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Re: The cost of using objects rather than plain C variables
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Re: The cost of using objects rather than plain C variables


  • Subject: Re: The cost of using objects rather than plain C variables
  • From: Vincent Habchi <email@hidden>
  • Date: Sun, 07 Jul 2013 10:08:01 +0200

Quincey,

> Each NSString has at least 4 bytes of overhead (the 'isa' pointer); each character is UTF-16; each object is a multiple of 16 bytes. Your values may not fit in the remaining 12 bytes of the smallest object (an input format something like '0.xe-nn', which isn't an unlikely format, wouldn't fit in 12 bytes, even with only 1 significant digit in the mantissa).

Well, I store GLshorts, GLfloats and GLints. The GLFloat is formatted like 0.xyztuvw I think, never more than seven digits after the decimal separator. But you’re right: I overlooked the UTF-16 default coding that doubles the size every ascii string.

My initial reasoning was very (too) simple: I have a 20 MB file made up of strings, if I store those strings in objects, even with a small overhead, it should not top 30 or 40 MB. It turned out I was plainly wrong, at least the way I implemented it.

> Actually, that's not so bad. 33-50MB instead of 20MB, for the objectified vs scalar representation, isn't unbearable, I suspect. However, the C array of scalars is probably the best choice.

Well, the plain C way, I suspect, is also quicker. With the decoding taking around 30 seconds or so, I had better optimizing speed, too!

Cheers and thanks a lot once again!
Vincent


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  • Follow-Ups:
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References: 
 >The cost of using objects rather than plain C variables (From: Vincent Habchi <email@hidden>)
 >Re: The cost of using objects rather than plain C variables (From: Quincey Morris <email@hidden>)

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