I have structs like
struct RGBA: Codable {
var r: UInt8
var g: UInt8
var b: UInt8
var a: UInt8
}
I want save large amount of this structs (>1_000_000)
Decode
guard let history = try? JSONDecoder().decode(HistoryRGBA.self, from: data) else { return }
Encode
guard let jsonData = try? encoder.encode(dataForSave) else { return false }
How can I improve encoding/decoding time and amount of RAM memory?
Considering that all your properties are UInt8
(bytes) you can make your struct conform to ContiguousBytes
and save its raw bytes:
struct RGBA {
let r, g, b, a: UInt8
}
extension RGBA: ContiguousBytes {
func withUnsafeBytes<R>(_ body: (UnsafeRawBufferPointer) throws -> R) rethrows -> R {
try Swift.withUnsafeBytes(of: self) { try body($0) }
}
}
extension ContiguousBytes {
init<T: ContiguousBytes>(_ bytes: T) {
self = bytes.withUnsafeBytes { $0.load(as: Self.self) }
}
}
extension RGBA: ExpressibleByArrayLiteral {
typealias ArrayLiteralElement = UInt8
init(arrayLiteral elements: UInt8...) {
self.init(elements)
}
}
extension Array {
var bytes: [UInt8] { withUnsafeBytes { .init($0) } }
var data: Data { withUnsafeBytes { .init($0) } }
}
extension ContiguousBytes {
var bytes: [UInt8] { withUnsafeBytes { .init($0) } }
var data: Data { withUnsafeBytes { .init($0) } }
}
extension ContiguousBytes {
func object<T>() -> T { withUnsafeBytes { $0.load(as: T.self) } }
func objects<T>() -> [T] { withUnsafeBytes { .init($0.bindMemory(to: T.self)) } }
}
extension ContiguousBytes {
var rgba: RGBA { object() }
var rgbaCollection: [RGBA] { objects() }
}
extension UIColor {
convenience init<T: Collection>(_ bytes: T) where T.Index == Int, T.Element == UInt8 {
self.init(red: CGFloat(bytes[0])/255,
green: CGFloat(bytes[1])/255,
blue: CGFloat(bytes[2])/255,
alpha: CGFloat(bytes[3])/255)
}
}
extension RGBA {
var color: UIColor { .init(bytes) }
}
let red: RGBA = [255, 0, 0, 255]
let green: RGBA = [0, 255, 0, 255]
let blue: RGBA = [0, 0, 255, 255]
let redBytes = red.bytes // [255, 0, 0, 255]
let redData = red.data // 4 bytes
let rgbaFromBytes = redBytes.rgba // RGBA
let rgbaFromData = redData.rgba // RGBA
let colorFromRGBA = red.color // r 1.0 g 0.0 b 0.0 a 1.0
let rgba: RGBA = [255,255,0,255] // RGBA yellow
let yellow = rgba.color // r 1.0 g 1.0 b 0.0 a 1.0
let colors = [red, green, blue] // [{r 255, g 0, b 0, a 255}, {r 0, g 255, b 0, a 255}, {r 0, g 0, b 255, a 255}]
let colorsData = colors.data // 12 bytes
let colorsFromData = colorsData.rgbaCollection // [{r 255, g 0, b 0, a 255}, {r 0, g 255, b 0, a 255}, {r 0, g 0, b 255, a 255}]
edit/update:
struct LayerRGBA {
var canvas: [[RGBA]]
}
extension LayerRGBA {
var data: Data { canvas.data }
init(_ data: Data) { canvas = data.objects() }
}
struct AnimationRGBA {
var layers: [LayerRGBA]
}
extension AnimationRGBA {
var data: Data { layers.data }
init(_ data: Data) {
layers = data.objects()
}
}
struct HistoryRGBA {
var layers: [LayerRGBA] = []
var animations: [AnimationRGBA] = []
}
extension HistoryRGBA {
var data: Data {
let layersData = layers.data
return layersData.count.data + layersData + animations.data
}
init(data: Data) {
let index = Int(Data(data.prefix(8))).advanced(by: 8)
self.init(layers: data.subdata(in: 8..<index).objects(),
animations: data.subdata(in: index..<data.endIndex).objects())
}
}
extension Numeric {
var data: Data {
var bytes = self
return .init(bytes: &bytes, count: MemoryLayout<Self>.size)
}
}
extension Numeric {
init<D: DataProtocol>(_ data: D) {
var value: Self = .zero
let _ = withUnsafeMutableBytes(of: &value, { data.copyBytes(to: $0)} )
self = value
}
}
Playground testing:
let layer1: LayerRGBA = .init(canvas: [colors,[red],[green, blue]])
let layer2: LayerRGBA = .init(canvas: [[red],[green, rgba]])
let loaded: LayerRGBA = .init(layer1.data)
loaded.canvas[0]
loaded.canvas[1]
loaded.canvas[2]
let animationRGBA: AnimationRGBA = .init(layers: [layer1,layer2])
let loadedAnimation: AnimationRGBA = .init(animationRGBA.data)
loadedAnimation.layers.count // 2
loadedAnimation.layers[0].canvas[0]
loadedAnimation.layers[0].canvas[1]
loadedAnimation.layers[0].canvas[2]
loadedAnimation.layers[1].canvas[0]
loadedAnimation.layers[1].canvas[1]
let hRGBA: HistoryRGBA = .init(layers: [loaded], animations: [animationRGBA])
let loadedHistory: HistoryRGBA = .init(data: hRGBA.data)
loadedHistory.layers[0].canvas[0]
loadedHistory.layers[0].canvas[1]
loadedHistory.layers[0].canvas[2]
loadedHistory.animations[0].layers[0].canvas[0]
loadedHistory.animations[0].layers[0].canvas[1]
loadedHistory.animations[0].layers[0].canvas[2]
loadedHistory.animations[0].layers[1].canvas[0]
loadedHistory.animations[0].layers[1].canvas[1]