[quote] it really does allow component-oriented programming where the contracts are enforced via interfaces or discovered via reflection.
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Thanks. That’s a great one, but I’d not really been thinking of it as a low-level practical thing - more as a platform thing - yet it is a low-level concrete thing.
Ditto your other good points.
Sad but true, I was in danger of forgetting to mention javadoc. This would be unforgivable. C++ colleagues still strut around saying “yeah, I use doxygen for everything” as if it makes them a cut above the rest of the C++ developers.
Show doxygen to a typical java programmer and watch them die in horror.
Or, if you’re old enough, go back through some old API docs and wonder how you retained your sanity with such horrendous documentation. I found myself stuggling to blieve that I really coded against such vaguely-defined ****!
This one is bothering me quite seriously. Games devs really care about speed of access to memory. JNI still has significant per-call overheads, doesn’t it?
I belive this is not a problem for most games dev, since you ought to be batching things to pipelines (hardware, etc) anyway if you care about performance, given the way modern hardware tends to have high-initial-hit-latency, low-subsequent-hit-latency.
But…what is the total overhead for using direct native BB’s for communicating between java and C? I need to revise this (it’s stuff I researched, evaluated against my own work, then didn’t bother to remember the details of, only the conclusions that pertained to the work I was doing at the time :-[)