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  • Inline template efficiency

    - by Darryl Gove
    I like inline templates, and use them quite extensively. Whenever I write code with them I'm always careful to check the disassembly to see that the resulting output is efficient. Here's a potential cause of inefficiency. Suppose we want to use the mis-named Leading Zero Detect (LZD) instruction on T4 (this instruction does a count of the number of leading zero bits in an integer register - so it should really be called leading zero count). So we put together an inline template called lzd.il looking like: .inline lzd lzd %o0,%o0 .end And we throw together some code that uses it: int lzd(int); int a; int c=0; int main() { for(a=0; a<1000; a++) { c=lzd(c); } return 0; } We compile the code with some amount of optimisation, and look at the resulting code: $ cc -O -xtarget=T4 -S lzd.c lzd.il $ more lzd.s .L77000018: /* 0x001c 11 */ lzd %o0,%o0 /* 0x0020 9 */ ld [%i1],%i3 /* 0x0024 11 */ st %o0,[%i2] /* 0x0028 9 */ add %i3,1,%i0 /* 0x002c */ cmp %i0,999 /* 0x0030 */ ble,pt %icc,.L77000018 /* 0x0034 */ st %i0,[%i1] What is surprising is that we're seeing a number of loads and stores in the code. Everything could be held in registers, so why is this happening? The problem is that the code is only inlined at the code generation stage - when the actual instructions are generated. Earlier compiler phases see a function call. The called functions can do all kinds of nastiness to global variables (like 'a' in this code) so we need to load them from memory after the function call, and store them to memory before the function call. Fortunately we can use a #pragma directive to tell the compiler that the routine lzd() has no side effects - meaning that it does not read or write to memory. The directive to do that is #pragma no_side_effect(<routine name), and it needs to be placed after the declaration of the function. The new code looks like: int lzd(int); #pragma no_side_effect(lzd) int a; int c=0; int main() { for(a=0; a<1000; a++) { c=lzd(c); } return 0; } Now the loop looks much neater: /* 0x0014 10 */ add %i1,1,%i1 ! 11 ! { ! 12 ! c=lzd(c); /* 0x0018 12 */ lzd %o0,%o0 /* 0x001c 10 */ cmp %i1,999 /* 0x0020 */ ble,pt %icc,.L77000018 /* 0x0024 */ nop

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  • Javascript Canvas Drawing Efficiency

    - by jujumbura
    I have just recently started some experiments with game development in Javascript/HTML5, and so far it has been going pretty well. I have a simple test scene running with some basic input handling, and a hundred-ish drawImage() calls with a few transforms. This all runs great on Chrome, but unfortunately, it already chugs on Firefox. I am using a very large canvas ( 1920 x 1080 ), but it doesn't seem like I should be hitting my limit already. So on that note, I was hoping to ask a few questions: 1) What exactly is done on the CPU vs. the GPU in terms of canvas and drawImage()? I'm afraid the answer is probably "it depends on the browser", but can anybody give me some rules of thumb? I naively imagined that each drawImage call results in a textured quad on the GPU with the canvas effectively being a render target, but I'm wondering if I'm pretty far off base there... 2) I have seen posts here and there with people saying not to use the translate(), rotate(), scale() functions when drawing on the canvas. Am I adding a lot of overhead just by adding a translate() call, as opposed to passing in the x,y to drawImage()? Some people suggest using "transate3d", etc., which are CSS properties, but I'm not sure how to use them within a scene. Can they be used for animated sprites within a single canvas? 3) I have also seen a lot of posts with people mentioning that pre-building canvases and then re-using them is a lot faster than issuing all the individual draw calls again. I am guessing that my background should definitely be pre-built into a canvas, but how far should I take this? Should I maintain an individual canvas for each sprite, to cache all static image data when not animating? Thank you much for your advice!

