--- Joshua Bell <[EMAIL PROTECTED]> wrote:
> From: "The Fool" <[EMAIL PROTECTED]>
> 
> > Not in this particular case.  All the functions are related / use the
> > same class variables etc.  Also sometimes speed and efficiency are more
> > important than ease of use.
> 
> Very rarely - what's going to happen to the code in 6 months when you've
> forgotten how half of it works? Is that trade-off worth it? Programmer &
> maintenance time usually outweights processing time.
> 
> It is extremely unlikely that the overhead of method calls (even vtable
> calls) are the performance bottleneck in any realistic project. About the
> only time you need to even think about those are when you're writing the
> tight inner loop of a 2D/3D/Sound rendering core - and with standard APIs
> (OpenGL, DirectX, etc) there's very little need to worry about that.
> 
> Even then, one of the projects I'm working on for fun is a 3D engine for
> the
> PocketPC (no DirectX or hardware acceleration) which is entirely C++ and
> makes heavy use of code broken up into multiple classes. Using such C++
> features as the "inline" directive, const variables, templates,
> metaprogramming, etc. you can completely eliminate even the overhead of
> function calls and object derefencing. The trick is to make the compiler do
> it, not the programmer. Compilers are VERY good at optimizations these days
> if you have enough hints in your code.
> 
> Besides, trying to optimize without doing profiling is crazy (apart from
> obvious things like using good algorithms). It's well known that you should
> write the code first and optimize later, since what you think might be the
> bottlenecks and what actually turn out to be the bottlenecks are very
> rarely
> the same thing.
> 
> Joshua

Well said.

=====
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               Jan William Coffey
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