primitive, I noticed one curious thing. This snippet:
for (int j = 0; j < 10; j++) {
long t = System.currentTimeMillis();
for (int i = 0; i < 10000000; i++)
;
t = System.currentTimeMillis() - t;
System.out.print(t + " ");
}
Every time I run this, it returns the same result:
6 7 0 0 0 0 0 0 0 0
Why does the first two loops always take some time, then the rest just seem to be skipped by the system?
In this answer to this post, it is said that Just-In-Time compilation will be able to optimize this away. But if so, why the first two loops still took some time?

JIT triggers AFTER a certain piece of code has been executed many times.
The HotSpot JVM will try to identify "hot spots" in your code. Hot spots are pieces of your code that are executed many many times. To do this, the JVM will "count" the executions of various instructions, and when it determines a certain piece is executed frequently, it will trigger the JIT. (this is an approximation, but it's easy to understand explained this way).
The JIT (Just-In-Time) takes that piece of code, and tries to make it faster.
The techniques used by the JIT to make your code run faster are a lot, but the one that most commonly creates confusion are :
It will try to determine if that piece of code uses variables that are not used anywhere else (useless variables), and remove them.
If you acquire and release the same lock multiple times (like calling synchronized methods of the same object), it can acquire the lock once and do all the calls in a single synchronized block
If you access members of an object that are not declare volatile, it can decide to optimize it (placing values in registers and similar), creating strange results in multi-threading code.
It will inline methods, to avoid the cost of the call.
It will translate bytecode to machine code.
If the loop is completely useless, it could be completely removed.
So, the proper answer to your question is that an empty loop, after being JITed, takes no time to execute .. most probably is not there anymore.
Again, there are many other optimizations, but in my experience these are among those that have created most headaches.
Moreover, JIT is being improved in any new version of Java, and sometimes it is even a bit different depending on the platform (since it is to some extent platform specific). Optimizations done by the JIT are difficult to understand, because you cannot usually find them using javap and inspecting bytecode, even if in recent versions of Java some of these optimizations have been moved to the compiler directly (for example, since Java 6 the compiler is able to detect and warn about unused local variables and private methods).
If you are writing some loops to test something, it is usually good practice to have the loop inside a method, call the method a few times BEFORE timing it, to give it a "speed up" round, and then perform the timed loop.
This usually triggers the JIT in a simple program like yours, even if there is no guarantee that it will actually trigger (or that it even exists on a certain platform).
If you want to get paranoid about JIT or non JIT timing (I did): make a first round, timing each execution of the loop, and wait until the timing stabilize (for example, difference from the average less than 10%), then start with your "real" timing.

The JIT doesn't kick in on a chunk of code until it determines that there is some benefit to doing so. That means the first few passes through some code won't be JITed.

Related

When not to use volatile,it still can see the changes which issued by other thread

