Line continuation character?

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Hi,

Easy one!

Does anyone know what the line continuation character is for Blitz3D? I searched the installed help files for 'continuation' but no joy.

Cheers,
LW.

I assume your looking for an ASCII code. Can i ask what this is for?

You mean like this;
Graphic3D 800, 600, 0, 2 : Setbuffer BackBuffer()


If you mean this, the character is : semicolon

Hi,

I didn't explain very well. Colon thing is interesting though, but what I mean is I have a line of code that is pretty long and using IDEal I can switch word wrap on to see the whole line, but I thought there was a char to split a line (anywhere along the line) to so can break up long lines of code to be more readable, for example...

text 0,0,"Hello World"

...could be...

text 0,0 <
< ,"Hello World"

Where '<' is the split character.

Perhaps I'm thinking of another language ;-)

Cheers,
LW.

This was recently asked and Blitz3D does not have a line continuation character.

It sucks but there you go!

hmmm... that would be an interesting addition to blitz 3d but I dont think it can do that in its current state... perhaps a less used symbol such as ~ could be the split character?

Ah well, no worries.

Ta,
LW.

or why not like this

t1$ = "Hello "
t2$ = "World"
Text 0,0,t1+t2


lol, that makes it.. kind of... shorter

In BlitzMax it's the _ that does this... But IIRC B3D doesn't have one.

At least you can have an infinite line, in Blitz3D u.u

Cheers folks.


At least you can have an infinite line, in Blitz3D u.u


Eventually, when a line becomes extremely long, it will automatically start a new line.

Yeah that happened for me today actually!

Luckily I managed to JUST get it squeexed in in the end :)

Return Pi*(MajorAxis+MinorAxis)+((3*((MajorAxis-MinorAxis)/(MajorAxis+MinorAxis))^2)/(10+Sqr(4-(3*((MajorAxis-MinorAxis)/(MajorAxis+MinorAxis))^2))))


Sure, though, worst come to worst, it's always possible to split it up somehow.

What would be better than a 'continuation character' would just be whitespace (bluespace?), but then I guess a lot of other things would break.

It's nothing Malice, take a look at my particle creation function.

Function ParticleNew.tPart( parent, sound$, x#, y#, z#, frame, spd#, spdVar#, spdChange#, rndSpdX#, rndSpdY#, rndSpdZ#, size#, sizeVar#, sizeChange#, sizeMax#, alpha#, alphaVar#, alphaChange#, weight#, weightVar#, rotMode%, rotVal#, horAlign%, R%, G%, B%, colorVar%, xStart#, yStart#, zStart#, xWidth#, yWidth#, zWidth#, shapeMode%, innerAngle#, outerAngle#, circularDegree#, lifeTime%, GroundHeight#, Elasticity#, MaxBounces%, pulseStr#, blendMode%, fadeRadius#, delayTime%, duration%, emissionRate% )


;Here is the usage
bubble.tPart = ParticleNew( camera\cam, "Media\sound\nefes.ogg", .5, -1, 1.5, 1, 0, 0, 0, .001, 0, .001, .1, .2, 0, 0.1, 1, 0, 0, -.2, 0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 3360, 0, 0, 0, 0, 0, 0, 3000, 1000, 50 )



wow mortiss... u seriously use that... haha I would just give up on remembering all of that

Well, I don't have to remember, I have a visual particle source generator. I design the particle and it generates the code.

In BlitzMax it's the _ that does this... But IIRC B3D doesn't have one.
Its actually '..' in Blitzmax. Visual Studio uses _, or at least VB and C# (I think) do.

If C# is anything like C/C++ then you don't need a special line break char/chars since all whitespace is stripped out by the preprocessor and statements have to be specifically terminated using the ; character. I often do things like:
my_amazing_func(
               1,
               "my god, it's full of stars!",
               3,
               x,y,z,
               "noodles"
               );


See, using ; as a terminator does have it's benefits. :)