如何解决Ehcache3 持久性对性能的影响,无论如何都要使用磁盘层
版本:Ehcache 3.8
// g++ main.cpp `pkg-config glfw3 glew --cflags --libs`
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#define numVAOs 1
gluint renderingProgram;
gluint vao[numVAOs];
void CheckStatus( gluint obj,bool isShader )
{
GLint status = GL_FALSE,log[ 1 << 11 ] = { 0 };
( isShader ? glGetShaderiv : glGetProgramiv )( obj,isShader ? GL_COMPILE_STATUS : GL_LINK_STATUS,&status );
if( status == GL_TRUE ) return;
( isShader ? glGetShaderInfoLog : glGetProgramInfoLog )( obj,sizeof( log ),NULL,(GLchar*)log );
std::cerr << (GLchar*)log << "\n";
std::exit( EXIT_FAILURE );
}
void AttachShader( gluint program,GLenum type,const char* src )
{
gluint shader = glCreateShader( type );
glShaderSource( shader,1,&src,NULL );
glCompileShader( shader );
CheckStatus( shader,true );
glAttachShader( program,shader );
glDeleteShader( shader );
}
const char* const vert = R"GLSL(
#version 150
void main(void)
{
gl_Position = vec4(0.0,0.0,1.0);
}
)GLSL";
const char* const frag = R"GLSL(
#version 150
out vec4 color;
void main(void)
{
color = vec4(0.0,1.0,1.0);
}
)GLSL";
int main(void)
{
if (!glfwInit())
{
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MInor,2);
GLFWwindow* window = glfwCreateWindow(600,600,"Chapter2-program1",NULL);
//Window or OpenGL context creation Failed
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
{
std::cout << "Error!" << std::endl;
exit(EXIT_FAILURE);
}
glfwSwapInterval(1);
gluint renderingProgram = glCreateProgram();
AttachShader( renderingProgram,GL_VERTEX_SHADER,vert );
AttachShader( renderingProgram,GL_FRAGMENT_SHADER,frag );
glLinkProgram( renderingProgram );
CheckStatus( renderingProgram,false );
glGenVertexArrays(numVAOs,vao);
glBindVertexArray(vao[0]);
/* Rendering loop- until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
gluseProgram(renderingProgram);
glDrawArrays(GL_POINTS,1);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
return 0;
}
如果将persistent保持为true,是否对性能有任何影响。将使用磁盘层。我想知道持久标志只是为了可重启性还是对性能也有影响。
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