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- Received-Date: Sat, 9 Jul 1994 13:50:45 +0200
- From: pottier@clipper.ens.fr (Francois Pottier)
- Subject: csmp-digest-v3-043
- To: csmp-digest@ens.fr
- Date: Sat, 9 Jul 1994 13:50:38 +0200 (MET DST)
- X-Mailer: ELM [version 2.4 PL23]
- Mime-Version: 1.0
- Content-Type: text/plain; charset=ISO-8859-1
- Content-Transfer-Encoding: 8bit
- Errors-To: listman@ens.fr
- Reply-To: pottier@clipper.ens.fr
- X-Sequence: 46
-
- C.S.M.P. Digest Sat, 09 Jul 94 Volume 3 : Issue 43
-
- Today's Topics:
-
- 7.5 Floating Window (How To use?)
- Can Mac's survive without AppleTalk?
- CodeWarrior and CODE Resources
- Fast full screen scrolling: impossible?
- MacPerl- Redirecting STDIN & STDOUT
- PowerPC floating point issue
- Q: Thread Manager - How do I benefit?
- prevent update when call TEDelete, TEInsert??
-
-
-
- The Comp.Sys.Mac.Programmer Digest is moderated by Francois Pottier
- (pottier@clipper.ens.fr).
-
- The digest is a collection of article threads from the internet newsgroup
- comp.sys.mac.programmer. It is designed for people who read c.s.m.p. semi-
- regularly and want an archive of the discussions. If you don't know what a
- newsgroup is, you probably don't have access to it. Ask your systems
- administrator(s) for details. If you don't have access to news, you may
- still be able to post messages to the group by using a mail server like
- anon.penet.fi (mail help@anon.penet.fi for more information).
-
- Each issue of the digest contains one or more sets of articles (called
- threads), with each set corresponding to a 'discussion' of a particular
- subject. The articles are not edited; all articles included in this digest
- are in their original posted form (as received by our news server at
- nef.ens.fr). Article threads are not added to the digest until the last
- article added to the thread is at least two weeks old (this is to ensure that
- the thread is dead before adding it to the digest). Article threads that
- consist of only one message are generally not included in the digest.
-
- The digest is officially distributed by two means, by email and ftp.
-
- If you want to receive the digest by mail, send email to listserv@ens.fr
- with no subject and one of the following commands as body:
- help Sends you a summary of commands
- subscribe csmp-digest Your Name Adds you to the mailing list
- signoff csmp-digest Removes you from the list
- Once you have subscribed, you will automatically receive each new
- issue as it is created.
-
- The official ftp info is //ftp.dartmouth.edu/pub/csmp-digest.
- Questions related to the ftp site should be directed to
- scott.silver@dartmouth.edu. Currently no previous volumes of the CSMP
- digest are available there.
-
- Also, the digests are available to WAIS users. To search back issues
- with WAIS, use comp.sys.mac.programmer.src. With Mosaic, use
- http://www.wais.com/wais-dbs/comp.sys.mac.programmer.html.
-
-
- -------------------------------------------------------
-
- >From denboer@cc.umanitoba.ca (David Den Boer)
- Subject: 7.5 Floating Window (How To use?)
- Date: 22 Jun 1994 01:49:42 GMT
- Organization: The University of Manitoba
-
- I have seen various discussions on the appearance of the 7.5 floater, but
- I don't care about that (although I find it quite attractive!)
- I want to know how to use it from my apps?!?!
- Is there a standard built in WDEF, or do I have to copy and paste it from
- some other resource?
-
- How to unlock the funkiness of the window is a more appropriate title...
-
- Thanks
- --
- David A. denBoer University of Manitoba
- denboer@CC.UManitoba.CA Computer Services -- User Services
-
- +++++++++++++++++++++++++++
-
- >From trygve@netcom.com (Trygve Isaacson)
- Date: Thu, 23 Jun 1994 03:30:39 GMT
- Organization: NETCOM On-line Communication Services (408 261-4700 guest)
-
- The resource ID is 125. So when creating your window, specify a procID of
- 125*16 + variants to use it. The variants I've discovered are:
- 4 - adds a zoom box
- 8 - puts the title bar on the left
- (12 for both)
-
- Trygve Isaacson
- Wall Data Incorporated
-
-
- +++++++++++++++++++++++++++
-
- >From tgaul@halcyon.com (Troy Gaul)
- Date: Wed, 22 Jun 1994 21:14:02 -0700
- Organization: Infinity Systems
-
- In article <2u85bm$aik@canopus.cc.umanitoba.ca>, denboer@cc.umanitoba.ca
- (David Den Boer) wrote:
-
- > I have seen various discussions on the appearance of the 7.5 floater, but
- > I don't care about that (although I find it quite attractive!)
- > I want to know how to use it from my apps?!?!
- > Is there a standard built in WDEF, or do I have to copy and paste it from
- > some other resource?
- >
- > How to unlock the funkiness of the window is a more appropriate title...
-
- First, make sure the user is running System 7.5. It isn't available in
- eariler System versions -- Apple has said that they will release a
- 'compatibility' WDEF that you will be able to include in your App that will
- call through to the System floater WDEF if it is present (like the Movable
- Modal WDEF they released for compatibility with System 6).
-
- Second, call NewWindow:
-
- wind = NewWindow(wStorage, &rBounds, title, visFlag, wDefProcID,
- behind,
- goAwayFlag, refCon);
-
- For the wDefProcID, pass in:
-
- (125 * 16 + procID)
-
- 125 is the ID of the WDEF resource in the System file, and this is the
- equation Apple describes to make the Window Manager use a custom WDEF. The
- procID will modify the WDEF in the following way:
-
- Add To Get
- --- ------
-
- 1 A windoid that hilights and dims depending on HiliteWindow.
- The default is for the titlebar to always show the pattern.
- (The default is bad if a dialog will appear in front of the
- floater because then the floater should appear dimmed.)
-
- 2 To get a grow box.
-
- 4 To get a zoom box.
-
- 8 For a titlebar down the left hand side.
-
- They can be added together to get a combination of the effects. Also, if
- you pass in a non-empty string in 'title', it will be displayed in Geneva 9
- plain (assuming the titlebar is across the top).
-
-
- Note that if you use a grow box, there is a problem where the grow box will
- show through any windows in your application that appear above it.
- Appearantly, the new WDEF is not obeying the window's clipping region when
- drawing the grow box.
-
- Also, the grow box is one pixel narrower than the standard grow box, which
- means that a scroll bar will look strange when scaled to match it, and it
- doesn't dim then the rest of the windoid dims (when procID 1 is used).
-
- The titlebar flashes more than it needs to when being redrawn, and I have
- also heard that there are some problems with multiple monitors.
-
- _troy
- //////// //////___Troy Gaul_________________________tgaul@halcyon.com__ //
- // // Infinity Systems ; Redmond, Washington //
- // // // "Insert witty quote here." //
- // //////________________________________________________________ //
-
- +++++++++++++++++++++++++++
-
- >From peter.lewis@info.curtin.edu.au (Peter N Lewis)
- Date: Thu, 23 Jun 1994 15:35:07 +0800
- Organization: NCRPDA, Curtin University
-
- In article <2u85bm$aik@canopus.cc.umanitoba.ca>, denboer@cc.umanitoba.ca
- (David Den Boer) wrote:
-
- >I have seen various discussions on the appearance of the 7.5 floater, but
- >I don't care about that (although I find it quite attractive!)
- >I want to know how to use it from my apps?!?!
- >Is there a standard built in WDEF, or do I have to copy and paste it from
- >some other resource?
- >
- >How to unlock the funkiness of the window is a more appropriate title...
-
- Use WDEF 125, ie proc id 125*16+x where x is between 0 and 15 depending on
- whether you want a left hand title bar, with or without close/zoom boxes.
-
- wp:=NewWindow(nil,bounds,"'Hello',true,125*16,pointer(-1),true,0);
-
- Enjoy,
- Peter.
- _______________________________________________________________________
- Peter N Lewis <peter.lewis@info.curtin.edu.au> Ph: +61 9 368 2055
-
- ---------------------------
-
- >From mxmora@unix.sri.com (Matt Mora)
- Subject: Can Mac's survive without AppleTalk?
- Date: 16 Jun 1994 11:56:40 -0700
- Organization: SRI International, Menlo Park, CA
-
- They are about to re-do the networks around here, putting in
- fiber and ethernet everywhere. They were saying that
- they would no longer support AppleTalk. Of course I went
- into a tizzy and started sending memo's everywhere to whom
- ever I thought was in charge (which at SRI could be anybody or nobody).
- They mention the AppleTalk support would only be supported in the
- near future and that you could do appletalk on subnets.
-
- Is Apple moving away from AppleTalk? They seem to be under the impression
- that Apple is going away from appletalk and are moving to something else.
- I was at the WWDC and I don't remember any thing mentioned like this.
-
- So if I only have a MacTCP connection from my mac to the network
- will I still be able to print, File Share, do PowerTalk stuff,
- connect to other programs running on other macs, use the new MovieTalk,
- network backup and other cool things?
-
- What would happen if Appletalk wasn't supported on your net?
-
- Maybe I'm blowing this thing out of proportion and other companies
- are doing the same things. Does this sound like a logical thing
- to do? Is this going to save money?
-
-
- Thanks
-
- Xavier
-
-
-
- --
- ___________________________________________________________
- Matthew Xavier Mora Matt_Mora@sri.com
- SRI International mxmora@unix.sri.com
- 333 Ravenswood Ave Menlo Park, CA. 94025
-
- +++++++++++++++++++++++++++
-
- >From stan@astro.ocis.temple.edu (Stan Horwitz)
- Date: 16 Jun 1994 20:19:57 GMT
- Organization: Temple University, Academic Computer Services
-
- Matt Mora (mxmora@unix.sri.com) wrote:
- : They are about to re-do the networks around here, putting in
- : fiber and ethernet everywhere. They were saying that
- : they would no longer support AppleTalk. Of course I went
- : into a tizzy and started sending memo's everywhere to whom
- : ever I thought was in charge (which at SRI could be anybody or nobody).
- : They mention the AppleTalk support would only be supported in the
- : near future and that you could do appletalk on subnets.
-
- Macs can survive without Appletalk just fine. The Mac I am using now is
- ethernetted and it works fine in general and its much faster than Appletalk.
- The only thing I hate about this setup is that when the network service you
- are using, or the network itself, goes down or slows up, it can make your
- Mac look like it hangs until things on the network normalize again. This
- may just be a quirk in the ethernet card (Asante) my Mac has in it though.
-
- --
- My name is Stan Horwitz and my E-mail address is stan@astro.ocis.temple.edu
- My opinions are all mine. They do not reflect those of my employer.
-
-
- +++++++++++++++++++++++++++
-
- >From Carl R. Osterwald <carl_osterwald@nrel.gov>
- Date: Thu, 16 Jun 1994 22:49:15 GMT
- Organization: National Renewable Energy Laboratory
-
- In article <2tq798$s6t@unix.sri.com> Matt Mora, mxmora@unix.sri.com
- writes:
- >They are about to re-do the networks around here, putting in
- >fiber and ethernet everywhere. They were saying that
- >they would no longer support AppleTalk. Of course I went
- >into a tizzy and started sending memo's everywhere to whom
- >ever I thought was in charge (which at SRI could be anybody or nobody).
- >They mention the AppleTalk support would only be supported in the
- >near future and that you could do appletalk on subnets.
- >
- >Is Apple moving away from AppleTalk? They seem to be under the impression
- >that Apple is going away from appletalk and are moving to something else.
- >I was at the WWDC and I don't remember any thing mentioned like this.
-
- It is very common to confuse to completely different terms -- AppleTalk
- and LocalTalk. AppleTalk is a network protocol, and LocalTalk is a
- method of network wiring. AppleTalk can operate over LocalTalk, Ethernet
- or through a modem using ARA, for example. Modern Ethernet routers are
- multiprotocal, which means they know how to deliver packets for a variety
- of protocols, including AppleTalk. I suspect that what your networking
- types meant was that they would no longer support LocalTalk wiring (or
- PhoneNet, for that matter) which runs at about 240 kbs. I really don't
- see Apple sacking AppleTalk (the protocol).
-
- +++++++++++++++++++++++++++
-
- >From Sean McMains <mcmains@unt.edu>
- Date: 16 Jun 1994 22:02:06 GMT
- Organization: University of North Texas
-
- In article <2tq798$s6t@unix.sri.com> Matt Mora, mxmora@unix.sri.com
- writes:
- >Is Apple moving away from AppleTalk? They seem to be under the impression
- >that Apple is going away from appletalk and are moving to something else.
- >I was at the WWDC and I don't remember any thing mentioned like this.
-
- It looks like some folks are getting confused on the AppleTalk vs.
- LocalTalk distinction. Ready? Everyone together:
-
- "AppleTalk is a protocol. LocalTalk is a transport." :-)
-
- With that out of my system, your question would seem to indicated that
- the net boys at your place are planning not to route AppleTalk from
- subnet to subnet on an ethernet network. In the current networking
- incarnation, this would mean that all the network stuff that doesn't rely
- on MacTCP would not work.
-
- Apple has something called Open Transport in the works which will allow
- use of other transports to provide various functionality in a modular
- form (sort of a souped up, network-studly communication toolbox kinda
- thing). I don't know how backward compatible it will be, but the
- presentation I saw made it clear that they would not be replacing
- AppleTalk. I would suggest you fight as hard as you can to keep Appletalk
- routing on your networks until we see what Open Transport will do (and
- how backward-compatible it is with existing software).
- ========================================================================
- Sean McMains | P.O. Box 13495 | Phone:817.565.2039
- Macintosh Support | Denton TX 76203 | Fax :817.565.4060
- University of North Texas | EMail: mcmains@unt.edu |
- WWW: http://gaia.nms.unt.edu/cchome/mcmains/mcmains.html
-
- +++++++++++++++++++++++++++
-
- >From mxmora@unix.sri.com (Matt Mora)
- Date: 16 Jun 1994 14:07:46 -0700
- Organization: SRI International, Menlo Park, CA
-
- In article <2tqc5d$av@cronkite.ocis.temple.edu> stan@astro.ocis.temple.edu (Stan Horwitz) writes:
-
- >Macs can survive without Appletalk just fine. The Mac I am using now is
- >ethernetted and it works fine in general and its much faster than Appletalk.
- >The only thing I hate about this setup is that when the network service you
- >are using, or the network itself, goes down or slows up, it can make your
- >Mac look like it hangs until things on the network normalize again. This
- >may just be a quirk in the ethernet card (Asante) my Mac has in it though.
-
- I just want to make it clear I'm talking about AppleTalk not LocalTalk.
- LocalTalk is the Twisted Pair wiring that runs a 230kb. I'm talking
- about the AppleTalk protocol that runs on any network medium be it LocalTalk
- Ethernet or what ever.
-
-
- Xavier
-
-
-
-
-
- --
- ___________________________________________________________
- Matthew Xavier Mora Matt_Mora@sri.com
- SRI International mxmora@unix.sri.com
- 333 Ravenswood Ave Menlo Park, CA. 94025
-
- +++++++++++++++++++++++++++
-
- >From aelman@cs.stanford.edu (Adam Elman)
- Date: Thu, 16 Jun 1994 16:38:31 -0800
- Organization: Residential Computing, Stanford University
-
- In article <2tqc5d$av@cronkite.ocis.temple.edu>, stan@astro.ocis.temple.edu
- (Stan Horwitz) wrote:
-
- > Matt Mora (mxmora@unix.sri.com) wrote:
- > : They are about to re-do the networks around here, putting in
- > : fiber and ethernet everywhere. They were saying that
- > : they would no longer support AppleTalk. Of course I went
- > : into a tizzy and started sending memo's everywhere to whom
- > : ever I thought was in charge (which at SRI could be anybody or nobody).
- > : They mention the AppleTalk support would only be supported in the
- > : near future and that you could do appletalk on subnets.
- >
- > Macs can survive without Appletalk just fine. The Mac I am using now is
- > ethernetted and it works fine in general and its much faster than Appletalk.
- > The only thing I hate about this setup is that when the network service you
- > are using, or the network itself, goes down or slows up, it can make your
- > Mac look like it hangs until things on the network normalize again. This
- > may just be a quirk in the ethernet card (Asante) my Mac has in it though.
