﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-HoneyCat的月光浴场-最新评论</title><link>http://www.cppblog.com/HoneyCat/CommentsRSS.aspx</link><description>我在很多世界的交叉点</description><language>zh-cn</language><pubDate>Tue, 11 May 2010 00:18:00 GMT</pubDate><lastBuildDate>Tue, 11 May 2010 00:18:00 GMT</lastBuildDate><generator>cnblogs</generator><item><title>re: 游戏内存管理——初探（上）</title><link>http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115119</link><dc:creator>矩阵操作</dc:creator><author>矩阵操作</author><pubDate>Tue, 11 May 2010 09:01:00 GMT</pubDate><guid>http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115119</guid><description><![CDATA[直接用intel tbb吧<img src ="http://www.cppblog.com/HoneyCat/aggbug/115119.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/HoneyCat/" target="_blank">矩阵操作</a> 2010-05-11 17:01 <a href="http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115119#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏内存管理——初探（上）</title><link>http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115064</link><dc:creator>小时候可靓了</dc:creator><author>小时候可靓了</author><pubDate>Tue, 11 May 2010 00:18:00 GMT</pubDate><guid>http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115064</guid><description><![CDATA[@chaogu<br>看了下你发的这个介绍，貌似很高深。 主要是针对多核结构，都采用多线程和安全检测了。。我QQ是247869291，可以发到我QQ邮箱，谢谢哦！<img src ="http://www.cppblog.com/HoneyCat/aggbug/115064.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/HoneyCat/" target="_blank">小时候可靓了</a> 2010-05-11 08:18 <a href="http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115064#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏内存管理——初探（上）</title><link>http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115058</link><dc:creator>chaogu</dc:creator><author>chaogu</author><pubDate>Mon, 10 May 2010 16:45:00 GMT</pubDate><guid>http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115058</guid><description><![CDATA[这就是我想要的答案，谢谢你能回答我的疑问。<div>我这还有一篇关于内存分配的文章，对你可能有帮助，如果需要发个邮件给我。</div><div>title：MMT: Exploiting Fine-Grained Parallelism in&nbsp;Dynamic Memory Management</div><div><div>Abstract—Dynamic memory management is one of the most</div><div>expensive but ubiquitous operations in many C/C++ applications.</div><div>Additional features such as security checks, while desirable,</div><div>further worsen memory management overheads. With</div><div>advent of multicore architecture, it is important to investigate</div><div>how dynamic memory management overheads for sequential</div><div>applications can be reduced.</div><div>In this paper, we propose a new approach for accelerating</div><div>dynamic memory management on multicore architecture, by</div><div>offloading dynamic management functions to a separate thread</div><div>that we refer to as memory management thread (MMT).</div><div>We show that an efficient MMT design can give significant</div><div>performance improvement by extracting parallelism while being</div><div>agnostic to the underlying memory management library</div><div>algorithms and data structures. We also show how parallelism</div><div>provided by MMT can be beneficial for high overhead memory</div><div>management tasks, for example, security checks related to</div><div>memory management.</div><div>We evaluate MMT on heap allocation-intensive benchmarks</div><div>running on an Intel core 2 quad platform for two widelyused</div><div>memory allocators: Doug Lea&#8217;s and PHKmalloc allocators.</div><div>On average, MMT achieves a speedup ratio of 1.19&#215;</div><div>for both allocators, while both the application and memory</div><div>management libraries are unmodified and are oblivious to the</div><div>parallelization scheme. For PHKmalloc with security checks</div><div>turned on, MMT reduces the security check overheads from</div><div>21% to only 1% on average.</div></div><img src ="http://www.cppblog.com/HoneyCat/aggbug/115058.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/HoneyCat/" target="_blank">chaogu</a> 2010-05-11 00:45 <a href="http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115058#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏内存管理——初探（上）</title><link>http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115055</link><dc:creator>小时候可靓了</dc:creator><author>小时候可靓了</author><pubDate>Mon, 10 May 2010 16:08:00 GMT</pubDate><guid>http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115055</guid><description><![CDATA[@chaogu<br>new delete是很好用的。但是如果需要频繁使用的时候，会造成内存粹片。当下一次再要分配的时候，如果系统发现找不到足够大的空间来分配。就会进行内存整理。调整内存页面数据。 这个整理数据的过程是很消耗时间的。（相对程序执行时间来说）。 而通过预分配并重载new delete。可以在一定程序上避免重复new delete时产生的额外开销。 <br><br>这就是传说中的内存振荡和内存碎片。。。 <br>上面的内存管理，是现在普遍采用的方法中的其中一种，并非新鲜事。 如果你觉得大家不用new delete是无聊。那你可以写篇贴子来喷。 但是如果你是在自己没有完全理解的情况下说这样的话，那我会很有意见。 有些东西，不能靠自己猜，特别是C/C++。 <br><br>我不知道你是不是想要这个答案。或许，你指的是别样！！！<img src ="http://www.cppblog.com/HoneyCat/aggbug/115055.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/HoneyCat/" target="_blank">小时候可靓了</a> 2010-05-11 00:08 <a href="http://www.cppblog.com/HoneyCat/archive/2010/05/11/115017.html#115055#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏内存管理——初探（上）</title><link>http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html#115040</link><dc:creator>chaogu</dc:creator><author>chaogu</author><pubDate>Mon, 10 May 2010 14:11:00 GMT</pubDate><guid>http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html#115040</guid><description><![CDATA[一直我不懂为什么要自己去做一个内存管理啊，本身new和delete不好用吗？还是性能不高啊？性能不高的原因又是为什么啊？就算性能不高不高到那种程度？有没有数据说明一下。因为你提出一种策略总是为了解决某个问题，但是问题本身就不是一个问题，（也就是问题不成立），那解决方案也就没什么意义了。<img src ="http://www.cppblog.com/HoneyCat/aggbug/115040.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/HoneyCat/" target="_blank">chaogu</a> 2010-05-10 22:11 <a href="http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html#115040#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏内存管理——初探（上）</title><link>http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html#115019</link><dc:creator>小时候可靓了</dc:creator><author>小时候可靓了</author><pubDate>Mon, 10 May 2010 10:58:00 GMT</pubDate><guid>http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html#115019</guid><description><![CDATA[顶一个！！！！ 说得好哇！！！！<img src ="http://www.cppblog.com/HoneyCat/aggbug/115019.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/HoneyCat/" target="_blank">小时候可靓了</a> 2010-05-10 18:58 <a href="http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html#115019#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>