[Bf-committers] Re: [Bf-blender-cvs] CVS commit: blender/source/blender/python/api2_2x Object.c blender/source/blender/python/api2_2x/doc IDProp.py Texture.py Scene.py Object.py Image.py Mesh.py NMesh.py Material.py

Campbell Barton cbarton at metavr.com
Mon Nov 20 19:13:56 CET 2006


A new peoperty's name is called "prop" in the Game engine UI. ;)
if .property is best then then Im not that against it,  - idproperty is 
not a good exception tho.

renaming game_properties is fine by me.



Martin Poirier wrote:
> Hi,
>
> --- Willian Padovani Germano <wgermano at superig.com.br>
> wrote:
>
>   
>> And others, too :). This is something we should
>> decide for the whole API 
>> (short "vs." actual/readable names). Our current
>> guideline is to follow 
>> Blender's UI, but atually we have a mix of old / new
>> / not reviewed names.
>>     
>
> Totally agreed, it is MUCH needed.
>
>   
>> As Martin said, it's important to have precise,
>> readable terms and 
>> follow the Blender UI names. But it's also true that
>> whenever possible 
>> it's good to be less verbose. So in general: what is
>> the best guideline?
>>
>> 1) Use precise / readable names, following the UI.
>>
>> 2) Use shorter names.
>>
>> 3) (1+2 for special cases) Having the precise name
>> as default and a 
>> shorter version for faster access (*). We'd document
>> the precise one (so 
>> favoring its usage) and mention in its doc the
>> shorter alternative.
>>
>> (*) We can (should) restrict this to the more common
>> things, like 
>> location (loc), rotation (rot), color (col),
>> material(s) (mat(s)), 
>> property(ies) (prop(s)), etc.
>>
>> My vote: I like #3: have readable names, but where
>> needed also a shorter 
>> alternative (that should be a good reminder of what
>> it actually means).
>>     
>
> I would oppose to #3, having two ways to access
> something is potentially confusing.
>
> 1- Are both methods the same?
> 2- Is their input/output compatible?
> 3- If 1 and 2 are true, then why give two different
> methods?
>
> Haven't we learned anything from Perl's "There's a
> bazillion ways to do it!" development fun?!
>
> (and you know my stance on #2)
>
> If you think Python is verbose, never try looking at
> the standard Java libraries.
>
> --- Stephen Swaney <sswaney at centurytel.net> wrote:
>   
>> The part that bothers me is we call it 'properties'
>> in
>> most classes except for Object where it becomes
>> 'idproperties'
>> Being consistent is good.
>>     
>
> Agreed. I would suggest we move the game related
> properties to .game_properties or something like that.
> I do realize that a some scripts might be dependent on
> that, but I think consistency is better than backward
> compatibility in this case.
>
> --- Campbell Barton <cbarton at metavr.com> wrote:
>
>   
>> agree to disagree- ;)
>> properties is somthing yo may use a lot
>>
>> I get tired of C having nice short names and python
>> while having a nice 
>> syntax, using annoyingly long names.
>> C: OBACT
>> PY: Blender.Scene.GetCurrent().getActiveObject()
>>     
>
> It's not a matter of syntax, it's a matter of clarity.
> Without someone telling or looking it up, I highly
> doubt any newcomer would know what OBACT does whereas
> the Python idiom is very clear about what's exactly
> happening.
>
>   
>> the result is people will define their own names for
>> properties because 
>> the veriable is too long to type in all the time,
>> which is OK, but can 
>> make the code less easy for others to read because
>> you need to find the 
>> special names, and where its defined etc.
>>     
>
> If people decide to obfuscate their own code because
> their editor can't do auto completion of often typed
> words, it's their own problem.
>
> Unless your typing speed is exceedingly abysmal, five
> more letters aren't going to kill you, especially if
> they make it easier to understand the purpose of the
> code later.
>
>   
>> We alredy have me.mat ob.loc mat.col - why not
>> somedata.prop?
>>     
>
> Loc, Rot, Col are actual name you can find in the
> Blender UI. Prop is not.
>
> Martin
>
>
>  
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>   


-- 
Campbell J Barton

133 Hope Street
Geelong West, Victoria 3218 Australia

URL:    http://www.metavr.com
e-mail: cbarton at metavr.com
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