• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:22
CEST 19:22
KST 02:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down0StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?178Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool How do you feel about the StarCraft shooter announcement at BlizzCon 2026? StarCraft open world shooter announced at BlizzCon Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Remastered crash fix suggestions [D] Brainstorming a balance patch for Brood war BGH Auto Balance -> http://bghmmr.eu/ Official StarCraft website teases new content ahead of BlizzCon? New 3v3 BGH Ladder (and more) on ShieldBattery!
Tourneys
[ASL22] Ro16 Group D [ASL22] Ro16 Group C [Megathread] Daily Proleagues [ASL22] Ro16 Group B
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8662 users

The Big Programming Thread - Page 602

Forum Index > General Forum
Post a Reply
Prev 1 600 601 602 603 604 1032 Next
Thread Rules
1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution.
2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20)
3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible.
4. Use [code] tags to format code blocks.
teamamerica
Profile Blog Joined July 2010
United States958 Posts
Last Edited: 2015-03-07 08:42:33
March 07 2015 07:09 GMT
#12021
Hi,

Can someone help me with some Java. I read HashMap have a race condition where if you concurrently modify their size you can end in an infinite loop. I'm trying to get a POC code that might trigger it, but so far I have no luck being able to replicate it. Obviously being a race condition I guess I can't get it 100%, I'd just like to see I'm on the right track.

Basically I create one static HashMap and then create an executor service and submit a ton of jobs that either add or update a key in the hashmap (some adds to resize map).

Any ideas?

edit: nm - used this code - http://java.dzone.com/articles/java-7-hashmap-vs, able to replicate. need to figure out why my code was wrong...

edit: hmm what I changed in my code was instead of submitting 500k tasks that all add/update a key, I submit 4 tasks each of which try to submit/update 500k items. Attempted code from the tutorial into this and it loops, thread dump shows its stuck on hashmap stuff, and replacing it with concurrent hash map makes it work.

code
+ Show Spoiler +


import java.util.HashMap;
import java.util.Map;
import java.util.concurrent.CountDownLatch;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;

public class Executor {
static final int NUM_TESTS = 3;
static final int NUM_THREAD = 4;
static final int THREAD_ITERATIONS = 500000; //500k
static final Map<String, Integer> map = new HashMap<>(1);

public static void main(String[] args) throws InterruptedException {
for (int test = 0; test < NUM_TESTS; test++) {
System.out.println("Started at: " + System.currentTimeMillis());
ExecutorService es = Executors.newFixedThreadPool(NUM_THREAD);
final CountDownLatch latch = new CountDownLatch(NUM_THREAD);
for (int i = 0; i < NUM_THREAD; i++) {
es.execute(() -> {
for (int k = 0; k < THREAD_ITERATIONS; k++) {
Integer newInteger1 = (int) Math.ceil(Math.random() * 1000000);
Integer newInteger2 = (int) Math.ceil(Math.random() * 1000000);

// 1. Attempt to retrieve a random Integer element
Integer retrievedInteger = map.get(String.valueOf(newInteger1));

// 2. Attempt to insert a random Integer element
map.put(String.valueOf(newInteger2), newInteger2);
}
latch.countDown();
});
}
es.shutdown();
latch.await();
System.out.println(map.size());
System.out.println("Finished at: " + System.currentTimeMillis());
}
}
}


RIP GOMTV. RIP PROLEAGUE.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-07 09:18:52
March 07 2015 09:15 GMT
#12022
You do know that if you have multiple threads accessing the same data structure concurrently is going to have race conditions right?

ConcurrentHashMap/ConcurrentAnything have mutex locks (probably some sort of monitor) on their state-modifying member functions, so that for example, two calls to Add() at the same time don't fuck up the data structure. I'm guessing you haven't done much parallism/threading stuff? Parallelism isn't just achieved by spinning worker threads. In most cases you'll have the same performance with just one thread if you don't actually have a good reason to apply concurrency optimizations.
There is no one like you in the universe.
teamamerica
Profile Blog Joined July 2010
United States958 Posts
March 07 2015 09:25 GMT
#12023
On March 07 2015 18:15 Blisse wrote:
You do know that if you have multiple threads accessing the same data structure concurrently is going to have race conditions right?

