From mboxrd@z Thu Jan 1 00:00:00 1970 Received: (from majordomo@localhost) by pauillac.inria.fr (8.7.6/8.7.3) id EAA20976; Fri, 2 Aug 2002 04:56:23 +0200 (MET DST) X-Authentication-Warning: pauillac.inria.fr: majordomo set sender to owner-caml-list@pauillac.inria.fr using -f Received: from nez-perce.inria.fr (nez-perce.inria.fr [192.93.2.78]) by pauillac.inria.fr (8.7.6/8.7.3) with ESMTP id EAA21215 for ; Fri, 2 Aug 2002 04:56:21 +0200 (MET DST) Received: from ext-nj2gw-3.online-age.net (ext-nj2gw-3.online-age.net [216.35.73.165]) by nez-perce.inria.fr (8.11.1/8.11.1) with ESMTP id g722uKr09055 for ; Fri, 2 Aug 2002 04:56:21 +0200 (MET DST) Received: from int-nj2gw-3.online-age.net (int-nj2gw-3.online-age.net [3.159.236.67]) by ext-nj2gw-3.online-age.net (8.12.3/8.9.1/990426-RLH) with ESMTP id g722uJWV010251; Thu, 1 Aug 2002 22:56:19 -0400 (EDT) Received: from uswaumsxbhmedge.med.ge.com (localhost [127.0.0.1]) by int-nj2gw-3.online-age.net (8.12.3/8.12.3/990426-RLH) with ESMTP id g722uDAE021217; Thu, 1 Aug 2002 22:56:14 -0400 (EDT) Received: by amermsx.med.ge.com with Internet Mail Service (5.5.2656.59) id ; Thu, 1 Aug 2002 21:56:07 -0500 Message-ID: From: "Gurr, David (MED, self)" To: John Max Skaller Cc: caml-list@inria.fr Subject: [Caml-list] 'real-time' ocaml RE: ocaml, simd, & fftwgel Date: Thu, 1 Aug 2002 21:56:05 -0500 MIME-Version: 1.0 X-Mailer: Internet Mail Service (5.5.2656.59) Content-Type: text/plain Sender: owner-caml-list@pauillac.inria.fr Precedence: bulk John Max Skaller: > Gurr, David (MED, self) wrote: > > >About memory allocation, real time code should not be doing memory > >allocation in the real time section. > > > Huh? Which parts of a real time interactive game aren't real time?? > The whole thing, from gameplay interaction to graphics and sound, > must be done in 'real-time'. (My previous statement was prefixed by IMHO, as is the following.) I agree with Damien that games are not real time. As for 'real-time' in quotes, games and real-time programs have initialization, finialization, and reconfiguration code that is not 'real-time'. This code can easily be more complex than the 'real-time' section. Also, if you know that your 'real-time' code will only allocate a finite amount of memory between these sections, you can allocate in the 'real-time' section, but when you get back to a non-'real-time' section force a garbage collection, check to see that there is enough free memory to get you through to the next non-'real-time' section and continue (or fail). In short, pretty much what I would do when doing it in C. > Frankly, Ocaml would improve games enormously by allowing > programmers to concentrate on what really matters: algorithms > and programmer structure. I think you are correct. If I were faced with writting a game I would certainly give it a go. -D ------------------- To unsubscribe, mail caml-list-request@inria.fr Archives: http://caml.inria.fr Bug reports: http://caml.inria.fr/bin/caml-bugs FAQ: http://caml.inria.fr/FAQ/ Beginner's list: http://groups.yahoo.com/group/ocaml_beginners