C#: Hashtable vs list vs dictionary

I'm programming a game in XNA/C# and I have several objects that need to be stored.
I'm currently using Hashtables for this. But whenever I need to get an object I have to search in the Hashtable for the key, 60 times per second.
While I'm drawing my stuff to the screen I get a performance drop once in a while. So I'm wondering, what's the fastest way to store and retrieve objects? A hashtable, an (array)list or a dictionary (never used a dictionary before)?
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SnapplesAsked:
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williamcampbellConnect With a Mentor Commented:
A hastable is the lowest level type of Dictionary which is a key / value pair
ArrayLists automatically "box" the value i.e. make it an object, so avoid that

I would suggest changing your string key to a long for a speed boost you may be suffering from "boxing" and comparing strings is slower than longs.



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p_davisCommented:
hashtables are probably the quickest. a dictionary is really just a hashtable.

how are you drawing? maybe your approach is what is causing the performance issue?
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SnapplesAuthor Commented:
The drawing isn't the problem. I'm calculating collisions on my 3D models every frame, when I turn that off I don't have the performance problem.
// In my main class
        public override void Update(GameTime gameTime)
        {
            if (bHasCollision)
            {
                foreach (string key in MyCollisionTree.Collection.Keys)
                {
                    MyCollisionTree.GetCollisionBox(key).Update(World);
                }
            }
        }
 
 
// said update on the object
        public void Update(Matrix worldmatrix)
        {
            mxWorldTransformMatrix = worldmatrix * mxBoneIndexMatrix;
            TransformVertices();
        }
 
// PointList and TransformedPointList are Vector3[24]
        private void TransformVertices()
        {
            // Transform the vertices with the bonetransform matrix
            Vector3.Transform(PointList, ref mxWorldTransformMatrix, TransformedPointList);
        }

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p_davisCommented:
what if you try to enumerate using the pair

foreach(DictionaryEntry entry in MyCollisionTree)
{
        entry.Value.Update(World);
}

//did this without editor - don't know if it is exactly right.
//might give you a little boost.
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