From: brett l. <wak...@gm...> - 2010-01-20 16:23:06
|
On Wed, Jan 20, 2010 at 6:15 AM, Rick Westerman <wes...@pu...> wrote: > brett lentz wrote: >> It's a play option for those that want it, It defaults to being >> disabled. The Simtex 1830 game had it. >> >> Other than requiring a lot of tedious XML editing, it's easy to >> support, so I see no reason not to add it. >> >> ---Brett. >> > The problem with tedious (and repetitive) XML is that it leads to > tedious and much harder debugging. One's eyes tend to glaze over when > comparing a game's tile manifest. As an example, when looking at tile > #1 in order to check that the manifest correct, which is the easier XML > to debug? There are a few different things that make this easier. Syntax highlighting, etc. One thing that has been on the to-do list is developing JUnit tests to help automate the more mundane debugging work. > A rule of thumb that I use with my student programmers (and with > myself and with my fellow professional programmers) is that whenever I > find myself doing copy'n'paste then I should stop and ask myself, how > can I do this better? I.e., in a programmatic way? I would prefer to > see either: > I don't disagree. However, I consider shipping to also be an important feature. Not everything requires or can have an ideal technical solution. Sometimes "good enough" is exactly what is needed. ---Brett. |