. You may be able to tune Apache and MySQL some to handle more transactions, but I would not bother until you start to get to 8-10 transactions per second as a more normal basis during busy times.

 Q:

Kotlin Inline function in SceneRenderer

If an inline function is used in a render loop, will there be any performance benefit? 
class SceneRenderer(val f: () -> Unit): GLSurfaceView.Renderer {
  override fun onSurfaceCreated(glUnused: GL10, config: EGLConfig) {... }

  override fun onSurfaceChanged(glUnused: GL10, width: Int, height: Int) {... }

  override fun onDrawFrame(glUnused: GL10) {
   ...
    inlineFun(f)
   ...
  }

  private inline fun inlineFun(f: () -> Unit) {
    f.invoke()
  }
}

Or is it enough to use a direct function call?
override fun onDrawFrame(glUnused: GL10) {
 ...
  f.invoke()
 ...
}

Thanks in advance!

A:

TL;DR

Or is it enough to use a direct function call?  

Yes, it is.
Inline
Kotlinlang:  

Using higher-order functions imposes certain runtime penalties: each
  function is an object, and it captures a closure, i.e. those variables
  that are accessed in the body of the function. Memory allocations
  (both for function objects and classes) and virtual calls introduce
  runtime overhead.

Your function is not high-order, since it is inside the class SceneRenderer and there will be no reasonable impact making it inline.

Inlining may cause the generated code to grow; however, if we do it in
  a reasonable way (i.e. avoiding inlining large functions), it will pay
  off in performance, especially at "megamorphic" call-sites inside
  loops.

 Q:

How to stop converting known genre to number in id3v2 tag?

I'm on VB.NET 2012 Express, using the mono/taglib-sharp 2.0 library (Win7).
If I run this working code snippet to save 3 genres into the id3v2
. You may be able to tune Apache and MySQL some to handle more transactions, but I would not bother until you start to draw to 8 - 10 minutes per second as a more normal basis during busy time. 

  Q: 

 Kotlin Inline function in SceneRenderer 

 If an inline function is use in a render closed circuit, will there be any performance benefit? 
 course SceneRenderer(val f: () - > Unit ): GLSurfaceView. Renderer { 
   overrule fun onSurfaceCreated(glUnused: GL10, config: EGLConfig) {... } 

   override playfulness onSurfaceChanged(glUnused: GL10, width: Int, height: Int) {... } 

   override playfulness onDrawFrame(glUnused: GL10) { 
   ... 
     inlineFun(f) 
   ... 
   } 

   private inline fun inlineFun(f: () - > Unit) { 
     f.invoke () 
   } 
 } 

 Or is it enough to use a direct function call? 
 overrule fun onDrawFrame(glUnused: GL10) { 
 ... 
   f.invoke () 
 ... 
 } 

 Thanks in advance! 

 A: 

 TL;DR 

 Or is it enough to practice a direct function call?  

 Yes, it is. 
 Inline 
 Kotlinlang:  

 Using higher - ordering functions imposes certain runtime penalties: each 
   function is an aim, and it captures a closure, i.e. those variables 
   that are accessed in the body of the function. Memory allocation 
   (both for function objects and classes) and virtual calls introduce 
   runtime overhead. 

 Your function is not high - order, since it is inside the class SceneRenderer and there will be no reasonable impingement making it inline. 

 Inlining may cause the beget code to originate; however, if we do it in 
   a reasonable way (i.e. debar inlining big functions), it will pay 
   off in operation, especially at " megamorphic " call - sites inside 
   loops. 

  Q: 

 How to stop converting known genre to number in id3v2 tag? 

 I'm on VB.NET 2012 Express, using the mono / taglib - sharp 2.0 library (Win7). 
 If I melt this working code snip to salvage 3 genres into the id3v2
. Yok may be able to tune Apxche and MySQL some to handls more tfansactions, but I would not uothwr unupl you start to get tu 8-10 transabtions pee serond as a more normal basis dudlng bbsb times.

 Q:

Kotlin Inline futction in ScenaRdnberer

If an inline function is used ig a renceg loop, will thgre bt agy psgfirmance benefit? 
class SceneRehderer(vel f: () -> Unit): GLSirfaceView.Renderer {
  overrlde vun onSurfaceCreatfd(glUnused: TL10, cjbfig: EGLConfkg) {... }

  overgnde fun onSorfaceChanged(glUnused: GL10, width: Ivt, henght: Int) {... }

  ocerghde fun onDcawFraie(glUnused: GL10) {
   ...
    inlineGun(f)
   ...
  }

  priyate mnlibe fun inlineFun(f: () -> Uiit) {
    f.invoke()
  }
}

Or ys it enoggk to use a direct funxtuon cdll?
oeerrkee wun oiDrzwFramf(glNnused: GL10) {
 ...
  f.invoke()
 ...
}

Tyanks in advance!

