Optimization

parallel_for_each on std::vector<std::unique_ptr> >

 

Dear community,

I'm trying to execute a parallel_for_each on a std::vector of unique_ptr.

std::vector<std::unique_ptr<SomeClass> > foo;
foo.fillData()
parallel_for_each(
    foo.begin()
  , foo.end()
  , [&] (std::unique_ptr<SomeClass>& singleFoo) { singleFoo -> method();}
);

However, compiling this code results in an error, because the "implicitly deleted copy constructor" (of the unique_ptr) is called. 

I think the issue is similar to using the following code

Why does compiler generate gather loops when using unsigned array offsets?

I raised this issue in another forum (https://software.intel.com/en-us/forums/software-tuning-performance-opti...), but wanted to see if any of the compiler folks could explain to me why the compiler generates VGATHER-based code whenever I use an unsigned variable as an offset to an array index?

For a simple loop such as

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Have a good time! I have an abnormal situation - some cameras generates the non key frame, but sometimes this camera adds the "extra data" (i.e. header) at the begin of non key frame. The "scenario" is - one frame in given buffer. The MFXVideoDECODE_DecodeHeader() in this case (as in case of I-frame) returns MFX_ERR_NONE as result. But MFXVideoDECODE_DecodeFrameAsync() returns MFX_ERR_INCOMPATIBLE_VIDEO_PARAM. I invoke, as manual recommend, the MFXVideoDECODE_GetVideoParam(), that returns the same values as previous decoded frame, so, it no need to reallocate my frame buffers.

Оптимизация Android-игры mTricks Looting Crown для платформы Intel Atom

When you start to optimize a game, first determine where the application bottleneck is. Intel GPA can help you do this with some powerful analytic tools.If your game is CPU bound, then Intel VTune Amplifier is a helpful tool. If your game is GPU bound, then you can find more detail using Intel GPA.To fix GPU bottlenecks, you can try to find an efficient way of reducing draw calls, polygon count, and render state changes. You can also check the right size of terrain texture, animation objects, light maps, and the right order of z-buffer culling.
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