Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: OOP: objects and methods

Author: Daniel Clausen

Date: 09:54:26 09/22/03

Go up one level in this thread


On September 22, 2003 at 12:14:04, Robert Hyatt wrote:

[snip]

>The transposition table is a natural.  The opening book.  The endgame tables.
>The repetition history.  The killer move list.

While I agree with these suggestions for classes, I think such classes alone
don't really make an engine OO. What you basically mention so far is to replace
"struct XYZ" with "class XYZ" and convert the functions which work with these
structs closely (and typically take a pointer/reference to an object of XYZ) to
member functions of the respective class.

If you do that, I'd call this a C++ engine but in the sense of a better C. I
wouldn't call it an OO-engine though. The design of the program is exactly the
same.


>The only thing to avoid is constantly creating and destroying things.  If you
>avoid that, c++ is just as good as C.  Note that Eugene's endgame probe code
>is written in c++ with _no_ speed penalty.

I didn't read that code carefully (it's not that easy to read, to say it this
way ;) but AFAIK I'd call that "better C", not OO.

Sargon



This page took 0.01 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.