Intel drops HyperThreading

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Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

George Macdonald wrote:
> On 10 Sep 2005 18:41:30 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>
> >
> >George Macdonald wrote:
> >> On 9 Sep 2005 07:33:15 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
> >>
> >> >George Macdonald wrote:
> >> >>
> >> >> AFAIK the game makers have been making pessimistic noises.
> >> >>
> >> >
> >> >And why wouldn't they? Except for those who are interested in the
> >> >mathematical aspects of concurrency, who would want to deal with
> >> >concurrency rather than just getting a faster processor?
> >>
> >> Where do you get that attitude from? It's my impression they are in a
> >> competitive market and they try to squeeze as much realism & "action" into
> >> a game that is possible with the tools available.
> >
> >I don't know what attitude you're attributing to me. Concurrent
> >programming is much harder than sequential programming. What's
> >controversial about that? Nobody wants to program for concurrency, but
> >they're going to have to. They just don't want to. Of course they're
> >going to talk it down.
>
> As you well know "concurrent programming" is not a general fit for all
> computing methods. What's "controversial" is your non-expert opinion that
> game designers/programmers are going to "talk it down", presumably because
> they are just lazy... and have no competition?
>
No, not because they are lazy and have no competition. It's a
budget-driven, intense enterprise, as far as I know. A different
programming model, especially a programming model that is
widely-acknowledged to be prone to bugs, can't be welcome. I'm not
talking down game developers, I'm discounting your reports of their
pessimism. Of course they're pessimistic. I would be, too.

> >> As for the mathematical
> >> aspects of concurrency, we've just been through a err, discussion about
> >> that - there *are* methods which do not adapt! I don't know enough about
> >> game algorithms & methods to have a good opinion... certainly not enough to
> >> pour contempt on the experts in the field....you?
> >
> >I know a lot about simulating physics, and I know a fair bit about the
> >nuts and bolts of graphics programming. I don't know much about the
> >nuts and bolts of game play, but I wasn't, in any case pouring contempt
> >on anyone.
>
> You also pretended to know something about a field which I've had a long
> interest in, where you seemed to think all you needed was a text book and a
> compiler. You make a very good impersonation of contempt -- or is it just
> disrespect? -- from my POV. The subject is *NOT* "game play" but game
> design and programming - seems safe to assume you know very little.;-)
>
You want to have another argument about terminology? I don't.

As to contempt or disrespect, if you have some sense that game
developers have opined that concurrent methods won't be useful for
games, I respectfully disagree, as do the game box developers who have
poured so much money into the next generation of game boxes with
mulitple cores.

RM
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

"Robert Myers" <rbmyersusa@gmail.com> wrote in message
news:1126402890.283826.259290@g44g2000cwa.googlegroups.com...

> I don't know what attitude you're attributing to me. Concurrent
> programming is much harder than sequential programming. What's
> controversial about that? Nobody wants to program for concurrency, but
> they're going to have to. They just don't want to. Of course they're
> going to talk it down.

There are plenty of people who have no fear of hard work if the result
is that their products will outpace their competitors'.

