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  • How efficient is an if statement compared to a test that doesn't use an if? (C++)

    - by Keand64
    I need a program to get the smaller of two numbers, and I'm wondering if using a standard "if x is less than y" int a, b, low; if (a < b) low = a; else low = a; is more or less efficient than this: int a, b, low; low = b + ((a - b) & ((a - b) >> 31)); (or the variation of putting int delta = a - b at the top and rerplacing instances of a - b with that). I'm just wondering which one of these would be more efficient (or if the difference is to miniscule to be relevant), and the efficiency of if-else statements versus alternatives in general.

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  • Animate screen while loading textures

    - by Omega
    My RPG-like game has random battles. When the player enters a random battle, it is necessary for my game to load the textures used within that battle (animated monsters, animations, etc). The textures are quite a lot, and rather big (the battles are very graphical intensive). Such process consumes significant time. And while it is loading, the whole screen freezes. The game's map freezes, and the wait time is significant - I personally find it annoying. I can't afford to preload the textures because, after doing some math, I realized: If I preload all the textures at the beginning of the game, the application will definitely crash. If I preload the textures that are used in a specific map when the player enters the map, the application is very likely to crash as well. I can only afford to load the textures when I need them, and dispose of them as soon as the battle ends. I'd prefer to not use a "loading screen" image because it affects my game's design and concept. I want to avoid this approach. If I could do some kind of animation while loading the textures, it would be great, which leads to my question: is that possible? What kind of animation, you ask? Well, how about... you remember when Final Fantasy used to distort the screen while apparently loading the textures? Something like that. But well, distorting is quite a time-consuming process as well, so maybe just a cool frame-by-frame animation or something. While writing this, I realized that I could make small pauses between textures (there are multiple textures), and during such pauses, I update the screen to represent the animation's state. However, this is very unlikely to happen, because each texture is 2048x2048, so the animation would be refreshed at a rather laggy (and annoying) rate. I'd prefer to avoid this as well.

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  • Eliminate full table scan due to BETWEEN (and GROUP BY)

    - by Dave Jarvis
    Description According to the explain command, there is a range that is causing a query to perform a full table scan (160k rows). How do I keep the range condition and reduce the scanning? I expect the culprit to be: Y.YEAR BETWEEN 1900 AND 2009 AND Code Here is the code that has the range condition (the STATION_DISTRICT is likely superfluous). SELECT COUNT(1) as MEASUREMENTS, AVG(D.AMOUNT) as AMOUNT, Y.YEAR as YEAR, MAKEDATE(Y.YEAR,1) as AMOUNT_DATE FROM CITY C, STATION S, STATION_DISTRICT SD, YEAR_REF Y FORCE INDEX(YEAR_IDX), MONTH_REF M, DAILY D WHERE -- For a specific city ... -- C.ID = 10663 AND -- Find all the stations within a specific unit radius ... -- 6371.009 * SQRT( POW(RADIANS(C.LATITUDE_DECIMAL - S.LATITUDE_DECIMAL), 2) + (COS(RADIANS(C.LATITUDE_DECIMAL + S.LATITUDE_DECIMAL) / 2) * POW(RADIANS(C.LONGITUDE_DECIMAL - S.LONGITUDE_DECIMAL), 2)) ) <= 50 AND -- Get the station district identification for the matching station. -- S.STATION_DISTRICT_ID = SD.ID AND -- Gather all known years for that station ... -- Y.STATION_DISTRICT_ID = SD.ID AND -- The data before 1900 is shaky; insufficient after 2009. -- Y.YEAR BETWEEN 1900 AND 2009 AND -- Filtered by all known months ... -- M.YEAR_REF_ID = Y.ID AND -- Whittled down by category ... -- M.CATEGORY_ID = '003' AND -- Into the valid daily climate data. -- M.ID = D.MONTH_REF_ID AND D.DAILY_FLAG_ID <> 'M' GROUP BY Y.YEAR Update The SQL is performing a full table scan, which results in MySQL performing a "copy to tmp table", as shown here: +----+-------------+-------+--------+-----------------------------------+--------------+---------+-------------------------------+--------+-------------+ | id | select_type | table | type | possible_keys | key | key_len | ref | rows | Extra | +----+-------------+-------+--------+-----------------------------------+--------------+---------+-------------------------------+--------+-------------+ | 1 | SIMPLE | C | const | PRIMARY | PRIMARY | 4 | const | 1 | | | 1 | SIMPLE | Y | range | YEAR_IDX | YEAR_IDX | 4 | NULL | 160422 | Using where | | 1 | SIMPLE | SD | eq_ref | PRIMARY | PRIMARY | 4 | climate.Y.STATION_DISTRICT_ID | 1 | Using index | | 1 | SIMPLE | S | eq_ref | PRIMARY | PRIMARY | 4 | climate.SD.ID | 1 | Using where | | 1 | SIMPLE | M | ref | PRIMARY,YEAR_REF_IDX,CATEGORY_IDX | YEAR_REF_IDX | 8 | climate.Y.ID | 54 | Using where | | 1 | SIMPLE | D | ref | INDEX | INDEX | 8 | climate.M.ID | 11 | Using where | +----+-------------+-------+--------+-----------------------------------+--------------+---------+-------------------------------+--------+-------------+ Related http://dev.mysql.com/doc/refman/5.0/en/how-to-avoid-table-scan.html http://dev.mysql.com/doc/refman/5.0/en/where-optimizations.html http://stackoverflow.com/questions/557425/optimize-sql-that-uses-between-clause Thank you!

