Roulette: Inheritance Case Study
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1 Roulette: Inheritance Case Study Roulette involves a player, a wheel, and bets ½ Real game has several players, we ll use one ½ Real game has lots of kinds of bets, we ll use three but make it simple to add more Instead of brainstorming classes, we ll take as given: ½ Wheel ½ Bet ½ Bankroll ½ Roulette (game) ½ What s missing? ½ What are responsibilities, collaborations? Duke CPS
2 What are scenarios? User/player given choice of bet ½ Bet choice made ½ Wager made ½ Wheel spins ½ Payoff given ½ Play again? What happens when player bets? ½ What s recorded? ½ How is winning determined? ½ What about multiple players, multiple bets? Duke CPS
3 What is a bet? Difference between wager and bet ½ Bet contains wager amount ½ Different bets have different payoffs What happens after the wheel rolls and payoff occurs? if (mybet == redblack) else if (mybet == oddeven) ½ Problems with this? ½ Open closed principle? ½ Canonical OO tenet: avoid chains of if/else (when you can) Duke CPS
4 Roulette Class Diagram Has-a relationship ½ Bet has a wheel, how/why? ½ BetFactory has bets ½ What bets? ½ Game has a bankroll ½ Does this make sense? Uses-a relationship ½ Parameters ½ Return values ½ Local variables Has-a relationship ½ Inheritance, use-as-a ½ Substitutable for-a Duke CPS
5 Inheritance guidelines in C++ Inherit from Abstract Base Classes (ABC) ½ one pure virtual function needed (=0) ½ must have virtual destructor implemented ½ can have pure virtual destructor implemented, but not normally needed Avoid protected data, but sometimes this isn t possible ½ data is private, subclasses have it, can t access it ½ keep protected data to a minimum Single inheritance, assume most functions are virtual ½ multiple inheritance ok when using ABC, problem with data in super classes ½ virtual: some overhead, but open/closed principle intact Duke CPS
6 Designing hyperwag Keep classes small and cohesive ½ as simple as possible, but no simpler ½ member functions should also be small Design for change ½ specifications, requirements, design ½ example: other formats for table design? Design first, code second, but revisit design Know the language, but don t let the language rule the design Get the classes right, concentrate on what not how Duke CPS
7 One view of hyperwag Duke CPS
8 Patterns: Abstract Factory Abstract Factory/Factory aka kit ½ system should be independent of how products created ½ system should be configured with one of multiple products (or families of products, e.g., Win95, Motif) ½ you want to provide a class library of products and reveal interfaces but not implementations Consequences ½ factory encapsulates responsibility and process of creating objects, clients only see abstract interface. Real names hidden in factory ½ supporting new products can be difficult depending on the situation (but see Prototype pattern) Often want only one factory accessible in a program Duke CPS
9 Patterns: Singleton Singleton ½ enforce exactly one instance of a class, accessible in a welldefined manner ½ possible to extend via inheritance Consequences ½ controlled access to single instance, e.g., Foo * foo = Foo::getInstance(); ½ no global variables ½ no need to rely solely on class/static functions Implementation ½ private constructor ½ getinstance (or other class/static functions, see hyperwag) Duke CPS
10 Patterns: Prototype Use a prototypical instance to clone new objects ½ classes used in a program can be specified/loaded at runtime ½ avoid hierarchy of factories that parallels hierarcy of classes Abstract Prototype class implements clone() ½ how to copy? deep vs. shallow ½ how to initialize clones in subclasses Managing Prototypes ½ use a factory or a prototype manager with registered prototypes ½ cloning can be tough (e.g., circular references) Duke CPS
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