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  • Wireless Network Performance Issues

    - by colithium
    My brand new Dell XPS system has been running flawlessly except its abysmal download speeds. I have tried isolating every variable I could possibly think of but I can't figure out the problem. I've talked to Dell and Belkin without making progress (thought I'd try). Here are the speeds: Note that most of the time, upload speeds are actually much faster than download speeds (around 4.0 Mb/s which is better than most other devices on the network) It's not the ISP. The slowdown happens even when transferring files inside the network. Plus every other wireless device gets approximately this: It's not the wireless router. It's a Lynksis WRT160N v1 with the latest firmware (1.02.2). Plus everything else connected to it has normal speeds. It's not the browser. Speeds are the same in IE, FF, and when transferring files with Windows between computers. It's not the wireless adapter. I've tried a Belkin N Wireless USB Adapter (which works fine on another computer) and a Dell Wireless Draft 802.11n WLAN Mini-Card. They have the same slow speeds when connected to the problem computer. It's not the adapter connection. One adapter used USB and the other is a Mini-Card. It's not antenna placement. With the same antenna position and the same device, I get different speeds when connected to the problem computer vs a good computer. Plus everything reports the connection speed as at least 11Mbps and good signal strength. I've tried disabling IPv6 since it sometimes causes weird problems. I've tried disabling Windows Firewall/anti-virus. I've ensured the computer has updated drivers for both adapters. I've ensured that Windows is up to date and so is the BIOS. For the USB adapter I ensured that that USB port functioned at normal speeds with other USB devices. What else could it possibly be? I finally received my copy of Windows 7 and will be trying that. I'd rather not install Windows 7 because of a particular program that will stop working so a solution besides that is welcome. Specs: Vista x64 Core i7 920 6GB RAM 500GB HD GTX 260

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  • JavaScript Class Patterns

    - by Liam McLennan
    To write object-oriented programs we need objects, and likely lots of them. JavaScript makes it easy to create objects: var liam = { name: "Liam", age: Number.MAX_VALUE }; But JavaScript does not provide an easy way to create similar objects. Most object-oriented languages include the idea of a class, which is a template for creating objects of the same type. From one class many similar objects can be instantiated. Many patterns have been proposed to address the absence of a class concept in JavaScript. This post will compare and contrast the most significant of them. Simple Constructor Functions Classes may be missing but JavaScript does support special constructor functions. By prefixing a call to a constructor function with the ‘new’ keyword we can tell the JavaScript runtime that we want the function to behave like a constructor and instantiate a new object containing the members defined by that function. Within a constructor function the ‘this’ keyword references the new object being created -  so a basic constructor function might be: function Person(name, age) { this.name = name; this.age = age; this.toString = function() { return this.name + " is " + age + " years old."; }; } var john = new Person("John Galt", 50); console.log(john.toString()); Note that by convention the name of a constructor function is always written in Pascal Case (the first letter of each word is capital). This is to distinguish between constructor functions and other functions. It is important that constructor functions be called with the ‘new’ keyword and that not constructor functions are not. There are two problems with the pattern constructor function pattern shown above: It makes inheritance difficult The toString() function is redefined for each new object created by the Person constructor. This is sub-optimal because the function should be shared between all of the instances of the Person type. Constructor Functions with a Prototype JavaScript functions have a special property called prototype. When an object is created by calling a JavaScript constructor all of the properties of the constructor’s prototype become available to the new object. In this way many Person objects can be created that can access the same prototype. An improved version of the above example can be written: function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { toString: function() { return this.name + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); In this version a single instance of the toString() function will now be shared between all Person objects. Private Members The short version is: there aren’t any. If a variable is defined, with the var keyword, within the constructor function then its scope is that function. Other functions defined within the constructor function will be able to access the private variable, but anything defined outside the constructor (such as functions on the prototype property) won’t have access to the private variable. Any variables defined on the constructor are automatically public. Some people solve this problem by prefixing properties with an underscore and then not calling those properties by convention. function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { _getName: function() { return this.name; }, toString: function() { return this._getName() + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); Note that the _getName() function is only private by convention – it is in fact a public function. Functional Object Construction Because of the weirdness involved in using constructor functions some JavaScript developers prefer to eschew them completely. They theorize that it is better to work with JavaScript’s functional nature than to try and force it to behave like a traditional class-oriented language. When using the functional approach objects are created by returning them from a factory function. An excellent side effect of this pattern is that variables defined with the factory function are accessible to the new object (due to closure) but are inaccessible from anywhere else. The Person example implemented using the functional object construction pattern is: var john = new Person("John Galt", 50); console.log(john.toString()); var personFactory = function(name, age) { var privateVar = 7; return { toString: function() { return name + " is " + age * privateVar / privateVar + " years old."; } }; }; var john2 = personFactory("John Lennon", 40); console.log(john2.toString()); Note that the ‘new’ keyword is not used for this pattern, and that the toString() function has access to the name, age and privateVar variables because of closure. This pattern can be extended to provide inheritance and, unlike the constructor function pattern, it supports private variables. However, when working with JavaScript code bases you will find that the constructor function is more common – probably because it is a better approximation of mainstream class oriented languages like C# and Java. Inheritance Both of the above patterns can support inheritance but for now, favour composition over inheritance. Summary When JavaScript code exceeds simple browser automation object orientation can provide a powerful paradigm for controlling complexity. Both of the patterns presented in this article work – the choice is a matter of style. Only one question still remains; who is John Galt?

