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Groups > comp.lang.javascript > #33005 > unrolled thread

Javascripts and highlevel computer language programming of graphics

Started byjonas.thornvall@gmail.com
First post2017-04-14 11:49 -0700
Last post2017-04-24 13:27 -0700
Articles 20 on this page of 68 — 11 participants

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  Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-14 11:49 -0700
    Re: Javascripts and highlevel computer language programming of graphics John G Harris <niam@jghnorth.org.uk.invalid> - 2017-04-15 11:07 +0100
      Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-15 11:52 -0700
        Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-15 12:04 -0700
          Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-15 14:52 -0700
            Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-15 15:04 -0700
              Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-16 00:09 +0200
                Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-15 15:18 -0700
                  Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-16 11:27 +0200
                    Re: Javascripts and highlevel computer language programming of graphics <cyber@2trom.com> - 2017-04-16 15:08 +0000
                      Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-16 20:47 +0200
                        Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-17 10:02 -0700
                          Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-17 23:46 +0200
                            Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-18 17:39 -0700
                              Re: Javascripts and highlevel computer language programming of graphics Andrew Poulos <ap_prog@hotmail.com> - 2017-04-19 11:25 +1000
                                Re: Javascripts and highlevel computer language programming of graphics Bob Martin <bob.martin@excite.com> - 2017-04-19 07:30 +0100
                                  Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-19 12:13 +0200
                                  Re: Javascripts and highlevel computer language programming of graphics Thomas 'PointedEars' Lahn <PointedEars@web.de> - 2017-04-19 13:58 +0200
                                    Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-19 17:20 +0200
                                Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-19 10:00 -0700
                                  Re: Javascripts and highlevel computer language programming of graphics <cyber@2trom.com> - 2017-04-20 12:33 +0000
                                    Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-20 11:39 -0700
                                      Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-20 21:24 +0200
                                        Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-21 11:57 -0700
                                    Re: Javascripts and highlevel computer language programming of graphics Thomas 'PointedEars' Lahn <PointedEars@web.de> - 2017-04-21 18:37 +0200
                              Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-19 12:00 +0200
                                Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-19 10:03 -0700
                                  Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-20 00:07 +0200
                                    Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-19 17:21 -0700
                                      Re: Javascripts and highlevel computer language programming of graphics Andrew Poulos <ap_prog@hotmail.com> - 2017-04-20 15:54 +1000
                                        Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-20 08:46 +0200
                                      Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-20 08:43 +0200
                                        Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-20 11:42 -0700
                                          Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-20 21:37 +0200
                                            Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-21 03:23 -0700
                                              Re: Javascripts and highlevel computer language programming of graphics Andrew Poulos <ap_prog@hotmail.com> - 2017-04-22 16:21 +1000
                                                Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-22 12:15 +0200
                                            Re: Javascripts and highlevel computer language programming of graphics Gene Wirchenko <genew@telus.net> - 2017-04-21 11:58 -0700
                      Re: Javascripts and highlevel computer language programming of graphics <cyber@2trom.com> - 2017-04-17 13:01 +0000
                        Re: Javascripts and highlevel computer language programming of graphics Thomas 'PointedEars' Lahn <PointedEars@web.de> - 2017-04-17 20:28 +0200
                  Re: Javascripts and highlevel computer language programming of graphics bit-naughty@hotmail.com - 2017-04-19 23:50 -0700
                    Re: Javascripts and highlevel computer language programming of graphics Andrew Poulos <ap_prog@hotmail.com> - 2017-04-20 19:02 +1000
                      Re: Javascripts and highlevel computer language programming of graphics "Evertjan." <exxjxw.hannivoort@inter.nl.net> - 2017-04-20 11:24 +0200
              Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-15 15:14 -0700
                Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-15 15:24 -0700
          Re: Javascripts and highlevel computer language programming of graphics John G Harris <niam@jghnorth.org.uk.invalid> - 2017-04-17 10:49 +0100
            Re: Javascripts and highlevel computer language programming of graphics RobG <rgqld@iinet.net.au> - 2017-04-23 08:39 +1000
              Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-22 15:46 -0700
                Re: Javascripts and highlevel computer language programming of graphics John G Harris <niam@jghnorth.org.uk.invalid> - 2017-04-23 15:29 +0100
                  Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-23 09:47 -0700
                    Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-23 09:57 -0700
                      Re: Javascripts and highlevel computer language programming of graphics John G Harris <niam@jghnorth.org.uk.invalid> - 2017-04-24 11:09 +0100
                        Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 05:26 -0700
                          Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 05:32 -0700
                            Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 05:36 -0700
                              Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 05:44 -0700
                          Re: Javascripts and highlevel computer language programming of graphics John G Harris <niam@jghnorth.org.uk.invalid> - 2017-04-24 15:12 +0100
                            Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 10:12 -0700
                  Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-23 09:49 -0700
                    Re: Javascripts and highlevel computer language programming of graphics John G Harris <niam@jghnorth.org.uk.invalid> - 2017-04-24 11:10 +0100
                  Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 12:07 -0700
                    Re: Javascripts and highlevel computer language programming of graphics Ben Bacarisse <ben.usenet@bsb.me.uk> - 2017-04-24 21:24 +0100
                      Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 13:32 -0700
                        Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 13:41 -0700
                          Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 13:56 -0700
                            Re: Javascripts and highlevel computer language programming of graphics John G Harris <niam@jghnorth.org.uk.invalid> - 2017-04-25 10:41 +0100
                            Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-26 12:15 -0700
                    Re: Javascripts and highlevel computer language programming of graphics jonas.thornvall@gmail.com - 2017-04-24 13:27 -0700

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#33005 — Javascripts and highlevel computer language programming of graphics

Fromjonas.thornvall@gmail.com
Date2017-04-14 11:49 -0700
SubjectJavascripts and highlevel computer language programming of graphics
Message-ID<9fcf7c9e-a38d-4b45-bcfb-347c5d15d930@googlegroups.com>
High level computer programming of graphics seem to suffer from the fact that you can not tell what should be executed in the actual rendering algorithm.

