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?

  • @surlybaer
    link
    31 year ago

    Speaking generally, I’d prefer the first option as long as ‘i’ is actually an index or other valid key. I’m not sure what the overhead is in godot, but in general you should avoid conditional statements when you have a direct access method like a key or index.