ow Integers Should Work

Alex Rønne Petersen xtzgzorex at gmail.com
Mon Dec 5 11:41:34 PST 2011


On 05-12-2011 20:34, Paulo Pinto wrote:
> Am 05.12.2011 19:04, schrieb Manu:
>> Manu:
>>
>> > Also, contrary to his claim, I find that wrapping is usually what I
>> > DO want in this case..
>> > It's super rare that I write any code that pushes the limits of
>> an int
>> > (unless we're talking 8-16 bit, see my range+saturation comment
>> before),
>> > and when I do write code that pushes the range of an int, I can't
>> think of
>> > a time when I've not wanted to wrap as expected.
>>
>> The code you usually write seems rather unusual. I have kind of the
>> opposite situations.
>>
>> But first of all, "trapping" ints are needed to avoid bugs in normal
>> code. Some bugs are shown here:
>> http://embed.cs.utah.edu/ioc/
>>
>>
>> I write C/C++ systems/embedded/games code (not a small industry by any
>> measure), and I'm looking to D as a successor.. I'm NOT interested in D
>> as a replacement for C# (or Java/etc), those languages already exist,
>> are well supported, and I'm happy with them for their purpose. I realise
>> I seem to be one of the odd ones out on this forum currently, hence I
>> like to throw my 2c in from time to time :) .. but I don't believe I'm
>> alone.. the rest of the gamedev community will find D soon enough if the
>> language gets it right...
>
>
> Here in Europe the trend seems to be actually moving away to Java/C#,
> mostly C# actually, leaving C and C++ to the game engine core.

Some people even write the games *in C#*. It's starting to become more 
and more practical with efficient GCs and various advancements in JIT/VM 
technology (for instance, Mono has an LLVM back end and VM-supported 
continuations).

- Alex


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