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Subject: Re: Problem with Object Oriented Design (programming issue)

Author: Vincent Diepeveen

Date: 05:36:46 09/22/03

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On September 21, 2003 at 22:16:30, Dave Gomboc wrote:

>On September 21, 2003 at 20:07:14, Vincent Diepeveen wrote:
>
>>On September 20, 2003 at 15:58:03, Dave Gomboc wrote:
>>
>>>On September 15, 2003 at 19:28:39, Mathieu Pagé wrote:
>>>
>>>>In fact I have not yet implementing dynamic allocation.
>>>>
>>>>I'm pretty sure it's about too much constructor executing.
>>>>
>>>>I'd like to know if someone had ever experiments which overhead (%) should I
>>>>expect when porting non-OO chess engine to OO ?
>>>>
>>>>Thanks for your help, i'will give a try to your idea when implementing dynamic
>>>>allocation.
>>>>
>>>>Mathieu Pagé
>>>
>>>I'd expect zero overhead.
>>
>>then he's not using real OO features.
>>
>>As soon as you start using advanced stuff from object oriented programming, then
>>overhead is *huge*.
>>
>>Let's assume for example a neat OO program that's allocating and deallocating
>>objects of course. That's real neat OO programming.
>>
>>What junior team and others do in c++ is by no means what i call the real OO
>>features.
>>
>>The real OO features are dead slow for chess :)
>>
>>>Dave
>
>You don't need complicated inheritance hierarchies for a chess program.
>
>Dave

In which case the code is in fact C code and not c++.





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