Super-dee-duper D features
Nicolai Waniek
no.spam at thank.you
Wed Feb 14 11:58:17 PST 2007
Bill Baxter wrote:
>
> Maybe that's exactly the point. You want configuration files that are
> easy to work with for developers, but you do not want end-users mucking
> with them. Or small scripts that are part of a game engine. You may
> want them loaded at runtime during development for easy modification,
> but when you ship your game you may prefer to have that script code
> embedded in the .exe where users can't muck with it.
>
> Another case is where you want to have an all-in-one .exe with a tidy
> install. If you have external configuration files then you have to
> worry about finding them at runtime and handling the case when you can't
> find them for whatever reason. Easier to just embed and be done with it.
>
> I don't think loading data files is a one-size-fits-all issue. Sometimes
> it makes sense to embed.
>
> On the other hand, that doesn't mean you need import to do it. You can
> always write an external tool too 'stringify' a data file. In fact
> that's exactly what I did:
> http://www.dsource.org/projects/luigi/browser/trunk/luigi/wrapres.d
>
> The new import makes much (but not all) of the functionality of that
> converter unnecessary.
>
> --bb
You could use ressource files linked to your EXE, so you wouldn't have
to search for a file. You may even add your DLLs to your EXE and unwrap
them at runtime ;)
I think as long as you use the language features in a sane way, it's ok.
Just don't over-use them.
More information about the Digitalmars-d
mailing list