--- Log opened Thu Aug 13 00:00:59 2009 |
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02:55 | | * Derakon hacks the Jetblade initialization structure to shreds to let him draw sometheing to the screen before importing most of his dependencies. |
02:55 | <@Derakon> | There's got to be a better way to handle this... |
02:57 | <@Derakon> | The big problem is that I want to get the splash screen displayed before I try importing Vector2D (which can trigger recompiling it), but many classes depend on Vector2D, so I can't import them until after it's been compiled...which means having my import statements not be at the module scope level, which is ugly. |
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04:05 | <@McMartin> | Can you have that only happen in the top-level file, which does the splash screen and then loads everything else? |
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04:13 | <@SmithKurosaki> | Annoyance |
04:16 | <@Derakon> | McM: I could...I was hoping for an approach that didn't involve refactoring the main module just so I could display a splash screen, though. |
04:45 | <@McMartin> | Mn. Hiding away the fact that you're loading the real program is 90% of what a splash screen is *for*. |
04:46 | <@Derakon> | Yeh...bah. |
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17:51 | <@ToxicFrog> | OO design question. |
17:51 | <@ToxicFrog> | I have a class (Event). |
17:51 | <@ToxicFrog> | It is possible to attempt to create one and fail. |
17:51 | <@ToxicFrog> | I can't handle this in the constructor because by the time the constructor is called the object is already created. |
17:52 | <@SmithKurosaki> | That sounds nasty |
17:52 | <@ToxicFrog> | At the moment I have a static method Event:create(...) which returns nil on failure, and a new Event on success. |
17:52 | <@ToxicFrog> | But that tastes kind of...off. |
17:52 | <@ToxicFrog> | Any ideas for better approaches to this? |
17:52 | <@Derakon> | That's basically it. *shrug* |
17:52 | <@TheWatcher> | What I do is: |
17:52 | <@Derakon> | You could alternatively have the constructor be a no-op and then have Event::init() do the actual creation and return true/false. |
17:52 | <@ToxicFrog> | (for reference, the failure modes are things like "upon parsing the constructor arguments, the event references game objects that don't exist" and the like - not memory allocation failures or similar) |
17:53 | <@TheWatcher> | have the constructor call a private clear() and nothing else (which just sets private variables to sane defaults), then have a bool create(...) function that does the actual creation work |
17:54 | <@TheWatcher> | so I'd do something like Foo *myfoo = new Foo(); if(!myfoo -> create(var1, var2, ... etc)) { .. blargh mightily .. } |
17:56 | <@ToxicFrog> | Well, there is no "blargh mightily"; it just doesn't enter that event into the log and moves on to the next one. |
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18:04 | <@TheWatcher> | Well, the beauty of that method is that you can reuse the same object for the next one, until create() returns true |
18:08 | <@ToxicFrog> | Aah |
18:08 | <@ToxicFrog> | Nice. I hadn't considered that. |
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--- Log closed Fri Aug 14 00:00:13 2009 |