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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>></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Object and class heirarchies -- are they really necessary? </LI>
<LI><em>From</em>: "Draymoor" <<A HREF="mailto:fibhufky#erols,com">fibhufky#erols,com</A>></LI>
<LI><em>Date</em>: Wed, 21 Oct 1998 22:26:44 -0400</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>
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<PRE>
From: Kevin Littlejohn <darius#connect,com.au>
>At the moment, I'm thinking
>along the lines of a bunch of smaller objects, which most things in the
>world inherit from, which define clumps of attributes. Example most easy
>to deal with is that of materials - define a bunch of objects that provide
>the attributes that make up metal, wood, stone, as three different objects,
>then just inherit whichever one you want - and presto: you gain all the
>attributes of that material. Same goes for a lot of other stuff - some
>things (like basic universal attributes) would exist in objects that
>everything inherits from, others would be kind of pick and choose to get
>the effect you want.
How do you design code so that inheriting one class will create a differant
effect on the object (such as the material it is made of)? Is it simply a
matter of the mathods the object uses? In that case, How would it act if
there wasn't a class for say, material?
Any help on the whole topic of inheritence based objects in mudding would be
much appreciated, actually. I've got no exposure to this field ;)
Thanks
-Philip Loguinov
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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>
<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>
<LI><strong><A NAME="00756" HREF="msg00756.html">RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>,
Brian Ashburn <a href="mailto:BAshburn#us-south,net">BAshburn#us-south,net</a>, Tue 28 Mar 2000, 20:18 GMT
</LI>
<LI><strong><A NAME="00782" HREF="msg00782.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>,
cg <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 29 Mar 2000, 02:38 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00672" HREF="msg00672.html">[MUD-Dev] The Meta list is now open and active.</A></strong>,
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 20 Mar 2000, 18:58 GMT
<LI><strong><A NAME="00671" HREF="msg00671.html">[MUD-Dev] Licensing and Clauses</A></strong>,
Chris Jacobson <a href="mailto:fear#technologist,com">fear#technologist,com</a>, Mon 20 Mar 2000, 17:35 GMT
</UL></BLOCKQUOTE>
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