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<H1>Re: [MUD-Dev] Re: MUD Development Digest</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Re: MUD Development Digest </LI>
<LI><em>From</em>: "Jon A. Lambert" <<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>></LI>
<LI><em>Date</em>: Thu, 9 Apr 1998 01:51:35 -5</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A></LI>
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<PRE>
On 8 Apr 98 at 13:33, J C Lawrence wrote:
> On Sat, 4 Apr 1998 09:39:55 PST8PDT
> Justin McKinnerney<xymox#toon,org> wrote:
>
> > First, I agree with your first comment. I have heard people claim
> > their disk-based muds run faster than memory-based, but this all
> > semantics. If a disk-based game does run notably faster than it's
> > memory-based equivilant, it's simply due to the fact the operating
> > system is doing a better job of memory managment (perhaps doing
> > cache alignment, for instance), which wouldn't be suprising
> > considering some of the code for MUDs I have seen.
>
> No. Typically it has nothing to do with the OS'es memory supports,
> but has to do with working __around__ the OS'es memory model as it
> is inefficient for the task at hand. The performance gains are due
> to the fact that the disk-based game uses intelligent cacheing which
> forces a (reasonably) minimum number of pages for the game's working
> set. Its not very difficult to put the entire world in RAM, and
> then chew all your performance with page faults -- or to get it back
> again by keeping some of the disk IO, but losing the constant page
> faults.
Speaking of page faults... there are issues of implementation which,
if transgressed often enough, make for some bottlenecks in this area
outside of the disk vs. memory issue.
For example:
This will cause 5000 page faults...
for (col = 0; col < 1000; col++)
for (row = 0; row < 5; row++)
table[row , col] = 0;
And this about 5 page faults
for (row = 0; row < 5; col++)
for (row = 0; col < 1000; row++)
table[row , col] = 0;
The same scenario also occurs in good size link lists, where the
objects have been allocated haphazardly by a fiendish malloc().
There are many possible solutions. I grab a hefty chunk of memory,
mark it unswappable and stay within that playground. Then page out
unreferenced or least-referenced objects to disk as needed. You CAN do
a much better job at application memory management than the operating
system can.
--
--/*\ Jon A. Lambert - TychoMUD Internet:jlsysinc#ix,netcom.com /*\--
--/*\ Mud Server Developer's Page <<A HREF="http://www.netcom.com/~jlsysinc">http://www.netcom.com/~jlsysinc</A>> /*\--
--/*\ "Everything that deceives may be said to enchant" - Plato /*\--
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<LI><STRONG><A NAME="00016" HREF="msg00016.html">RE: [MUD-Dev] Re: MUD Development Digest</A></STRONG>
<UL><LI><EM>From:</EM> "Justin McKinnerney" <xymox#toon,org></LI></UL></LI>
<LI><STRONG><A NAME="00075" HREF="msg00075.html">Re: [MUD-Dev] Re: MUD Development Digest</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence <claw#under,engr.sgi.com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: MUD Development Digest</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00082" HREF="msg00082.html">Re: [MUD-Dev] Re: MUD Development Digest</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 09 Apr 1998, 02:22 GMT
</LI>
</ul>
<LI><strong><A NAME="00081" HREF="msg00081.html">Re: [MUD-Dev] Re: MUD Development Digest</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 09 Apr 1998, 01:48 GMT
<UL>
<LI><strong><A NAME="00088" HREF="msg00088.html">Re: [MUD-Dev] Re: MUD Development Digest</A></strong>,
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 09 Apr 1998, 11:31 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00075" HREF="msg00075.html">Re: [MUD-Dev] Re: MUD Development Digest</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Apr 1998, 20:23 GMT
<UL>
<LI><strong><A NAME="00086" HREF="msg00086.html">Re: [MUD-Dev] Re: MUD Development Digest</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 09 Apr 1998, 05:48 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00073" HREF="msg00073.html">Re: [MUD-Dev] Re: MUD Development Digest</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Apr 1998, 18:22 GMT
</LI>
<LI><strong><A NAME="00762" HREF="msg00762.html">[MUD-Dev] Re: MUD Development Digest</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 22 Apr 1998, 18:40 GMT
<UL>
<LI><strong><A NAME="00346" HREF="msg00346.html">[MUD-Dev] Re: MUD Development Digest</A></strong>,
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Thu 23 Apr 1998, 02:56 GMT
<UL>
<LI><strong><A NAME="00360" HREF="msg00360.html">[MUD-Dev] Re: MUD Development Digest</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 23 Apr 1998, 05:58 GMT
</LI>
</UL>
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</UL>
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