>>12
Do you even know what a CFLAG is, Ubuntu user?
Name:
Anonymous2013-01-10 17:29
>>13
piece of shit elitist scumbag
i can install what i want on ubuntu, i just go to ubuntu app store and i install cflag or anything else with a signle click
can your shitty gentoo/crunchbang/arch do that? i think not
>>20
But is it faster than not using memory allocation at all? Seriously, if your program needs to allocate memory at runtime, then you are doing something wrong, being a memory hog, or are just plain being lazy and not calculating how much you need at design time.
Name:
Anonymous2013-01-11 16:33
>>21
If the maximum amount you'd need to allocate is 500MB, would you think it's better to set aside all that memory when you only need 500 bytes of it in the average case?
Name:
Anonymous2013-01-11 16:46
>>22
You should not need 500MB in the first place. No legitimate program needs that much memory. When dealing with such an amount of data, it should be broken up into smaller pieces and processed by instances of the program in parallel.
>>24
I work as an embedded programmer and my company does have a lot of contracts with toy manufactures, but I don't work on very many of those projects. Most of my work involves factory machinery.
Name:
Anonymous2013-01-11 17:02
>>23
What if you're writing a game engine and you need to handle maps of greatly varying sizes? Surely you'd read the entire thing into memory, instead of continuously reading from a disk each time you need to load a different section of the map.
>>26 continuously reading from a disk each time you need to load a different section of the map.
This is exactly what many games do that deal with large worlds. Large games often take gigabytes to install to the hard drive and you can't expect the computer to handle all of that at the same time, it's far more practical to design a system that'll partition the world and process a reasonable amount of data. This often means the player's current area and probably the immediate surrounding area.
>>23
The computing cost of loading and rendering computer gaming assets can easily exceed 500megs. Why don't you load a copy of WoW and tell me how much it's occupying.
Name:
Anonymous2013-01-11 19:45
>>29
It depends on the game, I suppose. It wouldn't really hurt much to do this with an adventure game, but consider games like Quake. The map would be split into partitions in either situation, but I'd say it's far better to malloc() store for all the data you need for the map right off, instead of performing heaps of reads at a time.