• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:17
CET 23:17
KST 07:17
  • 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
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
BGE Stara Zagora 2026 cancelled10Blizzard Classic Cup - Tastosis announced as captains12Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series18BSL Season 224
StarCraft 2
General
BGE Stara Zagora 2026 cancelled BGE Stara Zagora 2026 announced ByuL: The Forgotten Master of ZvT Terran AddOns placement Blizzard Classic Cup - Tastosis announced as captains
Tourneys
StarCraft Evolution League (SC Evo Biweekly) [GSL CK] Team Maru vs. Team herO WardiTV Team League Season 10 Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion BW General Discussion Gypsy to Korea Are you ready for ASL 21? Hype VIDEO
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread PC Games Sales Thread No Man's Sky (PS4 and PC)
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Mexico's Drug War NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2026 Football Thread General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1507 users

The Big Programming Thread - Page 603

Forum Index > General Forum
Post a Reply
Prev 1 601 602 603 604 605 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.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 08 2015 12:24 GMT
#12041
On March 08 2015 21:00 sabas123 wrote:
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 point of entity component designs is something along the lines of avoiding having to define a class for each possible combination of traits an object could have (like renderable, collidable, controllable and so on). It's about using composition instead of inheritance. It's not about performance and it's very unlikely that it has any performance advantages over a inheritance based system in a language like C++ simply because C++ virtual method invocation is about as fast as it gets if you need variable behavior among a list of objects.

In other languages this might be entirely different, specifically if methods aren't defined per class, but instead per instance. In that case you'd only ever need the methods of your few system instances instead of your many entity instances.
If you have a good reason to disagree with the above, please tell me. Thank you.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 08 2015 12:32 GMT
#12042
On March 08 2015 21:24 spinesheath wrote:
Show nested quote +
On March 08 2015 21:00 sabas123 wrote:
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 point of entity component designs is something along the lines of avoiding having to define a class for each possible combination of traits an object could have (like renderable, collidable, controllable and so on). It's about using composition instead of inheritance. It's not about performance and it's very unlikely that it has any performance advantages over a inheritance based system in a language like C++ simply because C++ virtual method invocation is about as fast as it gets if you need variable behavior among a list of objects.

In other languages this might be entirely different, specifically if methods aren't defined per class, but instead per instance. In that case you'd only ever need the methods of your few system instances instead of your many entity instances.

I saw some speakers at cpp con from google and sony I think talk about how to stepped to data oriented designs (from my knowledge entity based systems == DoD) because it had better performance and more maintainable code.
The harder it becomes, the more you should focus on the basics.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2015-03-08 15:48:27
March 08 2015 15:47 GMT
#12043
On March 08 2015 21:32 sabas123 wrote:
Show nested quote +
On March 08 2015 21:24 spinesheath wrote:
On March 08 2015 21:00 sabas123 wrote:
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 point of entity component designs is something along the lines of avoiding having to define a class for each possible combination of traits an object could have (like renderable, collidable, controllable and so on). It's about using composition instead of inheritance. It's not about performance and it's very unlikely that it has any performance advantages over a inheritance based system in a language like C++ simply because C++ virtual method invocation is about as fast as it gets if you need variable behavior among a list of objects.

In other languages this might be entirely different, specifically if methods aren't defined per class, but instead per instance. In that case you'd only ever need the methods of your few system instances instead of your many entity instances.

I saw some speakers at cpp con from google and sony I think talk about how to stepped to data oriented designs (from my knowledge entity based systems == DoD) because it had better performance and more maintainable code.

Data oriented design seems to be about placing similar data in a contiguous part of memory so it can be mass-processed more efficiently.

If a normal class has fields a, b and c, each instance looks just about like this in memory: (x, a, b, c) where x is, for example, the v-table pointer. And then those instances are potentially sprinkled all across your memory. That's "bad" if you want to do an operation on all fields a of all instances.

DoD suggests that instead of having fields a, b and c per instance, you have for example 3 vectors for the class - not the instance, one for each field, and if you need to access the "field" of a given instance, you look it up by index, for example. The key point being that all fields "a" are placed in contiguous memory.
I worked with something like that for my bachelor's thesis, but I still had normal instances and only copied the data into vectors before using it. The idea there was to lay the data out in a way that allows better usage of SIMD instructions. However this was for a molecular dynamics simulation on a supercomputer. Hardly the kind of performance requirements you'll face everyday.

