"Every bit goes through that 5% of code and comes out different. The other 95% is the user interface."
Total nonsense.

I know exactly what languages (multiple) and what programming environments, tools, compilers, linkers, debuggers etc were used to build and develop Photoshop for Mac OS. I helped several of the teams at Apple and Apple third party developers that produced these tools get the job done, and helped Adobe's development teams as needed also.

"I do not know"
is the truest thing you have written here. Your understanding is faulty and your condescension denigrating only to yourself.

Godfrey


On Aug 30, 2005, at 10:20 PM, Graywolf wrote:

Hum, how long you been working with computers? Every bit goes through that 5% of code and comes out different. The other 95% is the user interface. Yep, in Unix (Mac x) and XP that means the API. Modern multiuser/ multitasking OS do not properly allow direct access to the hardware. Nothing I said was incorrect to anyone who understands this stuff. What we are talking about is how the hardware reacts to the software. For example PS uses 2 gigabytes max ram in Windows (even if your system is maxed out with 16 or 32 gigabytes, and whatever the kernel will allow it in Unix (that can be changed simply in Unix, but not I think in windows).

And specifically, I do not know exactly how much is common code between the two platforms. I do not even know what PS is coded in. The programming language can make more difference than the hardware does. I figured we were using educated guesses.

I get the feeling I am talking with school kids here (lots of facts, not much understanding).

graywolf
http://www.graywolfphoto.com
"Idiot Proof" <==> "Expert Proof"
-----------------------------------


Adam Maas wrote:

You stated they were 'two entirely different programs'. Godfrey, who is in a position to know, said that you were incorrect. The only area that you were correct on was how they handle hardware (Actually how they handle the different API's, I'd suspect the internal VM code is essentially similar) and even then you were only peripherally correct. 95% common code in a cross-platform app that's actually directly using the Win32 and Carbon/Cocoa API's is very good coding and certainly not 'two entirely different programs' (I'd expect to see less code commonality for many similar apps). Only apps which use a 3rd party API like GTK+ or wxWindows to allow them easy portability will have more than 95% code commonality between Windows/Mac OS.
-Adam
Graywolf wrote:

Yep, yep, yep....

If anyone else had posted that, I might have figured that I was mistaken. But since you went off like clockwork, it just prooves my point. Only 5% difference and that only has to do with the hardware, you say????

To bad you can't read english!

Why is it when I say something simply you have to prove I am wrong by saying the same thing in a long winded manner. I had a Math teacher just like you, "Yes you can do it in 3 steps that way, but I want you do it this way (spends 15 minutes scribling on the blackboard outlining the problem in 27 steps). The only real difference between you and he is I can safely say, I think you are full of shit.

graywolf
http://www.graywolfphoto.com
"Idiot Proof" <==> "Expert Proof"
-----------------------------------


Godfrey DiGiorgi wrote:



On Aug 30, 2005, at 9:14 AM, Graywolf wrote:


Maybe it needs to be mentioned here. Photoshop for Windows, and Photoshop for Mac X are actually two entirely different programs. Yes they do have a very similar interface and many of the techniques used on one work fine on the other. But in other ways trying to treat them as the same program will lead to utter confusion, especially with regard to how they us the hardware they are loaded on.





Sorry Graywolf, but that's absolutely incorrect. There are detail differences in the user interface and the low level interfaces to the OS graphics systems and memory management functions, but the core and Photoshop application binaries are built at Adobe from at least 95% identical source files.

I worked with these teams at Adobe quite a bit, personally, when I was involved with Apple's development tools engineering group.

Godfrey








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