Recent commits to boggleNet (56106ca66eca4c2703df175117bc6ad89ab7d91b)
https://src.devghai.com/boggleNet/tree/56106ca66eca4c2703df175117bc6ad89ab7d91b
Recent commits feed provided by GitList.Added pre-processor directive to control verbosity of output and another pre-processor to control use of ConcurrentQueue instead of normal Queues. No differences observed, but I was able to find the point of thread contention is copy constructor of BoggleBoard :)
https://src.devghai.com/boggleNet/commit/56106ca66eca4c2703df175117bc6ad89ab7d91b
[email protected] (Dev Ghai)Mon, 06 Jan 2014 00:29:54 +000056106ca66eca4c2703df175117bc6ad89ab7d91b1. Added random board generator for development mode based on number of tiles. Now every run produces a new board and hence makes a new test case :) 2. WaitHandle.WaitAll could take only 64 handles at max. Modified threaded execution to use the next handle available. Threaded implementation is pretty bad at the moment and takes more time than unthreaded execution when application is run multiple times. Did performance analysis and it revealed bad object memory management and high number of contentions. Will fix it sometime.
https://src.devghai.com/boggleNet/commit/e2e1d0b60c67dd77814d65892504c098585e2c31
[email protected] (Dev Ghai)Sun, 05 Jan 2014 09:37:05 +0000e2e1d0b60c67dd77814d65892504c098585e2c31Printing all characters in 2 spaces to make board look prettier.
https://src.devghai.com/boggleNet/commit/878676d1b3886f4cdbe315640ef56285b23a1039
[email protected] (Dev Ghai)Sun, 05 Jan 2014 06:38:22 +0000878676d1b3886f4cdbe315640ef56285b23a1039Re-enabled code to run in both threaded and non-threaded mode, and do solution comparison. Still need to clean user interaction code and enable multiple executions.
https://src.devghai.com/boggleNet/commit/41305f8505f5a0127f51cbd9863f1c8e1d5c00fd
[email protected] (Dev Ghai)Fri, 27 Dec 2013 07:02:01 +000041305f8505f5a0127f51cbd9863f1c8e1d5c00fdRemoved the contorted concept of 'curation' and added proper serialization and deserialization using protobufs. Now design shines through by showing nearly 50% reduction of object that needs to be parsed in memory (depending on rules for the game) :). .NET's BinarySerializer was dropping 88 MB file and never completed deserialization during my test runs. Protobuf takes < 1 sec to load seriazilzed file into a usable object.
https://src.devghai.com/boggleNet/commit/6236c42928e90399d7c3242bdd21e1fcdd1d6011
[email protected] (Dev Ghai)Wed, 25 Dec 2013 10:46:49 +00006236c42928e90399d7c3242bdd21e1fcdd1d6011Revert "Removed an old artifact that was no longer used."This reverts commit e45d2a57de8341b601c70ba3eeb9761acffed3c2.
https://src.devghai.com/boggleNet/commit/248fba3b92a9458c0b53606ff1a1938d9f3f3500
[email protected] (Dev Ghai)Wed, 25 Dec 2013 06:53:30 +0000248fba3b92a9458c0b53606ff1a1938d9f3f3500Removed an old artifact that was no longer used.
https://src.devghai.com/boggleNet/commit/e45d2a57de8341b601c70ba3eeb9761acffed3c2
[email protected] (Dev Ghai)Wed, 25 Dec 2013 06:51:07 +0000e45d2a57de8341b601c70ba3eeb9761acffed3c2Added more notes
https://src.devghai.com/boggleNet/commit/a7795b9a48ba690fc6767f51e0b6e1b9922c8a96
[email protected] (Dev Ghai)Tue, 17 Dec 2013 15:12:48 +0000a7795b9a48ba690fc6767f51e0b6e1b9922c8a96Adding some notes to optimize the engine further
https://src.devghai.com/boggleNet/commit/73dcec5fdb931abe151f5a920b177d91faf77c38
[email protected] (Dev Ghai)Mon, 16 Dec 2013 10:16:42 +000073dcec5fdb931abe151f5a920b177d91faf77c38Removing byte order mark using sed -i '1 s/^\xef\xbb\xbf//' *.cs in AssemblyInfo and sln file
https://src.devghai.com/boggleNet/commit/adf73b7c2944f920835863b15981e76b34c77551
[email protected] (Dev Ghai)Mon, 23 Sep 2013 06:44:05 +0000adf73b7c2944f920835863b15981e76b34c77551