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Re:Ion: Cross-platform OpenGL library from Google by imron on Wednesday February 10, 2016 @12:56AM (#11070998)
To provide performance improvements that you don't get using the built in facilities.

You don't have to write these things yourself, but if you're trying to eke out every last drop of performance (either at runtime or build time) then you have the option to do so.

Re:Ion: Cross-platform OpenGL library from Google by pjmlp on Wednesday February 10, 2016 @03:37AM (#11071425)
Many times it is to get the performance improvements you think you should need, but actually never will.

Having been coding since the days of Assembly being a normal language for business applications, I never seen a programming community so obsessed with micro-optimizations per code line, (without using profilers, because programmer knows best), like the C one.

And by correlation the C sub-communities from C++ and Objective-C ones.

Other communities think first into getting their data-structures and algorithms right, use the profiler and then optimize.

Re:Ion: Cross-platform OpenGL library from Google by imron on Thursday February 11, 2016 @03:28AM (#11078956)
I agree that micro-optimization obsession is a problem in the C++ community, but sometimes it is useful and then it's nice to have the option.

Personally, I have my own custom hashmap which provides a 10%-15% performance improvement over the std one for my use case, and I also have custom mutex/thread code similar to the one listed in this library because it provides better performance when no other thread has the lock, and avoids needing to compile/link against the boost equivalent which adds seconds of compile time to any file that includes it.

These are all optimisations that I have tested and profiled though.

Re:Ion: Cross-platform OpenGL library from Google by pjmlp on Thursday February 11, 2016 @03:56AM (#11079046)
Which is all fine if you are coding for scenarios where every ms counts like you say.

The problem I see is when doing applications where doing the work in 100ms or 1s doesn't matter at all.

Yet one will be discussing about bounds checking impact, if i++ or i = i + 1 generate the same code and many other micro-optimizations.

For the type of work I do, I always embraced the STL and never though a second about those issues, yet I was able to fulfill the expectations.

Re:Ion: Cross-platform OpenGL library from Google by ilaksh on Wednesday February 10, 2016 @01:53AM (#11071146)
Half of C or C++ projects have code for these types of plumbing. That's a lot of re-implementation on behalf of 'eking out performance'.