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  • Most efficient way to LIMIT results in a JOIN?

    - by johnnietheblack
    I have a fairly simple one-to-many type join in a MySQL query. In this case, I'd like to LIMIT my results by the left table. For example, let's say I have an accounts table and a comments table, and I'd like to pull 100 rows from accounts and all the associated comments rows for each. Thy only way I can think to do this is with a sub-select in in the FROM clause instead of simply selecting FROM accounts. Here is my current idea: SELECT a.*, c.* FROM (SELECT * FROM accounts LIMIT 100) a LEFT JOIN `comments` c on c.account_id = a.id ORDER BY a.id However, whenever I need to do a sub-select of some sort, my intermediate level SQL knowledge feels like it's doing something wrong. Is there a more efficient, or faster, way to do this, or is this pretty good? By the way... This might be the absolute simplest way to do this, which I'm okay with as an answer. I'm simply trying to figure out if there IS another way to do this that could potentially compete with the above statement in terms of speed.

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  • optimize python code

    - by user283405
    i have code that uses BeautifulSoup library for parsing. But it is very slow. The code is written in such a way that threads cannot be used. Can anyone help me about this? I am using beautifulsoup library for parsing and than save in DB. if i comment the save statement, than still it takes time so there is no problem with database. def parse(self,text): soup = BeautifulSoup(text) arr = soup.findAll('tbody') for i in range(0,len(arr)-1): data=Data() soup2 = BeautifulSoup(str(arr[i])) arr2 = soup2.findAll('td') c=0 for j in arr2: if str(j).find("<a href=") > 0: data.sourceURL = self.getAttributeValue(str(j),'<a href="') else: if c == 2: data.Hits=j.renderContents() #and few others... #... c = c+1 data.save() Any suggestions? Note: I already ask this question here but that was closed due to incomplete information.

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  • Is the C++ compiler optimizer allowed to break my destructor ability to be called multiple times?

    - by sharptooth
    We once had an interview with a very experienced C++ developer who couldn't answer the following question: is it necessary to call the base class destructor from the derived class destructor in C++? Obviously the answer is no, C++ will call the base class destructor automagically anyway. But what if we attempt to do the call? As I see it the result will depend on whether the base class destructor can be called twice without invoking erroneous behavior. For example in this case: class BaseSafe { public: ~BaseSafe() { } private: int data; }; class DerivedSafe { public: ~DerivedSafe() { BaseSafe::~BaseSafe(); } }; everything will be fine - the BaseSafe destructor can be called twice safely and the program will run allright. But in this case: class BaseUnsafe { public: BaseUnsafe() { buffer = new char[100]; } ~BaseUnsafe () { delete[] buffer; } private: char* buffer; }; class DerivedUnsafe { public: ~DerivedUnsafe () { BaseUnsafe::~BaseUnsafe(); } }; the explicic call will run fine, but then the implicit (automagic) call to the destructor will trigger double-delete and undefined behavior. Looks like it is easy to avoid the UB in the second case. Just set buffer to null pointer after delete[]. But will this help? I mean the destructor is expected to only be run once on a fully constructed object, so the optimizer could decide that setting buffer to null pointer makes no sense and eliminate that code exposing the program to double-delete. Is the compiler allowed to do that?

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  • How to optimize a postgreSQL server for a "write once, read many"-type infrastructure ?

