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On Wed, 4 May 2005, Fisher, Don wrote:

A good approach as far as it goes.  I've found that coding rules like that
makes sense only when one allows for exceptions.  The general rule is there
are always exceptions.  You may be fortunate enough to work in a place
without exceptions, which would be the exception to prove the rule, yes?

:) In the general case you are right on the money: there are always exceptions. In this specific case so far there haven't been. When exceptions are required, the first question I always ask myself is: why? What are the circumstances that lead to this exception? Can those be coded for?


Something I've been thinking about (but not yet coded) is "pluggable rules". While I think this is fairly common in other programming I've never seen something similar in RPG.

<clip>
Neither.  I'd find out what the rules are for when it is open/closed and
code those rules.  No file/table needed.  In fact, I've already done this.
<clip>

James Rich

It's not the software that's free; it's you.
        - billyskank on Groklaw

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