Here it is what I have so far sorry for the delay.
My main goal is to hook the Trees up for inheritance by classes.
If you move one from the other it loses inheritance and gains from the
attached one.
I don't want the topItem to be able to be dropped or dragged on certain
items (i.e build) but o
On Thu, Apr 27, 2017, 8:31 PM Padraig Ó Cuínn
wrote:
> Here it is what I have so far sorry for the delay.
>
Thank you for providing the start of the example code.
My main goal is to hook the Trees up for inheritance by classes.
> If you move one from the other it loses inheritance and gains fro
Hello again,
I am trying to improve my coding, to make clean and easy for others to read
as I posted in other threads.
This time I wonder about how many lines per function/method I shoud do. I
read that recently on stack overflow
*It's not about lines of code. As Steve Mcconnel and Bob Martin sa
HI Justin,
I total get why you are up in the air with this haha, It is because I am
just prototyping with ideas in my head with what I want it to do.
My experience in QT is not basic but then again it is not as strong as I
want it to be either.I will try to explain my main goal more explicitly
thanks a lot for the advice !
Le dimanche 23 avril 2017 21:27:19 UTC+2, Andres Weber a écrit :
>
> Is PL_ also supposed to be a string? Seems like you just missed your
> quotation marks at the beginning and post string that surround the
> arguments. Also...I'd recommend not hard baking these s
yes, this is for a python script, so thanks for your precious advive too
Le dimanche 23 avril 2017 22:10:27 UTC+2, Justin Israel a écrit :
>
>
>
> On Mon, Apr 24, 2017, 7:27 AM Andres Weber > wrote:
>
>> Is PL_ also supposed to be a string? Seems like you just missed your
>> quotation marks at
Putting a number on something as abstract as this is hard.
How about we make it into a fun little exercise, why don't you post a long
function or method, and we'll see whether it can be shortened and if doing
so makes any sense.
Odds are you'll find that the number of lines you chose is what's ri
Ok, I´ll try to find some function that is relatively long and post it to
see how different people deal with it.
El jueves, 27 de abril de 2017, 19:15:00 (UTC+1), Marcus Ottosson escribió:
>
> Putting a number on something as abstract as this is hard.
>
> How about we make it into a fun little ex
I actually made a video about refactoring python for maya basics a little
while ago where I talk about some of that exact stuff! Never got around to
uploading it, I'll do that soon, maybe there will be something helpful in
it (depending on your coding prowess).
To echo Marcus, it's hard to be
Hi Zeth,
I am trying to look for a long function I wrote to post it, but I am
realizing that I only get this long functions when it comes to UI
programming. And I can´t find an example to post that is not work
confidential.
It is like the example you said.So I guess that with more experience you
Just to add onto this topic: you'll find that many ways that you're
thinking about doing things have been codified already into design patterns
that might be more effective or efficient at getting the job done while
maximizing reusable code that isn't brittle or hard to recycle/monolithic.
It m
I think it's important to note that Python is a scripting language. A lot
of the time when you're "scripting", you're writing a function that does a
series of different, one-off things. If you try to break it up into
reusable components you might make everything far more complicated.
Creating a
Sorry Andres, I basically just repeated what you said :)
On Friday, 28 April 2017 12:20:49 UTC+10, Michael Boon wrote:
>
> I think it's important to note that Python is a scripting language. A lot
> of the time when you're "scripting", you're writing a function that does a
> series of different,
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