Oh, don't worry, I used clojuredev for this ;) I noticed a few bugs
here and there, by the way, so i'll have to find some time and
report / patch ... anyway on this topic you really have the same
probleme with java, except that propers tools just hide the hugly list
of import anyway.

Cheers
PH

On 9 fév, 15:08, Laurent PETIT <laurent.pe...@gmail.com> wrote:
> Since you say you're an Eclipse user, one answer could be : use clojuredev
> (eclipse plugin supporting clojure development),
>
> and wait patiently for this feature to be included :-).
>
> More seriously : clojuredev, while still a baby compared to slime, has some
> interesting features worth considering for current eclipse users :
> - syntax coloring + rainbow parens
> - namespace browser
> - REPL launcher
> - auto-compilation of files + problem markers (for compilation errors)
> - "survival kit" of keyboard shortcuts in the editor : top-level
> s-expression selection, send to REPL (current selection or top-level
> s-expression), compile file, ...
>
> Code completion and integration with the JDT are next on my todo list. It
> would be based on heuristics in a first time (deduction of the namespace of
> a symbol by simple/naive detection of the ns of the file), but would work
> 95% (if not better) of the time, and then, when time permits, based on real
> static analysis+dynamic analysis of code.
>
> By integration with the JDT, the automatic addition of imports is indeed a
> really interesting feature I would like to add (I intend to first use a lot
> clojure for replacing bits of java in existing java projects, so our needs
> will match in this area :-).
>
> Cheers,
>
> --
> Laurent
>
> 2009/2/9 phtrivier <phtriv...@gmail.com>
>
>
>
> > Hi everyone
>
> >  first of all, this is my first post, so if I ask FAQs or deserve to
> > RTFM, please tell me.
>
> > I am learning clojure, and trying to adapt some game code written in a
> > Java framework called Slick. After a couple of beginner's mistake (the
> > kind you do to learn ;) ), I got a working convestion of a Scoller
> > example. Still, there are some things that I don't find very elegant,
> > or where I'm pretty sure to be reinventing some wheel.
>
> > Code is here :
>
> >http://tinyurl.com/dj4l9z
> > or
> > git://github.com/phtrivier/clj-slick-tank.git
>
> > * The game is tile-based. I need to build up a collision map ("can the
> > tank walk on cell [3,2] ?"). Java does it with a two-dimensional array
> > of booleans. From discussion here :
>
> >http://groups.google.com/group/clojure/browse_thread/thread/5eb78c620...
> > , I choosed to use a vector of vector (i probably should'nt have, but
> > that's another point). I wrote this :
>
> > (defn blocked?
> >  "Is a position blocked in the screen?"
> >  [screen x y]
> >  (let [i (int x)
> >        j (int y)]
> >    (true? (get (get (screen :blocked) i) j))))
>
> > (defn make-row-generator
> >  [cell-generator w]
> >  (fn [i]
> >    (vec (map (fn [j] (cell-generator i j))
> >              (range 0 w)))))
>
> > (defn make-matrix
> >  [w h cell-generator]
> >  (vec (map (make-row-generator cell-generator w)
> >            (range 0 h))))
>
> > (defn make-collision-map
> >  "Builds a double dimensioned array telling
> > whether a cell is blocked"
> >  [m w h]
> >  (make-matrix
> >   w h
> >   (fn [i j]
> >     (let [tileId (.getTileId m i j 0)]
> >       (let [res
> >             (Boolean/parseBoolean
> >              (.getTileProperty m tileId "blocked" "false"))]
> >         res
> >         )))))
>
> > (the 'm' is a slick-specific stucture that holds the tile map).
> > Am I duplicating some existing library to build matrices ? Is there a
> > cleaner way to do it ?
>
> > * In a method I check for collisions :
>
> >  ;; Movement
> > (defn try-move
> >  "Try and move a player in the screen given a direction.
> >                Returns a list with the moved player, and a
> >                boolean indicating whether the move was successfull.
> >        "
> >  [player screen dx dy]
> >  (let [new_x (+ (player :x) dx)
> >        new_y (+ (player :y) dy)]
>
> >    (let [bxy (blocked? screen new_x new_y)
> >          bx (blocked? screen new_x (player :y))
> >          by (blocked? screen   (player :x) new_y)]
> >      (if bxy
> >        (if bx
> >          (if by
> >            [player, false]
> >            [(assoc player :y new_y), true])
> >          [(assoc player :x new_x), true])
> >        [(assoc player :x new_x :y new_y), true]))))
>
> > Will i get used to the nested 'if' blocks someday ? Any way to write
> > the equivalent of a switch case here, if only to improve
> > readibility ?
>
> > * Finally, my code starts with a rather ugly
>
> > (ns tank
> >  (:import (org.newdawn.slick Animation
> >                              AppGameContainer
> >                              BasicGame
> >                              GameContainer
> >                              Graphics
> >                              Input
> >                              SlickException
> >                              SpriteSheet)
> >           (org.newdawn.slick.tiled TiledMap)
> >           (org.newdawn.slick.util Log)))
>
> > I know there is no way to import org.newdawn.slick.* (as discussed
> > here :
>
> >http://groups.google.com/group/clojure/browse_thread/thread/fa00a0ff4...
> > ). What do you do in programs that need huge list of imports ? I'm
> > kinda spoiled by the Eclipse way of doing this, which is roughly :
> > import everything, forget about it, and let you IDE clear up the list.
> > And at least for development part it make things easier. If I hadn't
> > had the exact list of import to copy paste in this case, I would
> > probably have gone bored and depressed by the second class to import
> > manually (lazyness is not only for evaluation ;) )
>
> > Thanks for any ideas, sorry if post is too long / newbie-like.
>
> > Cheers
> > PH
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