[Freeciv-Dev] (PR#2614) activate_all_units
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Subject: |
[Freeciv-Dev] (PR#2614) activate_all_units |
From: |
"Jason Short via RT" <rt@xxxxxxxxxxxxxx> |
Date: |
Sat, 28 Dec 2002 21:47:59 -0800 |
Reply-to: |
rt@xxxxxxxxxxxxxx |
[kauf - Fri Dec 20 16:08:30 2002]:
> On Fri, Dec 20, 2002 at 12:15:58AM -0800, Jason Short via RT wrote:
> >
> > This patch provides a client-common code to activate all units on a
> > given tile. It is called by citydlg code when "activate all units" is
> > selected.
> >
> > The name could be questionable.
>
> why do you remove the type-casting?
Type-casting from a void* to a different type of pointer is unnecessary
in C. Giving the cast can conceal other errors, since the type-cast
will generally make the assignment succeed even when it shouldn't. It's
also less readable IMO. This is closely related to why NULL is often
#defined to ((void*)0), and see also
http://www.eskimo.com/~scs/C-faq/q7.7.html.
In C++, a cast is needed. At some point some pieces of freeciv code
were given explicit casts for this reason. But I believe the better
solution is to use 'extern "C"' wrappers if and when the code needs to
be compiled with C++. Note that there are other incompatabilities
between C and C++.
jason
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