ConcurrentHashMap/ConcurrentAnything have mutex locks (probably some sort of monitor) on their state-modifying member functions, so that for example, two calls to Add() at the same time don't fuck up the data structure. I'm guessing you haven't done much parallism/threading stuff? Parallelism isn't just achieved by spinning worker threads. In most cases you'll have the same performance with just one thread if you don't actually have a good reason to apply concurrency optimizations.


Lol idk you read my thread at all. I know theres race condition with infinite loop, I just wanted to reliably replicate it. In practice i see it in work j2ee code basic that basically ends up with static maps wrapped in beans or cdi shit. I was debugging the issue in prod and coworkers are being annoying about understanding need to use concurrent maps so i wanted poc to show them.

I know i can use concurrent map to fix it, its what i freaking said in my post (concurrenthashmap will fix it). now i can just convince stubborn coworkers why they can just use concurrenthashmap and not complain.
RIP GOMTV. RIP PROLEAGUE.
teamamerica
Profile Blog Joined July 2010
United States958 Posts
March 07 2015 09:32 GMT
#12024
On March 07 2015 18:25 teamamerica wrote:
Show nested quote +
On March 07 2015 18:15 Blisse wrote:
You do know that if you have multiple threads accessing the same data structure concurrently is going to have race conditions right?

ConcurrentHashMap/ConcurrentAnything have mutex locks (probably some sort of monitor) on their state-modifying member functions, so that for example, two calls to Add() at the same time don't fuck up the data structure. I'm guessing you haven't done much parallism/threading stuff? Parallelism isn't just achieved by spinning worker threads. In most cases you'll have the same performance with just one thread if you don't actually have a good reason to apply concurrency optimizations.


Lol idk you read my thread at all. I know theres race condition with infinite loop, I just wanted to reliably replicate it. In practice i see it in work j2ee code basic that basically ends up with static maps wrapped in beans or cdi shit. I was debugging the issue in prod and coworkers are being annoying about understanding need to use concurrent maps so i wanted poc to show them.

I know i can use concurrent map to fix it, its what i freaking said in my post (concurrenthashmap will fix it). now i can just convince stubborn coworkers why they can just use concurrenthashmap and not complain.


edit: besides im not just talking about generic race condition like getting the wrong data in a get - there is specific to hashmap, infinite loop race condition. which again i mentioned something specifically.

im so confused as to who youre talking to in your comment because its sure as hell not even responding to almost anything i asked...
RIP GOMTV. RIP PROLEAGUE.
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
March 07 2015 12:08 GMT
#12025
On March 07 2015 10:20 darkness wrote:

Anyway, if it's the HP field that you want to access, then make it a protected field in the base class. If this isn't what you want, you should indeed reconsider design.


What base class? The component class? No no no no no.

The main point of component based entity systems is to eliminate massive inheritance hierarchies and a bajillion different entity types that would result from doing things like you suggest.

Component based design gives you just one entity class, hides the necessary evil of type casting neatly behind its own interface, and unifies the treatment of components and systems. Using a type hiding class can mean that components don't even have to be aware of the Component base class. As long as a class implements the correct static interface, it can act as a component.

I'm not sure there's a neater way to abstract this in C++.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-07 22:52:19
March 07 2015 22:41 GMT
#12026
On March 07 2015 18:25 teamamerica wrote:
Show nested quote +
On March 07 2015 18:15 Blisse wrote:
You do know that if you have multiple threads accessing the same data structure concurrently is going to have race conditions right?

ConcurrentHashMap/ConcurrentAnything have mutex locks (probably some sort of monitor) on their state-modifying member functions, so that for example, two calls to Add() at the same time don't fuck up the data structure. I'm guessing you haven't done much parallism/threading stuff? Parallelism isn't just achieved by spinning worker threads. In most cases you'll have the same performance with just one thread if you don't actually have a good reason to apply concurrency optimizations.


Lol idk you read my thread at all. I know theres race condition with infinite loop, I just wanted to reliably replicate it. In practice i see it in work j2ee code basic that basically ends up with static maps wrapped in beans or cdi shit. I was debugging the issue in prod and coworkers are being annoying about understanding need to use concurrent maps so i wanted poc to show them.