Now, what you are doing - a list of components for each entity instance, and each component is an instance with normal fields: That's not DoD. You might be able to use a data holder like described in DoD for each kind of component and it'll be DoD, but as of now you're not doing that, and I wouldn't recommend it. For example because you'll have to do a lot more than just change your data storage layout to achieve a performance gain. And you more than likely won't need it.
If you have a good reason to disagree with the above, please tell me. Thank you.
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
March 08 2015 16:59 GMT
#12044
On March 08 2015 15:30 nunez wrote:
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.


Indeed. Component-based entities are all about reducing code complexity. They make it easier to add a wide range of things (data and behaviour) to a game. They also make serialisation easier. That base class can (and arguably should) be completely hidden inside the entity.

Iteration over contiguous memory is certainly faster. But it's an optimisation, and so has other costs. You also need to be very careful to know exactly what your access patterns and usage are in order to know exactly what, and how to optimise. You can't optimise everything -> you need to know whether you need fast lookup, fast iteration, or fast (or any) sorting.

What I've outlined is flexible and extensible, and if you need to make a specific aspect or system faster it's easy to do so, without even touching any of the "client code" (gameplay code that actually uses the entities).

@spinesheath: Yeah, the type casting isn't ideal. But the alternative would probably be getting components from the systems directly (since they'd know the type). And then you'd be looking through every component of a particular type for the right entity id, instead of looking through perhaps 3 or 4 components of different types and doing one type cast. I haven't measured which is faster (and it would depend entirely on one's usage patterns and the systems involved).
Ropid
Profile Joined March 2009
Germany3557 Posts
Last Edited: 2015-03-08 17:16:07
March 08 2015 17:15 GMT
#12045
@spinesheath:

Can't it just mean that you are thinking about data structures beginning with what's your input data and ending with what's your output data, then let everything else in-between follow from there (also by describing the data you'll use there), while ignoring all OOP stuff like what procedures are tied to the objects and inheritance hierarchies and whatnot?

The data structures you would think about don't necessarily have to exist. You could think about data you'd like to have, like in that game perhaps stuff like "a list of all entities that need a change after the user clicked x", but then when you implement that, C++ probably has something neat you can use like a function producing streams of stuff that you can pipe into another function or whatever.
"My goal is to replace my soul with coffee and become immortal."
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 08 2015 17:42 GMT
#12046
On March 09 2015 02:15 Ropid wrote:
@spinesheath:

Can't it just mean that you are thinking about data structures beginning with what's your input data and ending with what's your output data, then let everything else in-between follow from there (also by describing the data you'll use there), while ignoring all OOP stuff like what procedures are tied to the objects and inheritance hierarchies and whatnot?

The data structures you would think about don't necessarily have to exist. You could think about data you'd like to have, like in that game perhaps stuff like "a list of all entities that need a change after the user clicked x", but then when you implement that, C++ probably has something neat you can use like a function producing streams of stuff that you can pipe into another function or whatever.

If you're questioning the definition of DoD, certainly it might be something completly different, and as is common with buzzwordy design principles like that, there usually isn't a commonly agreed upon definition anyways.

However, if you want to do something with you data to increase performance, vectorizing your class' fields across all instances is the probably the best you can do. Especially if you can apply algorithms that utilize SIMD instructions.
If you have a good reason to disagree with the above, please tell me. Thank you.
Ropid
Profile Joined March 2009
Germany3557 Posts
March 08 2015 20:02 GMT
#12047
On March 09 2015 02:42 spinesheath wrote:
Show nested quote +
On March 09 2015 02:15 Ropid wrote:
@spinesheath:

Can't it just mean that you are thinking about data structures beginning with what's your input data and ending with what's your output data, then let everything else in-between follow from there (also by describing the data you'll use there), while ignoring all OOP stuff like what procedures are tied to the objects and inheritance hierarchies and whatnot?

The data structures you would think about don't necessarily have to exist. You could think about data you'd like to have, like in that game perhaps stuff like "a list of all entities that need a change after the user clicked x", but then when you implement that, C++ probably has something neat you can use like a function producing streams of stuff that you can pipe into another function or whatever.

If you're questioning the definition of DoD, certainly it might be something completly different, and as is common with buzzwordy design principles like that, there usually isn't a commonly agreed upon definition anyways.

However, if you want to do something with you data to increase performance, vectorizing your class' fields across all instances is the probably the best you can do. Especially if you can apply algorithms that utilize SIMD instructions.

It seems super hard to add parallelization and concurrency to normal OO style programs. That data driven stuff feels like it might help with that.

