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items: Know what you're using. Size of some common types.
items: Re: Know what you're using. Size of some common types.

Know what you're using. Size of some common types.
type: item
description: Test result Now I have redone the test in Release mode, the result is not as eye-catching. Event<> is of the same size as void *, this is better than I had expected. Of course actual memory used might be more than that: a thisfn with the sizeof of member function pointer and an object pointer for this will have difficulty to fit in the room for a void *. Using 64 bit for context. I would think a ScrollBar is too big for the job it does. Ideally it should be done without containing 4 Buttons or Button should somehow be compacted to use significantly less room and leave some functions to derived class or optionally(pay per use) memory allocated from heap. Anyway, the result is quite satisfying and reassuring. BTW, test program: #include <CtrlLib/CtrlLib.h> #include <GridCtrl/GridCtrl.h> #include <TabBar/TabBar.h> using namespace Upp; #define SZ(t) "\n"#t"\t" << sizeof(t) /*<<"\t"<<alignof(t)*/ GUI_APP_MAIN { String s; s << SZ(void *) << SZ(Value) << SZ(String) << SZ(Event<>) << SZ(Vector<int>) << SZ(Button) << SZ(EditField) << SZ(ScrollBar) << SZ(TabBarCtrl) << SZ(ArrayCtrl) << SZ(GridCtrl); RLOG(s); }
creator: Lance
date: 2021-12-27T18:33:50-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Hello Lance, Could you tell us more what is the root cause of your problems? Today, you created several threads about optimization. What is the reason of it? Do you want to write application on some embedded system? In order to understand Button size problem it would be good to know the size of Ctrl (The class from which all controls inherits) and Pusher (Base class for Button). I am also analyzing ScrollBar code and it seems that for most themes we do not need prev2 and next2 buttons: Button prev, prev2, next, next2; I could imagine themes without buttons (like current KDE one). In this case keeping four buttons on stack seems like a waste. It should be replaced with something like std::optional (Upp::One): One prev, prev2, next, next2; Klugier
creator: Klugier
date: 2021-12-27T18:58:22-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Hi Klugier: Thank you for being responsive. No I am not doing embedding developing. Just out of curiosity. Regards, Lance
creator: Lance
date: 2021-12-27T19:32:31-00:00

Re: Know what you're using. Size of some common types.
type: item
description: BTW, theming is something I almost have 0 knowledge. Any suggestion on which part of uppsrc or examples/references/tutorials etc, I should take a first look at?
creator: Lance
date: 2021-12-27T19:37:46-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Hello Lance, You should read documentation page about Chameleon. You could find it here. Code sample could be find in reference/Chameleon. Klugier
creator: Klugier
date: 2021-12-27T20:42:48-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Thanks, Klugier! It's going to take me a while to digest the materials.
creator: Lance
date: 2021-12-28T01:29:56-00:00

Re: Know what you're using. Size of some common types.
type: item
description: It is possible to reduce size of data structures by eliminating padding gaps ...
creator: Novo
date: 2021-12-28T04:17:29-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Novo: By moving similarly algined items together (combined two seperated bitfield section, and move int8 item together with them) int8 push; int8 light; bool horz:1; bool jump:1; bool track:1; bool autohide:1; bool autodisable:1; bool is_active:1; We can save like 16 bytes on 64 bit platform. If we try harder, like declaring linesize, etc as int8, we can save some more bytes. But these are all marginal. What I have in mind is to get rid of the 4 Buttons completely. That way we can save around 1K in each ScrollBar object. ScrollBar is definitely a class that is worth rewritten. The rewriting work might even not be too difficult. Here is a function from ScrollBar.cpp int SkrollBar::GetMousePart() { int q = -1; for(int i = 2; i >= 0; i--) if(HasMouseIn(GetPartRect(i))) { q = i; break; } return q; } The slider area is divided into 3 parts, the upper blank area, the slider button, the bottom blank area. We can divide it into 5(or seven), with addition to accomodate prev,next (and even prev2, next2: anybody can ecudate me on what these two buttons are doing? I don't see it on the GUI at all) These kind of refinement do not add functionalities but still contribute to a better U++ experience.
creator: Lance
date: 2021-12-28T19:27:43-00:00

