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{{Distinguish|Data-driven programming}}
{{More citations needed|date=July 2020}}
In
The [[parallel array]] (or [[structure of arrays]]) is the main example of data-oriented design. It is contrasted with the ''array of structures'' typical of object-oriented designs.
The definition of data-oriented design as a [[programming paradigm]] can be seen as contentious as many believe that it can be used side by side with another paradigm,<ref>{{cite web|access-date=2023-12-20|title=Data-Oriented Design|author=Richard Fabian|date=October 8, 2018|url=https://www.dataorienteddesign.com/dodbook/|website=www.dataorienteddesign.com}}</ref> but due to the emphasis on data layout, it is also incompatible with most other paradigms.<ref name="Llopis"/>
== Motives ==
▲In the context of [[computing]], data-oriented programming heavily benefits from [[program optimization|program optimizations]] motivated by efficient usage of the [[CPU cache]], often used in [[video game]] development<ref name=gamesfromwithin>{{cite web |last=Llopis |first=Noel |date=December 4, 2009 |title=Data-oriented design |url=http://gamesfromwithin.com/data-oriented-design |url-status=live |archive-url=https://web.archive.org/web/20190423233051/http://gamesfromwithin.com/data-oriented-design |archive-date=Apr 23, 2019 |access-date=April 17, 2020 |website=Data-Oriented Design (Or Why You Might Be Shooting Yourself in The Foot With OOP)}}</ref> and other high-performance applications, such as the [[Zig (programming language)|Zig]] compiler.<ref>{{Citation |last=Cities |first=Handmade |title=Andrew Kelley - Practical DOD |date=2021-11-23 |url=https://vimeo.com/649009599 |access-date=2023-06-01}}</ref> Proponents include Mike Acton,<ref>{{cite web|title=CppCon 2014: Mike Acton "Data-Oriented Design and C++"|website = [[YouTube]]|url=https://www.youtube.com/watch?v=rX0ItVEVjHc}}</ref> [[Scott Meyers]],<ref>{{cite web|title=code::dive conference 2014 - Scott Meyers: Cpu Caches and Why You Care|website = [[YouTube]]|url=https://www.youtube.com/watch?v=WDIkqP4JbkE}}</ref> [[Jonathan Blow]], and [[Andrew Kelley (computer programmer)|Andrew Kelley]]. The [[parallel array]] (or [[structure of arrays]]) is a commonly referenced example of one such cache-motivated data structure. It is contrasted with the ''array of structures'' typical of object-oriented designs, and eventually balanced to a structure of arrays of structures.
These methods became especially popular in the mid to late 2000s during the [[seventh generation of video game consoles]] that included the [[IBM]] [[PowerPC]] based [[PlayStation 3]] (PS3) and [[Xbox 360]] consoles. Historically, [[game console]]s often have relatively weak [[central processing unit]]s (CPUs) compared to the top-of-line desktop computer counterparts. This is a design choice to devote more power and [[transistor budget]] to the [[graphics processing unit]]s (GPUs). For example, the 7th generation CPUs were not manufactured with modern [[out-of-order execution]] processors, but instead use [[in-order processor]]s with high clock speeds and deep [[Pipeline (computing)|pipelines]]. In addition, most types of computing systems have [[main memory]] located hundreds of [[clock cycle]]s away from the [[processing element]]s. Furthermore, as CPUs have become faster alongside a large increase in main memory capacity, there is massive data consumption that increases the likelihood of [[cache misses]] in the [[system bus|shared bus]], otherwise known as [[Von Neumann architecture#Von Neumann bottleneck|Von Neumann bottlenecking]]. Consequently, [[locality of reference]] methods have been used to control performance, requiring improvement of [[memory access pattern]]s to fix bottlenecking. Some of the software issues were also similar to those encountered on the [[Itanium]], requiring [[loop unrolling]] for upfront scheduling.
== Contrast with object orientation ==
{{Original research section|date=September 2021}}
The claim is that traditional [[object-oriented programming]] (OOP) design principles result in poor data locality,<ref>{{cite web
The claim is that traditional [[object-oriented programming]] (OOP) results in poor data locality,{{Clarify|reason=What? Sorry, but OOP doesn't have to do anything with data layouts or design. Data are instances of the Objects and can be organized irrelevantly to OOP itself. The whole paragraph make no sense.|date=September 2021}} more so if runtime [[Polymorphism (computer science)|polymorphism]] ([[dynamic dispatch]]) is used (which is especially problematic on some 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 name=gamesfromwithin/> Although OOP appears to "organize code around data", it actually organizes [[source code]] around the interaction of [[data type]]s and their relationships, rather than physically grouping individual fields and arrays in an efficient format for access by specific procedures. Moreover, it often hides layout details under [[abstraction layer]]s, while data orientation wants to consider this first and foremost.▼
| title = INTEL ® HPC DEVELOPER CONFERENCE FUEL YOUR INSIGHT IMPROVE VECTORIZATION EFFICIENCY USING INTEL SIMD DATA LAYOUT TEMPLATE (INTEL SDLT)
| url = https://www.intel.com/content/dam/www/public/us/en/documents/presentation/improving-vectorization-efficiency.pdf
}}</ref><ref>{{cite journal
| title = SoAx: A generic C++ Structure of Arrays for handling particles in HPC codes
| author1 = Holger Homann
| author2 = Francois Laenen
| journal = Computer Physics Communications
| date = 2018
| volume = 224
| pages = 325–332
| doi = 10.1016/j.cpc.2017.11.015
| arxiv = 1710.03462
| bibcode = 2018CoPhC.224..325H
| s2cid = 2878169
| language = English
▲
== See also ==
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[[Category:Software optimization]]
[[Category:Video game development]]
[[Category:Programming paradigms]]
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