[Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions
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On Fri, Feb 28, 2003 at 02:03:37AM -0800, Jason Short wrote:
> Ross Wetmore wrote:
> >
> > Raimar Falke wrote:
>
> >>>> Ok. I rephrase this to "square_iterate should be able to catch errors
> >>>> which are made by others parts of the code and not conceal the
> >>>> errors."
> >
> >
> > There are no errors.
> >
> > Let me rephrase this again for you ... there are no errors.
> >
> > Even if there were, the purpose of square_iterate and the rest of the
> > map iterators should *not* be turned into nothing more than your personal
> > Inquisition tool for catching these boogeymen you are so afraid of.
> >
> > These iterators serve a purpose with a well defined interface and this
> > should not be broken by people that don't fully understand it for
> > purposes that have nothing to do with their original purpose.
>
> I'm all in favor of catching boogeymen, but not at the expense of
> breaking other code.
>
> When we first added the checks to the iterator macros, it was pointed
> out (and nobody disagreed with) the fact that none of them were actually
> needed. They were added anyway (by Raimar and myself), as (I thought) a
> temporary measure to catch a few extra buggy cases that might not be
> caught in other places. As far as I know, they have not caught a single
> one.
>
> So I in favor of phasing them out as needed.
>
> As a side note, I am strongly against adding new iterators with cryptic
> names. And for me, the "checked" modifier is as cryptic as it gets.
> Currently we have only one of these, and it has a very different meaning
> for "checked" than you are using.
What about moving the CHECK_MAP_POS out of the macro in the caller?
> (I can't really tell what the "checked" in city_map_checked_iterate
> means; I think it just means it normalizes the positions before
> returning them. For that matter, I can't really tell what most of the
> city.h iterators do just by looking at the names...even after reading
> the descriptions it is difficult to match name with description.)
I agree.
Raimar
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- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, (continued)
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- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, rwetmore@xxxxxxxxxxxx, 2003/02/24
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- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, Raimar Falke, 2003/02/25
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- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, Jason Short, 2003/02/25
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- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, Raimar Falke, 2003/02/25
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- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, rwetmore@xxxxxxxxxxxx, 2003/02/26
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- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, Raimar Falke, 2003/02/27
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- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, Jason Short, 2003/02/28
- Message not available
- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, Raimar Falke, 2003/02/28
- Message not available
- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, Jason Short, 2003/02/28
- Message not available
- Message not available
- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions, Jason Short, 2003/02/28
- Message not available
- [Freeciv-Dev] Re: (PR#3450) square_iterate and unreal positions,
Raimar Falke <=
[Freeciv-Dev] (PR#3450) square_iterate and unreal positions, Jason Short, 2003/02/26
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