FlightGear Headless: Difference between revisions

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m (→‎FlightGear Headless: https://sourceforge.net/p/flightgear/mailman/message/37716391/)
 
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= Scenery =
= Scenery =
t’s a scheme done by Edward (I think) a few years ago to ultimately replace the hard-coded subsystem creation and dependency code with a formal definition driven by data. (Which is the names / flags you see). This would allow ‘correct’ automated unload/reload of subsystems with any dependant ones cascaded correctly.
It’s a scheme done by Edward (I think) a few years ago to ultimately replace the hard-coded subsystem creation and dependency code with a formal definition driven by data. (Which is the names / flags you see). This would allow ‘correct’ automated unload/reload of subsystems with any dependant ones cascaded correctly.


*But* we did not hit the point where this principle can be used generically yet, because quite a few subsystems have weird edge cases, so for now the main startup still uses the manual fgCreateSubsytems code path. Also touching subsytem creation order is unfortunately one of the prime ways to find subtle bugs because it can change the order properties are created in / bound to listeners.<ref>https://sourceforge.net/p/flightgear/mailman/message/37716229/</ref>
*But* we did not hit the point where this principle can be used generically yet, because quite a few subsystems have weird edge cases, so for now the main startup still uses the manual fgCreateSubsytems code path. Also touching subsytem creation order is unfortunately one of the prime ways to find subtle bugs because it can change the order properties are created in / bound to listeners.<ref>https://sourceforge.net/p/flightgear/mailman/message/37716229/</ref>
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I would say for FGScenery the original approach we discussed is better, because switching to a pimpl style is just as disruptive as switching to an abstract superclass, but for some other systems which already use pimpls the opposite would be true.<ref>https://sourceforge.net/p/flightgear/mailman/message/37716402/</ref>
I would say for FGScenery the original approach we discussed is better, because switching to a pimpl style is just as disruptive as switching to an abstract superclass, but for some other systems which already use pimpls the opposite would be true.<ref>https://sourceforge.net/p/flightgear/mailman/message/37716402/</ref>
= FlightGear Headless =
= FlightGear Headless =
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