On 1/7/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
Well the problem with a local tree would be that I would only be able to
commit anything but incremental changes without breaking things (i.e.
without breaking the trunk).

Maybe I should not use the word 'tree'. What I mean is another local
copy of the trunk.

If it works in your local copy, it will not break the trunk. Whenever
I want to develop something bigger, I make a separate local copy for
that. So I have one copy for small commits, one for the memory patch,
and so on. That way I can integrate other people's changes that are
done while I am developing my stuff merely by doing "svn up" on each
copy. This seems to me the easiest way to work (alone) on bigger
changes.

I am not telling you not to create a branch, I am just trying to see
if you really think this is the best way to work on it. As I said, I
doubt branches give you anything but more work unless you are multiple
people working on the same changeset.

C++ provides easier ways of error handling (e.g. exceptions), plus it
natively provides OOP. I am aware that some level of OOP abstracting is
provided in the current warzone codebase since the used technique
however is not native to the language it is harder to maintain.
Especially RAII is rather difficult to implement using C (whereas C++
provides constructors/destructors and operaters new/delete for an easy
implementation of RAII).

And secondly the only thing becoming more difficult to maintain should
be building (i.e. as far as I see). Which I think should be made more
easy by the creation of a C interface and the fact that the this C++
implementation is kept local in a library.

My experience from work, where I maintain a large codebase of mixed C
and C++ code, is that such mixing is a maintenance nightmare. I do not
want this unless there is a very good reason for it, and what you are
providing are arguments to convert all of Warzone to C++, which, even
if you buy those arguments, is a totally different discussion.

 - Per

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