Author Topic: Compilation error  (Read 701 times)

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Charles Pegge

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Re: Compilation error
« Reply #15 on: March 22, 2018, 10:17:45 PM »
I like the soft shadows :)

Yes, by all means, I would encourage industrial grade stainless-steel programming. Paradoxically, it usually involves breaking complex expressions down into simple ones. Then it is easier to identify repeating patterns in the code, and then compact them into functions or macros. It improves the readability of code, and ease of verification.

To enforce variable declaration, we have #autodim off

Mike Lobanovsky

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Re: Compilation error
« Reply #16 on: March 22, 2018, 11:23:02 PM »
If a complex task only requires two parameters to run, should the BASIC programmer care beyond the intended results  and the arguments presented?
I'd say
  • a complex task that only requires two parameters to run is a chimera; and
  • the BASIC coder wouldn't, but the BASIC programmer, must.
I like the soft shadows :)

Veritable penumbra emulation is absolutely impossible outside GLSL, and still rather heavy on the GPU when implemented in a shader.

Quote
Yes, by all means, I would encourage industrial grade stainless-steel programming. Paradoxically, it usually involves breaking complex expressions down into simple ones. Then it is easier to identify repeating patterns in the code, and then compact them into functions or macros. It improves the readability of code, and ease of verification.

+1 in a static/JIT compiler, but it is a real speed killer in an interpreter where every run time temp var allocation, cast, or condition in the user code is a bottleneck.

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To enforce variable declaration, we have #autodim off

+1 again. :)
Mike
(3.6GHz Intel Core i5 Quad w/ 16GB RAM, 2 x nVidia GTX 650Ti w/ 2GB VRAM, Windows 7 Ultimate Sp1)