public class VisibleDemo {
private boolean flag;
public VisibleDemo setFlag(boolean flag) {
this.flag = flag;
return this;
}
public static void main(String[] args) throws InterruptedException {
VisibleDemo t = new VisibleDemo();
new Thread(()->{
long l = System.currentTimeMillis();
while (true) {
if (System.currentTimeMillis() - l > 600) {
break;
}
}
t.setFlag(true);
}).start();
new Thread(()->{
long l = System.currentTimeMillis();
while (true) {
if (System.currentTimeMillis() - l > 500) {
break;
}
}
while (!t.flag) {
// if (System.currentTimeMillis() - l > 598) {
//
// }
}
System.out.println("end");
}).start();
}
}
if it does not have the following codes, it will not show "end".
if (System.currentTimeMillis() - l > 598) {
}
if it has these codes, it will probably show "end". Sometimes it does not show.
when is less than 598 or not have these codes, like use 550, it will not show "end".
when is 598, it will probably show "end"
when is greater than 598, it will show "end" every time
notes:
598 is on my computer, May be your computer is another number.
the flag is not with volatile, why can know the newest value.
First: I want to know Why?
Second: I need help,
I want to know the scenarios: when the worker cache of jvm thread will refresh to/from main memory.
OS: windows 10
java: jdk8u231
Your code is suffering from a data-race and that is why it is behaving unreliably.
The JMM is defined in terms of the happens-before relation. So if you have 2 actions A and B, and A happens-before B, then B should see A and everything before A. It is very important to understand that happens-before doesn't imply happening-before (so ordering based on physical time) and vice versa.
The 'flag' field is accessed concurrently; one thread is reading it while another thread is writing it. In JMM terms this is called conflicting access.
Conflicting accesses are fine as long as it is done using some form of synchronization because the synchronization will induce happens-before edges. But since the 'flag' accesses are plain loads/stores, there is no synchronization, and as a consequence, there will not be a happens-before edge to order the load and the store. A conflicting access, that isn't ordered by a happens-before edge, is called a data-race and that is the problem you are suffering from.
When there is a data-race; funny things can happen but it will not lead to undefined behavior like is possible under C++ (undefined behavior can effectively lead to any possible outcome including crashes and super weird behavior). So load still needs to see a value that is written and can't see a value coming out of thin air.
If we look at your code:
while (!t.flag) {
...
}
Because the flag field isn't updated within the loop and is just a plain load, the compiler is allowed to optimize this code to:
if(!t.flag){
while(true){...}
}
This particular optimization is called loop hoisting (or loop invariant code motion).
So this explains why the loop doesn't need to complete.
Why does it complete when you access the System.currentTimeMillis? Because you got lucky; apparently this prevents the JIT from applying the above optimization. But keep in mind that System.currentTimeMillis doesn't have any formal synchronization semantics and therefore doesn't induce happens-before edges.
How to fix your code?
The simplest way to fix your code would be to make 'flag' volatile or access both the read/write from a synchronized block. If you want to go really hardcore: use VarHandle get/set opaque. Officially it is still a data-race because opaque doesn't indice happens-before edges, but it will prevent the compiler to optimize out the load/store. It is a benign data race. The primary advantage is slightly better performance because it doesn't prevent the reordering of surrounding loads/stores.
I want to know the scenarios: when the worker cache of jvm thread will refresh to/from main memory.
This is a fallacy. Caches on modern CPUs are always coherent; this is taken care of by the cache coherence protocol like MESI. Writing to main memory for every volatile read/write would be extremely slow. For more information see the following excellent post. If you want to know more about cache coherence and memory ordering, please check this excellent book which you can download for free.
I want to know the scenarios: when the worker cache of jvm thread will refresh to/from main memory.
When Taylor Swift is playing on your music player, it'll be 598, unless it's tuesday, then it'll be 599.
No, really. It's that arbitrary. The JVM spec gives the JVM the right to come up with any old number for any reason if your code isn't properly guarded.
The problem is JVM diversity. There is a crazy combinatorial explosion:
There are about 8 OSes give or take.
There are like 20 different 'chip lines', with different pipelining behaviour.
These chips can be in various mitigating modes to mitigate against attacks like Spectre. Let's call it 3.
There are about 8 different major JVM vendors.
These come in ~10 or so different versions (java 8, java 9, java 10, java 11, etc).
That gives us about 384000 different combinations.
The point of the JMM (Java Memory Model) is to remove the handcuffs from a JVM implementation. A JVM implementation is looking for this optimal case:
It wants the freedom to use the various tricks that CPUs use to run code as fast as possible. For example, it wants the freedom to be capable of 're-ordering' (given a(); b(), to run b() first, and a() later. Which is okay, if a and b are utterly independent and are not in any way looking at each others modifications). The reason it wants to do this is because CPUs are pipelines: Even processing a single instruction is in fact a chain of many separate steps, and the 'parse the instruction' step can get cracking on parsing another instruction the very moment it is done, even if that instruction is still being processed by the rest of the pipe. In fact, the CPU could have 4 separate 'instruction parser units' and they can be parsing 4 instructions in parallel. This is NOT the kind of parallelism that multiple cores do: This is a single core that will parse 4 consecutive instructions in parallel because parsing instructions is slightly slower than running them. For example. But that's just intel chips of the Z-whatever line. That's the point. If the memory model of the java specification indicates that a JVM simply can't use this stuff then that would mean JVMs on that particular intel chip run slow as molasses. We don't want that.
Nevertheless, the memory model rules can't be so preferential to giving the JVM the right to re-order and do all sorts of crazy things that it becomes impossible to write reliable code for JVMs. Imagine the java lang spec says that the JVM can re-order any 2 instructions in one method at any time even if these 2 instructions are touching the same field. That'd be great for JVM engineers, they can go nuts with optimizing code on the fly to re-order it optimally. But it would impossible to write java code.
So, a balance has been struck. This balance takes the following form:
The JMM gives you specific rules - these rules take the form of: "If you do X, then the JVM guarantees Y".
