Re: When can one use "bare" procedural code?

From:
mike3 <mike4ty4@yahoo.com>
Newsgroups:
comp.lang.c++
Date:
Tue, 30 Mar 2010 11:44:43 -0700 (PDT)
Message-ID:
<66220d49-0d0c-443a-ae1e-04d66a93cff3@g4g2000yqa.googlegroups.com>
On Mar 30, 6:18 am, "Daniel T." <danie...@earthlink.net> wrote:

mike3 <mike4...@yahoo.com> wrote:

I was wondering where, if at all, it's "OK" to use "bare" procedural
stuff (i.e. not part of objects, but bare functions) in C++. For
example, I've got these routines that implement a random level
generator algorithm (for a game). Is it OK to just do this
procedurally, like have a "MakeTunnel" function to make tunnels in the
map (which is an object, by the way), a "MakeRoom" function to make
rooms, etc., or should one put that in objects of some kind? If so,
what kind of way would be good for this? This one seems tricky...


I'm going to assume that what you are asking is if it is OK to have
global functions. The answer is of course, even the standard library is
full of them. However, the best code is modular in nature, and the most
natural way to express a module in C++ is by using a class. I suggest
you read, or re-read, chapter 2 of "The C++ Programming Language" by
Stroustrup. He gives a good overview of the various programming
paradigms.

If you find yourself writing a bunch of switch statements, or if.. else
chains that all use the same condition, then you should probably
introduce more inheritance.


So then what, you have classes without data members then? It doesn't
make
sense as a data type, it's an algorithm after all, and there aren't
any
"global" variables that need to be tucked way, just functions.

Is it OK to have it contain lots of internal functions that are used
inside
it (e.g. the MakeTunnel stuff, etc.) but aren't for calling from
outside (the
only ones that'd be available to the outside would be the main
generator
routine which you punch in a level type to generate and the necessary
parameters
(including a map to use) and it generates that level on that map)?

So then if I had something like this:

class LevelGenerator {
private:
 ... (various functions like MakeTunnel, etc. all "static") ...
public:
 static GenerateLevel(LevelMap&, LevelType); // Generates the level
};

is that bad? I guess the thing here is it doesn't seem very obvious at
all what the "best" way to factor it is, and if any of the approaches
really show any advantage. The main goal here is to minimize the
creation
of bugs in the future.

Or what if we had something like

class RoomMaker {
private:
 ... (exit point list, room coordinates, type) ...
public:
 RoomMaker(u16, u16, u16, u16, RoomType); // parameters: coordinates,
type of room
 ~RoomMaker();
 addDoorway(std::size_t); // add a doorway at one of
the room's exit points
 dig(LevelMap&); // dig the room in a map
};

(maybe have an analogous "TunnelMaker" or something)

(and then the remaining stuff stays in that weird static-filled
"LevelGenerator" thing)

The latter is the approach I was taking to it, but was wondering
whether this was really a good idea or not.

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