DS
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

George Macdonald wrote:
> On 12 Sep 2005 03:53:48 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>
> >
> >George Macdonald wrote:
> >> On 10 Sep 2005 18:41:30 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
> >>
> >> >
> >> >George Macdonald wrote:
> >> >> On 9 Sep 2005 07:33:15 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
> >> >>
> >> >> >George Macdonald wrote:
> >> >> >>
> >> >> >> AFAIK the game makers have been making pessimistic noises.
> >> >> >>
> >> >> >
> >> >> >And why wouldn't they? Except for those who are interested in the
> >> >> >mathematical aspects of concurrency, who would want to deal with
> >> >> >concurrency rather than just getting a faster processor?
> >> >>
> >> >> Where do you get that attitude from? It's my impression they are in a
> >> >> competitive market and they try to squeeze as much realism & "action" into
> >> >> a game that is possible with the tools available.
> >> >
> >> >I don't know what attitude you're attributing to me. Concurrent
> >> >programming is much harder than sequential programming. What's
> >> >controversial about that? Nobody wants to program for concurrency, but
> >> >they're going to have to. They just don't want to. Of course they're
> >> >going to talk it down.
> >>
> >> As you well know "concurrent programming" is not a general fit for all
> >> computing methods. What's "controversial" is your non-expert opinion that
> >> game designers/programmers are going to "talk it down", presumably because
> >> they are just lazy... and have no competition?
> >>
> >No, not because they are lazy and have no competition. It's a
> >budget-driven, intense enterprise, as far as I know. A different
> >programming model, especially a programming model that is
> >widely-acknowledged to be prone to bugs, can't be welcome. I'm not
> >talking down game developers, I'm discounting your reports of their
> >pessimism. Of course they're pessimistic. I would be, too.
>
> Game programming in itself is difficult AFAIK - it's not your average C++
> jockey who can cope with it... reportedly high burn-out rates. I'm afraid
> your last few phrases seem to confirm your didain for me: you want to
> discount my reports but then you admit they are correct.Ô_ô
>
Pessimistic in the sense that moving to concurrent programming will be
a huge PITA: agreed.
Pessimistic in the sense that games will be unable to make effective
use of the power of multiple cores: disagreed.

> >> >> As for the mathematical
> >> >> aspects of concurrency, we've just been through a err, discussion about
> >> >> that - there *are* methods which do not adapt! I don't know enough about
> >> >> game algorithms & methods to have a good opinion... certainly not enough to
> >> >> pour contempt on the experts in the field....you?
> >> >
> >> >I know a lot about simulating physics, and I know a fair bit about the
> >> >nuts and bolts of graphics programming. I don't know much about the
> >> >nuts and bolts of game play, but I wasn't, in any case pouring contempt
> >> >on anyone.
> >>
> >> You also pretended to know something about a field which I've had a long
> >> interest in, where you seemed to think all you needed was a text book and a
> >> compiler. You make a very good impersonation of contempt -- or is it just
> >> disrespect? -- from my POV. The subject is *NOT* "game play" but game
> >> design and programming - seems safe to assume you know very little.;-)
> >>
> >You want to have another argument about terminology? I don't.
>
> The phrase "nuts and bolts of game play" seems to convey a certain level of
> (dis)respect and confirm previous hints of your opinion here.
>
Whatever is he talking about, I wondered? I can guess that you are
thinking about some comments I made about people who write concurrent
software: very bright people, in general, just not bright enough to
write error-free code by thinking about it real hard and doing lots of
testing, an approach that doesn't really even work well enough for
sequential code. I don't understand the logic of continuing to use
programming languages that support concurrency poorly and that don't
support any kind of formal analysis for correctness.

> >As to contempt or disrespect, if you have some sense that game
> >developers have opined that concurrent methods won't be useful for
> >games, I respectfully disagree, as do the game box developers who have
> >poured so much money into the next generation of game boxes with
> >mulitple cores.
>
> That is a different case: a box with fixed number of cores for a generation
> of games - for a PC, it would appear that the subject is not going to be as
> static. IOW designing games and corresponding data structures which are
> suitable for running 1-, 2- & eventually 4- cores is a somewhat different
> scenario.
>
Worse than designing software to run on CPU's with architectures as
radically different as NetBurst and AMD?

RM
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

On 12 Sep 2005 03:53:48 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:

>
>George Macdonald wrote:
>> On 10 Sep 2005 18:41:30 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>>
>> >
>> >George Macdonald wrote:
>> >> On 9 Sep 2005 07:33:15 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>> >>
>> >> >George Macdonald wrote:
>> >> >>
>> >> >> AFAIK the game makers have been making pessimistic noises.
>> >> >>
>> >> >
>> >> >And why wouldn't they? Except for those who are interested in the
>> >> >mathematical aspects of concurrency, who would want to deal with
>> >> >concurrency rather than just getting a faster processor?
>> >>
>> >> Where do you get that attitude from? It's my impression they are in a
>> >> competitive market and they try to squeeze as much realism & "action" into
>> >> a game that is possible with the tools available.
>> >
>> >I don't know what attitude you're attributing to me. Concurrent
>> >programming is much harder than sequential programming. What's
>> >controversial about that? Nobody wants to program for concurrency, but
>> >they're going to have to. They just don't want to. Of course they're
>> >going to talk it down.
>>
>> As you well know "concurrent programming" is not a general fit for all
>> computing methods. What's "controversial" is your non-expert opinion that
>> game designers/programmers are going to "talk it down", presumably because
>> they are just lazy... and have no competition?
>>
>No, not because they are lazy and have no competition. It's a
>budget-driven, intense enterprise, as far as I know. A different
>programming model, especially a programming model that is
>widely-acknowledged to be prone to bugs, can't be welcome. I'm not
>talking down game developers, I'm discounting your reports of their
>pessimism. Of course they're pessimistic. I would be, too.

Game programming in itself is difficult AFAIK - it's not your average C++
jockey who can cope with it... reportedly high burn-out rates. I'm afraid
your last few phrases seem to confirm your didain for me: you want to
discount my reports but then you admit they are correct.Ô_ô

>> >> As for the mathematical
>> >> aspects of concurrency, we've just been through a err, discussion about
>> >> that - there *are* methods which do not adapt! I don't know enough about
>> >> game algorithms & methods to have a good opinion... certainly not enough to
>> >> pour contempt on the experts in the field....you?
>> >
>> >I know a lot about simulating physics, and I know a fair bit about the
>> >nuts and bolts of graphics programming. I don't know much about the
>> >nuts and bolts of game play, but I wasn't, in any case pouring contempt
>> >on anyone.
>>
>> You also pretended to know something about a field which I've had a long
>> interest in, where you seemed to think all you needed was a text book and a
>> compiler. You make a very good impersonation of contempt -- or is it just
>> disrespect? -- from my POV. The subject is *NOT* "game play" but game
>> design and programming - seems safe to assume you know very little.;-)
>>
>You want to have another argument about terminology? I don't.

The phrase "nuts and bolts of game play" seems to convey a certain level of
(dis)respect and confirm previous hints of your opinion here.

>As to contempt or disrespect, if you have some sense that game
>developers have opined that concurrent methods won't be useful for
>games, I respectfully disagree, as do the game box developers who have
>poured so much money into the next generation of game boxes with
>mulitple cores.

That is a different case: a box with fixed number of cores for a generation
of games - for a PC, it would appear that the subject is not going to be as
static. IOW designing games and corresponding data structures which are
suitable for running 1-, 2- & eventually 4- cores is a somewhat different
scenario.

--
Rgds, George Macdonald
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

Robert Myers wrote:
> George Macdonald wrote:
>
>>AFAIK the game makers have been making pessimistic noises.
>>
>
>
> And why wouldn't they? Except for those who are interested in the
> mathematical aspects of concurrency, who would want to deal with
> concurrency rather than just getting a faster processor?
> I would think that for the more complex games with actors moving and
doing things not necessarily on screen, that having a thread per actor
might be actually easier to code than doing one character at a time.
Particularly those games which keep running even while you try to decide
what to do.

--
bill davidsen
SBC/Prodigy Yorktown Heights NY data center
http://newsgroups.news.prodigy.com
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