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  • PHP Stop Word List

    - by Dom Hodgson
    I'm playing about with a stop words within my code I have an array full of words that I'd like to check, and an array of words I want to check against. At the moment I'm looping through the array one at at a time and removing the word if its in_array vs the stop word list but I wonder if there's a better way of doing it, I've looked at array_diff and such however if I have multiple stop words in the first array, array_diff only appears to remove the first occurrence. The focus is on speed and memory usage but speed more so. Thanks

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  • Trying to speed up a SQLITE UNION QUERY

    - by user142683
    I have the below SQLITE code SELECT x.t, CASE WHEN S.Status='A' AND M.Nomorebets=0 THEN S.PriceText ELSE '-' END AS Show_Price FROM sb_Market M LEFT OUTER JOIN (select 2010 t union select 2020 t union select 2030 t union select 2040 t union select 2050 t union select 2060 t union select 2070 t ) as x LEFT OUTER JOIN sb_Selection S ON S.MeetingId=M.MeetingId AND S.EventId=M.EventId AND S.MarketId=M.MarketId AND x.t=S.team WHERE M.meetingid=8051 AND M.eventid=3 AND M.Name='Correct Score' With the current interface restrictions, I have to use the above code to ensure that if one selection is missing, that a '-' appears. Some feed would be something like the following SelectionId Name Team Status PriceText =================================== 1 Barney 2010 A 10 2 Jim 2020 A 5 3 Matt 2030 A 6 4 John 2040 A 8 5 Paul 2050 A 15/2 6 Frank 2060 S 10/11 7 Tom 2070 A 15 Is using the above SQL code the quickest & efficient?? Please advise of anything that could help. Messages with updates would be preferable.

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  • Convince developer to use IDE

    - by artjom
    There is a developer, lets call him John (currently on probationary period) in company(pretty small company approx. 10 persons, 3 developers, one of them works long in this company know business process around and can be consider as Team leader) who didn't want to use any IDE at all(he is using some text editor). Application this team working on is medium size Java application with Spring Hibernate technology stack and refactoring/adding new features to launch new version of that application in near future. John performance working without IDE on this application is lower then desirable, team leader's (lets call him Bill) assumption is this happens because John is not using IDE. Bill try to persuade John to use IDE, but this idea meets a lot of resistance and main reason is "I want to be in total control of what I am doing, so I need to write all code by myself". How can Bill convince John to try to use IDE? (considering the fact what Bill already protected John from company owner several complaints about John performance)

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  • Windows Disk I/O Analysis

    - by Jonathon
    It appears that we are having a problem with the disk i/o speed on our Windows 2003 Enterprise Edition server (64-bit). As we were initializing a database that created two 1G tablespaces on 3 different machines, it became obvious that the two smaller machines (each 32-bit Windows 2003 Standard Edition with less RAM) killed the larger machine when creating the files. The larger machine took 10x as long to create the tablespaces than did the other machines. Now, I am left wondering how that could be. What programs or scripts would you guys recommend for tracking down the I/O problem? I think the issue may be with the controller card (all boxes are hardware RAID 10, but have different controller cards), but I would like to check the actual disk I/O speed as well, so I have some hard numbers to work with. Any help would be appreciated.

