• gedhrel@lemmy.world
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    7 months ago

    Casey’s video is interesting, but his example is framed as moving from 35 cycles/object to 24 cycles/object being a 1.5x speedup.

    Another way to look at this is, it’s a 12-cycle speedup per object.

    If you’re writing a shader or a physics sim this is a massive difference.

    If you’re building typical business software, it isn’t; that 10,000-line monster method does crop up, and it’s a maintenance disaster.

    I think extracting “clean code principles lead to a 50% cost increase” is a message that needs taking with a degree of context.

    • bonus_crab@lemmy.world
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      7 months ago

      For what its worth , the cache locality of Vec<Box<Dyn trait>> is terrible in general, i feel like if youre iterating over a large array of things and applying a polymorphic function you’re making a mistake.

      Cache locality isnt a problem when youre only accessing something once though.

      So imo polymorphism has its place for non iterative-compute type work, ie web server handler functions and event driven systems.