So we have a simple service class and another service class that depends on the first service. The main module depends on the seconds service, so the chain has to be fulfilled.
class MainModuleKoin : Module() { override fun context(): Context = applicationContext { provide { ServiceA() } provide { ServiceB(get()) } } } class MainModuleVanilla(val serviceA: ServiceA, val serviceB: ServiceB) class MainComponentKoin : KoinComponent { val bla by inject<ServiceB>() } class MainComponentVanilla(val bla: ServiceB) class ServiceA class ServiceB(val serviceA: ServiceA) { }
Using Koin, one can simply write a few lines and everything is wired together automatically. Note that the Koin context has to be started and stopped, which has to be excluded from the benchmark later.
@JvmStatic fun benchmarkKoin(): ServiceB { return MainComponentKoin().bla } @JvmStatic fun stopKoin() { closeKoin() } @JvmStatic fun startKoin() { startKoin(listOf(MainModuleKoin())) } @JvmStatic fun benchmarkVanilla(): ServiceB { return MainComponentVanilla(ServiceB(ServiceA())).bla }
The benchmark is executed as follows, to ensure all object creation happens and context creation is done outside of the benchmarked code:
@State(Scope.Thread) public static class MyState { @Setup(Level.Trial) public void doSetup() { KoinBenchmarkRunner.startKoin(); } @TearDown(Level.Trial) public void doTearDown() { KoinBenchmarkRunner.stopKoin(); } } @Benchmark public void benchmarkKoin(Blackhole hole, MyState state) { hole.consume(KoinBenchmarkRunner.benchmarkKoin()); hole.consume(state); } @Benchmark public void benchmarkVanilla(Blackhole hole, MyState state) { hole.consume(KoinBenchmarkRunner.benchmarkVanilla()); hole.consume(state); }
The result is somehow sobering
Benchmark Mode Cnt Score Error Units BenchmarkRunner.benchmarkKoin thrpt 200 1425585.082 ± 31179.345 ops/s BenchmarkRunner.benchmarkVanilla thrpt 200 106484919.110 ± 1121927.712 ops/s
Even though I'm aware that this is an artificial benchmark that may be flawed, it's pretty much clear that using Koin will have a huge impact on performance, that could make program infrastrucutre slower by a factor of 100. Of course, we're talking about dependency injection at object creation time, which should be a rare case in a game engine. Nonetheless, not too good from my sight.
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