-
- There is some confusion on this point: AppleTalk is the software protocol,
- which is critical to standard Mac networking (printing, AppleShare, the new
- PowerTalk stuff, etc.). The standard Mac hardware network wiring protocol,
- which was originally named AppleTalk, was renamed LocalTalk. Farallon
- markets a version of LocalTalk which runs over standard phone wire and is
- called PhoneNet; this has generally become much more common than Apple's
- original LocalTalk wiring.
-
- AppleTalk runs just fine over Ethernet, fiber, whatever. Apple is
- definitely moving away from LocalTalk -- all new Macs except for the lowest
- models have built-in Ethernet ports. But Apple is certainly not moving
- away from the software protocol.
-
- --
- Adam Elman | WWW: http://rescomp.stanford.edu/~elmanad/
- aelman@cs.stanford.edu | Finger me or check out my Web page for PGP key!!!
- - ------------------------------------------------------------------------
- "Sometimes I lie awake at night and ask 'Why me?' Then a voice answers
- 'Nothing personal, your name just happened to come up.'" -- Peanuts
-
- +++++++++++++++++++++++++++
-
- >From jwbaxter@olympus.net (John W. Baxter)
- Date: Thu, 16 Jun 1994 19:18:36 -0700
- Organization: Internet for the Olympic Peninsula
-
- In article <2tq798$s6t@unix.sri.com>, mxmora@unix.sri.com (Matt Mora)
- wrote:
-
- > They are about to re-do the networks around here, putting in
- > fiber and ethernet everywhere. They were saying that
- > they would no longer support AppleTalk. Of course I went
- > into a tizzy and started sending memo's everywhere to whom
- > ever I thought was in charge (which at SRI could be anybody or nobody).
- > They mention the AppleTalk support would only be supported in the
- > near future and that you could do appletalk on subnets.
- >
- > Is Apple moving away from AppleTalk? They seem to be under the impression
- > that Apple is going away from appletalk and are moving to something else.
- > I was at the WWDC and I don't remember any thing mentioned like this.
-
- Well, the new machines have EtherNet built in. One could certainly read a
- long-term trend away from AppleTalk in that. And it makes
- sense...AppleTalk was fine 10 years ago...it's slow now, and not really
- likely to get faster (it's stressing the serial connection as it is).
-
- >
- > What would happen if Appletalk wasn't supported on your net?
-
- I'd plug in the EtherNet connection on my 8100, and buy an EtherNet card
- for my IIci. I may anyhow.
-
-
- --
- John Baxter Port Ludlow, WA, USA [West shore, Puget Sound]
- No hablo Intel.
- jwbaxter@pt.olympus.net
-
- +++++++++++++++++++++++++++
-
- >From jonpugh@netcom.com (Jon Pugh)
- Date: Fri, 17 Jun 1994 11:13:22 GMT
- Organization: NETCOM On-line Communication Services (408 261-4700 guest)
-
- Matt Mora (mxmora@unix.sri.com) wrote:
-
- > Is Apple moving away from AppleTalk? They seem to be under the impression
- > that Apple is going away from appletalk and are moving to something else.
- > I was at the WWDC and I don't remember any thing mentioned like this.
-
- Open Transport (remember them? You got a T shirt at the netter's
- dinner) is only intended to replace MacTCP and the software layers,
- not the actual AppleTalk protocol.
-
- Definately put up a fight. I know that network guys just hate AppleTalk's
- constant address pinging. ;) As Nixon always said, "<expletive deleted>
- them." Don't let them demote AppleTalk to a second class protocol.
-
- Jon
-
- +++++++++++++++++++++++++++
-
- >From mxmora@unix.sri.com (Matt Mora)
- Date: 17 Jun 1994 11:45:44 -0700
- Organization: SRI International, Menlo Park, CA
-
- In article <jonpughCrJGIA.B08@netcom.com> jonpugh@netcom.com (Jon Pugh) writes:
- >Matt Mora (mxmora@unix.sri.com) wrote:
- >
- >> Is Apple moving away from AppleTalk? They seem to be under the impression
- >> that Apple is going away from appletalk and are moving to something else.
- >> I was at the WWDC and I don't remember any thing mentioned like this.
- >
- >Open Transport (remember them? You got a T shirt at the netter's
- >dinner) is only intended to replace MacTCP and the software layers,
- >not the actual AppleTalk protocol.
-
- Yes I remember the shirt. I was wearing it yesterday at the standards meeting
- when I stood up and officially protested.
-
-
- >Definately put up a fight. I know that network guys just hate AppleTalk's
- >constant address pinging. ;) As Nixon always said, "<expletive deleted>
- >them." Don't let them demote AppleTalk to a second class protocol.
-
- Well I talked to our network guru (the actual engineer here that is resposible
- for the new net) and he said that they have to pass Appletalk if we are
- going to continue to have Macs here. What does he care its just another
- protocol. He also said that he could install one gatorbox to just broadcast
- zone names if need be.
-
- As always management has its collective head up a dark orafice. :-)
-
-
-
- Xavier
-
-
-
- --
- ___________________________________________________________
- Matthew Xavier Mora Matt_Mora@sri.com
- SRI International mxmora@unix.sri.com
- 333 Ravenswood Ave Menlo Park, CA. 94025
-
- +++++++++++++++++++++++++++
-
- >From doc@miracle.farallon.com (eric doc kampman)
- Date: Fri, 17 Jun 1994 17:44:49 -0800
- Organization: farallon
-
- In article <jonpughCrJGIA.B08@netcom.com>, jonpugh@netcom.com (Jon Pugh)
- wrote:
-
- > Matt Mora (mxmora@unix.sri.com) wrote:
- >
- > > Is Apple moving away from AppleTalk? They seem to be under the impression
- > > that Apple is going away from appletalk and are moving to something else.
- > > I was at the WWDC and I don't remember any thing mentioned like this.
- >
- > Open Transport (remember them? You got a T shirt at the netter's
- > dinner) is only intended to replace MacTCP and the software layers,
- > not the actual AppleTalk protocol.
-
- uh oh. anybody know what this means for custom 'mdev's? (alternate LAP
- layer interfaces for MacTCP).
-
- --
- doc@miracle.farallon.com
- Farallon didn't write this, Farallon isn't responsible for its con-
- tents, besides, who's Farallon anyway?
- ******************************************************************
- Look for the thing you can't find/Seeing with eyes makes you blind
- You know you're out of your mind
-
- +++++++++++++++++++++++++++
-
- >From Bruce@hoult.actrix.gen.nz (Bruce Hoult)
- Date: Sun, 19 Jun 1994 01:46:44 +1200 (NZST)
- Organization: (none)
-
- jwbaxter@olympus.net (John W. Baxter) writes:
- > > Is Apple moving away from AppleTalk? They seem to be under the impression
- > > that Apple is going away from appletalk and are moving to something else.
- > > I was at the WWDC and I don't remember any thing mentioned like this.
- >
- > Well, the new machines have EtherNet built in. One could certainly read a
- > long-term trend away from AppleTalk in that. And it makes
- > sense...AppleTalk was fine 10 years ago...it's slow now, and not really
- > likely to get faster (it's stressing the serial connection as it is).
- >
- > >
- > > What would happen if Appletalk wasn't supported on your net?
- >
- > I'd plug in the EtherNet connection on my 8100, and buy an EtherNet card
- > for my IIci. I may anyhow.
-
- Aaarrggghhhh!!!!
-
- Those EtherNet connections *are* running AppleTalk (99% of them, anyway)
-
- Matt was quite clearly talking about AppleTalk-the-protocol-stack, and not
- AppleTalk-the-low-speed-wiring-system. Even if you didn't know that the
- wiring has been called LocalTalk for at least five years now, it was pretty
- clear that he was talking about TCP/IP vs AppleTalk and not EtherTalk vs
- LocalTalk.
-
- -- Bruce
-
- +++++++++++++++++++++++++++
-
- >From ce_rupn@pavo.concordia.ca (RUPNIK, CHRISTOPHER E.)
- Date: Sat, 18 Jun 1994 16:20:00 GMT
- Organization: Concordia University
-
- In article <2854835204@hoult.actrix.gen.nz>, Bruce@hoult.actrix.gen.nz (Bruce Hoult) writes...
- >jwbaxter@olympus.net (John W. Baxter) writes:
- >> > Is Apple moving away from AppleTalk? They seem to be under the impression
- >> > that Apple is going away from appletalk and are moving to something else.
- >> > I was at the WWDC and I don't remember any thing mentioned like this.
- >>
- >> Well, the new machines have EtherNet built in. One could certainly read a
- >> long-term trend away from AppleTalk in that. And it makes
- >> sense...AppleTalk was fine 10 years ago...it's slow now, and not really
- >> likely to get faster (it's stressing the serial connection as it is).
- >>
- >> >
- >> > What would happen if Appletalk wasn't supported on your net?
- >>
- >> I'd plug in the EtherNet connection on my 8100, and buy an EtherNet card
- >> for my IIci. I may anyhow.
- >
- >Aaarrggghhhh!!!!
- >
- >Those EtherNet connections *are* running AppleTalk (99% of them, anyway)
- >
- >Matt was quite clearly talking about AppleTalk-the-protocol-stack, and not
- >AppleTalk-the-low-speed-wiring-system. Even if you didn't know that the
- >wiring has been called LocalTalk for at least five years now, it was pretty
- >clear that he was talking about TCP/IP vs AppleTalk and not EtherTalk vs
- >LocalTalk.
- >
- >-- Bruce
-
- Yes, he is correct. It appears that mac people will never learn the
- appletalk/localtalk/ethertalk differences and what whey actually mean.
-
- As for Appletalk being "dead" the original poster is correct. Apple is
- supposed to implement a completely rewritten new stack called Oxx something
-
- The reason for this is that the appletalk stack is not native powerpc, this
- means that an appleshare server based on powermac is just not going give
- a reasonable performance....
-
- Chris Rupnik
- ce_rupn@pavo.concordia.ca
-
-
- +++++++++++++++++++++++++++
-
- >From jep@unlinfo.unl.edu (Stephen Panarelli)
- Date: 19 Jun 1994 11:30:40 GMT
- Organization: University of Nebraska--Lincoln
-
- Carl R. Osterwald (carl_osterwald@nrel.gov) wrote:
- : In article <2tq798$s6t@unix.sri.com> Matt Mora, mxmora@unix.sri.com
- : writes:
- : >They are about to re-do the networks around here, putting in
- : >fiber and ethernet everywhere. They were saying that
- : >they would no longer support AppleTalk. Of course I went
- : >into a tizzy and started sending memo's everywhere to whom
- : >ever I thought was in charge (which at SRI could be anybody or nobody).
- : >They mention the AppleTalk support would only be supported in the
- : >near future and that you could do appletalk on subnets.
- : >
- : >Is Apple moving away from AppleTalk? They seem to be under the impression
- : >that Apple is going away from appletalk and are moving to something else.
- : >I was at the WWDC and I don't remember any thing mentioned like this.
-
- : It is very common to confuse to completely different terms -- AppleTalk
- : and LocalTalk. AppleTalk is a network protocol, and LocalTalk is a
- : method of network wiring. AppleTalk can operate over LocalTalk, Ethernet
-
- Then there's LocalTalk Link Access Protocall....(:
-
-
- : or through a modem using ARA, for example. Modern Ethernet routers are
- : multiprotocal, which means they know how to deliver packets for a variety
- : of protocols, including AppleTalk. I suspect that what your networking
- : types meant was that they would no longer support LocalTalk wiring (or
- : PhoneNet, for that matter) which runs at about 240 kbs. I really don't
- : see Apple sacking AppleTalk (the protocol).
-
- steve.
- --
- _/_/_/_/_/ _/ _/ _/_/_/_/ | Stephen Kemal Panarelli
- _/ _/ _/ _/ _/ | University of Nebraska
- _/_/_/_/_/ _/_/_/ _/_/_/_/ | Electrical Engineering
- _/ _/ _/ _/ | jep@unlinfo.unl.edu
- _/_/_/_/_/ _/ _/ _/ | panzar@yoda.unl.edu
-
- +++++++++++++++++++++++++++
-
- >From ldo@waikato.ac.nz (Lawrence D'Oliveiro, Waikato University)
- Date: 20 Jun 94 17:15:51 +1200
- Organization: University of Waikato, Hamilton, New Zealand
-
- In article <jonpughCrJGIA.B08@netcom.com>, jonpugh@netcom.com (Jon Pugh) writes:
- >
- > Definately put up a fight. I know that network guys just hate AppleTalk's
- > constant address pinging. ;)
-
- That pinging is the sound of AppleTalk configuring itself, so you don't have
- to!
-
- We have maybe 500 Macs on campus. Nearly every one is an AppleTalk
- node, and most of them are TCP/IP nodes as well. There are a roughly equal
- number of Intel-based machines, workstations and the like, which are also
- TCP/IP nodes. So the ratio of TCP/IP nodes to AppleTalk nodes is 2:1. What
- do you think the administration overhead is? More like 10:1 in terms of
- personnel, time spent on address housekeeping, sorting out configuration
- stuffups by stupid users, and general aggro.
-
- AppleTalk still remains the world's easiest-to-use local area networking
- protocol. No contest.
-
- Lawrence D'Oliveiro fone: +64-7-856-2889
- Info & Tech Services Division fax: +64-7-838-4066
- University of Waikato electric mail: ldo@waikato.ac.nz
- Hamilton, New Zealand 37^ 47' 26" S, 175^ 19' 7" E, GMT+12:00
- Where would we be without rhetorical questions?
-
- +++++++++++++++++++++++++++
-
- >From somogyi@ziff.com (Stephan Somogyi)
- Date: Mon, 20 Jun 1994 06:32:10 GMT
- Organization: Digital Media
-
- In article <jonpughCrJGIA.B08@netcom.com>, jonpugh@netcom.com (Jon Pugh) wrote:
-
- > Open Transport (remember them? You got a T shirt at the netter's dinner)
- > is only intended to replace MacTCP and the software layers, not the
- > actual AppleTalk protocol.
-
- Nonono!
-
- OpenTransport comes with brand new protocol stacks for both AppleTalk and
- TCP/IP.
-
- OT has a compatibility mode that allows existing software using today's
- AppleTalk and MacTCP API's to function, but internally it's all new stuff.
- OT will also be the only native AppleTalk protocol stack.
-
- Back to Matt's original question: even if they ban AppleTalk off the
- backbone, you can still use it locally; it just won't be propagated
- through the router that connects you to the rest of your organization.
- This isn't necessarily a fundamentally Bad Thing -- it depends on whether
- you use AppleTalk services that are on the far end of your backbone
- router.
-
- ____________________________________________________________________________
- Stephan Somogyi Vorsprung durch Technik Digital Media
-
- +++++++++++++++++++++++++++
-
- >From somogyi@ziff.com (Stephan Somogyi)
- Date: Mon, 20 Jun 1994 06:33:31 GMT
- Organization: Digital Media
-
- In article <doc-170694174449@163.176.12.68>, doc@miracle.farallon.com
- (eric doc kampman) wrote:
-
- > uh oh. anybody know what this means for custom 'mdev's? (alternate LAP
- > layer interfaces for MacTCP).
-
- Check out the OpenTransport docs on the WWDC CD. Methinks there should be
- some info in there on how such stuff is handled under OT.
-
- ____________________________________________________________________________
- Stephan Somogyi Vorsprung durch Technik Digital Media
-
- +++++++++++++++++++++++++++
-
- >From poorman@convex.com (Peter W. Poorman)
- Date: 20 Jun 94 16:50:10 GMT
- Organization: CONVEX Computer Corporation, Richardson, TX USA
-
- In <doc-170694174449@163.176.12.68> doc@miracle.farallon.com (eric doc kampman) writes:
-
- >uh oh. anybody know what this means for custom 'mdev's? (alternate LAP
- >layer interfaces for MacTCP).
-
- The docs I looked at said that custom mdevs would NOT be supported. This
- may have changed -- it's been awhile. The docs were ftp-able from
- seeding.apple.com.
-
- -- Pete
- poorman@convex.com
-
- +++++++++++++++++++++++++++
-
- >From gabe@shiva.com (Gabriel Lawrence)
- Date: Mon, 20 Jun 94 21:47:28 GMT
- Organization: Shiva Corporation
-
- >>uh oh. anybody know what this means for custom 'mdev's? (alternate LAP
- >>layer interfaces for MacTCP).
- >
- >The docs I looked at said that custom mdevs would NOT be supported. This
- >may have changed -- it's been awhile. The docs were ftp-able from
- >seeding.apple.com.
-
- As far as I can know, adevs, mdevs, and CommToolBox tools are all rendered
- obsolete by the Open Transport architecture.
