[Opensim-dev] Should SOG and SOP be combined into a single object in a linked hierarchy?

Melanie melanie at t-data.com
Tue Nov 11 22:03:47 UTC 2008


Rex is upward compatible to SL. SL viewers can't render the objects. 
In that sense, rex extends LLEntity. Therefore, it can inherit from 
it. Problem solved.

Melanie


Frisby, Adam wrote:
> The only possible concern I have with linking in part is when the systems may be compatible enough to enable it maybe it's worth broaching.
> 
> Croquet and SL isn't compatible, but Rex and SL might be. Or Rex and Multiverse.
> 
> Adam
> 
>> -----Original Message-----
>> From: opensim-dev-bounces at lists.berlios.de [mailto:opensim-dev-
>> bounces at lists.berlios.de] On Behalf Of Melanie
>> Sent: Tuesday, 11 November 2008 9:46 AM
>> To: opensim-dev at lists.berlios.de
>> Subject: Re: [Opensim-dev] Should SOG and SOP be combined into a single
>> object in a linked hierarchy?
>>
>> No objection to making embedded classes and helpers. Just as long as
>> those are created at construction time of the main class and never
>> removed until the LLObject itself is disposed. So we can assume
>> references are never null and get those null checks out of the code.
>>
>> As for linking, I think each object type should like with itself
>> only. So each object type should implement it's way of linking. If
>> that needs to be extended, it can be extended without ramifications
>> to objects for other applications, which may not even be known to
>> everyone. Like breaking non-core applications...
>>
>> Melanie
>>
>>
>> Sean Dague wrote:
>> > Justin Clark-Casey wrote:
>> >> Melanie wrote:
>> >>> Hi,
>> >>>
>> >>>
>> >>> Justin Clark-Casey wrote:
>> >>>> Cons
>> >>>>
>> >>>> 1.  LLEntity becomes very large and potentially complex.  SOG and
>> SOP are already large and complex.  It may be possible
>> >>>> to improve this by further refactoring.
>> >>> One large and complex class to make the other logic everywhere much
>> >>> simpler. A worthwhile tradeoff, i'd say.
>> >>
>> >> Personally I disagree - any large and complex class is a result to
>> be avoided.
>> >>
>> >> However, as I said, I suspect that it could be broken up somewhat
>> (unless you want absolutely everything in a single
>> >> class on principle).  For instance, all the inventory stuff should
>> really be in a separate class, especially as one can
>> >> imagine virtual environments either where prims don't have
>> inventory, or where inventory is handled different (e.g. an
>> >> inventory for the whole object rather than for individual prims).
>> >
>> > Yeh, I think that if you moved Permissions and Inventory into outside
>> > classes that were used, a bunch of complexity would start to fall out
>> of
>> > the environment.
>> >
>> > Plus, we could get rid of the most evil of the partial classes out
>> there. ;)
>> >
>> > Death to partials!
>> >
>> >       -Sean
>> >
>> >
>> >
>> > ---------------------------------------------------------------------
>> ---
>> >
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