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- From: oahvenla@snakemail.hut.fi (Osma Ahvenlampi)
- Subject: Re: Programming
- In-Reply-To: njale@dhhalden.no's message of Tue, 17 Nov 1992 10:23:26 GMT
- Message-ID: <OAHVENLA.92Nov17195727@lk-hp-4.hut.fi>
- Sender: usenet@cs.hut.fi (Uutis Ankka)
- Organization: Helsinki University of Technology, Finland
- References: <mwm.2n4z@contessa.palo-alto.ca.us> <1e43mkINNler@ub.d.umn.edu>
- <OAHVENLA.92Nov15135840@lk-hp-4.hut.fi>
- <njale.32.721995806@dhhalden.no>
- Date: Tue, 17 Nov 1992 17:57:26 GMT
- Lines: 118
-
- (I'm doing this AGAIN! Why?)
-
- In article <njale.32.721995806@dhhalden.no> njale@dhhalden.no (NJAL EIDE) writes:
-
- (this is from my earlier post)
- >>it, but that's because there are already some very powerful spreadsheets out
- >>there. Show me an AMOS spreadsheet.. I have seen HyperCard based games that
- >>beat AMOS games easily.
-
- >No, you have NOT. Maybe you have seen some intricate puzzle-games, but
- >anything wich incorporate moving graphics is dead slow with Hypercard (I'm
- >not meaning flip-frame animations). In fact, anything is dead slow with
- >Hypercard. I've been using it with a 20 mhz Mac IIsi and I would say that a
- >humble A500 with Amos blows it miles away (Hypercard, not the Mac). F.ex.
- >recently I wrote a little program that should simulate the trajectory of an
- >arrow. It took into consideration gravity and the angle and power at wich
- >the arrow was shot. The arrow was a simple polygon of two - 2 - points, but
- >still, when I was moving it above a muliti-colored bit-map, it used nearly
- >two seconds a frame. I could go on-and-on telling how dreadfully slow
- >Hypercard is. I'm not an expert at it. A more experienced Hypercard-user
- >could probably speed up things a little bit, but then again I'm not an
- >expert at Amos either, and here animating objects is quite fast. I'm sure I'
- >m not taking my mouth to full when I say about 50, yes fifty, times faster
- >at moving objects. It probably is even more.
-
- Anyone who knows HyperCard wouldn't try animations with it. It's not created
- for that. There are lots of games that don't need animation, and I'd take
- one of them any day over an AMOS shoot'em or whatever. In fact, over just
- about any shoot'em.
-
- >>Oh, well that tells something about you. If you think lots of commands make
- >>a language powerful, boy, are you lost... You said that C is a good language.
- >>Well, C has 32 commands. That twice too many, I'd say.
-
- >Why are you so ignorant ? Off course it's better to have many commands. You
- >don't have to use them if you think you could write better routines
- >yourself, but it's very, very nice to have them. And what you say about C is
- >not true in practice. Every single C-compiler comes with a large set of
- >include-routines, but let me guess, you never use them.
-
- The more instructions, the more there is to remember, and the more restrictive
- the use of any single instruction is. A large base instruction set is not a
- strenght. Subroutine librarys is not the same thing. You can choose what
- library, if any, you want to use, or write a better one if you can.
- There is not a one routine in C includes. Only descriptions about the basic
- C routines found in the linkable libraries, and in the case of Amiga,
- extensively about the system calls.
-
- >>Seems like you didn't get it. LoadIFF is probably bug free, but there are
- >>commands in AMOS that are not. Suppose LoadIFF had a bug, like thrashing the
- >>picture, if it was size 319x76. Now, you command syntax is correct, where the
- >>hell is the bug?
-
- >Suppose this, suppose that. It's working, so where the hell is your problem ?
-
- No, it isn't. If it is, you could do a OS 2.0 Commodity with AMOS. Do it, and
- I'll take my every word against AMOS back.
-
- >>On your assembly (I think that was what you meant) program the bug would be
- >>spotted automatically by the compiler. There is no instruction "Move A.x".
-
- >Wich compiler would spot a missing 'Move' ? FutureSofts compiler with
- >artificial intelligence.
-
- No compiler would spot a missing Move. Nor would AMOS spot a missing LoadIFF
- for that matter.
-
- >And why couldn't you use iff.lib from AMOS ? Or why couldn't you write your
- >own LoadIFF in Amos ?
-
- You could use any library from AMOS, yes. Forgetting for a moment that you'd
- have to either use the offsets or write your own defines (AMOS doesn't have
- #DEFINE (meaning a constant), does it?), even if you did use libraries for
- everything (which would make using AMOS harder than using assembler, not to
- mention C), you couldn't get rid of the AMOS run-time library, which is the
- thing that makes all serious AMOS use an impossibility.
-
- >You should be careful of judging other peoples capabilities. Especially when
- >you don't know them. You sure don't sound to experienced to me. You sound
- >exactly like a guy who think he's something special, since he know something
- >about coding. Everybody else are lamers, right ? But, I really shouldn't
- >write that. For all I know, you could be the one behind Real-3d.
-
- Well, I'm not. Does that make you feel better? I don't care what you say about
- my abilities, they don't change from that.
-
- >C is not easy. C is easy for you and me, because we have gotten the hang of
- >it. Other languages, such as Amos, HyperCard etc. are easy. But they are not
- >as powerfull and flexible. But I would prefer to write a game in Amos. You
- >would get away with it in C if you included some assembly routines. With
- >Amos that is not needed.
-
- All really powerful languages are easy, because that makes them powerfu|.
- Unfortunately, easy languages don't compile well on Von Neumann machines..
- C isn't hard.
-
- >>And if you want to play a MED file?
-
- >Then you play a MED-file. AmosPro supports just that. I'm getting tired of
- >this. You don't obviouly know as much about Amos as you belive you do.
-
- Great. AMOS Pro supports MED files. What about FutureComposer. If I release
- tomorrow THE music editor, which unfortunately must have a TOTALLY different
- module format to get rid of the limitations of other formats (not that I am,
- ever, as I don't know a shit about music), AMOS Pro definitely won't support
- it. Every assembler or C compiler or whatever good language that supports
- linking subroutines would. AMOS might support it two years from now, when
- they get around to add it to their run-time library, which, by that point,
- is over 300KB long.
-
- This will definitely be the last post by me to this thread. I'll put it in
- my kill file right now to avoid temptation.
-
- alt.sys.amiga.demos is in the newsgroups, because I think that's where this
- thread started from... .advocacy I don't read.
- --
- Osma Ahvenlampi - oahvenla@snakemail.hut.fi * Workstation power for micro-
- All my opinions are not necessarily really mine * computer price: Amiga := FUN
-