Comment #5 on issue 3242 by [email protected]: Manual beaming over rests and vertical spacing problem
http://code.google.com/p/lilypond/issues/detail?id=3242

The code is such a flamboyant piece of crapola that it is hard to even guess where the problem occurs. It pushes a number of skylines into a deque, then pops two elements from the front, merges them, and pushed them back into its rear. And when it is finished, it does
    buildings_.swap (partials.front ().buildings_);
Why swap?  Makes no sense at all.  Similar the use of splice elsewhere.

That's all quite loopy. However, what probably takes the cake, platter, and all is Skyline::normalize. The wobbly things that it does with iterators do not make any sense at all. Its original last_empty setting tries to ensure that it does not step backwards out of the array in the first iteration, but if the conditional triggers in the second and third iteration, it still stomps backwards out of the array.

Naturally, all of those exciting and inventive ways of juggling with data don't come with any comments explaining the particular non-boring implementation choices and the underlying intent.

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