1. Logo & Declaration

>I've posted the Euphoria logos I have received so far on my web page
>for your viewing pleasure.


That's a very good idea, I am getting tired of unpacking all those zips.
Here are a few rules that *should* be logical:
    1) No more than 256 colors
    2) Keep its file size  down
    3) Keep it simple, it should fit with any page layout, and should
therefore give us a solid feeling, not a very busy one.
    4) Make sure there's something of a box around it or something, because
it could disappear with the background color of a HTML- page or screen (the
program was designed using: then the logo comes)
    5) Use standard palette (or don't change more than 16 colors)
    6) Make sure Euphoria is readable
    7) Keep it original, a spinning Euphoria or something isn't and makes it
look cheap.

    The latest attempts look very nice, and give me a nice euphoric feeling,
but the word logo isn't very appropriate, is it ? Especially Maven's (Fearun
McLeam) looks extremely well and is of high quality, and wouldn't do bad in
any fantasy style RPG, but it isn't a logo (although with a "This program is
designed in"  or "This program is created in" text above it may serve as a
very nice startup/splash screen.

    And about declaration, you needn't mutal recursion, what we want to do,
is to save and pass to other routines, which routine we want to let it
handle things.
    Now with a little preprocessor Euphoria could have the same syntax as
any OOP language as it comes to objects.
    It was the missing step, and mutal recursion wouldn't work.
    Now the routine iD's can be saved with their data (inside a seq-he?) and
the appropriate id's can be called, without needing the program to know
which routine is actually called.

    And if people want to write a preprocessor, this is the way.
    Example:

    sequence my_draw_command

    my_draw_command = ask_for_command_specifics ()    -- asks user through
GUI
    for j = 1 to length(my_draw_command) do
        call_procedure (my_draw_command[j][1],my_draw_command[j][2])
    end for

    And what about the sort algorithm where you can now specify your own
compare function.
    Mutal recursion wasn't even the reason to add this, mutal recursion is
btw a lot cleaner with routine iD's because we can (and have to) call the
routine without knowing which routine, or where it is. We could modify this
easily. Mutal recursion where we have call a previous declared thingie
wouldn't be a lot slower than normal calling nor any slower than routine
iD's, but it would be very ugly and unstructured. (Yep, that's prolly why
basic has it also, it is the number one "where's my structure"-language 8-))

Ralf N.
nieuwen at xs4all.nl

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