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  • What is an acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • How to examine the speed of your code results?

    - by Goma
    Hi. Whatever was your choice PHP, ASP.NET, Ruby On Rails or even JSP. You know that you can develop a website to give a specific result or to do some tasks in many ways. I mean you can change your code to make it shorter (or for any other reason) but to give the same result. In this case how do you test which code was faster to excute so you choose it to make your website faster? I mean do you have any tools or ideas in how to test the time of execution for your code and compare it with time of execution after you do some edit?

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • Programming *into* a language vs. writing C code in Ruby

    - by bastibe
    Code Complete states that you should aways code into a language as opposed to code in it. By that, they mean Don't limit your programming thinking only to the concepts that are supported automatically by your language. The best programmers think of what they want to do, and then they assess how to accomplish their objectives with the programming tools at their disposal. (chapter 34.4) Doesn't this lead to using one style of programming in every language out there, regardless of the particular strengths and weaknesses of the language at hand? Or, to put the question in a more answerable format: Would you propose that one should try to encode one's problem as neatly as possible with the particulars of one's language, or should you rather search the most elegant solution overall, even if that means that you need to implement possibly awkward constructs that do not exist natively in one's language?

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  • At what point is asynchronous reading of disk I/O more efficient than synchronous?

    - by blesh
    Assuming there is some bit of code that reads files for multiple consumers, and the files are of any arbitrary size: At what size does it become more efficient to read the file asynchronously? Or to put it another way, how small must a file be for it to be faster just to read it synchronously? I've noticed (and perhaps I'm incorrect) that when reading very small files, it takes longer to read them asynchronously than synchronously (in particular with .NET). I'm assuming this has to do with set up time for things like I/O Completion Ports, threads, etc. Is there any rule of thumb to help out here? Or is it dependent on the system and the environment?

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  • When should an API favour optimization over readability and ease-of-use?

    - by jmlane
    I am in the process of designing a small library, where one of my design goals is to use as much of the native domain language as possible in the API. While doing so, I've noticed that there are some cases in the API outline where a more intuitive, readable attribute/method call requires some functionally unnecessary encapsulation. Since the final product will not necessarily require high performance, I am unconcerned about making the decision to favour ease-of-use in my current project over the most efficient implementation of the code in question. I know not to assume readability and ease-of-use are paramount in all expected use-cases, such as when performance is required. I would like to know if there are more general reasons that argue for an API design preferring (marginally) more efficient implementations?

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  • Review before or after code commit, which is better?

    - by fifth
    Traditionally we performed code review before commit, I had an argument with my colleague today, who preferred code review after commit. First, here's some background, we got some experienced developers and we also got new hires with almost zero programming practice. we'd like to perform fast and short iterations to release our product. we all team members locate at same site. The advantages of code review before commit I've learned, mentor new hires try to prevent errors, failures, bad designs in early developing cycle learn from others knowledge backup if someone quits But I also got some bad experience, like low efficiency, some changes may be reviewed over days hard to balance speed and quality, especially for newbies some guy felt distrust As to post-review, I just knew little about this, but the most thing I worried about is the risk of losing control, people never review. Any opinions?

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  • What's Your Method of not forgetting the end brackets, parentheses

    - by JMC Creative
    disclaimer: for simplicity sake, brackets will refer to brackets, braces, quotes, and parentheses in the couse of this question. Carry on. When writing code, I usually type the beginning and end element first, and then go back and type the inner stuff. This gets to be a lot of backspacing, especially when doing something with many nested elements like: jQuery(function($){$('#element[input="file"]').hover(function(){$(this).fadeOut();})); Is there a more efficient way of remembering how many brackets you've got open ? Or a second example with quotes: <?php echo '<input value="'.$_POST['name'].'" />"; ?>

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  • At what point asynchronous reading of disk I/O is more efficient than synchronous?

    - by blesh
    Assuming there is some bit of code that reads files for multiple consumers, and the files are of any arbitrary size: At what size does it become more efficient to read the file asynchronously? Or to put it another way, how small must a file be for it to be faster just to read it synchronously? I've noticed (and perhaps I'm incorrect) that when reading very small files, it takes longer to read them asynchronously than synchronously (in particular with .NET). I'm assuming this has to do with set up time for things like I/O Completion Ports, threads, etc. Is there any rule of thumb to help out here? Or is it dependent on the system and the environment?

