Improving the Performance of the Classic Bubble Sort Algorithm

May 16, 2022

 

Sorting algorithms are a crucial part of programming, and choosing the right one for your data is essential for optimal performance. However, even simple algorithms like Bubble Sort can be improved to handle larger datasets more efficiently. In this post, we’ll explore a few ways to optimize the classic Bubble Sort algorithm, using a PlayBASIC example to demonstrate the improvements.

Understanding Bubble Sort

Bubble Sort is one of the most commonly taught sorting algorithms in programming. It’s simple to understand but can be slow for large datasets. The concept is straightforward: you iterate through the data, comparing adjacent elements, and swap them if they are in the wrong order. The process repeats until no swaps are necessary, meaning the array is sorted.

The key flaw of Bubble Sort is that it’s an "n-squared" algorithm, meaning its performance degrades rapidly as the number of elements in the array increases. Despite this, there are still a few optimizations we can apply to make it faster in certain situations.

Optimizing Bubble Sort

While Bubble Sort will never be the fastest sorting algorithm, there are ways to make it more efficient for specific datasets. Below are a couple of key improvements that can help speed up the process.

1. Reduce the Set Size After Each Pass

One improvement involves reducing the size of the array that’s being processed after each pass. As each pass moves the largest remaining element to the end of the array, you don’t need to check it again in subsequent passes. By decreasing the range of elements to check after each pass, you can reduce unnecessary comparisons and speed up the sorting process.

2. Bi-directional Bubble Sort

Instead of only iterating left to right, the Bi-directional Bubble Sort (also known as Cocktail Shaker Sort) goes through the array in both directions. The first pass moves the largest element to the end of the array (just like the classic version), but the next pass moves the smallest element to the beginning of the array. By alternating directions, this approach can reduce the number of passes needed to sort the data.

Example Code in PlayBASIC

Here’s an example implementation of these optimizations in PlayBASIC, which demonstrates the classic Bubble Sort alongside the faster variants:


loadfont "Courier New", 1, 24

MaxItems = 500
DIM Table(MaxItems)
DIM Stats#(10, 5)

DO
    Cls

    inc frames
    Seed = Timer()

    Test = 1

    SeedTable(Seed, MaxItems)
    StartInterval(0)
    ClassicBubbleSort(MaxItems)
    tt1 +  = EndInterval(0)
    test = Results("Classic Bubble Sort:", Test, MaxItems, Tt1, Frames)



    SeedTable(Seed, MaxItems)
    StartInterval(0)
    ClassicBubbleSortFaster(MaxItems)
    tt2 +  = EndInterval(0)
    test = Results("Classic Bubble Sort Faster:", Test, MaxItems, TT2, Frames)


    SeedTable(Seed, MaxItems)
    StartInterval(0)
    BiDirectionalBubbleSort(MaxItems)
    tt3 +  = EndInterval(0)
    test = Results("BiDirectional Bubble Sort:", Test, MaxItems, Tt3, Frames)


    Sync

    REPEAT
    UNTIL enterkey() = 0

LOOP


FUNCTION ShowTable(items)

    t$ = ""
    n = 0
    FOR lp = 0 to items
        T$ = t$ + str$(table(lp)) + ", "
        inc n
        IF n > 10
            t$ = Left$(t$, Len(t$) - 1)
            print t$
            t$ = ""
            n = 0
        ENDIF

    NEXT lp

    IF t$ <  > "" THEN print Left$(t$, Len(t$) - 1)

ENDFUNCTION


FUNCTION SeedTable(Seed, Items)
    Randomize seed
    FOR lp = 0 to Items
        Table(lp) = Rnd(32000)
    NEXT lp
ENDFUNCTION


FUNCTION ValidateTable(Items)
    result = 0
    FOR lp = 0 to items - 1
        IF Table(lp) > Table(lp + 1)
            result = 1
            exit
        ENDIF
    NEXT lp
ENDFUNCTION Result



FUNCTION Results(Name$, index, Items, Time, Frames)
    ` Total Time
    Time = Time / 1000
    Stats#(index, 1) = Stats#(index, 1) + time

    print "Sort Type:" + name$
    print "Total Time:" + str$(Stats#(index, 1))
    print "Average Time:" + str$(Stats#(index, 1) / frames)

    IF ValidateTable(Items) = 0
        Print "Array Sorted"
        ELSE
        print "NOT SORTED - ERROR"
    ENDIF
    print ""

    inc index

ENDFUNCTION index




FUNCTION ClassicBubbleSort(Items)
    Flag = 0
    REPEAT
        Done = 0
        FOR lp = 0 to items - 1
            IF Table(lp) > Table(lp + 1)
                done = 1
                t = Table(lp)
                Table(lp) = Table(lp + 1)
                Table(lp + 1) = t
            ENDIF
        NEXT lp
    UNTIL done = 0
ENDFUNCTION



FUNCTION ClassicBubbleSortFaster(Items)
    Flag = 0
    REPEAT
        Done = 0
        dec items
        FOR lp = 0 to items
            IF Table(lp) > Table(lp + 1)
                done = 1
                t = Table(lp)
                Table(lp) = Table(lp + 1)
                Table(lp + 1) = t
            ENDIF
        NEXT lp
    UNTIL done = 0
ENDFUNCTION