It is so wrong to have to check what should be written out within the actual render algorithm again and again.

Why can't you send what algorithms to render to the pain function?

Example, instead of checking what to render in the render algo again and agin why not use the individual function names to render as paramters to the render function.

As far as i understand today you must check what to render within the render with in redraw where you render to canvas, and this happen as often you draw to the canvas.

WHY can't one tell the redraw what functions/procedures to reder before it start?

Is there a way to tell the rendering "redraw" from outside what functions that should be executed, i really would like an example. Right now i use booleans within the rendering "redraw" to tell what code should be executed and not. 

But it seem fucking weird to me, so possibly i have not understood the principle, because these are checked every time when you redraw and that must be a waste of cpu cycles. So is there a way to avoid this in highlevel programming languages?
My idea would be to tell the rendering what functions should be executed, so they become a parameter to the rendering, but maybe i totally missunderstood rendering?

JT
 

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#33009

FromJohn G Harris <niam@jghnorth.org.uk.invalid>
Date2017-04-15 11:07 +0100
Message-ID<mtr3fchnoeko3qn95hq9iup9ljcjmksb16@4ax.com>
In reply to#33005
On Fri, 14 Apr 2017 11:49:16 -0700 (PDT), jonas.thornvall@gmail.com
wrote:

>High level computer programming of graphics seem to suffer from the fact that you can not tell what should be executed in the actual rendering algorithm.
>
>It is so wrong to have to check what should be written out within the actual render algorithm again and again.
>
>Why can't you send what algorithms to render to the pain function?
>
>Example, instead of checking what to render in the render algo again and agin why not use the individual function names to render as paramters to the render function.
>
>As far as i understand today you must check what to render within the render with in redraw where you render to canvas, and this happen as often you draw to the canvas.
>
>WHY can't one tell the redraw what functions/procedures to reder before it start?
>
>Is there a way to tell the rendering "redraw" from outside what functions that should be executed, i really would like an example. Right now i use booleans within the rendering "redraw" to tell what code should be executed and not. 
>
>But it seem fucking weird to me, so possibly i have not understood the principle, because these are checked every time when you redraw and that must be a waste of cpu cycles. So is there a way to avoid this in highlevel programming languages?
>My idea would be to tell the rendering what functions should be executed, so they become a parameter to the rendering, but maybe i totally missunderstood rendering?

This is where Object Oriented design can be so useful. You have an
object with a Draw method. Draw draws the entire picture. It does this
by using a sequence of objects with Draw methods. In each of these
objects Draw draws part of the picture by using a sequence of objects
with Draw methods, etc. Eventually you reach objects whose Draw method
draw a line, circle, rectangle, etc, using values remembered by the
objects.


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#33010

Fromjonas.thornvall@gmail.com
Date2017-04-15 11:52 -0700
Message-ID<03b9843f-a669-4e7b-b18d-bd2bd7240e16@googlegroups.com>
In reply to#33009
Den lördag 15 april 2017 kl. 12:07:38 UTC+2 skrev John G Harris:
> On Fri, 14 Apr 2017 11:49:16 -0700 (PDT), jonas.thornvall@gmail.com
> wrote:
> 
> >High level computer programming of graphics seem to suffer from the fact that you can not tell what should be executed in the actual rendering algorithm.
> >
> >It is so wrong to have to check what should be written out within the actual render algorithm again and again.
> >
> >Why can't you send what algorithms to render to the pain function?
> >
> >Example, instead of checking what to render in the render algo again and agin why not use the individual function names to render as paramters to the render function.
> >
> >As far as i understand today you must check what to render within the render with in redraw where you render to canvas, and this happen as often you draw to the canvas.
> >
> >WHY can't one tell the redraw what functions/procedures to reder before it start?
> >
> >Is there a way to tell the rendering "redraw" from outside what functions that should be executed, i really would like an example. Right now i use booleans within the rendering "redraw" to tell what code should be executed and not. 
> >
> >But it seem fucking weird to me, so possibly i have not understood the principle, because these are checked every time when you redraw and that must be a waste of cpu cycles. So is there a way to avoid this in highlevel programming languages?
> >My idea would be to tell the rendering what functions should be executed, so they become a parameter to the rendering, but maybe i totally missunderstood rendering?
> 
> This is where Object Oriented design can be so useful. You have an
> object with a Draw method. Draw draws the entire picture. It does this
> by using a sequence of objects with Draw methods. In each of these
> objects Draw draws part of the picture by using a sequence of objects
> with Draw methods, etc. Eventually you reach objects whose Draw method
> draw a line, circle, rectangle, etc, using values remembered by the
> objects.

You seem to say the objects know themself if they should be drawn or not?
I mean the method itself just draw objects you tell it to draw.

Now the user interface is what steer the logic of the drawouts.

You seem to say it somehow can tell a group of objects if they should be drawn or not. And i am totally lost here, because as you see i have to poll what should be drawn within the drawmethod and that gives alot of overhead.

Could you direct me to "a short" "simple" example how it really should be done?

Also my script do rendering using mouse inputs, so then the graphic objects must take/listen input parameters from mouse, would not that cause even more overhead?

Of couse i must also poll what to be drawn out every redraw, and that is the main thing i want to get rid off. Say i have 15 function that do different parts of things to draw, that you can steer from the user interface.