"George Macdonald" <fammacd=!SPAM^nothanks@tellurian.com> wrote in
message news:2qnbi1ph8rqgpminm7v5sll54bktnct1ft@4ax.com...
> On 12 Sep 2005 03:53:48 -0700, "Robert Myers" <rbmyersusa@gmail.com>
> wrote:
>
>>
>>George Macdonald wrote:
>>> On 10 Sep 2005 18:41:30 -0700, "Robert Myers" <rbmyersusa@gmail.com>
>>> wrote:
>>>
>>> >
>>> >George Macdonald wrote:
>>> >> On 9 Sep 2005 07:33:15 -0700, "Robert Myers"
>>> >> <rbmyersusa@gmail.com> wrote:
>>> >>
>>> >> >George Macdonald wrote:
>>> >> >>
>>> >> >> AFAIK the game makers have been making pessimistic noises.
>>> >> >>
>>> >> >
>>> >> >And why wouldn't they? Except for those who are interested in
>>> >> >the
>>> >> >mathematical aspects of concurrency, who would want to deal with
>>> >> >concurrency rather than just getting a faster processor?
>>> >>
>>> >> Where do you get that attitude from? It's my impression they are
>>> >> in a
>>> >> competitive market and they try to squeeze as much realism &
>>> >> "action" into
>>> >> a game that is possible with the tools available.
>>> >
>>> >I don't know what attitude you're attributing to me. Concurrent
>>> >programming is much harder than sequential programming. What's
>>> >controversial about that? Nobody wants to program for concurrency,
>>> >but
>>> >they're going to have to. They just don't want to. Of course
>>> >they're
>>> >going to talk it down.
>>>
>>> As you well know "concurrent programming" is not a general fit for
>>> all
>>> computing methods. What's "controversial" is your non-expert opinion
>>> that
>>> game designers/programmers are going to "talk it down", presumably
>>> because
>>> they are just lazy... and have no competition?
>>>
>>No, not because they are lazy and have no competition. It's a
>>budget-driven, intense enterprise, as far as I know. A different
>>programming model, especially a programming model that is
>>widely-acknowledged to be prone to bugs, can't be welcome. I'm not
>>talking down game developers, I'm discounting your reports of their
>>pessimism. Of course they're pessimistic. I would be, too.
>
> Game programming in itself is difficult AFAIK - it's not your average
> C++
> jockey who can cope with it... reportedly high burn-out rates. I'm
> afraid
> your last few phrases seem to confirm your didain for me: you want to
> discount my reports but then you admit they are correct.Ô_ô
>
>>> >> As for the mathematical
>>> >> aspects of concurrency, we've just been through a err, discussion
>>> >> about
>>> >> that - there *are* methods which do not adapt! I don't know
>>> >> enough about
>>> >> game algorithms & methods to have a good opinion... certainly not
>>> >> enough to
>>> >> pour contempt on the experts in the field....you?
>>> >
>>> >I know a lot about simulating physics, and I know a fair bit about
>>> >the
>>> >nuts and bolts of graphics programming. I don't know much about the
>>> >nuts and bolts of game play, but I wasn't, in any case pouring
>>> >contempt
>>> >on anyone.
>>>
>>> You also pretended to know something about a field which I've had a
>>> long
>>> interest in, where you seemed to think all you needed was a text book
>>> and a
>>> compiler. You make a very good impersonation of contempt -- or is it
>>> just
>>> disrespect? -- from my POV. The subject is *NOT* "game play" but
>>> game
>>> design and programming - seems safe to assume you know very
>>> little.;-)
>>>
>>You want to have another argument about terminology? I don't.
>
> The phrase "nuts and bolts of game play" seems to convey a certain
> level of
> (dis)respect and confirm previous hints of your opinion here.
>
>>As to contempt or disrespect, if you have some sense that game
>>developers have opined that concurrent methods won't be useful for
>>games, I respectfully disagree, as do the game box developers who have
>>poured so much money into the next generation of game boxes with
>>mulitple cores.
>
> That is a different case: a box with fixed number of cores for a
> generation
> of games - for a PC, it would appear that the subject is not going to
> be as
> static. IOW designing games and corresponding data structures which
> are
> suitable for running 1-, 2- & eventually 4- cores is a somewhat
> different
> scenario.
>
> --
> Rgds, George Macdonald

That is an interesting question, how to design a game program so that
some apriori unknown number of cores can run efficiently. Would you say
it is a hard problem?

del
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

"Del Cecchi" <dcecchi.nospam@att.net> wrote in message
news:3omsgdF6ktqvU1@individual.net...

> That is an interesting question, how to design a game program so that some
> apriori unknown number of cores can run efficiently. Would you say it is
> a hard problem?

