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Patrick Elliott wrote:
> Is that clearer? I using isn't necessarily the right word, its just the
> one commonly used in programming languages that provide this feature.
> Though in those case, your actually specifying the 'scope' of the item
> your trying to deal with, such as the properties on Button1 from Window2,
> whose parent is Window1: Window1.Window2.Button1.Text, etc. Instead you
> tell the language to make Temp_Buttom = Window1.Window2.Button1, then
> just refer to Temp_Button.Text when writing the code.
Hmm, but then you still need to declare all the references
somewhere...like I mentioned, if it's a wall plate or something that is
always the same, you can just duplicate it, but what to do for things
that are almost identical, like the width of a door frame, the moulding
is the same but the length is different, and just scaling a duplicate
will stretch the texture, too...
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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In article <439a11a4$1@news.povray.org>, z99### [at] bellsouthnet says...
> Patrick Elliott wrote:
> > Is that clearer? I using isn't necessarily the right word, its just the
> > one commonly used in programming languages that provide this feature.
> > Though in those case, your actually specifying the 'scope' of the item
> > your trying to deal with, such as the properties on Button1 from Window2,
> > whose parent is Window1: Window1.Window2.Button1.Text, etc. Instead you
> > tell the language to make Temp_Buttom = Window1.Window2.Button1, then
> > just refer to Temp_Button.Text when writing the code.
>
> Hmm, but then you still need to declare all the references
> somewhere...like I mentioned, if it's a wall plate or something that is
> always the same, you can just duplicate it, but what to do for things
> that are almost identical, like the width of a door frame, the moulding
> is the same but the length is different, and just scaling a duplicate
> will stretch the texture, too...
>
Hmm. Ok, that does complicate things a bit.
--
void main () {
call functional_code()
else
call crash_windows();
}
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