data-oriented struct abstraction ?
short2cave via Digitalmars-d-learn
digitalmars-d-learn at puremagic.com
Sat May 30 06:49:49 PDT 2015
On Saturday, 30 May 2015 at 12:34:21 UTC, Rikki Cattermole wrote:
> On 30/05/2015 11:46 p.m., short2cave wrote:
>> Consider this struct:
>>
>> ---
>> Foo
>> {
>> uint a,b,c;
>> float d,e,f;
>> }
>> ---
>>
>> in a collection:
>>
>> ---
>> Foo[] foos;
>> ---
>>
>> Looping a particular member is not cache friendly
>>
>> ---
>> foreach(foo;foos){/*foo.a = ...*/}
>> ---
>>
>> but to write clear, understable, structured code, the struct
>> is necessary.
>>
>> So, is it possible to imagine an abstraction such as
>>
>> ---
>> FooData
>> {
>> uint[] a,b,c;
>> float[] d,e,f;
>> Foo[] items(){}
>> }
>> ---
>>
>> that would allow to loop over the data in a cache-friendly way
>> ?
>> You think that an item as the member but they are actually
>> stored using
>> another memory layout ?
>>
>> A template for this would be particularly usefull:
>>
>> template DataFriendlyStruct(T) if (is(T==struct) && isPOD!T)
>> {
>> alias DataFriendlyStruct = ...
>> }
>
> What exactly are you doing that such a micro optimization is
> necessary?
It's just that i try to concrectly apply some things read in a
paper a few monthes ago. I won't be able to find the link again
but the idea is simple, here is a short summary:
>structured types are dead, people gotta stup using classes and
>structs. >They're not efficient.
That's not a scoop. Programs are slow because of that but struct
and class allow a complexity in the design that you can't reach
with globals.
The problem if you have global declarations of data everywhere
things become quickly super heavy, for example:
---
float[] effect1_filter_1_omega;
float[] effect1_filter_2_omega;
float[] effect2_filter_1_omega;
float[] effect2_filter_2_omega;
float[] voice1_osc1_phasemod_source1
float[] voice1_osc2_phasemod_source2
float[] voice2_osc1_phasemod_source1
float[] voice2_osc2_phasemod_source2
---
efficient to loop but imagine that we talking about 8
oscillators, 32 voices per oscillator, 2 effects per voice, etc...
so an abstraction is required to give a
"pseudo-structured-interface".
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