压缩速率追踪

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Flash Player 11.3添加了一个压缩和解压ByteArray的新方法:LZMA算法。这个算法很有用,因为和现存的zlibdeflate算法相比,LZMA通常能压缩到更小的程度。但这会导致压缩速度减少多少呢?今天这篇文章就是为了找出这个问题的答案。

 

首先,如果你感兴趣的话,可以很容易切换到LZMA。所有你需要做的就是将CompressionAlgorithm.LZMA传递给ByteArray.compress或ByteArray.uncompress。当然你还需要建立好Flash Player 11.3,并且保证你的用户至少在使用这个版本。

 

至于你将得到的额外压缩,这取决于你要压缩的数据,但大约比gzip50%,可以有效地减少下载时间!因此,在压缩速率这篇文章的测试应用程序的基础上,我们通过下面的测试程序来看看LZMAzlibDeflate性能上的区别:

 

 

package
{
        import flash.display.*;
        import flash.utils.*;
        import flash.text.*;

        public class CompressionSpeedFollowup extends Sprite
        {
                private var logger:TextField = new TextField();
                private function row(...cols): void
                {
                        logger.appendText(cols.join(",") + "");
                }

                public function CompressionSpeedFollowup()
                {
                        logger.autoSize = TextFieldAutoSize.LEFT;
                        addChild(logger);

                        row(
                                "Size",
                                "deflate (compress)",
                                "zlib (compress)",
                                "LZMA (compress)",
                                "deflate (uncompress)",
                                "zlib (uncompress)",
                                "LZMA (compress)"
                        );
                        runTests("1 KB", 1024, 1024);
                        runTests("1 MB", 1024*1024, 1);
                }

                private function runTests(label:String, size:int, reps:int): void
                {
                        var beforeTime:int;
                        var afterTime:int;
                        var emptyTime:int;
                        var deflateTimeCompress:int;
                        var zlibTimeCompress:int;
                        var lzmaTimeCompress:int;
                        var deflateTimeUncompress:int;
                        var zlibTimeUncompress:int;
                        var lzmaTimeUncompress:int;
                        var bytes:ByteArray = new ByteArray();
                        var originalBytes:ByteArray = new ByteArray();
                        var compressedBytes:ByteArray = new ByteArray();
                        var i:int;
                        var zlib:String = CompressionAlgorithm.ZLIB;
                        var deflate:String = CompressionAlgorithm.DEFLATE;
                        var lzma:String = CompressionAlgorithm.LZMA;

                        fillBytes(originalBytes, size);

                        // Empty
                        beforeTime = getTimer();
                        for (i = 0; i < reps; ++i)
                        {
                                copyBytes(originalBytes, bytes);
                        }
                        afterTime = getTimer();
                        emptyTime = afterTime - beforeTime;

                        // Compress
                        beforeTime = getTimer();
                        for (i = 0; i < reps; ++i)
                        {
                                copyBytes(originalBytes, bytes);
                                bytes.compress(deflate);
                        }
                        afterTime = getTimer();
                        deflateTimeCompress = afterTime - beforeTime - emptyTime;

                        beforeTime = getTimer();
                        for (i = 0; i < reps; ++i)
                        {
                                copyBytes(originalBytes, bytes);
                                bytes.compress(zlib);
                        }
                        afterTime = getTimer();
                        zlibTimeCompress = afterTime - beforeTime - emptyTime;

                        beforeTime = getTimer();
                        for (i = 0; i < reps; ++i)
                        {
                                copyBytes(originalBytes, bytes);
                                bytes.compress(lzma);
                        }
                        afterTime = getTimer();
                        lzmaTimeCompress = afterTime - beforeTime - emptyTime;

                        // Uncompress
                        copyBytes(originalBytes, compressedBytes);
                        compressedBytes.compress(deflate);
                        beforeTime = getTimer();
                        for (i = 0; i < reps; ++i)
                        {
                                copyBytes(compressedBytes, bytes);
                                bytes.uncompress(deflate);
                        }
                        afterTime = getTimer();
                        deflateTimeUncompress = afterTime - beforeTime - emptyTime;

                        copyBytes(originalBytes, compressedBytes);
                        compressedBytes.compress(zlib);
                        beforeTime = getTimer();
                        for (i = 0; i < reps; ++i)
                        {
                                copyBytes(compressedBytes, bytes);
                                bytes.uncompress(zlib);
                        }
                        afterTime = getTimer();
                        zlibTimeUncompress = afterTime - beforeTime - emptyTime;

                        copyBytes(originalBytes, compressedBytes);
                        compressedBytes.compress(lzma);
                        beforeTime = getTimer();
                        for (i = 0; i < reps; ++i)
                        {
                                copyBytes(compressedBytes, bytes);
                                bytes.uncompress(lzma);
                        }
                        afterTime = getTimer();
                        lzmaTimeUncompress = afterTime - beforeTime - emptyTime;

                        row(
                                label,
                                deflateTimeCompress,
                                zlibTimeCompress,
                                lzmaTimeCompress,
                                deflateTimeUncompress,
                                zlibTimeUncompress,
                                lzmaTimeUncompress
                        );
                }

                private function fillBytes(bytes:ByteArray, size:int): void
                {
                        bytes.length = 0;
                        bytes.position = 0;
                        for (var i:int; i < size; ++i)
                        {
                                bytes.writeByte(Math.random()*256);
                        }
                        bytes.position = 0;
                }

                private function copyBytes(bytes:ByteArray, into:ByteArray): void
                {
                        bytes.position = 0;
                        into.position = 0;
                        into.length = 0;
                        into.writeBytes(bytes);
                        bytes.position = 0;
                        into.position = 0;
                }
        }
}

 

我是在以下环境中运行的测试应用程序:

 

· Flex SDKMXMLC4.6.0.23201,在发布模式下编译(没有调试或冗长的堆栈跟踪)

· Flash Player 11.4.402.287

· 2.3 GHz的英特尔酷睿i7处理器

· Mac OS X 10.8.2

 

下面是我得到的结果:(最下面的LZMA标签改为LZMAuncompress)) 


压缩速率追踪_第1张图片
 

正如图中所描述的,LZMA的压缩和解压速率要比zlibDeflate慢很多。大约压缩慢了28倍,解压慢了16倍,至少我使用的随机测试数据是这样。然而,与大多数编程任务一样,这里还是有个权衡的。如果你需要提高下载速度的话,你现在就可以使用LZMA压缩,但下载之后就要花费额外的处理能力来解压。这可能是你愿意做的一个权衡了,但你一定要注意上面的结果:你的CPU将遇到麻烦了!

  • 压缩速率追踪_第2张图片
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