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<H1>[MUD-Dev] Re: PDMud thread summary</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: PDMud thread summary</LI>
<LI><em>From</em>: Chris Gray <<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>></LI>
<LI><em>Date</em>: Tue, 27 Oct 1998 21:12:31 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[Alex Oren:]
>} >I think we should look into the object model first.
>} >Do we want single or multiple inheritance? Static or dynamic binding? Single
>} >or multiple dispatch? Vtables or name-based? Etc...
>Static binding is when the destination of a function call is known at compile
>time. Dynamic binding is when the destination is only known at run-time. In
>C++, dynamic binding is accomplished using virtual methods and pointers or
>references to objects.
Static versus dynamic binding of function calls as a programming language
feature I understand just fine. It was those words attached to a question
about an object model that confused me. The object model and the
programming language are strongly intertwined, but they *are* separate.
Anyway, I agree - having a way to attach function pointers (or whatever
you choose to call them) to objects is extremely useful.
>Now, to multiple dispatch. Multiple dispatch is what Scott Meyers (More
>Effective C++) calls "Making functions virtual with respect to more than one
>object". C++ and Java do not support this paradigm directly but there are
>ways to simulate it.
OK, definitely jargon then. So, like, er, the state of two objects
determines which function is called for something?
--
Don't design inefficiency in - it'll happen in the implementation. - me
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
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<li><strong><A NAME="00565" HREF="msg00565.html">[MUD-Dev] Re: PDMud thread summary</A></strong>
<ul compact><li><em>From:</em> alexo#bigfoot,com (Alex Oren)</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: PDMud thread summary</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00656" HREF="msg00656.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 01 Nov 1998, 04:02 GMT
</LI>
</ul>
<LI><strong><A NAME="00539" HREF="msg00539.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 27 Oct 1998, 06:05 GMT
</LI>
<LI><strong><A NAME="00540" HREF="msg00540.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 27 Oct 1998, 06:13 GMT
<UL>
<LI><strong><A NAME="00548" HREF="msg00548.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Tue 27 Oct 1998, 09:50 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00559" HREF="msg00559.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 28 Oct 1998, 04:14 GMT
<UL>
<LI><strong><A NAME="00565" HREF="msg00565.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Wed 28 Oct 1998, 13:40 GMT
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</LI>
<LI><strong><A NAME="00345" HREF="msg00345.html">[MUD-Dev] PDMud thread summary</A></strong>,
Jon Leonard <a href="mailto:jleonard#divcom,slimy.com">jleonard#divcom,slimy.com</a>, Thu 22 Oct 1998, 08:39 GMT
<UL>
<LI><strong><A NAME="00349" HREF="msg00349.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Thu 22 Oct 1998, 12:06 GMT
<UL>
<LI><strong><A NAME="00354" HREF="msg00354.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Darrin Hyrup <a href="mailto:shades#mythicgames,com">shades#mythicgames,com</a>, Thu 22 Oct 1998, 15:41 GMT
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