This page (revision-270) was last changed on 26-Mar-2023 02:03 by Administrator 

This page was created on 20-Feb-2010 19:16 by Carsten Strotmann

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Version Date Modified Size Author Changes ... Change note
270 26-Mar-2023 02:03 17 KB Administrator to previous
269 26-Mar-2023 02:02 17 KB Administrator to previous | to last
268 26-Mar-2023 02:01 17 KB Administrator to previous | to last
267 26-Mar-2023 02:00 17 KB Administrator to previous | to last ACTION Source Code ==> Action Source Code
266 26-Mar-2023 01:59 17 KB Administrator to previous | to last
265 26-Mar-2023 01:58 17 KB Administrator to previous | to last
264 26-Mar-2023 01:56 17 KB Administrator to previous | to last Remove links to delete manual pages
263 26-Mar-2023 01:22 17 KB Administrator to previous | to last Fix SF links
262 26-Mar-2023 01:21 17 KB Administrator to previous | to last
261 26-Mar-2023 01:18 17 KB Administrator to previous | to last Move manuals to Sourceforge

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At line 15 changed one line
Action! had a number of limitations, none of them very serious. Variables were assigned to memory in procedures, not on a stack, so recursion was not supported internally. Curiously, Action! did not include support for floating point types, although such support is built into the machine's OS ROM (see [Atari BASIC] for details) and available to any programming language. This is a significant limitation in some roles, although perhaps not for its target market. It also lacked most string handling, but made up for this somewhat with a series of PRINT commands that made formatted output easy.
These design notes increased performance, but the primary reason Action! was much faster than other languages of the era was due to its memory management model. In languages like C and Pascal, procedure calls use a stack of records known as "activation records" that record the values of variables when the procedure was called. This allows a procedure to call itself, as each call can have its own values, and it is this feature that allows recursion.
At line 17 added 4 lines
This concept requires the manipulation of a stack, which in the 6502 was a non-trivial prospect. Action! simply didn't bother implementing this concept, instead, the storage space for variables was allocated at compile time (not dissimilar to Atari BASIC's model). This meant Action! could not support recursion, but also eliminated the necessity to build and manipulate the activation record stack. This dramatically lowers the overhead of procedure calls, and in a language that organizes a program as a series of procedure calls, this represents a significant amount of time.
Action! had a number of limitations, none of them very serious. Curiously, Action! did not include support for floating-point types, although such support is built into the machine's OS ROM (see [Atari BASIC] for details) and available to any programming language. This is a significant limitation in some roles, although perhaps not for its target market. It also lacked most string handling routines, but made up for this somewhat with a series of PRINT commands that made formatted output easy.
At line 244 changed one line
|[Trails]|#50 (01/ 87)|en|
|[Trails]|#50 (01/ 87)|en|tool for using the KoalaPad in ACTION!
At line 282 added 3 lines
!!!Cross Compiler for ACTION!
* [http://gury.atari8.info/effectus/] ; Thank you soooo much Gury! That is totally incredible, we now can use high end editors, eclipse and have the results in a flash! We are deep in your debt! Thank you so much, really. :-)