    - by mhu
    Greetings, I am working on a piece of software that logs entries (and related tagging) in a PostgreSQL database for storage and retrieval. We never update any data once it has been inserted; we might remove it when the entry gets too old, but this is done at most once a day. Stored entries can be retrieved by users. The insertion of new entries can happen rather fast and regularly, thus the database will commonly hold several millions elements. The tables used are pretty simple : one table for ids, raw content and insertion date; and one table storing tags and their values associated to an id. User search mostly concern tags values, so SELECTs usually consist of JOIN queries on ids on the two tables. To sum it up : 2 tables Lots of INSERT no UPDATE some DELETE, once a day at most some user-generated SELECT with JOIN huge data set What would an optimal server configuration (software and hardware, I assume for example that RAID10 could help) be for my PostgreSQL server, given these requirements ? By optimal, I mean one that allows SELECT queries taking a reasonably little amount of time. I can provide more information about the current setup (like tables, indexes ...) if needed.

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  • Mysql slow query: INNER JOIN + ORDER BY causes filesort

    - by Alexander
    Hello! I'm trying to optimize this query: SELECT `posts`.* FROM `posts` INNER JOIN `posts_tags` ON `posts`.id = `posts_tags`.post_id WHERE (((`posts_tags`.tag_id = 1))) ORDER BY posts.created_at DESC; The size of tables is 38k rows, and 31k and mysql uses "filesort" so it gets pretty slow. I tried to use different indexes, no luck. CREATE TABLE `posts` ( `id` int(11) NOT NULL auto_increment, `created_at` datetime default NULL, PRIMARY KEY (`id`), KEY `index_posts_on_created_at` (`created_at`), KEY `for_tags` (`trashed`,`published`,`clan_private`,`created_at`) ) ENGINE=InnoDB AUTO_INCREMENT=44390 DEFAULT CHARSET=utf8 COLLATE=utf8_unicode_ci CREATE TABLE `posts_tags` ( `id` int(11) NOT NULL auto_increment, `post_id` int(11) default NULL, `tag_id` int(11) default NULL, `created_at` datetime default NULL, `updated_at` datetime default NULL, PRIMARY KEY (`id`), KEY `index_posts_tags_on_post_id_and_tag_id` (`post_id`,`tag_id`) ) ENGINE=InnoDB AUTO_INCREMENT=63175 DEFAULT CHARSET=utf8 +----+-------------+------------+--------+--------------------------+--------------------------+---------+---------------------+-------+-----------------------------------------------------------+ | id | select_type | table | type | possible_keys | key | key_len | ref | rows | Extra | +----+-------------+------------+--------+--------------------------+--------------------------+---------+---------------------+-------+-----------------------------------------------------------+ | 1 | SIMPLE | posts_tags | index | index_post_id_and_tag_id | index_post_id_and_tag_id | 10 | NULL | 24159 | Using where; Using index; Using temporary; Using filesort | | 1 | SIMPLE | posts | eq_ref | PRIMARY | PRIMARY | 4 | .posts_tags.post_id | 1 | | +----+-------------+------------+--------+--------------------------+--------------------------+---------+---------------------+-------+-----------------------------------------------------------+ 2 rows in set (0.00 sec) What kind of index I need to define to avoid mysql using filesort? Is it possible when order field is not in where clause?

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  • glDrawArrays() slow on iPad?

    - by Nick
    Hey guys, I was wondering how to speed up my iPad application using OpenGLES 2.0. At the moment we have every drawable object draw itself with a call to glDrawArrays(). Blend mode is on, we really need it. Without disabling blendmode, how would we improve performance for this app? For instances, if we now draw 1 texture across the whole screen, the app only gets 15FPS, which is really slow I think? Are we doing something terribly wrong? Our drawing code (for each drawable), is as follows: - (void) draw { GLuint textureAvailable = 0; if(texture != nil){ textureAvailable = 1; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture.name); glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertices); glEnableVertexAttribArray(ATTRIB_VERTEX); glVertexAttribPointer(ATTRIB_COLOR, 4, GL_FLOAT, 1, 0, colorsWithMultipliedAlpha); glEnableVertexAttribArray(ATTRIB_COLOR); glVertexAttribPointer(ATTRIB_TEXTUREMAP, 2, GL_FLOAT, 1, 0, textureMapping); glEnableVertexAttribArray(ATTRIB_TEXTUREMAP); //Note that we are NOT using position.z here because that is only used to determine drawing order int *jnUniforms = JNOpenGLConstants::getInstance().uniforms; glUniform4f(jnUniforms[UNIFORM_TRANSLATE], position.x, position.y, 0.0, 0.0); glUniform4f(jnUniforms[UNIFORM_SCALE], scale.x, scale.y, 1.0, 1.0); glUniform1f(jnUniforms[UNIFORM_ROTATION], rotation); glUniform1i(jnUniforms[UNIFORM_TEXTURE_SAMPLE], 0); glUniform2f(jnUniforms[UNIFORM_TEXTURE_REPEAT], textureRepeat.x, textureRepeat.y); glUniform1i(jnUniforms[UNIFORM_TEXTURE_AVAILABLE], textureAvailable); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }

