Re: [Freecol-developers] Fwd: Re: Mouse event Problem in #199

2016-12-08 Thread Michael Jeffers
Hello Mike, Apologies for the sloppy formatting, we had to submit the merge request at an artificial deadline for the course. We are working now to adapt everything to the standards in the LaTex document, will squash the changes and push it into the merge request shortly. We appreciate your prompt

[Freecol-developers] internal getters vs performance

2016-12-08 Thread Enrico Weigelt, metux IT consult
Hi folks, we've got a lot of trivila getters that are heavily used within their classes. As they're public and not final, the compiler can't inline them (it must assume that they might be overwritten by derived classes), which of course introduces a performance penalty. Should we instead make the

Re: [Freecol-developers] internal getters vs performance

2016-12-08 Thread Michael T. Pope
On Thu, 8 Dec 2016 17:50:41 +0100 "Enrico Weigelt, metux IT consult" wrote: > we've got a lot of trivila getters that are heavily used within > their classes. As they're public and not final, the compiler can't > inline them (it must assume that they might be overwritten by derived > classes), whi

[Freecol-developers] UI Testing for #43

2016-12-08 Thread Dong Kim
Hi again, For testing improvement request #43, we're having difficulty encountering the looting panel for capturedGoodsDialog. We've realized that you need to declare your nation's independence before you encounter these panels, which we assume will take a substantial amount of gameplay. Is there

Re: [Freecol-developers] internal getters vs performance

2016-12-08 Thread Enrico Weigelt, metux IT consult
On 08.12.2016 22:02, Michael T. Pope wrote: >> Should we instead make them final or use the underlying fields >> directly ? > > We could. Patches welcome. This is low priority stuff though. Okay, I'll do that when touching these places for other reasons. --mtx ---

[Freecol-developers] lifetime of Map object

2016-12-08 Thread Enrico Weigelt, metux IT consult
Hi folks, I'm currently reworking the (per-player) visibility map, by a) doing it (mostly) lockless b) using BitSet instead of the huge boolean array c) encapsulating the whole logic into an own class As it obviously needs the map dimensions (coming from the Map object), I'm wondering whether th

[Freecol-developers] bidirectional relationships and performance

2016-12-08 Thread Enrico Weigelt, metux IT consult
Hi folks, in many places we have (semantically) bi-directional relationships, eg. diplomatic relationships, etc, which are currently implemented as lists on only one side of the relationship, so when coming from the other side we'll end up in full list scans. (eg. see ServerPlayer::csKill()) Wha

[Freecol-developers] killing players and tile ownership

2016-12-08 Thread Enrico Weigelt, metux IT consult
Hi folks, I'm just having a look at ServerPlayer::csKill(). IIRC it sends out CS'es for all the individual changes caused by killing a player, eg. removing it's settlements, diplomatic relationships, etc. Do we really need that traffic at all ? Why not just sending a kill player notification the

Re: [Freecol-developers] UI Testing for #43

2016-12-08 Thread Caleb Williams
> For testing improvement request #43, we're having difficulty encountering the looting panel for capturedGoodsDialog. I've only encountered the CaptureGoodsDialog when attacking ships. In theory it could effect any Unit (net.sf.freecol.common.model) though it's only a Carrier with goods in its ho

Re: [Freecol-developers] UI Testing for #43

2016-12-08 Thread Michael T. Pope
On Thu, 8 Dec 2016 21:29:37 -0600 Caleb Williams wrote: > > For testing improvement request #43, we're having difficulty encountering > the looting panel for capturedGoodsDialog. > > I've only encountered the CaptureGoodsDialog when attacking ships. Caleb is correct, and independence is not re

Re: [Freecol-developers] lifetime of Map object

2016-12-08 Thread Michael T. Pope
On Fri, 9 Dec 2016 00:28:29 +0100 "Enrico Weigelt, metux IT consult" wrote: > I'm currently reworking the (per-player) visibility map, by > a) doing it (mostly) lockless > b) using BitSet instead of the huge boolean array > c) encapsulating the whole logic into an own class (c) is obviously a win

Re: [Freecol-developers] killing players and tile ownership

2016-12-08 Thread Michael T. Pope
On Fri, 9 Dec 2016 03:04:37 +0100 "Enrico Weigelt, metux IT consult" wrote: > I'm just having a look at ServerPlayer::csKill(). IIRC it sends out > CS'es for all the individual changes caused by killing a player, eg. > removing it's settlements, diplomatic relationships, etc. > > Do we really nee

Re: [Freecol-developers] lifetime of Map object

2016-12-08 Thread Enrico Weigelt, metux IT consult
On 09.12.2016 06:24, Michael T. Pope wrote: Hi, > (c) is obviously a win in terms of making things easier to read. The other > two are nice, but I doubt the existing locking is a serious problem, not sure whether it's actually problem (IOW: notable slowdown), but we for now require a lock on e

[Freecol-developers] path finding and carrier

2016-12-08 Thread Enrico Weigelt, metux IT consult
Hi folks, just looking at Unit::search() - the documentation states that there can be given an optonal carrier which is the unit can use. Does that mean, that land units can automatically can employ a ship when ordered across the sea ? If so, does that also work w/ wagons on a trade route ? --