Re: Know what you're using. Size of some common types.
type: item
description: If one is allocating millions of inefficiently aligned structures, then he/she is wasting a lot of memory. BTW, there are tools which visualize amount of wasted memory caused by inefficient alignment of data.
creator: Novo
date: 2021-12-28T22:49:48-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Agreed. Here the waste on suboptimal alignment (or possible gain by rearrange member vars to arrive at the least waste on padding) is insignificant comparing to the size of the object(of the class). I do believe we should pay some more attention to the order we declare struct/class member variable to arrive at more efficient memory usage. I come across bitfields separated by other type of variable once in a while. The ScrollBar class is an example of this. private: int thumbpos; int thumbsize; bool horz:1; bool jump:1; bool track:1; int delta; int8 push; int8 light; Button prev, prev2, next, next2; int pagepos; int pagesize; int totalsize; int linesize; int minthumb; bool autohide:1; bool autodisable:1; bool is_active:1; But this are overall of a less degree of concern. The percentage saving is usual immaterial.
creator: Lance
date: 2021-12-29T00:42:34-00:00

Re: Know what you're using. Size of some common types.
type: item
description: I manage to create a ScrollBar twin (SkrollBar) that should look and act exactly the same (to be safe, I leave untouched some old code that could benifit from rewritten with new facilities but I am not very sure yet). Class Size ------- ----- Button 224 SkrollBar 232 ScrollBar 1136 TabBarCtrl 1000 ArrayCtrl 3752 GridCtrl 4904 See above table. SkrollBar is now almost same size of Button. Above size of GridCtrl is after both ScrollBar objects in it has been redefined as of type SkrollBar. Imagine howmany GridCtrl/ArrayCtrl you will be using in your program The code is still very rough. I dare not to touch the original Slider() portion's Paint & mouse event (I wasn't able to understand it very well). I figure, push and light can be do without, linesize and minthumbsize will be more than enough with an int8. I haven't tries (removing light and push will require rewriting some code), chance is we can get SkollBar of the same size of Button. Attached is a test that use ScrollBar/SkrollBar Vert()/Horz() side by side. They should look the same and behave the same. The Outer ones are SkrollBar. They respond to MouseMove in debug mode to report the section number that the mouse is currently in. With a vertical SkrollBar, section 0 is the prev button, section 2 is the prev2 button (mostly invisble), section 3 is the portion of slider above the thumb, section 4 is the thumb, section 5 is the portion of slider under the thumb, section 5 is the next2 button (mostly invisible), section 6 is the next button.
creator: Lance
date: 2021-12-30T01:39:57-00:00

Re: Know what you're using. Size of some common types.
type: item
description: A more presentable state, see attached zip file. Now sizeof(ScrollBar)=sizeof(Button). Please make a copy of your existing uppsrc/CtrlLib/ScrollBar.*, and and unpack the zip file to overwrite existing ScrollBar.{h,cpp} in the uppsrc/CtrlLib folder. The revision is transparent to library users. Your program should feel no difference, except some savings on executable size and for each ScrollBar object you used, you will save around 900 bytes of memory.
creator: Lance
date: 2021-12-31T18:51:15-00:00

Re: Know what you're using. Size of some common types.
type: item
description: In the spirit of previous discussion with Novo, the following minor change to CtrlCore/CtrlCore.h should decrease the sizeof(Ctrl) and that of all its derivative by 8 bytes on a 64-bit platform. While on 32-bit system there is no gain(Ctrl has been perfectly fine tuned for 32-bit platform), and there should be no penalties either. Current code: Top *top; int exitcode; Ctrl *prev, *next; Ctrl *firstchild, *lastchild;//16 LogPos pos;//8 Rect16 rect; Mitor frame;//16 String info;//16 int16 caretx, carety, caretcx, caretcy;//8 byte overpaint; Proposed change: Top *top; Ctrl *prev, *next; Ctrl *firstchild, *lastchild;//16 LogPos pos;//8 Rect16 rect; Mitor frame;//16 String info;//16 int16 caretx, carety, caretcx, caretcy;//8 int exitcode; // move the line here byte overpaint; After the change, sizeof(Ctrl) is reduced from 152 bytes to 144 bytes on 64bit platform (both MSBT22x64 and CLANG64), while on 32bit platform, it remains unchanged with CLANG, but increases by 8 bytes with MSBT22. This increase is unexpected. If anybody can explain it or figure out a way to avoid it, it will be fully appreciated. @mirek or @klugier, please consider apply the change after identifying and fixing the unexpected behavior with MSBT. The change is too simple to have potential danger and will affect all objects of Ctrl and its derivatives. PS: By making use of MSC 32 bit flag _M_IX86, the above problem could be circumvented as follows: ... Top *top; #if defined(_M_IX86) // 32bit MSC compiler int exitcode; #endif Ctrl *prev, *next; Ctrl *firstchild, *lastchild;//16 LogPos pos;//8 Rect16 rect; Mitor frame;//16 String info;//16 int16 caretx, carety, caretcx, caretcy;//8 #if !defined(_M_IX86) int exitcode; #endif byte overpaint; bool unicode:1; bool fullrefresh:1; bool transparent:1; bool visible:1; bool enabled:1; bool wantfocus:1; bool initfocus:1; bool activepopup:1; bool editable:1; bool modify:1; bool ignoremouse:1; ...
creator: Lance
date: 2021-12-31T19:20:48-00:00

