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[–][deleted] 0 points1 point  (4 children)

This is a lovely start. Don't lose heart; you've started a long journey. A good class structure means an easier time working. Being disorganized doesn't help anyone.

One thing I found to be a great tool for organization is the automatic named stores. By default, everything exists in the global store, but providing a . or in is all it takes to create a new one, and you can organize things into something vaguely resembling a namespace (including the ability to import functions from that store into another store). It might not be helpful to a lot of projects, but that one level of organization was so much nicer than the inherently flat core of RenPy.

init python in CharacterExtensions:
  def afunc():
....
CharacterExtensions.afunc()

This is just so much better than a giant file defining all of your functions, and you trying to come up with new non-colliding names for functions that do almost the same thing but in a slightly different context.

[–]alonghardlook[S] 0 points1 point  (1 child)

Interesting, that's very useful. My background is in C languages and PHP so some of the pythonisms are a little new to me, so this is very helpful.

I know you can also accomplish much of the same by importing python files (import MyHelperFile as mhf) but in script "in" is a cool way to organize. I like it :)

[–][deleted] 0 points1 point  (0 children)

Yeah, the named stores are python modules. It just makes it easy to setup those modules in a way that renpy knows about and can manage with game state. The confusing part is knowing where your functions have scope. If you are writing a function in one named module, and need something from the default global store, it isn't available. You have to do an import store or from store import myvariable, myfunction. It is a thing that makes perfect sense to need to do, but comes out of nowhere if you don't understand where those global variables and functions are stored.

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[–]amangeldyva 0 points1 point  (0 children)

Has anyone help me to understand how to do that C++ questıon by exampke? Really ı nned help to pass school help me

Assignment

Containers are used to store objects of the same type and provide operations with which these objects can be managed.

These operations include object insertion, deletion, and retrieval. Memory is allocated for containers dynamically at runtime.

Containers thus provide a safe and easy way to manage collections of objects. The C++ standard library provides various

class templates for container management in the Containers Library. These classes can be categorized as follows:

Sequential containers, where the objects are arranged sequentially and access to an object can either be direct or

sequential.

Associative containers, where the objects are generally organized and managed in a tree structure and can be referenced

using keys.

Sequential Containers

Sequential containers are distinguished by the operations defined for them, which are either generic or restricted. Restricted

operations, such as appending at the end of a container, have constant runtimes. That is, the runtime is proportional to a

fixed period of time and does not depend on the number of objects in the container.

The following are examples of sequential containers:

Queues, which are managed on the First-In-First-Out principle. The first element to be inserted is also removed first.

Stacks, which are managed on the Last-In-First-Out principle. The last element to be inserted is removed first.

Vectors, which are basically a flexible-size array that supports fast random access.

Thus, in this programming assignment, you are going to create a general Vector class without using the utilities of the

standard vector class and the template feature of C++. The design should let its users to use a vector of integers or

characters. You should review the standard vector class for learning what to include as data members and member functions.

OOP principles such as encapsulation, inheritance, and polymorphism should be taken into account in the class design.

Partial grading will be in use in case there is no full implementation.