So sometimes there really isn't an option but to finish the year(s) or take a big financial hit.
206 karma · joined January 15, 2011
So sometimes there really isn't an option but to finish the year(s) or take a big financial hit.
Also it's entirely unclear what makes Kivy specific to NUI? I am assuming that you ditched the old one widget/one focus model and that multiple widgets can have focus at the same time. But that's not really said anywhere, it just "looks" like it from the multiple scrollbars in the demo.
So really aside from the very cool demo there is no strong evidence to convince someone to switch to Kivy if they've worked with UI toolkits before.
Maybe talk about this over the tech demo on top of having cool music.
So that means he's in the 1-5 years bucket automatically? Sorry, but I don't think so, since he can run circles around most 20+ experience people.
There's just no comparison between people like that who do programming in their spare time since they were a kid and people who just started programming in college and only did it for school or their jobs. It's absurd to rank them the same.
I don't know much about game network code, but is this feasible at all? Another post brought up the reason for using lock-step networking is because of "thousands" of units, so I assume the biggest data is the physics data (x,y,z velocity, etc of said units).
If some physics errors could be tolerated for a few ticks, maybe a binary search of the gamespace could be used to figure out where the error came from, and sync up the game state in that area. Could be fairly low bandwidth right?
Still, desync errors are pretty common in early versions of RTS, I remember pulling my hair out while playing Starcraft and getting desynced non-stop. Or maybe it was the cheaters!
Nothing on Linux beats the C++ parser that Eclipse has (I tried everything and it feels like programming in the stone age unless it knows how to interpret templates and go to def/go to usages works). Heck, even on Windows probably only Visual Studio beats it, thanks to being written in speedier native code and already supporting C++0x intellisense.
It's not as useful for C though since there's plenty of other IDEs that can do macro unfolding and if that's not even needed then just using your favorite text editor + cscope provides a fast way of traversing a call graph.
That being said C/C++ IDEs are still decades behind Java or C#. Where's our dozens of automated refactorings that other languages have?
Yet it only runs on Windows? Thanks, but I do virtually all my C programming on Linux. The only thing Windows is useful for is to cross compile to other targets (it's usually more work to set up Linux to cross compile to a target).
Why anyone would write C on Windows for Windows I have no clue.
.NET CLR has the exact same problem (perhaps a harder one, since CLR has a moving GC), so anytime they touch GC references (pointers to objects that are collectible) it's always wrapped in an explicit GC stack frame (think GC struct that lives on the stack). Furthermore, all reads/writes are carefully done with macros (which of course expands to volatile + some other stuff) to make sure the compiler doesn't optimize it away.
On the one hand, this is nice because they don't need to scan the C-stack (it scans the VM stack and the fake GC frame stacks -- well it's one stack but you skip the native C frames), on the other hand this means that any time a GC object is used in C code (ok, actually it's C++) they have to be real careful to guard it.
Of course bugs crop up all the time where an object gets collected where it shouldn't have, it happens so often that there is a name for it -- "GC Hole".
Astute readers and users of p/invoke may remark that they don't have to set up any "GC frames" -- that is because this complicated scheme is not exposed outside of the CLR source. Regular users of .NET who want to marshal pointers between native/managed can simply request that a GC reference gets pinned, at which point I'm mostly sure it won't get collected until it's unpinned.
The bad news is I'm almost positive there is nothing you can do with just C here to make this problem go away. You'd want stuff to magically just happen under the hood, and C++ is the right way to go for that.
It's probably possible to create an RAII style C++ GC smart pointer that would be 99% foolproof at the expense of some performance. It gets a little bit trickier if we are doing a moving collector. I am thinking it could ref/unref at creation/destruction, and disallow any direct raw pointer usage not to shoot yourself in the foot.
Of course the people writing the GC still need to worry about this..
Could explain their recent flurries of rewriting the javascript jits.
> I say that the conduct of Manlius is more praiseworthy and less perilous for a citizen who lives under the laws of a republic; inasmuch as it operates entirely for the benefit of the state, and can never favor private ambition. For by such conduct a man can never create any partisans for himself; severe towards everybody, and devoted only to the public good, a commander by such means will never gain any particular friends, such as we have called partisans. Thus this course of conduct can only be of the greatest benefit and value in a republic, as it looks only to the public good, and is in no way open to the suspicion of individual usurpation. But with the system of Valerius, quite the contrary is the case; for although it produces the same effects so far as the public service is concerned, yet it is calculated to inspire doubts and mistrust, on account of the special devotion of the soldiers to their chief to which it will give rise, and which might be productive of bad effects against the public liberty, in case of his being continued in command for any length of time.
So Machiavelli is basically saying in the context of a republic, it is better for a commander to rule through terror/harshness (what the article calls power) rather than respect. The reason being is that gaining respect will cause the commander to gain friends (the person commanding via terror will have none/few friends) and make that commander a risk to the state by being a potential tyrant.