Re: Know what you're using. Size of some common types.
type: item
description: And in the same spirit, move protected: bool monoimg; byte type; out of class Button, to its base class Pusher, ending with something like class Pusher : public Ctrl { public: virtual void CancelMode(); virtual void LeftDown(Point, dword); virtual void MouseMove(Point, dword); virtual void MouseLeave(); virtual void LeftRepeat(Point, dword); virtual void LeftUp(Point, dword); virtual void GotFocus(); virtual void LostFocus(); virtual void State(int); virtual String GetDesc() const; virtual bool Key(dword key, int); virtual bool HotKey(dword key); virtual dword GetAccessKeys() const; virtual void AssignAccessKeys(dword used); private: bool push:1; bool keypush:1; bool clickfocus:1; protected: bool monoimg; byte type; Should not harm Pusher but decrease sizeof(Button) and that of its derivatives by 8 bytes on 64-bit platform and 4 bytes on 32-bit platform. The changes are too trivial to be of danger.
creator: Lance
date: 2021-12-31T19:28:10-00:00

Re: Know what you're using. Size of some common types.
type: item
description: BTW, there are two benchmarking packages for this purpose already: benchmarks/sizeof bemchmarks/sizeof_gui Anyway, this is definitely a good effort! Keeping sizeof(Ctrl) low is important. Mirek
creator: mirek
date: 2022-01-05T09:47:55-00:00

