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metaengines etc.

 

Hi everybody (but mostly Janek),

I have a few questions / suggestions.

1. What is the purpose of MetaEngine, if only MetaDispatchingEngine is used?

2. Shouldn't I add a macro to EngineUnit's so that what types they take
as arguments is inside the class? Then instead of saying
dispatcher->add("InteractingBox","InteractingSphere","InteractingBox2InteractingSphere4SpheresContactGeometry"),
one would only have to say
dispatcher->add(instanceOfInteractingBox2InteractingSphere4SpheresContactGeometry)
and the instance would say to the dispatcher what types it takes - like
we have RENDERS in gl drawers, there would be something like
DISPATCHES(InteractingBox,InteractingSphere) inside the
InteractingBox2InteractingSphere4SpheresContactGeometry class. Sounds
reasonable?

3. Why do we distinguish DeusExMachina and StandAloneEngine, if they do
the same thing? I know it is supposed to apply different effects
(kinematic vs. dynamic), but from programming point of view, is there a
difference?

4. What is the status of boost::serialization in yade, what is the
status of removing singletons, moving to the boost factory (?) etc? I am
asking because I want to know how much force should I put into python
wrapper now, since it relies quite heavily on the old serialization model.

Regards,

Vaclav
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