Re: memory pool algorithms
"Alan Latham" <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <9D1618C4DEBC4948AC159CEBF3903F2D@allaptop> |
Adding hierarchy to your "free" bit-vector can make this really fast, and touch only a few cache-lines per alloc/free (even for huge pools). You need hardware clz tho. Alan. ----- Original Message ----- From: "Mat Noguchi" <[email protected]> To: "Game Development Algorithms" <[email protected]> Sent: Friday, April 24, 2009 3:24 AM Subject: Re: [Algorithms] memory pool algorithms >> I believe > keeping a parallel bitfield would be more straight forward than an > unsorted array of free elements. ------------------------------------------------------------------------------ Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensign option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list