Re: Know what you're using. Size of some common types.
type: item
description: mirek: Thanks. The output from above test program works better with Excel like utility so that record keeping and comparison are easier. While there will not be a fixed ratio between total Ctrl used and that of ScrollBar used, I have test run some examples to get a feel of a rough ratio. Examples/AddressBook(Up to the mainwindow is open): Max Ctrl Used: 96, Max ScrollBar used: 11 (9:1) Examples/HomeBudget(Up to the mainwindow is open): Max Ctrl Used: 277, Max ScrollBar used: 22 (13:1) Reference/GridCtrlTest(Up to the maindown is open): Max Ctrl Used: 1011, Max ScrollBar used: 132 (8:1) UppSrc/ide(open a blank CtrlLib application): Max Ctrl Used: 802, Max ScrollBar used: 217 (4:1); Again ide, but this time open UppSrc/ide, and in it, click the very last file ide.lay: Max Ctrl Used: 22001, Max ScrollBar used: 2181 (10: 1) Considering the absolute and percentage saving we derived from the new implementation of ScrollBar (well, only an insignificant part of it to be more precise), accepting new ScrollBar would be as beneficial as compacting Ctrl, if not more: mirek mentioned in another discussion that he could replace a String with a const char *, resulting in additional saving of 8 bytes on 64 bit platforms and 12 bytes on 32 bit ones. Combining with that derived from rearranging member variables to minimize padding, we end up with 16 bytes each on both 32 and 64 bit platforms. That's about it if we don't want to lose any functionalities. ScrollBar is pretty isolated: I don't think many people will need to derive from it. As long as we maintain the user interface stable/untouched, and test it on different platforms/settings, it should pose very low risk of messing up things (to replace it). These are all gain at no cost: by the way, new ScrollBar results in smaller executable too. Now my question is: Why not? ---- PS: Even if you derive from ScrollBar, I don't think you will be affected: the functions/member variables changed are all private (as far as I can remember).
creator: Lance
date: 2022-01-07T16:25:51-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Assuming the proposed data reorganization for Ctrl and Pusher & Button are both applied, sizeof(Button) will be reduced 16 bytes from 224 to 208 (on 64bit platforms). By ridding of the 4 contained Buttons, each ScrollBar object will be using 4x204=832 less bytes. Use second case of uppsrc/ide on 64 bit platform for example, compacting Ctrl to save 8 bytes each will have a total memory saving of 22001x8=176,008 bytes. The new ScrollBar implementation will have an incremental memory saving of 2181x832=1,814,592 bytes. I am not saying 2M or even 10M of memory saving will make much a difference in now-a-days hardware, but reducing sizeof(ScrollBar) to 1/5 of what it is (actually even less) might not be less important than reducing sizeof(Ctrl) by 8 - 24 bytes from practical persperctive.
creator: Lance
date: 2022-01-07T16:44:17-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Well, I do not want to dive into this now - we need to release soon to stabilise huge changes done and there is a lot of more important things to fix. Anyway, after that, this is quite important and moreover fun. The situation with ScrollBar buttons repeats itself in other places, e.g. with SpinButtons. I am thinking there could be some nice generic solution, something like "Buttons" partly abstract class that would represent "embedded buttons" using just virtual methods of derived class (similar fashion to your ScrollBar implementation, but in generic way). EditIntWithSpin is quite big sizeof as well and it is even more important (as it is has higher chance to be used in huge quantities). But that all is pennies compared to DropList sizeof. That one needs converting PopUpTable list; to One<PopUpTable> list; and only create when needed and then delete. Unfortunately, it is delicate work, a lot of things there could go wrong. Another things I would like to see reduced is String Ctrl::info. const char * would work there with some effort. 8 bytes saved (Maybe add some flag that it points to Layout ID only, then it could point to character literal in layout widget, even more savings).
creator: mirek
date: 2022-01-07T17:32:00-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Lance wrote on Fri, 07 January 2022 17:44 Assuming the proposed data reorganization for Ctrl and Pusher & Button are both applied, sizeof(Button) will be reduced 16 bytes from 224 to 208 (on 64bit platforms). By ridding of the 4 contained Buttons, each ScrollBar object will be using 4x204=832 less bytes. Use second case of uppsrc/ide on 64 bit platform for example, compacting Ctrl to save 8 bytes each will have a total memory saving of 22001x8=176,008 bytes. The new ScrollBar implementation will have an incremental memory saving of 2181x832=1,814,592 bytes. I am not saying 2M or even 10M of memory saving will make much a difference in now-a-days hardware, but reducing sizeof(ScrollBar) to 1/5 of what it is (actually even less) might not be less important than reducing sizeof(Ctrl) by 8 - 24 bytes from practical persperctive. Frankly, I am not that concerned about saving memory in such normal situations. However, I have seen/used ArrayCtrls with thousands of embedded DropLists. There it could be huge....
creator: mirek
date: 2022-01-07T17:34:29-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Thanks for the feedback, mirek. Please stay focused on important/urgent matters. And come back to consider these more marginal issues when you have time & interests. Thank you again for such a great product named Ultimate++. I wish it would stay around as long as there are people using C++. I feel sad that such great work is not as popular as it deserves. I tried (quite hard and persistently) to sell it to my teenage son and his friends but haven't been very successful. More good projects that's written with UPP facilities need to be around to spread its influence. E.g. pgAdminIII could benefit from a better/more responsive GUI. Our community members should be able to come up with better candidates. Downstream demands will also help to find directions of Core Upp development.
creator: Lance
date: 2022-01-07T18:01:25-00:00