Parallelization of work that needs to be applied to each object seems obvious enough. It will only be fine if the objects are completely separate and the work has no side-effects.

Concurrency seems more interesting. Perhaps if you think about processing a list of stuff as something that takes that list as an input stream of objects that then produces an output stream of new objects, you could try to use some sort of pipes to get use out of multiple threads?
"My goal is to replace my soul with coffee and become immortal."
teamamerica
Profile Blog Joined July 2010
United States958 Posts
Last Edited: 2015-03-09 11:33:17
March 09 2015 11:30 GMT
#12048
On March 09 2015 00:47 spinesheath wrote:
Show nested quote +
On March 08 2015 21:32 sabas123 wrote:
On March 08 2015 21:24 spinesheath wrote:
On March 08 2015 21:00 sabas123 wrote:
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 point of entity component designs is something along the lines of avoiding having to define a class for each possible combination of traits an object could have (like renderable, collidable, controllable and so on). It's about using composition instead of inheritance. It's not about performance and it's very unlikely that it has any performance advantages over a inheritance based system in a language like C++ simply because C++ virtual method invocation is about as fast as it gets if you need variable behavior among a list of objects.

In other languages this might be entirely different, specifically if methods aren't defined per class, but instead per instance. In that case you'd only ever need the methods of your few system instances instead of your many entity instances.

I saw some speakers at cpp con from google and sony I think talk about how to stepped to data oriented designs (from my knowledge entity based systems == DoD) because it had better performance and more maintainable code.

Data oriented design seems to be about placing similar data in a contiguous part of memory so it can be mass-processed more efficiently.

If a normal class has fields a, b and c, each instance looks just about like this in memory: (x, a, b, c) where x is, for example, the v-table pointer. And then those instances are potentially sprinkled all across your memory. That's "bad" if you want to do an operation on all fields a of all instances.

DoD suggests that instead of having fields a, b and c per instance, you have for example 3 vectors for the class - not the instance, one for each field, and if you need to access the "field" of a given instance, you look it up by index, for example. The key point being that all fields "a" are placed in contiguous memory.
I worked with something like that for my bachelor's thesis, but I still had normal instances and only copied the data into vectors before using it. The idea there was to lay the data out in a way that allows better usage of SIMD instructions. However this was for a molecular dynamics simulation on a supercomputer. Hardly the kind of performance requirements you'll face everyday.

Now, what you are doing - a list of components for each entity instance, and each component is an instance with normal fields: That's not DoD. You might be able to use a data holder like described in DoD for each kind of component and it'll be DoD, but as of now you're not doing that, and I wouldn't recommend it. For example because you'll have to do a lot more than just change your data storage layout to achieve a performance gain. And you more than likely won't need it.


Vectorizing by lists of instance sounds like what a typical columnar data store tries to do (I've never worked with it personally but I think we some Teradata to store data for offline processing about stuff like customer retention models, etc.). Same reasons - faster to process column A when its (aaaaa,bbbbb,ccccc) then ((a,b,c),(a,b,c)...), so it's useful for some types of workloads (offline, batch processing) vs OLTP worloads I'd assume.

Sorry for all my twattery earlier guys. Anyway, today's daily dumb java question.

Checking some Java options and it mentions for -Xmx (max heap)
>> This value must be a multiple of 1024 and greater than 2 MB
But setting -Xmx1024k (minimum size for Xms) works fine for me.

+ Show Spoiler +


$ java -Xmx1024k -Xms1024k -server -XX:+PrintCommandLineFlags 2>/dev/null
-XX:InitialHeapSize=[b]1048576[/b] -XX:MaxHeapSize=[b]1048576[/b] -XX:+PrintCommandLineFlags -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseLargePagesIndividualAllocation -XX:+UseParallelGC



Also - anyone see difference between -client and -server options? I'm just checking them out on my Windows laptop so maybe it's different on different JDK but I see them as setting memory options to same

+ Show Spoiler +


$ java -client -XX:+PrintCommandLineFlags 2>/dev/null
-XX:InitialHeapSize=266849216 -XX:MaxHeapSize=4269587456 -XX:+PrintCommandLineFlags -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseLargePagesIndividualAllocation -XX:+UseParallelGC
[Mon Mar 09 04:28:55 zebra@ZEBRA:~/personal ]
$ java -server -XX:+PrintCommandLineFlags 2>/dev/null
-XX:InitialHeapSize=266849216 -XX:MaxHeapSize=4269587456 -XX:+PrintCommandLineFlags -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseLargePagesIndividualAllocation -XX:+UseParallelGC



edit: tried to post question on SO "Java Minimum Xmx option" and it kept rejecting my question as not having a good enough title so I gave up
RIP GOMTV. RIP PROLEAGUE.
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2015-03-09 14:21:03
March 09 2015 14:20 GMT
#12049
On March 09 2015 20:30 teamamerica wrote:
edit: tried to post question on SO "Java Minimum Xmx option" and it kept rejecting my question as not having a good enough title so I gave up

