RE: [Inkscape-devel] #if 0 code cleanup work
johan: *-context.cpp files bulia: knotholder.cpp, nodepath.cpp, rubberband.cpp, object-edit.cpp, and object-ui.cpp
I did all of these.
rejon: libnrtype/
I suggest that we leave this one for later, simply because none of us can claim to completely understand libnr/libnrtype.
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bulia byak wrote:
rejon: libnrtype/
I suggest that we leave this one for later, simply because none of us can claim to completely understand libnr/libnrtype.
Actually, I've been working through nrtype, and I think I understand it well enough to study these #ifs, shall do.
njh
On Tue, 3 Feb 2004, bulia byak wrote:
johan: *-context.cpp files bulia: knotholder.cpp, nodepath.cpp, rubberband.cpp, object-edit.cpp, and object-ui.cpp
I did all of these.
Cool, thanks!
rejon: libnrtype/
I suggest that we leave this one for later, simply because none of us can claim to completely understand libnr/libnrtype.
I was wondering that myself, but I notice there's only four if 0's in that module, so thought maybe it might not be a big deal.
But anyway, that's fine - rejon, feel free to swap with one of the other items.
Bryce
Bryce Harrington wrote:
rejon: libnrtype/
I suggest that we leave this one for later, simply because none of us can claim to completely understand libnr/libnrtype.
I was wondering that myself, but I notice there's only four if 0's in that module, so thought maybe it might not be a big deal.
I've done it.
njh
On Wed, 4 Feb 2004, Nathan Hurst wrote:
Bryce Harrington wrote:
rejon: libnrtype/
I suggest that we leave this one for later, simply because none of us can claim to completely understand libnr/libnrtype.
I was wondering that myself, but I notice there's only four if 0's in that module, so thought maybe it might not be a big deal.
I've done it.
Cool, thanks!
Bryce
Actually, I'll just stick to cleaning up the code and not removing #if 0 's
Jon
On Tue, 2004-02-03 at 17:19, Nathan Hurst wrote:
Bryce Harrington wrote:
rejon: libnrtype/
I suggest that we leave this one for later, simply because none of us can claim to completely understand libnr/libnrtype.
I was wondering that myself, but I notice there's only four if 0's in that module, so thought maybe it might not be a big deal.
I've done it.
njh
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On Wed, 2004-02-04 at 03:44, Bob Jamison wrote:
Jonathan Phillips wrote:
Actually, I'll just stick to cleaning up the code and not removing #if 0 's
Jon
How about translating the #if 0's to #ifdef HAVE_SOME_PROPERTY_OR_FUNCTION
That might help the code archaeologists fix it later.
Much of that code is already bitrotted enough that it either doesn't build or introduces bugs if re-enabled at this point. The passage of time will only serve to make things worse...
If things have gone unused for a while, it's better to nuke them, IMO. If we need them again for reference, CVS serves as a convenient historical record (and for very rotted code you will need to go back in CVS for context to determine what the code used to do anyway).
-mental
Bryce Harrington wrote:
On Tue, 3 Feb 2004, bulia byak wrote:
johan: *-context.cpp files bulia: knotholder.cpp, nodepath.cpp, rubberband.cpp, object-edit.cpp, and object-ui.cpp
I did all of these.
Cool, thanks!
rejon: libnrtype/
I suggest that we leave this one for later, simply because none of us can claim to completely understand libnr/libnrtype.
I was wondering that myself, but I notice there's only four if 0's in that module, so thought maybe it might not be a big deal.
But anyway, that's fine - rejon, feel free to swap with one of the other items.
Bryce
Would be good, too, if while browsing through the code, people would add comments, add a space here or there, and otherwise do the 'Monk' thing to the code to organize it. Maybe analyze the function's purpose, and add a Doxygen comment to it.
Bob
Bob Jamison wrote:
Would be good, too, if while browsing through the code, people would add comments, add a space here or there, and otherwise do the 'Monk' thing to the code to organize it. Maybe analyze the function's purpose, and add a Doxygen comment to it.
Sorry. I forgot that most people don't know what 'Monk' is. It is a very popular series here about an extremely obsessive-compulsive detective.
http://www.usanetwork.com/series/monk/
Bob
Last November, about a million years ago I wrote:
Does Inkscape have a "wireframe" or "preview/outline mode"? This is again extremely useful when drawings get complex with many overlapping objects.
It
may allready be present but I have not found it yet. Please let me know if it is here.
I am pretty sure the answer is no. However, would someone confirm this please?
From a users point of view this command is extremely valuable.
One use is that it enables the user to pick an object that is buried inside a heap of other overlapping objects without having to go through object re-arrangements.
Another use is that it removes line thickness and thus enables the user to carry out fine/very fine adjustment of object position such as boxes within boxes.
Another use is that it facilitates the use of snap-to-grid and snap-to-object routines.
I would dearly like to see this implemented.
vellum
On Wed, 2004-02-04 at 18:05, vellum wrote:
Last November, about a million years ago I wrote:
Does Inkscape have a "wireframe" or "preview/outline mode"? This is again extremely useful when drawings get complex with many overlapping objects.
It
may allready be present but I have not found it yet. Please let me know if it is here.
I am pretty sure the answer is no. However, would someone confirm this please?
Confirmed: No.
I would dearly like to see this implemented.
Agreed. Have you filed an RFE so we can keep track of the feature requirement?
(pending availability of Sourceforge, of course...)
-mental
participants (7)
-
Bob Jamison
-
Bryce Harrington
-
bulia byak
-
Jonathan Phillips
-
MenTaLguY
-
Nathan Hurst
-
vellum