Now that would be 15! cases to handle within programming, so that is not an option. I think i have 3 right now or so but it still 6 cases. 

My code is probably not suited to transform into objectoriented programming, but i still want a look how it could work.

What i really would like advice on is howto move the polling out of the redraw,  now i decide what to draw within redraw ***every time*** method is called.

I wanted to find a strategy/method where you set booleans for drawmethods, and check them once and somehow pass a bulk of what should be redrawn. 

I understand i could create cases with redraws, but that really does not seem to fit drawing.

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#33011

Fromjonas.thornvall@gmail.com
Date2017-04-15 12:04 -0700
Message-ID<013aedad-faa3-4207-92bf-6c18ef764969@googlegroups.com>
In reply to#33010
Den lördag 15 april 2017 kl. 20:52:19 UTC+2 skrev jonas.t...@gmail.com:
> Den lördag 15 april 2017 kl. 12:07:38 UTC+2 skrev John G Harris:
> > On Fri, 14 Apr 2017 11:49:16 -0700 (PDT), jonas.thornvall@gmail.com
> > wrote:
> > 
> > >High level computer programming of graphics seem to suffer from the fact that you can not tell what should be executed in the actual rendering algorithm.
> > >
> > >It is so wrong to have to check what should be written out within the actual render algorithm again and again.
> > >
> > >Why can't you send what algorithms to render to the pain function?
> > >
> > >Example, instead of checking what to render in the render algo again and agin why not use the individual function names to render as paramters to the render function.
> > >
> > >As far as i understand today you must check what to render within the render with in redraw where you render to canvas, and this happen as often you draw to the canvas.
> > >
> > >WHY can't one tell the redraw what functions/procedures to reder before it start?
> > >
> > >Is there a way to tell the rendering "redraw" from outside what functions that should be executed, i really would like an example. Right now i use booleans within the rendering "redraw" to tell what code should be executed and not. 
> > >
> > >But it seem fucking weird to me, so possibly i have not understood the principle, because these are checked every time when you redraw and that must be a waste of cpu cycles. So is there a way to avoid this in highlevel programming languages?
> > >My idea would be to tell the rendering what functions should be executed, so they become a parameter to the rendering, but maybe i totally missunderstood rendering?
> > 
> > This is where Object Oriented design can be so useful. You have an
> > object with a Draw method. Draw draws the entire picture. It does this
> > by using a sequence of objects with Draw methods. In each of these
> > objects Draw draws part of the picture by using a sequence of objects
> > with Draw methods, etc. Eventually you reach objects whose Draw method
> > draw a line, circle, rectangle, etc, using values remembered by the
> > objects.
> 
> You seem to say the objects know themself if they should be drawn or not?
> I mean the method itself just draw objects you tell it to draw.
> 
> Now the user interface is what steer the logic of the drawouts.
> 
> You seem to say it somehow can tell a group of objects if they should be drawn or not. And i am totally lost here, because as you see i have to poll what should be drawn within the drawmethod and that gives alot of overhead.
> 
> Could you direct me to "a short" "simple" example how it really should be done?
> 
> Also my script do rendering using mouse inputs, so then the graphic objects must take/listen input parameters from mouse, would not that cause even more overhead?
> 
> Of couse i must also poll what to be drawn out every redraw, and that is the main thing i want to get rid off. Say i have 15 function that do different parts of things to draw, that you can steer from the user interface.
> 
> Now that would be 15! cases to handle within programming, so that is not an option. I think i have 3 right now or so but it still 6 cases. 
> 
> My code is probably not suited to transform into objectoriented programming, but i still want a look how it could work.
> 
> What i really would like advice on is howto move the polling out of the redraw,  now i decide what to draw within redraw ***every time*** method is called.
> 
> I wanted to find a strategy/method where you set booleans for drawmethods, and check them once and somehow pass a bulk of what should be redrawn. 
> 
> I understand i could create cases with redraws, but that really does not seem to fit drawing.

Here is an example of my style of graphic rendering, and i understand it is wrong. As you can see the logic is within the draw method "animation" to offer live update of drag and drop, that all these booleans called every "x-th" millisec. While drawing. Some is always drawn and some other just drawn depending on settings of the UI. I probably can not change all the code into OO-programming i do not think i have the skill, nor knowledge. Right now i let the animation run all time and that ain't necessary i can fix that from UI, start and stop it on UI mouse and animation redraws. But howto move the booleans out of redraw i just do not get. But if you show me an example of how it is done with OO code i may be able to grasp it.

// Paint logic
function redraw() {
    // Clear canvas
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    //  // Redraw canvas
    ctx.fillStyle = mybgcolor;
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    if (grid==true) {graphBackground();}
    // Redraw graph
    paint_graph(arr);
    paint_message();
}

function paint_graph(arr) {
    ctx.lineWidth = 1;
    if (markarea == true) {
        markDraw();
    } else if (moveit == true) {
        moveDraw();
    } else if (reshape == true) {
        boundariesDraw();
    } else if (doreshape == true) {
        reshapeDraw();
    }
    graphDraw();
    if (handles==true){
      nodeDraw();
    }
}


function graphDraw() {
    for (var t = 0; t < arr.length; t++) {
        if (arr[t].print == true) {
            ctx.strokeStyle = arr[t].bcolor;
            var tempcolor=arr[t].bcolor;
            for (s = 0; s < arr[t].nodelinks.length; s++) {
                var myvar = arr[t].nodelinks[s];
                if (arr[t].BcurveX1[myvar] == undefined) {
                    ctx.beginPath();
                    ctx.moveTo(arr[t].rposX, arr[t].rposY);
                    ctx.lineTo(arr[myvar].rposX, arr[myvar].rposY);
                    ctx.stroke();
                } else {
                if (bhandles==true) { bezcontrol(t,myvar,tempcolor);ctx.strokeStyle=tempcolor;}
                    ctx.beginPath();
                    ctx.moveTo(arr[t].rposX, arr[t].rposY);
                    ctx.bezierCurveTo(arr[t].BcurveX1[myvar], arr[t].BcurveY1[myvar], arr[t].BcurveX2[myvar], arr[t].BcurveY2[myvar], arr[myvar].rposX, arr[myvar].rposY);
                    ctx.stroke();
                    if (holdbezier1==true){ moveBezierDraw1(); }
                    else if (holdbezier2==true){ moveBezierDraw2(); }
                }
            }
        }
    }
}

