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Difference between revisions of "Talk:UnrealScript compared with other languages"

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:In fact, the package system in UnrealScript is very explicit: a class belongs to the package it was declared in. Classes with identical names in different packages are discouraged, but possible. If you ignore this convention, you pay by potentially not being able to use typecasting as you wanted. Java does support boolean arrays, it's just usually more common to use a BitSet object due to its better memory usage. —[[User:Wormbo|Wormbo]] 12:32, 10 May 2009 (UTC)
 
:In fact, the package system in UnrealScript is very explicit: a class belongs to the package it was declared in. Classes with identical names in different packages are discouraged, but possible. If you ignore this convention, you pay by potentially not being able to use typecasting as you wanted. Java does support boolean arrays, it's just usually more common to use a BitSet object due to its better memory usage. —[[User:Wormbo|Wormbo]] 12:32, 10 May 2009 (UTC)
 
::Having classes with the same name can be problematic, especially when you're trying to override gametypes that share a common set of classes and these gametypes are being used on the same server. This kind of forces you to rewrite eveything since classes are probably accessed on a first in line basis. In Java it's possible to access classes using the package.class notation. Thanks for the information concerning booleans. --[[User:Azura|Azura]] 16:30, 22 May 2009 (UTC)
 
::Having classes with the same name can be problematic, especially when you're trying to override gametypes that share a common set of classes and these gametypes are being used on the same server. This kind of forces you to rewrite eveything since classes are probably accessed on a first in line basis. In Java it's possible to access classes using the package.class notation. Thanks for the information concerning booleans. --[[User:Azura|Azura]] 16:30, 22 May 2009 (UTC)
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:Isnt there versions of Uscript as the one used in TribesV, vengeance engine (UE2.5) that uses explicitly defined packages in every class declaration? I always thought this had to do with subpackage trees or something to the like, nothing to do with having classes named the same. --[[User:00zX|00zX]] 13:31, 8 February 2010 (UTC)
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== Relevance ==
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Did the person responsible for the majority of content on this page have extensive experience (hell any experience) w/ Java or C/C++? It doesn't look like it. The C++ section confused greatly... I just can't make a connection between it and Uscript... {{unsigned|68.228.48.9|13:47, 7 February 2010}}
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:You are free to correct anything that looks wrong or confusing to you, that's the great thing about a wiki. —[[User:Wormbo|Wormbo]] 15:05, 7 February 2010 (UTC)

Latest revision as of 07:31, 8 February 2010

Java[edit]

  • The language probably doesn't support arrays of booleans either. Instead arrays of bytes are usually used.
  • The packages system in unrealscript is more awkward: you can't explicitely define to what package a class belongs which can lead to some ambiguities.
  • Java uses boxing/unboxing to translate primitive data types (string, integer...) to their corresponding object forms when necessary.
In fact, the package system in UnrealScript is very explicit: a class belongs to the package it was declared in. Classes with identical names in different packages are discouraged, but possible. If you ignore this convention, you pay by potentially not being able to use typecasting as you wanted. Java does support boolean arrays, it's just usually more common to use a BitSet object due to its better memory usage. —Wormbo 12:32, 10 May 2009 (UTC)
Having classes with the same name can be problematic, especially when you're trying to override gametypes that share a common set of classes and these gametypes are being used on the same server. This kind of forces you to rewrite eveything since classes are probably accessed on a first in line basis. In Java it's possible to access classes using the package.class notation. Thanks for the information concerning booleans. --Azura 16:30, 22 May 2009 (UTC)
Isnt there versions of Uscript as the one used in TribesV, vengeance engine (UE2.5) that uses explicitly defined packages in every class declaration? I always thought this had to do with subpackage trees or something to the like, nothing to do with having classes named the same. --00zX 13:31, 8 February 2010 (UTC)

Relevance[edit]

Did the person responsible for the majority of content on this page have extensive experience (hell any experience) w/ Java or C/C++? It doesn't look like it. The C++ section confused greatly... I just can't make a connection between it and Uscript... —Preceding unsigned comment added by 68.228.48.9 (talkcontribs) 13:47, 7 February 2010

You are free to correct anything that looks wrong or confusing to you, that's the great thing about a wiki. —Wormbo 15:05, 7 February 2010 (UTC)