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Comment Re:When do people get this (Score 1) 613

Wrong. When you use (otherwised unused RAM as disk cache), you have 4 situations: 1) You open an app that is cached. This is massive speedThis takes virtually no time.up compared to accessing disk. 2) You open an app that is not cached. The OS clears out some room in the RAM (almost instantaneous), and loads from disk. This is no slower than the case where you had no cache. 3) An already running program requests more memory. Disk cache containing programs that are not running can be safely discarded to make room for the program requesting additional memory. This takes virtually no time. If you do not have enough room in your disk cache and have to go to disk to get memory, you do not have enough physical memory anyways. 4) An already running program discards its reserved memory. The OS repopulates the memory with disk cache data while the disk is idle. This again has no negative effect on performance. As you can see, disk cache (aka SuperFetch) can provide only performance increases and it also fills the RAM up with "crap". The Windows 7 OS itself without any of its caching technologies don't take up that much RAM, so your performance issues lie elsewhere in the OS.
First Person Shooters (Games)

Code Review of Doom For the iPhone 161

Developer Fabien Sanglard has written a code review for id Software's iPhone port of Doom. It's an interesting look into how the original 1993 game (which he also reviewed to understand its rendering process) was adapted to a modern platform. "Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel. The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework. But it is unfortunately restricted and using it would prevent distribution on the AppStore. The only solution is to use OpenGL, but this comes with a few challenges: Doom was faking 3D with a 2D map. OpenGL needs real 3D vertices. More than 3D vertices, OpenGL needs data to be sent as triangles (among other things because they are easy to rasterize). But Doom sectors were made of arbitrary forms. Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection. Doom was using VGA palette indexing to perform special effect (red for damage, silver for invulnerable...)."

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