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| subject: | Re: A 21st Century Apple II? |
On Mar 6, 5:59=A0pm, "Michael J. Mahon" wrote: > > The performance difference is due to the reduction in the number of > > 'native' method calls, which avoid the quite considerable overhead of > > (de)marshalling and synchronisation (Java only allows a native method > > to be called from one thread at a time). > > > All it shows is that since the majority of the graphics "heavy > > lifting" is done by a third party API (much of which exists on a GPU > > these days) you can write your "game logic" in Java without adding > > considerable overhead. > > > Carmack made a similar assertion a few years back after completing > > Doom III, and claimed that id's next engine would be written in Java > > instead of C > > This is very similar to writing the fiddly interactive part of an app in > Applesoft and calling simple M/L subroutines to do most of the heavy > lifting--a time-tested method of getting the best of both worlds. > > As long as most of the time is spent in efficient code, the sparsely > executed "outer" code can be written in an interpretive language with > little overall performance penalty and often a saving in space and > development time. > > I do it all the time. =A0;-) Indeed! Where it tends to differ is that such an example is now a fringe case, but yet the "performance meme" persists. In today's "Applesofts" all the common calls to ML are already covered, and the performance is high enough that you seldom need to revert to lower level code. In many ways, insisting on a C/C++ implementation of something today makes about as much sense as insisting on a pure ML solution in the Apple II era, when an Applesoft solution would have easily met expectations. Matt --- SBBSecho 2.12-Win32* Origin: Derby City Gateway (1:2320/0) SEEN-BY: 10/1 3 34/999 120/228 123/500 128/2 140/1 222/2 226/0 236/150 249/303 SEEN-BY: 250/306 261/20 38 100 1404 1406 1410 1418 266/1413 280/1027 320/119 SEEN-BY: 393/11 396/45 633/260 267 712/848 800/432 801/161 189 2222/700 SEEN-BY: 2320/100 105 200 2905/0 @PATH: 2320/0 100 261/38 633/260 267 |
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