Author: Vincent Diepeveen
Date: 05:39:49 09/22/03
Go up one level in this thread
On September 21, 2003 at 21:15:06, Robert Hyatt wrote: >On September 21, 2003 at 20:07:11, Vincent Diepeveen wrote: > >>On September 20, 2003 at 15:58:03, Dave Gomboc wrote: >> >>>On September 15, 2003 at 19:28:39, Mathieu Pagé wrote: >>> >>>>In fact I have not yet implementing dynamic allocation. >>>> >>>>I'm pretty sure it's about too much constructor executing. >>>> >>>>I'd like to know if someone had ever experiments which overhead (%) should I >>>>expect when porting non-OO chess engine to OO ? >>>> >>>>Thanks for your help, i'will give a try to your idea when implementing dynamic >>>>allocation. >>>> >>>>Mathieu Pagé >>> >>>I'd expect zero overhead. >> >>then he's not using real OO features. >> >>As soon as you start using advanced stuff from object oriented programming, then >>overhead is *huge*. >> >>Let's assume for example a neat OO program that's allocating and deallocating >>objects of course. That's real neat OO programming. >> >>What junior team and others do in c++ is by no means what i call the real OO >>features. >> >>The real OO features are dead slow for chess :) >> >>>Dave > > >Not necessarily.. A chess board is a good example of an object. There is >no need to create a bunch of them, one is enough. I've personally seen more >than one _really_ elegant OO (C++) chess program that was just as fast as >mine (it was a bitboard program also). In fact i wrote several c++ programs a bunch of years ago, using all kind of cool c++ features (from which some i probably am forgotten again) and the code was *dead* slow. Of course the code wasn't meant for speed. I have not seen neat c++ code that's faster than C, using special c++ features. If you use classical neat c++ then a chessprogram is just busy allocating and destroying objects, which is *real* slow. As soon as you start using tricks to avoid all that, then all you end up is a C program with extension cpp. Best regards, Vincent
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