Finds a Character based on distance and health Announcing the arrival of Valued Associate...
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Finds a Character based on distance and health
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
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}
$begingroup$
I need to improve the efficiency of my program and, using the profiler, have narrowed the problem down to 2 key areas, but I am having trouble coming up with ways to make the program run better.
Based on my profiler's report, it seems to be telling me that my if functions are inefficient. Whats a better way to achieve a better result?
Character* FindAttackTarget() const
{
float weakestHp = FLT_MAX;
Character* weakestEnemy = nullptr;
uint64_t weakestCharId = INT64_MAX;
//Only attack characters that are within attack range
auto& gameChars = m_pGame->m_gameCharacters;
for (size_t i = 0; i < gameChars.size(); ++i)
{
auto& c = gameChars[i];
if (Location.Dist(c.GetLocation()) <= AttackRange &&
c.HP > 0 &&
c.Team != Team)
{
//We want the weakest with the lowest ID number - this keeps consistent results when re-playing the same part of the game (eg. after a load game)
if (c.HP < weakestHp || (c.HP == weakestHp && c.ID < weakestCharId))
{
weakestEnemy = &gameChars[i];
weakestHp = c.HP;
weakestCharId = c.ID;
}
}
}
return weakestEnemy;
}
c++ performance
New contributor
$endgroup$
add a comment |
$begingroup$
I need to improve the efficiency of my program and, using the profiler, have narrowed the problem down to 2 key areas, but I am having trouble coming up with ways to make the program run better.
Based on my profiler's report, it seems to be telling me that my if functions are inefficient. Whats a better way to achieve a better result?
Character* FindAttackTarget() const
{
float weakestHp = FLT_MAX;
Character* weakestEnemy = nullptr;
uint64_t weakestCharId = INT64_MAX;
//Only attack characters that are within attack range
auto& gameChars = m_pGame->m_gameCharacters;
for (size_t i = 0; i < gameChars.size(); ++i)
{
auto& c = gameChars[i];
if (Location.Dist(c.GetLocation()) <= AttackRange &&
c.HP > 0 &&
c.Team != Team)
{
//We want the weakest with the lowest ID number - this keeps consistent results when re-playing the same part of the game (eg. after a load game)
if (c.HP < weakestHp || (c.HP == weakestHp && c.ID < weakestCharId))
{
weakestEnemy = &gameChars[i];
weakestHp = c.HP;
weakestCharId = c.ID;
}
}
}
return weakestEnemy;
}
c++ performance
New contributor
$endgroup$
add a comment |
$begingroup$
I need to improve the efficiency of my program and, using the profiler, have narrowed the problem down to 2 key areas, but I am having trouble coming up with ways to make the program run better.
Based on my profiler's report, it seems to be telling me that my if functions are inefficient. Whats a better way to achieve a better result?
Character* FindAttackTarget() const
{
float weakestHp = FLT_MAX;
Character* weakestEnemy = nullptr;
uint64_t weakestCharId = INT64_MAX;
//Only attack characters that are within attack range
auto& gameChars = m_pGame->m_gameCharacters;
for (size_t i = 0; i < gameChars.size(); ++i)
{
auto& c = gameChars[i];
if (Location.Dist(c.GetLocation()) <= AttackRange &&
c.HP > 0 &&
c.Team != Team)
{
//We want the weakest with the lowest ID number - this keeps consistent results when re-playing the same part of the game (eg. after a load game)
if (c.HP < weakestHp || (c.HP == weakestHp && c.ID < weakestCharId))
{
weakestEnemy = &gameChars[i];
weakestHp = c.HP;
weakestCharId = c.ID;
}
}
}
return weakestEnemy;
}
c++ performance
New contributor
$endgroup$
I need to improve the efficiency of my program and, using the profiler, have narrowed the problem down to 2 key areas, but I am having trouble coming up with ways to make the program run better.
Based on my profiler's report, it seems to be telling me that my if functions are inefficient. Whats a better way to achieve a better result?
Character* FindAttackTarget() const
{
float weakestHp = FLT_MAX;
Character* weakestEnemy = nullptr;
uint64_t weakestCharId = INT64_MAX;
//Only attack characters that are within attack range
auto& gameChars = m_pGame->m_gameCharacters;
for (size_t i = 0; i < gameChars.size(); ++i)
{
auto& c = gameChars[i];
if (Location.Dist(c.GetLocation()) <= AttackRange &&
c.HP > 0 &&
c.Team != Team)
{
//We want the weakest with the lowest ID number - this keeps consistent results when re-playing the same part of the game (eg. after a load game)
if (c.HP < weakestHp || (c.HP == weakestHp && c.ID < weakestCharId))
{
weakestEnemy = &gameChars[i];
weakestHp = c.HP;
weakestCharId = c.ID;
}
}
}
return weakestEnemy;
}
c++ performance
c++ performance
New contributor
New contributor
New contributor
asked 57 secs ago
AtazirAtazir
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Atazir is a new contributor. Be nice, and check out our Code of Conduct.
Atazir is a new contributor. Be nice, and check out our Code of Conduct.
Atazir is a new contributor. Be nice, and check out our Code of Conduct.
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