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		<title>cocos2d for iPhone &#187; Tag: frustum - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/frustum</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 04:06:19 +0000</pubDate>
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			<title>M2281 on "Possible performance tweak"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2895#post-17875</link>
			<pubDate>Mon, 09 Nov 2009 16:17:03 +0000</pubDate>
			<dc:creator>M2281</dc:creator>
			<guid isPermaLink="false">17875@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was researching fast enumeration, very efficient BTW, and stumbled across this article, about bypassing dispatching when making calls during enumeration. It could also apply to high frequency dispatching. You basically grab the method address and bypass dynamic dispatching.</p>
<p><a href="http://www.formconstant.net/diagrams/?p=40&#038;preview=true" rel="nofollow">http://www.formconstant.net/diagrams/?p=40&#038;preview=true</a></p>
<pre><code>void (*doSomething)(id, SEL);
SEL doSomethingSel = @selector(doSomething);
doSomething = (void (*)(id, SEL))[MyNSObject instanceMethodForSelector:doSomethingSel];

for(MyNSObject *obj in nsArray) {
   doSomething(obj, doSomethingSel);
 }</code></pre></description>
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