You’ll need to be able to work with groups or collections of items. A game that only has one character with one action that can be done and with one opponent isn’t going to win you any awards. You have choices and this episode begins more than a week long exploration of collection types available. You’ll learn when to use each type of collection and why. First up today is the array. I’ll explain what arrays are and then give you some guidance on when to use them.

Arrays place items in memory one after the other and also require that all the memory be allocated in one chunk even if it’s not all being used at the moment. The biggest benefit you get from this is that you can navigate directly to any item in the collection using just pointer arithmetic. This allows you to use arrays effectively for binary searches.

Adding and removing items to and from an array is slower and normally requires a Big-O (N) operation.

This episode also describes another benefit of using arrays called locality of reference. Because the items in arrays are next to one another, you can sometimes get large performance benefits because many of the items can fit in faster cache memory of modern processors.


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