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  • Write file need to optimised for heavy traffic part 2

    - by Clayton Leung
    For anyone interest to see where I come from you can refer to part 1, but it is not necessary. write file need to optimised for heavy traffic Below is a snippet of code I have written to capture some financial tick data from the broker API. The code will run without error. I need to optimize the code, because in peak hours the zf_TickEvent method will be call more than 10000 times a second. I use a memorystream to hold the data until it reaches a certain size, then I output it into a text file. The broker API is only single threaded. void zf_TickEvent(object sender, ZenFire.TickEventArgs e) { outputString = string.Format("{0},{1},{2},{3},{4}\r\n", e.TimeStamp.ToString(timeFmt), e.Product.ToString(), Enum.GetName(typeof(ZenFire.TickType), e.Type), e.Price, e.Volume); fillBuffer(outputString); } public class memoryStreamClass { public static MemoryStream ms = new MemoryStream(); } void fillBuffer(string outputString) { byte[] outputByte = Encoding.ASCII.GetBytes(outputString); memoryStreamClass.ms.Write(outputByte, 0, outputByte.Length); if (memoryStreamClass.ms.Length > 8192) { emptyBuffer(memoryStreamClass.ms); memoryStreamClass.ms.SetLength(0); memoryStreamClass.ms.Position = 0; } } void emptyBuffer(MemoryStream ms) { FileStream outStream = new FileStream("c:\\test.txt", FileMode.Append); ms.WriteTo(outStream); outStream.Flush(); outStream.Close(); } Question: Any suggestion to make this even faster? I will try to vary the buffer length but in terms of code structure, is this (almost) the fastest? When memorystream is filled up and I am emptying it to the file, what would happen to the new data coming in? Do I need to implement a second buffer to hold that data while I am emptying my first buffer? Or is c# smart enough to figure it out? Thanks for any advice

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  • Is "for(;;)" faster than "while (TRUE)"? If not, why do people use it?

    - by Chris Cooper
    for (;;) { //Something to be done repeatedly } I have seen this sort of thing used a lot, but I think it is rather strange... Wouldn't it be much clearer to say while (TRUE), or something along those lines? I'm guessing that (as is the reason for many-a-programmer to resort to cryptic code) this is a tiny margin faster? Why, and is it REALLY worth it? If so, why not just define it this way: #DEFINE while(TRUE) for(;;)

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  • Inline function v. Macro in C -- What's the Overhead (Memory/Speed)?

    - by Jason R. Mick
    I searched Stack Overflow for the pros/cons of function-like macros v. inline functions. I found the following discussion: Pros and Cons of Different macro function / inline methods in C ...but it didn't answer my primary burning question. Namely, what is the overhead in c of using a macro function (with variables, possibly other function calls) v. an inline function, in terms of memory usage and execution speed? Are there any compiler-dependent differences in overhead? I have both icc and gcc at my disposal. My code snippet I'm modularizing is: double AttractiveTerm = pow(SigmaSquared/RadialDistanceSquared,3); double RepulsiveTerm = AttractiveTerm * AttractiveTerm; EnergyContribution += 4 * Epsilon * (RepulsiveTerm - AttractiveTerm); My reason for turning it into an inline function/macro is so I can drop it into a c file and then conditionally compile other similar, but slightly different functions/macros. e.g.: double AttractiveTerm = pow(SigmaSquared/RadialDistanceSquared,3); double RepulsiveTerm = pow(SigmaSquared/RadialDistanceSquared,9); EnergyContribution += 4 * Epsilon * (RepulsiveTerm - AttractiveTerm); (note the difference in the second line...) This function is a central one to my code and gets called thousands of times per step in my program and my program performs millions of steps. Thus I want to have the LEAST overhead possible, hence why I'm wasting time worrying about the overhead of inlining v. transforming the code into a macro. Based on the prior discussion I already realize other pros/cons (type independence and resulting errors from that) of macros... but what I want to know most, and don't currently know is the PERFORMANCE. I know some of you C veterans will have some great insight for me!!

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  • Will unused deconstructors be optimized out?