Re: Know what you're using. Size of some common types.
type: item
description: I kind of understand what you intends to do, because I have also thought in that direction. I call it FakeCtrl: Ctrl-like objects that rely on containing Ctrl's Paint(...), LeftDown(...) etc to mimic an actual Ctrl. Problems is, if we want to generalize it, we will need to have almost all state (and hence member variable) a Ctrl has: the saving won't be significant. While a generic solution is hard to come up with, case by case is easy.
creator: Lance
date: 2022-01-07T18:26:35-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Lance wrote on Fri, 07 January 2022 19:26 I kind of understand what you intends to do, because I have also thought in that direction. I call it FakeCtrl: Ctrl-like objects that rely on containing Ctrl's Paint(...), LeftDown(...) etc to mimic an actual Ctrl. Problems is, if we want to generalize it, we will need to have almost all state (and hence member variable) a Ctrl has: the saving won't be significant. While a generic solution is hard to come up with, case by case is easy. Only for buttons. That is not that hard. Mirek
creator: mirek
date: 2022-01-07T21:22:00-00:00

Re: Know what you're using. Size of some common types.
type: item
description: If the intended modified Button will continue to be a Ctrl derivative so that it works seamlessly with existing code, the minimum size it will have is sizeof(Ctrl). In this particular situation, the Ctrl member variable LogPos(and maybe more candidates) can be done without, we can reuse it to put a Style * st; and probably WhenPush event variable somewhere else. In any case, the minimum size will be sizeof(Ctrl). The savings won't be quite as good (significantly less than the case when buttons or even frames are ridden of), even though it indeed involves least work and least chance of surprise. Another way is to define it something like class FakeButton { public: void Paint(Draw& w, Rect& where, Button::Style& style, int state/*normal,hot,pressed,disabled*/); Event<> WhenPush; }; This way sizeof(FakeButton)==sizeof(Event<>)(==sizeof(void*) ), but the effort involved in revising containing Ctrl (ScrollBar, EditWithSpin, DropList, etc)'s Paint,LeftDown,LeftRepeat, etc, will be quite similar to hardcoding each of the Ctrl's method that we need to change to allow the savings to take place.
creator: Lance
date: 2022-01-09T19:36:10-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Lance wrote on Sun, 09 January 2022 20:36 If the intended modified Button will continue to be a Ctrl derivative so that it works seamlessly with existing code, the minimum size it will have is sizeof(Ctrl). In this particular situation, the Ctrl member variable LogPos(and maybe more candidates) can be done without, we can reuse it to put a Style * st; and probably WhenPush event variable somewhere else. In any case, the minimum size will be sizeof(Ctrl). The savings won't be quite as good (significantly less than the case when buttons or even frames are ridden of), even though it indeed involves least work and least chance of surprise. Another way is to define it something like class FakeButton { public: void Paint(Draw& w, Rect& where, Button::Style& style, int state/*normal,hot,pressed,disabled*/); Event<> WhenPush; }; This way sizeof(FakeButton)==sizeof(Event<>)(==sizeof(void*) ), but the effort involved in revising containing Ctrl (ScrollBar, EditWithSpin, DropList, etc)'s Paint,LeftDown,LeftRepeat, etc, will be quite similar to hardcoding each of the Ctrl's method that we need to change to allow the savings to take place. This would be too long. What we need is class Buttons like this: class Buttons : Ctrl { virtual int GetButtonCount() = 0; virtual Rect GetButtonRectint i) = 0; virtual int ButtonMouseDown(Point p); virtual int ButtonMouseUp(Point p); virtual int ButtonMouseMove(Point p); }
creator: mirek
date: 2022-01-10T00:07:26-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Great. For WithSpin<> which in turn contains SpinButtons, this can roughly reduce the object size by 2*sizeof(Button) - sizeof(Ctrl). That's a great achievement with minimal impact on existing code. It will just work.(Well, SpinButtons exposed Button inc, dec; but it should not be referenced much except in the library implementation anyways). And it's a generic solution. No matter how many buttons it fakes, it will take up room of only sizeof(Ctrl). For WithSpin in particular, another route I was considering (I am not versed with Upp enough to know whether it will work) is to start from EditField. Basically add 2 bitfield bool class EditField:.... { .... public: void Paint(Draw& d)override{ PaintSpinButtons(); DoOriginalEditFieldPaintOnReducedSize(); } void LeftDown(Point p, dword f)override{ if(p not in SpinPart) Parent::LeftDown(p,f); else if(p in UpperPart of Spin) WhenSpin(false); else// (p in LowerPart of Spin) WhenSpin(true); } void LeftRepeat(Point p, dword f)override{ LeftDown(p,f); } Image CursorImage(Point p, dword)override{ // Image according to part of the Ctrl } //... maybe more to be override'd or rewrite to take care of Fake SpinButton part. Event<bool> WhenSpin; private: bool with_spin : 1; bool spin_visible : 1; Size GetReducedSize(){ Size sz=GetSize(); if(with_spin && spin_visible) reduce_size_to_leave_room_for_spin_buttons(sz); } } Then in actual types(EditIntWithSpin, EditInt64WithSpin, etc) that needs SpinButtons, we just turn the flags on in respective constructors, and connect to WhenSpin event. I am not sure if we claim part of EditField as Frame without actully AddFrame, etc, will work as wished. If you figure this route is worth considering, I can do a preliminary implementation. Otherwise (if you prefer the more normal Buttons route), I will wait and see.
creator: Lance
date: 2022-01-10T01:00:13-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Buttons established a concept. If implemented with due care, it will arrive at same Ctrl size (eg, ScrollBar, SpinButtons) as when hardcoded (like the way I do ScrollBar). That being said, Buttons interface are not expected to save much work (than hard coded way), if any. Personally I will do without: I don't see the benefit here, except the visual clue that they are doing similar things. I have performed a simple test on adding SpinButtons to EditField without resorting to a CtrlFrame, and it works like a charm. I know this is not conceptually right, but it will work in practice and save memory of a little over sizeof(Ctrl) for each EditWithSpin object than the Buttons way mirek is considering. The only functionality it lose is when there are multiple frames, you cannot choose to put the SpinButtons frame on anywhere except innermost, because it's not a real CtrlFrame. The Test is very simple, start a CtrlLib project with a Main Window with a EditField and a EditInt64WithSpin. Now we start to play around with CtrlLib. In <CtrlLib/EditCtrl.h, add a new virtual function to class EditField class EditField : public Ctrl, private TextArrayOps { public: virtual void Layout(); virtual void Paint(Draw& draw); virtual void LeftDown(Point p, dword keyflags); ... omitted virtual void State(int); // newly introduced virtual Size GetReducedSize()const{ // EditField::GetReducedSize() should just return GetSize(); // it's the WithSpin derived class that should override this // function to reserve room for SpinButtons. // // here we reduce it as if allocating space for SpinButtons Size sz = GetSize(); sz.cx -= 30; if(sz.cx < 0) sz.cx=0; return sz; }[/b] ... In <CtrlLib/EditField.cpp>, search all occurence of "GetSize()", if it's not "GetSize().cy", and is not "GetParent()->GetSize()", repace it with "GetReducedSize()". Run the test program, notice the room for SpinButton has been allocated, and play with some input in the EditField, see it scroll horizontally properly when the tex…
creator: Lance
date: 2022-01-10T20:43:41-00:00

