GAE/Coding Conventions
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These conventions only apply to new code. It is recommended to not spend time modifying existing, working code.
Contents
Setters/Mutators[edit]
should be in the form of:
void setMyAttribute(type v) {myAttribute = v;}
as opposed to
void setMyAttribute(type myAttribute) {this->myAttribute = myAttribute;}
Code Organisation[edit]
- Don't create 'objects of convenience'. It creates tight coupling which makes it harder to maintain. Example:
Unit = noun Update = verb "UnitUpdater" = noun + verb + 'er'
The 'er' makes the whole thing a noun again, but it's artificial... there shouldn't be a 'UnitUpdater', we have a 'Unit', and it has an 'update' method.
Platform Support[edit]
Glest officially supports Linux (through Jam build) and Windows (through MS VC++). When writing code try to keep this in mind.
Debug #defines[edit]
For the DEBUG code, we decided on a DEBUG_AREA_SUBAREA type system (where _SUBAREA is optional). For general code use _DEBUG as normal. They can be defined in the config or in a header file.
Example:
General stuff in DEBUG_GUI, and more specific ( or in particular, time consuming asserting functions ) in something more specific.
Style[edit]
- Use tabs instead of spaces for indentation.
- Try to stay consistent with surrounding code.
Example[edit]
class ClassName {
public:
ClassName( int param );
/*
* doxygon comments
*/
void function( int param1, int param2, int param3 );
};
ClassName::ClassName( int param )
: super()
, variable( param ) {
// body of constructor
doSomething();
}
if ( conditiontest ) {
int x = 1, y = 2, z;
z = x + y;
ClassName test( z );
test.function( x, y, z );
}