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Misery

Array allocation from memory pool

7 posts in this topic

Hi,

I would like to allocate memory from pool for a matrix. How to do this correctly?
Do I have to allocate the memory for a vector of pointers first? Or just the matrix entries?
I would like to allocate the whole matrix in one memory block.

[code]
float **matrix=NULL;
int Cols=someValue, Rows=someValue;
[/code]

How to allocate this with memory pool like this:

[code]
void *Allocate(int Size);
[/code]

Thanks in advance,
regards
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If you just want a 2d array of floats, then you should just be able to allocate a piece of memory like this:
[code]
float **matrix;
int Cols=someValue, Rows=someValue;

matrix = (float **)Allocate(sizeof(float)*Cols*Rows);
[/code]

Then you have a 2d array you can access via matrix[SomeCol][SomeRow] or even matrix[SomeRow][SomeCol] (assuming SomeRow < Rows and SomeCol < Cols), but just stick to one.
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[quote name='BeerNutts' timestamp='1327003186' post='4904350']
Then you have a 2d array you can access via matrix[SomeCol][SomeRow] or even matrix[SomeRow][SomeCol] (assuming SomeRow < Rows and SomeCol < Cols), but just stick to one.
[/quote]

No, that doesn't perform the array arithmetic necessary to index matrix as a 2D array. You either need to perform the multiplication and addition manually or store an indirection array to the individual elements.
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Should it be something like this:
[code]
int Rows,Cols //have some values
matrix=(float**)Allocate(Rows*sizeof(float*)+Rows*(Cols-1)*sizeof(float));
for (int i=0;i<Rows;i++) matrix[i]=matrix[i*Rows];
[/code]

?? :]
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You're close:
[code]
void* mem = malloc( rows*sizeof(float*) + rows*cols*sizeof(float) );
float** mat = (float**)mem;
float* data = (float*)mem + rows;

for ( int row = 0; row < rows; ++row )
mat[row] = data + row*cols;

mat[3][2] = 1.f;
[/code]

Though you could do it this way:
[code]
float* mat = (float*)malloc( sizeof(float)*rows*cols );

mat[ 3*rows + 2 ] = 1.f;
[/code]

Or this way:
[code]
class Matrix {
private:
int rows, cols;
float* data;

public:
Matrix( int rows, int cols ) { resize( rows, cols ); }

void resize( int newRows, int newCols ) { /* ... */ }

float& operator() (int row, int col) { return data[ row*cols + col ]; }
const float& operator() (int row, int col) const { return data[ row*cols + col ]; }
}

void test() {
Matrix mat( 4, 4 );

mat(3, 2) = 1.f;
}
[/code]
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Thanks a lot :]
So allocating a float matrix of size NxN from a pool requires more memory than using new[] operator?
The difference is a vector of pointers.
[code]
int totalsize=sizeof(float*)*Rows+sizeof(float)*Rows*Cols;
[/code]
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[quote name='Misery' timestamp='1327041432' post='4904484']So allocating a float matrix of size NxN from a pool requires more memory than using new[] operator?[/quote]
No. The extra memory comes from setting up the row pointers, which are required if you want to use the [tt]matrix[row][col][/tt] notation. However, you can avoid the overhead by using a single dimension array and use this notation: [tt]matrix[ row*numRows + col ][/tt].

EDIT:
I just remembered you can do this:
[code]
const int N = 4;
/* 1: */ {
float (*mat)[N] = new float[N][N];
mat[3][2] = 1.f;

delete[] mat;
}

/* 2: */ {
float (*mat)[N] = (float(*)[N]) malloc( sizeof(float)*N*N );
mat[3][2] = 1.f;

free( mat );
}
[/code]

The best of both worlds: No need for allocating and setting up row pointers, and the mat[row][col] notation. Edited by fastcall22
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Thanks Guys very much [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
You really helped me a lot!
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