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<H1>RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?</LI>
<LI><em>From</em>: "Dr Richard A. Bartle" &lt;<A HREF="mailto:richard#mud,co.uk">richard#mud,co.uk</A>&gt;</LI>
<LI><em>Date</em>: Tue, 21 Mar 2000 22:01:24 -0000</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
J. C. Lawrence writes on 21st March, 2000:
&gt;The Skotos guys (mostly Christopher Allen) made the point that at
&gt;Skotos they instead essentially have only one object type, and
&gt;everything is then an instance of that type.  Thus player
&gt;characters, NPCs, swords, rooms, bricks, pebbles, trees, sacks, etc
&gt;etc etc are actually all instances of the same super-class
	I do that in MUDDLE, too, although I extend it to cover
other, more esoteric things such as functions, timers and players
(not their personae in the game, but a representation of the actual
players!)

&gt;My inheritance tree fans out into many small banrches, and then
&gt;the branches then collect back together again (multiple inheritance)
&gt;to produce the super classes.
	Yay! Multiple inheritance!
	I used to get slated terribly for using multiple inheritance.
The argument against it seemed to be "you can do that using single
inheritance if you twist it hard enough", which I never found convincing.
I'm glad MI is finally gaining acceptance.

&gt;When your entire inheritance tree (from an object's perspective) is
&gt;that you all descend from the same super-class -- how do you handle
&gt;multi-user security and access controls for editing the consituent
&gt;components of that super-class?
	Ah, I cheat - I only have one person ever add new code, ie. me,
and I know my hierarchy so well that I don't tend to make these kind of
mistakes &lt;grin&gt;.
	I also have the facility for attaching methods to lower parts of
the hierarchy, eg. only to objects of class "combustible", which helps
limit the side-effects. That said, I still haven't quite got around to stopping
trees being an indirect subset of "food" (sigh).

		Richard



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00785" HREF="msg00785.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, 
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Wed 29 Mar 2000, 03:39 GMT
</LI>
<LI><strong><A NAME="00793" HREF="msg00793.html">RE: [MUD-Dev] Object and class hierarchies -- are they really necessary?</A></strong>, 
Christopher Allen <a href="mailto:ChristopherA#Skotos,net">ChristopherA#Skotos,net</a>, Thu 30 Mar 2000, 04:00 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00810" HREF="msg00810.html">[MUD-Dev] Debugging techniques</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Fri 31 Mar 2000, 20:57 GMT
</LI>
</ul>
<LI><strong><A NAME="00765" HREF="msg00765.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, 
Phillip Lenhardt <a href="mailto:philen#funky,monkey.org">philen#funky,monkey.org</a>, Tue 28 Mar 2000, 21:34 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00677" HREF="msg00677.html">RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, 
Dr Richard A. Bartle <a href="mailto:richard#mud,co.uk">richard#mud,co.uk</a>, Tue 21 Mar 2000, 21:45 GMT
</LI>
<LI><strong><A NAME="00682" HREF="msg00682.html">RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 22 Mar 2000, 00:25 GMT
<UL>
<LI><strong><A NAME="00685" HREF="msg00685.html">RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 22 Mar 2000, 01:59 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00686" HREF="msg00686.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, 
Draymoor <a href="mailto:fibhufky#erols,com">fibhufky#erols,com</a>, Wed 22 Mar 2000, 02:33 GMT
</LI>
<LI><strong><A NAME="00687" HREF="msg00687.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, 
Draymoor <a href="mailto:fibhufky#erols,com">fibhufky#erols,com</a>, Wed 22 Mar 2000, 03:53 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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