I know i can use concurrent map to fix it, its what i freaking said in my post (concurrenthashmap will fix it). now i can just convince stubborn coworkers why they can just use concurrenthashmap and not complain.


lol wow you get angry easily. forgive me if i misinterpret a confusing post where your goal is to reproduce a race condition. remind me next time to not read your posts if this is how you talk to people who misread you. no wonder your coworkers are having a hard time if you act like this..
There is no one like you in the universe.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-07 22:51:18
March 07 2015 22:42 GMT
#12027
Doublepost
There is no one like you in the universe.
teamamerica
Profile Blog Joined July 2010
United States958 Posts
March 07 2015 23:38 GMT
#12028
On March 08 2015 07:41 Blisse wrote:
Show nested quote +
On March 07 2015 18:25 teamamerica wrote:
On March 07 2015 18:15 Blisse wrote:
You do know that if you have multiple threads accessing the same data structure concurrently is going to have race conditions right?

ConcurrentHashMap/ConcurrentAnything have mutex locks (probably some sort of monitor) on their state-modifying member functions, so that for example, two calls to Add() at the same time don't fuck up the data structure. I'm guessing you haven't done much parallism/threading stuff? Parallelism isn't just achieved by spinning worker threads. In most cases you'll have the same performance with just one thread if you don't actually have a good reason to apply concurrency optimizations.


Lol idk you read my thread at all. I know theres race condition with infinite loop, I just wanted to reliably replicate it. In practice i see it in work j2ee code basic that basically ends up with static maps wrapped in beans or cdi shit. I was debugging the issue in prod and coworkers are being annoying about understanding need to use concurrent maps so i wanted poc to show them.

I know i can use concurrent map to fix it, its what i freaking said in my post (concurrenthashmap will fix it). now i can just convince stubborn coworkers why they can just use concurrenthashmap and not complain.


lol wow you get angry easily. forgive me if i misinterpret a confusing post where your goal is to reproduce a race condition. remind me next time to not read your posts if this is how you talk to people who misread you. no wonder your coworkers are having a hard time if you act like this..


for u blisse <3
+ Show Spoiler +

lol you give me a condescending ass answer of " I'm guessing you haven't done much parallism/threading stuff? Parallelism isn't just achieved by spinning worker threads. In most cases you'll have the same performance with just one thread if you don't actually have a good reason to apply concurrency optimizations.".


My post says in the first line:
"Can someone help me with some Java. I read HashMap have a race condition where if you concurrently modify their size you can end in an infinite loop. I'm trying to get a POC code that might trigger it, but so far I have no luck being able to replicate i"

what is confusing about this? I CLEARLY say I'm trying to replicate this race condition in the first sentence. did you just read a word in my post? What is your whole post in response to? Please tell me how you interpreted my post that you decided you'd just give me a lecture of generic programming platitudes. "lol wow you get defensive easily" - see, I can say the same thing about you.

also thx for judging me so much, that's great. my coworkers treat me with respect so I treat them with respect. you treat me like a 5 yr old in your answer, i will treat you same way if i feel like it.

anyway, sorry for the last 3 posts by me being worthless. tldr guys - use concurrenthashmap (you can synchronize it externally but concurrent probably faster) if you are concurrently modifying a hashmap. beyond this easily noticeable condition, theres tons of other stuff most likely that might go wrong. concurrency hard ^^

this condition is nice b/c at least its hard not to notice your JVM suddenly eating all your CPU and stuck threads clearly stands out in thread dumps, vs just silent corruption. the cause of condition has to do with hashmap, resizing, and chaining used to resolve hash collisions. basically when resizing hashmap it will iterate through chains to plop nodes in new bucket, but if two threads hit resize, when its iterating through a chain node => node.next => node.next might end up back at original node (i.e. now we're in infinite loop).
RIP GOMTV. RIP PROLEAGUE.
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-03-07 23:49:44
March 07 2015 23:49 GMT
#12029
My personal experience with non-concurrent hashmaps modified concurrently is that it often crashes with an exception when you iterate on them, but I didn't imagine it could even loop like that :D
So yeah, thank you, ConcurrentHashMap...
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-08 02:42:16
March 08 2015 02:40 GMT
#12030
On March 08 2015 08:38 teamamerica wrote:
Show nested quote +
On March 08 2015 07:41 Blisse wrote:
On March 07 2015 18:25 teamamerica wrote:
On March 07 2015 18:15 Blisse wrote:
You do know that if you have multiple threads accessing the same data structure concurrently is going to have race conditions right?

