Re: Bad news, many errors on linux

Jorrit Tyberghein <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAA49VVLbC0Cv7=xXLn4=dSaT_o8ro0M4rTxqGweeojLvrKPTnw@mail.gmail.com>
>
>
> This is following a discussion I tried to setup in a previous mail:
>
> http://sourceforge.net/mailarchive/forum.php?thread_name=ef7d2ac633d93e87cd6f61722ad71cc2.squirrel%40mmp.sipr-dc.ucl.ac.be&forum_name=crystal-develop
>
> The fact is that listeners are quite cumbersome to use, while a generic
> event system allows for more adaptability of the code, especially in some
> context such as the cseditor where there are many different plugins
> communicating together.
>
> It also allows more granularity in the registration of the events to be
> listen to, eg registrating directly to all events generated by a category
> of objects instead of having to register separately to every object.
>
> That being said, I'm not at all against keeping the old listener system.
> Mixing both systems is clearly not a good idea, then we can keep on with
> the listeners.
>
>
>

I would avoid the event system for this. Also I have experienced in the
past that
the event system performance goes down considerably if you have many event
handlers
registered to it. Even if they are for different types of events. In CEL I
already had to
do several optimizations for that (i.e. this is why CEL has specific
handlers in the physical
layer to handle preframe/postframe signals, before I did that optimization
many
property classes had their own event handlers for that and this caused
massive slowdowns).

So I would like to use the event system only for what we traditionally see
as input and
frame related events and nothing more.

Greetings,



>
>
>
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-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
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Personal page: http://users.telenet.be/jorritTyberghein/

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