From: "jsnX" <jason.dusek@gmail.com>
Subject: Re: Game Programming / Graphics
Date: 3 Apr 2005 07:52:06 -0700
Date: 2005-04-03T07:52:06-07:00 [thread overview]
Message-ID: <1112539926.068726.93830@z14g2000cwz.googlegroups.com> (raw)
In-Reply-To: <271ug8iv5jlv.1fh0nt13vc9t7$.dlg@40tude.net>
> Ada's numerics are based on a contract model. Ada's
> numerics are true types. You can have different numeric
> types and the compiler will prevent you from mixing them,
> if you do not define corresponding operations. As
> types they may have constrained subtypes with range
> checks enforced. Other differences are that Ada has
> fixed point binary and decimal numbers additionally to
> the floating-point ones.
sounds pretty neat, but is it computationally expensive? if i write
numeric stuff in Ada (vector operations, special functions, physics
stuff) will it be in general:
a) slower than the same stuff written in good (templated) C++
b) faster than the same stuff written in good (templated) C++
c) hard to say - sometimes faster, sometimes slower
d) hard to say - depends heavily on compiler
e) other - please write in
--
jsnX
next prev parent reply other threads:[~2005-04-03 14:52 UTC|newest]
Thread overview: 17+ messages / expand[flat|nested] mbox.gz Atom feed top
2005-04-02 19:54 Game Programming / Graphics jsnX
2005-04-02 22:35 ` Luke A. Guest
2005-04-03 15:01 ` jsnX
2005-04-03 16:51 ` Luke A. Guest
2005-04-03 17:18 ` jsnX
2005-04-03 17:25 ` Leif Roar Moldskred
2005-04-03 18:37 ` beliavsky
2005-04-13 22:15 ` Lionel Draghi
2005-04-26 1:37 ` adaworks
2005-04-26 17:50 ` Dr. Adrian Wrigley
2005-04-03 8:53 ` Dmitry A. Kazakov
2005-04-03 14:52 ` jsnX [this message]
2005-04-03 15:51 ` Pascal Obry
2005-04-03 17:23 ` jsnX
2005-04-03 18:19 ` Pascal Obry
2005-04-03 16:10 ` Dmitry A. Kazakov
2005-04-10 10:05 ` step_y
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