Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (780)
Games in Android Showcase (233)
games submitted by our members
Games in WIP (856)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  1 big string or lots of little strings.which is the best way?  (Read 2177 times)
0 Members and 1 Guest are viewing this topic.
Offline markmistry

Junior Devvie

« Posted 2009-05-20 07:57:19 »


I would like to know if theres a big difference when sending data across a network.
Suppose i have a list of data packaged as a string e.g("string1/string2/string3/string4")
on my server end i unpack the string e.g first string i treat as string load into variable the second i parse as an int..etc etc

is it better to do this

out.print etc etc

and on server end

in.readline(etc etc)

loading the data into variables as i read them.

I actually use both ways but wanted to know if theres any major difference peformance wise ?
Thanks in advance
Offline Mr_Light

Senior Devvie

Medals: 1


« Reply #1 - Posted 2009-05-20 09:56:42 »

All depends on the underlying schematics.

depending on if stuff is buffered, flush strategy and package size protocol etc. depending on the factors they could be as fast or one or the other could be faster in specific cases.

You want to pass stuff to your lower layers in such a way that the lower layer can figure out the best strategy on it's own. (adleast that sounds very java-like to me)

In a general simplified world; small as-soon-as-possible data handoff is good for latency. Aggregated stuff good for bandwidth utilisation. Considering the former can be turned into the latter by buffering i'd use a api/interface that allows for the former and simply swap implementations or trigger strategies as needed.

Now while the above is great and correct it might not be what your looking for, so in an attempt to be helpful: set targets/goal and profile your application as needed should you not 'normally' reach them. Don't worry about it earlier... and apply normal software developing practices to ensure the process of implementing solutions doesn't get tedious.

It's harder to read code than to write it. - it's even harder to write readable code.

The gospel of brother Riven: "The guarantee that all bugs are in *your* code is worth gold." Amen brother a-m-e-n.
Offline markmistry

Junior Devvie

« Reply #2 - Posted 2009-05-20 15:34:03 »

Thanks that was what i needed to know and thats exactly how i have implemented my strategy.
Pages: [1]
  ignore  |  Print  

hadezbladez (703 views)
2018-11-16 13:46:03

hadezbladez (347 views)
2018-11-16 13:41:33

hadezbladez (688 views)
2018-11-16 13:35:35

hadezbladez (171 views)
2018-11-16 13:32:03

EgonOlsen (2362 views)
2018-06-10 19:43:48

EgonOlsen (2474 views)
2018-06-10 19:43:44

EgonOlsen (1463 views)
2018-06-10 19:43:20

DesertCoockie (2128 views)
2018-05-13 18:23:11

nelsongames (1904 views)
2018-04-24 18:15:36

nelsongames (2572 views)
2018-04-24 18:14:32
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!