But that is all. In particular, there is nothing written about what happens if you do not do X. All you know is, that then Y is not guaranteed. But 'not guaranteed' does not mean: Will definitely NOT happen.
Here is an example:
class Data {
static int a = 0;
static int b = 0;
}
class Thread1 extends Thread {
public void run() {
Data.a = 5;
Data.b = 10;
}
}
class Thread2 extends Thread {
public void run() {
int a = Data.a;
int b = Data.b;
System.out.println(a);
System.out.println(b);
}
}
class Main {
public static void main(String[] args) {
new Thread1().start();
new Thread2().start();
}
}
This code:
Makes 2 fields, which start out at 0 and 0.
Runs one thread that first sets a to 5 and then sets b to 10.
Starts a second thread that reads these 2 fields into local vars and then prints these.
The JVM spec says that it is valid for a JVM to:
Print 0/0
Print 5/0
Print 0/10
Print 5/10
But it would not be legal for a JVM to e.g. print '20/20', or '10/5'.
Let's zoom in on the 0/10 case because that is utterly bizarre - how could a JVM possibly do that? Well, reordering!
WILL a JVM print 0/10? On some combinations of JVM vender and version+Architecture+OS+phase of the moon, YES IT WILL. On most, no it won't. Ever. Still, imagine you wrote this code, you rely on 0/10 NEVER occurring, and you test the heck out of your code, and you verify that indeed, even running the test a million times, it never happens. You ship it to the production server and it runs fine for a week and then just as you are giving the demo to the really important potential customer, all heck breaks loose: Your app is broken, as from time to time the 0/10 case does occur.
You file a bug with your JVM vendor. And they close it as 'intended behaviour - wontfix'. That will really happen, because that really is the intended behaviour. _If you write code that relies on a thing being true that is NOT guaranteed by the JMM, then YOU wrote a bug, even if on your particular hardware on this particular day it is completely impossible for you to make this bug occur right now.
This means one simple and very nasty conclusion is the only correct one: You cannot test this stuff.
So, if you adhere to the rule that if there are no tests then you can't know if you code works, guess what? You cannot ever know if your code is fine. Ever.
That then leads to the conclusion that you don't want to write any such code.
This sounds crazy (how can you simply not ever, ever write anything multicore?) but it's not as nuts as you think. This only comes up if 2 threads are dependent on ordering relative to each other for some in-process action. For example, if two threads are both accessing the same field of the same instance. Simply... don't do that.
It's easier than you think: If all 'communication' between threads goes via the database and you know how to use transactions in databases, voila. Or you use a message bus service like RabbitMQ.
If for some job you really must write multithread code where the threads interact with each other, don't shoot the messenger: It is NOT POSSIBLE to test that you did it right. So write it very carefully.
A second conclusion is that the JMM doesn't explain how things work or what happens. It merely says: IF you follow these rules, I guarantee you that THIS will happen. If you don't follow these rules, anything can happen. A JVM is free to do all sorts of crazy shenanigans, and this documentation nor any other documentation will ever enumerate all the crazy things that could happen. After all, there are at least 38400 different combinations and it's crazy to attempt to document all 38400!
So, what are the core rules?
The core rules are so-called happens-before relationships. The basic rule is simply this:
There are various ways to establish H-B relationships. Such a relationship is always between 2 lines of code. 2 lines of code might be unrelated, H-B wise. Or, the rules state that line A 'happens-before' line B.
If and only if the rules state this, then it will be impossible to observe a state of the universe (the values of all fields of all instances in the entire JVM) at line B as it was before line A ran.
That's it. For example, if line A 'happens before' line B, but line B does not attempt to witness any field change A made, then the JVM is still free to reorder and have B run before A. The point is that this shouldn't matter - you're not observing, so why does it matter?
We can 'fix' our weird 0/0/5/10 issue by setting up H-B: If the 'grab the static field values and save them to local a/b vars' code happens-after thread1's setting of it, then we can be sure that the code will always print 5/10 and the JMM guarantees means a JVM that doesn't print that is broken.
H-B are also transitive (if HB(A, B) is true, and HB(B, C) is true, then HB(A, C) is also true).
How do you set up HB?
If line B would run after line A as per the usual understanding of how things run, and both are being run by the same thread, HB(A, B). This is obvious: If you just write x(); y();, then y cannot observe state as it was before x ran.
HB(thread.start(), X) where X is the very first line in the started thread.
HB(EndS, StartS), where EndS is the exiting of a synchronized block on object ref Z, and StartS is another thread entering a synchronized block (on ref Z as well) later.
HB(V, V) where V is 'accessing volatile variable Z', but it is hard to know which way the HB goes with volatiles.
There are a few more exotic ways. There's also a separate HB relationship for constructors and final variables that they initialize, but generally this one is real easy to understand (once a constructor returns, whatever final fields it initialized are definitely set and cannot be observed to not be set, even if otherwise no actual HB relationship has been established. This applies only to final fields).
This explains why you observe weird values. This also explains why your question of 'I want to know when a JVM thread will refresh to/from main memory' is not answerable: Because the java memory model spec and the java virtual machine spec intentionally and specifically make no promises on how that works. One JVM can work one way, another JVM can do it completely differently.
The reason I started off making a seeming joke about playing Taylor Swift is: A CPU has cores, and the cores are limited. A modern computer, especially a desktop, is doing thousands of things at once, and will therefore be rotating apps through cores all the time. Whether a field update is 'flushed out' to main memory (NOTE: THAT IS DANGEROUS THINKING - THE DOCS DO NOT ACTUALLY ENFORCE THAT JVMS CAN BE UNDERSTOOD IN THOSE TERMS!) might depend on whether it gets rotated out of a core or not. And that in turn might depend on your music player dealing with a particular compressed music file that takes a few more cores to decompress the next block so that it can be queued up in the audio buffer.
Hence, and this is no joke, the song you are playing on your music player can in fact change the number you get. Hence, why you have to give up: You CANNOT enumerate 'if my computer is in this state, then this code will always produce Y number'. There are billions of states you'd have to enumerate. Impossible.

