Misplaced Pages

Porting: Difference between revisions

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.
Browse history interactively← Previous editContent deleted Content addedVisualWikitext
Revision as of 03:07, 10 June 2005 editBeccaDax (talk | contribs)Extended confirmed users799 editsm tyop← Previous edit Latest revision as of 18:30, 1 January 2025 edit undo2600:1700:2b30:2060:2418:8549:3de1:7563 (talk) Multiplat, performance-unrelated console game port problems. 
(434 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{Short description|Process of adapting software to run in other computing environments}}
In ], '''porting''' is the adaptation of a piece of software so that it will function in a different computing environment to that for which it was originally written.
In ], '''porting''' is the process of adapting ] for the purpose of achieving some form of execution in a ] that is different from the one that a given program (meant for such execution) was originally designed for (e.g., different ], operating system, or third party ]). The term is also used when software/hardware is changed to make them usable in different environments.<ref>{{cite journal |date=March 1975
|title=A machine and configuration independent Fortran: Portable Fortran
|first1=D.E. |last1=Whitten |first2=P.A.D. |last2=Demaine |journal=IEEE Transactions on Software Engineering |volume=SE-1 |issue=1 |pages=111–124 |doi=10.1109/TSE.1975.6312825|s2cid=16485156}}</ref><ref>{{cite web |title=Portability Issues
|url=https://www.gnu.org/software/sather/docs-1.2/tutorial/fortran-portability.html
|quote=.. discusses .. portability of .. Fortran}}</ref>


Software is ] when the cost of porting it to a new platform is significantly less than the cost of writing it from scratch. The lower the cost of porting software relative to its implementation cost, the more portable it is said to be. This is distinct from ], which is designed from the ground up without any single "]" platform.
Porting is usually required because of differences in the ], ] interfaces, different ], or because of subtle incompatibilities in&mdash;or even complete absence of&mdash;the ] used on the target environment.


== Etymology ==
''Portability'' is a property of software that is easy to port. As operating systems, languages, and programming techniques evolve, software becomes increasingly simple to port between environments. One of the original objectives of the ] and the ], for instance, was to ease porting of software by providing a common ] to different and otherwise incompatible computing hardware.
The term "port" is derived from the Latin '']'', meaning "to carry".<ref>{{Cite web|url=http://www.oed.com/view/Entry/148098|title=port, v.2|website=Oxford English Dictionary (OED Online)|publisher=Oxford University Press|access-date=December 21, 2017|url-access=subscription |quote=Origin: Of multiple origins. Partly a borrowing from French. Partly a borrowing from Latin. Etymons: French ''porter''; Latin ''portāre''. ... 1. ''trans.'' To carry, bear, or convey; to bring.}}</ref> When code is not compatible with a particular ] or ], the code must be "carried" to the new system.


The term is not generally applied to the process of adapting software to run with less memory on the same CPU and operating system.
Generally, using higher-level function calls instead of bare OS-level APIs improves portability.


Software developers often claim that the software they write is '']'', meaning that little effort is needed to adapt it to a new environment. The amount of effort actually needed depends on several factors, including the extent to which the original environment (the ''source platform'') differs from the new environment (the ''target platform''), the experience of the original authors in knowing which ] constructs and third party library calls are unlikely to be portable, and the amount of effort invested by the original authors in only using portable constructs (platform specific constructs often provide a cheaper solution).
International standards, such as those promulgated by ], greatly facilitate porting because they specify the details of the computing environment in a way that vary very little among ]. Often, porting software between two platforms that implement the same standard (such as, for instance, ]), is simply a matter of ] the program on the new platform.


== History ==
There also exists an increasing number of tools to facilitate porting, such as ] which provides consistent programming languages on different platforms, and ] which automates the detection of minor variations in the environment and adapts the software accordingly before compilation.
The number of significantly different CPUs and operating systems used on the desktop today is much smaller than in the past. The dominance of the ] ] means that most desktop software is never ported to a different CPU. In that same market, the choice of operating systems has effectively been reduced to three: ], ], and ]. However, in the ] and ] markets, ] remains a significant issue, with the ] being a widely used alternative.