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#33012

Fromjonas.thornvall@gmail.com
Date2017-04-15 14:52 -0700
Message-ID<0c29f9a4-2747-4e81-9847-516875a893a8@googlegroups.com>
In reply to#33011
Den lördag 15 april 2017 kl. 21:04:37 UTC+2 skrev jonas.t...@gmail.com:
> Den lördag 15 april 2017 kl. 20:52:19 UTC+2 skrev jonas.t...@gmail.com:
> > Den lördag 15 april 2017 kl. 12:07:38 UTC+2 skrev John G Harris:
> > > On Fri, 14 Apr 2017 11:49:16 -0700 (PDT), jonas.thornvall@gmail.com
> > > wrote:
> > > 
> > > >High level computer programming of graphics seem to suffer from the fact that you can not tell what should be executed in the actual rendering algorithm.
> > > >
> > > >It is so wrong to have to check what should be written out within the actual render algorithm again and again.
> > > >
> > > >Why can't you send what algorithms to render to the pain function?
> > > >
> > > >Example, instead of checking what to render in the render algo again and agin why not use the individual function names to render as paramters to the render function.
> > > >
> > > >As far as i understand today you must check what to render within the render with in redraw where you render to canvas, and this happen as often you draw to the canvas.
> > > >
> > > >WHY can't one tell the redraw what functions/procedures to reder before it start?
> > > >
> > > >Is there a way to tell the rendering "redraw" from outside what functions that should be executed, i really would like an example. Right now i use booleans within the rendering "redraw" to tell what code should be executed and not. 
> > > >
> > > >But it seem fucking weird to me, so possibly i have not understood the principle, because these are checked every time when you redraw and that must be a waste of cpu cycles. So is there a way to avoid this in highlevel programming languages?
> > > >My idea would be to tell the rendering what functions should be executed, so they become a parameter to the rendering, but maybe i totally missunderstood rendering?
> > > 
> > > This is where Object Oriented design can be so useful. You have an
> > > object with a Draw method. Draw draws the entire picture. It does this
> > > by using a sequence of objects with Draw methods. In each of these
> > > objects Draw draws part of the picture by using a sequence of objects
> > > with Draw methods, etc. Eventually you reach objects whose Draw method
> > > draw a line, circle, rectangle, etc, using values remembered by the
> > > objects.
> > 
> > You seem to say the objects know themself if they should be drawn or not?
> > I mean the method itself just draw objects you tell it to draw.
> > 
> > Now the user interface is what steer the logic of the drawouts.
> > 
> > You seem to say it somehow can tell a group of objects if they should be drawn or not. And i am totally lost here, because as you see i have to poll what should be drawn within the drawmethod and that gives alot of overhead.
> > 
> > Could you direct me to "a short" "simple" example how it really should be done?
> > 
> > Also my script do rendering using mouse inputs, so then the graphic objects must take/listen input parameters from mouse, would not that cause even more overhead?
> > 
> > Of couse i must also poll what to be drawn out every redraw, and that is the main thing i want to get rid off. Say i have 15 function that do different parts of things to draw, that you can steer from the user interface.
> > 
> > Now that would be 15! cases to handle within programming, so that is not an option. I think i have 3 right now or so but it still 6 cases. 
> > 
> > My code is probably not suited to transform into objectoriented programming, but i still want a look how it could work.
> > 
> > What i really would like advice on is howto move the polling out of the redraw,  now i decide what to draw within redraw ***every time*** method is called.
> > 
> > I wanted to find a strategy/method where you set booleans for drawmethods, and check them once and somehow pass a bulk of what should be redrawn. 
> > 
> > I understand i could create cases with redraws, but that really does not seem to fit drawing.
> 
> Here is an example of my style of graphic rendering, and i understand it is wrong. As you can see the logic is within the draw method "animation" to offer live update of drag and drop, that all these booleans called every "x-th" millisec. While drawing. Some is always drawn and some other just drawn depending on settings of the UI. I probably can not change all the code into OO-programming i do not think i have the skill, nor knowledge. Right now i let the animation run all time and that ain't necessary i can fix that from UI, start and stop it on UI mouse and animation redraws. But howto move the booleans out of redraw i just do not get. But if you show me an example of how it is done with OO code i may be able to grasp it.
> 
> // Paint logic
> function redraw() {
>     // Clear canvas
>     ctx.clearRect(0, 0, canvas.width, canvas.height);
>     //  // Redraw canvas
>     ctx.fillStyle = mybgcolor;
>     ctx.fillRect(0, 0, canvas.width, canvas.height);
>     if (grid==true) {graphBackground();}
>     // Redraw graph
>     paint_graph(arr);
>     paint_message();
> }
> 
> function paint_graph(arr) {
>     ctx.lineWidth = 1;
>     if (markarea == true) {
>         markDraw();
>     } else if (moveit == true) {
>         moveDraw();
>     } else if (reshape == true) {
>         boundariesDraw();
>     } else if (doreshape == true) {
>         reshapeDraw();
>     }
>     graphDraw();
>     if (handles==true){
>       nodeDraw();
>     }
> }
> 
> 
> function graphDraw() {
>     for (var t = 0; t < arr.length; t++) {
>         if (arr[t].print == true) {
>             ctx.strokeStyle = arr[t].bcolor;
>             var tempcolor=arr[t].bcolor;
>             for (s = 0; s < arr[t].nodelinks.length; s++) {
>                 var myvar = arr[t].nodelinks[s];
>                 if (arr[t].BcurveX1[myvar] == undefined) {
>                     ctx.beginPath();
>                     ctx.moveTo(arr[t].rposX, arr[t].rposY);
>                     ctx.lineTo(arr[myvar].rposX, arr[myvar].rposY);
>                     ctx.stroke();
>                 } else {
>                 if (bhandles==true) { bezcontrol(t,myvar,tempcolor);ctx.strokeStyle=tempcolor;}
>                     ctx.beginPath();
>                     ctx.moveTo(arr[t].rposX, arr[t].rposY);
>                     ctx.bezierCurveTo(arr[t].BcurveX1[myvar], arr[t].BcurveY1[myvar], arr[t].BcurveX2[myvar], arr[t].BcurveY2[myvar], arr[myvar].rposX, arr[myvar].rposY);
>                     ctx.stroke();
>                     if (holdbezier1==true){ moveBezierDraw1(); }
>                     else if (holdbezier2==true){ moveBezierDraw2(); }
>                 }
>             }
>         }
>     }
> }

