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Old 05-04-2009, 10:30 AM   #1681
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yeah i can use global constant kkk vex plz make just arguments constants

so this is possible:
Collapse JASS:
constant function ConstTest takes constant integer I, integer j returns nothing
endfunction

plz just tell me will you add constant arguments?
thanks!
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Old 05-04-2009, 02:04 PM   #1682
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whta would they be good for anyway?
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Old 05-04-2009, 06:18 PM   #1683
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they would be extremelly good for readability and safety of long functions
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Old 05-04-2009, 08:16 PM   #1684
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Quote:
Originally Posted by Dark_Dragon
they would be extremelly good for readability and safety of long functions
If you have more than two or maybe three long functions in your map, you are doing wrong!

It would be a good idee to split complex problems to little simple problems/functions.
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Old 05-04-2009, 10:36 PM   #1685
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Quote:
Originally Posted by C2H3NaO2
If you have more than two or maybe three long functions in your map, you are doing wrong!

It would be a good idee to split complex problems to little simple problems/functions.

completelly true i but sometimes the case is not to split them and even if its not that long we all know there are medium long funcs and if we see const then we know that that value wont be changed its just somehow cool in my option :)
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Old 05-05-2009, 09:11 AM   #1686
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If it was the other way round and you would need a keyword before every parameter which you want to change it would be more useful.
(but still rather useless ;)

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Old 05-06-2009, 05:56 PM   #1687
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static method operator screenX takes nothing returns integer
Gives the following error
Code:
Operator < cannot be static.

I don't think that's intended.

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Old 05-06-2009, 06:04 PM   #1688
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Static method operators would be nice, if they worked.
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Old 05-09-2009, 02:31 AM
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Old 05-09-2009, 04:13 AM   #1689
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Are the batches getting split correcty?
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Old 05-09-2009, 05:49 AM
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Old 05-09-2009, 09:11 PM   #1690
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clijasshelper.exe gives me an I/O error 105 as soon as I run it.
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Old 05-11-2009, 02:19 AM
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Old 05-11-2009, 02:43 AM   #1691
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well, that makes it look more like inheritance, but there's no way currently to do any of that. Not sure if it is gonna change soon, it needs fixing the mess up create is.
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Old 05-11-2009, 03:21 AM   #1692
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adding init methods to modules would help a lot and should be easy.

also, have you checked to see if //! inject main and //! inject config actually work? I can't use them at all, the map becomes untestable after trying.
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Old 05-11-2009, 03:52 PM   #1693
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Quote:
Originally Posted by grim001
adding init methods to modules would help a lot and should be easy.

also, have you checked to see if //! inject main and //! inject config actually work? I can't use them at all, the map becomes untestable after trying.

yes vex tested //! inject and ofc it works. and if you did read about //! inject then you know vex said its only and only for advanced users. i am using //! inject main and config in my campaign and ofc it works. so for you to use it, it means that you have to recode all map startup by urself and its quite a long story on how to do that it depends on your map...

greets!
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Old 05-11-2009, 04:09 PM   #1694
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grim is an advanced user.

I tested inject and it seemed to work, I know though that if you call certain natives in config or do something not 'expected' by blizz it will stop loading the map. As for main, it should work.
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Old 05-11-2009, 04:15 PM   #1695
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I'd also like to request initialization and destruction methods for modules. Maybe even methods to initialize before/after the underlying struct and destruct before/after the underlying struct.

It would just be a matter of inserting the calls into the .allocate and .destroy methods, I believe.
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