Back in the olden days, there were tricks used (often for blitting offscreen framebuffers), to copy large chunks of memory from one location to another.
Now that I'm working in C#, I've found the need to move an array of bytes (roughly 32k in size) from one memory location to another approximately 60 times per second.
Somehow, I don't think a byte by byte copy in a for loop is optimal here.
Does anyone know a good trick to do this kinda of work while still staying in purely managed code?
If not, I'm willing to do some P/Invoking or go into unsafe mode, but I'd like to stay managed if I can for cross platform reasons.
EDIT: Some benchmarking code I wrote up just for fun:
Byte by Byte: 15.6192
4 Bytes per loop: 15.6192
Block Copy: 0
Byte[] src = new byte[65535];
Byte[] dest = new byte[65535];
DateTime startTime, endTime;
startTime = DateTime.Now;
for (int k = 0; k < 60; k++)
{
for (int i = 0; i < src.Length; i++)
{
dest[i] = src[i];
}
}
endTime = DateTime.Now;
Console.WriteLine("Byte by Byte: " + endTime.Subtract(startTime).TotalMilliseconds);
startTime = DateTime.Now;
for (int k = 0; k < 60; k++)
{
int i = 0;
while (i < src.Length)
{
if (i + 4 > src.Length)
{
// Copy the remaining bytes one at a time.
while(i < src.Length)
{
dest[i] = src[i];
i++;
}
break;
}
dest[i] = src[i];
dest[i + 1] = src[i + 1];
dest[i + 2] = src[i + 2];
dest[i + 3] = src[i + 3];
i += 4;
}
}
endTime = DateTime.Now;
Console.WriteLine("4 Bytes per loop: " + endTime.Subtract(startTime).TotalMilliseconds);
startTime = DateTime.Now;
for (int k = 0; k < 60; k++)
{
Buffer.BlockCopy(src, 0, dest,0, src.Length);
}
endTime = DateTime.Now;
Console.WriteLine("Block Copy: " + endTime.Subtract(startTime).TotalMilliseconds);