-
- Adevs and mdevs are both LAP layer protocol switching mechanisms which are
- redundant under Streams. In general, Streams allows a lot more flexibility
- in constructing protocol stacks. Rather than just switching among the
- bottom (LAP) layers, you can construct a complete custom stack that contains
- the protocol layers you need to use. This design also allows you to run
- multiple protocol stacks simultaneously.
-
- CTB tools are considered flawed because you cannot layer them. Personally,
- I never much cared for the interfaces either. Streams provides a standard
- way to layer modules so that you can customize your comm tools to your
- hearts content.
-
- =Gabe=
-
- - ----------------------
- Gabriel Lawrence Shiva Corporation
- Software Tool "All Disclaimers Apply" gabe@shiva.com
-
- +++++++++++++++++++++++++++
-
- >From quinn@cs.uwa.edu.au (Quinn "The Eskimo!")
- Date: Tue, 21 Jun 1994 16:11:01 +0800
- Organization: Department of Computer Science, The University of Western Australia
-
- In article <1994Jun20.171551.29956@waikato.ac.nz>, ldo@waikato.ac.nz
- (Lawrence D'Oliveiro, Waikato University) wrote:
-
- >AppleTalk still remains the world's easiest-to-use local area networking
- >protocol. No contest.
-
- Definitely. Until you want to change zones names of course ):
- --
- Quinn "The Eskimo!" <quinn@cs.uwa.edu.au> "Support HAVOC!"
- Department of Computer Science, The University of Western Australia
- Who's changed zone names twice in the past year and is getting
- very bitter and twisted about it.
-
- +++++++++++++++++++++++++++
-
- >From garryh@seeding.apple.com (Garry Hornbuckle)
- Date: 21 Jun 1994 16:17:55 GMT
- Organization: Apple Computer
-
- > In article <doc-170694174449@163.176.12.68>, doc@miracle.farallon.com
- > (eric doc kampman) wrote:
- >
- > > uh oh. anybody know what this means for custom 'mdev's? (alternate LAP
- > > layer interfaces for MacTCP).
-
- 1 - AppleTalk is not going away or dying. Apple still feels that AppleTalk
- is important and useful.
-
- 2 - We are making a conscious effort at bringing our support of other
- protocols, especially TCP/IP, a more visibile and 'expected' thing. Such as
- moving MacTCP into system software. I'd like people to begin to think of
- the Macintosh as not just the machine with 'built-in networking', but the
- machine with 'multiprotocol built-in networking'
-
- 3 - Down with protocol prejudice of all kinds. AppleTalk, TCP/IP, etc. each
- have their strengths and weaknesses. Perhaps even more importantly, they
- were designed with different goals and different environments in mind. One
- size does not fit all.
-
- 4 - Open Transport is designed to make it easier to write one application
- that can use the protocol of choice (AppleTalk, TCP, IPX, etc.) without
- having to make changes to the program source code to change protocols. It
- does this by providing a common set of APIs, and by offering a very fast
- dynamic linking and loading mechanism. An application that is written to
- the new APIs can then "make up its mind" about the protocol it wants at run
- time.
-
- 5 - Open Transport will offer outstanding backward compatibility for those
- developers that write to the AppleTalk and MacTCP parameter block APIs, and
- for those developers who write 'adevs', who write to .enet, .tokn, etc. and
- who write to the LAPManager.
-
- 6 - mdev backward compatibility is still under review. We'd like to figure
- this out, but there are some hard problems. I have a list of the 'top 10'
- (like the SLIP and PPP mdevs). But if there are other mdevs out there, it
- would be helpful if you'd send me an email letting me know about you mdev
- and your backward compatibility needs and desires....
-
- 7 - As Stephan said, more info is available on Open Trnasport by anonymous
- ftp to 'seeding.apple.com.
-
- - ---------------------------------------------------------------------
- Garry Hornbuckle Product Manager, Communications & Collaboration
- - ---------------------------------------------------------------------
- "If I told you that I | email garryh@seeding.apple.com
- spoke only for myself | applelink HORNBUCKLE1
- would you believe me?" | fax (408) 974-1211
- - ---------------------------------------------------------------------
-
- +++++++++++++++++++++++++++
-
- >From gabe@shiva.com (Gabriel Lawrence)
- Date: Wed, 22 Jun 94 04:42:11 GMT
- Organization: Shiva Corporation
-
- >>AppleTalk still remains the world's easiest-to-use local area networking
- >>protocol. No contest.
- >
- >Definitely. Until you want to change zones names of course ):
-
- I would agree. Unfortunately, the biggest advantage to using AppleTalk (its
- dynamic configurability) is also it's biggest drawback. The "user
- friendliness" of AppleTalk prevents it from scaling well. Intelligent
- routers that "learn" things like zone names are great - until your network
- becomes very large and you want to change zone names or network numbers.
- Then you have to go through a tedious process of shutting down routers,
- restarting seed routers, etc... It's certainly no picnic.
-
- Emerging AppleTalk standards like AURP help to alleviate some of these
- difficulties but they all work by imposing some sort of static network
- mapping on interconnected networks. That of course means that these are
- typically not "plug and play" solutions. Oh well.
-
- =Gabe=
-
-
- - ----------------------------------------------------------------
- Gabriel Lawrence gabe@shiva.com
- Software Tool
- Shiva Corporation
-
- ---------------------------
-
- >From Peter Vanags <peterv@uclink.berkeley.edu>
- Subject: CodeWarrior and CODE Resources
- Date: 23 Jun 1994 01:41:23 GMT
- Organization: UCB
-
- >From reading all the raves about CodeWarrior here, I have no doubt that
- it's the environment of choice for applications development. But what
- about stand-alone CODE resource development?
-
- Symantec's environment doesn't really give me all of what I need. Their
- C++ compiler doesn't support virtual functions in CODE resources, which
- dramatically cripples the object design. I can use C with Object
- Extensions to get virtual functions, but then I lose lots of desireable
- C++ features, like templates, constructor arguments, multiple
- inheritance, passing by reference, and so on. But I do get inline
- assembler in switching back to C. The A4-based globals in Symantec's
- environment are a great feature.
-
- Does CodeWarrior support A4 globals like Symantec? How about inline (not
- function-call) assembler in C++? (Very important due to strange calling
- conventions of some CODE resources.) Custom CODE resource headers? (This
- would probably require inline assembler.) Virtual functions? The lack of
- templates in CW is a bummer, since I use a lot of container classes. If
- CW had all these features, I'd switch in a minute.
-
- As I understand it, the only missing thing is the inline assembler. I
- assume it's because CW supports 68K/PPC development simultaneously. Will
- some clever CW feature make this possible soon? Would I have to write
- companion PPC assembler to the 68K stuff, and use pragmas to make sure
- the right version is compiled to each?
-
- Also, how easy is it to compile these hybrid PPC/68K CODE resources in
- CW? I haven't delved into the PPC code fragment business yet, but to
- judge from the number of pages written about it in the develop article,
- it's not simple. What tools does CW provide to aid this process?
-
- Peter
-
- +++++++++++++++++++++++++++
-
- >From Jens Miltner <jmiltner@theorie3.physik.uni-erlangen.de>
- Date: 24 Jun 1994 23:49:38 GMT
- Organization: Pole Position Software
-
- In article <2uap83$ghe@agate.berkeley.edu> Peter Vanags,
- peterv@uclink.berkeley.edu writes:
- >From reading all the raves about CodeWarrior here, I have no doubt that
- >it's the environment of choice for applications development. But what
- >about stand-alone CODE resource development?
- >
- >Symantec's environment doesn't really give me all of what I need. Their
- >C++ compiler doesn't support virtual functions in CODE resources, which
- >dramatically cripples the object design. I can use C with Object
- >Extensions to get virtual functions, but then I lose lots of desireable
- >C++ features, like templates, constructor arguments, multiple
- >inheritance, passing by reference, and so on. But I do get inline
- >assembler in switching back to C. The A4-based globals in Symantec's
- >environment are a great feature.
-
- I guess the problem with virtual functions in CODE resources is that
- someone has to set up the virtual jump tables (which is usually done
- by the initialization code in an app - but there aint no such thing
- in a code resource...)
-
- >Does CodeWarrior support A4 globals like Symantec? How about inline (not
- >function-call) assembler in C++? (Very important due to strange calling
- >conventions of some CODE resources.) Custom CODE resource headers? (This
- >would probably require inline assembler.) Virtual functions? The lack of
- >templates in CW is a bummer, since I use a lot of container classes. If
- >CW had all these features, I'd switch in a minute.
-
- Yes, they do support A4 globals as well as some sort of inline assembly.
- The only drawback I found is that the inline assembler only works at
- function level, i.e. you have to define a complete function as being
- inline assembler.
- Also, there is no way to generate CODE resources with a custom header.
- Each CODE resource will have a standard header (as proposed by Apple,
- I think). However, this means you can't write things like an RDEV, since
- they need some different header...
-
- >As I understand it, the only missing thing is the inline assembler. I
- >assume it's because CW supports 68K/PPC development simultaneously. Will
- >some clever CW feature make this possible soon? Would I have to write
- >companion PPC assembler to the 68K stuff, and use pragmas to make sure
- >the right version is compiled to each?
-
- Actually, there is little or no need to use assembler with the PowerPC,
- since for PPC, a C-Interface exists for all known/important functions
- and callbacks - even for those that used to need assembly routines.
-
- >Also, how easy is it to compile these hybrid PPC/68K CODE resources in
- >CW? I haven't delved into the PPC code fragment business yet, but to
- >judge from the number of pages written about it in the develop article,
- >it's not simple. What tools does CW provide to aid this process?
-
- What do you mean by 'hybrid CODE resources'? If you talk about e.g.
- fat binaries, there is no direct support yet. There is however an
- easy way to build native CODE resources with MW.
- Calling either CODE res type from either architecture is actually
- not really difficult. I guess there are samples out there that show
- how to use MixedMode and the CodeFragmentManager... If you've got
- it right once, it's peanuts the next time ;-)
-
- -- Jens
-
- ---------------------------
-
- >From y-tony@bu.edu (Yan Lee)
- Subject: Fast full screen scrolling: impossible?
- Date: 8 Jun 1994 20:59:27 GMT
- Organization: Boston University
-
- Hello,
-
- I have been reading a bit about animation and the Mac. I have
- read that full screen scrolling is almost impossible to do well on the
- Mac. I do understand that game machines have chips that specialize in
- such activities. Howver, is it still not possible for the Mac to do it?
- Did C64 and PCs have special chips/functions that helped them to do rapid
- full-screen scrolling? I would like to try to do rapid full-screen
- scroilling on the Mac , but I am wondering if this ambition is a waste of
- time. I need opinions please!
-
- Tony
-
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@dront.nada.kth.se (Jon Wdtte)
- Date: 9 Jun 1994 10:13:06 GMT
- Organization: The Royal Institute of Technology
-
- In <2t5bff$fnp@news.bu.edu> y-tony@bu.edu (Yan Lee) writes:
-
- >Hello,
-
- > I have been reading a bit about animation and the Mac. I have
- >read that full screen scrolling is almost impossible to do well on the
- >Mac. I do understand that game machines have chips that specialize in
- >such activities. Howver, is it still not possible for the Mac to do it?
- >Did C64 and PCs have special chips/functions that helped them to do rapid
- >full-screen scrolling? I would like to try to do rapid full-screen
-
- No; the PC instead has an "inferior" video mode with large pixels
- which makes the amount of data to move smaller. The smallest Mac color
- screen is 512x384 pixels, and most are 640x480 or larger (13" or more)
- The PC screens are 320x200 pixels, so you have only 1/4 as many pixels
- to move. On the other hand, Mac graphics are much less blocky.
-
- On the PowerPC, scrolling 640x400 or so is quite doable; put interesting
- borders around it if you want even better FPS (smaller area)
-
- Cheers,
-
- / h+
- Jon W{tte
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
-
- I offer a pot of gold for Gates' head on a pole.
- Naah - bashing Microsoft is "out." Love, Peace and Understanding!
-
- +++++++++++++++++++++++++++
-
- >From fixer@faxcsl.dcrt.nih.gov (Chris Gonna' Find Ray Charles Tate)
- Date: Thu, 9 Jun 1994 12:33:48 GMT
- Organization: DCRT, NIH, Bethesda, MD
-
- In article <2t5bff$fnp@news.bu.edu>, y-tony@bu.edu (Yan Lee) writes:
- >
- > I have been reading a bit about animation and the Mac. I have
- >read that full screen scrolling is almost impossible to do well on the
- >Mac. I do understand that game machines have chips that specialize in
- >such activities. Howver, is it still not possible for the Mac to do it?
- >Did C64 and PCs have special chips/functions that helped them to do rapid
- >full-screen scrolling? I would like to try to do rapid full-screen
- >scroilling on the Mac , but I am wondering if this ambition is a waste of
- >time. I need opinions please!
-
- The Commodore 64 had special hardware that allowed the programmer to
- shift the screen, either horizontally or vertically or both (independantly),
- in one-pixel increments, up to a delta of 8 pixels from 'normal.' In
- combination with 32x32 hardware sprites and funky text-based graphics
- modes, this made relatively advanced graphics quite feasible even on
- the old CBM 6510 chip that it used.
-
- PC graphics cheat. :-) They use a low resolution graphics mode. DOOM,
- for example (the premier animated DOS game at present), draws the screen
- at 320x200 pixels. Note that the smallest Macintosh screen is 512x342,
- which is more than twice as many pixels as 320x200. A 640x400 screen
- is four times as many, and the (fairly standard) 640x480 screen is even
- more than that.
-
- PowerMacs have the horsepower to scroll large portions of the screen
- at once.
-
- - --------------------------------------------------------------------------
- Christopher Tate | "There are 0 grams of fat in Mountain Dew.
- MSD, Inc. | That means it's good for you, right?"
- fixer@faxcsl.dcrt.nih.gov | - Mike Wellman, in c.s.m.p
-
- +++++++++++++++++++++++++++
-
- >From y-tony@bu.edu (Yan Lee)
- Date: 9 Jun 1994 14:59:00 GMT
- Organization: Boston University
-
- Chris Gonna' Find Ray Charles Tate (fixer@faxcsl.dcrt.nih.gov) wrote:
- : In article <2t5bff$fnp@news.bu.edu>, y-tony@bu.edu (Yan Lee) writes:
- : >
-
- : The Commodore 64 had special hardware that allowed the programmer to
- : shift the screen, either horizontally or vertically or both (independantly),
- : in one-pixel increments, up to a delta of 8 pixels from 'normal.' In
- : combination with 32x32 hardware sprites and funky text-based graphics
- : modes, this made relatively advanced graphics quite feasible even on
- : the old CBM 6510 chip that it used.
-
- Oh yeah, I remember the shifting-screen stuff. I used to do that to make
- the whole screen shake for earthquake effects :)
-
-
- : PC graphics cheat. :-) They use a low resolution graphics mode. DOOM,
- : for example (the premier animated DOS game at present), draws the screen
- : at 320x200 pixels. Note that the smallest Macintosh screen is 512x342,
- : which is more than twice as many pixels as 320x200. A 640x400 screen
- : is four times as many, and the (fairly standard) 640x480 screen is even
- : more than that.
-
- Is there a source code for the Mac for lowres modes? It must be possible
- since Pathways into darkness has that mode to double the speed.
-
-
- : PowerMacs have the horsepower to scroll large portions of the screen
- : at once.
-
- Unfortunately I have no access or money for a PPC even though it is
- reasonably price. Maybe next year....
-
- : ----------------------------------------------------------------------------
- : Christopher Tate | "There are 0 grams of fat in Mountain Dew.
- : MSD, Inc. | That means it's good for you, right?"
- : fixer@faxcsl.dcrt.nih.gov | - Mike Wellman, in c.s.m.p
-
-
- Thanks for all the responses.
-
- +++++++++++++++++++++++++++
-
- >From bericksn@ac.dal.ca
- Date: 9 Jun 94 14:47:34 -0300
- Organization: Dalhousie University, Halifax, Nova Scotia, Canada
-
- In article <2t5bff$fnp@news.bu.edu>, y-tony@bu.edu (Yan Lee) writes:
- > Hello,
- >
- > I have been reading a bit about animation and the Mac. I have
- > read that full screen scrolling is almost impossible to do well on the
- > Mac. I do understand that game machines have chips that specialize in
- > such activities. Howver, is it still not possible for the Mac to do it?
- > Did C64 and PCs have special chips/functions that helped them to do rapid
- > full-screen scrolling? I would like to try to do rapid full-screen
- > scroilling on the Mac , but I am wondering if this ambition is a waste of
- > time. I need opinions please!