ConcurrentHashMap/ConcurrentAnything have mutex locks (probably some sort of monitor) on their state-modifying member functions, so that for example, two calls to Add() at the same time don't fuck up the data structure. I'm guessing you haven't done much parallism/threading stuff? Parallelism isn't just achieved by spinning worker threads. In most cases you'll have the same performance with just one thread if you don't actually have a good reason to apply concurrency optimizations.


Lol idk you read my thread at all. I know theres race condition with infinite loop, I just wanted to reliably replicate it. In practice i see it in work j2ee code basic that basically ends up with static maps wrapped in beans or cdi shit. I was debugging the issue in prod and coworkers are being annoying about understanding need to use concurrent maps so i wanted poc to show them.

I know i can use concurrent map to fix it, its what i freaking said in my post (concurrenthashmap will fix it). now i can just convince stubborn coworkers why they can just use concurrenthashmap and not complain.


lol wow you get angry easily. forgive me if i misinterpret a confusing post where your goal is to reproduce a race condition. remind me next time to not read your posts if this is how you talk to people who misread you. no wonder your coworkers are having a hard time if you act like this..


for u blisse <3
+ Show Spoiler +

lol you give me a condescending ass answer of " I'm guessing you haven't done much parallism/threading stuff? Parallelism isn't just achieved by spinning worker threads. In most cases you'll have the same performance with just one thread if you don't actually have a good reason to apply concurrency optimizations.".


My post says in the first line:
"Can someone help me with some Java. I read HashMap have a race condition where if you concurrently modify their size you can end in an infinite loop. I'm trying to get a POC code that might trigger it, but so far I have no luck being able to replicate i"

what is confusing about this? I CLEARLY say I'm trying to replicate this race condition in the first sentence. did you just read a word in my post? What is your whole post in response to? Please tell me how you interpreted my post that you decided you'd just give me a lecture of generic programming platitudes. "lol wow you get defensive easily" - see, I can say the same thing about you.

also thx for judging me so much, that's great. my coworkers treat me with respect so I treat them with respect. you treat me like a 5 yr old in your answer, i will treat you same way if i feel like it.

anyway, sorry for the last 3 posts by me being worthless. tldr guys - use concurrenthashmap (you can synchronize it externally but concurrent probably faster) if you are concurrently modifying a hashmap. beyond this easily noticeable condition, theres tons of other stuff most likely that might go wrong. concurrency hard ^^

this condition is nice b/c at least its hard not to notice your JVM suddenly eating all your CPU and stuck threads clearly stands out in thread dumps, vs just silent corruption. the cause of condition has to do with hashmap, resizing, and chaining used to resolve hash collisions. basically when resizing hashmap it will iterate through chains to plop nodes in new bucket, but if two threads hit resize, when its iterating through a chain node => node.next => node.next might end up back at original node (i.e. now we're in infinite loop).


i treated you like a 5 year old because i misinterpreted your post and i have no clue who you are over the internet - experienced or new. i assumed new because i read (misinterpreted at this point) you having obvious threading problems. however the way you're responding now shows the type of person you are, and i'm sorry you feel that i've insulted you initially (you deserved my second comment imo for your replies there), but really you've blown this ridiculously out of proportion and i honestly hope you're capable of apologizing sincerely at this point for continuing this as far as you have thus far and stopping your nonsense.
There is no one like you in the universe.
Cyx.
Profile Joined November 2010
Canada806 Posts
March 08 2015 02:48 GMT
#12031
On March 08 2015 11:40 Blisse wrote:
i treated you like a 5 year old because i misinterpreted your post and i have no clue who you are over the internet - experienced or new. i assumed new because i read (misinterpreted at this point) you having obvious threading problems. however the way you're responding now shows the type of person you are, and i'm sorry you feel that i've insulted you initially (you deserved my second comment imo for your replies there), but really you've blown this ridiculously out of proportion and i honestly hope you're capable of apologizing sincerely at this point for continuing this as far as you have thus far and stopping your nonsense.

