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 How do you make a menu bar in a Turing game?
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TheGuardian001




PostPosted: Fri Jun 11, 2010 3:59 pm   Post subject: Re: RE:How do you make a menu bar in a Turing game?

InfectedWar @ Fri Jun 11, 2010 3:37 pm wrote:
TerranceN is right and when I mean stay away from certain things, I mean stay away from commands that do all the work for you like Math.Distance. The math will stay the same language to language, but this command will most likely not. (So for your own sake it's not good to use commands like that), but of course some commands there is just no option around them to do them without understanding how they mostly work.

Ignoring the built in libraries of a language simply because other languages name their methods differently is quite possibly the most stupid thing I've ever heard. The libraries are there for a reason. Use them.
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InfectedWar




PostPosted: Fri Jun 11, 2010 5:27 pm   Post subject: RE:How do you make a menu bar in a Turing game?

..
BigBear




PostPosted: Fri Jun 11, 2010 7:16 pm   Post subject: RE:How do you make a menu bar in a Turing game?

Using Turing built in GUI will cause random problems and therefore is not recommended
Cezna




PostPosted: Fri Jun 11, 2010 9:14 pm   Post subject: RE:How do you make a menu bar in a Turing game?

@ TerranceN
I didn't say Turing was purely object oriented, or even effectively object oriented.
When I said:
"OOP is object oriented programming, which is what Turing is based on."
that was poor wording on my part, what I meant to say was something along the lines of:
"OOP is object oriented programming, which is what the GUI segment of Turing is based on."
About the wikipedia link, I was posting it again as he still did not seem to know what OOP was, and hence I assumed he had not read the link you posted.
I did not mean to take credit for the link.

TheGuardian001 @ Fri Jun 11, 2010 3:59 pm wrote:
InfectedWar @ Fri Jun 11, 2010 3:37 pm wrote:
TerranceN is right and when I mean stay away from certain things, I mean stay away from commands that do all the work for you like Math.Distance. The math will stay the same language to language, but this command will most likely not. (So for your own sake it's not good to use commands like that), but of course some commands there is just no option around them to do them without understanding how they mostly work.

Ignoring the built in libraries of a language simply because other languages name their methods differently is quite possibly the most stupid thing I've ever heard. The libraries are there for a reason. Use them.


Couldn't have said it better myself. Wink
InfectedWar




PostPosted: Fri Jun 11, 2010 10:42 pm   Post subject: RE:How do you make a menu bar in a Turing game?

Lol i've been saying what you said all along Cezna I already know what turing GUI is and how it uses OOP (Maybe the way I worded my sentences were not very well explained)

All I said was you shouldn't use turing's GUI because it does too much of the work for you and you don't learn as much (honestly I like learning more and not having these special commands do most of the work for me). Nothing more, nothing less.

I don't see how you made a big rant on it, just a simple opinion, you can have your own doesn't matter to me
TerranceN




PostPosted: Sat Jun 12, 2010 9:15 am   Post subject: Re: How do you make a menu bar in a Turing game?

Cezna wrote:
OOP is object oriented programming, which is what the GUI segment of Turing is based on.


Yes, internally the GUI module uses classes, but it hides you from them. If you wanted to extend (create a new class that inherits it, then using polymorphism change what something does) the button class, you would have to rewrite parts of the GUI module. If this was based on OOP then the AddButton would take a button object, so if you extend the Button object into a SuperButton class you can still pass that to the AddButton function (because it still is a Button). Thats why I keep saying it is not based on OOP. So if you could please explain how this is based on OOP, that would help a lot.
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