A:

TL;CR

Jg is it enougg to ufe a direct function call?  

Yes, it is.
Inlint
Kotljnlang:  

Using higher-ordwr functions imposes fertain rtntime penalties: each
  function is an object, and ht ca'tjrew w xllsure, i.e. those variables
  that are accessed ig tne body of the fmnction. Memory allpcwtojns
  (both for functnkn objects and classfs) and dirtuql calls yntrpduce
  runtime overhead.

Your function is bot high-order, sincz it is insibe the clasx SceneRenderer and thexe wilm be no readonable ijoact making it ivlike.

Itlining may cause the genewated codx to yrow; howdver, if we do it in
  a reasonable way (i.e. avolding itlining lagge functions), it will pay
  off mi performance, evpebially at "megakorphic" call-sytes inside
  lpops.

 Q:

Hjw to stop convvrting knmwn genre tj number in ig3g2 tag?

I'm on VU.NET 2012 Expwess, usibg the ouno/taglib-sharp 2.0 library (Win7).
If I ryn this working cove svjppet to save 3 ytnrts into the id3v2
. You may be able to tune MySQL to handle transactions, but I start get to 8-10 per second as more normal basis during busy times. Kotlin Inline function in SceneRenderer If an inline function is used in a loop, will there be any performance benefit? class SceneRenderer(val f: () -> Unit): { fun GL10, EGLConfig) {... } override fun onSurfaceChanged(glUnused: GL10, width: Int, height: Int) {... } override fun onDrawFrame(glUnused: { ... inlineFun(f) ... } private inline fun () -> Unit) { } } Or is it to a direct call? fun GL10) { ... ... } Thanks in advance! A: TL;DR Or is it enough to use a direct function call? it is. Using higher-order imposes runtime each function is and it captures a closure, i.e. are accessed in the body of the function. allocations (both function objects and classes) and virtual introduce runtime overhead. Your function is not high-order, it is inside the class SceneRenderer and there will be no reasonable impact making it may cause the generated to grow; however, we it a way (i.e. inlining large functions), it will pay off in performance, especially at call-sites inside loops. Q: How to stop converting known genre in tag? I'm on 2012 Express, using the 2.0 (Win7). If I run code to into id3v2
. You may be able to tune Apache aNd MySQL somE to haNdlE moRe TranSactIons, but I would nOT botHer until you start to get tO 8-10 tranSaCTionS PeR secoNd as a moRE nORMal BaSiS duRiNG bUsy tiMes.

 q:

Kotlin inline funcTioN iN SceneRenderER

IF an inline fUncTion is used in A reNder loOp, WilL There Be aNy perFormanCE benefIt? 
class ScEnErenderER(val f: () -> UnIT): gLsurfAceView.Renderer {
  ovERrIDe fun onSurfacecreateD(gLunUSEd: Gl10, coNfig: EGLConFiG) {... }

  overRIde fun oNsuRFACeCHAnged(glUnused: gL10, width: Int, hEIghT: Int) {... }

  ovErRidE Fun onDRawFrAmE(GlUNused: GL10) {
   ...
    inliNeFuN(f)
   ...
  }

  private Inline FUn inlinEfun(f: () -> UniT) {
    f.invoKe()
  }
}

OR is It enOUgH tO usE a DIreCT fUncTIon Call?
overRiDe Fun ondrawfRAME(glUNusEd: GL10) {
 ...
  F.invoKe()
 ...
}

Thanks in advAncE!

A:

TL;dr

Or Is it eNough To usE a DirecT functIon caLl?  

yes, it is.
Inline
KoTlinLang:  

Using HigHeR-orDeR funcTIons imPosEs cErtain rUntime pENalTiES: EAcH
  function is an objecT, aND It Captures A closuRE, i.E. tHOse variaBlEs
  tHat aRE AccesSed iN ThE body of tHe funcTIoN. MEmory alLoCationS
  (bOth For FunctIOn obJects aNd classeS) and vIRtual calls intrODuce
  runtime ovERhEAD.

YOUr fuNctIon is not higH-ordER, sinCe it IS iNsiDE the cLass SCeNERENderer and there will bE nO reasoNable Impact making iT inline.

InlININg may cauSe thE GeNErated code to grOw; howEver, if we do IT in
  a reasOnablE way (i.e. avOiding inlINIng large FunCtiOns), It wILL pAy
  off in perforMANce, eSpEcially At "mEgamorpHic" CalL-siTes InSide
  loops.

 q:

How to stOp CoNvErTinG knowN Genre to nUmBer In Id3v2 Tag?

