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Jun 19, 2016 at 20:35 comment added J. M. Becker Thank you for actually standing firm on reality, anyone who lives with the effects of a thoughtless architecture can very much relate.
S May 24, 2012 at 13:44 history suggested Vatine CC BY-SA 3.0
changed millibits to megabytes
May 24, 2012 at 13:16 review Suggested edits
S May 24, 2012 at 13:44
May 23, 2012 at 23:17 comment added jasonk Objects are short-lived (less than 0.5sec in the general case). That volume of garbage still affects performance.
May 22, 2012 at 23:52 comment added Andres F. Wow! 20+ MB to process 50 rows of data? Sounds crazy. In any case, are those objects long-lived? Because that's the case that would matter for GC. If on the other hand you're merely discussing memory requirements, that's unrelated to garbage collection or object creation efficiency...
May 22, 2012 at 14:10 comment added Leo +1: Unnecessary object creation (or rather cleaning up after removal) can definitely sometimes be costly. 3D Graphics/OpenGL code in java is one place where I have seen optimizations done to minimize the number of objects created since GC can otherwise wreak havoc with your framerate.
May 22, 2012 at 9:41 comment added JimmyB I may add an example: In some cases it really makes no difference in terms of clarity of code but can make a more or less big difference in performance: When reading from streams, for instance, it is not uncommon to use something like while(something) { byte[] buffer = new byte[10240]; ... readIntoBuffer(buffer); ... which may be wasteful compared to e.g. byte[] buffer = new byte[10240]; while(something) { ... readIntoBuffer(buffer); ....
May 22, 2012 at 2:41 history answered jasonk CC BY-SA 3.0