[ioke-dev] Re: Data structure melee

  • From: "Kosta Welke" <kosta@fillibach.de>
  • To: "Ola Bini" <ola.bini@gmail.com>, dev@ioke.kenai.com, ioke-language@googlegroups.com
  • Subject: [ioke-dev] Re: Data structure melee
  • Date: Thu, 29 Jan 2009 13:56:15 +0100

On Thu, 29 Jan 2009 13:43:00 +0100, Ola Bini <ola.bini@gmail.com> wrote:

So, as you know, I've been trying to find a good data structure to use for representations of cells in Ioke. This mail will first detail the problem/requirements, and then talk about my current ideas.
Ideas, thoughts?

I suppose you know Steve Yegges "Universal Design Pattern" blog entry? It exactly about that problem. He also uses Java to implement a protype language.

http://steve-yegge.blogspot.com/2008/10/universal-design-pattern.html

Short version: Use a an array up to a certain size, then a hashtable or a tree.

If you cache mimic cells that means you need some way to mark their children dirty, which means objects have a list of objects that mimic them. But it speeds up peformance.

I hope my summary is correct, I read it some time ago.

Kosta


[ioke-dev] Data structure melee

Ola Bini 01/29/2009

[ioke-dev] Re: Data structure melee

Kosta Welke 01/29/2009

[ioke-dev] Re: Data structure melee

Ola Bini 01/29/2009

[ioke-dev] Re: Data structure melee

Kosta Welke 01/30/2009

Message not available

Message not available

[ioke-dev] Re: Data structure melee

Kosta Welke 01/30/2009
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