Comments (10)
Godot is not expected to be used as a library, so I'd rather leave
libraries the burden of not clashing, same goes for namespaces.
On Thu, Feb 13, 2014 at 10:15 AM, Markus Elfring
[email protected]:
I find that include guards like "ARRAY_Hhttps://github.com/okamstudio/godot/blob/0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac/core/array.h#L29"
and "MAP_Hhttps://github.com/okamstudio/godot/blob/0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac/core/map.h#L29"
are too short for the safe reuse of your header files.
How do you think about to make themhttp://en.wikipedia.org/wiki/Include_guard#Difficultiesunique by appending a
kind of UUID http://en.wikipedia.org/wiki/Universally_unique_identifier?Reply to this email directly or view it on GitHubhttps://github.com//issues/54
.
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Will Godot reuse any library with similarly short include guards?
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I haven't had any issue with this in over a decade so I'm honesty not very
worried, most libraries try to make sure their guards are unique enough, or
just end not clashing.
On Thu, Feb 13, 2014 at 10:28 AM, Markus Elfring
[email protected]:
Will Godot reuse any library with similarly short include guards?
Reply to this email directly or view it on GitHubhttps://github.com//issues/54#issuecomment-34977454
.
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Would it be useful to provide any component from Godot as a software library?
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Why include guards as opposed to pragma once?
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Would you like that the source code stays standard-compliant there?
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I'm pretty sure every compiler supports that directive.
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don't understimate shitty console compilers
On Thu, Feb 13, 2014 at 1:46 PM, TiZ-EX1 [email protected] wrote:
I'm pretty sure every compiler supports that directive.
Reply to this email directly or view it on GitHubhttps://github.com//issues/54#issuecomment-34998227
.
OkamStudio
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Haha, okay, you got me there.
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well, for now this is not a problem, so closing it
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