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  • Improving the efficiency of frustum culling

    - by DeadMG
    I've got some code which performs frustum culling. However, this defines the "frustum" way too broadly- when I have ~10 objects on screen, the code returns 42 objects to be rendered. I've tried taking "slices" through the frustum to attempt to increase the accuracy of the technique, but it doesn't seem to have made much impact. I also significantly reduced the far plane, so that the objects are barely at the edge. Here's my code (where size is the size in screen space- the resolution of the client area of the window I'm rendering into). Any suggestions? auto&& size = GetDimensions(); D3DVIEWPORT9 vp = { 0, 0, size.x, size.y, 0, 1 }; D3DCALL(device->SetViewport(&vp)); static const int slices = 10; std::vector<Object*> result; for(int i = 0; i < slices; i++) { D3DXVECTOR3 WorldSpaceFrustrumPoints[8] = { D3DXVECTOR3(0, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i + 1) / slices), D3DXVECTOR3(0, size.y, static_cast<float>(i + 1) / slices) }; D3DXMATRIXA16 Identity; D3DXMatrixIdentity(&Identity); D3DXVec3UnprojectArray( WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), &vp, &Projection, &View, &Identity, 8 ); Math::AABB Frustrum; auto world_begin = std::begin(WorldSpaceFrustrumPoints); auto world_end = std::end(WorldSpaceFrustrumPoints); auto world_initial = WorldSpaceFrustrumPoints[0]; Frustrum.BottomLeftClosest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x < rhs.x ? lhs : rhs; }).x; Frustrum.BottomLeftClosest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y < rhs.y ? lhs : rhs; }).y; Frustrum.BottomLeftClosest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z < rhs.z ? lhs : rhs; }).z; Frustrum.TopRightFurthest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x > rhs.x ? lhs : rhs; }).x; Frustrum.TopRightFurthest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y > rhs.y ? lhs : rhs; }).y; Frustrum.TopRightFurthest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z > rhs.z ? lhs : rhs; }).z; auto slices_result = ObjectTree.collision(Frustrum); result.insert(result.end(), slices_result.begin(), slices_result.end()); } return result;

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  • Improving the efficiency of my bloom/glow shader

    - by user1157885
    I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel sample iterations. Right now I have something like this: float4 glowColor = tex2D(glowSampler, uvPixel); //Makes the inital lines brighter/closer to white if (glowColor.r != 0 || glowColor.g != 0 || glowColor.b != 0) { glowColor += 0.5; } //Loops over the weights and offsets and samples from the pixels based on those numbers for (int i = 0; i < 20; i++) { glowColor += tex2D(glowSampler, uvPixel + glowOffsets[i] + 0.0018) * glowWeights[i]; } finalColor += glowColor; for the offsets it moves up, down, left and right (5 times each so it loops over 20 times) and the weights just lower the glow amount the further away it gets. The method I was using before to increase it was to increase the number of iterations from 20 to 40 and to increase the size of the offset/weight array but my computer started to have FPS drops when I was doing this so I was wondering how can I make the glow bigger/more vibrant without making it so CPU/Gcard intensive?

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • PHP efficiency question [closed]

    - by Ron
    Hello everyone. I am working on website and I am trying to make it fast as much as possible - especially the small things that can make my site a little bit quicker. So, my to my question - I got loop that run 5 times and in each time it echo something, If I'll make variable and the loop will add the text I want to echo into the variable and just in the end I'll echo the variable - will it be faster? loop 1 (with the echo inside the loop) for ($i = 0;$i < 5;$i++) { echo "test"; } loop 2 (with the echo outside [when the loop finish]) $echostr = ""; for ($i = 0;$i < 5;$i++) { $echostr .= "test"; } echo $echostr; I know that loop 2 will increase a bit the file size and therefore the user will have to download more bytes but If I got huge loop will it be better to use second loop or not? Thanks.

