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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>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A></LI>
<LI><em>Date</em>: Tue, 28 Mar 2000 19:39:49 -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>
[Phillip Lenhardt <philen#funky,monkey.org>:]
> For example, if a door is just a regular object with open and close
> methods and link attributes pointing at two other roomish objects,
> how do you determine if it is a door at all? In a class hierarchy,
> you can ask for the class or type of an object. If that class or
> type is or is descended from the door class, you know you have a
> door object. With just a base class, you have to check for all
> relevant methods and attributes before treating that object like
> a door.
I recall someone on this list (JCL?) saying something analagous to:
If it acts like a door, its a door.
Why do you care if the way it gets its door behaviour is by being an
"official" door? If someone has, within the rules of your world, created
a non-door object which is intended to act like a door, then I would
think you would want everyone to treat it as if it were a door. In other
words, you don't want anyone to be able to find out that it isn't "really"
a door.
Possibly there are some rare administrative cases where you want to be
able to identify "official" doors, but should that kind of requirement
drive the basic heart of your system?
--
Don't design inefficiency in - it'll happen in the implementation.
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
<A HREF="http://www.GraySage.Edmonton.AB.CA/cg/">http://www.GraySage.Edmonton.AB.CA/cg/</A>
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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>
<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
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</ul>
<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
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<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
<LI><strong><A NAME="00667" HREF="msg00667.html">Re: [MUD-Dev] [CODE] unique items</A></strong>,
Draymoor <a href="mailto:fibhufky#erols,com">fibhufky#erols,com</a>, Mon 20 Mar 2000, 05:26 GMT
<UL>
<LI><strong><A NAME="00670" HREF="msg00670.html">Re: [MUD-Dev] [CODE] unique items</A></strong>,
Marc Bowden <a href="mailto:ryumo#merit,edu">ryumo#merit,edu</a>, Mon 20 Mar 2000, 17:35 GMT
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