Thanks bearophile. I'll give it a try later.
--
Yao.G
On Thu, 03 Jun 2010 12:27:20 -0500, bearophile
wrote:
Yao G.:
I think the idea of a memory pool or freelist is good. Can you point me
where can I see your libs?
Instead of just giving you a link to the dlibs1, I've extracted the
re
Yao G.:
> I think the idea of a memory pool or freelist is good. Can you point me
> where can I see your libs?
Instead of just giving you a link to the dlibs1, I've extracted the relevant
code and adapted it to D2:
http://codepad.org/Ug5Z5qum
I have tested it enough with D1 but only a bit with
You can use another design: feed your control with your items collection and
interface like
string opIndex(size_t item, size_t subItem);
string opIndexAssign(size_t item, size_t subItem, string newValue);
void sort(size_t subItem, bool asc=true);
which will be used by the control to present the
Yeah. I think I'll do that. I just hope that no temporary copy is created
in other item access or manipulation.
Thanks.
On Wed, 02 Jun 2010 20:04:53 -0500, Simen kjaeraas
wrote:
Yao G. wrote:
Thanks bearophile.
With respect to passing structs as reference, I also have this problem.
Yao G. wrote:
Thanks bearophile.
With respect to passing structs as reference, I also have this problem.
In the widget, I have a opIndex method, that returns a ListViewItem
given an index (like an array). When opIndex return the instance I'm
looking for, and then I modify some property (
Thanks bearophile.
With respect to passing structs as reference, I also have this problem. In
the widget, I have a opIndex method, that returns a ListViewItem given an
index (like an array). When opIndex return the instance I'm looking for,
and then I modify some property (a image index, fo
Yao G.:
> Hello everybody.
>
> What's the best practice or more efficient way to deal, in D, with lots of
> small objects? My problem is this: I have a small control, ListView. This
> control can have hundreds (and theoretically thousands) of items
> (ListViewItem instances, to be precise).
Hello everybody.
What's the best practice or more efficient way to deal, in D, with lots of
small objects? My problem is this: I have a small control, ListView. This
control can have hundreds (and theoretically thousands) of items
(ListViewItem instances, to be precise). And, in turn each o