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  • Efficiency of iterators and alternatives? [migrated]

    - by user48037
    I have the following code for my game tiles: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { for (it = gameTiles[x][y].tiles.begin() ; it != gameTiles[x][y].tiles.end(); ++it) {}}} tiles is: struct Game_Tile { // More specific object types will be added here eventually vector<GameObject_Tile*> tiles; }; My problem is that if I change the vector to just be a single GameObject_Tile* instead and remove the iterator line in the loop I go from about 200fps to 450fps. Some context: The vector/pointer only contains one object in both scenarios. I will eventually need to store multiple, but for testing I just set it to a single pointer. The loop goes through 2,300 objects each frame and draws them. I would like to point out that if I remove the Draw (not seen int he example) method, I gain about 30 frames in both scenarios, the issue is the iteration. So I am wondering why having this as a vector being looped through by an iterator (to get at a single object) is costing me over 200 frames when compared to it being a single pointer? The 200+ frames faster code is: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { //gameTiles[x][y].tiles is used as a pointer here instead of using *it }} tiles is: struct Game_Tile { // More specific object types will be added here eventually GameObject_Tile* tiles; };

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  • mySQL Efficiency Issue - How to find the right balance of normalization...?

    - by Foo
    I'm fairly new to working with relational databases, but have read a few books and know the basics of good design. I'm facing a design decision, and I'm not sure how to continue. Here's a very over simplified version of what I'm building: People can rate photos 1-5, and I need to display the average votes on the picture while keeping track of the individual votes. For example, 12 people voted 1, 7 people voted 2, etc. etc. The normalization freak of me initially designed the table structure like this: Table pictures id* | picture | userID | Table ratings id* | pictureID | userID | rating With all the foreign key constraints and everything set as they shoudl be. Every time someone rates a picture, I just insert a new record into ratings and be done with it. To find the average rating of a picture, I'd just run something like this: SELECT AVG(rating) FROM ratings WHERE pictureID = '5' GROUP by pictureID Having it setup this way lets me run my fancy statistics to. I can easily find who rated a certain picture a 3, and what not. Now I'm thinking if there's a crapload of ratings (which is very possible in what I'm really designing), finding the average will became very expensive and painful. Using a non-normalized version would seem to be more efficient. e.g.: Table picture id | picture | userID | ratingOne | ratingTwo | ratingThree | ratingFour | ratingFive To calculate the average, I'd just have to select a single row. It seems so much more efficient, but so much more uglier. Can someone point me in the right direction of what to do? My initial research shows that I have to "find the right balance", but how do I go about finding that balance? Any articles or additional reading information would be appreciated as well. Thanks.

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  • How do I improve the efficiency of the queries executed by this generic Linq-to-SQL data access clas

    - by Lee D
    Hi all, I have a class which provides generic access to LINQ to SQL entities, for example: class LinqProvider<T> //where T is a L2S entity class { DataContext context; public virtual IEnumerable<T> GetAll() { return context.GetTable<T>(); } public virtual T Single(Func<T, bool> condition) { return context.GetTable<T>().SingleOrDefault(condition); } } From the front end, both of these methods appear to work as you would expect. However, when I run a trace in SQL profiler, the Single method is executing what amounts to a SELECT * FROM [Table], and then returning the single entity that meets the given condition. Obviously this is inefficient, and is being caused by GetTable() returning all rows. My question is, how do I get the query executed by the Single() method to take the form SELECT * FROM [Table] WHERE [condition], rather than selecting all rows then filtering out all but one? Is it possible in this context? Any help appreciated, Lee

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  • Performance considerations for common SQL queries