International standards, such as those promulgated by the ], greatly facilitate porting by specifying details of the computing environment in a way that helps reduce differences between different standards-conforming ]. Writing software that stays within the bounds specified by these standards represents a practical although nontrivial effort. Porting such a program between two standards-compliant platforms (such as ]) can be just a matter of loading the source code and ] it on the new platform, but practitioners often find that various minor corrections are required, due to subtle platform differences. Most standards suffer from "gray areas" where differences in interpretation of standards lead to small variations from platform to platform.
Two activities related to, but distinct from, porting are ] and ].


There also exists an ever-increasing number of tools to facilitate porting, such as the ], which provides consistent programming languages on different platforms, and ], which automates the detection of minor variations in the environment and adapts the software accordingly before compilation.
Porting is also the term used when a ] designed to run on one platform, be it a ] or ], is converted to run on another platform. Earlier ] ports were not true ports but rather complete rewrites, but more and more video games are developed using editing software which can output code for PCs as well as one or more consoles. Many early ports suffered from bad quality because the hardware of PCs and consoles differed greatly.

The compilers for some ]s (e.g. ], ]) gain portability by outputting source code in another high level ] (such as ]) for which compilers for many platforms are generally available.

Two activities related to (but distinct from) porting are ] and ].

==Porting compilers==
Instead of translating directly into ], modern ] translate to a machine independent ] in order to enhance portability of the compiler and minimize design efforts. The intermediate language defines a '']'' that can execute all programs written in the ] (a&nbsp;machine is defined by its language and vice versa).<ref name="Machinelanguage">{{harvnb|Tanenbaum|1984|p=3|loc=§&nbsp;1.1 Languages, Levels, and Virtual Machines}} describes the terms and their relations.</ref> The intermediate code instructions are translated into equivalent machine code sequences by a ''code generator'' to create ]. It is also possible to skip the generation of machine code by actually implementing an ] or ] for the virtual machine.<ref>{{harvnb|Tanenbaum|1984|p=2. Ch. 1 Introduction}} explains translation and interpretation.</ref>

The use of intermediate code enhances portability of the compiler, because only the machine dependent code (the interpreter or the code generator) of the compiler itself needs to be ported to the target machine. The remainder of the compiler can be imported as intermediate code and then further processed by the ported code generator or interpreter, thus producing the compiler software or directly executing the intermediate code on the interpreter. The machine independent part can be developed and ] on another machine (the ''host machine''). This greatly reduces design efforts, because the machine independent part needs to be developed only once to create portable intermediate code.<ref>{{harvnb|Richards|Whitby-Strevens|1984|p=124|loc=§&nbsp;7.1 Introduction}} explains compiler portability using intermediate code.</ref>

An interpreter is less complex and therefore easier to port than a code generator, because it is not able to do code optimizations due to its limited view of the program code (it only sees one instruction at a time, and users need a sequence to do optimization). Some interpreters are extremely easy to port, because they only make minimal assumptions about the instruction set of the underlying hardware. As a result, the virtual machine is even simpler than the target CPU.<ref>{{harvnb|Richards|Whitby-Strevens|1984|p=133|loc=§&nbsp;7.4 The bootstrapping process and INTCODE}} explains the role of the INTCODE interpreter.</ref>

Writing the compiler sources entirely in the programming language the compiler is supposed to translate, makes the following approach, better known as '']'', feasible on the target machine:
# Port the interpreter. This needs to be coded in ], using an already present ] on the target.
# Adapt the source of the code generator to the new machine.
# Execute the adapted source using the interpreter with the code generator source as input. This will generate the machine code for the code generator.

The difficult part of coding the optimization routines is done using the high-level language instead of the assembly language of the target.

According to the designers of the ] language, interpreted code (in the BCPL case) is more compact than machine code, typically by a factor of two to one. Interpreted code however runs about ten times slower than compiled code on the same machine.<ref>{{harvnb|Richards|Whitby-Strevens|1984|p=136|loc=§&nbsp;7.4.3 Example}} gives an example translation of a BCPL program into INTCODE for the interpreter.</ref>

The designers of the ] try to take advantage of the compactness of interpreted code, because a Java program may need to be transmitted over the Internet before execution can start on the target's ] (JVM).