Been reading about that kind of thing happening a lot lately from a few different people on forums. People will try and post perfectly valid questions that haven't been answered before and will get shut down because of some tiny nitpick. There was an interesting blog from a person who was a longtime, top of the pack SO contributor who said that it's getting to the point where new users are being chased away because some of the powers that be are becoming insanely pedantic about everything and are blocking valid questions simply because they don't like how they are worded or the topic. I've been meaning to start contributing there, but every time I go to, it just feels like a waste of time. I've also noticed the signal to noise ratio there is getting really bad when it comes to responses.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 09 2015 16:01 GMT
#12050
Currently im writing alot of structs and giving them an unique id to identify them later.

constantly looking up the latest id I putted in/looking up the id of the struct is a bit of an pain. any way I can do this automatically with something like an enum?
The harder it becomes, the more you should focus on the basics.
ThatGuy
Profile Blog Joined April 2008
Canada695 Posts
March 09 2015 17:32 GMT
#12051
On March 10 2015 01:01 sabas123 wrote:
Currently im writing alot of structs and giving them an unique id to identify them later.

constantly looking up the latest id I putted in/looking up the id of the struct is a bit of an pain. any way I can do this automatically with something like an enum?


You could use a map/hashmap to pair an id with the struct itself, would this suit your needs?
RoyGBiv_13
Profile Blog Joined August 2010
United States1275 Posts
Last Edited: 2015-03-09 17:57:48
March 09 2015 17:55 GMT
#12052
On March 10 2015 01:01 sabas123 wrote:
Currently im writing alot of structs and giving them an unique id to identify them later.

constantly looking up the latest id I putted in/looking up the id of the struct is a bit of an pain. any way I can do this automatically with something like an enum?


I would use a combination of stringification macros, and post-compilation symbol tables. It's not a silver bullet, but now you only have to remember the index, not the entire ID. I have my build script setup to open up the symbol table after each compilation so I can quickly search for symbol names rather than grepping my code. Of course, a debugger is a better alternative.

Examples always help:

+ Show Spoiler +


#define struct_name(s) struct foobar_#s

struct_name(1) {
...
}

struct_name(2) {
...
}

struct_name(1).addfunct = adder;
struct_name(2).data = 11;

Any sufficiently advanced technology is indistinguishable from magic
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 09 2015 17:57 GMT
#12053
On March 10 2015 02:32 ThatGuy wrote:
Show nested quote +
On March 10 2015 01:01 sabas123 wrote:
Currently im writing alot of structs and giving them an unique id to identify them later.

constantly looking up the latest id I putted in/looking up the id of the struct is a bit of an pain. any way I can do this automatically with something like an enum?


You could use a map/hashmap to pair an id with the struct itself, would this suit your needs?

I geuss I could try that.
The harder it becomes, the more you should focus on the basics.
Ropid
Profile Joined March 2009
Germany3557 Posts
Last Edited: 2015-03-09 18:02:40
March 09 2015 18:01 GMT
#12054
On March 10 2015 01:01 sabas123 wrote:
Currently im writing alot of structs and giving them an unique id to identify them later.

constantly looking up the latest id I putted in/looking up the id of the struct is a bit of an pain. any way I can do this automatically with something like an enum?

The OOP way is using "virtual" functions. Behind the scenes, those are basically a pointer to a function getting added to the data structure. When you then have a base class and derive a bunch of specialized classes from it, and you then have a collection of elements of that base class, you can call that virtual function on any element of your collection, and what will run is the function from the specialized class without any type casting needed.