- >
- Machines like the C64 have hardware assistance, and PCs have a 320x200
- graphics mode & page flipping. It's still possible on the Mac, though--check
- out the demo for Deliverance. The technique the programmer uses seems to
- be to render frames at 320x200 and then blow them up. It still looks pretty
- good, it was very playable at 640x400x16 on my LC 475. You'd have to do
- a lot of assembly optimization to get such performance, I'd bet.
-
- Sean
-
- +++++++++++++++++++++++++++
-
- >From ldo@waikato.ac.nz (Lawrence D'Oliveiro, Waikato University)
- Date: 10 Jun 94 16:30:59 +1200
- Organization: University of Waikato, Hamilton, New Zealand
-
- In article <2t6pvi$oie@news.kth.se>, d88-jwa@dront.nada.kth.se (Jon Wdtte) writes:
- > In <2t5bff$fnp@news.bu.edu> y-tony@bu.edu (Yan Lee) writes:
- >
- >> I have been reading a bit about animation and the Mac. I have
- >>read that full screen scrolling is almost impossible to do well on the
- >>Mac. I do understand that game machines have chips that specialize in
- >>such activities. Howver, is it still not possible for the Mac to do it?
- >>Did C64 and PCs have special chips/functions that helped them to do rapid
- >>full-screen scrolling?
- >
- > No; the PC instead has an "inferior" video mode with large pixels
- > which makes the amount of data to move smaller. The smallest Mac color
- > screen is 512x384 pixels, and most are 640x480 or larger (13" or more)
- > The PC screens are 320x200 pixels, so you have only 1/4 as many pixels
- > to move. On the other hand, Mac graphics are much less blocky.
-
- Here's a thought: some Macs have a hardware pixel-doubling feature built into
- their on-board video (I think the IIvi and IIvx have it). This was introduced
- for use with QuickTime, but as I recall the driver calls are documented in
- some QuickTime release notes somewhere, so you could use it for other
- purposes...
-
- Lawrence D'Oliveiro fone: +64-7-856-2889
- Info & Tech Services Division fax: +64-7-838-4066
- University of Waikato electric mail: ldo@waikato.ac.nz
- Hamilton, New Zealand 37^ 47' 26" S, 175^ 19' 7" E, GMT+12:00
-
- +++++++++++++++++++++++++++
-
- >From mgr@aggroup.aggroup.com (Mike Russell)
- Date: Fri, 10 Jun 1994 12:43:32 -0800
- Organization: the ag group, inc.
-
- Live scrolling, where the text moves immediately instead after the thumb
- is released, is no problem on Mac or PC. Processor speed has more
- than kept up with increases in display depth and resolution.
-
- Several years ago live scrolling was considered not Mac-like. Now it
- seems to be accepted.
-
- +++++++++++++++++++++++++++
-
- >From ingemar@lysator.liu.se (Ingemar Ragnemalm)
- Date: 11 Jun 1994 07:50:43 GMT
- Organization: (none)
-
- y-tony@bu.edu (Yan Lee) writes:
-
- > I have been reading a bit about animation and the Mac. I have
- >read that full screen scrolling is almost impossible to do well on the
- >Mac. I do understand that game machines have chips that specialize in
- >such activities. Howver, is it still not possible for the Mac to do it?
-
- I'm afraid it is impossible, except perhaps on some video boards. In general,
- you must do it by rewriting the entire screen every frame. CopyBitsing
- the entire screen won't be fast enough, and writing a custom blitter doesn't
- help much, if at all.
-
- The options you have are:
-
- - Make it possible to step down to fewer bits per pixel. Running in 16
- colors instead of 256 means twice the speed. Actually, it is possible to
- make decent scrolling in 16 colors in a 512*340 area on a slow LC. In
- b/w, it's 8 times faster!
-
- - Make your graphics in a way that makes it possible to update only some
- parts of the screen for each frame. That means big smooth areas. Sky
- Shadow used that trick (but still didn't get quite the frame rate we
- had ideally wanted), and so did OIDS.
-
- - Run in a rather small area. This is what Bolo does.
-
- --
- - -
- Ingemar Ragnemalm, PhD
- Image processing, Mac shareware games
- E-mail address: ingemar@isy.liu.se or ingemar@lysator.liu.se
-
- +++++++++++++++++++++++++++
-
- >From alex@metcalf.demon.co.uk (Alex Metcalf)
- Date: Sat, 11 Jun 1994 10:50:42 GMT
- Organization: Best Before Yesterday
-
- In article <mgr-100694124332@mike.aggroup.com>, mgr@aggroup.aggroup.com
- (Mike Russell) wrote:
-
- > Live scrolling, where the text moves immediately instead after the thumb
- > is released, is no problem on Mac or PC. Processor speed has more
- > than kept up with increases in display depth and resolution.
- >
- > Several years ago live scrolling was considered not Mac-like. Now it
- > seems to be accepted.
-
- I missed the original post, but if it's about full screen scrolling at
- 30fps, that's still pretty much impossible. There are several solutions
- people have used, such as the draw-every-other-line approach in Deliverance
- to improve speed on slower Macs. Also, QuickTime 2 does it, though that
- doesn't count (I think it doesn't really redraw all the screen all the
- time).
-
- Someone sent me a test result from a PowerMac: straight blitting a 640x480
- image to the screen and doing nothing else, the frame rate was only about
- 25fps. Games would also do lots of drawing offscreen.
-
-
-
- Alex
-
- --
- Alex Metcalf, Best Before Yesterday
- Mac programmer in C, C++, HyperTalk, assembler
- Juggler, 3-ball tricks
-
- Internet: alex@metcalf.demon.co.uk
- Fax (UK): (0570) 45636
- Fax (US / Canada): 011 44 570 45636
-
- +++++++++++++++++++++++++++
-
- >From misc173@csc.canterbury.ac.nz
- Date: 13 Jun 94 10:33:49 +1200
- Organization: University of Canterbury, Christchurch, New Zealand
-
-
- > I missed the original post, but if it's about full screen scrolling at
- > 30fps, that's still pretty much impossible. There are several solutions
- > people have used, such as the draw-every-other-line approach in Deliverance
- > to improve speed on slower Macs. Also, QuickTime 2 does it, though that
- > doesn't count (I think it doesn't really redraw all the screen all the
- > time).
- >
- > Someone sent me a test result from a PowerMac: straight blitting a 640x480
- > image to the screen and doing nothing else, the frame rate was only about
- > 25fps. Games would also do lots of drawing offscreen
-
- I couldn't believe this post when I read it yesterday, so I went home
- and wrote a 640x480x8bit RAM scroller, it starts at 0 and scrolls up through
- RAM, copying it to the screen, one line per frame. It got 40 fps on my 605, and
- I know that it could be optimised more, unrolling the inner loop, etc. I tried
- a variety of resolutions and interpolation techniques and gained some
- interesting insights. If you reduce the screen size the speed increases
- proportionaly, 320x240x8bit at 150fps. Using alternate lines doubles the speed
- again ( and looks fairly good against black ), pixel doubling is very slow, I
- havent tried using movep yet, but it should speed things up ( if it works ).
- This routine uses only move.l, as I intend to program for 040's I will
- try move16, which should speed things up about 3x.
- The final conclusion is that whoever wrote that ppc blitter ain't very
- good, I know enough assembly to this, and other simple graphics routines, but
- it still goes reasonably fast ( at least 10% faster than copybits ). Full
- screen scrolling is possible, and if someone asks for it I'll even post my
- code.
-
- Jon.
-
-
- +++++++++++++++++++++++++++
-
- >From ivanski@world.std.com (Ivan M CaveroBelaunde)
- Date: Mon, 13 Jun 1994 00:13:44 GMT
- Organization: The World Public Access UNIX, Brookline, MA
-
- ldo@waikato.ac.nz (Lawrence D'Oliveiro, Waikato University) writes:
- >> No; the PC instead has an "inferior" video mode with large pixels
- >> which makes the amount of data to move smaller. The smallest Mac color
- >> screen is 512x384 pixels, and most are 640x480 or larger (13" or more)
- >> The PC screens are 320x200 pixels, so you have only 1/4 as many pixels
- >> to move. On the other hand, Mac graphics are much less blocky.
- >Here's a thought: some Macs have a hardware pixel-doubling feature built into
- >their on-board video (I think the IIvi and IIvx have it). This was introduced
- >for use with QuickTime, but as I recall the driver calls are documented in
- >some QuickTime release notes somewhere, so you could use it for other
- >purposes...
-
- Yeah, this feature is available - it's not, however, widely available
- enough to be of any use to anyone writing games. It is *definitely* in the
- LC II and the Color Classic (I think you're right about the vi/vx, but
- not altogether sure). It actually went in at first *only* because it was
- needed by the Apple IIe card and was undocumented (ie twiddle this
- memory mapped register) until QT 1.5, where video driver calls for them
- were defined, as well as the GDHasScale/GetScale/SetScale calls. Oh, at
- least in the LC II it only works in 16bpp mode, which is another problem
- (since the flimsy VRAM capacity allows 16bpp only with the 12-inch
- monitor, which most people don't have anyway). So although the feature is
- there in theory, it is useless for practical purposes for games.
-
- Plus the fact that the 16bpp restriction means that at quarter screen zoom
- you're blasting the same amount of memory as if you were doing half-screen
- "letterboxed" at the non-hw-zoom resolution. Plus the fact that the LC II
- has the crippled 16-bit-wide data bus to the CPU, adding to the problem.
- Plus ... nah, I could go on ...
-
- I'd explore instead the trick the MacPlay people mentioned at the WWDC
- that is used in AstroChase 3D: interlaced animation, which allows you
- to blast every other line in a given animation frame, cutting your
- blitting bandwith needs by half...
-
- -Ivan
- - -
- Ivan Cavero Belaunde (ivanski@world.std.com)
- Avid VideoShop Project Lead
- Avid Technology, Inc.
-
- +++++++++++++++++++++++++++
-
- >From 103t_english@west.cscwc.pima.edu
- Date: 12 Jun 94 18:28:03 MST
- Organization: (none)
-
- In article <1994Jun13.103349.1@csc.canterbury.ac.nz>, misc173@csc.canterbury.ac.nz writes:
- >
- >> I missed the original post, but if it's about full screen scrolling at
- >> 30fps, that's still pretty much impossible. There are several solutions
- >> people have used, such as the draw-every-other-line approach in Deliverance
- >> to improve speed on slower Macs. Also, QuickTime 2 does it, though that
- >> doesn't count (I think it doesn't really redraw all the screen all the
- >> time).
- >>
- >> Someone sent me a test result from a PowerMac: straight blitting a 640x480
- >> image to the screen and doing nothing else, the frame rate was only about
- >> 25fps. Games would also do lots of drawing offscreen
- >
- > I couldn't believe this post when I read it yesterday, so I went home
- > and wrote a 640x480x8bit RAM scroller, it starts at 0 and scrolls up through
- > RAM, copying it to the screen, one line per frame. It got 40 fps on my 605, and
- > I know that it could be optimised more, unrolling the inner loop, etc. I tried
- > a variety of resolutions and interpolation techniques and gained some
- > interesting insights. If you reduce the screen size the speed increases
- > proportionaly, 320x240x8bit at 150fps. Using alternate lines doubles the speed
- > again ( and looks fairly good against black ), pixel doubling is very slow, I
- > havent tried using movep yet, but it should speed things up ( if it works ).
- > This routine uses only move.l, as I intend to program for 040's I will
- > try move16, which should speed things up about 3x.
- > The final conclusion is that whoever wrote that ppc blitter ain't very
- > good, I know enough assembly to this, and other simple graphics routines, but
- > it still goes reasonably fast ( at least 10% faster than copybits ). Full
- > screen scrolling is possible, and if someone asks for it I'll even post my
- > code.
- >
- > Jon.
- >
-
- d e v e l o p 18 claims that the PPC blitter that they used was slower than
- CopyBits because it didn't (presumably, for some unknown reason, *couldn't*)
- take advantage of the 64-bit path of video. For this same reason, *BlockMove*
- was also slower.
-
- What is going on with the memory subsystem in the PowerMacs? Is it or isn't it
- 64-bit? Is the DRAM video 64-bit? Is the AV video? Is the non-AV PDS video?
-
-
- What is the actual and theoretical maximum speeds of a customized full-screen (ala
- Doom/PID game) blitter from RAM into any of the three standard videos at 8, 16
- and 32-bit? (I'm aware that DRAM video can't do 32-bit -leave that entry
- blank).
-
-
- For that matter, why can't BlockMove move data in 64-bit chunks when it is most
- optimal to do so?
-
- And finally, what happened to the load/store multiple instructions that are (I
- assume?) faster on the 601, but will probably be slower "in future
- implementations?"
-
- I assume that all the boundry conditions to make these the most efficient way
- to move memory in the 601 are met by the various video options? Certainly, one
- can guarantee that a buffer can meet them by insuring that the beginning
- address referenced starts on a 4-K boundry?
-
-
- Is CopyBIts supposed to be faster than using a sequence of load/store multiple
- instructions on the 601? (the article in d e v e l o p already suggested that
- one should test for maximum speed anyways, so what harm to optimize for the
- 601?)
-
-
- Lawson
-
- +++++++++++++++++++++++++++
-
- >From seanmcd@ac.dal.ca
- Date: 12 Jun 94 23:22:57 -0300
- Organization: Dalhousie University, Halifax, Nova Scotia, Canada
-
- In article <CrB7Aw.6E3@world.std.com>, ivanski@world.std.com (Ivan M CaveroBelaunde) writes:
- >
- > I'd explore instead the trick the MacPlay people mentioned at the WWDC
- > that is used in AstroChase 3D: interlaced animation, which allows you
- > to blast every other line in a given animation frame, cutting your
- > blitting bandwith needs by half...
- >
- I think Chuck Yeager's Air Combat does this too. You can see interlacing
- in the terrain if you rock the plane back and forth.
-
- Sean
-
- +++++++++++++++++++++++++++
-
- >From Cameron Esfahani <dirty@apple.com>
- Date: Mon, 13 Jun 1994 05:47:46 GMT
- Organization: Apple Computer, Inc.
-
- In article <RANG.94Jun12213306@icicle.winternet.com> Anton Rang,
- rang@winternet.com writes:
- > Unless you're using the floating-point registers, you can't use the
- > full 64-bit path efficiently, because there's no 64-bit integer load.
- > I haven't looked at NQDCopyBits to see if it uses the FP registers; I
- > suppose that it *could*, in cases where there is no scaling, shifting,
- > etc. but it seems unlikely that it would.
-
-
-
- It does...
-
- Cameron Esfahani
- dirty@apple.com
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@mumrik.nada.kth.se (Jon Wdtte)
- Date: 13 Jun 1994 06:44:15 GMT
- Organization: The Royal Institute of Technology
-
- In <1994Jun13.103349.1@csc.canterbury.ac.nz> misc173@csc.canterbury.ac.nz writes:
-
- >again ( and looks fairly good against black ), pixel doubling is very slow, I
-
- Pixel doubling is not slow; remember; you only have to read one
- quarter as much memory. A co-worker of mine blits 320x200 into
- 640x400, using C, in 21 milliseconds for a 48 fps frame rate.
- Using the interesting bit-splice instructions in the 601, you'd
- probably get even better frame rates; no current Mac C compiler
- knows those instructions :-)
-
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
- "Don't stick a Fork in your Eye."
-
- +++++++++++++++++++++++++++
-
- >From stay@park.uvsc.edu (Steve Taylor)
- Date: Mon, 13 Jun 1994 16:17:47 GMT
- Organization: Utah Valley State College, Orem, Utah
-
- >From article <1994Jun12.232257.24853@dal1>, by seanmcd@ac.dal.ca:
- > In article <CrB7Aw.6E3@world.std.com>, ivanski@world.std.com (Ivan M CaveroBelaunde) writes:
- >>
- >> I'd explore instead the trick the MacPlay people mentioned at the WWDC
- >> that is used in AstroChase 3D: interlaced animation, which allows you
- >> to blast every other line in a given animation frame, cutting your
- >> blitting bandwith needs by half...
- >>
- > I think Chuck Yeager's Air Combat does this too. You can see interlacing
- > in the terrain if you rock the plane back and forth.
- >
- > Sean
-
- Could someone describe this technique in more detail? Are you talking
- about leaving the other lines there and blitting the other half or
- are you talking about doubling the height of the lines or what?
- Thanks.
