In one of my script, I make extensive use of array to temporary store data. The problem I m facing is that I have a lot of code handling the array just so I make economic use of the space.
Should I even bother since Node.js array are associative array?
My current solution is:
//Get the minimum empty id in array
function get_id(callback) {
var i = 0;
while(array[i] != null) {
i = i + 1;
}
array[i] = 0;
callback(i);
}
get_id(function (i) {
array[i] = {large object};
//...
array[i] = null;
});
But I feel it is wrong and bug prone.
Can I just do:
array[i] = {large object};
i = i + 1;
//...
array[i] = null;
Or would it lead to large consumption of memory?
array is a global variable of the module using it.
Cut down code (I ve removed all computing not linked to the array player.active_mission):
var player = {},
missions = [{time: 1000}];
function end_mission(mission, squad, mission_log, callback) {
//Make all the computing of the mission to know if the player won...
callback(mission_log);
}
function get_ami(callback) {
var i = 0;
while(player.active_mission[i] != null) {
i = i + 1;
}
player.active_mission[i] = 0;
callback(i);
}
function wait_mission(mission, squad, mission_log, i, time, callback) {
setTimeout(function () {
console.log('End of mission');
player.active_mission[i] = null;
end_mission(mission, squad, mission_log, callback);
}, time);
}
function start_mission(mission, squad, callback) {
var mission_log = {mission: mission, time_start: new Date(), completed: false, read: false};
//Verify if the player can start the mission...
console.log('start_mission');
get_ami(function (i) {
player.active_mission[i] = {mission: mission, squad: squad, mission_log: mission_log}
wait_mission(mission, squad, mission_log, i, missions[mission].time, callback);
});
}
player.active_mission = [];
//This part is inside get request, after sanitizing all input
start_mission(0, [0, 1], function (r) {
//r.id = req.session.player_id;
if(r.error) {
console.log('start: error: ' + r.error);
} else {
console.log('start: Success: ' + r.result);
}
});
player.active_mission hold all uncompleted request of the player, and need to be saved if the player quit before completion. My problem is just if I should try to keep it with small id, or just go on with .push()
and get the id with .length()
?
In short: If a array have nothing but null
for the 1000 first id, and start having data only at array[1000]`, am I wasting memory?