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| subject: | Re: To cross develop or not - was Re: eBay WTH? |
heuser.marcus{at}freenet.de wrote:
> On Aug 22, 8:38 am, "Michael J. Mahon" wrote:
>> heuser.mar...{at}freenet.de wrote:
>>
>> Fleshing out a design "on paper" is an excellent way of building
>> several generations of "virtual prototypes" so that less effort is
>> wasted going down major detailed blind alleys.
>
> I once did several versions of a tile-mapping routine (like those
> found in the earlier Ultima games) because I was curious if I can
> do it with acceptable speed in hires graphics mode which of course
> uses much more memory than the charcter graphics modes of the Atari
> and C64 platforms.
>
> It was a terrific experience as I only used graph paper (with 5 mm
> squares), a pencil, a 6502 mnemonics and cycle table and my trusty
> 25 year old calculator - while lying on my bed (I call it "testbed"
> since then and I don't make this up now!).
>
> Granted, I took my time with it and the cycle count didn't always
> come down but in the end, when I was satisfied with the speed/space
> ratio (version 7, IIRC), I hacked it in and it worked from the get-go.
>
> It really was a mixture of exercise and experiment and in the end
> it provided me with some 6502 training and showed me that it is very
> well possible to think a problem through, choose a good algorithm,
> implement it, debug it, improve it and have something working in the
> end. Immensely gratifying.
>
>> The trick for me is sustaining enthusiasm for a long time without
>> actually coding anything. I find that putting pencil to paper is
>> both focusing and stimulating, but I'm sure folks differ in that
>> respect. (My real wastebasket does tend to fill up with paper. ;-)
>
> I hear you!
>
This, in my opinion, is the most overlooked design process. I have a
bunch of notebooks (engineering computational pads) that have a bright
grid on the back side, and the front side has the faint image of the
back side showing through. Jim Blinn once wrote a great article on the
benefits of pencil and paper design - I think it is still available in
his book "A Trip Down the Graphics Pipeline". One of those must-have
books. Unlike Michael, I never throw stuff in the wastebasket. I leave
the ideas that don't work out in my notebook. Either I will eventually
find a purpose for the idea, or it will help remind me why it didn't
work in the first place so I don't try it again!
Everyone talks about bottom-up and top-down design. I find that you
can't really do one without the other. I have a system design in my
head (or paper) and start coding the foundation. Based on the top-level
ideas, I decide which are the most crucial low-level routines and write
them with a lot of test cases. Making the low-level routines simple and
robust ensures I won't be wasting valuable high-level programming time
debugging the basic routines. Kind of like Legos, only I get to create
the bricks, too. This also allows me to do coding while fleshing out
the overall design. Sometimes the low-level routines will influence the
high-level design.
I also find low-level code just as challenging as higher level routines.
A really efficient memory manager or fast floating point divide
routine can be projects in themselves. So create some mini-projects out
of your big project to keep enthusiasm up and progress moving.
>
> bye
> Marcus
And don't worry about expectations. This is a project for you, not
anyone else. Even if it doesn't come to fruition, the ideas and
discussions have value in themselves.
Dave...
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