No idea if that's better or worse than doing things manually like what you're doing right now with your IDs.
"My goal is to replace my soul with coffee and become immortal."
berated-
Profile Blog Joined February 2007
United States1134 Posts
Last Edited: 2015-03-09 23:33:55
March 09 2015 23:32 GMT
#12055
On March 09 2015 20:30 teamamerica wrote:
Show nested quote +
On March 09 2015 00:47 spinesheath wrote:
On March 08 2015 21:32 sabas123 wrote:
On March 08 2015 21:24 spinesheath wrote:
On March 08 2015 21:00 sabas123 wrote:
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 point of entity component designs is something along the lines of avoiding having to define a class for each possible combination of traits an object could have (like renderable, collidable, controllable and so on). It's about using composition instead of inheritance. It's not about performance and it's very unlikely that it has any performance advantages over a inheritance based system in a language like C++ simply because C++ virtual method invocation is about as fast as it gets if you need variable behavior among a list of objects.

In other languages this might be entirely different, specifically if methods aren't defined per class, but instead per instance. In that case you'd only ever need the methods of your few system instances instead of your many entity instances.

I saw some speakers at cpp con from google and sony I think talk about how to stepped to data oriented designs (from my knowledge entity based systems == DoD) because it had better performance and more maintainable code.

Data oriented design seems to be about placing similar data in a contiguous part of memory so it can be mass-processed more efficiently.

If a normal class has fields a, b and c, each instance looks just about like this in memory: (x, a, b, c) where x is, for example, the v-table pointer. And then those instances are potentially sprinkled all across your memory. That's "bad" if you want to do an operation on all fields a of all instances.

DoD suggests that instead of having fields a, b and c per instance, you have for example 3 vectors for the class - not the instance, one for each field, and if you need to access the "field" of a given instance, you look it up by index, for example. The key point being that all fields "a" are placed in contiguous memory.
I worked with something like that for my bachelor's thesis, but I still had normal instances and only copied the data into vectors before using it. The idea there was to lay the data out in a way that allows better usage of SIMD instructions. However this was for a molecular dynamics simulation on a supercomputer. Hardly the kind of performance requirements you'll face everyday.

Now, what you are doing - a list of components for each entity instance, and each component is an instance with normal fields: That's not DoD. You might be able to use a data holder like described in DoD for each kind of component and it'll be DoD, but as of now you're not doing that, and I wouldn't recommend it. For example because you'll have to do a lot more than just change your data storage layout to achieve a performance gain. And you more than likely won't need it.


Vectorizing by lists of instance sounds like what a typical columnar data store tries to do (I've never worked with it personally but I think we some Teradata to store data for offline processing about stuff like customer retention models, etc.). Same reasons - faster to process column A when its (aaaaa,bbbbb,ccccc) then ((a,b,c),(a,b,c)...), so it's useful for some types of workloads (offline, batch processing) vs OLTP worloads I'd assume.

Sorry for all my twattery earlier guys. Anyway, today's daily dumb java question.

Checking some Java options and it mentions for -Xmx (max heap)
>> This value must be a multiple of 1024 and greater than 2 MB
But setting -Xmx1024k (minimum size for Xms) works fine for me.

+ Show Spoiler +


$ java -Xmx1024k -Xms1024k -server -XX:+PrintCommandLineFlags 2>/dev/null
-XX:InitialHeapSize=[b]1048576[/b] -XX:MaxHeapSize=[b]1048576[/b] -XX:+PrintCommandLineFlags -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseLargePagesIndividualAllocation -XX:+UseParallelGC



Also - anyone see difference between -client and -server options? I'm just checking them out on my Windows laptop so maybe it's different on different JDK but I see them as setting memory options to same

+ Show Spoiler +


$ java -client -XX:+PrintCommandLineFlags 2>/dev/null
-XX:InitialHeapSize=266849216 -XX:MaxHeapSize=4269587456 -XX:+PrintCommandLineFlags -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseLargePagesIndividualAllocation -XX:+UseParallelGC
[Mon Mar 09 04:28:55 zebra@ZEBRA:~/personal ]
$ java -server -XX:+PrintCommandLineFlags 2>/dev/null
-XX:InitialHeapSize=266849216 -XX:MaxHeapSize=4269587456 -XX:+PrintCommandLineFlags -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseLargePagesIndividualAllocation -XX:+UseParallelGC



edit: tried to post question on SO "Java Minimum Xmx option" and it kept rejecting my question as not having a good enough title so I gave up


What version of java are you running? All of the command line options are specific to the jvm you are running on.

From the java docs..
-server
The 64-bit version of the JDK supports only the Server VM, so in that case the option is implicit.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 11 2015 19:17 GMT
#12056
On March 10 2015 03:01 Ropid wrote:
Show nested quote +
On March 10 2015 01:01 sabas123 wrote:
Currently im writing alot of structs and giving them an unique id to identify them later.

constantly looking up the latest id I putted in/looking up the id of the struct is a bit of an pain. any way I can do this automatically with something like an enum?

