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On 12/4/18 11:24 PM, clipka wrote:
>
> Commas are always optional, provided that this doesn't lead to ambiguity.
>
*gurgle* man I hate that. I get it, but these little odd nuances make
it near impossible for someone else to write a parser. SDL is a rough
enough language as it is...
--
dik
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Am 06.12.2018 um 04:37 schrieb dick balaska:
> On 12/4/18 11:24 PM, clipka wrote:
>
>>
>> Commas are always optional, provided that this doesn't lead to ambiguity.
>>
>
> *gurgle* man I hate that. I get it, but these little odd nuances make
> it near impossible for someone else to write a parser. SDL is a rough
> enough language as it is...
You're telling me.
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hi,
clipka <ano### [at] anonymous org> wrote:
> Am 06.12.2018 um 04:37 schrieb dick balaska:
> > On 12/4/18 11:24 PM, clipka wrote:
(in earlier message)
> > while on punctuation,, ...
> The examples are wrong - my bad. As a C++ programmer ...
cheers.
> >> Commas are always optional, provided that this doesn't lead to ambiguity.
> >>
> >
> > *gurgle* man I hate that. I get it, but these little odd nuances make
> > it near impossible for someone else to write a parser. SDL is a rough
> > enough language as it is...
>
> You're telling me.
can you not use this opportunity to "shape" the future? eg if you said from
version 3.9 or 3.10 the parser -- too lenient now -- will get "tightened", like
no more #declare without terminating semicolon, or even force ("nudge" ;-))
people into using commas consistently. with the '#declare deprecated' you
already have a mechanism, no?
personally I'd like to see a '#pragma' keyword that would, among other things,
allow disabling certain parser warnings like "no object in scene", perhaps:
#pragma disable_warning_*
or an enhanced #debug? a real bugbear since I frequently have "scenes" that
only calculate or try something, ie without cameras, lights, and objects.
regards, jr.
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