On Sun, 17 Aug 1997, David Klasinc wrote: > Now something about the coding... What will run faster a bunch of if's or >switch? :) Completely and totally irrelevant. :-) If there is one thing I have ever learned about programming, it's that coders' time is much more valuable and scarce than computers' time; so, always write the code that is *clearest*. The exception comes if you are 1) writing a program which needs to be highly optimized (e.g., has been quantitatively shown to be using too much CPU time or wall-clock time), and 2) you have used a tool like gprof to quantititatively show that the bottleneck in your program is the if/elseif or case/switch logic. I'm very embarassed that I used to write, for example, "damage >>= 2" instead of "damage /= 4", in the name of "efficiency". What a crock. Even assuming I had a brain-dead compiler that didn't automatically do that conversion for me (most do), saving 5 clock cycles in the middle of a spell damage calculation is the most idiotic and irrelevant optimization possible -- probably a 0.000001% savings in the overall time it takes to make a single pass through game_loop(), and *definitely* not worth the confusion that it causes for some newbie coder who doesn't know what ">>=" means. So, my advice in a nutshell: unless you have some compelling reason not to, write whatever is clearest, leading to the fewest bugs and the least confusion when future coders (both you and others) read it. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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