Very hard, but it doesn't have to be solved for every game. It can
mostly be solved in core libraries that are then reused. Only about 10% of a
typical program is performance critical. Maybe 15% for a game. And most of
that performance critical code is reused from game to game or purchased as
part of an engine that the game is based on.

Efficient use of variable numbers of cores will gradully be added to
mainstream game cores and core libraries.

DS
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

On Mon, 12 Sep 2005 21:40:20 -0500, "Del Cecchi" <dcecchi.nospam@att.net>
wrote:

>
>"George Macdonald" <fammacd=!SPAM^nothanks@tellurian.com> wrote in
>message news:2qnbi1ph8rqgpminm7v5sll54bktnct1ft@4ax.com...

>> That is a different case: a box with fixed number of cores for a
>> generation
>> of games - for a PC, it would appear that the subject is not going to
>> be as
>> static. IOW designing games and corresponding data structures which
>> are
>> suitable for running 1-, 2- & eventually 4- cores is a somewhat
>> different
>> scenario.
>>
>> --
>That is an interesting question, how to design a game program so that
>some apriori unknown number of cores can run efficiently. Would you say
>it is a hard problem?

I'd think it depends on how much you have to massage data structures to
accomodate concurrency but I'm pretty sure that no matter what is done,
single-core performance will suffer. Unless game code, which I don't know
much about, is particularly difficult to segregate, different code paths
for critical routines could be relatively easy.

--
Rgds, George Macdonald
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

"Robert Myers" <rbmyersusa@gmail.com> wrote in message
news:1126695164.511358.54940@g44g2000cwa.googlegroups.com...

> Languages and tools exist, but they are not used, and I don't have much
> insight into why. Ada didn't fail completely, but it nearly did, and
> the DoD, which started Ada with the idea of getting reliable, reusable
> code, dropped its support. Occam exists, but I have no idea who uses
> it. Both languages are formally analyzable. The popularity of PERL
> tells me that people like sloppy languages; I can't think of any deeper
> reason why the languages we are using are so imprecise. Of course, I
> never understood the popularity of c and c++, so I'd be the last person
> in the world to understand why languages are widely-adopted (or not).

C and C++ are popular because they are quick and easy for small jobs and
provide good ways to manage large jobs involving many people. They're
available on a wide variety of platforms and don't hide the details from the
programmer. They're reasonably easy to debug and provide reasonably good
isolation between functional elements.

Are they absolutely great at any one particular thing? Not really. But
they provide a good balance for a large variety of tasks.

I personally think they strike a balance that will gradually become more
and more foolish. They are heavily biased towards performance, and as
computers become more and more powerful and most common tasks don't even
come close to taxing available memory and CPU resources, it will make more
sense to have languages that are more biased towards easily understood code,
run-time error checking, testability, self-documentation, and maintainable
code.

However, that will probably have to wait for the next generation of
programmers. I think this dog is too old to learn many new tricks. Heck, I
can't get myself to use templates, the C++ template library, or C++-style
casts half the time.

DS
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

George Macdonald wrote:
> On 14 Sep 2005 03:52:44 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>
> >George Macdonald wrote:
> >> On 12 Sep 2005 15:26:54 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
> >>
> >> >George Macdonald wrote:
> >> >> On 12 Sep 2005 03:53:48 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
> >> >>
> >>
> >> For formal analysis of corectness, it's my opinion that you'll have to
> >> emasculate the language in the first place... to make it analyzable. We've
> >> been through all that before, umpteen times, where languages died because
> >> they insulated the programmer from the hardware.
> >>
> >Languages and tools exist, but they are not used, and I don't have much
> >insight into why. Ada didn't fail completely, but it nearly did, and
> >the DoD, which started Ada with the idea of getting reliable, reusable
> >code, dropped its support
>
> Apart form a few lunatic niches Ada is dead. Hell I'd have to Google to
> find a compiler and I would not be hopeful... the Esperanto of the computer
> world.;-)

Not quite. Ada or subsets of Ada, like Spark, are used for
high-reliability applications, like fly-by-wire. Googlig "MIL-STD Ada"
turns up lots of stuff. gnat is an open-source Ada95 compiler that
uses the gcc back-end. My guess as to the unpopularity of Ada is the
nit-picky nature of the compiler; people prefer to get their code
running, even though it may contain errors.

