this post was submitted on 30 Sep 2023
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I’m just curious about which is the most efficient way of doing this kind of node enumiration:

for i in something():
    o=[var1,var2,var3,varN][i]
    o.new()
    o.do_something_based_on_number_of_loops()
    add_child(o)

or

for i in something():
    match i:
        0:
            o=var1
            o.new()
            o.do_something_based_on_number_of_loops()
            add_child(o)
        1:
            o=var2
            o.new()
            o.do_something_based_on_number_of_loops()
            add_child(o)
        2:
            o=var3
            o.new()
            o.do_something_based_on_number_of_loops()
            add_child(o)
        N-1:
            o=varN
            o.new()
            o.do_something_based_on_number_of_loops()
            add_child(o)

or

var items = [var1,var2,var3,varN]
for i in something():
    o=items[i]
    o.new()
    o.do_something_based_on_number_of_loops()
    add_child(o)

Or is there a more efficient way of doing it?

Edit: Sorry if that wasn't clear. Is it better to constantly get something from an "unstored list", store the list in a variable, or not use a list and use a match statement instead? Do they have any advantages/disadvantages that make them better in certain situations?

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[–] [email protected] 5 points 10 months ago
  1. They don't do the same thing so I'm assuming you're trying to iterate over something like in n3
  2. n3 should theoretically be the fastest as there's only one allocation and less branches
  3. Time it with get_ticks_usec() over a significant number of samples https://docs.godotengine.org/en/stable/classes/class_time.html#class-time-method-get-ticks-usec
  4. None of this will matter because GDScript is interpreted and the execution times vary wildly based on how the moon is aligned
  5. Premature optimization, yada yada