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lynzrand

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Ask HN: Algorithms and data structures for humans and physical objects?

7 points·by lynzrand·hace 4 años·7 comments

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lynzrand
·hace 3 años·discuss
C# strikes the balance between speed and dynamic features IMHO. Especially for games that need mod support (which is not that uncommon at all), using C# allows for the modders to easily interface with existing code, while still getting near-native performance thanks to the type system and JIT. C++ code in such case would be too rigid to be modified and hard to interface wth.
lynzrand
·hace 4 años·discuss
You can access C#'s GC metrics through `System.GC.GetTotalAllocatedBytes` and similar APIs. Maybe you can make a benchmark and tracker for it yourself!
lynzrand
·hace 4 años·discuss
Wow, this insight really helps. Thanks for the pointers!
lynzrand
·hace 4 años·discuss
Maybe changing it into finding an archive file given its ID (not an auto-incrementing key, but something like its owner's national identification number) is better? They both belong to the category of creating a sorted dictionary structure in the physical world.
lynzrand
·hace 5 años·discuss
As a rough guess, I think it might be trained on the Danbooru archive dataset, since it's the largest anime picture dataset we can get today.

https://www.gwern.net/Danbooru2020