-
- --
- -- Steve Taylor (stay@wahoo.com or stay@park.uvsc.edu)
- --
- -- Life is the Dress Rehearsal for Hell.
- --
-
- +++++++++++++++++++++++++++
-
- >From amanda@intercon.com (Amanda Walker)
- Date: Mon, 13 Jun 1994 14:05:46 -0500
- Organization: InterCon Systems Corporation, Herndon, VA USA
-
- y-tony@bu.edu (Yan Lee) writes:
- > Is there a source code for the Mac for lowres modes? It must be
- > possible since Pathways into darkness has that mode to double the speed.
-
- Pathways does this in software. It renders offscreen at half resolution, and
- then doubles the pixels in software before putting them on the screen.
-
-
- Amanda Walker
- InterCon Systems Corporation
-
-
-
- +++++++++++++++++++++++++++
-
- >From mxmora@unix.sri.com (Matt Mora)
- Date: 13 Jun 1994 13:22:29 -0700
- Organization: SRI International, Menlo Park, CA
-
- In article <1994Jun13.103349.1@csc.canterbury.ac.nz> misc173@csc.canterbury.ac.nz writes:
-
- > The final conclusion is that whoever wrote that ppc blitter ain't very
- >good, I know enough assembly to this, and other simple graphics routines, but
- >it still goes reasonably fast ( at least 10% faster than copybits ). Full
- >screen scrolling is possible, and if someone asks for it I'll even post my
- >code.
-
-
- Well, post your code then. I'll run it on my 8100 and see how fast your
- hand tuned assember is running emulated. If you have the c code, I can
- recompile it and see if it faster than CopyBits.
-
- Here's a clue use a fp register.
-
-
- Anyway, I'm tweeking the PPC blitter code to try an experiment using the
- dirty rectangle approach for animation using the PPC blitter to blit
- a fixed sized rect to the screen when that rect becomes dirty. The question
- is when drawing in the gWorld, whats a fast way to flag that a rect has become
- dirty?
-
-
-
- Xavier
-
-
-
-
- --
- ___________________________________________________________
- Matthew Xavier Mora Matt_Mora@sri.com
- SRI International mxmora@unix.sri.com
- 333 Ravenswood Ave Menlo Park, CA. 94025
-
- +++++++++++++++++++++++++++
-
- >From mxmora@unix.sri.com (Matt Mora)
- Date: 13 Jun 1994 15:00:37 -0700
- Organization: SRI International, Menlo Park, CA
-
- In article <CrCFxp.79K@park.uvsc.edu> stay@park.uvsc.edu (Steve Taylor) writes:
-
- >Could someone describe this technique in more detail? Are you talking
- >about leaving the other lines there and blitting the other half or
- >are you talking about doubling the height of the lines or what?
- >Thanks.
-
-
- In astroChase 3d (or whatever its called) they paint only every other
- line in the screen display. This speeds up the drawing by not having to
- write half the data and makes it look like your viewing the action from
- a tv monitor.
-
- I'm assuming that other game is writing first the odd lines in one pass
- and then the even lines in another pass.
-
- These are clever way to reduce the amount of data that needs to be written.
- As programmers we try to come of with these workaround because of the basic
- limitation that the Mac can't paint the screen fast enough. Plain and Simple.
-
- The goal is to write as little data to the screen as possible so that we can
- concentrate on the rest of the game. If you thought about it hard enough
- you probaly could come up with a way to paint the whole screen but then it
- wouldn't be much of a game.
-
- Also, there seems to be a magic equation that we strive for that can
- write the most pixels in the least amount of time. So to gain any speed
- we need top find out what pixels not to draw. If on the PPC
- we can write a 64 bit word to memory, in 256 colors that's 8 pixels
- in a row. So if we were going to write one pixel we might as well
- write 8. So its a balance of testing to see what needs to be drawn
- and just blindy drawing.
-
-
- Xavier
-
-
-
-
- --
- ___________________________________________________________
- Matthew Xavier Mora Matt_Mora@sri.com
- SRI International mxmora@unix.sri.com
- 333 Ravenswood Ave Menlo Park, CA. 94025
-
- +++++++++++++++++++++++++++
-
- >From mxmora@unix.sri.com (Matt Mora)
- Date: 13 Jun 1994 16:58:42 -0700
- Organization: SRI International, Menlo Park, CA
-
- In article <2tif65$s62@unix.sri.com> mxmora@unix.sri.com (Matt Mora) writes:
-
- >Anyway, I'm tweeking the PPC blitter code to try an experiment using the
- >dirty rectangle approach for animation using the PPC blitter to blit
- >a fixed sized rect to the screen when that rect becomes dirty. The question
- >is when drawing in the gWorld, whats a fast way to flag that a rect has become
- >dirty?
-
- Doing some quick test on a 8100/80av in 256 color mode, using the PPC blitter
- in develop, it can blit approximatly 2383 8x8 rects in one tick.
-
- If you want 30fps you can probably double the number of rects. This still
- won't let you do scrolling backgrounds unless your real clever in designing
- your backgrounds.
-
-
-
- Xavier
-
-
- --
- ___________________________________________________________
- Matthew Xavier Mora Matt_Mora@sri.com
- SRI International mxmora@unix.sri.com
- 333 Ravenswood Ave Menlo Park, CA. 94025
-
- +++++++++++++++++++++++++++
-
- >From misc173@csc.canterbury.ac.nz
- Date: 14 Jun 94 13:24:59 +1200
- Organization: University of Canterbury, Christchurch, New Zealand
-
-
- > Pixel doubling is not slow; remember; you only have to read one
- > quarter as much memory. A co-worker of mine blits 320x200 into
- > 640x400, using C, in 21 milliseconds for a 48 fps frame rate.
- > Using the interesting bit-splice instructions in the 601, you'd
- > probably get even better frame rates; no current Mac C compiler
- > knows those instructions :-).
-
- What cpu is this on, possibly an 840av, if you look at the timings
- involved you will see that doubling 320x240 to 640x480 cannot go as fast
- as just moving 640x480
- Moving:
- Move.l (a0)+, (a1)+
- Move.l (a0)+, (a1)+
-
- moves 8 pixels from Ptr a0 to Ptr a1. Assuming a 68000 this takes 24
- clock cycles ( I dont have timing for anything else ).
-
- Expanding:
- Move.l (a0)+, d0
- ;expand the pixels into another register
- Move.l d1, (a1)+
- Move.l d2, (a1)+
-
- this uses three reg->mem operations, 8 clkcs each, 24 total. The time
- required to shift the data is just as much, and it doesn't include any
- code to double the pixels.
-
- So why use pixel doubling? Because when you're creating the offscreen
- image you only have to do a quater the work. This is the only benefit, and it
- will not outway the slowdown of the blit all the time, each case has to be
- determined individually.
- Personally I'm interested in the hardware expander in some Macs, much
- more potential than software.
- For those who asked for my blitter, I'll turn it into a procedure that
- takes arguements and checks rowbytes and post it when I get my modem in a
- couple of days.
-
- Jon.
- as just shifting 640x480.
-
-
- +++++++++++++++++++++++++++
-
- >From seanmcd@ac.dal.ca
- Date: 13 Jun 94 21:29:36 -0300
- Organization: Dalhousie University, Halifax, Nova Scotia, Canada
-
- In article <CrCFxp.79K@park.uvsc.edu>, stay@park.uvsc.edu (Steve Taylor) writes:
- > From article <1994Jun12.232257.24853@dal1>, by seanmcd@ac.dal.ca:
- >> In article <CrB7Aw.6E3@world.std.com>, ivanski@world.std.com (Ivan M CaveroBelaunde) writes:
- >>>
- >>> I'd explore instead the trick the MacPlay people mentioned at the WWDC
- >>> that is used in AstroChase 3D: interlaced animation, which allows you
- >>> to blast every other line in a given animation frame, cutting your
- >>> blitting bandwith needs by half...
- >>>
- >> I think Chuck Yeager's Air Combat does this too. You can see interlacing
- >> in the terrain if you rock the plane back and forth.
- >>
- >> Sean
- >
- > Could someone describe this technique in more detail? Are you talking
- > about leaving the other lines there and blitting the other half or
- > are you talking about doubling the height of the lines or what?
- > Thanks.
- >
- Well the description given above makes AstroChase 3D sound like CYAC,
- although the only thing I've seen in AstroChase 3D is the venetian blind
- style, rendering the frame onto every other line. Deliverance also has the
- option to do this, as does a game called Gate. It looks to me like CYAC
- does interlacing, i.e., there are no black lines alternating with the
- graphics, but if you rock the plane
- or turn rapidly, you can see the interlacing effect fairly easy in large
- polygons. I don't know enough about 3D graphics to know whether you could
- actually render even/odd scanlines or whether he's just splitting an off-screen
- drawing into two blits.
-
- Sean
-
- +++++++++++++++++++++++++++
-
- >From misc173@csc.canterbury.ac.nz
- Date: 14 Jun 94 23:05:14 +1200
- Organization: University of Canterbury, Christchurch, New Zealand
-
-
- > Well, post your code then. I'll run it on my 8100 and see how fast your
- > hand tuned assember is running emulated. If you have the c code, I can
- > recompile it and see if it faster than CopyBits.
- > Here's a clue use a fp register.
- > Anyway, I'm tweeking the PPC blitter code to try an experiment using the
- > dirty rectangle approach for animation using the PPC blitter to blit
- > a fixed sized rect to the screen when that rect becomes dirty. The question
- > is when drawing in the gWorld, whats a fast way to flag that a rect has become
- > dirty?
-
- Yea, I'll post it soon, please note that I dont think I know enough assembly
- to optimise it very well, I'll put unrolling notes in it to keep the size
- down, I dont want to pay for 160 move.l 's.
- I dont know what you're doing, but with respect to a game I'd keep a list of
- currently valid rectangles and if the movement routine does stuff set a flag
- in the list to true, you could add some code to combine the updated rectangles
- into one ( in non-sprite situations ), or even just asume that all sprites are
- moving.
-
-
- The code will be here soon, at the moment I'm netting off a Vax, with my modem,
- yes I have it, I'll be able to post much more easily.
-
- Jon.
-
-
-
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@mumrik.nada.kth.se (Jon Wdtte)
- Date: 14 Jun 1994 13:04:10 GMT
- Organization: The Royal Institute of Technology
-
- In <1994Jun14.132459.1@csc.canterbury.ac.nz> misc173@csc.canterbury.ac.nz writes:
-
- >> Pixel doubling is not slow; remember; you only have to read one
- >> quarter as much memory. A co-worker of mine blits 320x200 into
- >> 640x400, using C, in 21 milliseconds for a 48 fps frame rate.
-
- > What cpu is this on, possibly an 840av, if you look at the timings
- >involved you will see that doubling 320x240 to 640x480 cannot go as fast
- >as just moving 640x480
-
- This was a 6100/60.
-
- ....
-
- > this uses three reg->mem operations, 8 clkcs each, 24 total. The time
- > required to shift the data is just as much, and it doesn't include any
- > code to double the pixels.
-
- > So why use pixel doubling? Because when you're creating the offscreen
- >image you only have to do a quater the work. This is the only benefit, and it
-
- You can't just count clocks out of the book; overlapping reads/writes,
- caches, writeback, stalls, etc etc etc all have their effect.
- And doubling doesn't just mean doubling on an X axis; you double on
- the Y axis as well to achieve square 2x2 pixels.
-
- As long as pixel doubling N pixels in registers is faster than N*3 read
- cycles in memory, you'll gain blitting speed from the doubling as well
- as having much less to render. In a world of slow DRAM and fast CPUs
- (PowerPC) this is really important.
-
- Cheers,
-
- / h+
-
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
- Not speaking for the Liberian Government.
-
- +++++++++++++++++++++++++++
-
- >From glalonde@vnet.ibm.com (Glen Lalonde)
- Date: 14 Jun 1994 13:05:07 GMT
- Organization: IBM Toronto Lab.
-
- In a program I am working on(at home) I managed to double the frame rate
- by using custom routines to draw into a off screen gworld. Using quickdraw
- was just too slow. My routines just moves bytes.
-
- After this is done, copybits is used to move the image to the users screen.
- Even with everything aligned correctly and color tables(& index) matching,
- copybits still takes way to long. I think having a 'use only quickdraw'
- option will be added which will allow me to use a custom copybits unless
- the user asked me not to.
-
- I can't post exact frame rates since when the program runs(in none test mode)
- only the part of the screen which has changed gets copybits to the users
- screen.
-
- Any comments one what is the 'minimum' frame rate needed so that the
- action looks reasonably smooth?
-
-
- Glen.
-
-
- +++++++++++++++++++++++++++
-
- >From enry@dcs.qmw.ac.uk (Henry)
- Date: 14 Jun 1994 16:42:39 GMT
- Organization: Queen Mary & Westfield College, London, UK
-
-
- Shuffling bytes about in memory just puts a huge burden on the processor
- when it should be calculating something far less menial.
- Why can I not change the video hardware's screen base pointer, and fill in the
- newly exposed part of the screen. This eliminates as much bit copying as we
- like (give enough vram set asside)...
- It also has the added advantage of having an offscreen pixmap, and being
- able to display it instantly without blasting bytes through the proccessor,
- allowing sencible (fast) screen buffering.
-
- Is it possible to reliably direct the macs hardware to a different
- screen buffer?
- (You can do it on a Mac512k :-)
- If not, can I do it unreliably?
- If not, you are all destined to fester in the mouldy crevis of a mac games
- industry that has about as much chance of producing a decent game, as a
- cheese sandwich has of sneaking its way past the doorman at the Hilton.
-
- Morgan,
- --
- Did I say I was a sardine? Or a bus?
-
-
- +++++++++++++++++++++++++++
-
- >From Bruce@hoult.actrix.gen.nz (Bruce Hoult)
- Date: Wed, 15 Jun 1994 03:01:36 +1200 (NZST)
- Organization: (none)
-
- mxmora@unix.sri.com (Matt Mora) writes:
- > Anyway, I'm tweeking the PPC blitter code to try an experiment using the
- > dirty rectangle approach for animation using the PPC blitter to blit
- > a fixed sized rect to the screen when that rect becomes dirty. The question
- > is when drawing in the gWorld, whats a fast way to flag that a rect has become
- > dirty?
-
- An approach I've used:
-
- keep an array with one element per scanline. Each element consists of
- two integers: the first dirty pixel in the line, and the last dirty
- pixel in the line.
-
- Unless there's some particular reason for always blitting a rect, I'd
- just blit a scanline at a time, however much is needed. When blitting
- the line, round the start down and the end up to the nearest transfer
- unit.
-
- -- Bruce
-
- +++++++++++++++++++++++++++
-
- >From larsg@edb.tih.no (Lars Garden)
- Date: 14 Jun 1994 18:03:14 GMT
- Organization: Trondheim College of Engineering
-
- Jon Wdtte (d88-jwa@dront.nada.kth.se) wrote:
- : In <2t5bff$fnp@news.bu.edu> y-tony@bu.edu (Yan Lee) writes:
-
- : >Hello,
-
- : > I have been reading a bit about animation and the Mac. I have
- : >read that full screen scrolling is almost impossible to do well on the
- : >Mac. I do understand that game machines have chips that specialize in
- : >such activities. Howver, is it still not possible for the Mac to do it?
- : >Did C64 and PCs have special chips/functions that helped them to do rapid
- : >full-screen scrolling? I would like to try to do rapid full-screen
- : No; the PC instead has an "inferior" video mode with large pixels
- : which makes the amount of data to move smaller.
-
- "Inferior" video modes are quite useful when you want to sacrifice
- resolution for speed. Is the Mac really not capable of using video modes
- with a resolution less than 512x384?
-
- --
-
- // Lars Gaarden. Student at Trondheim College of Engineering.
- \\ // email: larsg@edb.tih.no IRC: Lynet
- \X/ "But I will rise and I will return like a phoenix from the flame."
- - Siniad O'Conner
-
-
- +++++++++++++++++++++++++++
-
- >From julian@cs.aukuni.ac.nz (Julian Ross Harris)
- Date: 14 Jun 1994 23:37:59 GMT
- Organization: University of Auckland
-
- ingemar@lysator.liu.se (Ingemar Ragnemalm) writes:
-
- >The options you have are:
-
- >- Make it possible to step down to fewer bits per pixel. Running in 16
- >colors instead of 256 means twice the speed. Actually, it is possible to
- >make decent scrolling in 16 colors in a 512*340 area on a slow LC. In
- >b/w, it's 8 times faster!