The OOP way is using "virtual" functions. Behind the scenes, those are basically a pointer to a function getting added to the data structure. When you then have a base class and derive a bunch of specialized classes from it, and you then have a collection of elements of that base class, you can call that virtual function on any element of your collection, and what will run is the function from the specialized class without any type casting needed.

No idea if that's better or worse than doing things manually like what you're doing right now with your IDs.

My structs only will have variables not fuction. so I can't use them:/
The harder it becomes, the more you should focus on the basics.
A3th3r
Profile Blog Joined September 2014
United States319 Posts
March 11 2015 20:32 GMT
#12057
trying to program Bluetooth code for the MSP430 is really difficult! Dah! It seriously is a tool made for employee comfort & not employer production.
stale trite schlub
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 11 2015 21:53 GMT
#12058
lets go boys, registration is open now!

https://code.google.com/codejam
The harder it becomes, the more you should focus on the basics.
enigmaticcam
Profile Blog Joined October 2010
United States280 Posts
Last Edited: 2015-03-11 22:30:06
March 11 2015 22:05 GMT
#12059
Ok, so I have a programming problem I'm trying to solve. Any help would be appreciated.

I'm scheduling users to daily jobs for a given month. I have a specific set of users and a specific set of jobs. However, one day might not have the same set of jobs as another. There are various hard rules, such as not allowing one user to be scheduled more than twice in a day - hard rules can't be broken. There are various soft rules, such as scheduling the same user to the same job two days in a row - soft rules can be broken. I want to write a program that will give me the best combination for a given month - one combination is better than another if it breaks less soft rules (no combination is good if it breaks any hard rule). I also want to be able to add or remove rules easily, so there's no dependency on the rules themselves, only that they are either hard or soft.

The difficulty I'm having is that you can't really put a score on a user to a job unless you've accounted for all other jobs due to the nature of the rules. For example, I can't say that adding John to job 2 on day3 is good or bad unless I know if he was already added on that same day. So it seems to me then that dynamic programming is out because you can't break the problem down into smaller components to solve. Also, I don't think brute forcing will work if you have a large amount of job types, users, and jobs per day. Too many variations.

Any help you can offer would be appreciated!
Zocat
Profile Joined April 2010
Germany2229 Posts
March 11 2015 23:02 GMT
#12060
Do you need to find the best solution (global optima) or a "good enough" solution (local optima)?

What is the rough user/job size? Hundreds, thousands, millions, unlimited?

Adding / removing rules depends on your rule complexity. Changing a rule can be easy (not working 3 days in a row), but adding a completely new rule might be complicated (user X doesn't like to do job Y, but he can do it if necessary).

If you don't need the global optima I would look into genetic algorithms. The fitness function sounds easy enough to implement with your set of rules and hard-rule breaking offspring can die off immediately.
Prev 1 601 602 603 604 605 1032 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 719
ProTech135
JuggernautJason92
StarCraft: Brood War
NaDa 20
Dota 2
monkeys_forever147
capcasts57
Counter-Strike
fl0m4022
Coldzera 405
minikerr2
Heroes of the Storm
Liquid`Hasu357
Khaldor127
Other Games
gofns34310
summit1g9449
FrodaN4043
Grubby3973
B2W.Neo533
byalli437
KnowMe427
DeMusliM334
C9.Mang0202
shahzam148
ViBE26
Organizations
Other Games
gamesdonequick1936
ComeBackTV 209
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• davetesta26
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• RayReign 64
• blackmanpl 33
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21000
League of Legends
• Doublelift3677
Other Games
• imaqtpie1233
• Scarra844
Upcoming Events
Replay Cast
1h 43m
CranKy Ducklings
11h 43m
RSL Revival
11h 43m
MaxPax vs Rogue
Clem vs Bunny
WardiTV Team League
13h 43m
uThermal 2v2 Circuit
18h 43m
BSL
21h 43m
Sparkling Tuna Cup
1d 11h
RSL Revival
1d 11h
ByuN vs SHIN
Maru vs Krystianer
WardiTV Team League
1d 13h
Patches Events
1d 18h
[ Show More ]
BSL
1d 21h
Replay Cast
2 days
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Team League
3 days
GSL
4 days
The PondCast
5 days
WardiTV Team League
5 days
Replay Cast
6 days
WardiTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-03-12
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
Proleague 2026-03-13
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 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.