Not that I really want to get into the personal argument on the internet, but I don't really think you're definitively the good guy in this discussion...
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-08 03:50:21
March 08 2015 03:07 GMT
#12032
+ Show Spoiler +
I'll apologize for trying to get on his nerves by saying he doesn't get along with his teammates but not unless he apologizes for needlessly cursing at me and replying in anger. This could have ended immediately if he just replied "I know what ConcurrentHashMaps are, I'm just trying to reproduce a race condition", but he didn't, and I don't see anything wrong with my initial reply since I was asking questions and making assumptions. I'm sorry there are miscommunications on the Internet but if you feel the need to swear at people because of that, then well I'd expect an apology because there was absolutely no need for that.

edit: actually I read over his two responses and it wasn't that bad so yeah i totally went overboard too. i've started to skim over stuff once i read swearing at me.

sorry about that teamamerica, i'll really have to make sure i don't respond to posts at 3am again >_>
There is no one like you in the universe.
tofucake
Profile Blog Joined October 2009
Hyrule19254 Posts
March 08 2015 05:10 GMT
#12033
everybody shut the hell up :D
Liquipediaasante sana squash banana
nunez
Profile Blog Joined February 2011
Norway4003 Posts
Last Edited: 2015-03-08 06:35:52
March 08 2015 06:30 GMT
#12034
microsofts c++ compiler is a god damned idiot.
it kept crashing without telling me why, yet having
the nerve to suggest i ought to simplify code that
was completely unrelated to the crash.

what is the point of this component / entity based
design? i get a consistent handle to something for
the price of having all my types inherit from some
useless baseclass? i can get a consitent handle for
something wihtout paying that price. i'm not sure
i understand it at all.

and if you are storing stuff via pointer, sure the owners,
of the pointer are stacked up nicely in your blob of
memory but you have no guarantee that the objects they
own are. so when you iterate over the collection, you
are still jumping all over the place in memory.
conspired against by a confederacy of dunces.
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-03-08 06:53:56
March 08 2015 06:53 GMT
#12035
Shit, I always read your posts like poetry, it's pretty priceless xD. Everything you say sounds so much deeper.
nunez
Profile Blog Joined February 2011
Norway4003 Posts
March 08 2015 06:56 GMT
#12036
i'm shooting for nice rectangular shapes is all.
conspired against by a confederacy of dunces.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 08 2015 10:38 GMT
#12037
On March 08 2015 15:30 nunez wrote:
microsofts c++ compiler is a god damned idiot.
it kept crashing without telling me why, yet having
the nerve to suggest i ought to simplify code that
was completely unrelated to the crash.

what is the point of this component / entity based
design? i get a consistent handle to something for
the price of having all my types inherit from some
useless baseclass? i can get a consitent handle for
something wihtout paying that price. i'm not sure
i understand it at all.

and if you are storing stuff via pointer, sure the owners,
of the pointer are stacked up nicely in your blob of
memory but you have no guarantee that the objects they
own are. so when you iterate over the collection, you
are still jumping all over the place in memory.

I think performance wise it "should" be better because you can split most actions up so that you can make most of your program run on cache instead of ram, but im not really knowledgeable about performance.
The harder it becomes, the more you should focus on the basics.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 08 2015 10:56 GMT
#12038
On March 08 2015 19:38 sabas123 wrote:
Show nested quote +
On March 08 2015 15:30 nunez wrote:
microsofts c++ compiler is a god damned idiot.
it kept crashing without telling me why, yet having
the nerve to suggest i ought to simplify code that
was completely unrelated to the crash.

what is the point of this component / entity based
design? i get a consistent handle to something for
the price of having all my types inherit from some
useless baseclass? i can get a consitent handle for
something wihtout paying that price. i'm not sure
i understand it at all.

and if you are storing stuff via pointer, sure the owners,
of the pointer are stacked up nicely in your blob of
memory but you have no guarantee that the objects they
own are. so when you iterate over the collection, you
are still jumping all over the place in memory.

I think performance wise it "should" be better because you can split most actions up so that you can make most of your program run on cache instead of ram, but im not really knowledgeable about performance.

