P
Philip Rhoades
People,
The "how can we make a ruby compiler" thread has been very interesting -
I really like hearing from serious and competent programmers about the
theoretical problems involved with this issue.
William Rutiser asked for an expansion on the details of my C/C++
population genetics simulation program as a specific example of how one
might proceed depending on a particular situation. I am happy to
elaborate - not least because it would be good to get input from
experienced Ruby programmers before I just try to replicate the same
program in Ruby - I'm sure there will be more sensible/efficient ways of
doing things than what I would attempt first off and so comparisons
between my C/C++ version and a dodgy Ruby program might be even more
unfair . .
I will summarise the C/C++ program as it exists now (it has gone through
a number of versions and has a lot of code that does not need
replicating for the present comparison) with a general overview (I can
add more detail later if people are interested):
- A population is represented by a number of sub-populations which
occupy cells of a two dimensional array
- each cell has pointers to three ordered lists - representing the
parental population, the offspring population and a temporary population
and each element of a list represents an individual
- at each generation (of potentially hundreds), the whole array is
iterated through, new offspring are produced, migrants move to adjacent
cells, parents die off etc
As well as this main simulation program, I have already replaced all the
original shell scripts and some of the statistical processing with Ruby
scripts but the main simulation program is where I couldn't afford an
order or two increase in running times by rewriting in Ruby.
The main problem I see with some of the Ruby conversions that I have
looked at (eg RubyInline) is that the performance problem comes in in
repeating the WHOLE simulation with different starting parameters which
is done thousands of times - so it is not like you have a single
recursive algorithm which is a bottleneck that can be optimised or
rewritten in C or something. There are lots of little steps that happen
millions of times . .
I hope that is sort of clear?
Regards,
Phil.
--
Philip Rhoades
GPO Box 3411
Sydney NSW 2001
Australia
E-mail: (e-mail address removed)
The "how can we make a ruby compiler" thread has been very interesting -
I really like hearing from serious and competent programmers about the
theoretical problems involved with this issue.
William Rutiser asked for an expansion on the details of my C/C++
population genetics simulation program as a specific example of how one
might proceed depending on a particular situation. I am happy to
elaborate - not least because it would be good to get input from
experienced Ruby programmers before I just try to replicate the same
program in Ruby - I'm sure there will be more sensible/efficient ways of
doing things than what I would attempt first off and so comparisons
between my C/C++ version and a dodgy Ruby program might be even more
unfair . .
I will summarise the C/C++ program as it exists now (it has gone through
a number of versions and has a lot of code that does not need
replicating for the present comparison) with a general overview (I can
add more detail later if people are interested):
- A population is represented by a number of sub-populations which
occupy cells of a two dimensional array
- each cell has pointers to three ordered lists - representing the
parental population, the offspring population and a temporary population
and each element of a list represents an individual
- at each generation (of potentially hundreds), the whole array is
iterated through, new offspring are produced, migrants move to adjacent
cells, parents die off etc
As well as this main simulation program, I have already replaced all the
original shell scripts and some of the statistical processing with Ruby
scripts but the main simulation program is where I couldn't afford an
order or two increase in running times by rewriting in Ruby.
The main problem I see with some of the Ruby conversions that I have
looked at (eg RubyInline) is that the performance problem comes in in
repeating the WHOLE simulation with different starting parameters which
is done thousands of times - so it is not like you have a single
recursive algorithm which is a bottleneck that can be optimised or
rewritten in C or something. There are lots of little steps that happen
millions of times . .
I hope that is sort of clear?
Regards,
Phil.
--
Philip Rhoades
GPO Box 3411
Sydney NSW 2001
Australia
E-mail: (e-mail address removed)