3,810 karma · joined July 23, 2008
Imagine trying to make a virtual machine that would rewrite any bubble sort as a quicksort. Parallelizing algorithms is much more difficult than even that.
And did they really drill holes in Vasari's fresco, or just use a neutron thingy, like the NY Times articles says? If there are holes, can't they just shove a small camera inside?
Bzzt...
It doesn't mean Wikipedia is a failure, it just means Wikipedia is not the oracle of truth that some people expect it to be. It's a repository of majority views, which is usually pretty valuable, even if it's sometimes wrong. We have other venues for challenging popular fallacies.
It's true that they could store the hashes and build a graph of mystery contacts, but that's still not as bad as taking the actual contact info.
That is one hot and noisy job.
A physics engine will have classes for the things it cares about like masses, constraints, collisions, contacts, etc. A renderer could have things like meshes, materials, particle systems, and lights. Each subsystem has a different idea of what a particular vehicle, weapon, or monster is. Two monsters might have the same physics properties but be rendered very differently. A Koopa and a Flying Koopa might look the same but behave differently. You can't start with classes for vehicles, weapons and monsters, and expect these classes to be used across all subsystems.
OOP is really a way to organize your code. OOP doesn't generate solutions.
Inheritance has its place in game dev though. It's just that your hiearchy needs to be designed in the space of what you are actually building: not vehicles, weapons, and monsters but renderers, physics, AI, GUIs, etc. And you want to figure out how that stuff is going to work before you break it up into classes.
Though it also has garbage collection, which likely prevents the kind of memory leaks that crash most iOS apps in the first place. And does it let the browser use swap? Because iOS doesn't, so web pages can crash it about as easily as apps can.
Also, it wouldn't surprise me if iOS apps crash more than Android apps, because iOS doesn't have virtual memory. When an iOS app runs out of physical memory, it gets killed. This was allegedly a design decision.