I completely agree with this as I've been in exactly the same
situation with a largish scale project. The sort of projects I tend to
do are small scale games for which the totally tightly coupled
solution is overkill. However, I've eaten my words on that point as
well...
On 17 Nov 2009, at 21:05, "Mendelsohn, Michael" <michael.mendels...@fmglobal.com
> wrote:
Alright, since I asked the question, I'm piping in. I just finished
a project that became immensely complicated precisely because I
eventually had everything tightly coupled. Had I used custom events
and done some other things from the get go, I'm nearly certain it
would have been easier to do my updates. With the tight coupling of
that project, it would be difficult for anyone else to go into it in
the future.
In smaller one-off projects, I don't think it's a big deal, but I'm
trying to force myself to get in the habit of loosely coupling
everything, via custom events.
- MM
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