Should i put the start animation redraw within each of these functions?

Or maybe even even on block level of things i draw, it seem the code lose structure?

That is why i wanted the functions as parameters passed to draw rather then start and stop redraw everywhere in the code?

But that is what you suggest, well with objects rather then my functions?

function paint_graph(arr) { 
    ctx.lineWidth = 1; 
    if (markarea == true) { 
        markDraw(); 
    } else if (moveit == true) { 
        moveDraw(); 
    } else if (reshape == true) { 
        boundariesDraw(); 
    } else if (doreshape == true) { 
        reshapeDraw(); 
    } 
    graphDraw(); 
    if (handles==true){ 
      nodeDraw(); 
    } 
}

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#33013

Fromjonas.thornvall@gmail.com
Date2017-04-15 15:04 -0700
Message-ID<55b2edf6-31de-43fa-bb07-ec0da6835f7d@googlegroups.com>
In reply to#33012
Den lördag 15 april 2017 kl. 23:52:49 UTC+2 skrev jonas.t...@gmail.com:
> Den lördag 15 april 2017 kl. 21:04:37 UTC+2 skrev jonas.t...@gmail.com:
> > Den lördag 15 april 2017 kl. 20:52:19 UTC+2 skrev jonas.t...@gmail.com:
> > > Den lördag 15 april 2017 kl. 12:07:38 UTC+2 skrev John G Harris:
> > > > On Fri, 14 Apr 2017 11:49:16 -0700 (PDT), jonas.thornvall@gmail.com
> > > > wrote:
> > > > 
> > > > >High level computer programming of graphics seem to suffer from the fact that you can not tell what should be executed in the actual rendering algorithm.
> > > > >
> > > > >It is so wrong to have to check what should be written out within the actual render algorithm again and again.
> > > > >
> > > > >Why can't you send what algorithms to render to the pain function?
> > > > >
> > > > >Example, instead of checking what to render in the render algo again and agin why not use the individual function names to render as paramters to the render function.
> > > > >
> > > > >As far as i understand today you must check what to render within the render with in redraw where you render to canvas, and this happen as often you draw to the canvas.
> > > > >
> > > > >WHY can't one tell the redraw what functions/procedures to reder before it start?
> > > > >
> > > > >Is there a way to tell the rendering "redraw" from outside what functions that should be executed, i really would like an example. Right now i use booleans within the rendering "redraw" to tell what code should be executed and not. 
> > > > >
> > > > >But it seem fucking weird to me, so possibly i have not understood the principle, because these are checked every time when you redraw and that must be a waste of cpu cycles. So is there a way to avoid this in highlevel programming languages?
> > > > >My idea would be to tell the rendering what functions should be executed, so they become a parameter to the rendering, but maybe i totally missunderstood rendering?
> > > > 
> > > > This is where Object Oriented design can be so useful. You have an
> > > > object with a Draw method. Draw draws the entire picture. It does this
> > > > by using a sequence of objects with Draw methods. In each of these
> > > > objects Draw draws part of the picture by using a sequence of objects
> > > > with Draw methods, etc. Eventually you reach objects whose Draw method
> > > > draw a line, circle, rectangle, etc, using values remembered by the
> > > > objects.
> > > 
> > > You seem to say the objects know themself if they should be drawn or not?
> > > I mean the method itself just draw objects you tell it to draw.
> > > 
> > > Now the user interface is what steer the logic of the drawouts.
> > > 
> > > You seem to say it somehow can tell a group of objects if they should be drawn or not. And i am totally lost here, because as you see i have to poll what should be drawn within the drawmethod and that gives alot of overhead.
> > > 
> > > Could you direct me to "a short" "simple" example how it really should be done?
> > > 
> > > Also my script do rendering using mouse inputs, so then the graphic objects must take/listen input parameters from mouse, would not that cause even more overhead?
> > > 
> > > Of couse i must also poll what to be drawn out every redraw, and that is the main thing i want to get rid off. Say i have 15 function that do different parts of things to draw, that you can steer from the user interface.
> > > 
> > > Now that would be 15! cases to handle within programming, so that is not an option. I think i have 3 right now or so but it still 6 cases. 
> > > 
> > > My code is probably not suited to transform into objectoriented programming, but i still want a look how it could work.
> > > 
> > > What i really would like advice on is howto move the polling out of the redraw,  now i decide what to draw within redraw ***every time*** method is called.
> > > 
> > > I wanted to find a strategy/method where you set booleans for drawmethods, and check them once and somehow pass a bulk of what should be redrawn. 
> > > 
> > > I understand i could create cases with redraws, but that really does not seem to fit drawing.
> > 
