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	<title>Comments on: Improving Your Coding Habits: Using Coding Conventions</title>
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	<link>http://www.gamepoetry.com/blog/2008/04/04/improving-your-coding-habits-using-coding-conventions/</link>
	<description>The art, science and business of independent game development</description>
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		<title>By: Nick Wiggill</title>
		<link>http://www.gamepoetry.com/blog/2008/04/04/improving-your-coding-habits-using-coding-conventions/comment-page-1/#comment-894</link>
		<dc:creator>Nick Wiggill</dc:creator>
		<pubDate>Sat, 21 Feb 2009 12:59:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/04/04/improving-your-coding-habits-using-coding-conventions/#comment-894</guid>
		<description>&lt;p&gt;( Reason I posted this was that I just saw this in my own code, remembered this post, freaked out, and then realised there was a good reason for it :D )&lt;/p&gt;
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		<content:encoded><![CDATA[<p>( Reason I posted this was that I just saw this in my own code, remembered this post, freaked out, and then realised there was a good reason for it <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  )</p>]]></content:encoded>
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		<title>By: Nick Wiggill</title>
		<link>http://www.gamepoetry.com/blog/2008/04/04/improving-your-coding-habits-using-coding-conventions/comment-page-1/#comment-893</link>
		<dc:creator>Nick Wiggill</dc:creator>
		<pubDate>Sat, 21 Feb 2009 12:58:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/04/04/improving-your-coding-habits-using-coding-conventions/#comment-893</guid>
		<description>&lt;p&gt;Hey Urbansquall&lt;/p&gt;

&lt;p&gt;One thing that&#039;s worth noting as an exception to that is when you need to keep accessors present for the sake of implementing interfaces. Basically one could think of this as &quot;enforcing&quot; a public member&#039;s presence just by providing accessors to it, because you can&#039;t enforce members in interfaces and AS3 has no abstract keyword.&lt;/p&gt;

&lt;p&gt;Eg. my IEntity interface require mapX and mapY get and set accessors, otherwise game logic cannot position entities in the world. Although they do nothing more than a simple public variable mapX or mapY would, they are required in order to adhere to the interface specification for &quot;what makes an entity&quot;.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Hey Urbansquall</p>

<p>One thing that&#8217;s worth noting as an exception to that is when you need to keep accessors present for the sake of implementing interfaces. Basically one could think of this as &#8220;enforcing&#8221; a public member&#8217;s presence just by providing accessors to it, because you can&#8217;t enforce members in interfaces and AS3 has no abstract keyword.</p>

<p>Eg. my IEntity interface require mapX and mapY get and set accessors, otherwise game logic cannot position entities in the world. Although they do nothing more than a simple public variable mapX or mapY would, they are required in order to adhere to the interface specification for &#8220;what makes an entity&#8221;.</p>]]></content:encoded>
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		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/04/04/improving-your-coding-habits-using-coding-conventions/comment-page-1/#comment-772</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Sun, 15 Feb 2009 18:12:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/04/04/improving-your-coding-habits-using-coding-conventions/#comment-772</guid>
		<description>&lt;p&gt;Nick, since posting these coding conventions, I&#039;ve actually come to do just as you recommend. So, it may be time to update this reference. :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Nick, since posting these coding conventions, I&#8217;ve actually come to do just as you recommend. So, it may be time to update this reference. <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
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		<title>By: Nick Wiggill</title>
		<link>http://www.gamepoetry.com/blog/2008/04/04/improving-your-coding-habits-using-coding-conventions/comment-page-1/#comment-769</link>
		<dc:creator>Nick Wiggill</dc:creator>
		<pubDate>Sun, 15 Feb 2009 15:58:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/04/04/improving-your-coding-habits-using-coding-conventions/#comment-769</guid>
		<description>&lt;p&gt;Hiya&lt;/p&gt;

&lt;p&gt;Your coding conventions are great, they&#039;re pretty much exactly the same as mine, with the exception of m_, I use _ instead, and __ (double underscore) for incoming arguments.&lt;/p&gt;

&lt;p&gt;The only thing I see a problem with is this:
&quot;Class Members
Class member variables are prefixed with “m_” and must always be private.
m_remainingLives
m_moneyInAccount&quot;&lt;/p&gt;

&lt;p&gt;I used to share this opinion but in all truth, if a member variable is accessible via accessors with no additional logic other than set/return in those accessors, why bother to create a separate get and set for it? All you&#039;re doing is creating work for yourself. If the var is properly public (read/write) then just set it public and don&#039;t give it a prefix. Otherwise it&#039;s just pointless code clutter.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Hiya</p>

<p>Your coding conventions are great, they&#8217;re pretty much exactly the same as mine, with the exception of m_, I use _ instead, and __ (double underscore) for incoming arguments.</p>

<p>The only thing I see a problem with is this:
&#8220;Class Members
Class member variables are prefixed with “m_” and must always be private.
m_remainingLives
m_moneyInAccount&#8221;</p>

<p>I used to share this opinion but in all truth, if a member variable is accessible via accessors with no additional logic other than set/return in those accessors, why bother to create a separate get and set for it? All you&#8217;re doing is creating work for yourself. If the var is properly public (read/write) then just set it public and don&#8217;t give it a prefix. Otherwise it&#8217;s just pointless code clutter.</p>]]></content:encoded>
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		<title>By: Speed Up Your Debugging by Creating a Personal Coding Style &#124; Michael James Williams</title>
		<link>http://www.gamepoetry.com/blog/2008/04/04/improving-your-coding-habits-using-coding-conventions/comment-page-1/#comment-717</link>
		<dc:creator>Speed Up Your Debugging by Creating a Personal Coding Style &#124; Michael James Williams</dc:creator>
		<pubDate>Fri, 13 Feb 2009 13:42:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/04/04/improving-your-coding-habits-using-coding-conventions/#comment-717</guid>
		<description>&lt;p&gt;[...] useful, I&#8217;d love to hear about them in the comments.) Personally, I used gamepoetry&#8217;s UrbanSquall coding conventions as a basis for mine, and I think the idea of using different prefixes for different scopes of [...]&lt;/p&gt;
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		<content:encoded><![CDATA[<p>[...] useful, I&#8217;d love to hear about them in the comments.) Personally, I used gamepoetry&#8217;s UrbanSquall coding conventions as a basis for mine, and I think the idea of using different prefixes for different scopes of [...]</p>]]></content:encoded>
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		<title>By: &#187; Adopt Some Coding Conventions for Projects: Sloppy Code SUCKS!</title>
		<link>http://www.gamepoetry.com/blog/2008/04/04/improving-your-coding-habits-using-coding-conventions/comment-page-1/#comment-10</link>
		<dc:creator>&#187; Adopt Some Coding Conventions for Projects: Sloppy Code SUCKS!</dc:creator>
		<pubDate>Sun, 01 Jun 2008 17:57:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/04/04/improving-your-coding-habits-using-coding-conventions/#comment-10</guid>
		<description>&lt;p&gt;[...] code is a little sloppier than my newer stuff which is okay. I also want to first point out this article by GamePoetry which links to the &quot;UrbanSquall&quot; coding standards. Those are basically what I stick to except for [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] code is a little sloppier than my newer stuff which is okay. I also want to first point out this article by GamePoetry which links to the &#8220;UrbanSquall&#8221; coding standards. Those are basically what I stick to except for [...]</p>]]></content:encoded>
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