6 ms·
Sure, if you don’t count safety features like memory management, crash handling, automatic bounds checks and encryption cyphers; as anything useful. I do compl
by hnlmorg 7mo ago
Sure, if you don’t count safety features like memory management, crash handling, automatic bounds checks and encryption cyphers; as anything useful.
I do completely agree that there is a lot of waste in modern software. But equally there is also a lot more that has to be included in modern software that wasn’t ever a concern in the 80s.
Networking stacks, safety checks, encryption stacks, etc all contribute massively to software “bloat”.
You can see how this quickly adds up if you write a “hello world” CLI in assembly and compare that to the equivalent in any modern language that imports all these features into its runtime.
And this is all before you take into account that modern graphics and audio is bitmap / PCM and running at resolutions literally orders of magnitude greater than anything supported by 80s micro computers.
- bayindirh 7mo agoYes, but this doesn't prevent you from being mindful and selecting the right tools with smaller memory footprint while providing the features you need. Go's "GC disadvantage" is turned on its head by developing "Zero Allocation" libraries which run blazingly fast with fixed memory footprints. Similarly, rolling your own high performance/efficient code where it matters can save tremendous amounts of memory where it matters. Of course more features and safety nets will consume memory, but we don't have to waste it like there are no other things running on the system, no? > And this is all before you take into account that modern graphics and audio is bitmap / PCM and running at resolutions literally orders of magnitude greater than anything supported by 80s micro computers. This demo [0] is a 4kB executable. 4096 bytes. A single file. All assets, graphics, music and whatnot, and can run at high resolutions with real time rendering. This is [1] 64kB and this [2] is 177kB. This game from the same group is 96kB with full 3D graphics [3]. [0]: https://www.pouet.net/prod.php?which=52938 https://www.pouet.net/prod.php?which=52938 [1]: https://www.pouet.net/prod.php?which=1221 https://www.pouet.net/prod.php?which=1221 [2]: https://www.pouet.net/prod.php?which=30244 https://www.pouet.net/prod.php?which=30244 [3]: https://en.wikipedia.org/wiki/.kkrieger https://en.wikipedia.org/wiki/.kkrieger
- hnlmorg 7mo ago> Go's "GC disadvantage" is turned on its head by developing "Zero Allocation" libraries which run blazingly fast with fixed memory footprints. Similarly, rolling your own high performance/efficient code where it matters can save tremendous amounts of memory where it matters. The savings there would be negligible (in modern terms) but the development cost would be significantly increased. > Of course more features and safety nets will consume memory, but we don't have to waste it like there are no other things running on the system, no? Safety nets are not a waste. They’re a necessary cost of working with modern requirements. For example, If your personal details were stolen from a MITM attack then I’m sure you’d be asking why that piece of software wasn’t encrypting that data. The real waste in modern software is: 1. Electron: but we are back to the cost of hiring developers 2. Application theming. But few actual users would want to go back to plain Windows 95 style widgets (many, like myself, on HN wouldn’t mind, but we are a niche and not the norm). > This demo [0] is a 4kB executable. 4096 bytes. A single file. All assets, graphics, music and whatnot, and can run at high resolutions with real time rendering. You quoted where i said that modern resolutions are literally orders of magnitude greater and assets stored in bitmaps / PCM then totally ignored that point. When you wrote audio data in the 80s, you effectively wrote midi files in machine code. Obviously it wasn’t literally midi, but you’d describe notes, envelopes etc. You’d very very rarely store that audio as a waveform because audio chips then simply don’t support a high enough bitrate to make that audio sound good (nor had the storage space to save it). Whereas these days, PCM (eg WAV, MP3, FLAC, etc) sound waaaay better than midi and are much easier for programmers to work with. But even a 2 second long 16bit mono PCM waveform is going to be more than 4KB. And modern graphics aren’t limited to 2 colour sprites (more colours were achieved via palette swapping) at 8x8 pixels. Scale that up to 32bits (not colours, bits) and you’re increasing the colour depth by literally 32 times. And that’s before you scale again from 64 pixels to thousands of pixels. You’re then talking exponential memory growth in all dimensions. I’ve written software for those 80s systems and modern systems too. And it’s simply ridiculous to Compare graphics and audio of those systems to modern systems without taking into account the differences in resolution, colour depth, and audio bitrates.
- bayindirh 7mo ago> The savings there would be negligible (in modern terms) but the development cost would be significantly increased. ...and this effort and small savings here and there is what brings the massive savings at the end of the day. Electron is what "4KB here and there won't hurt", "JS is a very dynamic language so we can move fast", and "time to market is king, software is cheap, network is reliable, YOLO!" banged together. It's a big "Leeroy Jenkins!" move in the worst possible sense, making users pay everyday with resources and lost productivity to save a developer a couple of hours at most. Users are not cattle to milk, they and their time/resources also deserve respect. Electron is doing none of that. > You quoted where i said that modern resolutions are literally orders of magnitude greater and assets stored in bitmaps / PCM then totally ignored that point. Did you watch or ran any of these demos? Some (if not all) of them scale to 4K and all of them have more than two colors. All are hardware accelerated, too. > And modern graphics aren’t limited to 2 colour sprites (more colours were achieved via palette swapping) at 8x8 pixels. Scale that up to 32bits (not colours, bits) and you’re increasing the colour depth by literally 32 times. And that’s before you scale again from 64 pixels to thousands of pixels. Sorry to say that, but I know what graphics and high performance programming entails. Had two friends develop their own engines, and I manage HPC systems. I know how much memory matrices need, because everything is matrices after some point. > Safety nets are not a waste. I didn't say they are waste. That quote is out of context. Quoting my comment's first paragraph, which directly supports the part you quoted: "Yes, but this doesn't prevent you from being mindful and selecting the right tools with smaller memory footprint while providing the features you need." So, what I argue is, you don't have to bring in everything and the kitchen sink if all you need is a knife and a cutting board. Bring in the countertop and some steel gloves to prevent cutting yourself. > I’ve written software for those 80s systems and modern systems too. And it’s simply ridiculous to Compare graphics and audio of those systems to modern systems without taking into account the differences in resolution, colour depth, and audio bitrates. Me too. I also record music and work on high performance code. While they are not moving much, I take photos and work on them too, so I know what happens under the hood. Just watch the demos. It's worth your time.
- shiroiuma 7mo ago>Sure, if you don’t count safety features like memory management, crash handling, automatic bounds checks and encryption cyphers; as anything useful. >Networking stacks, safety checks, encryption stacks, etc all contribute massively to software “bloat”. They had most of this stuff in the 1980s, and even earlier really. Not on your little 8-bit microcomputer that cost $299 that might have had as a kid, but they certainly did exist on large time-sharing systems used in universities and industry and government. And those systems had only a tiny fraction of the memory that a typical x86-64 laptop has now.
- anthk 7mo agoThis. An old netbook cam emulate a PDP10 with ITS, Maclisp and some DECNET-TCP/IP clients and barely suffer any lag... Also the Amiga's have AmiSSL and it will run on a 68040 or some FPGA with same constraints. IRC over TLS, Gemini, JS-less web, Usenet, EMail... not requiring tons of GB. Nowadays even the Artemis crew can't properly launch Outlook. If I were the IT manager I'd just set Claws-mail/thunderbird with file attachments, MSMTP+ISYNC as backends (caching and batch sending/receiving emails, you know, high end technology inspired by the 80's) and NNCP to relay packets where cuts in space are granted and thus NNCP can just push packets on demand. The cost? my Atom n270 junk can run NNCP and it's written in damn Golang. Any user can understand Thunderbird/Claws Mail. They don't need to setup anything, the IT manager would set it all and the mail client would run seamlessly, you know, with a fancy GUI for everything. Yet we are suffering the 'wonders' of vibe coding and Electron programmers pushing fancy tecnology where the old one would just work as it's tested like crazy.
- hnlmorg 7mo ago> Also the Amiga's have AmiSSL and it will run on a 68040 or some FPGA with same constraints. IRC over TLS, Gemini, JS-less web, Usenet, EMail... not requiring tons of GB. The AmiSSL came out long after the C64 was a relic and required hardware that was an order of magnitude more powerful than the C64 ;)
- hnlmorg 7mo ago> They had most of this stuff in the 1980s, and even earlier really. Not on your little 8-bit microcomputer that cost $299 that might have had as a kid Those are the systems we are talking about though. > but they certainly did exist on large time-sharing systems used in universities and industry and government. And those systems had only a tiny fraction of the memory that a typical x86-64 laptop has now. Actually this systems didn’t. In the early 80s most protocols were still ASCII based. Even remote shell connections weren’t encrypted. Remember that SSH wasn’t released until 1995. Likewise for SSL. Time sharing systems were notoriously bad for sandboxing users too. Smart pointers, while available since the 60s, weren’t popularised in C++ until the 90s. Memory overflow bugs were rife (and still are) in C-based languages. If you were using Fortran or ALGOL, then it was a different story. But by the time the 80s came around, mainframe OSs weren’t being written in FORTRAN / ALGOL any longer. Software running on top of it might, but you’re still at the mercy of all that insecure C code running beneath it.
- anthk 7mo agoBack the day people had BASIC and some machines had Forth and it was like print "Hello world" or ." Hello world " / .( Hello world ) for Forth. By comparison, giving how they optimized the games for 8 and 16 bit machines I should have been able to compile Cataclysm DDA:BN under my potato netbook and yet it needs GIGABYTES of RAM to compile, it crazy that you need damn swap for something it required far less RAM 15 years ago for the same features. If the game was reimplemented in Golang it wouldn't feel many times slower. But no, we are suffering the worst from both sides of the coin: something that should have been replaced by Inferno -plan9 people, the C and Unix creators and now Golang, their cousin- with horrible compiline times, horrible and incompatible ABI's, featuritis, crazy syntax with templates and if you are lucky, memory safety. Meanwhile I wish the forked Inferno/Purgatorio got a seamless -no virtual desktops- mode so you fired the application in a VM integrated with the guest window manager -a la Java- and that's it. Limbo+Tk+Sqlite would have been incredible for CRUD/RAD software once the GUI was polished up a little, with sticky menus as TCL/Tk and the like. In the end, if you know Golang you could learn Limbo's syntax (same channels too) with ease.
- hnlmorg 7mo agoBASIC was slow in the 80s. Games for the C64 (and similar machines) were written in machine code. > By comparison, giving how they optimized the games for 8 and 16 bit machines I should have been able to compile Cataclysm DDA:BN under my potato netbook and yet it needs GIGABYTES of RAM to compile, it crazy that you need damn swap for something it required far less RAM 15 years ago for the same features. That’s not crazy. You’re comparing interpreted, line delimited, ASCII, with a compiler that converts structured ASCII into machine code. The two processes are as different to one another as a driving a bus is to being a passenger on it. I don’t understand what your point is in the next two paragraphs. What Go, TCL, UNIX nor Inferno have to do with the C64 or modern software. So you’ll have to help out there.
- anthk 7mo agoCompare Limbo+Tk under Inferno with current C#/Java. Or C++ against Plan9C. We have impressive CPU's running really crappy software. Remember Claude Code asking 66GB for a damn CLI AI agent for something NetBSD under a Vax (real or physical) from 1978 could do with NCurses in miliseconds every time you spawn Nethack or any other NCurses tool/game. On speed, Forth for the ACE was faster than Basic running under the ZX80. So, it wasn't about using a text-parsed language. Forth was fast, but people was not ready for neither RPN nor to manage the stack, people tought in an algebraic way. But that was an 'obsolete' mindset, because once you hit HS you were supposed to split 'big problems into smaller tasks (equations). In order to implement a 2nd degree equation solver in Forth you wouldn't juggle with the stack; you created discrete functions (words) for the discrimination part and so on. In the end you just managed two stack items per step. If Forth won instead of Basic, instead of allowing spaghetti code as a normal procedure we would be pretty much asking to decompose code into small functions as the right thing to do from the start.