> > Here is an example of my style of graphic rendering, and i understand it is wrong. As you can see the logic is within the draw method "animation" to offer live update of drag and drop, that all these booleans called every "x-th" millisec. While drawing. Some is always drawn and some other just drawn depending on settings of the UI. I probably can not change all the code into OO-programming i do not think i have the skill, nor knowledge. Right now i let the animation run all time and that ain't necessary i can fix that from UI, start and stop it on UI mouse and animation redraws. But howto move the booleans out of redraw i just do not get. But if you show me an example of how it is done with OO code i may be able to grasp it.
> > 
> > // Paint logic
> > function redraw() {
> >     // Clear canvas
> >     ctx.clearRect(0, 0, canvas.width, canvas.height);
> >     //  // Redraw canvas
> >     ctx.fillStyle = mybgcolor;
> >     ctx.fillRect(0, 0, canvas.width, canvas.height);
> >     if (grid==true) {graphBackground();}
> >     // Redraw graph
> >     paint_graph(arr);
> >     paint_message();
> > }
> > 
> > function paint_graph(arr) {
> >     ctx.lineWidth = 1;
> >     if (markarea == true) {
> >         markDraw();
> >     } else if (moveit == true) {
> >         moveDraw();
> >     } else if (reshape == true) {
> >         boundariesDraw();
> >     } else if (doreshape == true) {
> >         reshapeDraw();
> >     }
> >     graphDraw();
> >     if (handles==true){
> >       nodeDraw();
> >     }
> > }
> > 
> > 
> > function graphDraw() {
> >     for (var t = 0; t < arr.length; t++) {
> >         if (arr[t].print == true) {
> >             ctx.strokeStyle = arr[t].bcolor;
> >             var tempcolor=arr[t].bcolor;
> >             for (s = 0; s < arr[t].nodelinks.length; s++) {
> >                 var myvar = arr[t].nodelinks[s];
> >                 if (arr[t].BcurveX1[myvar] == undefined) {
> >                     ctx.beginPath();
> >                     ctx.moveTo(arr[t].rposX, arr[t].rposY);
> >                     ctx.lineTo(arr[myvar].rposX, arr[myvar].rposY);
> >                     ctx.stroke();
> >                 } else {
> >                 if (bhandles==true) { bezcontrol(t,myvar,tempcolor);ctx.strokeStyle=tempcolor;}
> >                     ctx.beginPath();
> >                     ctx.moveTo(arr[t].rposX, arr[t].rposY);
> >                     ctx.bezierCurveTo(arr[t].BcurveX1[myvar], arr[t].BcurveY1[myvar], arr[t].BcurveX2[myvar], arr[t].BcurveY2[myvar], arr[myvar].rposX, arr[myvar].rposY);
> >                     ctx.stroke();
> >                     if (holdbezier1==true){ moveBezierDraw1(); }
> >                     else if (holdbezier2==true){ moveBezierDraw2(); }
> >                 }
> >             }
> >         }
> >     }
> > }
> 
> Should i put the start animation redraw within each of these functions?
> 
> Or maybe even even on block level of things i draw, it seem the code lose structure?
> 
> That is why i wanted the functions as parameters passed to draw rather then start and stop redraw everywhere in the code?
> 
> But that is what you suggest, well with objects rather then my functions?
> 
> function paint_graph(arr) { 
>     ctx.lineWidth = 1; 
>     if (markarea == true) { 
>         markDraw(); 
>     } else if (moveit == true) { 
>         moveDraw(); 
>     } else if (reshape == true) { 
>         boundariesDraw(); 
>     } else if (doreshape == true) { 
>         reshapeDraw(); 
>     } 
>     graphDraw(); 
>     if (handles==true){ 
>       nodeDraw(); 
>     } 
> }

It probably is a good idea to start animation within the functions that handle the graphics output, but it seem a bit unorganised.

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#33014

From"Evertjan." <exxjxw.hannivoort@inter.nl.net>
Date2017-04-16 00:09 +0200
Message-ID<XnsA7591ADF6463eejj99@194.109.6.166>
In reply to#33013
jonas.thornvall@gmail.com wrote on 16 Apr 2017 in comp.lang.javascript:

> Re: Javascripts and highlevel computer language programming of graphics

"Javascripts" are scripts of the language "Java",
which seem not to exist as Java is AFAIK not an interpreted language.

"Javascript scripts" is what this NG is about.

-- 
Evertjan.
The Netherlands.
(Please change the x'es to dots in my emailaddress)

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#33016

Fromjonas.thornvall@gmail.com
Date2017-04-15 15:18 -0700
Message-ID<ebd3f80e-725a-49db-a067-c56b9060122f@googlegroups.com>
In reply to#33014
Den söndag 16 april 2017 kl. 00:09:58 UTC+2 skrev Evertjan.:
> jonas.thornvall@gmail.com wrote on 16 Apr 2017 in comp.lang.javascript:
> 
> > Re: Javascripts and highlevel computer language programming of graphics
> 
> "Javascripts" are scripts of the language "Java",
> which seem not to exist as Java is AFAIK not an interpreted language.
> 
> "Javascript scripts" is what this NG is about.
> 
> -- 
> Evertjan.
> The Netherlands.
> (Please change the x'es to dots in my emailaddress)

Well the NG's name is comp.lang.javascript one would think that after 20 years you should be used to people refering to Javascript i never ever seen ECMASCRIPT refered to unless reading your posts.

