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Framework Overhead #6

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asofold opened this issue Sep 18, 2013 · 3 comments
Open

Framework Overhead #6

asofold opened this issue Sep 18, 2013 · 3 comments

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@asofold
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asofold commented Sep 18, 2013

It is important to keep the "runtime overhead" of the framework as small as possible.

The registration may cost a little more, but things like getting check-specific config/data and accessing their properties, exemption checking, violation handling and processing listeners must perform pretty well.

@MyPictures
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Experiments and test will show :P

@SuperSpyTX
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Are we looking to sacrifice RAM for this? Or are we trying to use as little RAM as possible?

Because caching sounds like the best way to go.

@asofold
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asofold commented Sep 19, 2013

We do have to keep an eye on RAM as well. Though in the contexct of java and anti-cheat stuff for Minecraft i would rather sacrifice a little RAM to gain speed, since we have to do a lot of per-player calculations in real-time.

For often used objects for astraction layers we could consider using caching or better: pools.

It must be 100% clear from the API / typical use which objects are not to be stored (e.g. a moving event container) and how to obtain objects for local storage.

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