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| References | (2 earlier) <39813568-6DB8-4341-A130-C256CFF352EE@gmail.com> <CAPTjJmrfMowbK7z+eN7xfMv2Ck5peJpBPyBRHvhXM4-ocxRR6w@mail.gmail.com> <BB15CAE6-4C31-4544-A9DE-DC9D6F827B45@gmail.com> <CAPTjJmrA2suEdKDZkn44Xxsq4m_mZ=Jf6C19GvBjoBfCaTEyzg@mail.gmail.com> <C82546F4-1CBB-4D83-834F-CF1BAE52E8E9@gmail.com> |
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| Date | 2015-02-22 02:55 +1100 |
| Subject | Re: Design thought for callbacks |
| From | Chris Angelico <rosuav@gmail.com> |
| Newsgroups | comp.lang.python |
| Message-ID | <mailman.18974.1424534116.18130.python-list@python.org> (permalink) |
On Sun, Feb 22, 2015 at 2:45 AM, Cem Karan <cfkaran2@gmail.com> wrote: > OK, so if I'm reading your code correctly, you're breaking the cycle in your object graph by making the GUI the owner of the callback, correct? No other chunk of code has a reference to the callback, correct? Correct. The GUI engine ultimately owns everything. Of course, this is a very simple case (imagine a little notification popup; you don't care about it, you don't need to know when it's been closed, the only event on it is "hit Close to destroy the window"), and most usage would have other complications, but it's not uncommon for me to build a GUI program that leaves everything owned by the GUI engine. Everything is done through callbacks. Destroy a window, clean up its callbacks. The main window will have an "on-deletion" callback that terminates the program, perhaps. It's pretty straight-forward. ChrisA
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Re: Design thought for callbacks Chris Angelico <rosuav@gmail.com> - 2015-02-22 02:55 +1100
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