Let’s take a look the beginning part of Array
’s defination in V8 engine.
// The JSArray describes JavaScript Arrays
// Such an array can be in one of two modes:
// - fast, backing storage is a FixedArray and length <= elements.length();
// Please note: push and pop can be used to grow and shrink the array.
// - slow, backing storage is a HashTable with numbers as keys.
class JSArray: public JSObject {
public:
// [length]: The length property.
DECL_ACCESSORS(length, Object)
// ...
// Number of element slots to pre-allocate for an empty array.
static const int kPreallocatedArrayElements = 4;
};
Array
is a special Object
.
And also from the code above we can see that Array
is inherited from Object
. It means the array in JavaScript is just a special formed object.
So it explains why typeof [] === "object"
.
Array
has two modes of storage.
Fast mode
The data structure of this mode is FixedArray
. It’s like an array in C
: it occupies some continuous space in memory.
When a new empty array is created, the default mode is fast
.
Slow mode
The data structure of this mode is HashTable
. So this mode needs more memory and the efficiency is slow.
// src/objects/dictionary.h
class EXPORT_TEMPLATE_DECLARE(V8_EXPORT_PRIVATE) Dictionary
: public HashTable<Derived, Shape> {
using DerivedHashTable = HashTable<Derived, Shape>;
public:
using Key = typename Shape::Key;
// Returns the value at entry.
inline Object ValueAt(InternalIndex entry);
inline Object ValueAt(const Isolate* isolate, InternalIndex entry);
// ...
};
Dynamic capacity in array
From the code we can see an empty array has 4 slots, and takes 32 bytes memory.
Increase the capacity
// Number of element slots to pre-allocate for an empty array.
static const int kPreallocatedArrayElements = 4;
When we push
elements to the array, if the capacity is not enough, it will scale its capacity.
// js-objects.h
static const uint32_t kMinAddedElementsCapacity = 16;
// code-stub-assembler.cc
Node* CodeStubAssembler::CalculateNewElementsCapacity(Node* old_capacity,
ParameterMode mode) {
CSA_SLOW_ASSERT(this, MatchesParameterMode(old_capacity, mode));
Node* half_old_capacity = WordOrSmiShr(old_capacity, 1, mode);
Node* new_capacity = IntPtrOrSmiAdd(half_old_capacity, old_capacity, mode);
Node* padding =
IntPtrOrSmiConstant(JSObject::kMinAddedElementsCapacity, mode);
return IntPtrOrSmiAdd(new_capacity, padding, mode);
}
The calculation formula:
new capcacity = old capacity * 1.5 + 16
For example:
var arr = []; // capacity = 4
for (let i = 0; i < 5 ; i++){
arr[i] = i;
}
// when the size reaches 5
// new capacity = 4 * 1.5 + 16 = 22
Decrease the capacity
The calculation formula:
current capacity >= length * 2 + 16
It means if the capacity is twice as the length of the array, it will decrease the capacity, and the new capacity will be the length of array.
Convert between fast and slow
From fast to slow
Situation 1 : New index - array’s length >= 1024
Let’s see the source code:
// src/objects/js-objects.h
static const uint32_t kMaxGap = 1024;
static inline bool ShouldConvertToSlowElements(JSObject object,
uint32_t capacity,
uint32_t index,
uint32_t* new_capacity) {
STATIC_ASSERT(JSObject::kMaxUncheckedOldFastElementsLength <=
JSObject::kMaxUncheckedFastElementsLength);
if (index < capacity) {
*new_capacity = capacity;
return false;
}
// 当加入的索引值(例如例3中的2000)比当前容量capacity 大于等于 1024时,
// 返回true,转为慢数组
if (index - capacity >= JSObject::kMaxGap) return true;
*new_capacity = JSObject::NewElementsCapacity(index + 1);
DCHECK_LT(index, *new_capacity);
// TODO(ulan): Check if it works with young large objects.
if (*new_capacity <= JSObject::kMaxUncheckedOldFastElementsLength ||
(*new_capacity <= JSObject::kMaxUncheckedFastElementsLength &&
ObjectInYoungGeneration(object))) {
return false;
}
return ShouldConvertToSlowElements(object.GetFastElementsUsage(),
*new_capacity);
}
For example:
var arr = [1,2,3];
// If new index is 100, 100 - 3 < 1024,
// now the empty elements will be filled with holes.
// `hole` is a special element used as placeholder.
arr[100] = 10;
// But if new index is 2000, and array's length is 4.
// 2000 - 4 > 1024.
// Now this array will be converted to slow mode.
arr[2000] = 100;
Situation 2 : new storage > 3 * 3 * old storage
Let’s see source code:
// src/objects/dictionary.h
// JSObjects prefer dictionary elements if the dictionary saves this much
// memory compared to a fast elements backing store.
static const uint32_t kPreferFastElementsSizeFactor = 3;
static const int kEntrySize = 3;
// src/objects/js-objects-inl.h
// If the fast-case backing storage takes up much more memory than a dictionary
// backing storage would, the object should have slow elements.
// static
static inline bool ShouldConvertToSlowElements(uint32_t used_elements,
uint32_t new_capacity) {
uint32_t size_threshold = NumberDictionary::kPreferFastElementsSizeFactor *
NumberDictionary::ComputeCapacity(used_elements) *
NumberDictionary::kEntrySize;
return size_threshold <= new_capacity;
}
For example:
// An empty array takes 4 slots, 32 bytes.
var arr = [];
// Add 20 objects to the array.
// It will convert to slow mode.
// Because each object takes a lot memory.
for (let i = 0; i < 20; i++){
arr[i] = {};
}
Situation 3 : push
elements to a pre-allocated array
var arr = new Array(100);
arr.push(1); // The array is converted to slow mode.
From slow to fast
The source code:
static bool ShouldConvertToFastElements(JSObject object,
NumberDictionary dictionary,
uint32_t index,
uint32_t* new_capacity) {
// If properties with non-standard attributes or accessors were added, we
// cannot go back to fast elements.
if (dictionary.requires_slow_elements()) return false;
// Adding a property with this index will require slow elements.
if (index >= static_cast<uint32_t>(Smi::kMaxValue)) return false;
if (object.IsJSArray()) {
Object length = JSArray::cast(object).length();
if (!length.IsSmi()) return false;
*new_capacity = static_cast<uint32_t>(Smi::ToInt(length));
} else if (object.IsJSArgumentsObject()) {
return false;
} else {
*new_capacity = dictionary.max_number_key() + 1;
}
*new_capacity = Max(index + 1, *new_capacity);
uint32_t dictionary_size = static_cast<uint32_t>(dictionary.Capacity()) *
NumberDictionary::kEntrySize;
// Turn fast if the dictionary only saves 50% space.
return 2 * dictionary_size >= *new_capacity;
}
This rules are clear:
- The slow elements can be stored in fast array.
- The slow mode saves less than 50% space.