Super Classes - or why OO Design Rules

adam::davis

2011 Troll of the Year
I'm working on a group project in my Game Design class with classmates of mine. One of the group members did a fair amount of initial work, which of course I have no complaints about, less work for me.

I sit down last night to take a look @ the code so I can have a good understanding of whats going on and start implementing some new things, only to discover that the guy has created a super class.

This class was on its way to reaching 1000+ lines w. no end in sight, which leaves me spending the last few hours here trying to break everything down; so far I've come up with at least 5 separate classes that could be pulled out of the one and discovered a few cases where inheritance would certainly be beneficial to the design.

TLDR: design your code well so I won't have to bitch about it on a gaming forum.
 

skd_mrk

TD Admin
Common problem. Too many programmers try to take the shortest path to their goal instead of focusing on simplicity, re-usability, and clarity. Frequently they even skip over correctness (more the case in an outsourced environment).
 

adam::davis

2011 Troll of the Year
For sure. So glad I learned about Design Patterns. [Not yet done - so far i've managed to make eight classes out of the one - should get rid of several hundreds of lines of code]
 
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