>
> The popularity of C++ is obvious - you could spend a lifetime coding up all
> the MFC stuff... or use the "libraries" provided by M$ if you want to do a
> Windows interface for your software. C is popular because it was better at
> the time than any alternative -- Cobol, Fortran, Pascal etc. etc. -- it
> does not hide the hardware, it is extensible and allowed C++ as a superset.
>
Pointers in c allow you to manipulate memory much as if you were
writing in assembly language, if that's what you mean by not hiding the
hardware. Pointers allow you to do all kinds of dangerous stuff and
make it hard for compilers to figure out what's going on. Programmers
love 'em, though.

I don't know what to make of c++, other than I don't like it. Now
you've got "encapsulaion," but you've still got pointers that can step
on anything in memory. The theoretical advantages of
object-orientation always seemed to be just exactly that--theoretical.

> PERL is a Q&D language(?) -- isn't it more just a Shell? -- for dabblers.
>
PERL is like BASH on steroids. There is a PERL compiler, although I've
never tried to use it. I _do_ understand the popularity of PERL: it's
a garbage dump language. Anything anybody ever thinks of gets
implemented. If there's something you'd like to do, there's probably
some special facility to do it (although, as a result, the
documentation is as verbose as the language).

> >> As for what I meant: I can't figure why you'd use "game play", vs. "game
> >> system design", other than as a (mild ?) insult to the err, designers.
> >>
> >Because those are the words that happened to occur to me at the time.
> >Sometimes a cigar is just a cigar.
>
> Ah so just your err, state of mind.
>
Whatever.

RM
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

On 14 Sep 2005 03:52:44 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:

>George Macdonald wrote:
>> On 12 Sep 2005 15:26:54 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>>
>> >George Macdonald wrote:
>> >> On 12 Sep 2005 03:53:48 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>> >>
>>
>> For formal analysis of corectness, it's my opinion that you'll have to
>> emasculate the language in the first place... to make it analyzable. We've
>> been through all that before, umpteen times, where languages died because
>> they insulated the programmer from the hardware.
>>
>Languages and tools exist, but they are not used, and I don't have much
>insight into why. Ada didn't fail completely, but it nearly did, and
>the DoD, which started Ada with the idea of getting reliable, reusable
>code, dropped its support

Apart form a few lunatic niches Ada is dead. Hell I'd have to Google to
find a compiler and I would not be hopeful... the Esperanto of the computer
world.;-)

> Occam exists, but I have no idea who uses
>it.

That's because nobody uses it - it was developed for the InMos
transputers... and they are long gone I'm afraid, the corp abosrbed into
what is now the STMicro electronics Euro-borg. There may be the odd wacko
pocket in UK academia. People I know who used it tried (hard) to be
complimentary about it.

> Both languages are formally analyzable. The popularity of PERL
>tells me that people like sloppy languages; I can't think of any deeper
>reason why the languages we are using are so imprecise. Of course, I
>never understood the popularity of c and c++, so I'd be the last person
>in the world to understand why languages are widely-adopted (or not).

The popularity of C++ is obvious - you could spend a lifetime coding up all
the MFC stuff... or use the "libraries" provided by M$ if you want to do a
Windows interface for your software. C is popular because it was better at
the time than any alternative -- Cobol, Fortran, Pascal etc. etc. -- it
does not hide the hardware, it is extensible and allowed C++ as a superset.

PERL is a Q&D language(?) -- isn't it more just a Shell? -- for dabblers.

>> As for what I meant: I can't figure why you'd use "game play", vs. "game
>> system design", other than as a (mild ?) insult to the err, designers.
>>
>Because those are the words that happened to occur to me at the time.
>Sometimes a cigar is just a cigar.

