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Difference between revisions of "Talk:UnrealScript Feature Recommendations"

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(Casting)
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--Eliot 17:17, 14 June 2010 (UTC)
 
--Eliot 17:17, 14 June 2010 (UTC)
  
Yeah that accessor should actually be declared const, Im just thinkin of areas where there could be speed improvements to the language as well as improvements to the structure of the language. I will clean these up at some point once we get a nice list, I do have to agree that casting as type isnt easy to read, using ''='' or ''as'' its lengthier but theres no delusions about what this does, in the compressed form I ended up with its possible people will make mistakes. One I can see off the bat is mistaking ''var() type stuff;'' for ''var type() stuff;''  --[[User:00zX|00zX]] 15:21, 15 June 2010 (UTC)
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:Yeah that accessor should actually be declared const, Im just thinkin of areas where there could be speed improvements to the language as well as improvements to the structure of the language. I will clean these up at some point once we get a nice list, I do have to agree that casting as type isnt easy to read, using ''='' or ''as'' its lengthier but theres no delusions about what this does, in the compressed form I ended up with its possible people will make mistakes. One I can see off the bat is mistaking ''var() type stuff;'' for ''var type() stuff;''  --[[User:00zX|00zX]] 15:21, 15 June 2010 (UTC)

Revision as of 09:21, 15 June 2010

I fail to see the point of this page. Quite doubtful that any relevant person (read: those responsible for the UnrealScript compiler) will read this page. —Wormbo 13:37, 30 April 2010 (UTC)

I will have to agree with you there Wormbo but that isnt the sole purpose of the page, it would be nice to think Epic checks around to see how the documentation on their engine from external parties is going but its not really something they have to do and could be seen as a waste of time/money. Basically this page is to promote discussion about the language and syntax itself, see I dont 'expect' these features to be added just because I happened to say it and someone from epic happened to see it. What I was doing was putting my suggestions up there for criticism from every other UnrealScript programmer who visits the unreal wiki and offering a chance for others to follow, Im sure these couple of suggestions I have are rather small compared to what some of you might want to recommend. I do believe we should keep expectations within reason and suggest only things that actually could get changed as hypotheticals rather then massive rewrites to the core of Unreal Engine.

I am curious though, where do you think posting an article like this (contributed to by more then just a single uscripter) should be posted to, to get the highest probability that someone (such as that you mentioned) will view it? Id rather not send of my few piddly recommendations, I would rather a larger well thought out/discussed document contributed to by many people, so please everyone and anyone feel free to contribute or comment/critque on others recommendations, cool ;) ~~----

Casting

That casting idea is quite cool that would save a lot of time actually.

though a nicer syntax might be like the as keyword in C#

local Controller C as Controller(Other);

and about the acsessor idea i think that's useless because we have defines. --Eliot 17:17, 14 June 2010 (UTC)

Yeah that accessor should actually be declared const, Im just thinkin of areas where there could be speed improvements to the language as well as improvements to the structure of the language. I will clean these up at some point once we get a nice list, I do have to agree that casting as type isnt easy to read, using = or as its lengthier but theres no delusions about what this does, in the compressed form I ended up with its possible people will make mistakes. One I can see off the bat is mistaking var() type stuff; for var type() stuff; --00zX 15:21, 15 June 2010 (UTC)