game-of-life | Game Of Life & Brian 's Brain | Game Engine library
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QUESTION
In short:
If I repeatedly multiply two u8
values and the result can overflow u8
's value range, is it more efficient (considering both memory usage and speed) to just use u16
values from the start instead or cast the values to u16
s always before the multiplication to prevent overflow?
The whole story:
I'm writing a Rust+Wasm program where I have a grid of cells that I pass into JavaScript as a raw pointer to an array (very much like in the Rust and WebAssembly tutorial). The grid cannot ever be larger than 250 x 250 cells in size, so I have the properties width
and height
for the grid as u8
s.
So, as a simplified example:
...ANSWER
Answered 2021-May-19 at 14:30Absolutely none for u8 -> u16
which appears to be the gist of your question.
It is important that it is macro-pessimization, and you mentioning it in your question won't stop me from repeating the common answers that such questions get. You want sensible choice? Use usize
for container sizes, as simple as that. There's absolutely no reason to ever limit the size artificially because there's nothing saved, if anything, there's a lot of things being lost.
- Your code is unreadable, you even said so yourself.
- Your code theoretically may introduce overhead on CPU, for the first time
width
is read, it is irrelevant, but it may happen, because CPU register size isusize
, notu8
oru16
, and it may or may not have to bitshift that byte to properly write it into the register, would've been so much easier for it to just readusize
which is its natural register size and already properly aligned in memory. - "The grid cannot ever be larger than 250 x 250" Oh yeah? What stops me from inputting
251u8
? You will have to write code that validates that anyway if you wanted to enforce that. - Now, why does it stop me from inputting
257usize
,1456usize
...Nusize
? - Your time is spent on bikeshedding instead of things that matter. I imagine our goal is usually to get things done in least amount of time possible, not maximum.
General advice: do not optimize container wrappers, optimize the data inside them, that's the sensible choice in any project no matter the scale.
Besides, what kind of "optimization" is it to limit the maximum size of a Grid? You may not want a Grid bigger than 250x250, but someone else might, and now your code is unusable for no real reason. Someone else might be you, going back to your project 5 months down the line, and cursing your past self while you have to refactor the entire thing just to copy paste it into another project where you want 2500 x 2500 grid for something completely unrelated.
Lets briefly focus on Grid
versus Vec
for a bit. How many Grid
s do you plan to have? I imagine only one, or at most, a dozen. But how many Cell
's will there be? Thousands.
Think of what purpose there is of saving few bytes on Grid
, versus few bytes on Cell
, the generalization can almost universally boil down to O(1)
vs O(n)
of bytes saved when it comes to data structures like this.
When it comes to heavy data processing, you may end up having hundreds of Vec
holding potentially hundreds of millions of elements. You should focus on the millions here. That's one of the many reason why Rust Vec
itself is just, arbitrarily, 3 usize
s. And I'm not aware of any projects that were worried about the fact that Vec stores its length and capacity as usize
.
Above all else, remember: Premature pessimization is root of all evil.
QUESTION
I am writing Rust and WebAssembly program. I wanted to debug Rust and WebAssembly program with VSCode and CodeLLDB, but I got an error. I can debug simple Rust program, but fail to debug Rust and WebAssembly program. Steps to reproduce the error are shown below.
Clone the Rust and WebAssembly project template with this command:
cargo generate --git https://github.com/rustwasm/wasm-pack-template
Then, type the project name. I used "foo". Add a test in foo/src/lib.rs
...ANSWER
Answered 2021-Apr-14 at 00:36This might be not the most helpful answer, but the answer is you currently can't - there is an open issue on wasm-bindgen repo tracking future support for debugging but it's not yet supported: https://github.com/rustwasm/wasm-bindgen/issues/2389
Note that even when it will be, you'll need to use browser DevTools not CodeLLDB for WebAssembly debugging, since you need a JavaScript-capable environment.
QUESTION
I am writing code to parse CLI arguments and am stuck on quite a common Rust error.
What change (ideally without needing to assign everything to individual let
variables, do I need to make to fix the compilation error?
I have been looking at a lot of similar posts as well as re-reaeding the chapter on Ownership in the rust book. However I haven't found a solution to my specific situation.
My code to parse the args
is as follows:
ANSWER
Answered 2021-Feb-08 at 11:28When match
gives Ok(Config::WorldDef { ... dead_char: Some(&d), alive_char: Some(&a), }
the two last references are slices from String
s owned by args_vec
(accessed via args_slice
).
