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Re: [T-Merge Patch] Lock build to reduce build time

From: Stefan Küng <tortoisesvn_at_gmail.com>
Date: Thu, 28 Apr 2011 12:23:44 +0200

On Thu, Apr 28, 2011 at 09:30, Oto BREZINA <otik_at_printflow.eu> wrote:
> On 2011-04-28 08:53, Stefan Küng wrote:
>> On Wed, Apr 27, 2011 at 23:22, Oto BREZINA<otik_at_printflow.eu>  wrote:
>>> On 2011-04-27 22:22, Oto BREZINA wrote:
>>>> second try
>>>> It saves about 6  BuildAllScreen2ViewVector executions on start and
>>>> about 5 calls per reload.
>>>> This is first approach for review (you may suggest better names) to
>>>> don't spend too much time with something wrong from base.
>>> Same with:
>>> Using array+enum instead of set of variables
>>> Better handling of update of locator
>> Haven't checked your patch yet (still in the office).
>> But I had an idea on how to deal with this without using
>> locks/counters/whatever:
>> How about using a separate class for the screen/view vector. Access to
>> the vector is controlled by the class methods. That way, you can just
>> set a flag "rebuild necessary", and the vector is then rebuilt on the
>> first read access.
>> With such an implementation, the vector really is only rebuilt when necessary.
>> Thoughts?
> Sounds good to me, I did not want to make that big change just improve
> actual code. Of course real solutions are better then hacks.
> In fact "all" static attributes may be refactored out.
> However this vector is needed for updating scrolls and other stuffs, so
> not sure how it can be implemented properly ...

class Screen2View
  int GetViewLine(int screenline);
 void RebuildVector();
 vector<> m_screen2view;

int GetViewLine(int screenline)
  if (needsrebuild)
    needrebuild = false;
  return m_screen2View[screenline];

basically, you hide the vector completely from the outside. Not sure
why you think that updating scrollbars is somehow related to this?


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Received on 2011-04-28 12:24:06 CEST

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