Re: Return of the Applets?

From:
Kevin McMurtrie <mcmurtrie@pixelmemory.us>
Newsgroups:
comp.lang.java.programmer
Date:
Wed, 08 Apr 2015 22:17:23 -0700
Message-ID:
<mcmurtrie-BF8419.22172308042015@news.sonic.net>
In article <55242050$0$2821$e4fe514c@news2.news.xs4all.nl>,
 Silvio <silvio@internet.com> wrote:

On 04/07/2015 06:38 PM, Stefan Ram wrote:

Kevin McMurtrie <mcmurtrie@pixelmemory.us> writes:

Applets died because their API and packaging is a complete wreck.


   Yet the quite recent Java EE 7 tutorial at Oracle says:
                               ===
       ?1.3.2 Java EE Components? ... ?

       The Java EE specification defines the following Java EE
       components:

       ? Application clients and applets are components that
       run on the client. =======

       ? Java Servlet, JavaServer Faces, and JavaServer Pages
       (JSP) technology components are web components that run
       on the server.

       ? EJB components (enterprise beans) are business
       components that run on the server.?

number and pixel crunching difficult. (Java sucks at arrays of objects
but arrays of primitives work well.)


   Really! Herb Sutter reported how someone just put all his
   objects of the same class into a single array (for 3 key
   classes) and his game ran 50 times faster (compared to
   scattered heap allocation).

   Today, not only do we have cache, but we have prefetchers.

   Oracle could define an annotation for classes that means
   that all objects of this class should reside within a
   single array.


How does an array of objects help prevent scattered heap allocation?


The opposite.

Rather than creating an array of objects, it's turning each field of an
object into an array. Sadly, I've done this too.

------------

//Clean but extremely slow Java
class Pixel
{
   byte r, g, b, a;
   
   void setRGB (byte red, byte green, byte blue, byte alpha)
   {
      r = red;
      g = green;
      b = blue;
      a = alpha;
   }
}

Pixel bitmap[][] = new Pixel[1080][1920];
for (int y = 0; y < bitmap.length; ++y)
{
   Pixel row[] = bitmap[y];
   for (int x = 0; x < row.length; ++x)
   {
      Pixel p = new Pixel();
      p.setRGB ((byte) x, (byte) y,
         (byte) (x + y), (byte) 255); //Colors!
      row[x] = p;
   }
}

------------

//Fast Java but ugly
class Pixels
{
   byte rgba[][][] = new byte[4][1080][1920];

   void setRGB (byte red, byte green, byte blue,
      byte alpha, int x, int y)
   {
      rgba[0][y][x] = red;
      rgba[1][y][x] = green;
      rgba[2][y][x] = blue;
      rgba[3][y][x] = alpha;
   }
}

Pixels bitmap = new Pixels();
for (int y = 0; y < 1080; ++y)
   for (int x = 0; x < 1920; ++x)
      bitmap.setRGB ((byte) x, (byte) y,
         (byte) (x + y), (byte) 255, x, y); //Colors!

------------

// Very fast C++
struct Pixel
{
   uint8_t r, g, b, a;
   
   void setRGB (uint8_t red, uint8_t green,
         uint8_t blue, uint8_t alpha)
   {
      r= red;
      g= green;
      b= blue;
      a= alpha;
   }
};

Pixel bitmap[1080][1920];

for (int y= 0; y < 1080; ++y)
   for (int x= 0; x < 1920; ++x)
      bitmap[y][x].setRGB(x, y, x+y, 255); //Colors!

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