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  • Search 2 Columns with 1 Input Field

    - by Norbert
    I have a db with two columns: first name and last name. The first name can have multiple words. Last name can contain hyphenated words. Is there a way to search both columns with only one input box? Database ID `First Name` `Last Name` 1 John Peter Doe 2 John Fubar 3 Michael Doe Search john peter returns id 1 john returns id 1,2 doe returns id 1,3 john doe returns id 1 peter john returns id 1 peter doe returns id 1 doe john returns id 1 I previously tried the following. Searching for John Doe: SELECT * FROM names WHERE ( `first` LIKE '%john%' OR `first` LIKE '%doe%' OR `last` LIKE '%john%' OR `last` LIKE '%doe%' ) which returns both 1 and 3

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  • Release build in MVS 2010 professional v/s express for C

    - by yCalleecharan
    Hi, recently I discovered that "executing" a C program as a release build instead of a debug build optimizes the code and makes it run much faster. This is accessed through project properties configuration manager menu. I would like to know if this feature is the same in the professional version and the express edition of MVS 2010 in terms of speed optimization. I have the express edition. Also, I would like to know if C programs run with the same speed as in both the professional and express editions. I understand that the professional edition has many "software" tools for the serious programmer. Thanks a lot..

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • emule algorithm and how to get fast download speed.

    - by Benjamin
    Actually, I use amule in ubuntu. Because emule users are much more, I wrote emule in this title. But whatever emule or amule, it's okay. Both of them are very similar. I want to get fast-download speed as much as I can. But I don't understand emule(or amule)'s detail functions and algorithms. These are always very qurious to me. If I provide higher upload-speed or more valuable files to other people, can I get benefit?(My download speed) Is serverlist important? Does it cause my download-speed? I captured a image for my amule. Please explain these columns and let me know your tips for getting fast speed. What does 8/9+23 mean in the Source column? What does 294/300(1) mean in the Source column? What does QR:608(0) mean in the Priority? What do I do for getting fast download speed as much as I can get? You can also explain other columns.

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  • Do PHP Framworks Speed Up the Development Process?

    - by Jacob
    I recently started working for a web firm as a freelancer taking my hobby of coding in PHP to a career level, and since then I have been overwhelmed by the amount of work that needs to be done within short time frames. The problem isn't being able to do what is asked, but being able to do it all as quickly as is needed of me. I never used any PHP frameworks, but if I started using one, would that speed up the entire development process? If so, how drastically? Also which framework would be best for my purpose? If it matters, what I do is mostly build back end cms's and tie that with front end functionality for small business client sites.

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  • PHP, ImageMagick, Google's Page Speed, & JPG File Size Optimization

    - by Sonny
    I have photo gallery code that does image re-sizing and thumbnail creation. I use ImageMagick to do this. I ran a gallery page through Google's Page Speed tool and it revealed that the re-sized images and thumbnails both have about an extra 10KB of data (JPEG files specifically). What can I add to my scripts to optimize the file size? ADDITIONAL INFORMATION I am using the imagick::FILTER_LANCZOS filter with a blur setting of 0.9 when calling the resizeImage() function. JPEGs have a quality setting of 80.

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  • JPG File Size Optimization - PHP, ImageMagick, & Google's Page Speed

    - by Sonny
    I have photo gallery code that does image re-sizing and thumbnail creation. I use ImageMagick to do this. I ran a gallery page through Google's Page Speed tool and it revealed that the re-sized images and thumbnails both have about an extra 10KB of data (JPEG files specifically). What can I add to my scripts to optimize the file size? ADDITIONAL INFORMATION I am using the imagick::FILTER_LANCZOS filter with a blur setting of 0.9 when calling the resizeImage() function. JPEGs have a quality setting of 80.

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  • Speed improvements for Perl's chameneos-redux in the Computer Language Benchmarks Game

    - by Robert P
    Ever looked at the Computer Language Benchmarks Game (formerly known as the Great Language Shootout)? Perl has some pretty healthy competition there at the moment. It also occurs to me that there's probably some places that Perl's scores could be improved. The biggest one is in the chameneos-redux script right now—the Perl version runs the worst out of any language: 1,626 times slower than the C baseline solution! There are some restrictions on how the programs can be made and optimized, and there is Perl's interpreted runtime penalty, but 1,626 times? There's got to be something that can get the runtime of this program way down. Taking a look at the source code and the challenge, how can the speed be improved?