- pjc50 7mo agoI would also add internationalization. There were multi-language games back in the day, but the overhead of producing different versions for different markets was extremely high. Unicode has .. not quite trivialized this, but certainly made a lot of things possible that weren't. Much respect to people who've manage to retrofit it: there are guerilla translated versions of some Japanese-only games. > this is all before you take into account that modern graphics and audio is bitmap / PCM and running at resolutions literally orders of magnitude greater Yes, people underestimate how much this contributes, especially to runtime memory usage.
- teamonkey 7mo agoThe framebuffer size for a single 320x200 image with 16 colours is 32k, so nearly the same amount of memory as this entire game. 320x200 being an area of screen not much larger than a postage stamp on my 4k monitor. The technical leap from 40 years ago never fails to astound me.
- pjc50 7mo agoThe 48k Spectrum had a 1-bit "framebuffer" with colours allocated to 8x8 character tiles. Most consoles of the time were entirely tile/sprite based, so you never had a framebuffer in RAM at all. I think it's a valid view that (a) we have way more resources and (b) sometimes they are badly used in ways that results in systems being perceptibly slower than the C64 sometimes, when measured in raw latency between user input and interaction response. Usually because of some crippling system bottleneck that everything is forced through.
- cyberpunk 7mo agoI implemented a system recently that is a drop in replacement for a component of ours, old used 250gb of memory, new one uses 6gb, exact same from the outside. Bad code is bad code, poor choices are poor choices — but I think it’s often times pretty fair to judge things harshly on resource usage sometimes.
- hnlmorg 7mo agoSure, but if you’re talking about 250GB of memory then you’re clearly discussing edge cases vs normal software running on an average persons computer. ;)
- eviks 7mo ago> all contribute massively to software “bloat”. Could you point to an example where those gigs were really "massively" due crash handling and bounds checks etc?
- hnlmorg 7mo agoMost software doesn’t consume multiple gigabytes of memory outside of games and web browsers. And it should be obvious why games and web browsers do.
- userbinator 7mo agoUnfortunately "most software" might be a web browser these days.
- hnlmorg 7mo agoNot “most”, but definitely a depressing increasing number. And as I said elsewhere, I do consider Electron to be bloat. But it’s also worth discussing Electron as an entirely separate topic because it’s a huge jump in memory requirements from even “bloated” native apps. This I think is a core part of the problem when discussing sizes from C64 era to modern applications: 1. You have modern native apps vs Electron 2. Encryption vs plain text 3. High resolution media vs low resolution graphics and audio 4. Assembly vs high level runtimes 5. static vs dynamically linked libraries 6. Safety harnesses vs unsafe code 7. Expected features like network connectivity vs an era when that wouldn’t be a requirement 8. Code that needs to be supported for years of updates by a team of developers vs a one man code base that never gets looked at again after the cassettes get shipped to retail stores. …and so on. Each of these individually can contribute massively to differences in file sizes and memory footprints. And yet we are not defining those parameters in this discussion so we are each imagining a different context in our argument. And then you have other variables like: 1. Which is large? 5 GB is big by today’s standards but even 5 MB would have been unimaginable by C64 standards and that is 4 orders of magnitude smaller. One commenter even discussed 250 GB as “big” which is unimaginable by today’s standard users. 2. Are we talking about disk space or RAM? One commenter discussed using GBs of GPU memory as a way to save sure memory but that feels like a cop out to me because it’s still GBs of system resources that the C64 used. 3. Software Complexity: it takes a lot more effort to release software these days because you work as a team, and need to adhere to security best practices. And we still see plenty of occasions where people get that wrong. So it makes sense that people will use general purpose libraries instead of building everything from scratch to reduce the footprint. Particularly when developers are expensive and projects have (and always have had) deadlines that need to be met. So do we factor in developer efficiency into our equation or not? In short, this is such a fuzzy topic that I bet everyone is arguing a similar point but from a different context.
- pjmlp 7mo agoWe had safer programming languages fitting into 640 KB with MS-DOS, which is why I keep repeating youngsters don't get how much they can do with an ESP32.
- hnlmorg 7mo agoYes, we all know you can get safer languages than C. But that isn’t what we are discussing here. Also 640KB is 2 orders of magnitude greater than the ROM size for BASIC on those old 8bit micros, which is the benchmark we’re supposedly working to.