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CPU profiling

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Re: CPU profiling

Postby Flint1b » August 2nd, 2020, 12:31 am

I am mostly talking about the 1-2 minute startup time. That is the worst.

Otherwise the app runs fine, except for some special commands on some special units.
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Re: CPU profiling

Postby uckelman » August 2nd, 2020, 2:20 pm

Thus spake Brent Easton:
> I really like the idea of implementing a top-hat trait that we place on
> top of each GamePiece when it is created so that every single unit has
> one.

I'm in the middle of trying this.

--
J.
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Re: CPU profiling

Postby uckelman » August 2nd, 2020, 2:48 pm

I've added PieceWrapper, a Decorator subclass that's intended to be a top-level trait. I'm not getting this to work---I see lots of exceptions when loading any module. What I'm I doing wrong?

https://github.com/uckelman/vassal/tree ... ccess_work

(Everything up to 548d06b is refactoring. It's only from that commit onward that I've added PieceWrapper.)
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Re: CPU profiling

Postby Rhett » August 2nd, 2020, 2:51 pm

It could be interesting to run this CPU profiling on the module I made:

http://www.vassalengine.org/wiki/Module:Verdun:_A_Generation_Lost

There is a horrible lag when you move units connected to the German and French Artillery Tables. These tables were made to automate the calculation of range and firepower of artillery on a specific target. I managed to implement this without a custom class but used many Java expressions in the traits. I suppose these expressions have to be interpreted X numer of times and the whole is therefore very slow.
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Re: CPU profiling

Postby Flint1b » August 4th, 2020, 4:04 am

I have switched to playing my current PBEM games with the current master. With the PieceCloner improvement merged playing became much more fun, I am not going back again.
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