>>> Most likely you'd have a cCall for #initialize >>> anyway. Having one for #new instead does not change much. >>> >> To my understanding ( from past smalltalk lectures at university where >> we worked with Squeak ) #new is responsible for allocating an object >> while #initialize or #init is responsible for setting up default values >> for the newly created instance. Therefore I proposed #new. Unless that >> is in GST this rule is slightly different. > > Yes, my reasoning is: if you used CObject, you would have needed > anyway a cCall to initialize the CObject. By not using CObject, you > just need your cCall to determine the correct size of the object so > you use #new. But it's not like one of the two is particularly more > hackish. So with other words no damage is done if I hijack #new for the creation purpose and leaving #initialize to the scripts only for code to setup their smalltalk type parameters. That sounds good. Let's see if I can get this one up and kicking. I can't remember of any game project using smalltalk for scripting. A pity, it's after all the mother of all OO languages :P ( and a cool language on top of it ).
-- Yours sincerely Plüss Roland Leader and Head Programmer - Game: Epsylon ( http://epsylon.rptd.ch/ , http://www.moddb.com/games/4057/epsylon ) - Game Engine: Drag(en)gine ( http://dragengine.rptd.ch , http://www.moddb.com/engines/9/dragengine ) - Normal Map Generator: DENormGen ( http://epsylon.rptd.ch/denormgen.php )
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