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  Does try-catch significanlt influences game speed?  (Read 9167 times)
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Offline Mr EEK

Senior Newbie

« Reply #30 - Posted 2005-09-26 20:11:33 »

Another variation on Jeff's "pre-create the Exception" hack is to have your own subclass of Exception and override the method fillInStackTrace to be a no-op.  These Exceptions are much quicker to create then, and you can create, throw and catch them as normal, but the create bit is cheaper.   Unfortunately, they have no stack trace, so they are a lot less useful  Wink
Offline Aramaz

Junior Devvie

Java Games Rock!

« Reply #31 - Posted 2005-10-04 18:41:33 »

I think alot of the discussion here has missed the mark quite abit... (it's a good discussion, though the author might not have gotten the answer he needed...)

To focus on just the thing the original author is asking... his code obviously is not using throwing errors as control flow except for exceptional cases... evident from System.exit()...

So he's asking if he gets much penalty for just using the try catch block... for an exception that hardly ever occurs...

And this is for code executed 50 times a second... I'd say that in this specific instance, that there is no chance in the world he'd see any kind of performance difference by removing the try catch block (a catch that never occurs)... (on any kind of normal pc that is... maybe some super slow mobile... but I'd even doubt that)...

This is the wrong place to look for optimization... try optimizing things that occur hundreds or thousands of times per frame... not things that occur just once(!) per frame!

An important lesson to learn for new programmers is where to look for optimizations... or you'll spend alot of time optimizing stuff that wont make any difference anyway. Of course you have to know ways to optimize code... but when you do... look for places in the code where the optimization will matter! (such as very tight loops... 50 times a second isn't a tight loop...)

Play XSW:
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