Given this, it's not surprising that Machiavelli advocates Manlius over Valerius, since the behavior of Valerius is in the end disadvantageous to everybody else.
However, does this really apply to a company? Most simply aren't run as a republic, but more of a benevolent dictatorship. So even if a if a manager does rise up to be the new CEO (a "tyrant"), it's probably because whoever appoints the CEO (the board?) thought he would make a better CEO than the last guy, so in the end the company is the one that benefits -- not just the individual.
In fact the article later points out (on the second page) that the CEO who ruled through harshness/terror was later kicked out for poor performance. Maybe commanding through respect is better for companies after all?
Still, if they keep up this revenue for a year, it could end up being some very nice returns. Will they really be selling ~$1m a month, or will it taper off soon?
I will post the disassembly of the code as-is first. Then the same exact code but using a switch statement (change all the if/else into a 'case' and nothing else).
// loop header (break out of loop if we hit END)
1a: 8b 04 99 mov eax,DWORD PTR [ecx+ebx*4]
1d: 83 f8 ff cmp eax,0xffffffff
20: 0f 84 62 01 00 00 je 188 <run_vm+0x188>
26: 89 fa mov edx,edi
// inside of the loop begins here (theres a jmp 28 instruction at the bottom that i omitted here)
28: 8b 52 0c mov edx,DWORD PTR [edx+0xc]
// now edx == &vm->pProgram->args
// FAIL: vm->pProgram->args is loop invariant and shouldn't be reloaded every iteration
// this is either a failure to prove the load was redundant or a failure to allocate this its own register without spilling
2b: 83 f8 01 cmp eax,0x1
// why is this here? instruction scheduling magic probably.
2e: 8b 14 32 mov edx,DWORD PTR [edx+esi*1]
// esi is the instr_idx
// new edx is vm->pProgram->args[instr_idx]
31: 8b 32 mov esi,DWORD PTR [edx]
// esi is arg0 == vm->pProgram->args[instr_idx][0]
33: 8b 52 04 mov edx,DWORD PTR [edx+0x4]
// edx is arg1 == vm->pProgram->args[instr_idx][1]
36: 89 55 d4 mov DWORD PTR [ebp-0x2c],edx
// FAIL: spill vm->pProgram->args[instr_idx] to stack.
// why is this a fail? it's already on the stack, so we can reconstruct it slightly slower without spilling
39: 0f 84 01 01 00 00 je 140 <run_vm+0x140>
// finally the je for the cmp
// CMP/JE pairs for ELSE IFs follow until end
3f: 83 f8 02 cmp eax,0x2
42: 0f 84 48 01 00 00 je 190 <run_vm+0x190>
48: 83 f8 03 cmp eax,0x3
4b: 0f 84 5f 01 00 00 je 1b0 <run_vm+0x1b0>
51: 83 f8 04 cmp eax,0x4
54: 0f 84 0e 01 00 00 je 168 <run_vm+0x168>
5a: 83 f8 05 cmp eax,0x5
5d: 8d 76 00 lea esi,[esi+0x0]
60: 0f 84 12 01 00 00 je 178 <run_vm+0x178>
66: 83 f8 06 cmp eax,0x6
69: 0f 84 61 01 00 00 je 1d0 <run_vm+0x1d0>
6f: 83 f8 07 cmp eax,0x7
72: 0f 84 70 01 00 00 je 1e8 <run_vm+0x1e8>
78: 83 f8 08 cmp eax,0x8
eax is the bytecode for the current instruction (vm->pProgram->args[instr_idx]). Notice that the first time it inlines the code (for the MOV instruction). The rest of the time it's a cmp/jcc pair (I omitted the rest of the asm for clarity, but it's cmp/jcc all the way down).So that alone makes it that a MOV bytecode would get executed almost right away. Then for everything else, PUSH, POP, etc you have to go through a linearly increasing sets of cmp/jcc pairs. So in this case if the probability distribution of your interpreted program meant that most opcodes were MOV, PUSH, POP, you could get pretty good performance. But once it goes through a few cmp/jcc pairs you have lost the performance benefit of using if/else, it will get slower than using a switch.
There are also a few potential fails here (look at my FAIL comments). The value for &vm->pProgram->args gets recalculated every loop iteration, this is probably a register allocation fail (not enough registers on x86). And vm->pProgram->args[instr_idx] gets spilled to stack. That's really annoying and probably unnecessary.
