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Re: [pygame] When to use a constant



I'm interested ;)
Greetings,
Nicolas

----- Original Message -----
From: "Jacob Schwartz" <kevlarx@netidea.com>
To: <pygame-users@seul.org>
Sent: Tuesday, May 11, 2004 6:47 PM
Subject: Re: [pygame] When to use a constant


>     Hey,
> I had a simular problem with my pygame project - and the solution I
> ended up going with was using a Vector class I wrote myself (in C).
> It seemed to be the only way I could use both array index's and letters
> (.x, .y) to access vectors, and still nicely encapsulate common
> operations such as vector multiplication and normalization.
>
> I'd be happy to share the code (.c file + .py unit test) to anyone whos
> interested.
>
>        - Jacob
>
> > I'm working on a simple 2D physical simulation.  The various
> > simulation objects have position and velocity attributes that store
> > the x and y components in a list.  So, to get the y component of
> > velocity for some object you do something like "sim_object.velocity[1]".
> >
> > Recently I've been tempted to define constants for the index values of
> > the lists, so I'd have X = 0, and Y = 1, and the code from above would
> > be "sim_object.velocity[Y]".  It would make reading the simulation
> > code somewhat easier (no more converting 0 to x and y to 1 in my head)
> > but it would add a level of indirection, which could be confusing.
> >
> > So, the question is, would using constants in this way be a reasonable
> > thing to do, or is it bad practice?
> >
>
>
>