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lynzrand

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

7 points·by lynzrand·4 yıl önce·7 comments

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lynzrand
·3 yıl önce·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
·4 yıl önce·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
·4 yıl önce·discuss
Wow, this insight really helps. Thanks for the pointers!
lynzrand
·4 yıl önce·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
·5 yıl önce·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