Chris Jacobson wrote: > On 3/8/98 3:26 PM, Daniel W. Burke (dwb@IX.NETCOM.COM) stated: > > I have converted the majority of my code to C++, and am continuing to do > so. The flexibility it offers is extreme - constructors and destructors > replacing those messy CREATE() macros with setup and free_whatever() > functions, and polymorphism (several functions of same name, same > function, but taking different arguments) also cuts down on the number of > different function names needed. > > I highly recommend it, even if just for readability. I am also the only > one who reads my code, but I gained a keener understanding of CircleMUD > by having to look at ALL of the code (over the course of time) during my > conversions. Even the extra readability it provides just me speeds my > development. Plus the classes and other C++ features are just so > wonderful, you'll find yourself having a lot of fun in the process of > conversion, and it will make future development much easier. Given that I am working with a code base that incorporates large portions of the DeathGate code, I am already quite interested in a more object-oriented approach. I think we should start an open "Circle++" project to create a version of the Circle code that takes an object-oriented approach to the characters and objects, incorporates fast hash tables and intelligent strings, templates, and so forth. Those of us who want to experiment with an object-oriented approach could pool our talent, and our developments, if they prove solid and useful, could find their way to the stock CircleMUD base in future revisions. Yes, there's a lot to be said for the efficiency of C. I won't advocate a 100% rewrite, as there are sections of the CircleMUD code that ought to be mean and lean, and work just fine as they are. But other sections of the code could benefit greatly (I'm hoping that this proposed variant isn't sounding too mongrel). I don't want to be a zealot for any given methodology; I'd just like to see some genuinely useful improvements to the solid, proven base Circle. Essentially, for the cost of a little extra overhead, we could have a code base that features the one thing that is most important to me in much of my coding: easy re-use and expandability. With as little time as I have to spend on coding, I like being able to develop the features my players request as rapidly as possible, without lots of bugs (don't we all!). Now, I'm just curious to hear what the more experienced on this list think of this concept. :) Daniel Houghton AKA Garadon +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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