    - by Jim Giercyk
    Originally posted on: http://geekswithblogs.net/NibblesAndBits/archive/2013/10/16/performance-considerations-for-common-sql-queries.aspxSQL offers many different methods to produce the same results.  There is a never-ending debate between SQL developers as to the “best way” or the “most efficient way” to render a result set.  Sometimes these disputes even come to blows….well, I am a lover, not a fighter, so I decided to collect some data that will prove which way is the best and most efficient.  For the queries below, I downloaded the test database from SQLSkills:  http://www.sqlskills.com/sql-server-resources/sql-server-demos/.  There isn’t a lot of data, but enough to prove my point: dbo.member has 10,000 records, and dbo.payment has 15,554.  Our result set contains 6,706 records. The following queries produce an identical result set; the result set contains aggregate payment information for each member who has made more than 1 payment from the dbo.payment table and the first and last name of the member from the dbo.member table.   /*************/ /* Sub Query  */ /*************/ SELECT  a.[Member Number] ,         m.lastname ,         m.firstname ,         a.[Number Of Payments] ,         a.[Average Payment] ,         a.[Total Paid] FROM    ( SELECT    member_no 'Member Number' ,                     AVG(payment_amt) 'Average Payment' ,                     SUM(payment_amt) 'Total Paid' ,                     COUNT(Payment_No) 'Number Of Payments'           FROM      dbo.payment           GROUP BY  member_no           HAVING    COUNT(Payment_No) > 1         ) a         JOIN dbo.member m ON a.[Member Number] = m.member_no         /***************/ /* Cross Apply  */ /***************/ SELECT  ca.[Member Number] ,         m.lastname ,         m.firstname ,         ca.[Number Of Payments] ,         ca.[Average Payment] ,         ca.[Total Paid] FROM    dbo.member m         CROSS APPLY ( SELECT    member_no 'Member Number' ,                                 AVG(payment_amt) 'Average Payment' ,                                 SUM(payment_amt) 'Total Paid' ,                                 COUNT(Payment_No) 'Number Of Payments'                       FROM      dbo.payment                       WHERE     member_no = m.member_no                       GROUP BY  member_no                       HAVING    COUNT(Payment_No) > 1                     ) ca /********/                    /* CTEs  */ /********/ ; WITH    Payments           AS ( SELECT   member_no 'Member Number' ,                         AVG(payment_amt) 'Average Payment' ,                         SUM(payment_amt) 'Total Paid' ,                         COUNT(Payment_No) 'Number Of Payments'                FROM     dbo.payment                GROUP BY member_no                HAVING   COUNT(Payment_No) > 1              ),         MemberInfo           AS ( SELECT   p.[Member Number] ,                         m.lastname ,                         m.firstname ,                         p.[Number Of Payments] ,                         p.[Average Payment] ,                         p.[Total Paid]                FROM     dbo.member m                         JOIN Payments p ON m.member_no = p.[Member Number]              )     SELECT  *     FROM    MemberInfo /************************/ /* SELECT with Grouping   */ /************************/ SELECT  p.member_no 'Member Number' ,         m.lastname ,         m.firstname ,         COUNT(Payment_No) 'Number Of Payments' ,         AVG(payment_amt) 'Average Payment' ,         SUM(payment_amt) 'Total Paid' FROM    dbo.payment p         JOIN dbo.member m ON m.member_no = p.member_no GROUP BY p.member_no ,         m.lastname ,         m.firstname HAVING  COUNT(Payment_No) > 1   We can see what is going on in SQL’s brain by looking at the execution plan.  The Execution Plan will demonstrate which steps and in what order SQL executes those steps, and what percentage of batch time each query takes.  SO….if I execute all 4 of these queries in a single batch, I will get an idea of the relative time SQL takes to execute them, and how it renders the Execution Plan.  We can settle this once and for all.  Here is what SQL did with these queries:   Not only did the queries take the same amount of time to execute, SQL generated the same Execution Plan for each of them.  Everybody is right…..I guess we can all finally go to lunch together!  But wait a second, I may not be a fighter, but I AM an instigator.     Let’s see how a table variable stacks up.  Here is the code I executed: /********************/ /*  Table Variable  */ /********************/ DECLARE @AggregateTable TABLE     (       member_no INT ,       AveragePayment MONEY ,       TotalPaid MONEY ,       NumberOfPayments MONEY     ) INSERT  @AggregateTable         SELECT  member_no 'Member Number' ,                 AVG(payment_amt) 'Average Payment' ,                 SUM(payment_amt) 'Total Paid' ,                 COUNT(Payment_No) 'Number Of Payments'         FROM    dbo.payment         GROUP BY member_no         HAVING  COUNT(Payment_No) > 1   SELECT  at.member_no 'Member Number' ,         m.lastname ,         m.firstname ,         at.NumberOfPayments 'Number Of Payments' ,         at.AveragePayment 'Average Payment' ,         at.TotalPaid 'Total Paid' FROM    @AggregateTable at         JOIN dbo.member m ON m.member_no = at.member_no In the interest of keeping things in groupings of 4, I removed the last query from the previous batch and added the table variable query.  Here’s what I got:     Since we first insert into the table variable, then we read from it, the Execution Plan renders 2 steps.  BUT, the combination of the 2 steps is only 22% of the batch.  It is actually faster than the other methods even though it is treated as 2 separate queries in the Execution Plan.  The argument I often hear against Table Variables is that SQL only estimates 1 row for the table size in the Execution Plan.  While this is true, the estimate does not come in to play until you read from the table variable.  In this case, the table variable had 6,706 rows, but it still outperformed the other queries.  People argue that table variables should only be used for hash or lookup tables.  The fact is, you have control of what you put IN to the variable, so as long as you keep it within reason, these results suggest that a table variable is a viable alternative to sub-queries. If anyone does volume testing on this theory, I would be interested in the results.  My suspicion is that there is a breaking point where efficiency goes down the tubes immediately, and it would be interesting to see where the threshold is. Coding SQL is a matter of style.  If you’ve been around since they introduced DB2, you were probably taught a little differently than a recent computer science graduate.  If you have a company standard, I strongly recommend you follow it.    If you do not have a standard, generally speaking, there is no right or wrong answer when talking about the efficiency of these types of queries, and certainly no hard-and-fast rule.  Volume and infrastructure will dictate a lot when it comes to performance, so your results may vary in your environment.  Download the database and try it!

