There's a thread on hackers about recovering memory consumed by paths. A reference count is maintained in each path. Once paths are created for all the upper level relations that a given relation participates in, any unused paths, for which reference count is 0, are freed. This adds extra code and CPU cycles to traverse the paths, maintain reference counts and free the paths. Yet, the patch did not show any performance degradation. I was curious to know why. I ran a small experiment.| Walking with the Elephants
Dynamic memory allocation isn’t free. Today I discuss a means of reducing the frequency of it for a breadth first search algorithm. This is part of an ongoing series of posts relating to the high performance C programming challenge Pointer Wars. Come join us! The Pointer Wars challenge has four levels to it. Level 2 […]| Chris Feilbach's Blog
When creating game objects within your game, you will likely want to start using new or malloc all over the place. This is bad! Every object should have a clear owner, and there should be a single interface for creating any object. Take a look at this code:| Randy Gaul's Game Programming Blog
In the previous post I had talked a little bit about image ordering, and image transparency. The way the image data was held in memory was very quirky! We had to create an entire header file for each image, and each image had to be an entirely different structure definition due to arrays of data being different from image to image. I'd like to show you a method that makes use of some clever macros in order to achieve an interesting variable-sized image structure! The idea was actually brought...| Randy Gaul's Game Programming Blog