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  • What is the best way to INSERT a large dataset into a MySQL database (or any database in general)

    - by Joe
    As part of a PHP project, I have to insert a row into a MySQL database. I'm obviously used to doing this, but this required inserting into 90 columns in one query. The resulting query looks horrible and monolithic (especially inserting my PHP variables as the values): INSERT INTO mytable (column1, colum2, ..., column90) VALUES ('value1', 'value2', ..., 'value90') and I'm concerned that I'm not going about this in the right way. It also took me a long (boring) time just to type everything in and testing writing the test code will be equally tedious I fear. How do professionals go about quickly writing and testing these queries? Is there a way I can speed up the process?

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  • Do teams get more productive by adding more developers? [duplicate]

    - by jgauffin
    This question already has an answer here: Why does adding more resource to a late project make it later? 12 answers Suppose you've got a project that is running late. Is there any proof or argument that teams become much more productive by adding more people? I am looking for answers that can be supported by facts and references if possible. What I'm thinking about is that existing devs have to teach the new ones (thus losing overall development time), and then the new developers have to study the code (and tasks) before they can become fully productive.

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  • Code Golf: Shortest Turing-complete interpreter.

    - by ilya n.
    I've just tried to create the smallest possible language interpreter. Would you like to join and try? Rules of the game: You should specify a programming language you're interpreting. If it's a language you invented, it should come with a list of commands in the comments. Your code should start with example program and data assigned to your code and data variables. Your code should end with output of your result. It's preferable that there are debug statements at every intermediate step. Your code should be runnable as written. You can assume that data are 0 and 1s (int, string or boolean, your choice) and output is a single bit. The language should be Turing-complete in the sense that for any algorithm written on a standard model, such as Turing machine, Markov chains, or similar of your choice, it's reasonably obvious (or explained) how to write a program that after being executred by your interpreter performs the algorithm. The length of the code is defined as the length of the code after removal of input part, output part, debug statements and non-necessary whitespaces. Please add the resulting code and its length to the post. You can't use functions that make compiler execute code for you, such as eval(), exec() or similar. This is a Community Wiki, meaning neither the question nor answers get the reputation points from votes. But vote anyway!

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  • How to improve efficiency in loops?

    - by Jacob Worldly
    I have the following code, which translates the input string into morse code. My code runs through every letter in the string and then through every character in the alphabet. This is very inefficient, because what if I was reading from a very large file, instead of a small alphabet string. Is there any way that I could improve my code, Maybe using the module re, to match my string with the morse code characters? morse_alphabet = ".- -... -.-. -.. . ..-. --. .... .. .--- -.- .-.. -- -. --- .--. --.- .-. ... - ..- ...- .-- -..- -.-- --.." ALPHABET = "abcdefghijklmnopqrstuvwxyz" morse_letters = morse_alphabet.split(" ") result = [] count_character = 0 def t(code): for character in code: count_letter = 0 for letter in ALPHABET: lower_character = code[count_character].lower() lower_letter = letter.lower() if lower_character == lower_letter: result.append(morse_letters[count_letter]) count_letter += 1 count_character += 1 return result

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  • Why not have a High Level Language based OS? Are Low Level Languages more efficient?

    - by rtindru
    Without being presumptuous, I would like you to consider the possibility of this. Most OS today are based on pretty low level languages (mainly C/C++) Even the new ones such as Android uses JNI & underlying implementation is in C In fact, (this is a personal observation) many programs written in C run a lot faster than their high level counterparts (eg: Transmission (a bittorrent client on Ubuntu) is a whole lot faster than Vuze(Java) or Deluge(Python)). Even python compilers are written in C, although PyPy is an exception. So is there a particular reason for this? Why is it that all our so called "High Level Languages" with the great "OOP" concepts can't be used in making a solid OS? So I have 2 questions basically. Why are applications written in low level languages more efficient than their HLL counterparts? Do low level languages perform better for the simple reason that they are low level and are translated to machine code easier? Why do we not have a full fledged OS based entirely on a High Level Language?

