On 06.12.2011, at 02:31, Greg Ercolano wrote:

> Just curious: is this what FLTK3 is doing..?
> http://www.gamedev.net/page/resources/_/technical/general-programming/the-c-pimpl-r1794
> 
> I haven't touched FLTK3 yet, and haven't taken the time to figure it out,
> but just wondering if that's the "trick.."

Yes, that is very similar to what we are doing to provide an FLTK 1 and an FLTK 
2 interface to the FLTK 3 core. 1 and 2 are the "public" interface to FLTK 3. 
FLTK 3 of course still has a complete standard C++ interface to keep it fast 
and light.

There is one additional trick that is mentioned as a problem in the article, 
but solved in FLTK 3: it's obvious how "public" code calls "private" code, but 
what do you do when "private" code calls "public" code? And much worse, what do 
you do if that public function is virtual. And even worse yet, what do you do 
if you allow private (FLTK 3) code to be called directly, or intermixed, and 
back and forth, etc.?

Well, all that is solved in FLTK 3, and seems to work just fine and with very 
little overhead... .

 - Matthias



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