Timeline for C/C++ Flexible yet fast way of linking UI elements to functions
Current License: CC BY-SA 3.0
13 events
when toggle format | what | by | license | comment | |
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Sep 19, 2017 at 13:38 | comment | added | Ian Young | @DMGregory Yes, that is exactly what I am getting at. Things like collision detection, physics etc are far better candidates for optimisation. | |
Aug 17, 2017 at 22:46 | comment | added | DMGregory♦ | What I think Ian Young is getting at is that the click event is not the bottleneck in your game's responsiveness. Even if we have to dive through several layers of indirection to get to the action to execute, we only need to do that once per click. It's not code that executes in a tight loop hundreds to millions of times each frame. It's that "hot" code we do repeatedly that needs this exacting attention to performance to avoid stutters, lags, and framerate drops. A click handler will not itself cause a meaningful performance impact unless you do something very wrong. | |
Aug 16, 2017 at 18:26 | answer | added | Peter | timeline score: 3 | |
Aug 16, 2017 at 18:18 | comment | added | simulate | I think UI interaction should be highly optimised as it is the direct contact that the user has to the program and it really sets the "feel" of the application. Even though an object oriented approach might be sufficient during fluid program stages, unpleasant hangups might appear, more often in moments of high user/program interaction, which is especially frustrating with games. Of course i have no proof that these few pointer access stalls will actually be significant to the visible performance, but now that i am already at it, i would simply like to find an ideal solution. | |
Aug 16, 2017 at 18:00 | answer | added | uliwitness | timeline score: 2 | |
Aug 16, 2017 at 11:34 | comment | added | Ian Young | Pointers and virtual functions will not noticeably affect performance in the case of UI elements. You should build something readable, configurable, and re-usable, and focus your optimisation efforts on more cpu/memory intensive operations elsewhere in your larger codebase. | |
Aug 16, 2017 at 11:25 | history | edited | simulate | CC BY-SA 3.0 |
added 295 characters in body; edited tags; edited title
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Aug 16, 2017 at 11:25 | answer | added | ratchet freak | timeline score: 0 | |
Aug 16, 2017 at 10:45 | answer | added | user35344 | timeline score: 1 | |
Aug 16, 2017 at 10:37 | history | edited | simulate | CC BY-SA 3.0 |
added 1 character in body
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Aug 16, 2017 at 10:09 | answer | added | Ian Young | timeline score: 1 | |
Aug 16, 2017 at 9:54 | answer | added | Philipp | timeline score: 0 | |
Aug 16, 2017 at 9:15 | history | asked | simulate | CC BY-SA 3.0 |