Re: Interface complexity problem in game
- From: Brendan Guild <dont@xxxxxxx>
- Date: Sun, 25 Sep 2005 18:54:14 GMT
H. S. Lahman wrote in XvAZe.3982$WT3.1724@trnddc03:">news:XvAZe.3982$WT3.1724@trnddc03:
> Responding to Guild...
>
> Two questions from beginners about constructing an RPG game in one
> day. Coincidence? Tell your instructor that a computer game is too
> big a project for a homework problem.
Don't worry, I'm sure he knows. The coincidence was actually caused by
the first question giving me an extra boost of confidence that my own
question might not be out-of-place here.
>> [Active entities behaviour determined in a method with wildly
>> varying behaviour]
> This is probably a Bad Idea except in very specific situations. See
> my response in the "RPG game in UML" thread.
Thank you, that has certainly given me a lot to think about!
>> [World object with hundreds of methods]
>
> This is an Even Worse Idea for exactly the reasons you identify.
> (One exception below.)
Luckily for me, it seems that my design fits that exception! I was
aware of the principle, but not the exception. Thanks.
> [Object relationships are important. See my blog]
Thank you very much! This blog looks very interesting and I will read
it eagerly. I have never read anything describing OOD in this way.
http://pathfinderpeople.blogs.com/hslahman/relationships/
>> [Description of world object]
>
> This paragraph suggests that 'world' represents another, largely
> undefined subsystem. In that case it is a subsystem interface.
> Using the GoF Facade pattern is a common way to implement subsystem
> interfaces. While that Facade is a single class with a large number
> of interface methods, it does not implement the functionality. It is
> simply a buffer class that re-dispatches the messages to the objects
> that implement the subsystem. So in that case a large number of
> methods is acceptable. In fact, it is highly desirable because it
> hides the implementation of the subsystem.
This is exactly what I am doing. I would be crazy to try to define
something that I know will be vastly complicated without breaking it up
into a large number of objects. Therefore, I will continue with
confidence and much appreciation!
.
- Follow-Ups:
- Re: Interface complexity problem in game
- From: H. S. Lahman
- Re: Interface complexity problem in game
- References:
- Interface complexity problem in game
- From: Brendan Guild
- Re: Interface complexity problem in game
- From: H. S. Lahman
- Interface complexity problem in game
- Prev by Date: Re: A question about substitution principle
- Next by Date: Question about <The Deadline: A Novel About Project Management >
- Previous by thread: Re: Interface complexity problem in game
- Next by thread: Re: Interface complexity problem in game
- Index(es):
Relevant Pages
|