FUNCTION BiDirectionalBubbleSort(Items)
    First = 0
    Last = Items

    REPEAT
        Done = 0
        dec Last
        FOR lp = First to Last
            V = Table(lp + 1)
            IF Table(lp) > V
                done = 1
                Table(lp + 1) = Table(lp)
                Table(lp) = v
            ENDIF
        NEXT lp

        IF Done = 1
            Done = 0
            inc First
            FOR lp = Last to First step - 1
                V = Table(lp - 1)
                IF V > Table(lp)
                    Done = 1
                    Table(lp - 1) = Table(lp)
                    Table(lp) = v
                ENDIF
            NEXT lp
        ENDIF
    UNTIL Done = 0
ENDFUNCTION

Explanation of the Code

  • Table Initialization: We start by defining an array (`Table`) and filling it with random numbers using the `SeedTable` function.
  • Sorting Functions: Three sorting functions are defined:
  • - `ClassicBubbleSort`: The traditional Bubble Sort that compares adjacent elements and swaps them.

    - `ClassicBubbleSortFaster`: This is an optimized version of the classic algorithm where we reduce the set size after each pass.

    - `BiDirectionalBubbleSort`: This method sorts the array by alternating the direction of passes, improving performance.

  • Performance Tracking: The sorting times are tracked using `StartInterval` and `EndInterval`, allowing us to compare the performance of each sorting method.
  • Results and Performance

    After running the sorting methods, we display the results, including the total time taken and the average time per frame. We also validate that the array is correctly sorted at the end of each method.

    The results can vary depending on the size of the dataset, but in most cases, the optimized versions of Bubble Sort will show significant performance improvements compared to the classic method.

    Final Thoughts

    While Bubble Sort is not the most efficient sorting algorithm, these optimizations provide a good demonstration of how you can improve its performance in certain scenarios. Reducing the size of the set and implementing bi-directional sorting can make the classic Bubble Sort more practical for moderate-sized datasets.

    However, if you’re dealing with larger datasets, it’s often better to use more advanced sorting algorithms like Merge Sort or Quick Sort, which offer much better performance.

    As always, the key takeaway is that sorting is situational, and selecting the right algorithm for your data is essential. These optimizations are not a silver bullet but can provide useful improvements in the right circumstances.

    Have Fun with Sorting!

    Sorting is a fundamental concept in computer science, and experimenting with different algorithms and optimizations can help you understand how they work. Feel free to try out these optimizations in your own projects and see how they perform with your data!

    Links:

  • PlayBASIC,com
  • Learn to basic game programming (on Amazon)
  • Learn to code for beginners (on Amazon)


  • Happy Birthday Samantha

    May 13, 2020

     

    🎉 Happy Birthday Samantha 🎂

    Wishing Samantha a fantastic birthday filled with joy, laughter, and cake! 🥳


    📌 Hashtags

    #happybirthday #birthdaywishes #Samantha


    🎬 Credits

    Animation & Video By: - KevinPicone.com - PlayBASIC.com - UnderwareDesign.com

    Recorded On: - Samsung Galaxy A20(Amazon)

    Candles Video: - Blowing out candles on Pexels

    Music By: -Bensound


    Thesius Xii - Amiga Demos

    April 19, 2019

     

    Thesius XII Intro (Amiga Game)


    This is the complete Title / Intro from our 1995 Amiga game called Thesius XII. Sadly the game was never 100% finished, but even so, back around 2000 / 2001 we released an 'as is' version with three levels, but it's missing lots of the final polish from the game.

    Thesius XII is yet another side scrolling shoot'em up game from those days, loosely inspired by such classics as R-Type & SilkWorm (was a big fan of that) and many other shooter of that time really. The game was designed for stock Amiga 500 running 7mhz 68000cpu, 512K Memory and Original Chip Set. The intro might look pretty plain today, but I remember it being fairly challenging to get the running at speed on the stock hardware.

    If you into a bit of nostalgia, you can download Thesius XII from our site.

    Developed By:
    https://www.UnderwareDesign.com





    Thesius XII Intro Options Screen (Amiga Game)


    This is a clip of the Intro / Options Screen from our 1995 Amiga game called Thesius XII. The game was designed to be fairly flexible, so the user could enable or disable some of the key features during play. For such things as the explosion particle count, parallax effects, sound and even some tweaks for homing missiles.

    The Homing missiles are probably my favourite section of code in the entire game. I remember a lot of work into them at the time, and looking back they seems to work fairly well.






    Thesius XII Level 01 Terminal (Amiga Game)



    This clip is from Level #1 Terminal from our 1995 Amiga game called Thesius XII. The terminal was meant to give the player a briefing about the up coming level as if there was some type of short to the game..but it's a shoot'em up... so... overkill... erm yeah... :)

    In retrospect, there's a lot more stuff going on it here than I remember, from dynamic palette and resolution splitting, through to wire frame vectors to chunky image scaling. If you look closely (even in the video), you'll notice the screen is in both low and high resolution. The top section is in 32 colour low res (everything above the terminal window), with palette splits on every scan line through the video window. The terminal window at the bottom is in hires 16 colour. There's copper resolution switches on every scanline.. This makes the text in the terminal look a lot cleaner, but places a lot of extra drag from gfx hardware. Making it one of the hardest parts to write at the time..






    Thesius XII - High Score Entry


    This is a clip of the High Score entry screen from our 1995 Amiga game called Thesius XII. Looking back on it, this is perhaps my favourite piece of music in the game, even visually I'm fairly happy with it.

    Art By: Ben Hemming
    Music By: Lars Jensen
    Code By: https://www.underwaredesign.com