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The Architecture of Open Source Applications

Name: Anonymous 2011-05-26 19:02

http://www.aosabook.org/en/index.html

Hey, at least it's free.

Name: Anonymous 2011-05-26 19:15

There are two kinds of free information:
1. made free by big corporations (like JAVA's documentation), who wants brainwashed workforce.
2. released by people who believe in their cause (like PCL book) with intention of enlighting people.

And I may say, that AOSA was represents the third kind - advancing bad design agenda. Just look at http://www.aosabook.org/en/wesnoth.html
The word "Elf" was repeated SIX fuckin times for the fuck's sake!!!

[unit_type]
    id=Elvish Fighter
    name= _ "Elvish Fighter"
    race=elf
    image="units/elves-wood/fighter.png"
    profile="portraits/elves/fighter.png"
    hitpoints=33
    movement_type=woodland
    movement=5
    experience=40
    level=1
    alignment=neutral
    advances_to=Elvish Captain,Elvish Hero
    cost=14
    usage=fighter
    {LESS_NIMBLE_ELF}
    [attack]
        name=sword
        description=_"sword"
        icon=attacks/sword-elven.png
        type=blade
        range=melee
        damage=5
        number=4
    [/attack]
[/unit_type]

Name: Anonymous 2011-05-26 19:17

>>2
AOSA was made to represent
self fix

Name: Anonymous 2011-05-26 20:23

Architecture
stopped reading there

Name: Anonymous 2011-05-26 21:08

The word "Elf" was repeated SIX fuckin times for the fuck's sake!!!
If that's your example, I'm not convinced.

Name: Anonymous 2011-05-27 2:33

>>5
First of all, "advances_to=Elvish Captain,Elvish Hero" is wrong. it should be the other way with "advances_from". So you can add upgrades, without changing base units.

Ideally you should have something like
prototype=Fighter, race=elf, hitpoints=33, damage=5
All else (including alighnment) should be merged from prototype and race. Image files may come from the same

Name: Anonymous 2011-05-27 2:34

>>6
from the same folder
self fix.

Name: Anonymous 2011-05-27 4:23

>>2
Meh, I'll implement Battle for/of Wesnoth in Common Lisp any day.
If someone gives me SDL bindings which does not suck (I'm looking at you, LISPBUILDER )

Name: Anonymous 2011-05-27 5:11

>>8
If someone gives me SDL bindings which does not suck (I'm looking at you, LISPBUILDER )
Write it yourself. If you are crazy enough to butcher Common Lisp into your own harebrained ``DSL", you sure have enough stamina to wrap SDL anew.

Name: Anonymous 2011-05-27 5:37

>>8
No-one will want to play it.

Name: Anonymous 2011-05-27 6:11

>>10
Doesn't really matter to me.

>>9
Gah.. No, I definitely do not have the stamina to write new bindings for SDL. Besides, who said that I'd write a DSL?

Name: Anonymous 2011-05-27 6:45

>>11
>>9 thought you were the ``in Lisp'' guy

Name: Anonymous 2011-05-27 11:52

>>12
Hm, yes, that would be a rather logical conclusion, and the ``in Lisp" guy did have a folder called SDL when he published his DSL.

Name: Anonymous 2011-05-27 14:39

>>8
It's size is fucking enormous:
Wesnoth's core engine is written in C++, totalling around 200,000 lines at the time of this publication. The game ships with another 250,000 lines of WML code.

You probably can compress it by an order of magnitude (down to 20,000-30,000 lines), but you'll still've to read through whole C++ codebase.

Name: Anonymous 2011-05-27 19:50

>>14
What. I didn't know that !
Not gonna do it anymore.

Don't change these.
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