Re: Know what you're using. Size of some common types.
type: item
description: WithSpin<> has method named OnSides() which allows the SpinButtons be splitted on both side of the EditField. Not putting SpinButtons in a CtrlFrame will require a lot more work to modify EditField::Paint() etc. Housing it in a CtrlFrame is cleaner and safer.
creator: Lance
date: 2022-01-11T01:29:27-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Lance wrote on Mon, 10 January 2022 21:43 That being said, Buttons interface are not expected to save much work (than hard coded way), if any. You wanna bet? Mirek
creator: mirek
date: 2022-01-11T12:41:17-00:00

Re: Know what you're using. Size of some common types.
type: item
description: I see. You will provide underlying facilities to support the Buttons interface so that by implementing the interface, underlying CtrlLib or CtrlCore facilities will draw it correctly and deliver mouse event etc as if each button is a actual Ctrl. For WithSpin<>.OnSides, the painting can be taken care of by Draw.Offset. Not sure if there will be more complications.
creator: Lance
date: 2022-01-11T14:19:52-00:00

Re: Know what you're using. Size of some common types.
type: item
description: This idea might worth further generalization: For example, we have an ArrayCtrl who is housing thousands of child Ctrl: edits, buttons, etc. Technicallu, each child don't need to worry about its location and size which will be set to whatever the ArrayCtrl decides. I am sure there will be a lot more states a resident child doesn't need to worry about, similar to the Buttons case, but more generic: each child is determined by a row and a column, unlike in Buttons case we only need an index to identify a fake Ctrl. As these interface may be required by both ArrayCtrl and GridCtrl, ideally the support can be built into Ctrl base class. And Edits, Button, etc need to provide a fake version (not derived from Ctrl, while the real version ,like what they are, is just fake controls contained in Ctrl which they also derive from.
creator: Lance
date: 2022-01-11T16:40:56-00:00

