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I'm late answering, but I will. Sorry I was away.

Reliable enough means can not stop. Or if it does stop games over. Without too much detail we disable interupts on some of our processors so we can get quasi real time performance for the lone process on the processor. They must stay running for a long long long time or die gracefully. If they crash we lose the cpu the process is running on till a reboot so that isn't an option.

One of ada's really cool features is to allow you to rep-spec any record (struct in c). This allows you allign the data structure to match input messages from various bits of hardware (ie the status byte starts at byte 4, bit3 and is 8 bits long). This is harder in perl, although it probably could be done. .

Stongly Typed. When we compile the compiler checks all the assignment to make sure they're legal and legit and won't cause problems. Its not an end all but it helps a lot. We also contrain types. For example an integer to between 10 and 20. If the variable ever gets out of this range during run time an exception is thrown and handled by other parts of our code. Its excessive but it has to be. especially when you sending data out that might turn a motor etc. That way external hardware is never getting data out of range.

Ada coding is slow and the support is poor. We have to write some of our own libraries or bind to C. Perl has a much more robust user base and libraries. Perl is great for a lot of things and can be coded to be pretty reliable. For somethings there are better solutions.


In reply to Re: Re: Re: Perl applications by acomjean
in thread Perl applications by rje

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