Archive for the ‘Optimization’ Category.

Inheritance baggage

A couple posts ago, I mentioned that I’ve been working with code generation lately.  This is for a part of the TURBU project.  An RPG relies pretty heavily on scripting, and RPG Maker, the system I created TURBU to replace, has a fairly extensive, if limited, scripting system.  The limitations were one of the things that made me say “I could do better than this,” in fact:  No functions, no local variables, callable procedures exist but parameters don’t, so any “passing” has to be done in global variables, only two data types: integer and boolean, no event handlers, minimal looping support, etc.

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Real-world optimization

Last week at work, I was asked to look at one of our verification modules that was taking about three times longer to run than it had in an earlier version.  This module takes a set of result files, compares them against another file showing expected results, and reports any discrepancies that are outside the defined margin of error.  It’s some pretty heavy work involving hundreds of thousands of data points, and the old version already took more than ten minutes.  Increasing the running time by a factor of three just wasn’t acceptable.  So I started to look at what was going on.

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