-
- >- Run in a rather small area. This is what Bolo does.
-
- Yes, I know it's hardly relevant these days, but i wrote this game on the
- Mac Plus that used offscreen bitmaps and fullscreen scrolling. The trick
- was to scroll in 32 pixel increments (Ultima-type game). Then full screen
- scrolling was instantaneous. Trouble is, 8 bit is 8x slower, and smooth means
- minimum of 2 pixels at a time, which is a whole lot harder without hardware
- assistance.
-
- --
- Julian, Programmer, Comp. Sci, Univ. Auckland, julian@cs.auckland.ac.nz
-
- +++++++++++++++++++++++++++
-
- >From dwareing@apanix.apana.org.au (David Wareing)
- Date: 14 Jun 94 15:21:50 GMT
- Organization: Apanix Public Access Unix, +61 8 373 5485 (5 lines)
-
- seanmcd@ac.dal.ca writes:
-
- >In article <CrB7Aw.6E3@world.std.com>, ivanski@world.std.com (Ivan M CaveroBelaunde) writes:
- >>
- >> I'd explore instead the trick the MacPlay people mentioned at the WWDC
- >> that is used in AstroChase 3D: interlaced animation, which allows you
- >> to blast every other line in a given animation frame, cutting your
- >> blitting bandwith needs by half...
- >>
- >I think Chuck Yeager's Air Combat does this too. You can see interlacing
- >in the terrain if you rock the plane back and forth.
-
- And of course there's always Deliverance. That demo still surprises me
- every time I check it out. Just not used to scrolling graphics on the mac
- I guess.
-
- --
- David Wareing
- Adelaide, South Australia dwareing@apanix.apana.org.au
- - ------------------------------------------------------------
- Overflight Software - Macintosh Games & Multimedia Programming
-
- +++++++++++++++++++++++++++
-
- >From Malicious_Monarch@nile.com (Malicious Monarch)
- Date: Tue, 14 Jun 94 14:54:56 MDT
- Organization: The Nile BBS
-
- <<"Inferior" video modes are quite useful when you want to sacrifice resolution
- for speed.>>
-
- That's true, but I don't know many people who would like to take a game with
- pixelated graphics over one that has very precise -shall I say 'crisp'? :) -
- graphics. There's always more than one way to make a game...
-
-
- -Eric A. Drumbor-
-
- Opinions posted are of the user, not the administration.
-
- +++++++++++++++++++++++++++
-
- >From Malicious_Monarch@nile.com (Malicious Monarch)
- Date: Tue, 14 Jun 94 14:58:44 MDT
- Organization: The Nile BBS
-
- <<If not, you are all destined to fester in the mouldy crevis of a mac games
- industry that has about as much chance of producing a decent game, as a cheese
- sandwich has of sneaking its way past the doorman at the Hilton.>>
-
- Haha ;) Nice. But since when does a minor limitation make a computer
- completely inferior for decent games? Come come, let's be a little more
- optimistic...
-
-
- -Eric A. Drumbor-
-
- Opinions posted are of the user, not the administration.
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@mumrik.nada.kth.se (Jon Wdtte)
- Date: 15 Jun 1994 11:51:39 GMT
- Organization: The Royal Institute of Technology
-
- In <2tkmlv$602@beta.qmw.ac.uk> enry@dcs.qmw.ac.uk (Henry) writes:
-
- >Why can I not change the video hardware's screen base pointer, and fill in the
- >newly exposed part of the screen. This eliminates as much bit copying as we
- >like (give enough vram set asside)...
-
- 1) because then you'd have locked yourself into a specific screen
- hardware setup. A MacPlus is different from a Toby Framebuffer is
- different from a THinder/24 is different from a 8100/AV.
-
- >Is it possible to reliably direct the macs hardware to a different
- >screen buffer?
-
- Only if you want to special-case for dozens of video cards.
- Not to mention that half of them don't have enough extra RAM
- to put any extra pixels in.
-
- >If not, you are all destined to fester in the mouldy crevis of a mac games
- >industry that has about as much chance of producing a decent game, as a
- >cheese sandwich has of sneaking its way past the doorman at the Hilton.
-
- Well, the PowerPC does some pretty decent frame rates.
- And I think Prince of Persia was a decent game, and SimCity 2000
- still is.
-
- Cheers,
-
- / h+
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
-
- "Practice random kindness, and senseless acts of beauty."
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@mumrik.nada.kth.se (Jon Wdtte)
- Date: 15 Jun 1994 11:53:11 GMT
- Organization: The Royal Institute of Technology
-
- In <2tkrd2$nk3@astfgl.edb.tih.no> larsg@edb.tih.no (Lars Garden) writes:
-
- >"Inferior" video modes are quite useful when you want to sacrifice
- >resolution for speed. Is the Mac really not capable of using video modes
- >with a resolution less than 512x384?
-
- Worse.
-
- Most screen cards stop at 640x480; the 512x384 mode is only for the
- Mac LC 12" color monitor and the Color Classic 10" built-in color,
- none of which sold well.
-
- A Mac has square pixels at 72 dpi, and that's it!
-
- Cheers,
-
- / h+
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
-
- "Practice random kindness, and senseless acts of beauty."
-
- +++++++++++++++++++++++++++
-
- >From mikec@mv.mv.com (Mike Callaghan)
- Date: Wed, 15 Jun 1994 12:32:19 GMT
- Organization: MV Communications, Inc.
-
- In article <2t5bff$fnp@news.bu.edu>, y-tony@bu.edu (Yan Lee) writes:
- > I have been reading a bit about animation and the Mac. I have
- >read that full screen scrolling is almost impossible to do well on the
- >Mac. I do understand that game machines have chips that specialize in
- >such activities. Howver, is it still not possible for the Mac to do it?
-
- What about programs like Stepping Out? It did great full-screen scrolling
- relatively quickly even on a Mac Plus. I realize that doing this in a
- window is a completely different story, but how did Stepping Out accomplish
- it? Is it possible to set up a giant bitmap (or pixmap) and simply alter
- the address where the Mac thinks its screen is?
-
- MikeC
- --
- Michael D. Callaghan Nashua, New Hampshire
- - --------------------------------------------------------------------
- RULE: "(sqrt(-1)) before (2.71828), except after (186,000 miles/sec)."
- [THE DANGERS OF MIXING GRAMMAR AND SCIENCE]
-
- +++++++++++++++++++++++++++
-
- >From ivanski@world.std.com (Ivan M CaveroBelaunde)
- Date: Wed, 15 Jun 1994 15:42:51 GMT
- Organization: The World Public Access UNIX, Brookline, MA
-
- Malicious_Monarch@nile.com (Malicious Monarch) writes:
- ><<"Inferior" video modes are quite useful when you want to sacrifice resolution
- >for speed.>>
- > That's true, but I don't know many people who would like to take a game with
- >pixelated graphics over one that has very precise -shall I say 'crisp'? :) -
- >graphics. There's always more than one way to make a game...
-
- I would. In a second. While it might be feasible to do a full-screen
- textured map game a la DOOM/PID with good performance on a PowerMac,
- it's not on a 25MHz 030 at 640x480. The higher performance machines you
- require in order to deliver acceptable playability, the more you shrink
- your potential market and the harder it is to justify the effort of
- developing a game like that.
-
- Sometimes crispness is more important than fps, and viceversa (there
- are different tradeoffs with different performance levels, different
- kind of games, etc). The sole *availability* of an "inferior" video mode
- would allow the game designer the choice of sacrificing one for the other -
- a choice we don't have right now.
-
- -Ivan
- - -
- Ivan Cavero Belaunde (ivanski@world.std.com)
- Avid VideoShop Project Lead
- Avid Technology, Inc.
-
- +++++++++++++++++++++++++++
-
- >From Dave Falkenburg <falken@apple.com>
- Date: Wed, 15 Jun 1994 16:11:31 GMT
- Organization: Apple Computer, Inc.
-
- In article <2tmq0b$t70@news.kth.se> Jon W!tte, d88-jwa@mumrik.nada.kth.se
- writes:
- >>In <2tkmlv$602@beta.qmw.ac.uk> enry@dcs.qmw.ac.uk (Henry) writes:
- >>If not, you are all destined to fester in the mouldy crevis of a mac
- games
- >>industry that has about as much chance of producing a decent game, as a
- >>cheese sandwich has of sneaking its way past the doorman at the Hilton.
-
- Hmm. I ordered a grilled cheese sandwich from room service once.
-
- ... but seriously
-
- In many cases you simply cannot change the video base address because of
- limitations and/or differences in the video hardware.
-
- However, there is absolutely nothing wrong with slamming bits into the
- frame buffer directly.
-
-
- -Dave Falkenburg
- -Apple Computer, Inc.
-
- +++++++++++++++++++++++++++
-
- >From mxmora@unix.sri.com (Matt Mora)
- Date: 15 Jun 94 16:55:18 GMT
- Organization: SRI International, Menlo Park, CA
-
- In article <CrFutw.Bx0@mv.mv.com> mikec@mv.mv.com (Mike Callaghan) writes:
-
- >What about programs like Stepping Out? It did great full-screen scrolling
- >relatively quickly even on a Mac Plus. I realize that doing this in a
- >window is a completely different story, but how did Stepping Out accomplish
- >it? Is it possible to set up a giant bitmap (or pixmap) and simply alter
- >the address where the Mac thinks its screen is?
-
-
- Stepping out only had 22k of data to blit to worry about. Color Macs
- have about 300k of data to blit. Big difference.
-
-
- Xavier
-
-
- --
- ___________________________________________________________
- Matthew Xavier Mora Matt_Mora@sri.com
- SRI International mxmora@unix.sri.com
- 333 Ravenswood Ave Menlo Park, CA. 94025
-
- +++++++++++++++++++++++++++
-
- >From mkelly@cs.uoregon.edu (Michael A. Kelly)
- Date: 15 Jun 1994 10:42:31 -0700
- Organization: High Risk Ventures
-
- In article <2tmq0b$t70@news.kth.se>,
- Jon Wdtte <d88-jwa@mumrik.nada.kth.se> wrote:
- >
- >>Is it possible to reliably direct the macs hardware to a different
- >>screen buffer?
- >
- >Only if you want to special-case for dozens of video cards.
-
- What? I was under the impression that it can't be done in any case (except
- for some of the classic Macs of course) because the pointer to the video
- buffer is in hardware. So you're saying it's possible to do page-flipping
- on a Mac? How do you swap the pointer? It sounds like you're also saying
- that the second page has to be in video memory, right?
-
- >>If not, you are all destined to fester in the mouldy crevis of a mac games
- >>industry that has about as much chance of producing a decent game, as a
- >>cheese sandwich has of sneaking its way past the doorman at the Hilton.
- >
- >Well, the PowerPC does some pretty decent frame rates.
- >And I think Prince of Persia was a decent game, and SimCity 2000
- >still is.
-
- Not to mention Space Madness and Cyclone. ;-) But it's true, if we didn't
- have to go to such great lengths to produce flicker-free animation on the
- Mac, we could have some pretty hot games that just aren't feasible now.
- We might even be able to scroll full screen at a decent frame rate, and still
- have time for all the other game computations.
-
- Mike.
- --
- _____________________________________________________________________________
- Michael A. Kelly President/CEO
- mkelly@cs.uoregon.edu High Risk Ventures
- _____________________________________________________________________________
-
- +++++++++++++++++++++++++++
-
- >From mkelly@cs.uoregon.edu (Michael A. Kelly)
- Date: 15 Jun 1994 10:54:21 -0700
- Organization: High Risk Ventures
-
- In article <CrG3nF.EwL@world.std.com>,
- Ivan M CaveroBelaunde <ivanski@world.std.com> wrote:
- >><<"Inferior" video modes are quite useful when you want to sacrifice resolution
- >>for speed.>>
-
- >kind of games, etc). The sole *availability* of an "inferior" video mode
- >would allow the game designer the choice of sacrificing one for the other -
- >a choice we don't have right now.
-
- But we can still pretend we do. As was mentioned previously in this thread,
- we can gain considerable speed by keeping the game at 320x240 offscreen and
- blowing it up (or not) to 640x480 on screen. I've played around with this,
- and there *is* a significant speedup. You're doing 1/4 the work offscreen,
- and maybe around 3/4 the work onscreen. With the right application (and
- prehaps a combination of high- and low-resolution graphics on screen) this
- technique can be acceptable to even the typical 'snotty' Mac user (of which
- I am one!) who dry heaves at the thought of 320x240 games. Deliverance is
- probably a pretty good example of how and when to use this technique, and
- how to present it (they give the user the option to play in a 320x240
- window at high resolution or in a 640x480 window at low resolution).
-
- Mike.
- --
- _____________________________________________________________________________
- Michael A. Kelly President/CEO
- mkelly@cs.uoregon.edu High Risk Ventures
- _____________________________________________________________________________
-
- +++++++++++++++++++++++++++
-
- >From mkelly@cs.uoregon.edu (Michael A. Kelly)
- Date: 15 Jun 1994 11:10:23 -0700
- Organization: High Risk Ventures
-
- In article <2tnei7$t1u@majestix.cs.uoregon.edu>,
- Michael A. Kelly <mkelly@cs.uoregon.edu> wrote:
- >In article <2tmq0b$t70@news.kth.se>,
- >Jon Wdtte <d88-jwa@mumrik.nada.kth.se> wrote:
- >>
- >>Well, the PowerPC does some pretty decent frame rates.
- >>And I think Prince of Persia was a decent game, and SimCity 2000
- >>still is.
- >
- >Not to mention Space Madness and Cyclone. ;-)
-
- BTW, Space Madness and Cyclone both run flicker-free at 60 fps on '040 Macs,
- at 8-bit 640x480 resolution. And, like most action games on the Mac, they
- easily run at 30 fps on lesser machines. Prince of Persia tended to slow
- down quite noticeably on my IIcx when there was a slicer on the screen, but
- I suspect it was using Quickdraw. It should be easy to achieve at least
- 30 fps on slow machines with a game like PoP, which has a textured background,
- but few objects with relatively little movement, if you draw direct to screen.
-
- Of course, a scrolling background is quite a different story...
-
- Mike.
- --
- _____________________________________________________________________________
- Michael A. Kelly President/CEO
- mkelly@cs.uoregon.edu High Risk Ventures
- _____________________________________________________________________________
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@dront.nada.kth.se (Jon Wdtte)
- Date: 15 Jun 1994 16:49:30 GMT
- Organization: The Royal Institute of Technology
-
- In <CrFutw.Bx0@mv.mv.com> mikec@mv.mv.com (Mike Callaghan) writes:
-
- >What about programs like Stepping Out? It did great full-screen scrolling
- >relatively quickly even on a Mac Plus. I realize that doing this in a
-
- Ah, but that was in black-and-white. Everyone can scroll a screen
- in black-and-white.
-
- >window is a completely different story, but how did Stepping Out accomplish
-
- No, it's no harder scrolling in a window that scrolling a screen.
-
- >it? Is it possible to set up a giant bitmap (or pixmap) and simply alter
- >the address where the Mac thinks its screen is?
-
- For the MacPlus, you can do something close to that, but with limitations.
- For some video cards, in some modes, you can do it as well. However, it's
- not something that all video cards/drivers support, and most cards don't
- have enought memory for it.
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
-
- "My boss made me say it. He dares you to sue!"
-
- +++++++++++++++++++++++++++
-
- >From sly@fly2.berkeley.edu (Cyrus Harmon)
- Date: Wed, 15 Jun 1994 11:51:11 -0700
- Organization: UC Berkeley
-
- In article <2tmq37$t75@news.kth.se>, d88-jwa@mumrik.nada.kth.se (Jon Wtte)
- wrote:
-
- > Most screen cards stop at 640x480; the 512x384 mode is only for the
- > Mac LC 12" color monitor and the Color Classic 10" built-in color,
- > none of which sold well.
- >
- > A Mac has square pixels at 72 dpi, and that's it!
-
- Except with the multiple scan monitors that let you select video
- modes. I guess for the first time Apple is now offering "inferior"
- video modes :->.
-
- Cyrus Harmon
- sly@fly2.berkeley.edu
-
- +++++++++++++++++++++++++++
-
- >From larsg@edb.tih.no (Lars Garden)
- Date: 16 Jun 1994 13:33:13 GMT
- Organization: Trondheim College of Engineering
-
- Malicious Monarch (Malicious_Monarch@nile.com) wrote:
- : <<"Inferior" video modes are quite useful when you want to sacrifice resolution
- : for speed.>>
- : That's true, but I don't know many people who would like to take a game with
- : pixelated graphics over one that has very precise -shall I say 'crisp'? :) -
- : graphics. There's always more than one way to make a game...
