Re: sparse components
Mat Noguchi <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Ah, whoops. The two sides of the conversation fused in my head. Anyways, in stream or dataflow based designs, state becomes much more explicit. As such, it becomes easier to know when and what to persist at any given point. Mobile MSN On May 30, 2010, at 10:14 AM, "Brandon Van Every" <[email protected]> wrote: > On Sun, May 30, 2010 at 1:46 AM, Mat Noguchi <[email protected]> > wrote: >> What does OOP have to do with persistence? >> >> Mobile MSN >> >> On May 29, 2010, at 8:43 PM, "Brandon Van Every" >> <[email protected]> >> wrote: >> >>> On Fri, May 28, 2010 at 2:07 PM, Warrick Buchanan >>> <[email protected]> wrote: >>>> 3) The natural unit of program composition is not a conceptional >>>> 'OO' object >>>> but functions that transform an input stream to an output stream >>>> (stream or >>>> list) >>> >>> Isn't that view of programming pretty strongly biased against >>> persistency? > > Let's try reparsing the above. Warrick said, in essence, "The natural > unit of program composition is functions that transform an input > stream to an output stream (stream or list)." To which I replied, > "Isn't that view of programming pretty strongly biased against > persistency?" My question doesn't include or reference OOP at all. > > > Cheers, > Brandon Van Every > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com