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In article <3980ECAB.761DB51F@hotmail.com>, Pabs <pab### [at] hotmailcom>
wrote:
> Do any other IDEs have the equivalent of MSVC's Source Browser &
> ClassWizard functions.
It would help if you described what those features *are*.
MetroWerks CodeWarrior has a class browser which allows you to
graphically browse the class heirarchy and look at class members, and
has a nifty feature which allows you to find definitions/implementations
of #defines, structs, classes, and functions by simply highlighting a
word in the source code and popping up a contextual menu. There are
probably several other features of this sort in CodeWarrior, but I
haven't used them much.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Chris Huff wrote:
> In article <3980ECAB.761DB51F@hotmail.com>, Pabs <pab### [at] hotmailcom>
> wrote:
>
> > Do any other IDEs have the equivalent of MSVC's Source Browser &
> > ClassWizard functions.
>
> It would help if you described what those features *are*.
Source browser is like this.
When you compile a project M$VC saves all definitions & references of all
symbols to a browse file. You can then bring up a list of these and for
functions call & callers lists & for classes & structs members lists & (I
think) inheritance lists.
> MetroWerks CodeWarrior has a class browser which allows you to
> graphically browse the class heirarchy and look at class members, and
> has a nifty feature which allows you to find definitions/implementations
> of #defines, structs, classes, and functions by simply highlighting a
> word in the source code and popping up a contextual menu. There are
> probably several other features of this sort in CodeWarrior, but I
> haven't used them much.
Classwizard is similar to what you describe & to Source browser but it is
more dynamic in that you don't need to recompile to find variables, structs
etc.
Both are a little deficient when it comes to defines & typedefs
--
Bye
Pabs
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Pabs wrote:
> Both are a little deficient when it comes to defines & typedefs
So is the autocomplete function.
--
Bye
Pabs
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Thorsten Froehlich wrote:
> typedef struct Frame_Struct FRAME;
>
> struct Frame_Struct
> {
> CAMERA *Camera;
> int Screen_Height, Screen_Width; /* OPTIONS */
> int Number_Of_Light_Sources;
> LIGHT_SOURCE *Light_Sources;
> OBJECT *Objects;
> DBL Atmosphere_IOR, Atmosphere_Dispersion, Antialias_Threshold;
> COLOUR Background_Colour;
> COLOUR Ambient_Light;
> COLOUR Irid_Wavelengths;
> IMEDIA *Atmosphere;
> FOG *Fog;
> RAINBOW *Rainbow;
> SKYSPHERE *Skysphere;
> };
>
Hmm....this looks like a good foundation for the basic "scene" object that I
think should be the proxy class (object) for the whole scene in an
OO-version...
(think java)
public class scene{
povCamera camera;
povObject objects[];
// everything is an object - light sources too, for example
povIniOption ini_options;
double initial_clock, final_clock, clock;
povAtmosphere atmosphere;
povFog fog;
povSkysphere sky_sphere;
public class image{
int width, height;
outputType output_type;
// etc.
}
// etc.
}
This way, the scene object encapsulates everything regarding the scene to be
rendered, and it feels logical to write lines as these:
scene.image.width
scene.camera.look_at
scene.atmosphere
scene.sky_sphere
..
#if (scene.current_frame=scene.ini_options.initial_frame) ... #end // new one,
that...
#declare scene.objects[0].scale = foo;
#if(scene.camera.look_at=myFoo.location) ... #end
Well, hope I'm not the only one who sees the possibilities here...sorry for
being OT.
----------------------------------------------------
Mikael Carneholm, B.Sc.
Dep. of Computer Science and Business Administration
Personal homepage:
http://www.studenter.hb.se/~arch
E-mail:
sa9### [at] idautbhbse
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Btw, good OO design says that you DON'T put member attributes in the public
part of a class.
Just a side note :)
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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In article <399d1d63@news.povray.org> , Warp <war### [at] tagpovrayorg> wrote:
> Btw, good OO design says that you DON'T put member attributes in the public
> part of a class.
> Just a side note :)
And just as another side note: What is the difference between a struct and
a class only containing public data members...?
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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Thorsten Froehlich wrote:
>
> And just as another side note: What is the difference between a struct and
> a class only containing public data members...?
None.
Markus
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Warp wrote:
> Btw, good OO design says that you DON'T put member attributes in the public
> part of a class.
> Just a side note :)
>
Yep, that's right....but I (personally) do not think that any "project" in POV
will be large enough to require information hiding, which was (if I remember
correctly) the reason for inventing encapsulation. I don't think any POV user
would like having to write
#if(MyObject.getLocation()=scene.getCurrentCamera().getLookAt())
MyObject.setLocation(fubar)
#end
...at least I know _I_ wouldn' t like it. I don't know about you, of
course....would you? :)
----------------------------------------------------
Mikael Carneholm, B.Sc.
Dep. of Computer Science and Business Administration
Personal homepage:
http://www.studenter.hb.se/~arch
E-mail:
sa9### [at] idautbhbse
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Thorsten Froehlich wrote:
> And just as another side note: What is the difference between a struct and
> a class only containing public data members...?
>
As long as you don't want to inherit from that class: none....
:)
----------------------------------------------------
Mikael Carneholm, B.Sc.
Dep. of Computer Science and Business Administration
Personal homepage:
http://www.studenter.hb.se/~arch
E-mail:
sa9### [at] idautbhbse
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In article <399D27CE.F6D3DC58@ida.utb.hb.se> , Mikael Carneholm
<sa9### [at] idautbhbse> wrote:
>> And just as another side note: What is the difference between a struct and
>> a class only containing public data members...?
>>
>
> As long as you don't want to inherit from that class: none....
Exactly, so why would it make any difference if it is a class or a struct?
After all, this is the idea behind the rewrite of POV-Ray 4.0: it is not
about calling every struct "class" now, as a matter of fact a lot of code
has to be changed to provide proper encapsulation. And this is the major
problem in the current POV-Ray core code <sigh>
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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