Is it better to use the same int for every for loop?

In a program where I have, say, 50 for loops that run every so often; there are 50 ints being created every time they are run and then consuming memory for each of them.If I declare an int i at the beginning of every class and then reuse it in each for loop, there would now be, say, 5 ints i (i = number of classes) created and then reassigned a value of 0 in each loop, saving space by not flooding the heap with is.Would that help the program's performance or it just wouldn't be too much of a difference? Does heap memory works as I think it works in this case?
Reusing simple, small, short living ints for multiple loops is a code smell - don't do it.
If your loops are in the same method, many loops might be a code smell on it's own. Probably you should split the method into smaller chunks of code which can be more easily tested, independent from each other.
Counters in loops are almost always independent from each other. An exception might be a loop which counts up and the next one is counting down, where the initial value is depending on the last value of the former loop. If you reinitialize your counter as the very first statement of a for loop, which is the case for 99% of the loops I have seen so far, they are independent from each other and the declaration of the counter variable should reflect that. It's an important kind of documenting your code.
Reusing a counter only documents that there are some coders with wrong ideas of optimization.
Now the worser idea is to define some counters on class level (some, because you have nested loops) and call the same counter from different methods. Wow! You woulnd't consider that, would you? That would not only avoid making the class thread save - you couldn't call one method from another one without shooting yourself into both feet.
Think of the case where you have a method with a for loop, which you are going to refactor for some reason. Maybe a more elegant solution is possible with Java9, but it has a for-loop with some i, and the i is initialized at the top of the for loop for (i=0; ... and now you look where it is coming from, and realize, it is not declared in that method, but an instance variable! And the class is 500 lines long with, let's say 20 methods, each on average 25 lines long. Many of them using that same i. Now you have to investigate, which method is called by your method, which method calls your method and might depend on the value of i which you end with, which can be run in parallel. You're doomed! Instead of 25 lines of code, you have to have 500 lines of code in your head, to reason about, what is going on.
The scope of local variables should be as narrow as possible, as long as there is no good reason to reuse it. The less lines a variable is in scope, the easier it is to understand some code.
You have always to look where a variable is initialized to find it's current value, where it is declared, to find it's type (is it a long, an int, a byte, a short?), where it is reused later. Counters are almost never reused. Make it easy to reason about your code by declaring them just in the for loops head, so everybody knows, it has no influence on later code.
Well, and use the simplified for loop where it makes sense, to prevent the ugly off-by-one errors. Then you don't have to reason about a few bytes being used.
But in the end, I admit, for a beginner, it is a reasonable question to come up with. I had the idea in former times, too. :)
I don't see why you'd need to have that many loops in your main method. If those integers are only being used as iterators and you really have that many loops in your program you should probably arrange them into specific functions/methods to perform whatever tasks these loops are doing.
By doing so you'd have local variables being used as iterators for each one of those methods and the memory used up for these variables would be freed up when the method finishes it's execution.
No it doesn't matter really as compilers these days are very powerful and the difference is negligible, but the main issue here is do you really need to set 'i' value on top, as your code grows and you start using 'i' in different/complex scenarios you might start seeing 'i' behaving differently and will have no clue why its happening and its pain to debug the whole thing to find what caused the issue
If you really want to know the difference you can refer to this link which talks about almost the same scenario your talking about Difference between declaring variables before or in loop?

