> > (defn make-window [id] > {:tag ::window, :id id}) > > (defn make-color-window [id color] > (assoc (make-window id) > :tag ::color-window > :color color)) > > (derive ::color-window ::window) > > (defmulti describe-window :tag) > > (defmethod describe-window ::window [w] > (println "Window with ID" (:id w))) > > (defmethod describe-window ::color-window [w] > (println (:color w) "Window with ID" (:id w))) > > (let [w (make-color-window 24 "blue")] > (describe-window w)) > ;; => prints "blue window with ID 24"
In any fairly large UI system this would become tedious in no time and a hit on readability. For example consider building a UI system from scratch for a JOGL game of even medium complexity in pure Clojure (scrollbars, views, zoomable views, sprites, physics, icons, buttons, et al.). A higher level abstraction is required. I'm not arguing that the language needs to provide it directly, but at least have the framework in place so that it can be done via macros (which already is the case). --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en -~----------~----~----~----~------~----~------~--~---