== {{Anchor|Porting in gaming|conversion}} Porting of video games ==
{{Redirect|Video game port|the hardware connector|Game port}}
Porting is also the term used when a ] designed to run on one platform, be it an ], ], or ], is converted to run on a different platform, perhaps with some minor differences.<ref name="Wolf2008">{{cite book|last=Wolf|first=Mark J. P.|title=The Video Game Explosion: A History from PONG to Playstation and Beyond|chapter-url=https://books.google.com/books?id=XiM0ntMybNwC&pg=PA315|year=2008|isbn=978-0-313-33868-7|page=315|chapter=Glossary|publisher=Bloomsbury Academic}}</ref> From the beginning of video games through to the 1990s, "ports", at the time often known as "conversions", were often not true ports, but rather reworked versions of the games due to the limitations of different systems. For example, the 1982 game '']'', a text adventure augmented with graphic images, has significantly different graphic styles across the range of personal computers that its ports were developed for.<ref name="port vs conversion">{{citation | last1 = Grabarczyk | first1 = Pawel | first2 = Espen | last2= Aarseth | title = Port or conversion? An ontological framework for classifying game versions {{!}} DiGRA Conference 2019 | date = 2019}}</ref> However, many 21st century video games are developed using software (often in ]) that can output code for one or more consoles as well as for a PC without the need for actual porting (instead relying on the common porting of individual component ]).<ref name="port vs conversion"/>

Porting arcade games to home systems with inferior hardware was difficult. The ported version of '']'' for the ] omitted many of the visual features of the original game to compensate for the lack of ] space and the hardware struggled when multiple ghosts appeared on the screen creating a flickering effect. The poor performance of the ] is cited by some scholars as a cause of the ].<ref>{{cite journal |last1=Nicoll |first1=Benjamin |title=Bridging the Gap: The Neo Geo, the Media Imaginary, and the Domestication of Arcade Games |journal=Games and Culture |date=2015 |doi=10.1177/1555412015590048|s2cid=147981978}}</ref>

Many early ports suffered significant gameplay quality issues because computers greatly differed.{{r|bunten198412}} ] stated in 1984 at ] that ] developed video games for the ] first then ported them to ] and ], because the latter machines' ]s and other sophisticated features made porting from them to Apple "far more difficult, perhaps even impossible".<ref name="cgw198410">{{cite magazine | title=The CGW Computer Game Conference | magazine=Computer Gaming World | date=October 1984 | access-date=31 October 2013 | url=http://www.cgwmuseum.org/galleries/index.php?year=1984&pub=2&id=18 | pages=30 | type=panel discussion}}</ref> Reviews complained of ports that suffered from "Apple conversionitis",<ref name="info198701c64">{{Cite magazine |last1=Dunnington |first1=Benn |last2=Brown |first2=Mark R. |last3=Malcolm |first3=Tom |date=January–February 1987 |title=64/128 Gallery |url=https://archive.org/stream/info-magazine-13/Info_Issue_13_1987_Jan-Feb#page/n13/mode/2up |magazine=Info |pages=14–21}}</ref> retaining the Apple's "lousy sound and black-white-green-purple graphics";<ref name="aw1984">{{cite book | url=https://archive.org/stream/Atari_Software_1984#page/n21/mode/2up | title=The Addison-Wesley Book of Atari Software | publisher=Addison-Wesley | year=1984 | pages=12,21,44,126 | isbn=0-201-16454-X | editor1=Stanton, Jeffrey | editor2=Wells, Robert P. | editor3=Rochowansky, Sandra | editor4=Mellid, Michael}}</ref><ref name="bernstein198505">{{cite news | url=https://archive.org/stream/1985-05-anticmagazine/Antic_Vol_4-01_1985-05_New_Super_Ataris#page/n81/mode/2up | title=Beyond Castle Wolfenstein | work=Antic | date=May 1985 | access-date=8 January 2015 | author=Bernstein, Harvey | pages=83}}</ref> after Garriott's statement, when ] asked "Atari and Commodore people in the audience, are you happy with the Apple rewrites?" the audience shouted "No!" Garriott responded, " the Apple version will never get done. From a publisher's point of view that's not money wise".{{r|cgw198410}}

