***ijp` is now known as ijp
<janneke>i'm writing a module with a lot of functions that could have very generic names <janneke>functions like (name x), (component x) (interface x) (type x) <janneke>what approaches do i have wrt namespaces? <janneke>currently, i just import that module and prefix all names: ast-name, ast-component, ast-type <janneke>i could introduce goops, use generics and drop the ast- prefix, or do ((@ language asd ast) name) <guest`>why "(equal? (car '(/)) /)" is "#f"? <lloda>because (car '(/)) is a symbol '/, but / is a function (divide) <dsmith-work>Actually, '(/) is a list... But yeah, it's certainly not / <guest`>dsmith-work: note the car, and I already got it... <daviid>hi davexunit, how are things today? <davexunit>things are good. getting ready for the big FSF newsletter mailing. <davexunit>and in guile land, I've been working on a scene graph implementation <daviid>it sounds very much like clutter <davexunit>one thing that I don't like is that I have to duplicate some things for each scene node constructor function. <daviid>by the way could you not do what you do in clutter? I mean you'd develop special actor but the 'engine' of the all interface would bwe clutter ? <davexunit>as you can see from the code snippet, I have a perspective-projection procedure that allows you to render in 3D space. <daviid>davexunit: tha's exactly what clutter does :) <daviid>i think youre reinventing the wheel [if i may say so] <davexunit>daviid: do you have some recommended reading for clutter? <davexunit>daviid: well, scene graphs are all over the place. <daviid>let me look [i am far from being a specialist, but i'd like to become more pro...] <davexunit>it's not reinventing the wheel because every scene graph is different. <daviid>i know, but customizing clutter sounds a better track imh, at first glance at least <davexunit>mine will become quite specialized towards game development and reactive programming. <davexunit>but i'll certainly steal an idea or two from clutter. <daviid>i understand that, let me finish what i'm doing and bb <davexunit>sure thing. no rush. I can just go read clutter docs, but if you have a specific piece of documentation that you think would be relevant to me feel free to send it to me. :) <daviid>i would read an intro, install it [if not already the case] and run examples. then i would think :) and talk to ebassy on #clutter [irc.gnome.org], he's really a nice guy, to know if what you want to do in the future is feasible in his opinion <daviid>then i would try guile-clutter of course [i am working on 1.12, we are very late but i'll catch [later stable is now 1.20, development is fast, it was 1.18 not even a month ago <daviid>i'm still lacking g-wrap and C knowledge [never programmed in C, I can read it of course but I obviously lack practice when it comes to deep things] otherwize it would be done already <daviid>dave do you have a working guile-gnome? <daviid>where you'll read: "Clutter is a scene graph based canvas working in retained mode. Every object on the scene is usually a 2D surface inside a 3D space."