<br><br><div><span class="gmail_quote">On 4/10/06, <b class="gmail_sendername">Jack Unrue</b> <<a href="mailto:jdunrue@gmail.com">jdunrue@gmail.com</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
I feel the need to strike the right balance between UI/logic separation<br>vs. taking full advantage of Cells. </blockquote><div><br>Oh, if you are big on separation maybe you can confirm something I suspect, namely that Cells, by allowing different instances of the same class to have different rules for the same slot, makes OO design.
<br><br>For example, one can have a game normally look like:<br><br> (make-instance 'game<br> :speed (c? (* (^difficulty-slider) 500))...<br><br>But then for debugging a hard problem you might want to play back a log at full speed and so the replay code goes:
<br><br> (make-instance 'game :speed 500...<br><br>In the first case the game /instance/ is being driven by the GUI slider widget, but the game /class/ does not know about the GUI.<br><br>Does that make sense in resolving the separation issue?
<br><br>ken<br></div></div>