Ophis/book/x1029.html
2014-05-25 01:46:17 -07:00

178 lines
3.2 KiB
HTML

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/loose.dtd">
<HTML
><HEAD
><TITLE
>A final reminder</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.79"><LINK
REL="HOME"
TITLE="Programming with Ophis"
HREF="book1.html"><LINK
REL="UP"
TITLE="Functionals"
HREF="c953.html"><LINK
REL="PREVIOUS"
TITLE="VTables and Object-Oriented Assembler"
HREF="x1008.html"><LINK
REL="NEXT"
TITLE="Call Stacks"
HREF="c1037.html"></HEAD
><BODY
CLASS="SECTION"
BGCOLOR="#FFFFFF"
TEXT="#000000"
LINK="#0000FF"
VLINK="#840084"
ALINK="#0000FF"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>Programming with Ophis</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="x1008.html"
ACCESSKEY="P"
>&#60;&#60;&#60; Previous</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
>Functionals</TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="c1037.html"
ACCESSKEY="N"
>Next &#62;&#62;&#62;</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="SECTION"
><H1
CLASS="SECTION"
><A
NAME="AEN1029"
>A final reminder</A
></H1
><P
> We've been talking about all these routines as if they could be
copy-pasted or hand-compiled from C++ or Java code. This isn't
really the case, primarily because <SPAN
CLASS="QUOTE"
>"local variables"</SPAN
>
in your average assembler routines aren't really local, so
multiple calls to the same method will tend to trash the program
state. And since a lot of the machinery described here shares a
lot of memory (in particular, every single method invocation
everywhere shares a <TT
CLASS="LITERAL"
>this</TT
>), attempting to shift
over standard OO code into this format is likely to fail
miserably.
</P
><P
> You can get an awful lot of flexibility out of even just one layer
of method-calls, though, given a thoughtful
design. The <TT
CLASS="LITERAL"
>do'jump'table</TT
> routine, or one very
like it, was extremely common in NES games in the mid-1980s and
later, usually as the beginning of the frame-update loop.
</P
><P
> If you find you really need multiple layers of method calls,
though, then you really are going to need a full-on program stack,
and that's going to be several kinds of mess. That's the topic
for the final chapter.
</P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="x1008.html"
ACCESSKEY="P"
>&#60;&#60;&#60; Previous</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="book1.html"
ACCESSKEY="H"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="c1037.html"
ACCESSKEY="N"
>Next &#62;&#62;&#62;</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>VTables and Object-Oriented Assembler</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="c953.html"
ACCESSKEY="U"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>Call Stacks</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>