When the function exits, args_vec
does not exist any more, thus the references in the result would be dangling if Rust didn't complain.
I suggest that you store String
s instead of &str
in the dead_char
and alive_char
member; this way, the result could take ownership of these to strings from args_vec
.
By the way, if you do that, I'm not certain args_slice
is useful; I think you can just consume args_vec
in the match
statement because it won't be used afterwards.
QUESTION
Trying to finish up an implementation of Conway's Game of Life in Racket and I'm adding types to everything. I'm having trouble figuring out what exactly I need to do to get the classes from the gui lib typed correctly.
...ANSWER
Answered 2021-Jan-22 at 21:12In the definition of new-timer
, you're trying to get the grd
field of cv
.
And although cv
is an instance of the class new-canvas%
, its type does not include that field. You need to create a new Class
type for new-canvas%
. By convention, it should be a capitalized version like New-Canvas%
.
QUESTION
I am following this tutorial on creating a webassembly app using rust, but when I try to run the bundled web assembly code with node (before adding any of my own code and while following the tutorial exactly)
...ANSWER
Answered 2020-Sep-11 at 15:19I had a similar error when I updated the version of copy-webpack-plugin from the one specified in the tutorial files due to a security alert. The format of the config parameters changed at the same time, so I had to change them to match.
The tutorial had "copy-webpack-plugin": "^5.0.3"
and I upgraded to "copy-webpack-plugin": "^6.0.3"
, and in webpack.config.js
I had to change
QUESTION
I'm working through the Rust WASM tutorial for Conway's game of life.
One of the simplest functions in the file is called Universe.render
(it's the one for rendering a string representing game state). It's causing an error when I run wasm-pack build
:
ANSWER
Answered 2020-Dec-23 at 16:51It turns out that this is not expected behavior; instead it is a bug with wasm-pack
.
The issue can be resolved for now by adding the following to the project's cargo.toml
:
QUESTION
So for an assignment I have to code the game of life in C. My problem is, that it calculates the next generation wrong but I have no clue why.
I defined my game struct
...ANSWER
Answered 2020-Dec-05 at 16:53Your problem is how you update the cells. The rules are:
- a live cell dies if it doesn't have 2 or 3 live neighboure;
- a dead cell comes alive if it has 3 live neighbours.
That means that you must consider the current state of the cell to determine its next state, but your code doesn't do that. (It also means that it is enough to count the live neighbours.)
With the rules above, your update code should look like this:
QUESTION
I have gone through the tutorial for the Rust Game of Life and have a working game in a web browser, but it only works from the demo web server that comes bundled with it. I can start the server with npm start
and it runs the webpack-dev-server on port 8080. When I access the site through that port, it works fine. However, if I try to copy the site to a web server like Apache, it does not load correctly. The error I am currently getting from it is:
ANSWER
Answered 2020-Aug-13 at 05:56The www
and pkg
folders contain the source files you need, but you do not have a static site yet. The create-wasm-app
template uses Webpack, so you need to build the final output by running npm run build
in the www
folder. This will create a subfolder named dist
which contains the actual static files that can be placed on your web server.
QUESTION
I created a rustwasm project following:
...ANSWER
Answered 2020-Jun-28 at 22:42You are probably facing with a submodule.
Your www
folder is pointing to another git repository.
Please check in Github, if beside the folder name you have an hash, something like: www @ a773f5e
.
If this is correct, you should have also a file named .gitmodules
in the root of the project.
You can initialize and clone the submobule repository with the command: git submodule update --init
Edit
This is a gitlink.
Typing git ls-tree HEAD www
you should see the special mode 160000
at the very left. It is recorded from git as a submodule, but it isn't.
To recover you need to:
- remove from the index the gitlink:
git rm --cached www
This command won't delete your files or your changes from the disk, just from the git's working index. - delete the
.git
folder:rm -fr www/.git
- add the
www
folder to the index:git add www
- commit and push
Now your www
folder should act as a normal folder.
QUESTION
I tried to make 'Hello World' in Rust using this tutorial, but the build command is a bit verbose:
...ANSWER
Answered 2018-Mar-23 at 15:49As listed in the Cargo documentation, you can create a .cargo/config
and specify the target:
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