Re: A few questions about scripting

Mike Shaver <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
I think type inference is the usual way.  There is very little actual type
instability on the web, for example, and your scripters are likely not much
different.

Mostly I care about things C++ can't express as types very well: called on
right thread, not called with lock held, has some relation to other
variable, is in a certain state.  We use a tool to let us annotate for some
of those things, which I wish we'd had a decade ago.

Event based programming tends to wipe out type info anyway, since you get
generic arguments to your handlers... and check their types at runtime.

Modern JS engines run native code for all repeated code, or all code period,
and some engines can get within 2x of msvc on naive matrix code. Lua is
unlikely to be much worse, if at all.

Mike

On Apr 28, 2010 6:29 PM, "Douglas Cox" <[email protected]> wrote:

> I take it that you don't require unit tests for your gameplay code?

How does one make a unit test for a line of script in a trigger's "OnEnter"
event passing values of the wrong type to a function it calls?  I'd love to
have more unit tests. In fact we're making sure a nice unit testing
framework is one of the features of the new code, but I'm not sure how you
can have complete coverage.  Isn't the unit test in a case like this handled
by the compiler verifying your arguments are the correct type?

-doug

On Wed, Apr 28, 2010 at 6:23 PM, Jon Watte <[email protected]> wrote:

> >>
> >> >From what we've seen with a more dynamically typed language, you end up
> having to play half w...
>
> > _______________________________________________
> > Sweng-Gamedev mailing list
> > Sweng-Gamedev@lists...
>


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