    - by Brendan Long
    Assuming MyClass uses the default deconstructor (or no deconstructor), and this code: MyClass buffer[] = new MyClass[i]; // Construct N objects using placement new for(size_t i = 0; i < N; i++){ ~buffer[i]; } delete[] buffer; Is there any optimizer that would be able to remove this loop? Also, is there any way for my code to detect if MyClass is using an empty/default constructor?

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  • How to batch retrieve documents with mongoDB?

    - by edude05
    Hello everyone, I have an application that queries data from a mongoDB using the mongoDB C# driver something like this: public void main() { foreach (int i in listOfKey) { list.add(getObjectfromDB(i); } } public myObject getObjFromDb(int primaryKey) { document query = new document(); query["primKey"] = primaryKey; document result= mongo["myDatabase"]["myCollection"].findOne(query); return parseObject(result); } On my local (development) machine to get 100 object this way takes less than a second. However, I recently moved the database to a server on the internet, and this query takes about 30 seconds to execute for the same number of object. Furthermore, looking at the mongoDB log, it seems to open about 8-10 connections to the DB to perform this query. So what I'd like to do is have the query the database for an array of primaryKeys and get them all back at once, then do the parsing in a loop afterwards, using one connection if possible. How could I optimize my query to do so? Thanks, --Michael

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  • PHP error handling : my code is not optimized

    - by Tristan
    Hello, I must warn you, this code will heart your eyes, so please don't judge me, i'm trying to improve the way I handle errors all my tests are like this : if ($something < 27) { $error_IP= '<div class="error_message">something bad</div> '; }else{ $erreur_IP=''; } and here's the ugliest thing : if( !isset($_POST) || ($erreur_captcha !='') || ($erreur_email !='') || ($erreur_hebergeurVide != '') || ($erreur_paysVide != '') || ($erreur_slotVide != '') || ($erreur_rconVide != '') || ($erreur_tick != '') + a lot more :d ) What do you suggest to me to optimize my errors handling ? Thank you

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  • How to simplify my code... 2D array in Objective C...?

    - by Tattat
    self.myArray = [NSArray arrayWithObjects: [NSArray arrayWithObjects: [self d], [self generateMySecretObject],nil], [NSArray arrayWithObjects: [self generateMySecretObject], [self generateMySecretObject],nil],nil]; for (int k=0; k<[self.myArray count]; k++) { for(int s = 0; s<[[self.myArray objectAtIndex:k] count]; s++){ [[[self.myArray objectAtIndex:k] objectAtIndex:s] setAttribute:[self generateSecertAttribute]]; } } As you can see this is a simple 2*2 array, but it takes me lots of code to assign the NSArray in very first place, because I found that the NSArray can't assign the size at very beginning. Also, I want to set attribute one by one. I can't think of if my array change to 10*10. How long it could be. So, I hope you guys can give me some suggestions on shorten the code, and more readable. thz

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  • Does anybody have any suggestions on which of these two approaches is better for large delete?

    - by RPS
    Approach #1: DECLARE @count int SET @count = 2000 DECLARE @rowcount int SET @rowcount = @count WHILE @rowcount = @count BEGIN DELETE TOP (@count) FROM ProductOrderInfo WHERE ProductId = @product_id AND bCopied = 1 AND FileNameCRC = @localNameCrc SELECT @rowcount = @@ROWCOUNT WAITFOR DELAY '000:00:00.400' Approach #2: DECLARE @count int SET @count = 2000 DECLARE @rowcount int SET @rowcount = @count WHILE @rowcount = @count BEGIN DELETE FROM ProductOrderInfo WHERE ProductId = @product_id AND FileNameCRC IN ( SELECT TOP(@count) FileNameCRC FROM ProductOrderInfo WITH (NOLOCK) WHERE bCopied = 1 AND FileNameCRC = @localNameCrc ) SELECT @rowcount = @@ROWCOUNT WAITFOR DELAY '000:00:00.400' END

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  • Ways to optimize Android App code based on function call stack?

    - by K-RAN
    I've been told that Android OS stores all function calls in a stack. This can lead to many problems and cause the 'hiccups' during runtime, even if a program is functionalized properly, correct? So the question is, how can we prevent this from happening? The obvious solution is to functionalize less, along with other sensible acts such as refraining from excessively/needlessly creating objects, performing static calls to functions that don't access fields, etc... Is there another way though? Or can this only be done through careful code writing on the programmers' part? Does the JVM/JIT automatically optimize the bytecode during compile time to account for this?? Thanks a lot for your responses!!

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