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#perf

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That gives us our baseline: bzip2 (in C) vs bzip2 (in Rust). But is it a fair enough comparison? I mentioned initially that I was implementing an lbzip2 "clone" (mostly a PoC for the decompression part). lbzip2 is an other program (a C binary, without a library), that can compress and decompress bzip2 files in parallel. Surely it should be slower than bzip2 since it has the parallel management overhead? 7/N

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But why? Let's see what perf stat has to say: the Rust version has less instructions, but with much less IPC (Instruction-per-clock); the Rust version also has less branches and misses in general. On the efficiency cores, we see that worse IPC and branch prediction of the Rust version give the advantage to the C version. 6/N

Continued thread

... so, the final lesson here is that too many abstractions can impede the implementation's performance! many software abstractions introduce computational overhead, if they are not *very* carefully tailored to the application at hand. for something like mobile gaming on low-power devices, you need to treat each byte of processing energy with a high level of respect. that is what Vizflow was designed for #performance #perf #software #engineering #science #visualization #dataScience #art

Continued thread

the biggest question was: "can HTML5 games perform well on mobile?" and the answer for a while was "¯\_(ツ)_/¯"...

well, as someone who feels that visualizations and games are ultimately the exact same thing, and who likes both a lot, i wanted to try to answer this question for myself!

so, i set out to make some games using D3. That effort ended up failing, due to #performance (#perf) reasons, but it inspired me to make Vizflow :)

ES6 is partially based on CoffeeScript

github.com/dannyko/gpdk

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