Others worked differently. ], for example, wrote '']'' for the Atari first because it preferred to develop for the most advanced computers, removing or altering features as necessary during porting. Such a policy was not always feasible; Bunten stated that "M.U.L.E. can't be done for an Apple",<ref name="bunten198412">{{cite magazine | title=Dispatches / Insights From the Strategy Game Design Front | magazine=Computer Gaming World | url=http://www.cgwmuseum.org/galleries/index.php?year=1984&pub=2&id=19 | date=December 1984 | access-date=31 October 2013 | author=Bunten, Dan | pages=40}}</ref> and that the non-Atari versions of '']'' were inferior.<ref name="buntengamedesignmemoir">{{Cite web |url=http://www.ozarksoftscape.com/the-game-collection.html |title=The Game Collection |last=Bunten |first=Dan |website=Ozark Softscape M.U.L.E. |access-date=2017-10-04}}</ref> '']'' wrote in 1986 that when porting from Atari to Commodore the original was usually superior. The latter's games' quality improved when developers began creating new software for it in late 1983, the magazine stated.<ref name="Yakal198606">{{Cite magazine |last=Yakal |first=Kathy |date=June 1986 |title=The Evolution of Commodore Graphics |url=https://archive.org/details/1986-06-computegazette/page/n35 |magazine=Compute!'s Gazette |pages=34–42 |access-date=2019-06-18}}</ref>

In porting ]s, the terms "arcade perfect" or "arcade accurate" were often used to describe how closely the gameplay, graphics, and other assets on the ported version matched the arcade version. Many arcade ports in the early 1980s were far from arcade perfect as home consoles and computers lacked the sophisticated hardware in arcade games, but games could still approximate the gameplay. Notably, '']'' on the ] became the console's ] despite its differences,<ref>{{cite book |title=] |first=Steven |last=Kent | authorlink = Steven L. Kent |page=190 |publisher=] |isbn=0-7615-3643-4 |year=2001}}</ref> while the later ] was notorious for its deviations from the arcade version.<ref>{{cite book | title = The Ultimate History of Video Games | last = Kent | first = Steven | year = 2001 | chapter = The Fall | publisher = ] | pages = 237–239 | isbn = 978-0-7615-3643-7}}</ref> Arcade-accurate games became more prevalent starting in the 1990s as home consoles caught up to the power of arcade systems. Notably, the ] system from ], which was introduced as a multi-game arcade system, would also be offered as a home console with the same specifications. This allowed arcade perfect games to be played at home.<ref name="port vs conversion"/>

A "console port" is a game that was originally or primarily made for a console before a version is created which can be played on a ]. The process of porting games from console to PC is often regarded more cynically than other types of port due to the more powerful hardware some PCs have even at console launch being underutilized, partially due to console hardware being fixed throughout each ] as newer PCs constantly become even more powerful. While broadly similar today, some architectural differences persist, such as the use of ] and smaller ] on consoles. Other objections arise from ] differences conventional to consoles, such as ]s, ] accompanied by narrow ], fixed ], ] restricted to official ] or ], poor or no ] support, as well as the generally greater reliance among console developers on internal ] and ] instead of external ]s and ], all of which may require expensive deep reaching redesign to avoid a "lazy" feeling port to PC.<ref>{{cite web |url=https://www.pcgamer.com/stop-making-horrible-console-ports-a-guide/ |title=Stop making horrible console ports - a guide |publisher=] |year=2013}}</ref>


==See also== ==See also==
* ] * ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]

==References==
{{Reflist}}
* {{cite book |author-link=Martin Richards (computer scientist) |first1=Martin |last1=Richards |first2=Colin |last2=Whitby-Strevens |title=BCPL, the language and its compiler |year=1984 |publisher=Cambridge University Press |isbn=0-521-28681-6}}
* {{cite book |author-link=Andrew S. Tanenbaum |first=Andrew S. |last=Tanenbaum |title=Structured computer organization |year=1984 |publisher=Prentice-Hall |isbn=0-13-854605-3}}

]
]


] ]
]
]
]

Latest revision as of 18:30, 1 January 2025

Process of adapting software to run in other computing environments

In software engineering, porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that is different from the one that a given program (meant for such execution) was originally designed for (e.g., different CPU, operating system, or third party library). The term is also used when software/hardware is changed to make them usable in different environments.

