<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Object and class heirarchies -- are they really necessary? --> <!--X-From-R13: Yriva Zvggyrwbua <qnevhfNpbaarpg.pbz.nh> --> <!--X-Date: Mon, 27 Mar 2000 17:06:15 -0800 --> <!--X-Message-Id: 20000328004851.ECA7941825#koro,off.connect.com.au --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.LNX.4.05.10003271216010.18002-100000#builder,ourplace.org --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Object and class heirarchies -- are they really </title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:darius#connect,com.au"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00747.html">Previous</a> | <a href="msg00749.html">Next</a> ] Thread: [ <a href="msg00743.html">Previous</a> | <a href="msg00754.html">Next</a> ] Index: [ <A HREF="author.html#00748">Author</A> | <A HREF="#00748">Date</A> | <A HREF="thread.html#00748">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Object and class heirarchies -- are they really necessary? </LI> <LI><em>From</em>: Kevin Littlejohn <<A HREF="mailto:darius#connect,com.au">darius#connect,com.au</A>></LI> <LI><em>Date</em>: Tue, 28 Mar 2000 10:48:50 +1000</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> >>> Lazarus wrote > This is where I wound up. My latest design concluded with a base class of > 'mud_thing' from which everything else was derived. I thought it was cute > to pick up my test character (could be used for trouble makers as well) > and put him in my pocket. This approach, I've got to say, seemed completely natural - it was a first principle in the very first design docs for Moebius. I'm somewhat surprised anyone builds these days in systems where objects _are_ fundamentally different. An object is an object is an object. However ;) I've got to ask - what goes on in the middle of the tree? All well and good to say "things start from a common ancestor, fan out, then come back together", but what does that actually lead to in practice? I've posted on this subject before - Moebius is fast approaching a common inheritance line, then various smaller building blocks for various groups of characteristics - want a wooden object, inherit from wood, want creature stats, inherit from creature, that sort of thing - is this the approach that the above leads to, or are there other ways to organise the class hierarchy that work better? Skotos people? Others? Before I commit myself to a potentially flawed design? ;) > > When your entire inheritance tree (from an object's perspective) is > > that you all descend from the same super-class -- how do you handle > > multi-user security and access controls for editing the consituent > > components of that super-class? > > > > What is your question? You handle security of any instantiation the same > independant of whether it is multiply derived from multiple base classes > or derived from a single super class. Or, are you proposing online > editing of the base class definition? Now that would be one heck of a can > of worms. We already do it - introduce new attributes, and remove old ones, in the base class and have the changes reflect immediately (give or take potentially dodgy cacheing ;). That runs smack into "don't give access to change these to anyone you can't drive over to and thump" territory - once you can enforce access restrictions between objects at the mud level, you then have to make social/political/people decisions about who is trusted and who isn't - you can't fully protect the mud from the ravages of an insane creator with access to the base object. It is _very_ handy for being able to change the world physics without restarts - introduce new concepts (like weight, size, etc) on-line, tinker with them, remove them again, without actually disturbing players/builders/visitors. At least in the small scale, and I'm hoping to keep a 'sandbox' ability somehow so changes can be modelled online in a safe environment, then switched through to the rest of the mud, once it grows. KevinL _______________________________________________ MUD-Dev mailing list MUD-Dev#kanga,nu <A HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00765" HREF="msg00765.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong> <ul compact><li><em>From:</em> Phillip Lenhardt <philen#funky,monkey.org></li></ul> <li><strong><A NAME="00754" HREF="msg00754.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong> <ul compact><li><em>From:</em> Marian Griffith <gryphon#iaehv,nl></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00743" HREF="msg00743.html">Re: [MUD-Dev] Object and class heirarchies -- are they reallynecessary?</A></STRONG> <UL><LI><EM>From:</EM> Lazarus <lazarus#ourplace,org></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00747.html">Re: [MUD-Dev] Online Justice Systems (response to J C)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00749.html">[MUD-Dev] Meta: Questions about the MudDev FAQ</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00743.html">Re: [MUD-Dev] Object and class heirarchies -- are they reallynecessary?</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00754.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00748"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00748"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <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> <LI><strong><A NAME="00706" HREF="msg00706.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>, Thu 23 Mar 2000, 06:14 GMT </LI> </ul> </ul> </ul> <LI><strong><A NAME="00681" HREF="msg00681.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 22 Mar 2000, 00:25 GMT </LI> </ul> <LI><strong><A NAME="00683" HREF="msg00683.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, Chris Jones <a href="mailto:cjones#v-wave,com">cjones#v-wave,com</a>, Wed 22 Mar 2000, 00:49 GMT </LI> <LI><strong><A NAME="00743" HREF="msg00743.html">Re: [MUD-Dev] Object and class heirarchies -- are they reallynecessary?</A></strong>, Lazarus <a href="mailto:lazarus#ourplace,org">lazarus#ourplace,org</a>, Mon 27 Mar 2000, 21:19 GMT <UL> <LI><strong><A NAME="00748" HREF="msg00748.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>, Tue 28 Mar 2000, 01:06 GMT <UL> <LI><strong><A NAME="00754" HREF="msg00754.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 28 Mar 2000, 19:36 GMT <UL> <LI><strong><A NAME="00773" HREF="msg00773.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, 00:35 GMT <UL> <LI><strong><A NAME="00777" HREF="msg00777.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Wed 29 Mar 2000, 01:31 GMT <UL> <LI><strong><A NAME="00783" HREF="msg00783.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, Par Winzell <a href="mailto:zell#alyx,com">zell#alyx,com</a>, Wed 29 Mar 2000, 02:48 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>