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speed limitation affects how fast a game runs while the second limitation affects how
fast a game loads.
Due to languages such as Smalltalk, which treats everything as an object (an
impediment for simple problems), and their built-in memory-allocation handling (a
sometimes very slow process), OOP languages have developed a reputation for being
slow and inefficient. C++ remedied this situation in many ways but brought with it
the pitfalls and complexities of C, which are largely undesirable in a distributed
environment such as the Internet. Java includes many of the nicer features of C++,
but incorporates them in a more simple and robust language.
The current drawback to using Java for developing games is the speed of Java
programs, which is significantly slower than C++ programs because Java programs
execute in an interpreted fashion. The just-in-time compilation enhancements
promised in future versions of Java should help remedy this problem.
Currently, Java programs are interpreted, meaning that they go through a
conversion process as they are being run. Although this interpreted approach is
beneficial because it allows Java programs to run on different types of computers, it
greatly affects the speed of the programs. A promising solution to this problem is just
in time compilation, which is a technique in which a Java program is compiled into
an executable native to a particular type of computer before being run.
Today, Java is s till not ready for prime t ime w hen it comes to competing as a
game programmer's language. It just isn't possible yet in the current release of Java to
handle the high-speed graphics demanded by commercial games. To alleviate this
problem, you have the option of integrating native С code to Java programs. This
might or might not be a workable solution, based on the particular needs of a game.
Regardless of whether Java can compete as a high-speed gaming language, it is
certainly capable of meeting the needs of many other types of games that are less
susceptible to speed restrictions.
TEXT 10
THE JPEG STILL PICTURE COMPRESSION STANDARD
Introduction
Advances over the past decade in many aspects of digital technology –
especially devices for image acquisition, data storage, and bitmapped printing and
display – have brought about many applications of digital imaging. However, these
applications tend to be specialized due to their relatively high cost. With the possible
exception of facsimile, digital images are not commonplace in general-purpose
computing systems the way text and geometric graphics are. The majority of modern
business and consumer usage of photographs and other types of images takes place
through more traditional analog means.
The key obstacle for many applications is the vast amount of data required to
represent a digital image directly. A digitized version of a single, color picture at TV
resolution contains on the order of one million bytes; 35mm resolution requires ten
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