-
- I know a lot of people that would prefer a 320*200 20fps DOOM over a
- 640x480 4fps DOOM.
-
- --
-
- // Lars Gaarden. Student at Trondheim College of Engineering.
- \\ // email: larsg@edb.tih.no IRC: Lynet
- \X/ "But I will rise and I will return like a phoenix from the flame."
- - Siniad O'Conner
-
-
- +++++++++++++++++++++++++++
-
- >From 103t_english@west.cscwc.pima.edu
- Date: 14 Jun 94 14:22:46 MST
- Organization: (none)
-
- In article <2tkmlv$602@beta.qmw.ac.uk>, enry@dcs.qmw.ac.uk (Henry) writes:
- >
- > Shuffling bytes about in memory just puts a huge burden on the processor
- > when it should be calculating something far less menial.
- > Why can I not change the video hardware's screen base pointer, and fill in the
- > newly exposed part of the screen. This eliminates as much bit copying as we
- > like (give enough vram set asside)...
- > It also has the added advantage of having an offscreen pixmap, and being
- > able to display it instantly without blasting bytes through the proccessor,
- > allowing sencible (fast) screen buffering.
- >
- > Is it possible to reliably direct the macs hardware to a different
- > screen buffer?
- > (You can do it on a Mac512k :-)
- > If not, can I do it unreliably?
- > If not, you are all destined to fester in the mouldy crevis of a mac games
- > industry that has about as much chance of producing a decent game, as a
- > cheese sandwich has of sneaking its way past the doorman at the Hilton.
- >
-
- And of course, Apple didn't provide any standard, or at least, *documented*,
- way to do it on the PowerMacs because we all know how worried they are about
- the games industry...
-
- And telling me to go look in the book on creating hardware add-on cards for
- information about the potential for page-flipping in a Mac video card is
- hardly contributing to the upliftment of Apple games-writing, although it could
- be seen as a way of telling potential games-writers on the Mac to bugger-off
- -we don't want you here...
-
-
- Lawson
-
- +++++++++++++++++++++++++++
-
- >From amanda@intercon.com (Amanda Walker)
- Date: Thu, 16 Jun 1994 19:42:43 -0500
- Organization: InterCon Systems Corporation, Herndon, VA USA
-
- larsg@edb.tih.no (Lars Garden) writes:
- > I know a lot of people that would prefer a 320*200 20fps DOOM over
- > a 640x480 4fps DOOM.
-
- Would anyone like a 640x480 15-20fps DOOM in greyscale ... but anti-aliased?
-
- This is actually a serious question.
-
-
- Amanda Walker
- InterCon Systems Corporation
-
-
-
- +++++++++++++++++++++++++++
-
- >From shirleyd@cognos.COM (Dieter Shirley)
- Date: Thu, 16 Jun 1994 19:49:57 GMT
- Organization: Cognos Incorporated, Ottawa CANADA
-
- Michael A. Kelly (mkelly@cs.uoregon.edu) wrote:
- : In article <2tmq0b$t70@news.kth.se>,
- : Jon Wdtte <d88-jwa@mumrik.nada.kth.se> wrote:
- : >
- : >>Is it possible to reliably direct the macs hardware to a different
- : >>screen buffer?
- : >
- : >Only if you want to special-case for dozens of video cards.
-
- : What? I was under the impression that it can't be done in any case (except
- : for some of the classic Macs of course) because the pointer to the video
- : buffer is in hardware. So you're saying it's possible to do page-flipping
- : on a Mac? How do you swap the pointer? It sounds like you're also saying
- : that the second page has to be in video memory, right?
-
- Yeah, there is a call, documented in the legendary IM: Cards and Drivers
- that video card developers can support which allows page flipping. Of
- course, all of the card developers do it a little bit differently. (Not
- the page flipping, but drawing to the different pages.) Add to this that
- most (if not all) internal video Macs don't support this and not all
- video cards do, and you've got to write normal code for those cases anyways.
-
- But, it can and has been done. Try playing OIDS on a slower machine, like
- a IIci or IIcx with a Toby 8-bit card, then install MaxAppleZoom, which
- uses the extra VRAM for it's own purposes and see what OIDS looks like
- *without* the page flipping. Very hideous.
-
- Later,
- -dete
-
- +++++++++++++++++++++++++++
-
- >From y-tony@bu.edu (Yan Lee)
- Date: 17 Jun 1994 02:11:39 GMT
- Organization: Boston University
-
- Amanda Walker (amanda@intercon.com) wrote:
- : larsg@edb.tih.no (Lars Garden) writes:
- : > I know a lot of people that would prefer a 320*200 20fps DOOM over
- : > a 640x480 4fps DOOM.
-
- : Would anyone like a 640x480 15-20fps DOOM in greyscale ... but anti-aliased?
-
- : This is actually a serious question.
-
- Would grayscale actually make a difference in speed? It is still
- following 8-bits of color/shades.
-
- : Amanda Walker
- : InterCon Systems Corporation
-
-
- P.S. Thanks for the enormous responses about scrolling. I never expected
- so much input!
-
- Tony
-
-
- +++++++++++++++++++++++++++
-
- >From chris-b@cs.auckland.ac.nz (Chris Burns)
- Date: Fri, 17 Jun 1994 18:22:36 +1200
- Organization: HyperMedia Unit, Auckland University
-
- In article <2tnbpm$f24@unix.sri.com>, mxmora@unix.sri.com (Matt Mora)
- wrote:
-
- > In article <CrFutw.Bx0@mv.mv.com> mikec@mv.mv.com (Mike Callaghan) writes:
- >
- > >What about programs like Stepping Out? It did great full-screen scrolling
- > >relatively quickly even on a Mac Plus. I realize that doing this in a
- > >window is a completely different story, but how did Stepping Out accomplish
- > >it? Is it possible to set up a giant bitmap (or pixmap) and simply alter
- > >the address where the Mac thinks its screen is?
- >
- >
- > Stepping out only had 22k of data to blit to worry about. Color Macs
- > have about 300k of data to blit. Big difference.
-
- Is it possible to use the MMU to scroll without blitting? This may only
- work with RBV (and even then I think I remember something about the
- hardware getting frame buffer data from physical address $00000000).
-
- Chris B
- - ---------------------------------------------------------------------
- NewZealand:AucklandUniversity:ComputerScience:HyperMediaUnit:ChrisBurns
- Internet: chris-b@cs.auckland.ac.nz
- Phone: +64 9 373-7599 x6194
- Fax: +64 9 373-7453
- - ---------------------------------------------------------------------
-
- +++++++++++++++++++++++++++
-
- >From byrne1@husc8.harvard.edu (Laurence Byrne)
- Date: 17 Jun 94 14:17:16 GMT
- Organization: Harvard University, Cambridge, Massachusetts
-
- y-tony@bu.edu (Yan Lee) writes:
-
- >Amanda Walker (amanda@intercon.com) wrote:
- >: larsg@edb.tih.no (Lars Garden) writes:
- >: > I know a lot of people that would prefer a 320*200 20fps DOOM over
- >: > a 640x480 4fps DOOM.
- >: Would anyone like a 640x480 15-20fps DOOM in greyscale ... but anti-aliased?
- >: This is actually a serious question.
-
- >Would grayscale actually make a difference in speed? It is still
- >following 8-bits of color/shades.
-
- I would imagine that the purpose of going to grayscale is not to directly
- speed up the graphics - as you point out, it's still 8 bits - but instead
- to make the anti-aliasing more effective/less noticeable. (The human eye
- having a limit to its ability to resolve shades of gray.) Personally, to
- get back to the original question, I think I'd find that a gray Doom
- lost about 30% of its entertainment value - it'd probably be almost as
- much fun to play, but there's still a world of difference between colour and
- b/w....
-
- --
- - -----------------------------------------------------------------------------
- Laurence Byrne un chien andalusia byrne1@husc.harvard.edu
- Hist/CS *finger @byrne1.student.harvard.edu for PGP pubkey*
-
- A zygote is a gamete's way of producing more gametes.
- This may be the purpose of the universe. - Lazarus Long
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@mumrik.nada.kth.se (Jon Wdtte)
- Date: 17 Jun 1994 20:30:07 GMT
- Organization: The Royal Institute of Technology
-
- In <2tnei7$t1u@majestix.cs.uoregon.edu> mkelly@cs.uoregon.edu (Michael A. Kelly) writes:
-
- >buffer is in hardware. So you're saying it's possible to do page-flipping
- >on a Mac? How do you swap the pointer? It sounds like you're also saying
- >that the second page has to be in video memory, right?
-
- Yes. There are DOCUMENTED video driver calls to do that, but not all
- video cards support them, and almost no video cards have enough memory
- to make the feature useful.
-
- >We might even be able to scroll full screen at a decent frame rate, and still
- >have time for all the other game computations.
-
- When scrolling is a big matter, those "other game computations" usually
- shring to insignificance (on the order of one line of scrolling pixels...)
-
- Anyway, locking yourself to a specific blitter is OK for machines with
- a short usable life span, but for anything that's supposed to improve
- and stay compatible, it's not really a good idea.
-
- However, Apple COULD HAVE put a blitter in the lower-power models and
- had it accellerate CopyBits. I guess another $50-100 in the retail channel
- wasn't deemed worth it.
-
- Cheers,
-
- / h+
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
-
- "My boss made me say it. He dares you to sue!"
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@mumrik.nada.kth.se (Jon Wdtte)
- Date: 17 Jun 1994 20:34:55 GMT
- Organization: The Royal Institute of Technology
-
- In <byrne1.771862636@husc8.harvard.edu> byrne1@husc8.harvard.edu (Laurence Byrne) writes:
-
- >I would imagine that the purpose of going to grayscale is not to directly
- >speed up the graphics - as you point out, it's still 8 bits - but instead
- >to make the anti-aliasing more effective/less noticeable. (The human eye
- >having a limit to its ability to resolve shades of gray.) Personally, to
-
- Actually, I think black/white means 4-bit mode, in which you can do
- page flippin on many vide cards, and palette flipping on the others.
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
-
- "My boss made me say it. He dares you to sue!"
-
- +++++++++++++++++++++++++++
-
- >From lewistot@netcom.com (John Lewis)
- Date: Sat, 18 Jun 1994 07:04:43 GMT
- Organization: NETCOM On-line Communication Services (408 261-4700 guest)
-
- 103t_english@west.cscwc.pima.edu wrote:
- : And of course, Apple didn't provide any standard, or at least, *documented*,
- : way to do it on the PowerMacs because we all know how worried they are about
- : the games industry...
-
- Actually, Apple is very concerned about the game industry. At Maxis (the
- SimCity people), we receive pre-release documentation and beta software almost
- weekly. Our experience is not unique either. At a recent PowerMac hands-on
- development seminar I went to, one third of the companies invited were game
- companies.
-
- Using some "dirty rectangle" techniques, I can acheive some fairly decent fps
- rates on slower Macs and some damn spectacular fps rates on PowerMacs.
-
- : And telling me to go look in the book on creating hardware add-on cards for
- : information about the potential for page-flipping in a Mac video card is
- : hardly contributing to the upliftment of Apple games-writing, although it could
- : be seen as a way of telling potential games-writers on the Mac to bugger-off
- : -we don't want you here...
-
- You might try going back to the books to investigate other means of doing
- fast scrolling other than page flipping. With a little care, Copybits can
- do some amazing things. Also, try actually finding out what people in the
- game industry think of Apple BEFORE you go flaming them.
- --
- - -------------------------------------------------------------------------
- John "I'ld rather be skydiving" Lewis|#include "standard .sig BS" |Witty |
- lewistotle@netcom.com <- prefered |Blue Skies to all skydivers.|text |
- jlewis@maxis.com <- work |USPA 87419, C-22826 |picture|
- lewistotle@aol.com <- rarely |<Fnord> |comming|
-
- +++++++++++++++++++++++++++
-
- >From alex@metcalf.demon.co.uk (Alex Metcalf)
- Date: Sat, 18 Jun 1994 11:20:49 GMT
- Organization: Best Before Yesterday
-
- In article <1994Jun13.103349.1@csc.canterbury.ac.nz>,
- misc173@csc.canterbury.ac.nz wrote:
-
- >
- > > I missed the original post, but if it's about full screen scrolling at
- > > 30fps, that's still pretty much impossible. There are several solutions
- > > people have used, such as the draw-every-other-line approach in Deliverance
- > > to improve speed on slower Macs. Also, QuickTime 2 does it, though that
- > > doesn't count (I think it doesn't really redraw all the screen all the
- > > time).
- > >
- > > Someone sent me a test result from a PowerMac: straight blitting a 640x480
- > > image to the screen and doing nothing else, the frame rate was only about
- > > 25fps. Games would also do lots of drawing offscreen
- >
- > I couldn't believe this post when I read it yesterday, so I went home
- > and wrote a 640x480x8bit RAM scroller, it starts at 0 and scrolls up through
- > RAM, copying it to the screen, one line per frame. It got 40 fps on my 605, and
- > I know that it could be optimised more, unrolling the inner loop, etc. I tried
- > a variety of resolutions and interpolation techniques and gained some
- > interesting insights. If you reduce the screen size the speed increases
- > proportionaly, 320x240x8bit at 150fps. Using alternate lines doubles the speed
- > again ( and looks fairly good against black ), pixel doubling is very slow, I
- > havent tried using movep yet, but it should speed things up ( if it works ).
- > This routine uses only move.l, as I intend to program for 040's I will
- > try move16, which should speed things up about 3x.
- > The final conclusion is that whoever wrote that ppc blitter ain't very
- > good, I know enough assembly to this, and other simple graphics routines, but
- > it still goes reasonably fast ( at least 10% faster than copybits ). Full
- > screen scrolling is possible, and if someone asks for it I'll even post my
- > code.
-
- I've left all my news to the weekend to answer, so I've finally got round
- to reading it to find I haven't been holding up my side fo the argument.
- :-)
-
- Full screen scrolling IS impossible for a game, because you don't take into
- account the huge amount of offscreen drawing which is done before the image
- is blitted to the screen. Often only 20 percent or even less of the time is
- for copying to the screen, and the rest is drawing masked objects, new
- areas, etc. to the offscreen worlds.
-
- But you're right about direct copying: if you wanted to, you can redraw a
- whole screen >30 fps. Bit of a boring game, though. :-)
-
- Best wishes,
-
-
-
- Alex
-
- --
- Alex Metcalf, Best Before Yesterday
- Mac programmer in C, C++, HyperTalk, assembler
- Juggler, 3-ball tricks
-
- Internet: alex@metcalf.demon.co.uk
- Fax (UK): (0570) 45636
- Fax (US / Canada): 011 44 570 45636
-
- +++++++++++++++++++++++++++
-
- >From amanda@intercon.com (Amanda Walker)
- Date: Mon, 20 Jun 1994 17:06:08 -0500
- Organization: InterCon Systems Corporation, Herndon, VA USA
-
- In article <2tr0or$j5a@news.bu.edu>, y-tony@bu.edu (Yan Lee) writes:
- > Would grayscale actually make a difference in speed? It is
- > still following 8-bits of color/shades.
-
- For anti-aliased texture mapping, 8-bit gray scale takes a lot less memory
- than 24-bit color, and is somewhat faster...
-
-
- Amanda Walker
- InterCon Systems Corporation
-
-
-
- +++++++++++++++++++++++++++
-
- >From amanda@intercon.com (Amanda Walker)
- Date: Mon, 20 Jun 1994 17:07:14 -0500
- Organization: InterCon Systems Corporation, Herndon, VA USA
-
- d88-jwa@mumrik.nada.kth.se (Jon Wtte) writes:
- > Actually, I think black/white means 4-bit mode, in which you can do
- > page flippin on many vide cards, and palette flipping on the others.
-
- Nope, I meant 8-bit gray scale. This way I don't need 24 bit texture maps,
- and don't have to reduce it to an 8-bit palette, both of which would increase
- the possible speed.
-
-
- Amanda Walker
- InterCon Systems Corporation
-
-
-
- +++++++++++++++++++++++++++
-
- >From s3026557@titanic.mpce.mq.edu.au (Duncan Anker)
- Date: 23 Jun 1994 09:33:53 GMT
- Organization: Macquarie University, School of Mathematics, Physics, Computing and Electronics
-
- Amanda Walker (amanda@intercon.com) wrote:
- : larsg@edb.tih.no (Lars Garden) writes:
- : > I know a lot of people that would prefer a 320*200 20fps DOOM over
- : > a 640x480 4fps DOOM.
