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Re: Why MIDP, not PP? (was Re: MIDP 2.0 beta for palmOne devices now availa: msg#00244java.sun.kvm
> Writing code and writing book about writing code are two completely > different things ;-) Well, generally the latter follows from the former. I admit, though, that you have more practical experience than I do at this stage because I don't have a vast cornucopia of devices to play with. [Contrary to what some of you might think, no one ever sends me any devices to play with for free. Just like you, my budget constrains what devices I can buy. Actually, it's more my wife that constrains me... she can't understand why a perfectly good Tungsten T she bought me for Christmas last year should be replaced with a T3 or C just so I can run Java on it! :-) ] > Code on Nokia 6600 DOES run differently. Its a fact! > > Code on different PJava VMs DOES run differently its a fact! > > As Sun themselves said PJava code would not run in the same way on J9 VM as > on a pure CDC system due to the threading model. I'm not disputing these facts. All I'm pointing out is that there are no specific guarantees as to which threading model is used on any device, so you shouldn't assume that it's fixed. > As for the J2SE point. I seem to remember that J2SE 1.4 broke a whole lot of > J2SE 1.3 code. So thanks for proving my point Eric ;-) LOL The point was that J2SE apps that depend on a specific threading model have the same problems. In fact, the 1.3 to 1.4 transition wasn't even the example I meant. If I recall correctly, even 1.3 itself used different threading models on different platforms. If I could Google my brain, I'm sure I'd remember the details, I think it involved the AIX port. Don't quote me on that, it's all kind of hazy now... > It is quite clear that the leading developers target a subset of devices > like Nokia Series 60, Series 40, Series 30, Motorola or Sharp. > > Then they develop explicitly for that subset of handsets. It is the only way > to develop highly performant games. Yes, this is true. However, it's not just the threading model, it has also to do with the device-specific APIs that game developers use to get that performance. Back to the threading, though, I'm not sure that having a fixed threading model will solve anything. Well, it will make applications more consistent, I guess, but you'll pay a big price in performance. Why? Because a fixed threading model would mean green threads, not native threads. Otherwise non-threaded platforms are left out. Palm OS has no user launchable threads, for example, as explained here: http://www.ericgiguere.com/books/palm/palm-database-programming/chapter-2-os .html The green model is the only one that works on this platform. But going green can drastically decrease performance for some operations. There's a good discussion of it here: http://www-106.ibm.com/developerworks/java/library/j-java2/ Anyhow, I do understand your underlying gripe. I'm just not sure there's a solution that will please everybody. This is just one of a number of problems that developers face when creating real-world apps. Eric PS: See my article "J2ME Frustrations" at http://www.mobilizedsoftware.com/showArticle.jhtml;jsessionid=4XSJY5FJKMUU4Q SNDBNSKHQ?articleId=16506278 =========================================================================== To unsubscribe, send email to listserv@xxxxxxxxxxxx and include in the body of the message "signoff KVM-INTEREST". For general help, send email to listserv@xxxxxxxxxxxx and include in the body of the message "help".
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