Java, optimal calling of objects and methods

Lets say I have the following code:
private Rule getRuleFromResult(Fact result){
Rule output=null;
for (int i = 0; i < rules.size(); i++) {
if(rules.get(i).getRuleSize()==1){output=rules.get(i);return output;}
if(rules.get(i).getResultFact().getFactName().equals(result.getFactName())) output=rules.get(i);
}
return output;
}
Is it better to leave it as it is or to change it as follows:
private Rule getRuleFromResult(Fact result){
Rule output=null;
Rule current==null;
for (int i = 0; i < rules.size(); i++) {
current=rules.get(i);
if(current.getRuleSize()==1){return current;}
if(current.getResultFact().getFactName().equals(result.getFactName())) output=rules.get(i);
}
return output;
}
When executing, program goes each time through rules.get(i) as if it was the first time, and I think it, that in much more advanced example (let's say as in the second if) it takes more time and slows execution. Am I right?
Edit: To answer few comments at once: I know that in this particular example time gain will be super tiny, but it was just to get the general idea. I noticed I tend to have very long lines object.get.set.change.compareTo... etc and many of them repeat. In scope of whole code that time gain can be significant.
Your instinct is correct--saving intermediate results in a variable rather than re-invoking a method multiple times is faster. Often the performance difference will be too small to measure, but there's an even better reason to do this--clarity. By saving the value into a variable, you make it clear that you are intending to use the same value everywhere; if you re-invoke the method multiple times, it's unclear if you are doing so because you are expecting it to return different results on different invocations. (For instance, list.size() will return a different result if you've added items to list in between calls.) Additionally, using an intermediate variable gives you an opportunity to name the value, which can make the intention of the code clearer.
The only different between the two codes, is that in the first you may call twice rules.get(i) if the value is different one one.
So the second version is a little bit faster in general, but you will not feel any difference if the list is not bit.
It depends on the type of the data structure that "rules" object is. If it is a list then yes the second one is much faster as it does not need to search for rules(i) through rules.get(i). If it is a data type that allows you to know immediately rules.get(i) ( like an array) then it is the same..
In general yes it's probably a tiny bit faster (nano seconds I guess), if called the first time. Later on it will be probably be improved by the JIT compiler either way.
But what you are doing is so called premature optimization. Usually should not think about things that only provide a insignificant performance improvement.
What is more important is the readability to maintain the code later on.
You could even do more premature optimization like saving the length in a local variable, which is done by the for each loop internally. But again in 99% of cases it doesn't make sense to do it.

Output timing problem

the following code:
String str1="asdfavaxzvzxvc";
String str2="werwerzsfaasdf";
Object c=str1;
Object d=str2;
System.out.println(c);
long time1=System.currentTimeMillis();
for(int i=0;i<1000000000;i++){
if(c.equals(d)){
//System.out.println("asfasdfasdf"); // line 9
}
}
long time2=System.currentTimeMillis();
System.out.println("time taken in this is "+(time2-time1));
When I uncomment the line 9, that is let print if condition is true, though never it is going to happen since both object are not equal , then it takes 5000+ milli-seconds, and to my surprise by just commenting it takes only 5 milli-seconds, I am not getting the reason, why it takes so much time if it is not commented, since it's never going to get executed...
Is this some sort of branch prediction effect ? or any sort of compiler optimization
The compiler optimizes away dead code — in this case, the entire loop is removed. This might be done by the bytecode compiler (e.g. javac) or, more likely, by HotSpot's JIT.
Why does it still take a whopping 5 ms for this to execute? It doesn't necessarily take all that long. Instead, you might be hitting the resolution limit on System.currentTimeMillis(). Try it with System.nanoTime() instead. FWIW, using nanoTime() agrees with currentTimeMillis() on my Windows system.
You might be interested in reading How do I write a correct micro-benchmark in Java? and Is stopwatch benchmarking acceptable?
Further reading
White Paper: The Java HotSpot Performance Engine Architecture
HotSpot Home Page
The compiler will optimise the entire loop away, because it has no observable side-effects.
When the Java "Compiler" compiles your code, it does some optimizing on it. Empty if-clauses are deleted, so you just have a long for-loop, which is pretty fast.
But since the "Compiler" doesn't that the if is always false and the code in the clause is never executed, it test's it every single time. That takes much longer.
This is interesting.
It can't be compile-time optimization. The compiler can't just remove the whole loop body, because there's a call to the equals() method inside the loop. The compiler can't assume that the method will have no side effects, and that it always returns the same result.
But it is possible for the JIT compiler to make those optimizations at run-time. So that's probably what's happening.