Re: Know what you're using. Size of some common types.
type: item
description: If ArrayCtrl limits children to Fake Ctrls only, SyncLineCtrls etc will be dispensible. Back to Buttons, some chain of thoughts. Instead of inheriting from Ctrl, it should be leave as an interface (no data members); concrete Ctrls will decide whether to inherit from Ctrl, ArrayCtrl, EditField or other Ctrl derivatives and implementing the interface to use the Ctrl's Paint & other virtual functions to fake out Buttons. This will add a cost of sizeof(void *) (pointer to interface vtbl) to each object of Classes that implement the interface. Why not add the interface (a set of virtual functions) to Ctrl directly to save this vtble pointer? class Ctrl : public ... { public: virtual void Paint(Draw& w) { for(int i = 0; i < GetFakeCtrlsCount(); ++i) { Rect r=GetFakeCtrlsRect(i); w.Clipoff(r); PaintFakeCtrls(w, i); w.End(); } } virtual void LeftDown(Point p, dword flag) { for(int i = 0; i < GetFakeCtrlsCount(); ++i) { Rect r=GetFakeCtrlsRect(i); if( MouseInRect(r) ) { p.x -= r.left; p.y -= r.top; FakeCtrlsLeftDown(p, flag, i); break; } } } ... // added to support fake Ctrls virtual int GetFakeCtrlsCount()const{ return 0; } virtual void PaintFakeCtrls(Draw& w, int index){} virtual void FakeCtrlsLeftDown(Point p, dword flag, int index){} ... and some more virtual function of Ctrl with an extra parameter index. }; This way we don't explicitly limit the type of fake Ctrls (Not even by a non-restrictive but suggestive name "Buttons"). It's totally up to each derivative that actually implements the interface to decide what Ctrls it wants to fake. ------------ PS: instead of repeatedly calling multiple virtual functions to Paint each fake Ctrl, it make sense to instead class Ctrl: ... { public: ... virtual void PaintFakeCtrls(Draw& w); ... Then the PaintFakeCtrls() will be quite like ScollBar::Paint(). I don't know, let's see how you do it clearly and efficiently.
creator: Lance
date: 2022-01-11T21:07:07-00:00

Re: Know what you're using. Size of some common types.
type: item
description: The cost is the size of the vtable of Ctrl and each of its derivatives almost doubles. With the number of classes in the hierarchy, this could be quite big to ignore. Then we get something like suggested by you class CtrlWithFakeCtrls : public Ctrl { ... } Only Ctrls derived from the class are able to make use of the facility. If any existing Ctrl is believed to be able to benefit from it, we just change its base class. Now I get your point. It's nice.
creator: Lance
date: 2022-01-11T21:25:05-00:00

Re: Know what you're using. Size of some common types.
type: item
description: So here I am after one month of optimizing: Current U++: * C:\upp\out\benchmarks\CLANGx64.Gui\sizeof_gui.exe 29.04.2022 17:35:45, user: cxl sizeof(Image) = 8 sizeof(RichText) = 248 sizeof(Ctrl::LogPos) = 8 sizeof(LabelBase) = 136 ============= sizeof(Ctrl) = 152 sizeof(ScrollBar) = 1136 sizeof(HeaderCtrl) = 1456 sizeof(Button) = 224 sizeof(Switch) = 224 sizeof(Label) = 296 sizeof(EditField) = 440 sizeof(EditString) = 456 sizeof(EditInt) = 472 sizeof(SpinButtons) = 472 sizeof(EditIntSpin) = 952 sizeof(DisplayPopup) = 256 sizeof(PopUpTable) = 3824 sizeof(WithDropChoice<EditString>) = 4920 sizeof(DropList) = 4488 sizeof(ArrayCtrl) = 3784 sizeof(TreeCtrl) = 3656 sizeof(TreeCtrl::Node) = 80 sizeof(FileSel) = 26056 sizeof(RichTextView) = 1632 sizeof(ColumnList) = 1752 sizeof(RichEdit) = 69464 gui_sizeof branch: * C:\upp\out\gui_sizeof_benchmarks\CLANGx64.Blitz.Gui\sizeof_gui.exe 11.05.2022 09:39:05, user: cxl sizeof(Image) = 8 sizeof(RichText) = 248 sizeof(Ctrl::LogPos) = 8 sizeof(LabelBase) = 64 ============= sizeof(Ctrl) = 104 sizeof(ScrollBar) = 192 sizeof(HeaderCtrl) = 464 sizeof(Button) = 176 sizeof(Switch) = 176 sizeof(Label) = 176 sizeof(EditField) = 320 sizeof(EditString) = 336 sizeof(EditInt) = 352 sizeof(SpinButtons) = 376 sizeof(EditIntSpin) = 384 sizeof(DisplayPopup) = 16 sizeof(PopUpTable) = 1552 sizeof(DropList) = 440 sizeof(WithDropChoice<EditString>) = 760 sizeof(ArrayCtrl) = 1512 sizeof(TreeCtrl) = 1288 sizeof(TreeCtrl::Node) = 80 sizeof(FileSel) = 8536 sizeof(RichTextView) = 640 sizeof(ColumnList) = 520 sizeof(RichEdit) = 22728
creator: mirek
date: 2022-05-11T07:42:24-00:00

