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

Author: Dave Gomboc

Date: 10:48:47 09/22/03

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On September 22, 2003 at 08:36:46, Vincent Diepeveen wrote:

>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++.

No.



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