On Sep 25, 2006, at 2:32 PM, Theodore H. Smith wrote:

yeah, the number one trick is to work in the lowest res you can.

And use a modern computer... old computers could probably do just as well, if you worked in C.

there are tons of other tricks, like processing every pixel in a
frame at once via veclib,

Which is probably written in C.

or converting picture objects directly to
ptrs to remove RB's image access overhead.  its all pretty declare
heavy though.

To libraries written in C.

now that RB has ptrs, I've found my coding tricks have
changed a lot - i'm doing more and more in tight loops byte by byte.

Which is doing low level stuff, like you'd do in C.

but for blurs / distortions/ fft etc, the vImage and vDSP libraries
on mac offer huge speed gains.  And lately I've been moving more and
more processing to the GPU via opengl.

I think you can guess my point on this one also ;)

Basically, the image processing code you made in RB, you are either getting from using stuff made in C, or getting because RB in some ways is starting to overlap C's approach.

All we really need is some nice proper typed pointers, a few syntaxy stuff like *p++ , and the compiler to optimise pointer work.


so? are you trying to say you'd like the speed of C but not have to work hard (like would still need to in C)? this kind of work isn't ever going to be entry level. (well, not for the next few years) personally, i'm not gonna wait around for RB to add a stereoscopic vision control. and i think you gain very little at this point coding projects like this in C.

now, in the interest of harmony, i agree we should get more stuff to help users do high speed apps. i'd suggest some compiler optimizations for ptrs. and the one problem i see with RB that periodically makes me pine for Xcode, is the lack of a multiprocessor friendly framework. the fact that simple object allocations and string operations aren't thread safe is a major PITA.

mike
--
Mike Woodworth
[EMAIL PROTECTED]


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