Software is portable when the cost of porting it to a new platform is significantly less than the cost of writing it from scratch. The lower the cost of porting software relative to its implementation cost, the more portable it is said to be. This is distinct from cross-platform software, which is designed from the ground up without any single "native" platform.

Etymology

The term "port" is derived from the Latin portāre, meaning "to carry". When code is not compatible with a particular operating system or architecture, the code must be "carried" to the new system.

The term is not generally applied to the process of adapting software to run with less memory on the same CPU and operating system.

Software developers often claim that the software they write is portable, meaning that little effort is needed to adapt it to a new environment. The amount of effort actually needed depends on several factors, including the extent to which the original environment (the source platform) differs from the new environment (the target platform), the experience of the original authors in knowing which programming language constructs and third party library calls are unlikely to be portable, and the amount of effort invested by the original authors in only using portable constructs (platform specific constructs often provide a cheaper solution).

History

The number of significantly different CPUs and operating systems used on the desktop today is much smaller than in the past. The dominance of the x86 architecture means that most desktop software is never ported to a different CPU. In that same market, the choice of operating systems has effectively been reduced to three: Microsoft Windows, macOS, and Linux. However, in the embedded systems and mobile markets, portability remains a significant issue, with the ARM being a widely used alternative.

International standards, such as those promulgated by the ISO, greatly facilitate porting by specifying details of the computing environment in a way that helps reduce differences between different standards-conforming platforms. Writing software that stays within the bounds specified by these standards represents a practical although nontrivial effort. Porting such a program between two standards-compliant platforms (such as POSIX.1) can be just a matter of loading the source code and recompiling it on the new platform, but practitioners often find that various minor corrections are required, due to subtle platform differences. Most standards suffer from "gray areas" where differences in interpretation of standards lead to small variations from platform to platform.

There also exists an ever-increasing number of tools to facilitate porting, such as the GNU Compiler Collection, which provides consistent programming languages on different platforms, and Autotools, which automates the detection of minor variations in the environment and adapts the software accordingly before compilation.

The compilers for some high-level programming languages (e.g. Eiffel, Esterel) gain portability by outputting source code in another high level intermediate language (such as C) for which compilers for many platforms are generally available.

Two activities related to (but distinct from) porting are emulating and cross-compiling.

Porting compilers

Instead of translating directly into machine code, modern compilers translate to a machine independent intermediate code in order to enhance portability of the compiler and minimize design efforts. The intermediate language defines a virtual machine that can execute all programs written in the intermediate language (a machine is defined by its language and vice versa). The intermediate code instructions are translated into equivalent machine code sequences by a code generator to create executable code. It is also possible to skip the generation of machine code by actually implementing an interpreter or JIT for the virtual machine.

The use of intermediate code enhances portability of the compiler, because only the machine dependent code (the interpreter or the code generator) of the compiler itself needs to be ported to the target machine. The remainder of the compiler can be imported as intermediate code and then further processed by the ported code generator or interpreter, thus producing the compiler software or directly executing the intermediate code on the interpreter. The machine independent part can be developed and tested on another machine (the host machine). This greatly reduces design efforts, because the machine independent part needs to be developed only once to create portable intermediate code.

An interpreter is less complex and therefore easier to port than a code generator, because it is not able to do code optimizations due to its limited view of the program code (it only sees one instruction at a time, and users need a sequence to do optimization). Some interpreters are extremely easy to port, because they only make minimal assumptions about the instruction set of the underlying hardware. As a result, the virtual machine is even simpler than the target CPU.