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#33019

From"Evertjan." <exxjxw.hannivoort@inter.nl.net>
Date2017-04-16 11:27 +0200
Message-ID<XnsA75974926D927eejj99@194.109.6.166>
In reply to#33016
jonas.thornvall@gmail.com wrote on 16 Apr 2017 in comp.lang.javascript:

> Den sБndag 16 april 2017 kl. 00:09:58 UTC+2 skrev Evertjan.:
>> jonas.thornvall@gmail.com wrote on 16 Apr 2017 in comp.lang.javascript:
>> 
>> > Re: Javascripts and highlevel computer language programming of
>> > graphics 
>> 
>> "Javascripts" are scripts of the language "Java",
>> which seem not to exist as Java is AFAIK not an interpreted language.
>> 
>> "Javascript scripts" is what this NG is about.
> 
> Well the NG's name is comp.lang.javascript one would think that after 20
> years you should be used to people refering to Javascript i never ever
> seen ECMASCRIPT refered to unless reading your posts. 

Are you capable of reading what I wrote?

You refered to "JavascriptS" which are non-existing scripts of "Java".

-- 
Evertjan.
The Netherlands.
(Please change the x'es to dots in my emailaddress)

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#33021

From<cyber@2trom.com>
Date2017-04-16 15:08 +0000
Message-ID<pNLIA.354176$2K7.190141@fx18.am4>
In reply to#33019
Evertjan. <exxjxw.hannivoort@inter.nl.net> wrote:
> Newsgroups: comp.lang.javascript
> 
> You refered to "JavascriptS" which are non-existing scripts of "Java".
> 

Actually those would be "Java scripts" in English. Even though in Dutch one
is not supposed to put a space between 2 words that are supposed to form 1
word in English one is.

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#33023

From"Evertjan." <exxjxw.hannivoort@inter.nl.net>
Date2017-04-16 20:47 +0200
Message-ID<XnsA759D373CA541eejj99@194.109.6.166>
In reply to#33021
<cyber@2trom.com> wrote on 16 Apr 2017 in comp.lang.javascript:

> Evertjan. <exxjxw.hannivoort@inter.nl.net> wrote:
>> Newsgroups: comp.lang.javascript
>> 
>> You refered to "JavascriptS" which are non-existing scripts of "Java".
>> 
> 
> Actually those would be "Java scripts" in English. Even though in Dutch one
> is not supposed to put a space between 2 words that are supposed to form 1
> word in English one is.

Actually, while you are right, that still means "Javascripts" don't exist.


-- 
Evertjan.
The Netherlands.
(Please change the x'es to dots in my emailaddress)

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#33028

FromGene Wirchenko <genew@telus.net>
Date2017-04-17 10:02 -0700
Message-ID<o5t9fc95ivibisb757ut7kd5db4nj9l3gv@4ax.com>
In reply to#33023
On Sun, 16 Apr 2017 20:47:11 +0200, "Evertjan."
<exxjxw.hannivoort@inter.nl.net> wrote:

><cyber@2trom.com> wrote on 16 Apr 2017 in comp.lang.javascript:
>
>> Evertjan. <exxjxw.hannivoort@inter.nl.net> wrote:
>>> Newsgroups: comp.lang.javascript
>>> 
>>> You refered to "JavascriptS" which are non-existing scripts of "Java".

>> Actually those would be "Java scripts" in English. Even though in Dutch one
>> is not supposed to put a space between 2 words that are supposed to form 1
>> word in English one is.
>
>Actually, while you are right, that still means "Javascripts" don't exist.

     "Javascripts" could mean more than one version or implementation
of Javascript.  I have never seen the usage, but it is possible.

Sincerely,

Gene Wirchenko

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#33031

From"Evertjan." <exxjxw.hannivoort@inter.nl.net>
Date2017-04-17 23:46 +0200
Message-ID<XnsA75AF1C846D36eejj99@194.109.6.166>
In reply to#33028
Gene Wirchenko <genew@telus.net> wrote on 17 Apr 2017 in 
comp.lang.javascript:

> "Javascripts" could mean more than one version or implementation
> of Javascript.  I have never seen the usage, but it is possible.

It is not.

Javascript is the language, not the/an implementation. 

-- 
Evertjan.
The Netherlands.
(Please change the x'es to dots in my emailaddress)

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#33049

FromGene Wirchenko <genew@telus.net>
Date2017-04-18 17:39 -0700
Message-ID<v9cdfcd2ckbfle1b4g3qe4ennno3q1tosn@4ax.com>
In reply to#33031
On Mon, 17 Apr 2017 23:46:05 +0200, "Evertjan."
<exxjxw.hannivoort@inter.nl.net> wrote:

>Gene Wirchenko <genew@telus.net> wrote on 17 Apr 2017 in 
>comp.lang.javascript:
>
>> "Javascripts" could mean more than one version or implementation
>> of Javascript.  I have never seen the usage, but it is possible.
>
>It is not.
>
>Javascript is the language, not the/an implementation. 

     It can be either.

     "The JavaScript in browser XYZ is based on version x.y.z of the
standard." would be an example of a reference to the implementation.

     I do not presume to instruct you in Dutch; please do not presume
to instruct me in English.

