A B-Tree instead makes each node contain B-1 to 2B-1 elements in a contiguous array. By doing this, we reduce the number of allocations by a factor of B, and improve cache efficiency in searches. However, this does mean that searches will have to do more comparisons on average. The precise number of comparisons depends on the node search strategy used. For optimal cache efficiency, one could search the nodes linearly. For optimal comparisons, one could search the node using binary search. As a compromise, one could also perform a linear search that initially only checks every ith element for some choice of i.
Currently, our implementation simply performs naive linear search. This provides excellent performance on small nodes of elements which are cheap to compare. However in the future we would like to further explore choosing the optimal search strategy based on the choice of B, and possibly other factors. Using linear search, searching for a random element is expected to take B * log(n) comparisons, which is generally worse than a BST. In practice, however, performance is excellent.
https://doc.rust-lang.org/std/collections/struct.BTreeMap.html
But honestly I doubt i hit the 2B-1
element limit. so i cannot understand it sucks so hard compared to a Vec.
I still find the 2nd section of the doc really concerning, isn't that the whole sense of a btreemap xdddA B-Tree instead makes each node contain B-1 to 2B-1 elements in a contiguous array. By doing this, we reduce the number of allocations by a factor of B, and improve cache efficiency in searches. However, this does mean that searches will have to do more comparisons on average. The precise number of comparisons depends on the node search strategy used. For optimal cache efficiency, one could search the nodes linearly. For optimal comparisons, one could search the node using binary search. As a compromise, one could also perform a linear search that initially only checks every ith element for some choice of i.
Currently, our implementation simply performs naive linear search. This provides excellent performance on small nodes of elements which are cheap to compare. However in the future we would like to further explore choosing the optimal search strategy based on the choice of B, and possibly other factors. Using linear search, searching for a random element is expected to take B * log(n) comparisons, which is generally worse than a BST. In practice, however, performance is excellent.
https://doc.rust-lang.org/std/collections/struct.BTreeMap.html
But honestly I doubt i hit the 2B-1
element limit. so i cannot understand it sucks so hard compared to a Vec.
I still find the 2nd section of the doc really concerning, isn't that the whole sense of a btreemap xddd A B-Tree instead makes each node contain B-1 to 2B-1 elements in a contiguous array. By doing this, we reduce the number of allocations by a factor of B, and improve cache efficiency in searches. However, this does mean that searches will have to do more comparisons on average. The precise number of comparisons depends on the node search strategy used. For optimal cache efficiency, one could search the nodes linearly. For optimal comparisons, one could search the node using binary search. As a compromise, one could also perform a linear search that initially only checks every ith element for some choice of i.
Currently, our implementation simply performs naive linear search. This provides excellent performance on small nodes of elements which are cheap to compare. However in the future we would like to further explore choosing the optimal search strategy based on the choice of B, and possibly other factors. Using linear search, searching for a random element is expected to take B * log(n) comparisons, which is generally worse than a BST. In practice, however, performance is excellent.
https://doc.rust-lang.org/std/collections/struct.BTreeMap.html
But honestly I doubt i hit the 2B-1
element limit. so i cannot understand it sucks so hard compared to a Vec.
I still find the 2nd section of the doc really concerning, isn't that the whole sense of a btreemap xddd #iterate
indexmap took 150ns:
vec took 140ns:
hashmap took 350ns:
linked-hashmap took 240ns:
fx hashmap took 361ns:
btreemap took 822ns:
indexmap (values only) took 141ns:
linked-hashmap (with view) took 251ns:
linked-hashmap (values only) took 220ns:
fx hashmap (values only) took 361ns:
btreemap (values only) took 611ns:
with 64 entities btreemap is already complete trash xD
how is that possible#iterate
indexmap took 50ns:
vec took 50ns:
hashmap took 60ns:
linked-hashmap took 50ns:
fx hashmap took 60ns:
btreemap took 571ns:
indexmap (values only) took 50ns:
linked-hashmap (with view) took 50ns:
linked-hashmap (values only) took 50ns:
fx hashmap (values only) took 60ns:
btreemap (values only) took 100ns:
8 entries#iterate
indexmap took 31ns:
vec took 30ns:
hashmap took 40ns:
linked-hashmap took 30ns:
fx hashmap took 40ns:
btreemap took 180ns:
indexmap (values only) took 30ns:
linked-hashmap (with view) took 40ns:
linked-hashmap (values only) took 30ns:
fx hashmap (values only) took 40ns:
btreemap (values only) took 60ns:
8255 t/s
that is defs enough to not destroy FPS too much8255 t/s
that is defs enough to not destroy FPS too much CMake Error: The source directory "/home/lukron/DDNet-Server" does not appear to contain CMakeLists.txt.
Specify --help for usage, or press the help button on the CMake GUI.
this is what i did:
git clone --recursive https://github.com/ddnet/ddnet
sudo apt install build-essential cargo cmake git glslang-tools google-mock libavcodec-extra libavdevice-dev libavfilter-dev libavformat-dev libavutil-dev libcurl4-openssl-dev libfreetype6-dev libglew-dev libnotify-dev libogg-dev libopus-dev libopusfile-dev libpng-dev libsdl2-dev libsqlite3-dev libssl-dev libvulkan-dev libwavpack-dev libx264-dev python3 rustc spirv-tools
mkdir build
cd build
cmake ..
cmake ../ddnet
ma players .cpp
for years just now noticed that it's map layers .cpp
sv_auto_release 0
add_vote "Enable Auto Release" "sv_auto_release 1; end_round"
add_vote "Disable Auto Release" "sv_auto_release 0; end_round"
ma players .cpp
for years just now noticed that it's map layers .cpp
map players .cpp
m
and a
is short of some kind of system like manage actor players .cpp
std::string
and freeing the string returned by SDL immediately, so the clipboard data does not stay in memory unnecessarily after the clipboard has been used until the clipboard data is requested again.
Fix possible TOCTOU when pasting from the clipboard into a lineinput, due to the clipboard data being requested twice.