TerrainMap | Convert 2D Map to 3D Terrain with WebGL | Map library
kandi X-RAY | TerrainMap Summary
kandi X-RAY | TerrainMap Summary
Convert 2D Map to 3D Terrain with WebGL.
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QUESTION
I have searched around a bit and found many examples and discussions of cases where you would use std::bind
instead of a lambda, but the burning question I have is whether or not there is any performance benefit to one over the other. I will describe my use case:
I have a generic A*
I have implemented, to which I pass successor, heuristic distance, and move cost functions.
Here is an example of my heuristic function ready to be passed off for a search (in both forms):
...ANSWER
Answered 2018-Mar-13 at 00:59Is there any difference in the performance of these approaches?
Perhaps, perhaps not; as commenters suggest - profile to check, or look at the assemby code you get (e.g. using the GodBolt Compiler Explorer). But you're asking the wrong question, for two main reasons:
- You should probably not be passing lambda's, nor
bind()
results, around in the part of your code that's performance-critical. - You should definitely avoid invoking arbitrary functions via function pointer or
std::function
variables in performance-critical areas of your code (except if this can be de-virtualized and inlined by the compiler).
and one mind reason:
- Lambdas (and
std::bind()
's) are usable, and useful, without being wrapped in std::function; this wrapper has its own performance penalty, so you would only be comparing one way of using these constructs.
Bottom line recommendation: Just use Lambdas. They're cleaner, easier to understand, cheaper to compile, and more flexible syntactically. So don't worry and be happy :-) . And in performance-critical code, either use Lambda's without std::function
, or don't use any of the two.
QUESTION
I'm trying to apply A* search on orienteering to get the optimal route to take. The inputs are two files - one image file which explains the terrains and one text file to define elevations. I calculate the terrain difficulty based on pre-set values to define how fast the terrain can be traversed. I've also defined the elevation difficulty based on slope (downward slope gives faster speeds and vice versa).
The terrain and elevation data is stored in matrices (list of lists). The inputs are therefore indices which is the same as points on the map. Two inputs are provided - eg:
...ANSWER
Answered 2017-Oct-24 at 07:56You need to add a test on closestChild instead of its children:
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