Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] Is the cost of injection not only on startup wiring up the dependencies?

[DiscordArchive] Is the cost of injection not only on startup wiring up the dependencies?

[DiscordArchive] Is the cost of injection not only on startup wiring up the dependencies?

rektbyfaith
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09-01-2023, 05:03 PM
#1
Archived author: stoneharry • Posted: 2023-09-01T17:03:29.370000+00:00
Original source

Is the cost of injection not only on startup wiring up the dependencies?
rektbyfaith
09-01-2023, 05:03 PM #1

Archived author: stoneharry • Posted: 2023-09-01T17:03:29.370000+00:00
Original source

Is the cost of injection not only on startup wiring up the dependencies?

rektbyfaith
Administrator
0
09-01-2023, 05:03 PM
#2
Archived author: stoneharry • Posted: 2023-09-01T17:03:49.473000+00:00
Original source

We use it primarily for high availability, where we can swap dependencies in/out at runtime and replace services that have died
rektbyfaith
09-01-2023, 05:03 PM #2

Archived author: stoneharry • Posted: 2023-09-01T17:03:49.473000+00:00
Original source

We use it primarily for high availability, where we can swap dependencies in/out at runtime and replace services that have died

rektbyfaith
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09-01-2023, 05:04 PM
#3
Archived author: Pursche • Posted: 2023-09-01T17:04:40.565000+00:00
Original source

The issue with dependency injection is that now you're essentially calling function pointers instead of hardcoded functions, so the compiler can't know what you're calling when it's doing compiletime optimizations
rektbyfaith
09-01-2023, 05:04 PM #3

Archived author: Pursche • Posted: 2023-09-01T17:04:40.565000+00:00
Original source

The issue with dependency injection is that now you're essentially calling function pointers instead of hardcoded functions, so the compiler can't know what you're calling when it's doing compiletime optimizations

rektbyfaith
Administrator
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09-01-2023, 05:05 PM
#4
Archived author: <o> • Posted: 2023-09-01T17:05:27.019000+00:00
Original source

pretty much that, anything virtual is very bad in games because it pollutes everything
rektbyfaith
09-01-2023, 05:05 PM #4

Archived author: <o> • Posted: 2023-09-01T17:05:27.019000+00:00
Original source

pretty much that, anything virtual is very bad in games because it pollutes everything

rektbyfaith
Administrator
0
09-01-2023, 05:07 PM
#5
Archived author: <o> • Posted: 2023-09-01T17:07:33.382000+00:00
Original source

you can do a lot of that with compile-time flags and such as well, but you need very different approaches compared to when you can take virtual and things like space for an extra pointer for granted
rektbyfaith
09-01-2023, 05:07 PM #5

Archived author: <o> • Posted: 2023-09-01T17:07:33.382000+00:00
Original source

you can do a lot of that with compile-time flags and such as well, but you need very different approaches compared to when you can take virtual and things like space for an extra pointer for granted

rektbyfaith
Administrator
0
09-01-2023, 05:10 PM
#6
Archived author: <o> • Posted: 2023-09-01T17:10:00.441000+00:00
Original source

game systems are also, more-so than other systems, a complete clusterfuck where everything interacts with everything by design and on purpose, so the value of mocks degrade very rapidly
rektbyfaith
09-01-2023, 05:10 PM #6

Archived author: <o> • Posted: 2023-09-01T17:10:00.441000+00:00
Original source

game systems are also, more-so than other systems, a complete clusterfuck where everything interacts with everything by design and on purpose, so the value of mocks degrade very rapidly

rektbyfaith
Administrator
0
09-01-2023, 05:11 PM
#7
Archived author: stoneharry • Posted: 2023-09-01T17:11:42.457000+00:00
Original source

Aye, you sacrifice a lot of performance for maintainability / readability / productivity etc in most enterprise software. Game dev is a fairly unique space.
rektbyfaith
09-01-2023, 05:11 PM #7

Archived author: stoneharry • Posted: 2023-09-01T17:11:42.457000+00:00
Original source

Aye, you sacrifice a lot of performance for maintainability / readability / productivity etc in most enterprise software. Game dev is a fairly unique space.

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