code logs -> 2009 -> Thu, 13 Aug 2009< code.20090812.log - code.20090814.log >
--- 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
code logs -> 2009 -> Thu, 13 Aug 2009< code.20090812.log - code.20090814.log >