On Wed, 16 Jun 1999, Daniel A. Koepke wrote: >Everyone is focusing on getting 3.1 out the door before we worry too much >about final decisions for 4.0. True, but I like to collect things on http://www.circlemud.org/~greerga/TODO.html in the meantime. >And there are other options that, at least, George is investigating for >4.0. So far I've found glib (ftp://ftp.gtk.org/pub/glib/) to be designed fairly well. Ignoring the whole 'gpointer' and 'gint' nonsense of course. I don't see a problem with the 'gint32' type, but I really disagree with 'gpointer' as a type. Reminds me of C++ references and how you forget when you're working with a pointer and need '*' or not. Otherwise, it finally gives useful structured building blocks. Re-writing a queue system for every program does get tedious quickly. >But, no plans are finalized and, as always, the final decision is >Jeremy's. Documentation is the current largest issue with the CircleMUD release. There needs to be documentation written up and the current SGML was written with a custom parser in mind that is no longer available. >I don't think there's that much of a learning curve. However, the ANSI >standards committee working on C++ appears to be trying very hard to >make the language harder to use and look at. Point of reference: new >style casting which use the template syntax, which was ugly and unreadable >to begin with. CircleMUD will always try to compile in a C++ compiler barring some stupid incompatibilities in the language. Their 'extern' treatment borders on that. >It should be done in whatever language and in whatever way that Jeremy and >George determine best suits the future of CircleMUD. JavaScript. :) >I am pressing for less features to be in CircleMUD -- or to make the >standard distribution features more easily removable. I did just that in one of my code bases. Boards, mail, shops, special procedures, magic, skills, and a few other things were all compile-time selected. Any number of them could be removed independently restricted only the obvious, like shops require special procedures. I didn't do it just to be anal about things but was the end result of throwing "#if 0" around liberally to isolate the code required by various subsystems that was't with what required it. >Not everyone wants the same implementation of races, classes, >etc., in their MUD, and such creative minds should not be punished by >having to rip out a mountain of code. My method of board removal was basically "remove boards.o from object list and #ifdef what breaks." Wasn't too rough and most things were in the right places when I did the other stuff. >As far as bugs go, well...people don't typically release code with >serious, obvious bugs in it. bpl15 (and 16) currently have some real irkers. Need to find the time to make sweeping changes to fix them. >Nor do Jeremy or George. All of the 3.0s we've seen so far are betas >that have been eliminating bugs. "return (0)" notwithstanding. :) That was a code consistency thing though. >The next non-beta release, which is 3.1 for those keeping score at home, >shouldn't have any bad, noticable bugs. We could make 'version' crash, oh wait, that's been done... >Of course, it's no trivial task to eliminate *all* the bugs... void main(void) { return 0; } Even the above has a bug. -- George Greer | Stock CircleMUD Bug Reporting or Help greerga@circlemud.org | http://bugs.circlemud.org/ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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