On Sun, Jan 11, 2015 at 8:59 AM, Borislav Stanimirov
On 11.1.2015 г. 03:05 ч., Klaim - Joël Lamotte wrote:
Last months I have seen mentionned several implemetnations of this pattern
in C++11/14 on github but was not pleased with any design so far.
The design of Boost.Mixin is close to what I want but don't reach my needs yet (or at least last time I looked at it).
Yes I remember our discussion from a year ago. Indeed the library isn't what you need and it's not moving in that direction.
Fair enough. It looks like a Stateshart/MSM situation where different approaches meets different needs (Vincente wants a compile-time checked system, I see how to do it but not how to make open to runtime extensions)
While the library is faster than some similar ones, it is by no means suitable for heavy performance code where even the cache locality is important.
I am also thinking about parallelization of processing by batches some of the mixins. But yes that's a concern in my use cases, maybe not yours.
Still it could be used in other parts of your program :)
We'll see. :)
-- snip --
* The example of the mixin headphones_player show that the play()
implementation makes use of get_sound() provided by other mixins. This dependency is not explicit. I would expect to be able to say that headphones_player depends on another mixing providing the get_sound message.
I believe that there are a lot of better (non game related) example for such library. A simple 3D space editor allowing to associate behaviours to 3D objects is a good enough example and is very simple to visualize mentally.
That's a very good idea. I may change the example to that (or at least add such an example) in the near future.
-- Borislav
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