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Flash vs. C++

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  • MunkiMunki Member CommonPosts: 2,128

    Lemme just give a quick overview of how Java works.

    Java is programed to run in a Java runtime enviroment. Thing of it like an operating system. What happens is when you run a java program first the enviroment "boots up" this is the loading time most people rant about.

    So essensially how a java stays multi platform is that the actual program is programmed to run on the java "OS" and then the "OS" is essensially run on your native "OS".

    Ive never studied flash formally, but from what I can understand is that it is a scripting language which has the major limitation of not being able to work with your graphics card.

    The processor can be really fast but your graphics card has a lot of "tools" to render graphics much MUCH more efficiently. Java can use DirectX or OpenGL. Flash cant and the difference when it comes to a game is HUGE.

    I think this also covers why Java wont be replaced by flash. Java's capabilities as a multi-platform language make it a very useful too as any computer that can load up a Java Runtime Environment can run your Java program.

    Lastly the difference between Java and C++ are actually larger than most people ive credit. If you've ever delt with assembly or even C you probably have a  pretty good idea just how messy things can get. C++ gives you the tools to do things that would be ludicriously hard in Java. My favorite example is direct memory addressing. In Java you have garbage collection, which cycles through and anything that doesnt have a refrence to it is deleted. This essensially removes 90+% of possible memory leaks. In C++ you could make something, forget about it and it will remain there. Eventually if you keep making more and not deleting your old one your ram will fill up and all hell breaks loose.

    To sum up

    Flash: Very Quick, easy, sexy. But loses a lot of efficiency

    Java: Quick, fun, less room for error, multi platform. Loss in efficiency and some power.

    C++: Fun, Ugly at times, room for error, Platform dependant. Very close to optimal efficiency depending on compiler.

    image
    after 6 or so years, I had to change it a little...

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