When are structs the answer?

An array of structs would be a single contiguous structure in memory, while items in an array of objects (instances of reference types) need to be individually addressed by a pointer (i.e. a reference to an object on the garbage-collected heap). Therefore if you address large collections of items at once, structs will give you … Read more

Calculating which tiles are lit in a tile-based game (“raytracing”)

The roguelike development community has a bit of an obsession with line-of-sight, field-of-view algorithms. Here’s a link to a roguelike wiki article on the subject: http://roguebasin.roguelikedevelopment.org/index.php?title=Field_of_Vision For my roguelike game, I implemented a shadow casting algorithm (http://roguebasin.roguelikedevelopment.org/index.php?title=Shadow_casting) in Python. It was a bit complicated to put together, but ran reasonably efficiently (even in pure Python) … Read more

Haskell threads heap overflow despite only 22Mb total memory usage?

Not the solution to your problem, but a hint to the cause: Haskell seems to be very conservative in memory reuse and when the interpreter sees the potential to reclaim a memory block, it goes for it. Your problem description fits the minor GC behavior described here (bottom) https://wiki.haskell.org/GHC/Memory_Management. New data are allocated in 512kb … Read more

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