Sincerely,

Gene Wirchenko

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#33050

FromAndrew Poulos <ap_prog@hotmail.com>
Date2017-04-19 11:25 +1000
Message-ID<R9-dnbNoie_rIWvFnZ2dnUU7-QnNnZ2d@westnet.com.au>
In reply to#33049
On 19/04/2017 10:39 AM, Gene Wirchenko wrote:

>       I do not presume to instruct you in Dutch; please do not presume
> to instruct me in English.

You're implying that English is so inscrutable that only one born 
speaking it is the only one whose interpretation can be "correct".


Andrew Poulos

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#33053

FromBob Martin <bob.martin@excite.com>
Date2017-04-19 07:30 +0100
Message-ID<eloeftFpgeU1@mid.individual.net>
In reply to#33050
in 636376 20170419 022509 Andrew Poulos <ap_prog@hotmail.com> wrote:
>On 19/04/2017 10:39 AM, Gene Wirchenko wrote:
>
>>       I do not presume to instruct you in Dutch; please do not presume
>> to instruct me in English.
>
>You're implying that English is so inscrutable that only one born
>speaking it is the only one whose interpretation can be "correct".

I agree with that but Evertjan's statement that "Javascript is a language
and not an implementation" is incorrect.

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#33055

From"Evertjan." <exxjxw.hannivoort@inter.nl.net>
Date2017-04-19 12:13 +0200
Message-ID<XnsA75C7C70B1716eejj99@194.109.6.166>
In reply to#33053
Bob Martin <bob.martin@excite.com> wrote on 19 Apr 2017 in 
comp.lang.javascript:

> in 636376 20170419 022509 Andrew Poulos <ap_prog@hotmail.com> wrote:
>>On 19/04/2017 10:39 AM, Gene Wirchenko wrote:
>>
>>>       I do not presume to instruct you in Dutch; please do not presume
>>> to instruct me in English.
>>
>>You're implying that English is so inscrutable that only one born
>>speaking it is the only one whose interpretation can be "correct".
> 
> I agree with that but Evertjan's statement that "Javascript is a language
> and not an implementation" is incorrect.

Well Bob, then you should not misquote me, I wrote:
"Javascript is THE language, ..."

I maintain that "Javascript is the language", and an implementation of such 
language does not make that language the implementation by itself,
unless you use "the implementation" just as an action [substantized verb] 
and not as a result.

"The English spoken in India is different from that spoken on the Isle of 
Man" is about differences in dialect. To call that "The implementation of 
English is different" well, that seems to me a stretch too far.

And even, because this is a computer-language not a live one [though I dobt 
that seen the different and emerging dialects], "The implementation of 
Javascript is different" would only be about the difference in dialect.


-- 
Evertjan.
The Netherlands.
(Please change the x'es to dots in my emailaddress)

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#33057

FromThomas 'PointedEars' Lahn <PointedEars@web.de>
Date2017-04-19 13:58 +0200
Message-ID<1625401.1su1EIGWjt@PointedEars.de>
In reply to#33053
Bob Martin wrote:

> in 636376 20170419 022509 Andrew Poulos <ap_prog@hotmail.com> wrote:
>>On 19/04/2017 10:39 AM, Gene Wirchenko wrote:
>>>       I do not presume to instruct you in Dutch; please do not presume
>>> to instruct me in English.
>> You're implying that English is so inscrutable that only one born
>> speaking it is the only one whose interpretation can be "correct".
> 
> I agree with that but Evertjan's statement that "Javascript is a language
> and not an implementation" is incorrect.

ACK; it is neither: There is no “Javascript”.

-- 
PointedEars
FAQ: <http://PointedEars.de/faq> | <http://PointedEars.de/es-matrix>
<https://github.com/PointedEars> | <http://PointedEars.de/wsvn/>
Twitter: @PointedEars2 | Please do not cc me./Bitte keine Kopien per E-Mail.

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#33058

From"Evertjan." <exxjxw.hannivoort@inter.nl.net>
Date2017-04-19 17:20 +0200
Message-ID<XnsA75CB063F66D9eejj99@194.109.6.166>
In reply to#33057
Thomas 'PointedEars' Lahn <PointedEars@web.de> wrote on 19 Apr 2017 in 
comp.lang.javascript:

>> I agree with that but Evertjan's statement that "Javascript is a language
>> and not an implementation" is incorrect.
> 
> ACK; it is neither: There is no "Javascript".

I agree for 50%.

-- 
Evertjan.
The Netherlands.
(Please change the x'es to dots in my emailaddress)

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#33059

FromGene Wirchenko <genew@telus.net>
Date2017-04-19 10:00 -0700
Message-ID<km5ffcpqb7ib96bfu19ps5mbv7p24sv00p@4ax.com>
In reply to#33050
On Wed, 19 Apr 2017 11:25:09 +1000, Andrew Poulos
<ap_prog@hotmail.com> wrote:

>On 19/04/2017 10:39 AM, Gene Wirchenko wrote:
>
>>       I do not presume to instruct you in Dutch; please do not presume
>> to instruct me in English.
>
>You're implying that English is so inscrutable that only one born 
>speaking it is the only one whose interpretation can be "correct".

     No.  However, evertjan has made sweeping statements before about
English.  Said statements have been wrong.

     As a native speaker of English, I know how the language can be
and has been twisted.  So for a usage that is somewhat off the main
road, I likely do know better.

     There is nothing special in this regard about me and English.  I
expect that the same is true about evertjan and Dutch.  The difference
is that I would not make sweeping statements to evertjan about how
Dutch works.

Sincerely,

Gene Wirchenko

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