c++ updates and also better css for <kbd>s
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@ -1,14 +1,20 @@
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% id = "01H9R1KJESR2F420HE67HW4AVR"
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- design lessons from the best programming language of all time that everyone loves (not really)
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% id = "programming/cxx/access-modifiers-as-labels"
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+ access modifiers as labels (`private:`, `protected:`, and `public:`)
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% id = "01H9R1KJES39Z6RBCKY4E71PYD"
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- although Java and C#'s approach to symbol privacy may be verbose, it has one great advantage: it is stateless.
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% id = "01H9R1KJES17626QXYEGM7XBC7"
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- the way they're implemented in C++, it's essentially a bit more parsing state you have to keep track of
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% id = "01H9R1KJESG4K8T1K1G36T7HBP"
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- and you know what other parsing state you have to keep track of in C++? - that's right, the preprocessor.\
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access modifiers, like all tokens, are affected by the preprocessor, and you have to take that into account
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access modifiers, like all tokens, are affected by the preprocessor, and you have to take that into account.
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% id = "01H9R1KJESJ0G0VQAW994ZHR0S"
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- take the following example:
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```cpp
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class ComfyZone
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@ -26,20 +32,29 @@
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};
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```
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- although quite contrived, it illustrates the problem pretty well
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% id = "01H9R1KJESDDX4089WVHVV8N3H"
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+ although quite contrived, it illustrates the problem pretty well
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% id = "01H9R1KJESD2KED5TAFBY426A6"
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- (before you ask, `_remaining_hugs` needs to be always present because it has to be (de)serialized no matter if hugging functionality is compiled in. otherwise we'd get data loss.)
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% id = "01H9R1KJESES27VKVW4A0ZVM11"
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- we intended for `_remaining_hugs` to be private, but if hugs are enabled, it becomes public.
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% id = "01H9R1KJESTKW90R788SSPMNC6"
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- this can be _very_ hard to spot if you have a big class with lots of declarations inside.
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% id = "01H9R1KJESCJ3VC8ATPYFDCPSP"
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- this can be worked around by banning access modifiers from appearing in `#ifdef`s, but you have to *realize* that this might happen
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- and I've seen instances of this exact thing occurring in the Unreal Engine codebase, which is *full* of long lists of declarations (made even longer by the prevalence of `UPROPERTY()`s)
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% id = "01H9R1KJES4ZYHVADDF80WAXH6"
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- and I've seen instances of this exact thing occurring in the Unreal Engine codebase, which is *full* of long lists of declarations (made even longer by the prevalence of `UPROPERTY()` specifiers)
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% id = "01H9R1KJES182MCV2V0A4VHKKX"
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- even if we didn't have the preprocessor, that access modifier is state _you_ have to keep track of
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% id = "01H9R1KJESH7PWNKCKW3H0WJHW"
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- I very often find myself needing to scroll upward after <kbd>Ctrl</kbd>-clicking on a field or function declaration, just to find out if I can use it
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% id = "01H9R1KJESFE6F1D4J5PA5Q381"
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- (thankfully IDEs are helpful here and Rider shows you a symbol's visibility in the tooltip on hover, but I don't have Rider on code reviews)
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@ -75,7 +75,8 @@ body::selection {
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body,
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pre,
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code {
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code,
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kbd {
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font-family: 'RecVar', sans-serif;
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font-size: 14px;
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line-height: 1.5;
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@ -133,7 +134,8 @@ h4 {
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}
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pre,
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code {
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code,
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kbd {
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--recursive-mono: 1.0;
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--recursive-casl: 0.0;
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--recursive-slnt: 0.0;
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@ -179,6 +181,12 @@ code {
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border-radius: 4px;
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}
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kbd {
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padding: 3px 6px;
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border: 1px solid var(--border-1);
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border-radius: 6px;
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}
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pre {
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padding: 8px 12px;
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margin: 12px 0;
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}
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pre>code {
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padding: 0;
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background: none;
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border-radius: 0px;
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}
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/* And don't let code examples fly off and overflow the window */
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