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In article <3db436a9$1@news.povray.org>,
"Greg M. Johnson" <gregj:-)565### [at] aol com> wrote:
> I "mastered" programming in high school and college learning BASIC and some
> FORTRAN.
>
> I am too stupid to figure out C.
More likely you had some kind of block where you decided you couldn't
learn it. It isn't that hard, though of course I'd never recommend it
for a scene description language..
> Please don't make the SDL just a bastardized C.
That wasn't very C-like. There were only a few things that were like C
in that code: using {} braces to enclose code blocks (which POV already
does, just not for control statements...if that was the problem, you
couldn't read POV either), and the "+=" operator, which seems pretty
intuitive to me. And finally, the "varName = value" syntax for assigning
to variables...is that so hard to understand? Were you really unable to
figure out what that code did?
> Don't make it eclectic.
If anything, the existing language is extremely "eclectic", borrowing
bits and pieces from C, Pascal, and other languages. I don't think the
word means what you think it means.
> As klunky as it is, the current SDL is intuitive.
In some ways, in others it is horribly nonintuitive. (quick: you can
declare textures, finishes, pigments, objects, and functions. Can you
declare transforms? Can you declare warps? How about patterns? You can
also make a texture based off an existing one by using "texture
{TEXTURE_IDENTIFIER MODIFIERS}", can you do the same with unions, blobs,
or meshes? Is sky_sphere an object? Using shadowless in a light source
turns off highlights...is that intuitive?)
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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