Phils quick-n-dirty intro to object-oriented thinking #5

Quick summary of chapter 4. Your use of objects may differ quite a bit, depending on how much you are actually going to USE each potential object.

The two situations we touched on were:

a) a simplified "poker engine", with almost no interface, just the basic mechanics of dealing, etc. The idea being that we let something else deal with presenting the data.

b) A unified, razzle-dazzle GUI program with dancing cards, and players that blow smoke in your face :-)

So here's an approximate summary of needed objects in each case:

Fancy GUI Simple engine
Player Player
Deck Deck
Hand Hand(maybe)
Card
Table

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