- Joined
- Sep 26, 2009
- Messages
- 9,534
I'm sure an Admin could sort it out, but a moderator has limits.
No, keep the thread, I'll just ask Rui to add some more posts to the top
when necessary.
You can fit tens and tens of thousands of characters in a thread before it hits
the limits, you are still very far from it.
Better than wasting 9.5 hours of your life every week day at a
call center.
So what does this actually mean? Every 4 characters an argument uses has a linear performance inpact that is applied suddenly. Keeping argument names under 4 characters will minimize the impact of this second hash process. The sort of performance penalty we are looking at might be like adding an extra character if it was not present.
I'm totally agree about the name optimization, but it clearly shouldn't be done directly by the programmer because it's error prone due to the poor readability of the code.
That's not true for my scripts >: o
Does BigInt have any errors? I think not ^)^. Encoder? Nop ;D.
Jazztastic, convert to real immediately.
Even then, you could instead use (integer + .0) which is faster and does the same.
You did the benchmark incorrectly.
You skipped the part where I said 1 hashtable read vs 1 global array read in a timer had identical speeds and many array reads of the same slot were the same speed as 1 array read.
However, this could be because the timer expiration overhead is much greater than the hashtable/array overheads, making the results appear identical ; P.
Er, multiple timers >.>
Ultimatly you are after duplicating the opperation as much as possible for every timer expiration.Multiple timers is the only way to bench 1v1 reads.
--> Well what i'm thinking about doing is converting anarchon's inventory system to use only images. It'd cut out a bunch of object editor data needed which would mean faster load times.image vs destructable ?!
What's the point ?
-->Hmm, I've never heard destructables leak really as long as you destroy old references and I even heard that destructables are faster than images. Can someone else confirm this or can you elaborate?Not something directly related but i've experienced that creating/destroying a destructable makes a leak (i have never used an image)
-->Yeah I agree; I mean texttags must for sure be faster; but i kinda want'd to know is it really significantly faster or not? Eh, for now I at least decided i'll stick to texttags though. An 99 limit for texttags or whatever is definitely do-able.textsplat versus texttag;
--> Well what i'm thinking about doing is converting anarchon's inventory system to use only images. It'd cut out a bunch of object editor data needed which would mean faster load times.
-->Hmm, I've never heard destructables leak really as long as you destroy old references and I even heard that destructables are faster than images. Can someone else confirm this or can you elaborate?
-->Yeah I agree; I mean texttags must for sure be faster; but i kinda want'd to know is it really significantly faster or not? Eh, for now I at least decided i'll stick to texttags though. An 99 limit for texttags or whatever is definitely do-able.
Images are obviously faster than destructables.
Destructables need more data (HP, Facing angle, pathing, etc..)
Images are like destructables (Need to be rendered), but they don't have HP, they don't have a pathing map, they don't have a facing angle, etc...
I'm not sure at all that imported images would decrease the loading time.
SquareRoot
and Pow
are just wrappers, we can say that using SquareRoot(x)
is much faster than using Pow(x,0.5)