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Now let's take a look at the switch statement! I was curious to see if it would generate a binary search table or a jump table. In theory it should be the latter since the opcodes are 0-25 inclusive (with -1 for END, which is actually 0xFFFFFFFF and is not easily a candidate to become a jump table member). x
//loop header
1a: 8b 04 99 mov eax,DWORD PTR [ecx+ebx*4]
1d: 83 f8 ff cmp eax,0xffffffff
20: 74 48 je 6a <run_vm+0x6a>
22: 8d b6 00 00 00 00 lea esi,[esi+0x0]
// loop beginning (there's an omitted jmp 28 lower on)
28: 8b 7e 0c mov edi,DWORD PTR [esi+0xc]
// now edi == &vm->pProgram->args
// FAIL: vm->pProgram->args is loop invariant and shouldn't be reloaded every iteration
// this is either a failure to prove the load was redundant or a failure to allocate this its own register without spilling
2b: 83 f8 19 cmp eax,0x19
// compare eax to 25 (JLE)
// compiler was unable to prove that the instruction is in the range [-1, 25]. this will always cause a >25 check every loop iteration (bad)
// i wanted to try adding a __builtin_unreachable() as a default switch case to fix this, unfortunately i don't have gcc 4.5
// also maybe doing a switch on eax & 0x20 so it knows its less than 32, 32 might be small enough to generate 7 blank jump table entries
2e: 8b 14 17 mov edx,DWORD PTR [edi+edx*1]
// new edx is vm->pProgram->args[instr_idx]
31: 8b 3a mov edi,DWORD PTR [edx]
// arg0
33: 8b 52 04 mov edx,DWORD PTR [edx+0x4]
// arg1
36: 89 55 d4 mov DWORD PTR [ebp-0x2c],edx
// FAIL: spill vm->pProgram->args[instr_idx] to stack.
// why is this a fail? we can always get it from [esi+0xc] like at the beginning of the loop
39: 77 1d ja 58 <run_vm+0x58>
// aha, thats what the cmp eax, 0x19 was for previously.. refer to previous comment
3b: ff 24 85 00 00 00 00 jmp DWORD PTR [eax*4+0x0]
// jmp table badassery. but why did it take so long to get here?
// this is a JMP r/m32 (jump near, absolute indirect)
// the 0x0 gets set to a jump table offset by the linker later (i decompiled the .o file only)
// the jmp table itself will look like JMP address-back-into-run_vm-as-a-constant
This is basically the same code as before except that: there's an additional cmp/ja instruction pair to check that the instruction code is in the [0,25] range (and of course the jmp to the jmp table instead of the if/else pairs). This makes it always slower for a branch that will never get taken, and ruins the branch prediction of the first few iterations.Also the indirect jmp does make it a bit harder to do instruction prefetching, but this should be truly straightforward since the value of 'eax' is known for a good 8 instructions from the beginning of the loop (and the prefetching is trivial for the direct jumps). Another consideration is the L1 i-cache, which is 32K on a Nehalem. A quick google search for the micro-ops cache reveals it to be 12K. Since the loop is fairly tiny, both of these easily fit into those caches with probably at least 1 order of magnitude left over.
Supposing that the redundant cmp/ja is removed, we are now on a more even field. It should be faster for pretty much anything except the first case (instruction is a MOV).
jmp [indirect abs]
jmp direct abs
vs cmp eax, 0x0 // is EAX a mov?
jg somewhere_else // skip the following section if its not a MOV
The second code will always be faster if we're always hitting MOVs, don't ask me to prove this, but it's a gut feeling that there's less micro ops involved in the second case. The equal point will probably be when the instrucitons are always PUSH (1) or POP (2). But after that it will always be faster. So I think overall unless all the instructions are MOV,PUSH,POP (haha unlikely) the jmp table solution should be faster with cmp/ja removed.That being said, I think I've spent too much time on this as-is and will not be trying to remove the cmp/ja.
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Summary: GCC doesn't generate the best code, and there's some things that are hard for even the compiler to optimize. Sometimes you have to massage the compiler into doing what you want, and it doesn't mean the theoretical approach to using switches over chained if/elses is flawed.
It's my gut feeling that if we can get the optimizer in this case to work slightly better, the switch statement should always be faster than the if/elses.
It also would've been interested to see the x86_64 disassembly, but of course then we have the downside of using 64-bit everywhere which leads to larger instruction encodings and the upside of less register spills.
What it really comes down it is 2x-3x smaller code, plus much faster to write it since you can just test your CSS selector in your web browser such as with FireBug before sticking it into your code.
If anything the same exact FSAIL will run faster and faster on the same exact hardware as newer JITs come out.
Plus, with games like Bejeweled or Plants vs Zombies, it's not exactly hard to duplicate in a matter of weeks and get rid of that exclusive edge.
Personally I prefer the C++0x closures precisely because of the reference/value capturing distinction.
I always wanted to make my own challenges that would have to be automatically solved by potential candidates, and here it is! Glad someone else did this already.
Edit: I see codio.com does this as well
I don't know who you're targeting, but I certainly don't expect interview candidates to be running the latest and greatest.
Finally, the URL is way too complicated to give out over the phone... oops?