Re: Complexity of new hardware

Mat Noguchi <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <D7F4D9E414140644BF099886C28C6636205CFA12DE@bngexchange01.bungie.bng.local>
You could always flip that around and have a to-C++ compiler.

MSN
-----Original Message-----
From: Alen Ladavac [mailto:[email protected]]
Sent: Friday, April 17, 2009 12:26 PM
To: Jarkko Lempiainen
Cc: 'Game Development Algorithms'
Subject: Re: [Algorithms] Complexity of new hardware

Friday, April 17, 2009, 9:48:32 AM, Jarkko wrote:
> I don't think you would even want to parse the compiler generated data for
> introspection because it wouldn't provide enough necessary metadata
> information for the purpose.

IME, parsing the headers can get you a long way and alows you to easly
add additional info to members in-place. Handling all the cornercases
of C++ would be hard, but we don't want to use those anyway, so that
is not a problem.

> From my experience you need e.g. different level of constness
> altogether and other custom variable properties for introspection
> purposes which the language doesn't provide.

Haven't needed different constness yet, what do you mean by that?

We use flags for object ownership on pointers (in contrast to just
linking), barriers to define deep copy limits, versioning info for
serialization, hints for GUI for loading/streaming and a bunch of
others.

Cheers,
Alen


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