[DGD] Implementing Lima-like inputsys

Par Winzell zell at skotos.net
Thu Dec 13 21:06:10 CET 2001


Felix A. Croes writes:

 > DGD has something better: lightweight objects.

Since the archives of this list do not go back very far, here is
a mail Felix wrote on this subject earlier this year:

----------------------------------------------------------------------------
"Danne Solli" <dan.solli at arrowhead.se> wrote:

> I've read the new_object() manual page. I think I understand what they are,
> but one thing I'd really like  is some real world examples of what they
> can/should be used for... :)

They are intended for abstract datatypes, or more generally, anything
you'd use an object for in a non-MUD object oriented programming language.

For those who are familiar with MudOS, they are an alternative to structs.

For those who are familiar with none of the above: keep programming, and
if you ever get into the position where you want to use arrays in which
each element has a different type, without making the array mixed* -- take
another look at light-weight objects.

Light-weight objects have other uses in combination with normal, persistent
objects.  For example, you could let only the rooms, players and monsters
be persistent objects, and handle all the inventories with light-weight
objects to save a lot of space.

Regards,
Dworkin

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