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  • Efficient coding in Visual Studio (or another IDE), with touch typing

    - by cheeesus
    Moving the cursor to another position in code is one of the most frequent actions when coding. I don't write my programs from the beginning to the end, like a letter. However, moving the cursor requires me to move my right hand to the key arrows or to the mouse, which feels like an interruption to my writing rhythm, since I'm using touch typing. I want my hands to rest on the keyboard. It's difficult to explain what I mean, but I think every coder using touch typing knows what I mean. I tried many things, like defining some shortcuts as surrogate arrow keys (Shift+Alt+J, K, L, I), or buying a keyboard with a Trackpoint, Trackpad, or Trackball on it, but I have not yet found a satisfying solution to the problem. What is the best solution you know of, regardless of which IDE you use? Edit: Thank you for your answers. I am using a lot of shortkeys, but I think using a Vim plugin in Visual Studio would interfere too much with the shortkeys I am used to. Also, I have a keyboard with a built-in mouse, but I'm still looking for a better solution.

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  • Is creating a separate pool for each individual image created from a png appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Is creating a separate pool for each individual png image in the same class appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • What is the way to understand someone else's giant uncommented spaghetti code? [closed]

    - by Anisha Kaul
    Possible Duplicate: I’ve inherited 200K lines of spaghetti code — what now? I have been recently handled a giant multithreaded program with no comments and have been asked to understand what it does, and then to improve it (if possible). Are there some techniques which should be followed when we need to understand someone else's code? OR do we straightaway start from the first function call and go on tracking next function calls? C++ (with multi-threading) on Linux

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  • Calling a native callback from managed .NET code (when loading the managed code using COM)

    - by evilfred
    Hi, I am really confused by the multitude of misinformation about native / managed interop. I have a C++ exe which is NOT built using CLR stuff (it is not Managed C++ or C++/CLI and never will be). I would like to access some code I have in a C# assembly. I can access the C# assembly using COM. However, when my C# code detects an event I would like it to call back into my C++ code. The C++ function pointer to call back into will be provided at runtime. Note that the C++ function pointer is a function found in the exe's execution environment. I don't want the managed code to try and load up some DLL to call a function (there is no DLL). How do I pass this C++ function pointer to my C# code through .NET and have my C# code successfully call it? Thanks!

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  • Debug .Net Framework's source code only shows disassembly in Visual Studio 2010

    - by jdecuyper
    Hi! I'm trying to debug .Net Framework's source code using Visual Studio 2010 Professional. I followed the steps described in Raj Kaimal's post but I must be doing something wrong since the only code I'm getting to see is the disassembly code: As you can see in the image, the Go to Source Code and the Load Symbols options are disabled. Nevertheless, symbols are downloaded from Microsoft's server since I can see them inside the local cache directory. The code I'm debugging goes as follow: var wr = WebRequest.Create("http://www.google.com"); Console.WriteLine("Web request created"); var req = wr.GetRequestStream(); Console.Read(); When I hit F11 to step into the first line of code, a window pops us looking for the "WebRequst.cs" file inside "f:\dd\ndp\fx\src\Net\System\Net\WebRequest.cs" which does not exists on my machine. What am I missing? Thanks a lot for your help.

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  • Formatting code in research reports

    - by RoseOfJericho
    I am currently writing a formal research report, and I'll be including JavaScript and PHP code. None of the sections of code will be more than 25 lines (so they're mere snippets). There will be approx. half a dozen snippets, each of which will have a couple of paragraphs explaining what is happening in the code and a discussion on its pros/cons. Is there an accepted way of displaying code in research reports? I'm thinking in terms of font, spacing, whether the code should be displayed inside the document or in an appendix, and related details. I have no contact with the body the report will be submitted to, and they have no published guidelines on how to format code.

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  • Refactor/rewrite code or continue?

    - by Dan
    I just completed a complex piece of code. It works to spec, it meets performance requirements etc etc but I feel a bit anxious about it and am considering rewriting and/or refactoring it. Should I do this (spending time that could otherwise be spent on features that users will actually notice)? The reasons I feel anxious about the code are: The class hierarchy is complex and not obvious Some classes don't have a well defined purpose (they do a number of unrelated things) Some classes use others internals (they're declared as friend classes) to bypass the layers of abstraction for performance, but I feel they break encapsulation by doing this Some classes leak implementation details (eg, I changed a map to a hash map earlier and found myself having to modify code in other source files to make the change work) My memory management/pooling system is kinda clunky and less-than transparent They look like excellent reasons to refactor and clean code, aiding future maintenance and extension, but could be quite time consuming. Also, I'll never be perfectly happy with any code I write anyway... So, what does stackoverflow think? Clean code or work on features?

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