<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Java on Andrew Walsh</title><link>http://awalsh128.com/tags/java/</link><description>Recent content in Java on Andrew Walsh</description><generator>Hugo -- gohugo.io</generator><language>en-US</language><copyright>© 2026 Andrew Walsh</copyright><lastBuildDate>Fri, 16 Dec 2011 11:32:00 -0800</lastBuildDate><atom:link href="http://awalsh128.com/tags/java/feed.xml" rel="self" type="application/rss+xml"/><item><title>Tips for Java performance on Android.</title><link>http://awalsh128.com/tips-for-java-performance-on-android/</link><pubDate>Fri, 16 Dec 2011 00:00:00 -0800</pubDate><guid>http://awalsh128.com/tips-for-java-performance-on-android/</guid><description>&lt;p&gt;While Java may be a higher level language that makes code writeability&#10;easier, conventions must be broken when developing on Android to reap&#10;performance gains. This is especially true for games where logic and&#10;rendering must be done on a tight loop.&lt;/p&gt;</description></item><item><title>Pseudo random proportional scheduling in games.</title><link>http://awalsh128.com/pseudo-random-proportional-scheduling/</link><pubDate>Fri, 02 Sep 2011 00:00:00 -0700</pubDate><guid>http://awalsh128.com/pseudo-random-proportional-scheduling/</guid><description>&lt;p&gt;I have been working on a game where enemy characters must select a&#10;target seemingly at random but such that the distribution of selected&#10;targets is balanced. Initially I had come up with a randomization&#10;algorithm with weighted values for each target but this became&#10;cumbersome and much too complex.&lt;br&gt;&#10;&lt;br&gt;&#10;Then I remembered the scheduling algorithms from my Operating Systems&#10;class. In particular, the &lt;a href="http://en.wikipedia.org/wiki/Lottery_scheduling" target="_blank" rel="noreferrer"&gt;lottery scheduling&#10;algorithm&lt;/a&gt;.&lt;br&gt;&#10;\&lt;/p&gt;</description></item></channel></rss>