Re: Know what you're using. Size of some common types.
type: item
description: FYI. I've attached three tab-separated tables having a header below: Type, Name, TypeIndex, Nested, Size, Padding, Padding/Size This info is for TheIDE, Release, Windows. It is retrieved from debug info (this can be done in Windows and Unix) Sorted by Size: struct Upp::MemoryProfile 11203 0 278616 20 0.0000717834 struct Upp::MemoryProfile 99836 0 278616 20 0.0000717834 struct Ide 10 0 232488 108 0.0004645401 struct Ide 43920 0 232488 108 0.0004645401 class BuildMethods 71641 0 174176 0 0 class BuildMethods 825 0 174176 0 0 struct ZSTD_DCtx_s 118100 0 160312 18 0.0001122811 struct ZSTD_DCtx_s 1331 0 160312 18 0.0001122811 struct Upp::HeaderFooterDlg 5573 0 141680 0 0 class Upp::PatchDiff 102483 0 135664 4 0.0000294846 class Upp::PatchDiff 6438 0 135664 4 0.0000294846 class Upp::PatchDiff 6440 0 135664 4 0.0000294846 class Upp::PatchDiff 65233 0 135664 4 0.0000294846 class Upp::GIFRaster::Data 123850 1 133624 14 0.0001047716 class Upp::GIFRaster::Data 2175 1 133624 14 0.0001047716 class Data 123927 1 133624 14 0.0001047716 class Data 123927 1 133624 14 0.0001047716 class Upp::GIFEncoder::Data 6934 1 131432 0 0 class Data 124015 1 131432 0 0 class Upp::GIFEncoder::Data 124084 1 131432 0 0 struct Upp::sPalMaker 128970 0 131076 0 0 struct Upp::sPalMaker 109 0 131076 0 0 struct CLzmaEnc 1268 0 123272 8 0.0000648971 struct CLzmaEnc 117784 0 123272 8 0.0000648971 struct Pool 87626 1 114888 11 0.0000957454 struct Pool 87626 1 114888 11 0.0000957454 struct Upp::CoWork::Pool 11093 1 114888 11 0.0000957454 class DefaultBuilderSetup 463 0 109368 0 0 class Upp::StyleManager 5023 0 104200 4 0.0000383877 class Upp::StyleManager 119901 0 104200 4 0.0000383877 class TopicEditor 2965 0 85088 7 0.0000822678 class TopicEditor 74943 0 85088 7 0.0000822678 class Upp::DirDiffDlg 102374 0 81664 0 0 class Upp::DirDiffDlg 548 0 81664 0 0 class Upp::DirDiffDlg 45948 0 81664 0 0 class Upp::DirDiffDlg 546 0 81664 0 0 struct Upp::ParaFormatDlg 9045 0 80640 0 0 class Upp::ParaFormatting 1638 0 798…
creator: Novo
date: 2022-05-12T06:26:58-00:00

Re: Know what you're using. Size of some common types.
type: item
description: Great job! Thank you, Mirek!
creator: Lance
date: 2022-05-14T19:30:09-00:00