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  • Let system time determine animation speed, not program FPS

    - by Anders
    I'm writing a card game in ActionScript 3. Each card is represented by an instance of a class extending movieclip exported from Flash CS4 that contains the card graphics and a flip animation. When I want to flip a card I call gotoAndPlay on this movieclip. When the frame rate slows down all animations take longer to finish. It seems Flash will by default animate movieclips in a way that makes sure all frames in the clip will be drawn. Therefor, when the program frame rate goes below the frame rate of the clip, the animation will be played at a slower pace. I would like to have an animation always play at the same speed and as a consequence always be shown on the screen for the same amount of time. If the frame rate is too slow to show all frames, frames are dropped. Is is possible to tell Flash to animate in this way? If not, what is the easiest way to program this behavior myself?

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  • Is Code Completion speed improved in Delphi 2010?

    - by Holgerwa
    I am working with Delphi 2009 Pro and just tried to find out why code completion is so slow in my setup. Whenever code completion is invoked, the IDE locks up for up to 30s, which really interrupts any workflow. When working with BDS 2006, code completion was incredibly fast compared to Delphi 2009. After reading this post it seems to be normal for Delphi 2009, but just turning off the automatic code completion is not anything I want to do. My question is: If I switch to Delphi 2010, will I have the same slow speed for code completion or was it improved to a point to be usable?

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  • Speed improvements for Perl's chameneos-redux script in the Computer Language Benchmarks Game

    - by Robert P
    Ever looked at the Computer Language Benchmarks Game, (formerly known as the Great Language Shootout)? Perl has some pretty healthy competition there at the moment. It also occurs to me that there's probably some places that Perl's scores could be improved. The biggest one is in the chameneos-redux script right now - the Perl version runs the worst out of any language : 1,626 times slower than the C baseline solution! There are some restrictions on how the programs can be made and optimized, and there is Perl's interpreted runtime penalty, but 1,626 times? There's got to be something that can get the runtime of this program way down. Taking a look at the source code and the challenge, what do you think could be done to reduce this runtime speed?

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  • speed up a sql query to mysql?

    - by fayer
    in my mysql database i've got the geonames database, containing all countries, states and cities. i am using this to create a cascading menu so the user could select where he is from: country - state - county - city. but the main problem is that the query will search through all the 7 millions rows in that table each time i want to get the list of children rows, and that is taking a while 10-15 seconds. i wonder how i could speed this up: caching? table views? reorganizing table structure somehow? and most important, how do i do these things? are there good tutorials you could link to me? i appreciate all help and feedback discussing smart ways of handling this issue!

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  • Play a beep that loop and change the frequency/speed

    - by Bono
    Hi all, I am creating an iphone application that use audio. I want to play a beep sound that loop indefinitely. I found an easy way to do that using the upper layer AVAudioPlayer and the numberOfLoops set to "-1". It works fine. But now I want to play this audio and be able to change the rate / speed. It may works like the sound played by a car when approaching an obstacle. At the beginning the beep has a low frequency and this frequency accelerate till reaching a continuous sound biiiiiiiiiiiip ... It seems this is not feasible using the high layer AVAudioPlayer, but even looking at AudioToolBox I found no solution. Does anybody have informations about how to do that? Thanks a lot for helping me!

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  • Java paint speed relative to color model

    - by Jon
    I have a BufferedImage with an IndexColorModel. I need to paint that image onto the screen, but I've noticed that this is slow when using an IndexColorModel. However, if I run the BufferedImage through an identity affine transform it creates an image with a DirectColorModel and the painting is significantly faster. Here's the code I'm using AffineTransformOp identityOp = new AffineTransformOp(new AffineTransform(), AffineTransformOp.TYPE_BILINEAR); displayImage = identityOp.filter(displayImage, null); I have three questions 1. Why is painting the slower on an IndexColorModel? 2. Is there any way to speed up the painting of an IndexColorModel? 3. If the answer to 2. is no, is this the most efficient way to convert from an IndexColorModel to a DirectColorModel? I've noticed that this conversion is dependent on the size of the image, and I'd like to remove that dependency. Thanks for the help

