do you use strict?
BlitzMax Forums/BlitzMax Programming/do you use strict?
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I thought strict was for suckers, then I started to mispell variable names and searching for them everywhere, so I think I'll go strict ;-) |
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I use it on everything. Edit: Correction. Everything but tests to see if I'm doing something that works before I go ahead and write an OO-ified implementation of the idea. |
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Same here, but sometimes i dont. |
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i use it all the time. |
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I use it all the time as BMs behavior is different without strict (variable scopes etc) |
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Unless i'm using labels and gotos, yes Strict is useful. |
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What Dre said. |
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I use it all the time. |
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I use it almost all the time. It's very handy. |
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Yeah, I always use Strict. Saves so many problems. Muttley |
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I use it all the time, and I think it should be by default. I would preffer a RELAXED keyword (for lazy programmers or very small programs), than a STRICT keyword for BMX file. :) |
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always, my personnal opinion is that not using it is for suckers. Much better to have the compiler tell me I'm a bad typist rather then having to find a logic error. |
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What's the point of a RELAXED or LAZY command if you have to type it =) |
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After I get the program at finished stage I go Strict. It's suprising how many loose ends turn up. Are you guys using Framework as well? |
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No, as I'd save writing up the code to use Framework until I was done writing the application and felt nothing else had to be done. So basically, I'd only use Framework for the RC. |
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What's the point of a RELAXED or LAZY command if you have to type it =) Everyone looked at me when I laughed out loud in the computer lab. BTW, do you use globals? Sice I got object orientation, I decided NOT to use globals at all |
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globals can be used within types as well (then they are quite the same as static in C++) :) |
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Here's a handy use of globals: |
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Globals should be kept to a minimum. Local variables are much faster. |
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Thats true. But global to create type handling list structures (to have a way to say when to destroy an element) are just great :) Or for instance counters. beside that you are right, normally for stuff like noel did with the ARB anyone would use const, not global :) |
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Strict is definitly the way to go. Saves SO MUCH trouble in the long run! |
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normally for stuff like noel did with the ARB anyone would use const, not global :) You're... insane? You can't set constants at runtime, Dreamora. In order to see if a video card supports the extensions, you have to check them at runtime. |
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ah, you're right but why didn't you use field instead of global? as you use them on instance base anyway due to method new, it would do the job as well :) ( or replace new with a function init () that does the same) |
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So I could do GlHelper.GL_ARB_vertex_buffer_object>0 anywhere in my code without having to create a new instance of the type prior to that. If it ends up kicking me in the face speed-wise I'll obviously move it to some other means of storage, but thus far I've had no problems. |
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thats why I put the (..) stuff in :) I've a similar controlstructure in my particle system which is fully based on Type - Function, Type - const and type - global :) |
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I use Strict in most of my code. I'm developing some modules for my game (it's not going great, because I lack some inspiration and I don't seem to find the perfect structure for it) and I'm using strict in all those modules. Only for testing those modules with a separate bmx-file, which imports the module, I'm not using strict. |