Re: [Opengl3dwm-devel] TRUE/FALSE and stuff...
Status: Pre-Alpha
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zarnick
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From: Zarnick M. <p.z...@gm...> - 2006-04-02 14:51:05
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Ok, so I've been reading on the literature bulibuta told us to read, and I do sugest we keep using the K&R ident style, plus I'm OK with Hungarian variables, we just have to make it correct, and we all must agree upon the notation, anyone has some ideias? Zarnick On 4/1/06, bul...@gm... <bul...@gm...> wrote: > On Friday 31 March 2006 04:01, Zarnick Maelstorm wrote: > > Ok, so the true/false sucess/failure pair is right seted now, plus I've > > made some modification on the FMSystem module, I've made one big includ= e > > to include all the defines and includes needed by the files, this way w= e > > don't have to change everything in all files. > > > > Also, I'm copying the e-mail of bulibuta, with coments: > > > > -----------------------------------------------------------------------= ---- > >----- Zarnick is sort of right on this issue, a successfull return code = is > > custom to > > be marked as 0. That's why I don't use/like TRUE-FALSE. And as you stat= ed, > > Alon, the errors are <0 and the different types of success results are = >=3D > > 0. > > > > So I suggest we use this scheme. > > -----------------------------------------------------------------------= ---- > >----- Ok, already done that and I happily agree with that > > > > Ok. So that subject is closed. > > > -----------------------------------------------------------------------= ---- > >----- As far as DEBUG switch that's a sane solution. And I'm all for it. > > -----------------------------------------------------------------------= ---- > >----- > > > > Well, if you thinkg, we already are debuggin, since we are compiling wi= th > > -ggdb -g3 options, but I think a DEBUG switch is a good way, just > > elaborate a little more what you are thinking. > > > > Yes, but we'll have to give away release builds too, and the end-user wil= l not > want a debug bloated binary. This is again a glance in the future:) > > > > -----------------------------------------------------------------------= ---- > >----- Another issue we should discuss is coding practice. I suggest the > > following rules: > > > > 1) At least on every 10 lines of code one comment must be found. This w= ill > > make for new devels and people how look at our code for bugs a much eas= ier > > job. > > -----------------------------------------------------------------------= ---- > >----- Ok for me > > Ok. I'm glad you find it good:) > > > -----------------------------------------------------------------------= ---- > >----- 2) We all use the same indention, code alingement, naming scheme e= tc. > > This will not only make the code more readable but will also easily out= line > > possible bugs or optimizations. > > -----------------------------------------------------------------------= ---- > >----- Also ok for me > > Ok then, we have to set some standard now. Here's a wikipedia link: > http://en.wikipedia.org/wiki/Indent_style > > I use BSD-style, check it out in the link above. There are other types. w= e > should decide on a single indention style and move on:) > > > We also should settle on variable naming convention. I suggest we follow > hungarian notation, in it's real sense, not the missunderstood MS one, wh= ere > it only means prefixing with default language types. Some links: > > http://www.joelonsoftware.com/articles/Wrong.html > > > > -----------------------------------------------------------------------= ---- > >----- 3) We try to keep everything magic numbers free, and as modular an= d > > simple as > > possible. Divide et impera!:) Whenever we have some problems with that = we > > mail each other and ask, better postpone a cool feature with magic numb= ers/ > > memory leaks/ poor design in it then go back later and try to figure ou= t > > what > > we did back there. > > -----------------------------------------------------------------------= ---- > >----- Also ok for me, just with one resalve...we should put a comment on= the > > piece that has the magic number/mem leak/seg.fault/etc. saying that it = has > > this, why it has this(or what were you thinking when you make this way = and > > it has this), the date, revision number you were working(if possible), = and > > if you have any ideia for correcting it. > > Yeah, that's correct. If something cryptic must be used, we should commen= t it > well so that a smarter person will be able to make it better at a later > time:) > > > -----------------------------------------------------------------------= ---- > >----- We should keep mail coming, so we can have it for reference to our > > selfs and > > others that will be interested at later times, if they will come:) > > -----------------------------------------------------------------------= ---- > >----- Ok by me, and already using it, this way we can also keep logs of = our > > ideias. > > -- > > Yeah. > > > -=3D=3DZarnick=3D=3D- > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by xPML, a groundbreaking scripting lang= uage > > that extends applications into web and mobile media. Attend the live > > webcast and join the prime developer group breaking into this new codin= g > > territory! > > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=110944&bid$1720&dat=12164= 2 > > _______________________________________________ > > Opengl3dwm-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel > > > ------------------------------------------------------- > This SF.Net email is sponsored by xPML, a groundbreaking scripting langua= ge > that extends applications into web and mobile media. Attend the live webc= ast > and join the prime developer group breaking into this new coding territor= y! > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D110944&bid=3D241720&dat= =3D121642 > _______________________________________________ > Opengl3dwm-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengl3dwm-devel > -- -=3D=3DZarnick=3D=3D- |