Writing the compiler sources entirely in the programming language the compiler is supposed to translate, makes the following approach, better known as compiler bootstrapping, feasible on the target machine:

  1. Port the interpreter. This needs to be coded in assembly code, using an already present assembler on the target.
  2. Adapt the source of the code generator to the new machine.
  3. Execute the adapted source using the interpreter with the code generator source as input. This will generate the machine code for the code generator.

The difficult part of coding the optimization routines is done using the high-level language instead of the assembly language of the target.

According to the designers of the BCPL language, interpreted code (in the BCPL case) is more compact than machine code, typically by a factor of two to one. Interpreted code however runs about ten times slower than compiled code on the same machine.

The designers of the Java programming language try to take advantage of the compactness of interpreted code, because a Java program may need to be transmitted over the Internet before execution can start on the target's Java virtual machine (JVM).

Porting of video games

"Video game port" redirects here. For the hardware connector, see Game port.

Porting is also the term used when a video game designed to run on one platform, be it an arcade, video game console, or personal computer, is converted to run on a different platform, perhaps with some minor differences. From the beginning of video games through to the 1990s, "ports", at the time often known as "conversions", were often not true ports, but rather reworked versions of the games due to the limitations of different systems. For example, the 1982 game The Hobbit, a text adventure augmented with graphic images, has significantly different graphic styles across the range of personal computers that its ports were developed for. However, many 21st century video games are developed using software (often in C++) that can output code for one or more consoles as well as for a PC without the need for actual porting (instead relying on the common porting of individual component libraries).

Porting arcade games to home systems with inferior hardware was difficult. The ported version of Pac-Man for the Atari 2600 omitted many of the visual features of the original game to compensate for the lack of ROM space and the hardware struggled when multiple ghosts appeared on the screen creating a flickering effect. The poor performance of the Atari 2600 Pac-Man is cited by some scholars as a cause of the video game crash of 1983.

Many early ports suffered significant gameplay quality issues because computers greatly differed. Richard Garriott stated in 1984 at Origins Game Fair that Origin Systems developed video games for the Apple II first then ported them to Commodore 64 and Atari 8-bit computers, because the latter machines' sprites and other sophisticated features made porting from them to Apple "far more difficult, perhaps even impossible". Reviews complained of ports that suffered from "Apple conversionitis", retaining the Apple's "lousy sound and black-white-green-purple graphics"; after Garriott's statement, when Dan Bunten asked "Atari and Commodore people in the audience, are you happy with the Apple rewrites?" the audience shouted "No!" Garriott responded, " the Apple version will never get done. From a publisher's point of view that's not money wise".

Others worked differently. Ozark Softscape, for example, wrote M.U.L.E. for the Atari first because it preferred to develop for the most advanced computers, removing or altering features as necessary during porting. Such a policy was not always feasible; Bunten stated that "M.U.L.E. can't be done for an Apple", and that the non-Atari versions of The Seven Cities of Gold were inferior. Compute!'s Gazette wrote in 1986 that when porting from Atari to Commodore the original was usually superior. The latter's games' quality improved when developers began creating new software for it in late 1983, the magazine stated.

In porting arcade games, the terms "arcade perfect" or "arcade accurate" were often used to describe how closely the gameplay, graphics, and other assets on the ported version matched the arcade version. Many arcade ports in the early 1980s were far from arcade perfect as home consoles and computers lacked the sophisticated hardware in arcade games, but games could still approximate the gameplay. Notably, Space Invaders on the Atari VCS became the console's killer app despite its differences, while the later Pac-Man port was notorious for its deviations from the arcade version. Arcade-accurate games became more prevalent starting in the 1990s as home consoles caught up to the power of arcade systems. Notably, the Neo Geo system from SNK, which was introduced as a multi-game arcade system, would also be offered as a home console with the same specifications. This allowed arcade perfect games to be played at home.