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  • making use of c++ to speed up php

    - by Ygam
    I saw this post on Sitepoint quoting a statement by Rasmus Lerdorf which goes (according to Sitepoint) as follows: "How can you make PHP fast? Well, you can’t" was his quick answer. PHP is simply not fast enough to scale to Yahoo levels. PHP was never meant for those sorts of tasks. "Any script based language is simply not fast enough". To get the speed that is necessary for truly massive web systems you have to use compiled C++ extensions to get true, scaleable architecture. That is what Yahoo does and so do many other PHP heavyweights. Intrigued by the statement (not to mention the fact that up to now, all I was doing in PHP was small database-based apps), I was wondering how I could "use compiled C++ extensions" with PHP. Any ideas or resources?

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  • Can rails test speed be increased?

    - by Sam
    Hi all, I'm a recent convert to TDD but as my codebase grows in size and complexity, I find myself waiting longer and longer periods for the framework to load every time I want to run a test. I am aware of rspec's spec_server but I'm using Test::Unit with shoulda. I tried Snailgun (http://github.com/candlerb/snailgun) but noticed very little increased in speed. I have also tried spork-testunit (http://github.com/timcharper/spork-testunit) but it's not fully compatible with my existing tests. The delay in running tests is a definite pain point and is putting me of TDD (at least with rails). Is anyone aware of any other options? thanks Sam

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  • Massive speed diff in upgrade to Java 7

    - by Brett Rigby
    We use Java within our build process, as it is used to resolve/publish our dependencies via Ivy. No problem, nor have we had with it for 2 years, until we've tried to upgrade Java 6 Update 26 to Version 7 Update 7, whereas a build on a local developer PC (WinXP) now takes 2 hours to complete, instead of 10 minutes!! Nothing else has changed on the PC, making it the absolute target for our concerns. Does anyone know of any reason as to why version 7 of Java would make such a speed difference like this?

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  • Trying to reduce the speed overhead of an almost-but-not-quite-int number class

    - by Fumiyo Eda
    I have implemented a C++ class which behaves very similarly to the standard int type. The difference is that it has an additional concept of "epsilon" which represents some tiny value that is much less than 1, but greater than 0. One way to think of it is as a very wide fixed point number with 32 MSBs (the integer parts), 32 LSBs (the epsilon parts) and a huge sea of zeros in between. The following class works, but introduces a ~2x speed penalty in the overall program. (The program includes code that has nothing to do with this class, so the actual speed penalty of this class is probably much greater than 2x.) I can't paste the code that is using this class, but I can say the following: +, -, +=, <, > and >= are the only heavily used operators. Use of setEpsilon() and getInt() is extremely rare. * is also rare, and does not even need to consider the epsilon values at all. Here is the class: #include <limits> struct int32Uepsilon { typedef int32Uepsilon Self; int32Uepsilon () { _value = 0; _eps = 0; } int32Uepsilon (const int &i) { _value = i; _eps = 0; } void setEpsilon() { _eps = 1; } Self operator+(const Self &rhs) const { Self result = *this; result._value += rhs._value; result._eps += rhs._eps; return result; } Self operator-(const Self &rhs) const { Self result = *this; result._value -= rhs._value; result._eps -= rhs._eps; return result; } Self operator-( ) const { Self result = *this; result._value = -result._value; result._eps = -result._eps; return result; } Self operator*(const Self &rhs) const { return this->getInt() * rhs.getInt(); } // XXX: discards epsilon bool operator<(const Self &rhs) const { return (_value < rhs._value) || (_value == rhs._value && _eps < rhs._eps); } bool operator>(const Self &rhs) const { return (_value > rhs._value) || (_value == rhs._value && _eps > rhs._eps); } bool operator>=(const Self &rhs) const { return (_value >= rhs._value) || (_value == rhs._value && _eps >= rhs._eps); } Self &operator+=(const Self &rhs) { this->_value += rhs._value; this->_eps += rhs._eps; return *this; } Self &operator-=(const Self &rhs) { this->_value -= rhs._value; this->_eps -= rhs._eps; return *this; } int getInt() const { return(_value); } private: int _value; int _eps; }; namespace std { template<> struct numeric_limits<int32Uepsilon> { static const bool is_signed = true; static int max() { return 2147483647; } } }; The code above works, but it is quite slow. Does anyone have any ideas on how to improve performance? There are a few hints/details I can give that might be helpful: 32 bits are definitely insufficient to hold both _value and _eps. In practice, up to 24 ~ 28 bits of _value are used and up to 20 bits of _eps are used. I could not measure a significant performance difference between using int32_t and int64_t, so memory overhead itself is probably not the problem here. Saturating addition/subtraction on _eps would be cool, but isn't really necessary. Note that the signs of _value and _eps are not necessarily the same! This broke my first attempt at speeding this class up. Inline assembly is no problem, so long as it works with GCC on a Core i7 system running Linux!

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  • c++ and c# speed compared

    - by Mack
    I was worried about C#'s speed when it deals with heavy calculations, when you need to use raw CPU power. I always thought that C++ is much faster than C# when it comes to calculations. So I did some quick tests. The first test computes prime numbers < an integer n, the second test computes some pandigital numbers. The idea for second test comes from here: Pandigital Numbers C# prime computation: using System; using System.Diagnostics; class Program { static int primes(int n) { uint i, j; int countprimes = 0; for (i = 1; i <= n; i++) { bool isprime = true; for (j = 2; j <= Math.Sqrt(i); j++) if ((i % j) == 0) { isprime = false; break; } if (isprime) countprimes++; } return countprimes; } static void Main(string[] args) { int n = int.Parse(Console.ReadLine()); Stopwatch sw = new Stopwatch(); sw.Start(); int res = primes(n); sw.Stop(); Console.WriteLine("I found {0} prime numbers between 0 and {1} in {2} msecs.", res, n, sw.ElapsedMilliseconds); Console.ReadKey(); } } C++ variant: #include <iostream> #include <ctime> int primes(unsigned long n) { unsigned long i, j; int countprimes = 0; for(i = 1; i <= n; i++) { int isprime = 1; for(j = 2; j < (i^(1/2)); j++) if(!(i%j)) { isprime = 0; break; } countprimes+= isprime; } return countprimes; } int main() { int n, res; cin>>n; unsigned int start = clock(); res = primes(n); int tprime = clock() - start; cout<<"\nI found "<<res<<" prime numbers between 1 and "<<n<<" in "<<tprime<<" msecs."; return 0; } When I ran the test trying to find primes < than 100,000, C# variant finished in 0.409 seconds and C++ variant in 5.553 seconds. When I ran them for 1,000,000 C# finished in 6.039 seconds and C++ in about 337 seconds. Pandigital test in C#: using System; using System.Diagnostics; class Program { static bool IsPandigital(int n) { int digits = 0; int count = 0; int tmp; for (; n > 0; n /= 10, ++count) { if ((tmp = digits) == (digits |= 1 << (n - ((n / 10) * 10) - 1))) return false; } return digits == (1 << count) - 1; } static void Main() { int pans = 0; Stopwatch sw = new Stopwatch(); sw.Start(); for (int i = 1; i <= 123456789; i++) { if (IsPandigital(i)) { pans++; } } sw.Stop(); Console.WriteLine("{0}pcs, {1}ms", pans, sw.ElapsedMilliseconds); Console.ReadKey(); } } Pandigital test in C++: #include <iostream> #include <ctime> using namespace std; int IsPandigital(int n) { int digits = 0; int count = 0; int tmp; for (; n > 0; n /= 10, ++count) { if ((tmp = digits) == (digits |= 1 << (n - ((n / 10) * 10) - 1))) return 0; } return digits == (1 << count) - 1; } int main() { int pans = 0; unsigned int start = clock(); for (int i = 1; i <= 123456789; i++) { if (IsPandigital(i)) { pans++; } } int ptime = clock() - start; cout<<"\nPans:"<<pans<<" time:"<<ptime; return 0; } C# variant runs in 29.906 seconds and C++ in about 36.298 seconds. I didn't touch any compiler switches and bot C# and C++ programs were compiled with debug options. Before I attempted to run the test I was worried that C# will lag well behind C++, but now it seems that there is a pretty big speed difference in C# favor. Can anybody explain this? C# is jitted and C++ is compiled native so it's normal that a C++ will be faster than a C# variant. Thanks for the answers!

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