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  • Is case after case in a switch efficient?

    - by RandomGuy
    Just a random question regarding switch case efficiency in case after case; is the following code (assume pseudo code): function bool isValid(String myString){ switch(myString){ case "stringA": case "stringB": case "stringC": return true; default: return false; } more efficient than this: function bool isValid(String myString){ switch(myString){ case "stringA": return true; case "stringB": return true; case "stringC": return true; default: return false; } Or is the performance equal? I'm not thinking in a specific language but if needed let's assume it's Java or C (for this case would be needed to use chars instead of strings).

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  • Is Python Interpreted or Compiled?

    - by crodjer
    This is just a wondering I had while reading about interpreted and compiled languages. Ruby is no doubt an interpreted language, since source code is compiled by an interpreter at the point of execution. On the contrary C is a compiled language, as one have to compile the source code first according to the machine and then execute. This results is much faster execution. Now coming to Python: A python code (somefile.py) when imported creates a file (somefile.pyc) in the same directory. Let us say the import is done in a python shell or django module. After the import I change the code a bit and execute the imported functions again to find that it is still running the old code. This suggests that *.pyc files are compiled python files similar to executable created after compilation of a C file, though I can't execute *.pyc file directly. When the python file (somefile.py) is executed directly ( ./somefile.py or python somefile.py ) no .pyc file is created and the code is executed as is indicating interpreted behavior. These suggest that a python code is compiled every time it is imported in a new process to crate a .pyc while it is interpreted when directly executed. So which type of language should I consider it as? Interpreted or Compiled? And how does its efficiency compare to interpreted and compiled languages? According to wiki's Interpreted Languages page it is listed as a language compiled to Virtual Machine Code, what is meant by that? Update Looking at the answers it seems that there cannot be a perfect answer to my questions. Languages are not only interpreted or only compiled, but there is a spectrum of possibilities between interpreting and compiling. From the answers by aufather, mipadi, Lenny222, ykombinator, comments and wiki I found out that in python's major implementations it is compiled to bytecode, which is a highly compressed and optimized representation and is machine code for a virtual machine, which is implemented not in hardware, but in the bytecode interpreter. Also the the languages are not interpreted or compiled, but rather language implementations either interpret or compile code. I also found out about Just in time compilation As far as execution speed is concerned the various benchmarks cannot be perfect and depend on context and the task which is being performed. Please tell if I am wrong in my interpretations.

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  • Alternatives for comparing data from different databases

    - by Alex
    I have two huge tables on separate databases. One of them has the information of all the SMS that passed through the company's servers while the other one has the information of the actual billing of those SMS. My job is to compare samples of both of these tables (for example, the records between 1 and 2 pm) to see if there are any differences: SMS that were sent but not charged to the user for whatever reason that may be happening. The columns I will be using to compare are the remitent's phone number and the exact date the SMS was sent. An issue here is that dates usually are the same on both sides, but in many cases differ by 1 or 2 seconds. I have, so far, two alternatives to do this: (PL/SQL) Create two tables where i'm going to temporarily store all the records of that 1hour sample. One for each of the main tables. Then, for each distinct phone number, select the time of every SMS sent from that phone from both my temporary tables and start comparing one by one using cursors. In this case, the procedure would be ran on the server where one of the sources is so the contents of the other one would be looked up using a dblink. (sqlplus + c++) Instead of storing the 1hour samples in new tables, output the query to a text file. I will have two text files, one for each source. Then, open the first file and load all of it's content on a hash_map (key-value) using c++, where the key will be the phone number and the value a list of times of SMS sent from that phone. Finally, open the second file, grab each line (in this format: numberX timeX), look for numberX's entry on the hash_map (wich will be a list of times) and then check if timeX is on that list. If it isn't, save it somewhere to finally store it on a "uncharged" table (this would also be the final step on case 1) My main concern is efficiency. These samples have about 2 million records on each source, so just grabbing one record on one side and looking it up on the other would not be possible. That's the reason I wanted to use hash_maps Which do you think is a better option?

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  • Improve efficiency when using parallel to read from compressed stream

    - by Yoga
    Is another question extended from the previous one [1] I have a compressed file and stream them to feed into a python program, e.g. bzcat data.bz2 | parallel --no-notice -j16 --pipe python parse.py > result.txt The parse.py can read from stdin continusuoly and print to stdout My ec2 instance is 16 cores but from the top command it is showing 3 to 4 load average only. From the ps, I am seeing a lot of stuffs like.. sh -c 'dd bs=1 count=1 of=/tmp/7D_YxccfY7.chr 2>/dev/null'; I know I can improve using the -a in.txtto improve performance, but with my case I am streaming from bz2 (I cannot exact it since I don't have enought disk space) How to improve the efficiency for my case? [1] Gnu parallel not utilizing all the CPU

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  • How to test Text Search accuracy and efficiency?

    - by DEN
    I have created a web application. One of the feature is text search which perform the boolean operator ( NOT, AND, OR) as well. However, I have no idea on calculating the search's accuracy and efficiency. For example: 1 . Probe identification system for a measurement instrument 2 . Pulse-based impedance measurement instrument 3 . Millimeter with filtered measurement mode when the user key in will return the result as below input :measurement instrument Result: 1,2 input : measurement OR instrument NOT milimeter Result: 1,2,3 so, i have no idea on what issue and what algorithm to calculate on the accuracy and efficiency of the text search.. anyone have any idea on that?

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  • Why are marketing employees, product managers, etc. deserving of their own office, yet programmers are jammed in a room as many as possible?

    - by TheImirOfGroofunkistan
    I don't understand why many (many) companies treat software developers like they are assembly line workers making widgets. Joel Spolsky has a great example of the problems this creates: With programmers, it's especially hard. Productivity depends on being able to juggle a lot of little details in short term memory all at once. Any kind of interruption can cause these details to come crashing down. When you resume work, you can't remember any of the details (like local variable names you were using, or where you were up to in implementing that search algorithm) and you have to keep looking these things up, which slows you down a lot until you get back up to speed. Here's the simple algebra. Let's say (as the evidence seems to suggest) that if we interrupt a programmer, even for a minute, we're really blowing away 15 minutes of productivity. For this example, lets put two programmers, Jeff and Mutt, in open cubicles next to each other in a standard Dilbert veal-fattening farm. Mutt can't remember the name of the Unicode version of the strcpy function. He could look it up, which takes 30 seconds, or he could ask Jeff, which takes 15 seconds. Since he's sitting right next to Jeff, he asks Jeff. Jeff gets distracted and loses 15 minutes of productivity (to save Mutt 15 seconds). Now let's move them into separate offices with walls and doors. Now when Mutt can't remember the name of that function, he could look it up, which still takes 30 seconds, or he could ask Jeff, which now takes 45 seconds and involves standing up (not an easy task given the average physical fitness of programmers!). So he looks it up. So now Mutt loses 30 seconds of productivity, but we save 15 minutes for Jeff. Ahhh! Quote Link More Spolsky on Offices Why don't managers and owner's see this?

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  • Why do marketing employees get their own office, yet programmers are jammed in a room as many as possible?

    - by TheImirOfGroofunkistan
    I don't understand why many (many) companies treat software developers like they are assembly line workers making widgets. Joel Spolsky has a great example of the problems this creates: With programmers, it's especially hard. Productivity depends on being able to juggle a lot of little details in short term memory all at once. Any kind of interruption can cause these details to come crashing down. When you resume work, you can't remember any of the details (like local variable names you were using, or where you were up to in implementing that search algorithm) and you have to keep looking these things up, which slows you down a lot until you get back up to speed. Here's the simple algebra. Let's say (as the evidence seems to suggest) that if we interrupt a programmer, even for a minute, we're really blowing away 15 minutes of productivity. For this example, lets put two programmers, Jeff and Mutt, in open cubicles next to each other in a standard Dilbert veal-fattening farm. Mutt can't remember the name of the Unicode version of the strcpy function. He could look it up, which takes 30 seconds, or he could ask Jeff, which takes 15 seconds. Since he's sitting right next to Jeff, he asks Jeff. Jeff gets distracted and loses 15 minutes of productivity (to save Mutt 15 seconds). Now let's move them into separate offices with walls and doors. Now when Mutt can't remember the name of that function, he could look it up, which still takes 30 seconds, or he could ask Jeff, which now takes 45 seconds and involves standing up (not an easy task given the average physical fitness of programmers!). So he looks it up. So now Mutt loses 30 seconds of productivity, but we save 15 minutes for Jeff. Ahhh! Quote Link More Spolsky on Offices Why don't managers and owner's see this?

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  • Dynamic Memory Allocation and Memory Management

    - by Bunkai.Satori
    In an average game, there are hundreds or maybe thousands of objects in the scene. Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default new()? Should I create any memory pool for dynamic allocation, or is there no need to bother with this? What if the target platform are mobile devices? Is there a need for a memory manager in a mobile game, please? Thank you. Language Used: C++; Currently developed under Windows, but planned to be ported later.

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  • Multi threaded game - updating, rendering, and how to split them

    - by CodeBunny
    From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separate threads sounds like a very good idea. How should I do this? Single threaded game engines are (conceptually) very easy to make, you have a loop where you update - render - sleep - repeat. However, I can't think of a good way to break updating and rendering apart, especially if I change their update rates (say I go through the update loop 25x a second, and have 60fps for rendering) - what if I begin updating halfway through a render loop, or vice versa?

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  • Designing a large database with multiple sources

    - by CatchingMonkey
    I have been tasked with redesigning, or at worst optimising the structure of a database for a data warehouse. Currently, the database has 4 other source databases (which is due to expand to X number of others), all of which have their own data structures, naming conventions etc. At the moment an overnight SSIS package pulls the data from the various source and then for each source coverts the data into a standardised, usable format. These tables are then appended to each other creating a 60m row, 40 column beast!. This table is then used in a variety of ways from an OLAP cube to a web front end. The structure has been in place for a very long time, and the work I have been able to prove the advantages of normalisation, and this is the way I would like to go. The problem for me is that the overnight process takes so long I don't then want to spend additional time normalising the last table into something usable. Can anyone offer any insight or ideas into the best way to restructure or optimise the database efficiently? Edit: All the databases are MS SQL Server 2008 R2 Thanks in advance CM

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  • Out of Memory when building an application

    - by Jacob Neal
    I have quite a major problem with my Multimedia Fusion 2 game. I finished it months ago, however, the only thing keeping me from finally compiling the game into an executable file is this error message that pops up every time I try to, simply saying, "Out of Memory". Its highly frustrating to be halted at this point by this message, and I tried everything I could come up with to fix it including compressing the runtime and sounds and increasing the proity of MMF2 all the way to realtime in the task manager. Im begging someone to toss me a bone on this problem, and any advice at all would be much appreciated.

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