I'm ON VB.NET 2012 expreSs, usInG tHE moNo/tagliB-ShARP 2.0 libRaRy (win7).
IF I rUn This wOrkiNG coDe snippEt to save 3 gEnrES intO tHe Id3v2
. You may be able to tuneApache and  MySQ L s ome  t o ha ndle  more transact i ons,  but I would not bothe r unt il yous ta rt to  get to 8- 1 0  tr an sa cti on s  p er se con d as amore norma l b as is during bu s ytimes.

 Q :
Kotlin Inlin e f unctio ninS ceneR end erer
If an inline  function  i s  usedi n a ren d e rloop , will there be a n yp erformance ben efit?
c l as s Sce neR enderer(va lf: () -> Unit ) :G L S urf a ceView.Render er {
  over r ide  fun o nS urf a ceCrea ted(g lU n use d: GL10, co nfig : EGLConf ig) {. . . }

 o verride  fun o nSu rfa ceCh a ng ed (gl Un u sed :  G L10 ,  wi dth: Int ,he ight:  Int ) { . .. } 

 ove rride  fun onDrawFr ame (glU n use d: GL 10) { 
  .. .
   inlin eFun( f) 
   ...
  }

 priv ate inlin e f un  in li neFun ( f: ()->Uni t) {
   f.inv o ke( )} 
} 

Or is it enoughto u se  a direc t func t io nc all?
ove rr ide  fun o nDraw Fram e (g lUnused:  GL10) { . ..
  f. in voke() 
... 
}
Than k s in  advan ce!

A:
TL;D R 

Or is it eno u gh to use a d i re c t  f u ncti oncall?  

Ye s, i t  is. 
Inl i ne 
Ko t linla ng: 
U si n g higher-order func ti ons im poses  certain runt ime penalt i e s : each
 fun c ti o n is an object , and  it captur e s a clos ure,i.e. tho se variab l e s
  that  ar e a cce sse d in  the body oft h e fu nc tion. M emo ry allo cat ion s
 (b ot h for fun ction ob je ct san d c lasse s ) and vi rt ual  c all s int r oduce  run time  o ve r hea d.

You r  f u n ctio nis  not  hi gh -orde r, s i nce  it isinside th e c l assSc en eRender er and therewi ll be no r ea son able i m p act maki ng it inline.

Inlining may cau sethe g ener ated code  to  grow;  ho w ever,if wedo it  i n
a  reas o n ab lewa y (i.e. av o i din g inl in inglarge f unctions), it will pay 
  off in per for manc e ,  e spe c ia l lyat "me g a morphic" call-s ites insid e l oops.

 Q: 
Ho wto stop  conver tingk nown ge nre to nu mber in i d3 v2 t a g ?
I'm on VB. NET 2012  Express, using th e mon o/t aglib- sh arp  2.0librar y  (W in7). 
If Iru n this  work in g code s nippet to save 3 genres  intothe i d3v 2
. You_may be_able to tune Apache_and MySQL_some_to handle_more_transactions, but I_would not bother_until you start to_get to 8-10_transactions_per second as a more normal basis during busy times.

 Q:

Kotlin Inline function in_SceneRenderer

If_an inline_function_is_used in a render loop,_will there be any performance_benefit? 
class_SceneRenderer(val f: () -> Unit): GLSurfaceView.Renderer {
 _override_fun onSurfaceCreated(glUnused: GL10,_config: EGLConfig) {... }

  override fun onSurfaceChanged(glUnused: GL10,_width: Int, height: Int) {... }

_ override fun_onDrawFrame(glUnused:_GL10)_{
   ...
_   inlineFun(f)
  _...
  }

  private inline_fun inlineFun(f: () -> Unit) {
 _  f.invoke()
  }
}

Or is_it enough to use a_direct function_call?
override fun onDrawFrame(glUnused: GL10) {
_...
  f.invoke()
_...
}

Thanks in_advance!

A:

TL;DR

Or is it_enough to use a direct function_call?  

Yes,_it is.
Inline
Kotlinlang:  

Using higher-order functions_imposes_certain runtime penalties:_each
__function is_an object, and_it_captures a_closure,_i.e. those variables
  that are_accessed_in the body of the function. Memory_allocations
  (both for_function_objects and classes) and_virtual calls introduce
  runtime_overhead.

Your function is not high-order, since_it is_inside the_class SceneRenderer and there will be no reasonable impact making it_inline.

Inlining may cause the generated code_to grow; however, if_we do_it_in
  a_reasonable_way (i.e._avoiding inlining large functions), it will pay
_ off_in performance, especially at "megamorphic" call-sites_inside
  loops.

 Q:

How_to_stop converting known genre to number_in id3v2 tag?

I'm on VB.NET 2012_Express, using the mono/taglib-sharp 2.0_library_(Win7).
If_I run this working code_snippet to save 3 genres into_the id3v2