Hello, I have decided to port a rather large PureBasic project to BM (win32 to mac osx). If anyone can comment on the following I'd appreciate it...
1) Editor: Just trying out TextWrangler but what I really need is code-completion, function-folding and side-panel reference. I'm using jaPBe for PB (on win32) at the moment but does anyone know of something similar for mac os x that can be customised for BM?
2) I'm a new Mac (Mini) user and don't expect the integrated ATI 9200 to blast through graphics but can anyone provide a rough comparison to a GeForce MX400 on a PIII-600? I don't expect detailed facts and figures just whether or not you were pleased/dissappointed. I'd hate to spend several days/weeks just to find lack of performance makes the exercise worthless.
3) While doing the conversion I'm hoping to improve things a bit (esp manageability) and make use of BM OO features. In PB my main (scenegraph) structure is an array of an amorphous type using "unions", which means none/little alloc/de-alloc once the array has been created. The requirements of my app allow me to get away with this but also means that my routines and the final app are pretty fast (70fps with a lot of geo, textures and other features). First thing I noticed with BM is there are no arrays-of-type, ie, only arrays-of-references, and no unions. I can easily(-ish) redesign my code to use BM's arrays and UDT's (derived from a commmon type) but do you have any hints/tips that may help maintain performance?
Suggestion for Mark: integrate BM with XCode, if possible? A good selling point since BM can be extended using Carbon/Cocoa?
Thanks for any/all comments.
1) Editor: Just trying out TextWrangler but what I really need is code-completion, function-folding and side-panel reference. I'm using jaPBe for PB (on win32) at the moment but does anyone know of something similar for mac os x that can be customised for BM?
2) I'm a new Mac (Mini) user and don't expect the integrated ATI 9200 to blast through graphics but can anyone provide a rough comparison to a GeForce MX400 on a PIII-600? I don't expect detailed facts and figures just whether or not you were pleased/dissappointed. I'd hate to spend several days/weeks just to find lack of performance makes the exercise worthless.
3) While doing the conversion I'm hoping to improve things a bit (esp manageability) and make use of BM OO features. In PB my main (scenegraph) structure is an array of an amorphous type using "unions", which means none/little alloc/de-alloc once the array has been created. The requirements of my app allow me to get away with this but also means that my routines and the final app are pretty fast (70fps with a lot of geo, textures and other features). First thing I noticed with BM is there are no arrays-of-type, ie, only arrays-of-references, and no unions. I can easily(-ish) redesign my code to use BM's arrays and UDT's (derived from a commmon type) but do you have any hints/tips that may help maintain performance?
Suggestion for Mark: integrate BM with XCode, if possible? A good selling point since BM can be extended using Carbon/Cocoa?
Thanks for any/all comments.