Would you like to share some experiences on tunning up Java code ? Yesterday I left my machine profilling the code. (takes ages with TPTP).
I didn't research too much the results, but as far I could see, creating objects is almost FORBIDDEN. The "clone" method on game class which is used for create a copy of game object for every simulation is the function that is taking the most of the time. (implies a couple of inner clones...) Also, a "getNear" method that returns a list of near points (considering borders) is the second most expensive. (even, being optimised ... The problem is that is creating a new array of size 1|2|3|4 elements for returning the result). About game class, I think that I will change to simple floodfill insteads of maintaining a list of liberties and chains. Clonning that list is expensive. --- Peter Drake <[EMAIL PROTECTED]> escribió: > A note: we're working on converting Orego back from > C++ to Java, and > we're getting 5,000 (totally random at this point) > simulated games > per second. We'll probably continue in this > direction. > > Peter Drake > Assistant Professor of Computer Science > Lewis & Clark College > http://www.lclark.edu/~drake/ > > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ > __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/