Java execution speed

I'm new to Java programming.
I am curious about speed of execution and also speed of creation and distruction of objects.
I've got several methods like the following:
private static void getAbsoluteThrottleB() {
int A = Integer.parseInt(Status.LineToken.nextToken());
Status.AbsoluteThrottleB=A*100/255;
Log.level1("Absolute Throttle Position B: " + Status.AbsoluteThrottleB);
}
and
private static void getWBO2S8Volts() {
int A = Integer.parseInt(Status.LineToken.nextToken());
int B = Integer.parseInt(Status.LineToken.nextToken());
int C = Integer.parseInt(Status.LineToken.nextToken());
int D = Integer.parseInt(Status.LineToken.nextToken());
Status.WBO2S8Volts=((A*256)+B)/32768;
Status.WBO2S8VoltsEquivalenceRatio=((C*256)+D)/256 - 128;
Log.level1("WideBand Sensor 8 Voltage: " + Double.toString(Status.WBO2S8Volts));
Log.level1("WideBand Sensor 8 Volt EQR:" + Double.toString(Status.WBO2S8VoltsEquivalenceRatio));
Would it be wise to create a separate method to process the data since it is repetative? Or would it just be faster to execute it as a single method? I have several of these which would need to be rewritten and I am wondering if it would actually improve speed of execution or if it is just as good, or if there is a number of instructions where it becomes a good idea to create a new method.
Basically, what is faster or when does it become faster to use a single method to process objects versus using another method to process several like objects?
It seems like at runtime, pulling a new variable, then performing a math operation on it is quicker then creating a new method and then pulling a varible then performing a math operation on it. My question is really where the speed is at..
These methods are all called only to read data and set a Status.Variable. There are nearly 200 methods in my class which generate data.
The speed difference of invoking a piece of code inside a method or outside of it is negligible. Specially compared with using the right algorithm for the task.
I would recommend you to use the method anyway, not for performance but for maintainability. If you need to change one line of code which turn out to introduce a bug or something and you have this code segment copy/pasted in 50 different places, it would be much harder to change ( and spot ) than having it in one single place.
So, don't worry about the performance penalty introduced by using methods because, it is practically nothing( even better, the VM may inline some of the calls )
I think S. Lott's comment on your question probably hits the nail perfectly on the head - there's no point optimizing code until you're sure the code in question actually needs it. You'll most likely end up spending a lot of time and effort for next to no gain, otherwise.
I'll also second Support's answer, in that the difference in execution time between invoking a separate method and invoking the code inline is negligible (this was actually what I wanted to post, but he kinda beat me to it). It may even be zero, if an optimizing compiler or JIT decides to inline the method anyway (I'm not sure if there are any such compilers/JITs for Java, however).
There is one advantage of the separate method approach however - if you separate your data-processing code into a separate method, you could in theory achieve some increased performance by having that method called from a separate thread, thus decoupling your (possibly time-consuming) processing code from your other code.
I am curious about speed of execution and also speed of creation and destruction of objects.
Creation of objects in Java is fast enough that you shouldn't need to worry about it, except in extreme and unusual situations.
Destruction of objects in a modern Java implementation has zero cost ... unless you use finalizers. And there are very few situations that you should even think of using a finalizer.
Basically, what is faster or when does it become faster to use a single method to process objects versus using another method to process several like objects?
The difference is negligible relative to everything else that is going on.
As #S.Lott says: "Please don't micro-optimize". Focus on writing code that is simple, clear, precise and correct, and that uses the most appropriate algorithms. Only "micro" optimize when you have clear evidence of a critical bottleneck.

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