Timeline for "Everything is a Map", am I doing this right?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 9, 2013 at 21:43 | audit | First posts | |||
| Sep 9, 2013 at 21:43 | |||||
| Aug 23, 2013 at 23:52 | history | edited | atk | CC BY-SA 3.0 | my god! windows 8 autocomplete is worse than i thought it was! turn it off! turn it off! the goggles - they do nothing! |
| Aug 16, 2013 at 22:05 | comment | added | atk | I added an example to try and make it a little clearer. Hope it helps. Also, there's a difference between passing around a well defined state object versus passing around a blob that sets changed by many places for many reasons, mixing ui logic, business logic, and database access logic | |
| Aug 16, 2013 at 22:03 | history | edited | atk | CC BY-SA 3.0 | added example |
| Aug 14, 2013 at 5:35 | review | First posts | |||
| Aug 14, 2013 at 6:46 | |||||
| Aug 14, 2013 at 5:27 | comment | added | Daniel Kaplan | Your second paragraph make sense to me and that really sounds like it sucks. I'm getting the sense from your third paragraph that we aren't really talking about the same design though. "re-use" is the point. It'd be wrong to avoid it. And I really can't relate to your last paragraph. I have every function take the gameState without knowing anything about what happened before or after it. It simply reacts to the data it's given. How did you get into a situation where the functions would step on each others toes? Can you give an example? | |
| Aug 14, 2013 at 5:17 | history | answered | atk | CC BY-SA 3.0 |