On Aug 27, 2007, at 2:33 PM, John Almberg wrote:

Well, if nothing else, this thread has been an excellent tutorial in the use of the cascade.

-- John (newbie)


On Aug 27, 2007, at 1:27 AM, Jason Johnson wrote:

On 8/27/07, Igor Stasenko <siguctua@gmail.com> wrote:
Cascade is useful. It allows me to write code like that:
                ogl
                glTexParameteri: GLTexture2d with: GLTextureMinFilter
with: GLLinear;
                glTexParameteri: GLTexture2d with: GLTextureMagFilter with: GLLinear;
                glTexParameteri: GLTexture2d with: GLTextureWrapS with: GLClamp;
                glTexParameteri: GLTexture2d with: GLTextureWrapT with: GLClamp;
                glPixelMapfv: GLPixelMapIToA with: 2 with: (FloatArray with: 0.0 with: 1.0).

But at the same time it stinks because you don't using the evaluation
result of previously sent message, you simply drop it. And from this
point i feel that something wrong with such design. Why computer needs
to waste cycles to evaluate result of message when its simply not used
at the end?

What are you talking about?  ; and . are both sequencing operators.
Sequencing implies that a statement was not for it's results, but it's
side effects.  And some systems even detect if the result is used and
drop it if not.




:-) ...

Also for me !!!!!