Functors if known at compile time will usually be inlines, but if they are
too big to be inlined then a regular (not indirect) function call will be
made so like "call foo" instead of like "call [EDX]" but when you use a
function pointer instead of a template function, this is what happens:
if al
2007/2/16, Nick Apperson <[EMAIL PROTECTED]>:
trouble. Also, the alternative is usually function pointers which have
atleast 50 times the overhead of a function object. Correct me if I'm
wrong.
- Nick
function objects really cannot be 50 times more efficient as function
pointer are rather e
C++ function objects have overhead?
This is news to me... Any decent compiler can optimize these as well as a
direct function call. Also because of the way that the code is generated
using templates (as in machine language isn't generated until the actual
call is reached), function bodies are vi
Heikki Levanto wrote:
To get down to earth, I would like to look at the board at the end of
each playout, calculate something more than just win/loss, and pass that
info back to who ever called playout. One way to do that would be to
pass a function pointer and a (void?) pointer to playout, and h
On Thu, Feb 15, 2007 at 11:23:57AM +0100, ?ukasz Lew wrote:
> I'm realistic, what matters is: what You have learned, does Your
> program works. So just get the code and hack it as fast as You can to
> get some effect asap, to feed Your motivation, to get more effect
> fast, etc...
Ok, I do that.
The library is just a bunch of code and You can do whatever You want with it.
I'm realistic, what matters is: what You have learned, does Your program works.
So just get the code and hack it as fast as You can to get some effect
asap, to feed Your motivation, to get more effect fast, etc...
Conce