A "console port" is a game that was originally or primarily made for a console before a version is created which can be played on a personal computer. The process of porting games from console to PC is often regarded more cynically than other types of port due to the more powerful hardware some PCs have even at console launch being underutilized, partially due to console hardware being fixed throughout each generation as newer PCs constantly become even more powerful. While broadly similar today, some architectural differences persist, such as the use of unified memory and smaller OSs on consoles. Other objections arise from user interface differences conventional to consoles, such as gamepads, TFUIs accompanied by narrow FoV, fixed checkpoints, online restricted to official servers or P2P, poor or no modding support, as well as the generally greater reliance among console developers on internal hard coding and defaults instead of external APIs and configurability, all of which may require expensive deep reaching redesign to avoid a "lazy" feeling port to PC.

See also

References

  1. Whitten, D.E.; Demaine, P.A.D. (March 1975). "A machine and configuration independent Fortran: Portable Fortran". IEEE Transactions on Software Engineering. SE-1 (1): 111–124. doi:10.1109/TSE.1975.6312825. S2CID 16485156.
  2. "Portability Issues". .. discusses .. portability of .. Fortran
  3. "port, v.2". Oxford English Dictionary (OED Online). Oxford University Press. Retrieved December 21, 2017. Origin: Of multiple origins. Partly a borrowing from French. Partly a borrowing from Latin. Etymons: French porter; Latin portāre. ... 1. trans. To carry, bear, or convey; to bring.
  4. Tanenbaum 1984, p. 3, § 1.1 Languages, Levels, and Virtual Machines describes the terms and their relations.
  5. Tanenbaum 1984, p. 2. Ch. 1 Introduction explains translation and interpretation.
  6. Richards & Whitby-Strevens 1984, p. 124, § 7.1 Introduction explains compiler portability using intermediate code.
  7. Richards & Whitby-Strevens 1984, p. 133, § 7.4 The bootstrapping process and INTCODE explains the role of the INTCODE interpreter.
  8. Richards & Whitby-Strevens 1984, p. 136, § 7.4.3 Example gives an example translation of a BCPL program into INTCODE for the interpreter.
  9. Wolf, Mark J. P. (2008). "Glossary". The Video Game Explosion: A History from PONG to Playstation and Beyond. Bloomsbury Academic. p. 315. ISBN 978-0-313-33868-7.
  10. ^ Grabarczyk, Pawel; Aarseth, Espen (2019), Port or conversion? An ontological framework for classifying game versions | DiGRA Conference 2019
  11. Nicoll, Benjamin (2015). "Bridging the Gap: The Neo Geo, the Media Imaginary, and the Domestication of Arcade Games". Games and Culture. doi:10.1177/1555412015590048. S2CID 147981978.
  12. ^ Bunten, Dan (December 1984). "Dispatches / Insights From the Strategy Game Design Front". Computer Gaming World. p. 40. Retrieved 31 October 2013.
  13. ^ "The CGW Computer Game Conference". Computer Gaming World (panel discussion). October 1984. p. 30. Retrieved 31 October 2013.
  14. Dunnington, Benn; Brown, Mark R.; Malcolm, Tom (January–February 1987). "64/128 Gallery". Info. pp. 14–21.
  15. Stanton, Jeffrey; Wells, Robert P.; Rochowansky, Sandra; Mellid, Michael, eds. (1984). The Addison-Wesley Book of Atari Software. Addison-Wesley. pp. 12, 21, 44, 126. ISBN 0-201-16454-X.
  16. Bernstein, Harvey (May 1985). "Beyond Castle Wolfenstein". Antic. p. 83. Retrieved 8 January 2015.
  17. Bunten, Dan. "The Game Collection". Ozark Softscape M.U.L.E. Retrieved 2017-10-04.
  18. Yakal, Kathy (June 1986). "The Evolution of Commodore Graphics". Compute!'s Gazette. pp. 34–42. Retrieved 2019-06-18.
  19. Kent, Steven (2001). Ultimate History of Video Games. Three Rivers Press. p. 190. ISBN 0-7615-3643-4.
  20. Kent, Steven (2001). "The Fall". The Ultimate History of Video Games. Three Rivers Press. pp. 237–239. ISBN 978-0-7615-3643-7.
  21. "Stop making horrible console ports - a guide". PC Gamer. 2013.
Categories: