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I made an async sqlite lib for godot and used this one as the baseline. Surprisingly, select queries in my lib cost only half as much as here.
I was not expecting that, considering the overhead of sending data through queues and using locks. So I examined the code to find where the problem lies.
I'm almost sure the problem is with the result dictionary keys. Let's say we have 1000 rows, each with 5 fields. Since each key is a new string, we end up with 5000 strings just for the keys.
Line 341 in 35b5e84
| column_dict[String::utf8(azColName)] = column_value; |
We should get the columns only once, create a few string names, and use them as keys.
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