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

From:
"Daniel T." <daniel_t@earthlink.net>
Newsgroups:
comp.lang.c++
Date:
Wed, 31 Mar 2010 10:51:17 -0400
Message-ID:
<daniel_t-701AF3.10511731032010@70-3-168-216.pools.spcsdns.net>
mike3 <mike4ty4@yahoo.com> wrote:

On Mar 30, 9:10?pm, "Daniel T." <danie...@earthlink.net> wrote:

What about the LevelMap class? I'm wondering if "GenerateLevel" should
be in LevelMap instead of a separate function.

What code have you written so far?


LevelMap looks like this:

class LevelMap {
 private:
...
 public:
  u16 getWidth() const
    <inline>
  u16 getHeight() const
    <inline>
  LevelTile& operator()(u16 y, u16 x)
    <inline>
  LevelTile operator()(u16 y, u16 x) const
    <inline>

  LevelMap();
  LevelMap(u16, u16, int);
  ~LevelMap();
};

Not all that much, just wraps up a 2D grid of tiles (stored with
std::vector), with operators to access it like a matrix and get
the size (with guaranteed boundschecking enabled on debug builds
by using std::vector::at() in the operators for such builds).
Not yet implemented but will be at some point: save/load a map
to/from a disk file, load a predefined map template.

Even if I were to put GenerateLevel in LevelMap, what about the
whole RoomMaker thing?


The LevelMap interface you show above is nothing more than a container
for LevelTiles. IMHO it doesn't even deserve mention in a design
diagram. Maybe you can show me the LevelTile class or one of the classes
that use this LevelMap class?

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