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Javier Guerra Giraldez <> 于2020年11月25日周三 上午7:28写道:
> On Tue, 24 Nov 2020 at 15:52, Xavier Wang <> wrote:
> >
> > Petri Häkkinen <>于2020年11月25日 周三03:30写道:
> >> Perhaps it’s again time to consider adding Rehashing is heavy when initializing these kind of large tables...
> >>
> >
> > Our server was a complete static memory C++ ones for hold many players online (15000 players one process), so we really need table reuse, and the best API we most desired is the lua_resettable()...--
> LuaJIT includes both and table.clear(), many people use
> them extensively on OpenResty (which for some time is LuaJIT only, no
> longer compatible with Lua).   But I've been requested several times
> (on two different companies which pride on high performance) to
> optimize as much as possible some small "hot" parts of the code.  Only
> once I saw a tiny improvement on reusing a table.  I usually don't
> bother with either.  It's usually far more readable to use the curly
> bracket constructors.
> Every time I see somebody using without
> benchmarking, I'd like to just remove them, but I know it would be a
> loooong discussion.

I have made a benchmarking, in our case one single protocol handler
Lua will use 40KB+ memory (because
in this handler about 1088 object (table or userdata) are created),
after pooling the objects the memory down
to 1KB, so it's still useful in our case :-(

Xavier Wang.