Re: Software Architecture/Design
Tom Plunket <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
> Tom Plunket wrote: >> >> Anyway- this is a very strange discussion to me, having been steeped >> in writing OO code in C, since obviously "the data knows nothing" and >> all of the transformations were functions that took an "object" and >> did some operation with it. Alex Lindsay wrote: > > It seems to me that at least part of this discussion, and in particular, the > performance benefits, come from not writing functions that take an object > and do an operation, but writing a function that takes a pile of objects and > performing the same operation on all of them. Yes, I think that is the case. > If that means warping these ideas to fit the mindset of a 'traditional OO > C++ programmer' i.e. someone who writes classes representing single objects, > then maybe we should be telling them "hey, instead of making 'class Car', > make 'class Cars' and keep all cars in there. Write member functions that > act on all the internal cars and maybe return new instances of Cars." to > shove them in the right direction, a direction currently dictated by slow > memory and multiple CPU opportunities. The amazing thing to me is how similar ideas lead to such vastly different implementations across programmers. My bent would be to avoid creating a class Cars, and instead just have a Car array; that way I /could/ access an individual item if/when I wanted or needed to, but by default process the array in one go (for things like the update function). -tom! -- _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com