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In [[computing]], '''Datadata oriented design''' (not tothe besame confused withas [[data-driven design]]) is a [[softwareprogram optimisationoptimization]] approach motivated by [[cache coherency]], used in [[video game]] development (usually in the programming languages [[C (programming language)|C]] or [[C++ programming language]]s).
<ref>{{cite web|title = data Data-oriented design|url=http://www.dice.se/wp-content/uploads/2014/12/Introduction_to_Data-Oriented_Design.pdf}}</ref>
The approach is to focus on the data layout, separating and sorting [[field (computing)|fieldfields]]s according to when they are needed, and to think about transformations of data. Proponents include [[Mike Acton]].
<ref>{{cite web|title=CppCon 2014: Mike Acton "Data-Oriented Design and C++"|url=https://www.youtube.com/watch?v=rX0ItVEVjHc}}</ref>
 
== MotivationMotives ==
 
These techniquesmethods became especially popular during the [[PS3seventh generation of video game consoles]] andwhich included [[xboxPlayStation 3603]] console(PS3) generationand [[Xbox 360]], when the hazards of [[cache misses]] became especially pronounced, due to their use of [[in-order processor]]s with high clock speeds and deep [[Pipeline (computing)|pipelines]] (some of the software issues were similar to those encountered on the [[itaniumItanium]], requiring unrolling for upfront scheduling). In modern systems (even with [[out of order execution]]), [[main memory]] is as many as hundreds of [[clock cycle]]s away from the [[processing element]]s; consequently [[locality of reference]] issues dominate performance, requiring improvement of [[memory access pattern]]s to fix. [[Game consolesconsole]]s frequentlyoften have relatively weak [[central processing unit]]s (CPUs) to devote more power and transistor budget towardto the GPU;[[graphics asprocessing suchunit]]s (GPUs). Thus, it is critical that CPU side code is efficient to avoid [[Von Neumann architecture#Von Neumann bottleneck|Von Neumann bottlenecking]].
 
== Contrast with OOPobject-orientation ==
 
The claim is that traditional [[object-oriented programming]] (OOP) design principles result in poor data locality, especiallymore so if [[runtime polymorphism ([[dynamic dispatch]]) is used, (which itself is especially problematic on certainsome processors
<ref>{{cite web|title=What's wrong with Object-Oriented Design? Where's the harm in it?|url=http://www.dataorienteddesign.com/dodmain/node17.html}}describes the problems with virtual function calls, e.g., i-cache misses</ref>
).
<ref>{{cite web|title=data Data-oriented design - why you might be shooting yourself in the foot with OOP|url=http://gamesfromwithin.com/data-oriented-design}}</ref>
Although OOP does superficially seem to ''organise code around data'', the practice is quite different. OOP is actually about organising [[source code]] around [[data typestype]]s, rather than physically grouping individual fields and arrays in a manner that isformat efficient for access by specific functions. It also frequentlyoften hides layout details under [[abstraction layer]]s, whilstwhile a data-oriented programmer wants to think aboutconsider this first and foremost.
 
== Other languages ==
 
The experimental programming language [[Jonathan Blow#JAI language|JAI programming language]] being developed by [[Jonathan Blow]] has explicit support for data -oriented design, whilstwhile eschewing the traditional OOP paradigm. This is facilitated by being able to transparently move fields between [[Record (computer science)|recordrecords]]s without extensive source code changes to functions using them (or without extensive [[boilerplate code]] to enable this), and by adding direct support for ''[[SoAAOS and SOA#Structure of arrays|structure of arrays]]'' (SoA) data layout.
<ref>{{cite web|title=Data -oriented demo:SOA,composition|url=https://www.youtube.com/watch?v=ZHqFrNyLlpA}}Demonstration of data-oriented and SOA features in the JAI language, also explaining the motivationmotives.</ref>
 
== See also ==
 
* [[CPU cache]]
* [[AOS vsand SOA]]
* [[memoryMemory access pattern]]
* [[videoVideo game development]]
 
==References==