-
- : Would anyone like a 640x480 15-20fps DOOM in greyscale ... but anti-aliased?
-
- : This is actually a serious question.
-
- Given that the Mac I normally use (apart from those cute powerbooks :-)
- has a greyscale moniter, I hardly think I'd miss the colour.
-
- So a serious answer to a serious question. Yes, I would like a 640x480
- 15-20fps DOOM in greyscale. Are you writing one, Amanda?
-
- --
- s3026557@titanic.mpce.mq.edu.au * Duncan Anker * duncan@newling2-00.une.edu.au
-
- O.K. Scotty, real funny. Now beam down my clothes!
-
- ---------------------------
-
- >From gneufeld@superior.carleton.ca (Grant Neufeld)
- Subject: MacPerl- Redirecting STDIN & STDOUT
- Date: Sat, 25 Jun 1994 17:22:23 GMT
- Organization: Carleton University
-
- I haven't managed to figure out how to redirect STDIN and STDOUT in
- MacPerl. I have a script that runs as follows in UNIX:
-
- myscript <mysourcefile >myoutputfile
-
- I want to be able to specify at least mysourcefile (I can save the
- contents of the MacPerl console for the output) without having to do
- anything drastic to my source code.
-
- Any direction (including where to look in the docs/help so I can RTFM)
- would be much appreciated.
-
- --
- Grant Neufeld - gneufeld@ccs.carleton.ca - Ottawa, Ontario, Canada
- <A HREF="http://arpp1.carleton.ca/Grant/Grant.html">Grant Neufeld</A>
- Apple Research Partnership Program, +1 (613) 788-2600 extenstion 3537
- My views are too extreme to be anyone else's
-
- +++++++++++++++++++++++++++
-
- >From grbr@arapaho.ucsc.edu (Terry Gritton)
- Date: Sat, 25 Jun 94 17:48:47 GMT
- Organization: University of California, Santa Cruz
-
- In Article <CryqxB.GDs@cunews.carleton.ca>, gneufeld@superior.carleton.ca
- (Grant Neufeld) wrote:
- >I haven't managed to figure out how to redirect STDIN and STDOUT in
- >MacPerl. I have a script that runs as follows in UNIX:
- >
- > myscript <mysourcefile >myoutputfile
- >
- >I want to be able to specify at least mysourcefile ...
-
- You could just use drag and drop, drag the input file onto the icon of the
- program. Then in the perl program you need to read the first argument.
- Something like
-
- #!/usr/bin/perl
-
- # Useage(commandline): Prog file1
- # Useage(Mac GUI): drop input file on Prog icon
-
-
- $file1 = @ARGV[0];
-
- open(FILE, $file1) || die "Can't open $file: $!\n";
- while (<FILE>) {
- foreach $i (split) {
- $file1contents{ $i } = 'file1';
- }
- }
- close(FILE);
-
- - ----------------------------------------------------------------
- Terry Gritton
- "the reason people so often lie
- Interests: is that they lack imagination:
- glycoproteins as they don't realize that the truth, too,
- intercellular is a matter of invention."
- interregulatory Antonio Machado
- messages
-
-
- ---------------------------
-
- >From peskin@caip.rutgers.edu (Richard L. Peskin)
- Subject: PowerPC floating point issue
- Date: 21 Jun 94 18:20:39 GMT
- Organization: Rutgers Univ.
-
- Can anyone give me a "simple" explanation for the very poor floating
- point performance of the PowerPC's (native code) when transcendental
- funtions are involved? Is this just a poor library implementation
- problem? Is Apple planning to address this issue anytime soon?
- --dick peskin
- =================================
- R. L. Peskin, Rutgers Univ. ; <peskin@caip.rutgers.edu>; 908/932-3685
- "Good work is always done in defiance of management." R. Woodward
-
- +++++++++++++++++++++++++++
-
- >From weare@galaxy.ucr.edu (christopher weare)
- Date: 21 Jun 1994 15:04:58 -0700
- Organization: University of California, Riverside
-
- In article <Jun.21.14.20.38.1994.24577@cesl.rutgers.edu>,
- Richard L. Peskin <peskin@caip.rutgers.edu> wrote:
- >Can anyone give me a "simple" explanation for the very poor floating
- >point performance of the PowerPC's (native code) when transcendental
- >funtions are involved? Is this just a poor library implementation
- >problem? Is Apple planning to address this issue anytime soon?
- >--dick peskin
- >=================================
- >R. L. Peskin, Rutgers Univ. ; <peskin@caip.rutgers.edu>; 908/932-3685
- >"Good work is always done in defiance of management." R. Woodward
-
- The simple reason is that MathLib (the library supplied by apple) is very
- slow. IBM's equivalent lib is about 10 times faster. Apple says they
- "are aware of the problem" and are working on a fix. If anyone knows when
- that might be I'd love to hear. Personaly, I think apple should have tried
- to license the IBM lib, but ofcourse, I have no idea what was involoved in the
- creation of MathLib. I serriously doubt that apple will do as good a job on
- their lib as IBM did, but I hope I am wrong. Ofcourse i mean FAST when i say
- good.
-
- Chris
- weare@galaxy.ucr.edu
-
-
-
- +++++++++++++++++++++++++++
-
- >From Todd M. Morin <toddm@truevision.com>
- Date: 24 Jun 1994 15:38:55 GMT
- Organization: Truevision Inc., Indianapolis, IN
-
- I saw the below announcement on Compuserve a couple days ago, and it's
- relevant to this issue. I haven't contacted him yet, so I don't know what
- his license fees are.
-
- --ToddM.
-
- - ------------------------------------------------------------------------
- - ---------------------
- Announcement to anyone using the Math Library provided for Power PC
- Macintoshes!
-
- After recompiling a piece of scientific code for the PowerPC which spends
- most of its time computing transcendental functions and sqrts and achieving
- very poor performance, I investigated the Apple Math Library for the Power
- PC's. I found it to be extremely slow, and am not sure why. However, I
- have since produced a library of my own for computing functions about 4-5
- times faster than the Apple library.
-
- This library currently implements sin(), cos(), exp(), pow(), sqrt(), log(),
- tan(), atan(), sinh(), cosh(), log1p(), and expm1(), along with low level
- functions ldexp() and frexp(). It does not (presently) do any IEEE-754/NCEG
- (etc) exception handling, but in all cases correctly handles and returns
- NaN's, Inf's and denorms as appropriate. The accuracy of the functions is
- typically about 1-2 LSB (i.e. about 1-2e-16) for most input values.
-
- This library is available as an xcoff file (compatible with MPW linking and,
- hence, Symantec C++ and MPW). It consists of routines of my own design, and
- is therefore assured to not be pirated or to infringe on any copyrights.
- The routines were compiled on and IBM RS/6000 601-based workstation, using
- the highly optimizing level of the xlc compiler. They contain no POWER
- instructions, so they should be compatible with 601, 603, 604 & 620 (etc.)
- machines as they become available.
-
- If you are interested, please contact me about licensing, either for single
- machine licenses, licenses to distribute in compiled code, or licenses to
- distribute in object form to accompany development environments. Also, if
- you are interested in seeing other functions beyond my 'top ten' list added
- to the library, I would be glad to do so.
-
- Also, Xenotek has expertise in writing fast numerical algorithms and data
- acquisition/control systems. If you have need of such custom development,
- please contact us.
-
- Marcus Mendenhall, Ph.D.,
- Xenotek, Inc.
- (615)297-5756
- or via Compuserve mail (76344,251)
-
- +++++++++++++++++++++++++++
-
- >From weare@galaxy.ucr.edu (christopher weare)
- Date: 24 Jun 1994 12:21:18 -0700
- Organization: University of California, Riverside
-
- [bunch o stuff deleted describing a faster lib replacement for MathLib]
-
- Some questions for the developer:
-
- 1) How does your library compare to IBM's math library? Post on this channel
- sugest that the IBM lib is about 10 times faster than apple's when running the
- savage (is that the name?) benchmark. Could you compare your lib to IBM's usingthat benchmark please.
-
- 2) Are you aware that apple is promising to upgrade thier library "soon".
-
- 3) Could you write a lib using floats instead of doubles so we have a choice
- of fast vs accurate?
-
- Thanks
-
- Chris
- weare@galaxy.ucr.edu
-
-
- +++++++++++++++++++++++++++
-
- >From AppleGG@lamg.com (Gordon Apple)
- Date: 25 Jun 1994 12:06:20 -0000
- Organization: Los Angeles Macintosh Group BBS
-
- >3) Could you write a lib using floats instead of doubles so we have a choice
- >of fast vs accurate?
-
-
- I doubt that floats are any faster than doubles on the PPC although they
- would certainly be faster on a non-FPU 68K.
-
- However, please, please, please give us the fastest trancedentals
- possible, even at an (optional) sacrafice of accuracy. There are many signal
- processing applications where 8-bit accurachy is overkill and floats are way
- overkill. (You'd be amazed at things we used to do in space and military
- programs with three-bit A/D converters.)
-
-
-
- ---------------------------
-
- >From bb@lightside.com (Bob Bradley)
- Subject: Q: Thread Manager - How do I benefit?
- Date: Wed, 22 Jun 1994 06:10:21 -0800
- Organization: Lightside, Inc.
-
- In Develop 17, in the article about concurrent processing with the Thread
- Manager, it says I'll be able to do other processing while a modal dialog
- is up. In my app, I have 2 event queues, the normal WNE event queue and a
- custom event queue that I've created. I've set these up as
- YieldToUserProcess() and
- YieldToCustomProcess() which simple pull the event out of the queue (if one
- exists) and process the event. During my ModalDialog() loop, I call my
- YieldToCustomProcess() routine each time thru.
-
- How would I benefit from using the Thread Manager (PowerPC)? From what I've
- gathered it appears to do just what I've done but, in a more generalized
- manner (ie not stuck with just my limited event queue). How does calling
- YieldToAnyThread() differ in functionality?
-
- +++++++++++++++++++++++++++
-
- >From Ken Prehoda <kenp@nmrfam.wisc.edu>
- Date: 23 Jun 1994 15:13:50 GMT
- Organization: Univ of Wisc-Madison
-
- In article <bb-220694061021@user48.lightside.com>
- Bob Bradley, bb@lightside.com writes:
- >How would I benefit from using the Thread Manager (PowerPC)? From what
- I've
- >gathered it appears to do just what I've done but, in a more generalized
- >manner (ie not stuck with just my limited event queue). How does calling
- >YieldToAnyThread() differ in functionality?
-
- The case that you give is a small benefit of the thread manager. As you
- have shown, it is possible to get similar results for modal dialogs
- without using the thread manager (although it's simpler with the
- thread manager).
-
- However, the thread manager lets you process a couple thousand
- fourier transforms (or any other time consuming process in your app)
- while still having the interface very responsive. Unfortunately,
- the powerpc version doesn't have preemptive threads and that makes
- it a little less attractive.
-
- Oh, if you're asking how YieldToAnyThread() is different, it is
- different in the sense that control is passed on to multiple threads
- in a round-robin fashion (cooperatively speaking) whereas your
- control functions just switch between two event queues. Preemptive
- threads snatch time from each cooperative thread in a round-robin
- fashion.
-
- -Ken Prehoda
- kenp@nmrfam.wisc.edu
-
- +++++++++++++++++++++++++++
-
- >From Jens Alfke <jens_alfke@powertalk.apple.com>
- Date: Thu, 23 Jun 1994 17:36:54 GMT
- Organization: Apple Computer
-
- Bob Bradley, bb@lightside.com writes:
- > How would I benefit from using the Thread Manager (PowerPC)? From what I've
- > gathered it appears to do just what I've done but, in a more generalized
- > manner (ie not stuck with just my limited event queue). How does calling
- > YieldToAnyThread() differ in functionality?
-
- The Thread Manager is a much smoother implementation of what you've done.
- Your stuff relies on external objects you call 'events'. You have to
- interrupt your processing to handle an event, and can't continue with what
- you were doing until that event finishes. Threads, on the other hand, have
- different stacks and can switch in and out. When a thread calls Yield, other
- threads get a chance to run, but the thread that called Yield also keeps
- running as soon as its time comes around when another thread yields.
-
- Think of how your stuff would (not) work if one of your custom events
- involved downloading a 10 megabyte file. What if you got two of these events?
- One would have to wait until the first one finished. Your stuff can handle
- events sequentially but can't interleave them, whereas threads can.
-
- --Jens Alfke
- jens_alfke@powertalk Rebel girl, rebel girl,
- .apple.com Rebel girl you are the queen of my world
-
- +++++++++++++++++++++++++++
-
- >From bb@lightside.com (Bob Bradley)
- Date: Thu, 23 Jun 1994 10:11:21 -0800
- Organization: Lightside, Inc.
-
- In article <1994Jun23.173654.22435@gallant.apple.com>, Jens Alfke
- <jens_alfke@powertalk.apple.com> wrote:
-
- > Think of how your stuff would (not) work if one of your custom events
- > involved downloading a 10 megabyte file. What if you got two of these events?
- > One would have to wait until the first one finished. Your stuff can handle
- > events sequentially but can't interleave them, whereas threads can.
-
- When using only cooperative threads, could I use a single thread to
- download a 10 meg file and would calling YieldToAnyThread() stop that large
- thread to process other threads or would I have to add a lot of
- YieldToAnyThread() calls within that large thread? I'm a little confused
- about how other threads would get time while one thread is executing. I
- thought cooperative threads would still have to execute one after the
- other. Am I totally lost?
-
- +++++++++++++++++++++++++++
-
- >From d88-jwa@dront.nada.kth.se (Jon Wdtte)
- Date: 24 Jun 1994 08:36:40 GMT
- Organization: The Royal Institute of Technology
-
- In <bb-230694101122@user37.lightside.com> bb@lightside.com (Bob Bradley) writes:
-
- >about how other threads would get time while one thread is executing. I
- >thought cooperative threads would still have to execute one after the
- >other. Am I totally lost?
-
- Sort of. Calling YieldToAnyThread() basically says "I can take a pause
- now, let another thread continue from where it was created/yielded last."
- Then, when that thread calls YieldToAnyThread(), you'll eventually get
- back to the first thread, which will continue from the Yield call.
-
- When you do downloads, the serial port is usually so slow that it's
- DEFINATELY worthwile to do async reads and yield. With the async SCSI
- manager, you can do that on file I/O as well.
- --
- -- Jon W{tte, h+@nada.kth.se, Mac Software Engineer Deluxe --
-
- What we need is a good GNU [...] licence manager implementation.
- -- Raphael Manfredi
-
- ---------------------------
-
- >From soetji+@G.GP.CS.CMU.EDU (Soetjianto)
- Subject: prevent update when call TEDelete, TEInsert??
- Date: Thu, 23 Jun 1994 22:01:31 GMT
- Organization: School of Computer Science, Carnegie Mellon
-
- I am doing all sorts of manipulation on a TE,
- using TEScroll, TEDelete, TEInsert. I want
- the user only see the final state of the TE after
- all manipulations have been done. Is there a way to
- do this? I have tried ValidRect(), but it doesn't work.
- Any idea how to do it?
-
- thanks!
- soetji@g.gp.cs.cmu.edu
-
- +++++++++++++++++++++++++++
-
- >From Jens Alfke <jens_alfke@powertalk.apple.com>
- Date: Fri, 24 Jun 1994 17:02:08 GMT
- Organization: Apple Computer
-
- Soetjianto, soetji+@G.GP.CS.CMU.EDU writes:
- > I am doing all sorts of manipulation on a TE,
- > using TEScroll, TEDelete, TEInsert. I want
- > the user only see the final state of the TE after
- > all manipulations have been done. Is there a way to
- > do this?
-
- You could either set the TE record's viewRect to an empty Rect, or set the
- port's clipping region to an empty region (call ClipRect with an empty rect.)
- Of course, you have to set them back to normal afterwards.
-
- You may find this rather slow if you are doing a lot of work. If you're using
- monostyled Text (i.e. you called TENew rather than TEStylNew) you can speed
- things up by directly munging the text in the hText handle, then calling
- TECalText at the end. The Munger trap is the best way to do this kind of
- insertion/substitution/deletion on a handle, although its interface is
- somewhat hard to figure out at first.
-
- --Jens Alfke
- jens_alfke@powertalk Rebel girl, rebel girl,
- .apple.com Rebel girl you are the queen of my world
-
- ---------------------------
-
- End of C.S.M.P. Digest
- **********************
-
-
-