Hi!
A few years ago we had the problem that loading levels into the 3D game we
where developing (in C++ but this part was plain C) was way to slow. There
where just by far too many small objects that had to be loaded. We came up with
a solution that I think might be applicable to serialization
Greetings, voting members of the Core Libraries Group!
I hereby nominate Doug Lea to Membership in the Core Libraries Group.
Please cast your vote by replying, publicly, to this message with
either
Vote: yes
or
Vote: no
as the first line of the message body.
You may, at your option, indicat
Vote: yes
"We've been waiting for this for hundreds of years!"
-Pete
Vote: yes
Martin
Vote: yes
Dave
iris clark wrote:
Greetings, voting members of the Core Libraries Group!
I hereby nominate Doug Lea to Membership in the Core Libraries Group.
Please cast your vote by replying, publicly, to this message with
either
Vote: yes
or
Vote: no
as the first line of the mes
Vote: yes
(Duh!)
- Mark
BTW,
The implementation of ReentrantReadWriteLock is being changed significantly
by the not-yet-integrated changes for
*Synopsis* Excessive ThreadLocal storage used by ReentrantReadWriteLock
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6625723
which may make your particular workload faster
Vote: yes
-- Peter