On Sat, 24 Apr 2010 05:32:25 -0400, Joseph Wakeling <joseph.wakel...@webdrake.net> wrote:

Steven Schveighoffer wrote:
I did a little review of the code, I concur that the code is pretty
identical, and the D version does not really do any extra allocation.  I
found one place where you were using pow(x, 2) to square something in
the D version but doing it with simple multiplication in the C++
version, but that didn't account for any slowdowns when fixed.  I also
saw some places where you write 0 to arrays several times, but removing
those didn't help either.

Not several times superfluously?  I think I would be embarrassed if that
were true :-P

Hm... I hate to embarrass you :)

I found it while manually inlining some functions (to try and see if that helps speed it up). So it wasn't obvious until I saw the two lines together.

In Yzlm.objectReputationUpdate, you zero out reputationObject array, then call super.opCall, which also zeros out reputationObject.

It's understandable that this got introduced in the D version, you are doing something quite different than in the C++ version, swapping with another array and you were just being thorough. I wouldn't be too embarrassed, and I note that it doesn't affect the runtime significantly anyways.

In spite of all this, I still remain convinced that there is nothing
inherently bad about these results, D compilers can and probably will
get better at optimizing code.  That it doesn't beat a compiler which
has been in production/mainstream for many more years probably shouldn't
be surprising to any of us, even though we want D compilers to perform
the best.

Completely agree here.  I was concerned based on early experience that I
was doing 'un-D-ish' things that were screwing performance, but now I'm
fairly confident that I can write OK D code.  From now on it will be all
pleasure as the compilers speed things up ... :-)

Thanks and best wishes,

Good luck to you too!

-Steve

Reply via email to