Re: memory pool algorithms
Mat Noguchi <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <D7F4D9E414140644BF099886C28C6636205D47270E@bngexchange01.bungie.bng.local> |
You still pay the cost for a variable shift when setting a bit on some platforms. MSN -----Original Message----- From: Alan Latham [mailto:[email protected]] Sent: Friday, April 24, 2009 9:53 AM To: Game Development Algorithms Subject: Re: [Algorithms] memory pool algorithms unless you add hierarchy to the bit-vector.. ----- Original Message ----- From: "Tom Plunket" <[email protected]> To: "Game Development Algorithms" <[email protected]> Sent: Saturday, April 25, 2009 2:09 AM Subject: Re: [Algorithms] memory pool algorithms >>> then clearly moving things around shouldn't be too terrible. I believe >>> keeping a parallel bitfield would be more straight forward than an >>> unsorted array of free elements. >> >> So with the parallel bit-field, each bit indicates whether the element >> has >> been allocated, and when you iterate over all elements you skip elements >> without a set bit? > > That was my thinking, with the 30 seconds I spent on the problem. ;) > > I'm not sure if it's ideal, and I'm sure its power would show off > differently in sparse vs. not allocation patterns, but compared to an > array of integers that would require traversing the allocations in > arbitrary order I think it would considerably outperform this. However, > I'm also aware that setting bits in bitfields is horrifically slow on some > platforms, so you'd probably want to write whatever your solution was in > assembler so that you could optimally schedule memory reads and writes. > (I did battle with a certain compiler this week on just this front, but my > solution was to remove the need for the set bits at all.) > > -tom! > > -- > > > > ------------------------------------------------------------------------------ > 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 > ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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