On Tue, Jan 3, 2012 at 10:18 PM, Jan Pobrislo <c...@webprojekty.cz> wrote: > When it comes to C/C++ it's bit trickier. The way C++ implements virtual > methods and classes in general inspired quite amount of hate for it and I hear > that even Objective-C that does the type resolution in runtime is often > faster than C++ that does that compile-time. > > By the way, if you are C++ programmer and haven't yet read Frequently > Questioned Answers, I suggest you find time to at least skim through it.
Taking a look now, thanks for the pointer. >> I mean we could make cholices as we code as to what to use. >> > When it was better to use a strongly typed methodolgy we could >> > refactor our code. We could use the feature as needed, and continue >> > with duck typing for normal python ness. > > The thing I dislike on the Java-style classful/interface based type checking > everyone seems to implement is it promotes complicated interfaces and > overengineered OO infrastructure. Hallelujah. This is the hell I'm in now. For example check out this documentation of a 'simple' thing to do: ------ http://libgdx.l33tlabs.org/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html The projection and transform matrices are setup so that an Actor can simply call the SpriteBatch.draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, float, float, float, float, float, int, int, int, int, boolean, boolean) method to render himself. ------ maybe that's just what it takes in this framework, but that is HELL of a lot of arguments when you're just trying to put a picture on a screen. The first time I read it I was like, 'wow... that's a lot of s**t for what is basically a BLIT'.