Ah so just your err, state of mind.

--
Rgds, George Macdonald
 
Archived from groups: comp.sys.ibm.pc.hardware.chips,comp.sys.intel (More info?)

On 14 Sep 2005 11:41:13 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:

>George Macdonald wrote:
>> On 14 Sep 2005 03:52:44 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>>
>> >George Macdonald wrote:
>> >> On 12 Sep 2005 15:26:54 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>> >>
>> >> >George Macdonald wrote:
>> >> >> On 12 Sep 2005 03:53:48 -0700, "Robert Myers" <rbmyersusa@gmail.com> wrote:
>> >> >>
>> >>
>> >> For formal analysis of corectness, it's my opinion that you'll have to
>> >> emasculate the language in the first place... to make it analyzable. We've
>> >> been through all that before, umpteen times, where languages died because
>> >> they insulated the programmer from the hardware.
>> >>
>> >Languages and tools exist, but they are not used, and I don't have much
>> >insight into why. Ada didn't fail completely, but it nearly did, and
>> >the DoD, which started Ada with the idea of getting reliable, reusable
>> >code, dropped its support
>>
>> Apart form a few lunatic niches Ada is dead. Hell I'd have to Google to
>> find a compiler and I would not be hopeful... the Esperanto of the computer
>> world.;-)
>
>Not quite. Ada or subsets of Ada, like Spark, are used for
>high-reliability applications, like fly-by-wire. Googlig "MIL-STD Ada"
>turns up lots of stuff. gnat is an open-source Ada95 compiler that
>uses the gcc back-end. My guess as to the unpopularity of Ada is the
>nit-picky nature of the compiler; people prefer to get their code
>running, even though it may contain errors.

Yeah but mainstream software development? Nobody even looks at Ada... and
partly because I believe that confidence in survival is quite low.

>> The popularity of C++ is obvious - you could spend a lifetime coding up all
>> the MFC stuff... or use the "libraries" provided by M$ if you want to do a
>> Windows interface for your software. C is popular because it was better at
>> the time than any alternative -- Cobol, Fortran, Pascal etc. etc. -- it
>> does not hide the hardware, it is extensible and allowed C++ as a superset.
>>
>Pointers in c allow you to manipulate memory much as if you were
>writing in assembly language, if that's what you mean by not hiding the
>hardware. Pointers allow you to do all kinds of dangerous stuff and
>make it hard for compilers to figure out what's going on. Programmers
>love 'em, though.

Well that's what "real programming" is about.🙂 It's about more than
pointers though - good Fortran compilers always had a good repertoire of
features to avoid insulation.... others were half-hearted attempts which
often hid behind "standards"... until the standards caught up. One of my
pet peeves was always that, given that every computer has shift and boolean
instructions, why would you not let a programmer get at them.

>I don't know what to make of c++, other than I don't like it. Now
>you've got "encapsulaion," but you've still got pointers that can step
>on anything in memory. The theoretical advantages of
>object-orientation always seemed to be just exactly that--theoretical.

There's a helluva lot of off-the-shelf code kicking around to do the drudge
work... the reusable code has happened. The supporters of C++ would likely
tell you that C has allowed that to happen... and it *was* a goal of the
software development community back in the day, when the Japanese were
basically telling us they were going to slaughter us with their code
factories.

>> PERL is a Q&D language(?) -- isn't it more just a Shell? -- for dabblers.
>>
>PERL is like BASH on steroids. There is a PERL compiler, although I've
>never tried to use it. I _do_ understand the popularity of PERL: it's
>a garbage dump language. Anything anybody ever thinks of gets
>implemented. If there's something you'd like to do, there's probably
>some special facility to do it (although, as a result, the
>documentation is as verbose as the language).

All the various xSHs are one of the things that pisses me off about *ix
systems - I've had several brushes with Unix systems over the years and
every single one had a different shell; in some cases they touted multiple
shells as available/included but IME there was only one which was usable
and it was always "different" from my previous experiences.

--
Rgds, George Macdonald