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Nieminen Juha wrote:
>
> You still have to parse the entire code to see where is the matching
> semicolon.
> There's no way to avoid parsing other than copying the whole source code
> to memory without the static parts of it and then parse this copy.
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Depends what you call "parsing"... For example, you don't have to
execute a #while loop to find the corresponding #end, but executing it
is still a part of scene parsing, so there a #static could bring lots of
improvement... Moreover, I seem to remember Ron saying that what took
the most time was memory allocation, so even if you need to read the
#static parts of the scene you could still gain time since you won't be
allocating any memory for them...
Just my $0.02
Jerome
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* they'll tell you what can't * mailto:ber### [at] iname com
* be done and why... * http://www.enst.fr/~jberger
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