"I for one don't leave anything up to a C compiler when it comes to a
hot spot so there is no way I am putting my life in the hands of a
JIT."

Then you should quit working with Android and go back to Windows.
Android will be using a JIT soon enough, probably in the next major
turn of the crank.

A good JIT can do a far better job of optimizing performance than you
can in C.

On Aug 4, 8:27 am, Leigh McRae <leigh.mc...@lonedwarfgames.com> wrote:
> The imports is the whole issue. I was not aware of stub classes but my
> initial googling shows me it's some kind of remote object and that sure
> doesn't sound fast.  Anyway thank you for the point and I will look into it.
>
> I for one don't leave anything up to a C compiler when it comes to a hot
> spot so there is no way I am putting my life in the hands of a JIT.  I
> think part of the issue could be the type of projects being written.  
> For an app that is mainly data entry and isn't constantly requiring
> every last cycle from the CPU then I would rather use interfaces or
> maybe even these stubs but not for a real-time game.
>
> Every single game project I have worked has had math functions that are
> conditionally compiled based on platform.
>
> On 8/3/2010 9:55 PM, dm1973 wrote:
>
>
>
> > if (Platform.OS == BLACKBERRY){
> >     // DO blackberry
> > }else{
> >   // DO JAVA
> > }
>
> > class Platform{
> >      static final int OS = BLACKBERRY;
> > }
>
> > The only trick part is doing the imports. Stub classes are a one way.
> > Interfaces (don't worry about the performance overhead. Count on the
> > JIT to optimize the code until it is proven to be a problem. HotSpot
> > is great at optimizing simple cases like this. I expect Dalvik will be
> > also in  another year) are another way. You could also do a build
> > system approach (include different versions depending on what you are
> > doing). Even in C/C++ #define code like this is rarely the best way to
> > go. I always put platform specific code in platform specific files.
> > Some of that is personal preference but my team found it much easier
> > to maintain.
>
> --
> Leigh McRaewww.lonedwarfgames.com

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