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Why UnrealScript does not support static variables: While C++ supports static (per class-process) variables for good reasons true to the language's low-level roots, and Java support static variables for reasons that appear to be not well thought out, such variables do not have a place in UnrealScript because of ambiguities over their scope with respect to serialization, derivation, and multiple levels: should static variables have "global" semantics, meaning that all static variables in all active Unreal levels have the same value? Should they be per package? Should they be per level? If so, how are they serialized -- with the class in its .u file, or with the level in its .unr file? Are they unique per base class, or do derived versions of classes have their own values of static variables? In UnrealScript, we sidestep the problem by not defining static variables as a language feature, and leaving it up to programmers to manage static-like and global-like variables by creating classes to contain them and exposing them in actual objects. If you want to have variables that are accessible per-level, you can create a new class to contain those variables and assure they are serialized with the level. This way, there is no ambiguity. For examples of classes that serve this kind of purpose, see LevelInfo and GameInfo.
Thoughts and comments?