OO and game design questions
ian.g.kelly at gmail.com
Tue Oct 19 19:46:50 CEST 2010
On Tue, Oct 19, 2010 at 5:37 AM, Dave Angel <davea at ieee.org> wrote:
> On 2:59 PM, dex wrote:
>> Using strong references, I have to remove room B from list of rooms,
>> and also remove door to room B, as it holds reference to room B. To do
>> that, I have to keep list of doors that lead to room B.
>> Using weak references, I don't have to worry about removing all doors
>> to room B. They all now have a dead reference, which better models
>> actual situation. If part of mine collapses, or if a module on space
>> station is destroyed, the passage to that location does not magically
>> vanish - it's just obstructed.
>> Can you please tell me if there's something wrong with my reasoning?
>> Simply replace room B with a "destroyed room" object. That can be quite
> small, and you only need one, regardless of how many rooms are thus
How does this avoid the problem of having to keep a list of doors that lead
to room B? You can't just replace one object with another. You would have
to replace every reference to B with a reference to the new object. This is
no simpler than deleting the references or replacing them with None.
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