I don't even know what you're talking about with that splitting actions up part, but I do know that you are thinking about performance without any need to do so. Also if my understanding of entity/component design is correct and a quick google search is to be trusted, it is rather bad for performance than good because every time you are trying to do something, you have to filter a list of random stuff for the stuff that you can work on before you can do that work. But once again, that's a pointless consideration. Messing up your static typing (which you should be really glad to have) by type casting is much more problematic.
If you have a good reason to disagree with the above, please tell me. Thank you.
nunez
Profile Blog Joined February 2011
Norway4003 Posts
March 08 2015 11:44 GMT
#12039
@sabas
be better than what?

to specify, i was commenting nerthert post and example, which i might be misunderstanding,.
he holds pointers in vectors, and not the actual objects. thus the objects are not layed out in
continguous memory, and you memory access pattern is at the mercy of your allocator.
conspired against by a confederacy of dunces.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 08 2015 12:00 GMT
#12040
On March 08 2015 19:56 spinesheath wrote:
Show nested quote +
On March 08 2015 19:38 sabas123 wrote:
On March 08 2015 15:30 nunez wrote:
microsofts c++ compiler is a god damned idiot.
it kept crashing without telling me why, yet having
the nerve to suggest i ought to simplify code that
was completely unrelated to the crash.

what is the point of this component / entity based
design? i get a consistent handle to something for
the price of having all my types inherit from some
useless baseclass? i can get a consitent handle for
something wihtout paying that price. i'm not sure
i understand it at all.

and if you are storing stuff via pointer, sure the owners,
of the pointer are stacked up nicely in your blob of
memory but you have no guarantee that the objects they
own are. so when you iterate over the collection, you
are still jumping all over the place in memory.

I think performance wise it "should" be better because you can split most actions up so that you can make most of your program run on cache instead of ram, but im not really knowledgeable about performance.

I don't even know what you're talking about with that splitting actions up part, but I do know that you are thinking about performance without any need to do so. Also if my understanding of entity/component design is correct and a quick google search is to be trusted, it is rather bad for performance than good because every time you are trying to do something, you have to filter a list of random stuff for the stuff that you can work on before you can do that work. But once again, that's a pointless consideration. Messing up your static typing (which you should be really glad to have) by type casting is much more problematic.

My idea was to have some kind of sorter that will do the filter and then give that to the function/system/processor (how ever you want to call it).

My intention isn't performance, but from what I read it should be possible to have faster performance with this kind of architecture then the traditional class hierarchy
The harder it becomes, the more you should focus on the basics.
Prev 1 600 601 602 603 604 1032 Next
Please log in or register to reply.
Live Events Refresh
Next event in 6h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech155
UpATreeSC 120
BRAT_OK 91
SHIN 79
MindelVK 5
mouzHeroMarine 1
StarCraft: Brood War
Britney 30018
Bisu 2305
Jaedong 1377
Soulkey 697
Mini 414
Horang2 386
Rush 285
Soma 275
Larva 217
Dewaltoss 145
[ Show more ]
Shine 145
HiyA 143
910 131
firebathero 122
hero 82
Zeus 53
Barracks 40
Mong 34
soO 34
Killer 33
PianO 26
Trap 25
ToSsGirL 22
sSak 22
Sexy 19
Terrorterran 17
sorry 15
ajuk12(nOOB) 11
scan(afreeca) 10
zelot 10
Noble 6
Sacsri 3
Dota 2
420jenkins499
Counter-Strike
fl0m1452
pashabiceps730
ceh9392
Super Smash Bros
Mew2King89
C9.Mang083
Other Games
Grubby7012
Liquid`RaSZi1393
Beastyqt575
FrodaN563
ArmadaUGS130
XaKoH 82
TKL 79
QueenE42
Organizations
Other Games
gamesdonequick1685
WardiTV239
BasetradeTV53
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 67
• Hinosc 23
• Reevou 3
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2263
League of Legends
• TFBlade885
Other Games
• imaqtpie289
• Shiphtur161
Upcoming Events
PiGosaur Cup
6h 38m
The PondCast
16h 38m
Kung Fu Cup
17h 38m
Replay Cast
1d 6h
KCM Race Survival
1d 16h
IntoTheTV X SOOP
1d 17h
OSC
2 days
Replay Cast
2 days
IntoTheTV X SOOP
2 days
Replay Cast
3 days
[ Show More ]
GSL
3 days
Replay Cast
4 days
GSL
4 days
Shopify Rebellion Sundays
4 days
Spirit vs Mixu
Replay Cast
5 days
WardiTV Weekly
5 days
Monday Night Weeklies
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-09-14
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.