Re: Question about large objects

From:
=?ISO-8859-1?Q?Erik_Wikstr=F6m?= <Erik-wikstrom@telia.com>
Newsgroups:
comp.lang.c++
Date:
Fri, 20 Apr 2007 16:24:08 GMT
Message-ID:
<IO5Wh.39049$E02.15656@newsb.telia.net>
On 2007-04-20 17:53, JoeC wrote:

I have been writing games and I also read about good programming
techniques. I tend to create large objects that do lots of things. A
good example I have is a unit object. The object controls and holds
everything a unit in my game is supposed to do. What are some some
cures for this kind of large object or are they OK because they
represent one thing. If not what are better ways to design objects
that behave the same way. Would it be better to use inheritance or
friends and where can I look to be able to do the same thing in a
better way?


That depends on a lot of things, like what a unit is. If unit is a
generalization of a lot of things and your unit-class can act as any of
those then you should definitely break it down into a unit-class which
has all code shared among the different unit types and create subclasses
of it for each of the unit types. Or perhaps create a subclasses which
are further subclasses if it's possible to identify code that is common
for only a subset of the unit-types.

 From the code posted it looks like the unit is a graphical object that
can be drawn on the screen, much of this functionality could probably be
put in a base-class. The save and load methods does not necessarily have
to be members, perhaps they are better of as friends or so, it's hard to
tell just from looking at the code given.

--
Erik Wikstr?m

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