On 12/3/19 7:27 AM, Jeff Young wrote:
Hi Seth,
Trying to keep track of lengths is going to be ugly. I did re-write
the bounding-box calc (which saves a bunch), and re-mapped the
initialisation to use stack storage until all the points had been
allocated (which saves a little).
But it’s still too slow (especially when you try to edit a pad).
A glyph is an array of strokes; a stroke is an array of points. Do
you remember which was giving the issue? (Or was it both?)
Changing the glyph back to a deque (and leaving the strokes vectors)
would probably alleviate much of the performance hit — but I’m not
sure if it would bring back the memory issues or not.
Cheers,
Jeff.
Hi Jeff-
How about this solution:
There's no reason we need to keep generating Hershey. It is bulky, we
can't read it by a human anyway and we waste time reloading.
Instead, I'll adjust the generation script to build the
vector<vector<vector<VECTOR2D>>> structure as a constant. Then we can
just reference it and it is converted at compile time.
If you're OK with this plan, I'll do the adjustment.
Best-
Seth
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