Is there really a better of the two options I have?

This is a discussion on Is there really a better of the two options I have? within the C++ Programming forums, part of the General Programming Boards category; Okay, So I'm thinking I could either pass a list of strings or objects as a parameter, or I could ...

  1. #1
    Absent Minded Programmer
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    Is there really a better of the two options I have?

    Okay, So I'm thinking I could either pass a list of strings or objects as a parameter, or I could have a linked list of those same objects that perform the same function.

    I could go

    IO.update(list of objects)

    Or

    linkedlist.update()

    The linked list could update recursively with points and such, all causing output to be pushed inton the output queue.

    Or I could literally just push a list of strings into the output queue, I'm not sure which one is really preferable?
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  2. #2
    C++ Witch laserlight's Avatar
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    It depends. One rule of thumb is to prefer non-member non-friend functions. So, if possible, you would prefer:
    Code:
    update(IO, linkedlist);
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  3. #3
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    So like an inline function update? Where should update be really?
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  4. #4
    C++ Witch laserlight's Avatar
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    I think you need to elaborate more on your class design, what it is supposed to model, and the problem you are trying to solve.
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  5. #5
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    Alright, I can do that, let me explain myself.

    I have a game loop and I have a function controlling that game loop. I want to do this loop in a uniform manner, all the time.

    1. Clear output on screen.
    2. Update output.
    3. Display output.
    4. Get input.
    5. Do stuff (right now it returns a 1 or 0 to see if the loop ends)

    The thing is, I do not want the function to control the game loop, because if the function closes out the loop then I would need to call items 1-4 again.

    Instead I want the function to control whether or not it will be called again. Here is what I have now:

    Code:
    void Card_Game::play_game()
    {
    	//shuffle the deck first
    	deck.shuffle_deck();
    	//draw cards for players
    	players[0].draw(deck, 1);
    	players[1].draw(deck, 2);
    	int gameloop = 1;
    	int result = 0;
    	while (gameloop != 0)
    	{
    		IO::instance().clear_screen();
    		IO::instance().insert_output(players[0].show_hand());
    		IO::instance().insert_output(players[1].show_hand());
    		IO::instance().display_output();
    		result = IO::instance().get_input();
    		gameloop = blackjack(result); 
    	}
    }
    Instead of 1 update function call for each update, I want a linked list or a list of string objects that I create during runtime, and update in 1 uniform update call. The blackjack function will result in updating more output, but if blackjack updates output and then the loop ends we don't get another chance to update the output queue, clear the screen, or even display the result.

    This will lead to my game loop being very manageable, with a few simple function calls that will always happen. If I use a linked list I can just add to that list during the blackjack function and it will get updated in the 1 universal call that I want to have, so everything works nicely .

    What do you think the best method is to accomplish this task?
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  6. #6
    Absent Minded Programmer
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    Lightbulb

    Do I need to elaborate more? Hehe
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

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