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Re: A matter of style: how to perform a simple action based on a simple condition?

by dasgar (Curate)
on Sep 26, 2010 at 04:43 UTC ( #862052=note: print w/replies, xml ) Need Help??

in reply to A matter of style: how to perform a simple action based on a simple condition?

For me personally, I prefer the third syntax primarily for two reasons. First, it's what I'm more familiar with seeing and using.

Secondly, I personally find the 'condition' then 'action' syntax more 'natural' to how I think about things as opposed to 'action' then 'condition'. In my mind, if a condition has to be met before an action is to take place, it doesn't make sense to list the action before the condition.

I'm not advocating that this is 'best' method, but it's what feels more natural for me and is the easiest for me to follow when quickly scanning code.

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Re^2: A matter of style: how to perform a simple action based on a simple condition?
by doug (Pilgrim) on Sep 26, 2010 at 12:53 UTC

    I agree that the second approach is the one that usually seems best, but I do have an additional restriction as to when to not use this approach: there can be no line breaks. If anything about this makes the the code too long to fit on a single line then I switch to the third approach.

    - doug

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[ambrus]: Hopefull the object isn't kept alive, the events are processed immediately, but you'd have to read a lot of source code to be sure about that.
[Corion]: ambrus: I think both of AnyEvent and Prima are pretty tight in their memory management because they both are cooperative multitasking and (I think) both use the Perl memory management for managing things
[Corion]: ambrus: And for Windows, I don't think that Prima knows if there still are messages queued for an object (in the Windows message loop). Finding that out would take lots of effort for little gain
[ambrus]: And even if this works, I'm still not sure you can't get double timeouts from a Timer.
[ambrus]: Corion: well Prima::Object says something like that the cleanup method will send an onDestory message and that you can't get more messages after cleanup, or something.
[Corion]: ambrus: Yeah - I don't think the deep source dive will be necessary if things are implemented as simple as they could be :)) And hopefully I won't need (more) timely object destruction. I can update the screen at 60Hz and hopefully even do HTTP ...
[Corion]: ... transfers in the background. Now that I think about it, this maybe even means that I can run the OpenGL filters on Youtube input :)
[ambrus]: Corion: I mentioned that the unix event loop of Prima always wakes up at least once every 0.2 seconds. Have you found out whether the win32 event loop of Prima does that too?
[Corion]: ambrus: Hmm - I would assume that the onDestroy message is sent from the destructor and doesn't go through the messageloop, but maybe it is sent when a window gets destroyed but all components are still alive...
[ambrus]: Corion: partly deep source dive, partly just conservative coding even if it adds an overhead.

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