Author: Daniel Clausen
Date: 11:34:20 09/22/03
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On September 22, 2003 at 13:27:54, Bo Persson wrote: >On September 22, 2003 at 12:54:26, Daniel Clausen wrote: > >>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. > >That's a matter of opinion. > >>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. > >Yes. A very good idea. > >> >>If you do that, I'd call this a C++ engine but in the sense of a better C. > >That's the general idea of C++ in the first place. > >> I >>wouldn't call it an OO-engine though. > >Ok, I would. :-) > >>The design of the program is exactly the >>same. > >No, it is totally different. Well, I think the _design_ is exactly the same, the implementation differs a bit, but then that happens too if I write it in Pascal instead of C. Using "class" instead of "struct" and "string" as opposed to "char x[42]" in a few places doesn't change the design. (just the implementation) >Ok, so you are one of the "fundamentalists"? Dynamic allocations only and >everything virtual and polymorhic? Yeah, I would probably count as a fundamentalist, but in the best sense of the word! ;) That doesn't mean that OO means dynamic allocation only and everything virtual/polymorphic. >Some of us belive that using objects is object oriented. YMMV. :-) In this case MM really V. ;) Sargon PS. There was a guy in CCC about one year ago who was working on an OO-engine and who talked a little bit about the design of his engine. Anyone remember his name? (he wanted to be to CCC last August! :p)
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