Re: Many Small Components or Few Bigger?

From: marcus (marcus_at_welby.com)
Date: 08/19/04


Date: Thu, 19 Aug 2004 00:28:25 -0700

Well, I think I'm with you.
I get confused about how a given layoutManager is going to lay things
out on various browsers, and I give up fighting with this sort of thing
very easily. After testing on three different versions of netscape and
5 of IE, I end up using one graphics object, one listener, one set of my
own measurements (distance between rows, stuff like that), and -- whats
the term -- brute force it. its been a long time, but there is a
repaint() that takes a rectangle as a parameter to keep flicker to a
minimum.

Bear in mind if you post here you will get answers that tend to be very
strict, as well as emphasize things like readibility and
maintainability. So . . . when you ask "is it better," you need to
consider what "better" is for the respondents. For me, better is:

a) can I do it quick and does it work,
and
b) does it work under every forseeable situation

but I'm not a pro -- and I get a lot of complaints about top posting.

cheers!
-- clh

Agent Mulder wrote:
> I rework my MasterMind applet and have this design doubt:
>
> It is easy to envision the MasterMind board as composed of many very
> small components. Each hole where you stick a colored pin is a
> component. Each of the small holes where the black and white answer
> pins are sticked is a component. When working this scheme, I end up
> with over 100 very small components to make up for the game.
>
> Is it better for me to take bigger lumps and work with, say, 15
> components or is the above design fine. If it is, what is a practical
> limit on the number of components to use?
>
> -X



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