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Re: Designing for multitudinous objects
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Re: Designing for multitudinous objects


  • Subject: Re: Designing for multitudinous objects
  • From: Erez Anzel <email@hidden>
  • Date: Sat, 31 Jan 2004 14:00:28 -0500

Thanks, Allan.

Yes, I agree. My notifications typically have one or two purposes: to cause a redraw, and/or to cause some other object(s) to recalculate. For both of these purposes I will instead use a more direct messaging system, direct from the user action method, so as to drop all this overhead.

Thanks for the link to CocoaSTL. Could be quite useful, and definitely educational.

Bye...Erez

On 30-Jan-04, at 10:23 AM, Allan Odgaard wrote:

On 29. Jan 2004, at 17:42, Erez Anzel wrote:

In a nutshell, I could have around 100,000 objects which the user imports/selects/edits/whatever, all in one command. Currently each object broadcasts a notification when it is changed, and each window controller is an observer. [...]

What can the receiver do with this notification? I mean, if n points change, is there anything besides simply redrawing everything in the bounding box of these n points?

If not, then each point can simply extend the containers bounding box (marking "changes") and before returning to the event loop, the container can send a notification (if the bounding box is != 0).

I would think that this also remove some logic from the various views, cause rather than recieve info that a polygon was moved, a line changed colour and a point was added, it will simply be told to redraw a box containing these changes (applying whatever transformations to map this box to view coordinates).
--
http://www.top-house.dk/~aae0030/
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References: 
 >Designing for multitudinous objects (From: Erez Anzel <email@hidden>)
 >Re: Designing for multitudinous objects (From: Allan Odgaard <email@hidden>)

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